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hrown to the Wolves is a Fifth Edition wolf den.
adventure for three to five characters of 5th Of course, it’s all a trap set by Alice, who is secretly the
to 7th level. It’s optimized for a party of four werewolves’ alpha.
characters with an average party level of 5.
The adventure is campaign agnostic, but can 
just as easily be placed into any campaign While traveling through the forest, the characters are
setting which includes werewolves, attacked by three werewolves. During the battle, one of the
particularly those with a gothic horror slant. Characters who werewolves breaks away and flees to a nearby cavern. If the
successfully complete the adventure and defeat all the characters follow the werewolf, they discover Pack
encounters should earn enough experience to earn one-third Giantfang’s den.
of the experience required to reach 6th level.
’
 Pack Giantfang’s den hides within a natural cavern in the
Secretly led by an intelligent loup-garou named Alice forested hills north of a village of your choosing. The ceiling,
Mommsen, a bevvy of werewolves named Pack Giantfang floors, and walls of the den are made of damp, naturally-
makes life difficult for nearby villagers. They hunt the young, shaped stone. The height of the ceiling varies, but on average,
eat livestock, and spread terror across the land. The is roughly as tall as a chamber or corridor is wide.
werewolves live in a natural cave system to the northeast of Unless otherwise noted, there is no light in the cavern.
town. There, they lure unsuspecting prey to maim and Additionally, the entire cavern smells of mold and mildew.
devour. They do not share their lycanthropic curse, as Furthermore, residual spores from the yellow mold in area 8
Mommsen has no interest in expanding her pack. As long as stings the eyes.
Pack Giantfang remains, it’s impossible for local farmers to The following locations are keyed to the map of the
earn a living. werewolf den on page 2.
 
If you need a hook to draw the characters to the werewolves’ After a fifteen-foot descent into a naturally formed cavern, the
den, here are a few suggestions: characters enter a large chamber. Three tunnels branch from
this chamber, one to the west, and two to the east.
 Encounter. Three worgs act as guards here. They attack
One of the Giantfang werewolves approaches the characters any creature that enters that isn’t a werewolf or one of the
in his humanoid form, posing as a local farmer. Seemingly pack’s pet wolves. If one or more of the worgs falls in combat,
distraught, the farmer asks the characters to find his fiance, one retreats to the western cave to retrieve the two
Alice, who went missing in the nearby woods two days ago, werewolves there.
and offers to pay them 10gp each for their help—he swears
it’s all he has. 
Alice’s tracks are easy to find and eventually converge on
multiple wolf tracks where the tattered remains of her red A swarm of bats hugs the ceilings of the guano-soiled cavern.
cloak lies in the mud. The characters follow the tracks to the The bats are harmless and flee if spooked.
1
    Light. The light from the werewolves’ lantern in area 2 is can be found with a successful DC 16 Wisdom (Perception)
noticeable from here. check. The coin purse contains 15 sp and 10 gp. Franz also
wears a gold wedding band worth 25 gp.

A hooded lantern sits on a rock at the north side of this cave. 
Encounter. Unless encountered elsewhere, two The werewolves rigged a basic spear trap in the western
werewolves in hybrid form named Hans and Franz relax passage leading to this chamber. The trap is triggered with a
here. They attack immediately. If the characters harm the tripwire. When triggered, spears spring from the walls and
werewolves, Hans loses his cool and surrenders immediately. ceiling, and make a +6 melee weapon attack against the
Franz continues to attack and fights until killed. target who triggered it. On a hit, the spears deal 10 (3d6)
If Hans survives the encounter, he offers to trade piercing damage. Once triggered, the trap must be reset
information about the cavern, its traps, and its inhabitants. before it works again. Noticing the trap’s tripwire requires a
Treasure. Hans and Franz keep a coin purse hidden under DC 15 Wisdom (Perception) check. Disabling the trap is easy,
gravel in the southwestern part of this chamber. If Hans requiring a character to cut the wire with no check needed.
doesn’t reveal its presence through interrogation, the purse

2
 Noticing that the shackles aren’t locked requires a
successful DC 12 Wisdom (Perception) check. If the
The floors of this cavern are littered with bones, some of characters fail to see through Alice’s deception, she attacks,
which are still bloody. The light from area 6 is visible in this hoping to use her Surprise Attack feature to get the best of
area. them. Alice is a savage and cruel fighter, targeting those
Treasure. Amid the bones, a character who succeeds on a capable of dealing the most damage to her first.
successful DC 13 Wisdom (Perception) check finds a silvered If she drops a character to 0 hit points and still has attacks
dagger in an ornate sheath. The dagger belonged to an remaining on that turn, she threatens to finish the character
adventurer who the worgs killed and dragged here for the off unless the others drop their weapons. Even if the
others to eat. The dagger’s sheath is worth 50 gp. characters comply, she finishes the character off, howling
maniacally as she does. Alice is a true narcissist and will fight
 even if her life is at risk. She doesn’t believe that there is any
This large chamber is illuminated by a hooded lantern placed creature alive capable of killing her.
on a large rock in the northeastern corner. It appears that Treasure. Alice wears gloves of missile snaring which she
there are five wolves sleeping here. uses to protect herself from silvered arrows and bolts.
Encounter. It’s actually three wolves and two werewolves Additionally, she keeps a backpack hidden behind the rock
in wolf form sleeping here. Unless the characters are stealthy, with the lantern. The bag contains the contents of a
they will wake the wolves and werewolves when they enter dungeoneer’s pack without its rations and 100 gp.
this chamber. The werewolves fight to the death, but the
mundane wolves flee as soon as the werewolves are killed. 
 If the characters successfully clear the werewolves and their
companions from the den, the farmers and villagers in the
The floors here are slick with moisture, likely from the area are able to continue their work without any further
nearby pool. Dripping water echoes throughout this cavern. complications. If any of the werewolves escape, especially if
There is nothing of value in this cavern. it’s Alice, they swear vengeance on the characters. It’s
possible that Pack Giantfang returns bigger and deadlier,
 eager to drive their fangs and claws into the characters’ soft
flesh.
This dark cavern curves from north to west. There is an
overpowering smell of mold that stings the eyes.
Hazard. A 10-foot square patch of floor, marked on the
map, is covered in yellow mold (detailed in Chapter 5 of the
DMG.)

The ceilings here are 30-feet high and the walls are covered
in black mold and mildew. Four natural corridors lead away
from this room, one to the northeast, one to the southeast,
and two to the southwest. A large, stagnant pool dominates
this chamber. Thick algae grows on its surface.
Encounter. A shambling mound hides under the surface.
The shambling mound can’t harm the werewolves, so they
live together in harmony. It acts as a “defense system” for
Alice. It attacks any creature that enters or comes near the
water.
Treasure. If the characters search the bottom of the
shambling mound’s pool, they will discover a +1 handaxe.
The axe belonged to an adventure that the shambling mound
killed before the werewolves took up residence in the caves.
Alice and her werewolves are not aware of its existence.

This room is lit by a hooded lantern that rest atops a rock in
the southwestern corner. Lying against the same rock is a
young woman in torn clothing, covered in filth.
Encounter. If Alice knows the characters are coming—
she’s been alerted or she overhears them fighting the
shambling mound in area 9—she waits here in humanoid
form with a pair of unlocked shackles on her wrists. She
claims that the other werewolves captured her and were
going to turn her.

3
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