TEXT: Casts with Wolves
  Casts with Wolves
  Casts with Wolves
  Casts with Wolves
  Casts with Wolves
  
  T
      
      
  his adventure is one piece of a movement within the D&D community to invite, encourage, and include those who have not been
  both in the RPG community and nearly everywhere in real life. Wyrmworks Publishing is dedicated to using RPGs
  to help you make lives better, to provide tools, training, and a community to this end. We believe that this will extend
  far beyond the ever-growing RPG community as more and more people learn, grow, and give and receive
  acceptance. If you want to help make that happen, we invite you to support the Wyrmworks Publishing Patreon at
  https://patreon.com/wyrmworkspublishing and enjoy the additional benefits we offer to our patrons. All of our
  Wyrmling-level patrons ($9/month) get free access to our entire library, and we have other levels to get live access to
  our works in progress.
  4K Combat Maps for this and all other Adventures of the Week can be found on DriveThruRPG for $1 per adventure, or
  free when you sign up for our newsletter at https://wyrmworkspublishing.com, along with a free subclass and and lots of
  other free tips and resources!
  Wyrmworkspublishing.com is the first place to get notified when our compendium of comprehensive game mechanics
  for including characters with disabilities, mental illness, and neurodivergence in fifth edition goes live on Kickstarter.
     
     
  These adventures are designed to explore disability concepts, so some may be surprised that this adventure uses a ladder instead
  of a ramp. This choice was made to highlight Wynford's capability as an archer with the effect of the giant spider dropping. The
  Dungeon Master is welcome to modify that narrative for characters or player sensibilities that prefer a ramp spiraling through the
  Watchman. We have included ramp-based alternative maps in our battle map collection.
    
    
  This adventure includes death and violence, loss of family, loss of a baby, a baby’s failure to thrive, abandonment by a parent,
  adoption, and betrayal.
  2
  
      
      
  S
  heep have been dying from wolf attacks. Now, the
  wolves have you surrounded, but have you been
  thrown to the wolves, or is someone crying wolf?
  This one-shot sidequest adventure is designed
  for 4-5 characters, level 2-3.
   
   
  
  
  The party encounters a woman who shape-shifts between
  human and wolf form, but she's not a werewolf. That doesn't
  mean a werewolf isn't lurking nearby.
  Tikaani was abandoned by her mother and raised by
  wolves and now leads her pack. While resting for the night,
  the party is surrounded by the pack. Tikaani steps in and
  suspects that the PCs are hunters. She doesn’t trust humans,
  as they’ve been hunting the pack. Her birth mother is a
  shepherd who has been hiring hunters to hunt wolves,
  suspecting that they’ve been attacking her sheep, when in
  reality, it’s a werewolf, which has also killed two of the
  hunters she hired. The party must find out the truth, and if
  they discover that the two women were related, they must
  decide what to do with that information.
   
   
  3
   
   
  Medium humanoid (human), neutral
  Armor Class 14 (hide armor)
  Hit Points 24
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1) 14 (+2) 15 (+2) 11 (+0) 16 (+3)
  13 (+1)
  Skills Animal Handling +5, Arcana +2, History +2,
  Nature +2
  Senses passive Perception 13
  Languages Common, Druidic, Sylvan
  Challenge 1 (200 XP)
  Spellcasting. Tikaani is a 3rd-level spellcaster. Her
  spellcasting ability is Wisdom (spell save DC 13, +5 to
  hit with spell attacks). She has the following druid
  spells prepared: 
   
  Cantrips (at will): magic stone, primal savagery 
  1st level (4 slots): beast bond, entangle, healing word,
  thunderwave 
  2nd level (4 slots): beast sense, locate animals or plants
  Intrusive Thoughts. Chronic, Severity Degree 1 
      Thoughts that you don’t like enter your head,
  thoughts of committing atrocities, doubts about your
  identity or relationships or value, and you can’t get rid
  of them. While everyone has such thoughts, you can’t
  easily get past them, and they happen a lot. You fear
  that you might act on those thoughts, or that, even
  though they’re not based on evidence, that they
  indicate something about you or your life. You have a
  −1 per Severity Degree penalty on saving throws
  against being frightened.
  Vertigo. Periodic, Severity Degree 1 
      You feel dizzy and lightheaded. You have a −1 per
  Severity Degree penalty to all Dexterity checks and
  saving throws, including initiative, until you take a short
  rest. If this is a triggered symptom, quick movement
  and stress are common causes. 
      It will recur in 1d20 days, taking 1d100 hours to
  reach full effect. On a roll of 95-100, roll again and add
  the rolls together, repeating for each roll of 95-100. At
  the end of the symptoms, they gradually disappear over
  1d100 hours.
  Actions
  Actions
  Combat Wild Shape. As a bonus action, Tikaani can
  magically assume the shape of a beast of CR 1 or lower
  that Tikaani has seen before twice per short rest. 
      Tikaani can stay in beast shape for 1 hours before
  reverting back to her normal form (or as a bonus action
  earlier or if she falls unconscious, drop to 0 hit points,
  or die). 
      Tikaani's favorite Wild Shape is Dire Wolf.
  Magic Stone. Ranged Weapon Attack: +4 to hit, range
  30/120 ft., one target. Hit: 6 (1d6 + 3) bludgeoning
  damage.
  Primal Savagery. Melee Spell Attack: +5 to hit, reach ???
  ft., one target. Hit: 8 (1d10 + 3) acid damage.
  Dagger. Melee or Ranged Weapon Attack: +4 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 +
  2) piercing damage.
  
  4
  
  
  Medium beast, unaligned
  Armor Class 13 (natural armor)
  Hit Points 11 (2d8 + 2)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2)
  Skills Perception +3, Stealth +4
  Senses passive Perception 13
  Languages —
  Challenge 1/4 (50 XP)
  Proficiency Bonus +2
  Keen Hearing and Smell. The wolf has advantage on
  Wisdom (Perception) checks that rely on hearing or
  smell.
  Pack Tactics. The wolf has advantage on an attack
  roll against a creature if at least one of the wolf's
  allies is within 5 feet of the creature and the ally
  isn't incapacitated.
  Actions
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 7 (2d4 + 2) piercing damage. If the
  target is a creature, it must succeed on a DC 11
  Strength saving throw or be knocked prone.
   
   
  Large beast, unaligned
  Armor Class 14 (natural armor)
  Hit Points 37 (5d10 + 10)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 7 (-2)
  Skills Perception +3, Stealth +4
  Senses passive Perception 13
  Languages —
  Challenge 1 (200 XP)
  Proficiency Bonus +2
  Keen Hearing and Smell. The wolf has advantage on
  Wisdom (Perception) checks that rely on hearing or
  smell.
  Pack Tactics. The wolf has advantage on an attack
  roll against a creature if at least one of the wolf's
  allies is within 5 feet of the creature and the ally
  isn't incapacitated.
  Actions
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 10 (2d6 + 3) piercing damage. If the
  target is a creature, it must succeed on a DC 13
  Strength saving throw or be knocked prone.
  
  5
   
   
  Medium humanoid (human), neutral good
  Armor Class 10
  Hit Points 3 (1d8 - 1)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 10 (+0) 8 (-1) 12 (+1) 11 (+0) 12 (+1)
  Senses passive Perception 10
  Languages Common
  Challenge 0 (10 XP)
  Actions
  Actions
  Quarterstaff. Melee Weapon Attack: +3 to hit, reach
  5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning
  damage, or 5 (1d8 + 1) bludgeoning damage if used
  with two hands.
  Sling. Ranged Weapon Attack: +2 to hit, range
  30/120 ft., one target. Hit: 2 (1d4) bludgeoning
  damage.
   
   
  Medium humanoid (human), any alignment
  Armor Class 10
  Hit Points 4 (1d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
  Senses passive Perception 10
  Languages Common
  Challenge 0 (10 XP)
  Actions
  Actions
  Quarterstaff. Melee Weapon Attack: +2 to hit, reach
  5 ft., one target. Hit: 3 (1d6) bludgeoning damage,
  or 4 (1d8) bludgeoning damage if used with two
  hands.
  Sling. Ranged Weapon Attack: +2 to hit, range
  30/120 ft., one target. Hit: 2 (1d4) bludgeoning
  damage.
  
  6
  
  
  Medium humanoid (human, shapechanger), chaotic evil
  Armor Class 11 in humanoid form, 12 (natural armor) in
  wolf or hybrid form
  Hit Points 58 (9d8 + 18)
  Speed 30 ft. (40 ft. in wolf form)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
  Skills Perception +4
  Damage Immunities bludgeoning, piercing, and slashing
  from nonmagical attacks that aren't silvered
  Senses passive Perception 14
  Languages Common (can't speak in wolf form)
  Challenge 3 (700 XP)
  Proficiency Bonus +2
  Shapechanger. The werewolf can use its action to
  polymorph into a wolf-humanoid hybrid or into a wolf,
  or back into its true form, which is humanoid. Its
  statistics, other than its AC, are the same in each form.
  Any equipment it is wearing or carrying isn't
  transformed. It reverts to its true form if it dies.
  Keen Hearing and Smell. The werewolf has advantage on
  Wisdom (Perception) checks that rely on hearing or
  smell.
  Actions
  Actions
  Multiattack (Humanoid or Hybrid Form Only). The
  werewolf makes two attacks: two with its spear
  (humanoid form) or one with its bite and one with its
  claws (hybrid form).
  Bite (Wolf or Hybrid Form Only). Melee Weapon Attack:
  +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2)
  piercing damage. If the target is a humanoid, it must
  succeed on a DC 12 Constitution saving throw or be
  cursed with werewolf lycanthropy.
  Claws (Hybrid Form Only). Melee Weapon Attack: +4 to
  hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing
  damage.
  Spear (Humanoid Form Only). Melee or Ranged Weapon
  Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one
  creature. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 +
  2) piercing damage if used with two hands to make a
  melee attack.
  
   
   
  Use this adventure when the party is traveling through the
  wilderness as a side-quest or to introduce a werewolf that
  could become a recurring villain. They will immediately
  become embroiled in it when they wake up to the pack
  surrounding them.
    
    
  This adventure could happen nearly anywhere, but especially
  forest, plains, or mountains, anywhere with a large enough
  wilderness area for a pack of wolves to thrive and a rural
  shepherding community with a means to transport wool to
  urban areas. The artwork and maps use winter imagery, but
  winter is not important to the story.
  ’    
  ’    
  
  
  As the party is taking a long rest at night, a pack of eight
  wolves and a dire wolf surround the party. If someone is
  keeping watch, they may attempt a contested Wisdom
  (Perception) check against the wolves (+4) to notice the pack
  closing in on them. The dire wolf is Tikaani in wild shape. If
  the party waits for the wolves to attack, she will shift back
  into human form and question the party. If the party attacks
  right away, she will still shift into human form and attack with
  spells, shouting at them that she will not tolerate hunters on
  pack lands, that they’ve killed enough of the pack, or other
  references to the hunters that have already come through.
  Once the party realizes the mistaken identity and indicates
  such to her, she will call on the pack to cease the attack until
  the party can be assessed. They will need to convince her that
  they have nothing to do with any previous hunters.
     
     
  Once the party convinces Tikaani that they intend no harm to
  the pack, she asks for their aid in stopping the hunting. She
  tells them that she believes that the hunters are coming from
  a nearby farm. If they need motivation, she will offer them the
  belongings of the two hunters the pack previously killed (in
  self-defense). If they consent, she offers them the protection
  of the pack for the rest of the night so they can rest.
      
      
  
  
  The farm is on the edge of the pack’s domain, such as the
  rural boundary of the forest, which includes crops and thirty
  acres of pasture for eighty-five sheep. The farm is owned by
  Roksana Burak, and she has five farm hands working for
  her.
  Roksana is a rugged, no-nonsense 35-year-old
  businesswoman. Twenty years ago, she became pregnant by
  her boyfriend, but when he found out, her boyfriend dumped
  her, wanting nothing to do with her. Her family cast her out,
  and she gave birth to a baby girl. The baby couldn’t keep food
  down and was dehydrating, so she left her to die on pack
  lands, assuming she’d been eaten by the wolves that seemed
  to dog her steps as she fled.
  She hired herself out to this farm and eventually became
  the ranch manager. A few months ago, the owners were killed
  by a wild animal, which Roksana Burak assumes to be the
  pack of wolves, and she took over the farm. Sheep started
  getting attacked by wolves, and she’s lost thirteen sheep so
  far, so she decided to put an end to the wolves once and for
  all, hiring hunters to kill the wolves, but all three of the
  hunters disappeared, presumed dead.
  She notices that the party are adventurers and offers to
  hire them to kill the wolves.
  If the party tells her about Tikaani, she will hesitantly agree
  to a meeting with Tikaani if the rest of the pack stays away.
  She will meet by the gate of the sheep pen so she can keep an
  eye on the sheep herself. Her farm hands will be there to
  protect her. They will meet at sundown.
  7
  
    ’ 
    ’ 
  When it’s time for the meeting, four of the farm hands,
  Kamila, Balbina, Jakub, and Teofil are present, but one,
  Wojsław, is missing. Nobody has seen him in the past few
  hours, but they weren’t looking for him, either.
  A howl is heard, and Roksana immediately accuses
  Tikaani’s pack of killing Wojsław. “They tasted human blood
  twenty years ago, and now they hunger for it!” Tikaani
  protests and insists that the only humans they’ve ever killed
  were the two hunters, which leads to an argument about the
  other missing hunter, neither believing each other. Roksana
  asks the party to go find the wolves, pointing in the direction
  of the howl. Tikaani insists that the party is in the other
  direction and agrees, but they need to bring back any wolf
  they find alive.
  If the party goes to find the source of the howl, they will be
  ambushed on the edge of the farm by a werewolf, which is
  Wojsław, who is responsible not only for the dead sheep, but
  the previous owners and the other hunter. He will first attack
  whomever is wearing the least armor or looks the most like a
  wizard, ignoring party members who don’t appear to have
  magic or silvered weapons or spells. He planned to keep
  killing hunters, farm hands, and sheep, blaming the pack.
      
      
  If reduced to less than half of his hit points, Wojsław will
  attempt to flee unless the party stops him. If returned alive to
  the farm and questioned, he will arrogantly take credit for his
  killings. “The pack?! Those pups are harmless! I’m surprised
  they even managed to kill the other two hunters instead of
  adopting them like they did Roksana’s baby all those years
  ago! She would’ve made a nice snack, but they wouldn’t let
  me near her!”
  When Tikaani realizes Roksana is her birth mother, her
  vertigo strikes her, and she gets down on all fours and begins
  vomiting. Roksana begins apologizing and trying to explain,
  and Tikaani stops her and says, “We will talk again another
  day, but the pack is my family. I trust you will no longer send
  your hunters after us, and you have my word that we will not
  attack your flock, nor have we ever.”
  Wojsław finds this exchange amusing and mocks Tikaani
  for her vertigo. Given the chance, either Roksana or Tikaani
  will kill him.
  Both Roksana and Tikaani offer to let the party stay the
  night with them. If the party chooses the comforts of
  Roksana’s home, Tikaani will say, “Yeah, I wasn’t going to
  even ask. Of course you’d prefer an actual roof.” She’s not
  being passive aggressive — her intrusive thoughts are
  undermining her sense of self-worth.
  
  
  Regardless where the party stays, they will be paid 30 gp by
  their hostess, either thanks for their help from Roksana or
  the leftover belongings of the two hunters from Tikaani.
  Tikaani also offers them the hunters’ other belongings that
  weren’t destroyed, including a longbow, 27 arrows, and two
  longswords.
     
     
  Wyrmworks Publishing is all about using TTRPGs to make
  lives better, so here's your chance to do that right now.
  PoC In TTRPGs is all about supporting and uplifting PoC
  in the tabletop space. That work includes hyping up the
  various creatives in the space, while also helping the non-
  creatives that they belong in the space. They are unemployed,
  currently homeless and disabled. A stable housing situation
  would aid them immensely in working on their other issues,
  while giving them more space to support other PoC.
  100% of royalties from this adventure will be donated
  to PoC In TTRPGs, or you can give to them directly via
  Ko-Fi.
  8
  
  Credits &
  Credits &
  Credits &
  Credits &
  Credits &
  Copyright
  Copyright
  Copyright
  Copyright
  Copyright
  Lead writer, editor & developer: Dale Critchley
  Artwork public domain
  Cover art & Roksana by Enrique Meseguer on Pixabay
  Shepherd Image by Adina Voicu
  Werewolf by DangrafArt
  Men ﬁghting wolves by Lothar Dieterich
  Wolves at night by Comfreak
   
   
  Dale Critchley is the owner, lead writer, and chief
  tea drinker at Wyrmworks Publishing. He’s been
  playing tabletop role-playing games since 1982
  and launched Wyrmworks Publishing as a hobby
  in 2001 to share his homebrew resources with
  the world. In 2021, after seeing the power that a
  TTRPG group can have to change the lives of the
  participants for the better, he rededicated
  Wyrmworks Publishing to focus on using
  TTRPGs to intentionally improve the lives of
  others and turned a hobby into a full time
  pursuit.
    
    
  
  
  What happens when people decide to level up
  their play by using the game to improve the lives
  of others? And how can YOU do the same with
  your game? Subscribe via YouTube / Podcast
  Legal
  DUNGEONS & DRAGONS, D&D, Wizards of the
  Coast, Forgotten Realms, Ravenloft, Eberron, the
  dragon ampersand, Ravnica and all other Wizards
  of the Coast product names, and their respective
  logos are trademarks of Wizards of the Coast in
  the USA and other countries.
  This work contains material that is copyright
  Wizards of the Coast and/or other authors. Such
  material is used with permission under the
  Community Content Agreement for Dungeon
  Masters Guild.
  All other original material in this work is
  copyright 2021 by Wyrmworks Publishing and
  published under the Community Content
  Agreement for Dungeon Masters Guild.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/D&D 5E Adventures/Accessible Adventure of the Week/Accessible Adventure of the Week - Casts with Wolves.pdf