TEXT: 1
  Wolves Den
  An experimental dungeon for levels 1-3
  	
  This	short	dungeon	is	designed	for	a	fantasy	roleplaying	game	and	for	a	group	of	four	to	five	
  players	of	first	through	third	level.	It	can	be	placed	virtually	anywhere	in	the	Game	Masters	world,	
  as	this	is	simply	a	dungeon	with	no	associated	story	or	setting.
  Written by James Andrews, Cover by Kent Willmeth, Published by Stormforge Productions
  	
  Wolves	Den	was	made	to	give	this	“style“	of	dungeon	a	public	view.	A	test	of	sorts	to	further	
  polish	the	methods	of	describing	rooms	and	creatures	in	the	dungeon.	This	dungeon	tells	the	tale	
  of	a	mad	scientist	obsessed	with	becoming	a	werewolf	through	alchemy,	and	his	den	full	of	pet	
  wolves.	
  
  2
  
  3
  Wolves Den
  Guide to Room format
  Quick description of tone and important aspects.
  Object	In	Room	-	This is further description for if the players 
  ask [Contents of object, if any] - This provides any description that 
  must be searched for specifically or with a thorough search.
   
  If there is a trap, this is that trap (How it is triggered)  
  trap effect/description
  [If	 an	 object	 is	 hidden,	 it	 will	 be	 in	 brackets]	 (This	 de-
  scribes	where	the	hidden	object	is)	-	As above [Contents of ob-
  ject, if any]  - As above
  Creatures:	Number	of	Creatures	of	one	type	-	What they are 
  doing.
  1. 
  Creature Name, Defining Feature  [Equipment(contents if 
  bag), weapons, or unusual abilities]
  Exits
  Direction	 of	 exit	 so	 it	 can	 be	 found	 on	 the	 map	 easier	
  (Which	room	it	leads	to)	-	Description of exit, state of the 
  door locked/barred/stuck/ect , Sound that can be heard is in 
  italics
   
  Trap (Trigger)  trap effect/description
  [Secret	door	location,	how	to	open	it]	(Which	room)	-	As 
  above
  A. Example Room
  Dark, dusty, and chills the soul. East wall is cracked, and it looks 
  lived in. There is a monster in this room.
  Table	and	chair	-	Filthy (Cup, plate, fork, food scraps) - “A3“ is 
  carved on the underside.
  Fireplace	-	Still warm (A ring of fire resistance in the ash) -  a 
  stone is a button that opens a secret door.
  Old	Sack	-	Sturdy and well made (Apples, bread, cheese, and a 
  copper bracelet worth 10 gp) - “B2“ is written inside the sack.
  Rug	-	Rotten in one corner, worth 2 gp if taken - Underneath 
  the rug, “C6“ is carved into the ground.
  [Wall	Safe]	(Behind	the	cracked	plaster	on	the	east	wall)	-	
  Locked, requires the code “326“ to open [1000 GP, +2 silver dagger, 
  and a deed to a far off castle] 
   
  Fireball Trap (inputing the wrong code or forcing it 
  open)  Casts fireball in the room, destroying the sack and rug.
  Creatures:	One	bugbear	-	Finishing lunch
  1. 
  Tellog, Missing right ear  [Hip pouch (12gp, 15sp, a small sack 
  of kitchen pepper),blackened mace, a well knitted sweater, and can cast 
  magic missile once per day.]
  Exits
  North	(Room	B)	-	Sturdy Wooden Door, Unlocked, Monstrous 
  laughter and jokes in the goblin tongue.
   
  Alarm (A bell on the other side rings if opened)  Mon-
  sters in room B are alerted.
  South	(Hall	between	A	and	C)	-	Sturdy Wooden Door, Locked, 
  Nothing.
  [West,	push	the	button	on	the	fireplace]	(Room	C)	-	Sliding 
  wooden panel, hidden, Dripping of water.
  1d6
  Rumors
  1
  The wolves are as intelligent as humans. (F)
  2
  A ghost has been seen around the den. (F)
  3
  The wolves are actually werewolves. (F)
  4
  There is a mad man that lives with the wolves. (T)
  5
  An elven artifact was lost in the den. (T)
  6
  Food is sometimes delivered to the den at night. (T)
  This short dungeon is purely an experiment in the room format. The goal is for game masters to quickly and easily run the rooms at a 
  glance, and do not need to read ahead. We would appreciate any and all feedback on this by emailing us at drg@dapperrabbitgames.com.
  
  4
  1. Cave Entrance
  Dark, wet, and foreboding. There is a stream moving into the 
  cave mouth.
  Stream	-	Small and slow (A chewed human finger bone)
  Tracks	-	Wolf tracks - Human foot prints.
  Pile	of	Fur	-	Loose wolf hair kicked to the side.
  Exits
  South	(Exits	dungeon)	-	Cave mouth, Open, Nature.
  North	East	(Room	2)	-	Passageway, Open, Panting and slight 
  growling.
  2. Wolf Nest
  Filthy and moist. There is a stream moving through this room. 
  There are monsters in this room.
  Stream	-	Small and slow, heading north to room 6
  Nest	-	Pile of dirt, straw, and cloth (Animal bones, 15g, 2s, 12c, 
  a chewed cane with a copper handle worth 10g, and a worth-
  less holy symbol.)
  Creatures:	Four	Wolves	-	Resting
  1. 
  Fang, Missing fang
  2. 
  Snow, White fur
  3. 
  Swift, Scared face
  4. 
  Jim, Lazy eye
  Creatures:	Two	Wolf	pups	-	Playing
  5. 
  Nip, Large Ears
  6. 
  Spit, Blind in one eye
  Exits
  Southwest	(Room	1)	-	Passageway, Open, Nothing.
  North	(Room	3)	-	Passageway, Open, Nothing.
  3. Crossroads
  Dark, wet, and foreboding. There is a stream moving into room 
  6.
  Stream	-	Small and slow
  Rock	Piles	-	Neatly stacked - Appear to be worked stone.
  Exits
  Southeast	(Room	2)	-	Passageway, Open, Panting and slight 
  growling.
  North	(Room	6)	-	Passageway, Open, Panting and deep growl-
  ing.
  Northwest	(Room	4)	-	Passageway, Open, Nothing
  4. Old Dungeon
  Abandoned and dusty. The stone is slightly worked.
  Chains	on	wall	-	Rusted
  Rock	Piles	-	Neatly stacked - Appear to be worked stone.
  Bones	-	Human
  Exits
  North	(Room	7)	-	Passageway, Open, Nothing.
  Southwest	(Room	3)	-	Passageway, Open, Nothing
  [West,	dig	away	stones]	(Room	5)	-	Collapsed tunnel, Blocked 
  by stone, Nothing
  5. Sealed Well
  The bottom of a well sealed long ago. Moist, pest ridden, but se-
  cluded.
  Bucket	-	Rotted (Empty)
  Skeleton	-	Child’s skeleton (Tarnished silver necklace worth 
  25 gold) - broken leg.
  Exits
  [East,	dig	away	stones]	(Room	4)	-	Collapsed tunnel, Blocked 
  by stone, Nothing
  
  5
  6. Wolf Commune
  Filthy and moist. There is a stream moving through this room. 
  There are monsters in this room. 
  Pool	-	Stream feeds pool (+1 sling)
  Bone	Pile	-	Smelling and chewed (15 gold, 17 silver) - 
  Creatures:	Three	Wolves	-	Eating a fawn.
  1. 
  Shadow, Black fur
  2. 
  Lucky, Limping back leg
  3. 
  Ace, Wears a bandanna
  Creature:	Dire	wolf	-	Guarding
  Ork, Scarred nose
  Exits
  South	(Room	3)	-	Passageway, Open, Nothing.
  North-Left	(Room	7)	-	Passageway, Open, Nothing.
  7. Lab Entrance
  Clean and neat. The north wall is worked stone.
  [Nook	in	north	wall]	(A	small	button	on	the	wall)	-	A small 
  hidden container (Silver dog whistle worth 15 gold)
  Lamp	-	Set into the wall, has oil but is unlit.
  Exits
  East	 (Room	 10)	 -	 Wooden door, locked (Mad scientist has 
  key), Nothing
  West	(Room	8)	-	Wooden door, unlocked, Chewing
  8. Guardians Chamber
  Worked stone, walls. Smells of wet dog. This room has creatures 
  in it.
  Creatures:	Dire	wolf	-	Chewing bones
  1. 
  Cat, Large paws
  2. 
  Dog, Wags tail
  Coat	Hanger	-	Holds a white coat (broken syringe)
  Exits
  East	(Room	7)	-	Wooden door, unlocked, Nothing
  North	(Room	9)	-	Wooden door, unlocked, Nothing
  9. Scientists Bedroom
  Comfortable and warm. 
  Bed	-	Made and comfortable - Slept in recently.
  Wardrobe	 -	 Hand crafted with dwarven design (Clothes, a 
  small painting of a woman, and 60 gold pieces in a small locked 
  box)
  Bookshelf - Thin but sturdy (Books: Raising Wolves, a Hermits 
  Guide to Cooking, Secrets of the Humors, Alchemy and You, Be 
  Your Own Alpha[contains a list of the wolves names, which can 
  be used to calm them], and a fictional series of books tittled 
  Wild Callings of the Den.) Collectively worth 200 gold - Is on 
  wheels and can easily be moved.
  Night	stand	-	Simple but sturdy (unlit candle.)
  Exits
  [Behind	 bookshelf,	 move	 the	 bookshelf]	 (Room	 11)	 -	
  Wooden door, locked (Mad scientist has key), Faint singing
  Whistle Trap (Opening the door without the key)  Plays a silent 
  dog whistle that alerts every creature in the dungeon to their 
  presence.
  South	(Room	8)	-	Wooden door, unlocked, Chewing
  
  6
  10. Kitchen
  Clean and sweet smelling. This room has creatures in it.
  Table	-	Scratched and stained (4 fresh muffins, a jar of dog 
  treats) 
  Cabinets	-	Heavy and old (Pots and pans, dry foods)
  Baskets	-	Hanging from the ceiling (fruits and vegetables)
  Wash	Basin	-	Well used (soapy water and dirty dishes)
  Creature:	Wolf	-	Eating a muffin
  1. 
  Whiskey, Brown fur
  Exits
  East	(Room	7)	-	Wooden door, locked (Mad scientist has key), 
  Nothing
  North	(Room	11)	-	Wooden doors and a hall, both unlocked, 
  Faint singing
  Acid Trap (Trip wire in the hallway)  A glass cup of strong acid 
  swings from the ceiling and sprays at all in the hallway. Save vs. 
  breath or take 2d6 damage.
  11. Laboratory
  Huge and echoing. Natural cavern ceiling, but carved walls. This 
  room has creatures in it.
  10	Cages	-	Thing metal (Three have wolves in them), simple 
  locks
  Alchemy	 equipment	 -	 Spread throughout the room, high 
  quality. Worth 1,000 gold if all taken. (Contains 3 potions of 
  healing, a potion of invisibility, and a potion of polymorph self.)
  Creatures:	3	Wolfs	-	In cages
  1. 
  Ted, Drools a lot
  2. 
  Butch, very fat
  3. 
  Meat, Very strong, +1 damage.
  Creature:	Mad	Scientist	(Stat	as	werewolf)	-	Singing to self 
  while inspecting the caged wolves. He will release the wolves 
  and transform on the first sight of danger. All wolves are loyal 
  the mad scientist, and he Does not have the mundane damage 
  immunity, wolfsbane, and infection traits as his lycanthrope is 
  alchemical.
  Exits
  East	(Room	10)	-	Wooden door, unlocked, Chewing
  South	(Room	10)	-	Wooden doors and a hall, both unlocked, 
  Nothing
  Acid Trap (Trip wire in the hallway)  A glass cup of strong acid 
  swings from the ceiling and sprays at all in the hallway. Save vs. 
  breath or take 2d6 damage.
  West	(Room	9)	-	Wooden door, locked (Mad scientist has key), 
  Nothing
  Whistle Trap (Opening the door without the key)  Plays a silent 
  dog whistle that alerts every creature in the dungeon to their 
  presence.
  12. Treasure Hoard
  A natural cavern with a small pile of treasure in the middle.
  Treasure	 -	 Piled in the center of the  room (2,294 Copper, 
  6,514 silver, 4,547 gold. 1 Diamond worth 500 gold, 2 lapis la-
  zuli worth 50 gold each, a silver chain belt worth 1,000 gold, 
  and an elven cloak and boots.)
  Exits
  West	(Room	11)	-	Wooden door, unlocked, Faint singing
  
SOURCE: textdata/thevault/Stormforge/Wolves Den.pdf