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The Wolves of Welton - a Single-Session Adventure Pay What You Want
Average Rating:4.6 / 5
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The Wolves of Welton - a Single-Session Adventure
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The Wolves of Welton - a Single-Session Adventure
Publisher: Dungeon Masters Guild
by Grant T. [Verified Purchaser]
Date Added: 04/06/2024 04:56:28

A fun and quirky little adventure that rewards PCs that don't feel the need to resort to combat. There is a good balance of different requirements including ample roleplaying, exploration adn combat. My players (now level 18) still recall fondly the wolves of Welton and their delicious sheep.

This worked well as an adventure to drop into a campaign as a little sidetrek (I dropped it into an Icespire Peaks campaign and it worked well).



Rating:
[5 of 5 Stars!]
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The Wolves of Welton - a Single-Session Adventure
Publisher: Dungeon Masters Guild
by Rain L. [Verified Purchaser]
Date Added: 02/04/2022 19:50:11

A very interesting story that can either have the party focused on the job or delve more into the mystery of it all. It depends on your playgroup but I highly suggest this for new dms!



Rating:
[5 of 5 Stars!]
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The Wolves of Welton - a Single-Session Adventure
Publisher: Dungeon Masters Guild
by Nathan T. [Verified Purchaser]
Date Added: 09/17/2021 19:49:24

My absolute favorite Winghorn Press adventure, and that's saying something! This and Wild Sheep Chase both have a wild weirdness to them that I absolutely adore. Wolves are kind of a tough enemy for level 1s, but I ran it succesfully for a drop-in group of mostly 1s with one 2 because, SPOILER

.

.

.

The wolves aren't trying to kill anyone. Neat! Gives you a bit of wiggleroom to avoid that TPK. ^^

Note: Seems like it's kind of a mixed bag running it based off of (some) of the reviews, but I can't speak to that. One of my players took copious notes and completely unraveled the mystery as they approached the final scene. Your DM was so proud! :P



Rating:
[5 of 5 Stars!]
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The Wolves of Welton - a Single-Session Adventure
Publisher: Dungeon Masters Guild
by Michael R. [Verified Purchaser]
Date Added: 05/12/2021 22:25:17

This was the first module I've ever run. I decided that my larger party would probably make quick work of the ending fight, but it wound up being balanced nicely. I'd advise including the optional encounters as much as possible. It was a good fast one shot session and fits easily as a low-level side quest for any larger campaign, with the town easily placeable just about anywhere in Forgotten Realms.



Rating:
[5 of 5 Stars!]
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The Wolves of Welton - a Single-Session Adventure
Publisher: Dungeon Masters Guild
by Dave A. [Verified Purchaser]
Date Added: 05/09/2021 20:16:46

Had a blast running this with some brand new players. Easy, creative, and provides opportunities for role play and combat.



Rating:
[5 of 5 Stars!]
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The Wolves of Welton - a Single-Session Adventure
Publisher: Dungeon Masters Guild
by Mateusz G. [Verified Purchaser]
Date Added: 12/01/2019 19:43:07

I ran this as my first time DM'ing and for a party of 3 new players (both me and one player love cRPGs and DnD but we never played DnD before AFAIK) I helped them create their characters and made them start at lvl 3. It took us 3 hours to finish it and it was a ton of fun and laughs. The players were also super creative. The party was a Gnome Warlock, Tiefling Druid and Dwarf Paladin. It was definitely a more casual game and I'm sure I did not adhere to DnD rules fully but who cares, everyone had so much fun! I think if not for the creativity of my party and some improvised/added elements of my own this would be a bit more standard adventure.

The PDF is wonderful. Has good descriptions of all scenes and NPCs and nice maps too! Very helpful, especially for a 1st time DM like me!

Overall, I really recommend it. It was an amazing adventure for our first time! Everyone had so much fun and I guess it might depend on the creativty of your party and the DM's and while our game had plenty of exploration, social interactions, skill checks etc. it was probably more casual although I am familiar with the rules so I tried to follow them more or less. Thank you for this adventure! 10/10 even for a 1st time!Here's how our adventure went:

The Tiefling got immediately drunk on the cart on the way to Welton and almost fell out of the cart. When the first encounter with Wolves started, they waited for a bit but decided to help and they killed most of the wolves and scared away the sheep to save them. There were some funny social interactions with the townfolk when they first arrived.

In the town they enjoyed large meals and drinks and interrogated Featherock and asked a lot of questions both to him and at the council meeting. Then the next day, Gnome Warlock went out to the weeds to pray at a shrine of the demon she made a pact with and I improvised and she saw a blue sparkling light (Bolt the Wolf) and decided to follow the strange light. She unfortunately rolled a 1 and tripped during the chase and the light dissapeared but she sent her squirrel familiar to the town to bring the rest of the party to the woods and they decided to follow in the direction the light went. They found wolf tracks and followed and then were attacked by the Owlbear. They defeated it and ate it. Then they found the lair.

Since the Tiefling Druid had an ability to turn into a Wolf she went out to scout and got inside the cave. She succeded in a charisma check and convinced the wolves she's one of their own even with smell. She overheard the argument between Bolt and Flame and investigated the drawings on the walls telling the history of the Wolves. The party decided to steal the young wolf pups and hide them in the village so that the Wolves attack the village, destroy it and then the party would loot the town. The Druid left a message in drawings on the walls for the wolves to find. The Warlock and the Paladin built 3 cages to hide the pups in while the Druid turned into the wolf managed to convince through a skill check the wolves outside the cave that she's just leading the young pups out to teach them how to hunt and to show them how to kill sheep. They have to learn some day.

They smuggled the wolf pups into the village and hid them. Meanwhile, they asked the council to show them the gold and check if it was real and they actually have it. Tillus showed them a sack full of 800GP and Warlock used the squirrel familiar to follow Tillus to see that he hides the gold in his house under the floorboards. She steathily went to Tillus' house, got in and out unnoticed and stole the sack. (She rolled a 20 on a stealth check). Meanwhile the Tiefling was doing magic tricks in the Tavern to distract the townfolk and later all 3 quietly escaped, stole a horse and went away till the next adventure.

In the epilogue, I told them that Flame gained leadership of the pack and killed Bolt and later the wolves destroyed the whole village killing everyoen and rescued the pups. Since all townfolks are dead, The Adventure Guild doesn't know what the party did and that they stole the 800GP.



Rating:
[5 of 5 Stars!]
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The Wolves of Welton - a Single-Session Adventure
Publisher: Dungeon Masters Guild
by Wouter K. [Verified Purchaser]
Date Added: 08/06/2019 05:33:49

The sole idea of a pack of wolves being awakened and the effects it has on the area is a great plot for an adventure. I got to half of this adventure introducing some lifetime friends to the hobby, but we'll definitely finish it. They're loving it so far :-) Might run it as a 1shot for new players more often.



Rating:
[5 of 5 Stars!]
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The Wolves of Welton - a Single-Session Adventure
Publisher: Dungeon Masters Guild
by Jonathan S. [Verified Purchaser]
Date Added: 07/23/2019 00:04:49

Absolutely loved this adventure. Yesterday was my first time DMing (I had played 5e only a bit) and was running for 4 level one players (3 who had never played before). The encounters took some tweaking, since the players were obviously too weak for them as written, but it added a sense of peril and they ended up feeling a sense of achievement with success.

The story worked well and pulled my players in. They immediately recognized the strange actions of these wolves, asked the questions about what was happening and followed the red herring that Alexi (the sorcerer) was behind this and leading these wolves.

With tweaks to the encounters, I highly recommend this for a first level adventure.



Rating:
[4 of 5 Stars!]
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The Wolves of Welton - a Single-Session Adventure
Publisher: Dungeon Masters Guild
by Jeffrey P. [Verified Purchaser]
Date Added: 04/08/2019 19:09:30

tl;dr: Run this as a drop-in in an existing campaign, not as an intro one-shot.

I ran this adventure as an introductory single-session/one-shot for my wife and two friends so my feedback is primarily about that context. I agonized between this and Wild Sheep Chase and picked Wolves because of (a) the moral ambiguity, (b) the opportunity for a non-combat resolution, and (c) my concern that my new players would be distracted/disturbed by having to kill the polymorphed humanoids in Wild Sheep Chase.

I gave my group of 3 a limited choice of 3rd-level characters (the adventure is listed as for Level 2-3), and we ended up with a Tempest Cleric, an Illusionist Wizard, and a Ranger (Hunter). They are smart adults and all of them cottoned pretty quickly to how to play. We got through the adventure in about 5 hours including the owlbear encounter and a truncated final encounter at the wolf lair.

I would not recommend Wolves of Welton as an introductory one-shot because of the following:

  • Scene 2 dragged. The "interview" with Featherock didn't really yield any information (although it was probably the highlight of enjoyable RPing) and there's no real path out of this scene without the council agreeing to the 800gp reward. There's no mention of "proof" and the party is really left to find the wolf lair by themselves (except for the somewhat ridiculous offer of sheep-as-bait from Corel)
  • Scene 4 is potentially deadly. An Owlbear (even one at reduced HP) can easily 1-shot a 2nd or 3rd-level character. I had to do a little fudging to get them through this.
  • Scene 5 could also be deadly. My party played it very smart, stealthed in, and used Shatter to wipe out the wolves by the fire, but a group without an AoE spell would be in trouble. As others have pointed out, wolves with Pack Tactics can easily take down
  • There's no compelling reason for the party to explore the cave; there's no way they're sneaking into the cave (not with 6 wolves on guard) and most of the combat and negotiation is goingto happen outside. A better scenario might have been if there was a second entrance that they could go through.
  • The "negotiation" is difficult; what is the party going to take back as "proof"? They eventually took Flame's body back and we wrapped up the session with them getting a written contract from Tillus and having it signed with a paw print from Bolt. A fairly weak conclusion in my opinion.
  • The "reveal" (that the Sorcerer had a Wild Magic surge and exploded) is not terribly dramatic for a new group, without them understanding what Wild Magic is.

My biggest negative about this adventure as an intro is that it's not very heroic, but that's my fault for picking it over something more exciting.

Positives:

  • I liked the non-combat aspects, but think that they work better for a group that is used to RPing.
  • By the way, I did not share the concerns about vaguesness of the opening Scene 1; it's clear that you're not really meant to have a pitched battle. I had two wolves on each shepherd, ignored the sheep-dogs, and had four wolves dragging away some sheep (emphasizing that they didn't kill them) at half speed. Because of the arrival of the party, three of the wolves dropped their sheep and had to Dash.
  • There's a nice mix of characters at The Shepherd's Crook and I had fun with the tension between Tillus and Johan, and Tillus trying to get the party to sign a 20-page contract.


Rating:
[4 of 5 Stars!]
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The Wolves of Welton - a Single-Session Adventure
Publisher: Dungeon Masters Guild
by [Verified Purchaser]
Date Added: 11/12/2017 04:58:03

A decent hook and a good twist, but the whole adventure is poorly planned and laid out, and it suffers from a slow climax and denouement. I would not recommend this adventure.

My biggest complaint is the poor planning which makes it difficult to run the adventure. Right from the first encounter you have problems. The party comes up against two shepherd Commoners, 4 sheepdogs, and a flock of sheep. What are the sheepdogs doing during the fight? How would I even stat them? How many sheep? None of this is answered. The combat tactics say the wolves "will keep the shepherds distracted while the rest pick off sheep and reatreat". How many turns does it take to pick off a sheep? Do the wolves need to kill more than one sheep, or just kill one and then every wolf grabs a snack and books it? What's worse, the PCs are 150 ft away when the encounter starts. I had to make a separate map just for the approach because of the huge distance, and by the time the PCs arrive the wolves are nearly done. This encounter was very difficult to run as a new GM.

The finale is the most confusingly written because we can't even answer the question of how many wolves there are. Page 6 says there are 6 wolves, some armored. Page 8 says two wolves are guarding the cubs. Page 8 also says when the F&B emerge they bring with them 4 more armored wolves and all wolves will move to attack. By my count we are now at between 6 and 12 wolves (at least 4 armored) + F&B. This is an extremely deadly encounter for 2nd-3rd level characters and you're going to have to pull a lot of punches if you want your players to survive even a single round. Bite + Pack Tactics means the wolves are going to have Advantage the entire fight. So how many wolves are in the den and how many are without? It's a simple question with no single answer, and there's no explanation on how to adjust the encounter depending on your party's size and strength. And with a movement speed of 50 ft from F&B, there's no running from the fight even with Dash.

Finally the denouement includes a long and boring wrap-up. My party just grabbed the BBEG's carcass and returned to the town as heroes. I think this worked a lot better than the slow boil of intense village council negotiations. And when all is said and done, the mystery is never truly revealed to the players. They never find what happened to the wizard. How anti-climactic. I added a scene where B takes the party to the site of the transformation and the party can see the arcane explosion as well as bits of the wizard, which helped to actually tie things together and answer their questions.

Overall I would not recommend this adventure.



Rating:
[2 of 5 Stars!]
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The Wolves of Welton - a Single-Session Adventure
Publisher: Dungeon Masters Guild
by Patrick R. [Verified Purchaser]
Date Added: 08/05/2017 21:59:51

I enjoyed this adventure throughly, as did my players. It produced memorable fights and roleplaying opportunities for my players, albiet dangerous for the level intended as the product is written. I would not offer this to a group of murderhobo players though, it could spell TPK in some circles.

It was a fun way to shake up the "beasts in the woods" adventure. Well laid out in the PDF, and the art is very nice. It feels like an offering you would find in a softback cover in your local gamestore, just shorter and to the point.

As of this writing, I played this adventure with 3 groups and had very little issue with it. Good times had by all. Just be warry with the beasties though, they hit hard.

Recommendation: Buy it, play it, have fun!



Rating:
[4 of 5 Stars!]
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The Wolves of Welton - a Single-Session Adventure
Publisher: Dungeon Masters Guild
by Eric J. [Verified Purchaser]
Date Added: 08/01/2017 22:58:47

Well made adventure and easy to change up to your liking! Well done on this!



Rating:
[5 of 5 Stars!]
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The Wolves of Welton - a Single-Session Adventure
Publisher: Dungeon Masters Guild
by Tom P. [Verified Purchaser]
Date Added: 06/22/2017 04:31:24

I have to say that the adventure in itself is very inventive and well made in terms of story and concept, however I have a problem with the balancing of the combat encounters presented in the content. 8 wolves for a party of level 2-3 characters is simply too much, they inflict large amounts of damage and with pack tactics they become undbearingly powerful. more than this, in literally every one of the three encounters we had a member of our party went unconciouss and came close to death. 5th edition is geared towards the idea that if either side has more combatants, then they have a significant advantage, so while 8 wolves works for a party according to the stats, but in game it is a much different story. This is an issue I've had before as DM, but this feels far too underpowering. I know that combat is not the most optimal option for the final encounter, but a party should still be able to complete this adventure using combat, without being threatened to the point of death within the first round.



Rating:
[3 of 5 Stars!]
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The Wolves of Welton - a Single-Session Adventure
Publisher: Dungeon Masters Guild
by Christopher U. [Verified Purchaser]
Date Added: 08/01/2016 05:16:32

This was a great single session adventure. One of the better ones I've run across. I run a home brew world, and it was very easy to drop this adventure straight into the mix. It's open enough to let the players approach it however they'd wish, and gives the DM enough information to deal with whatever "creative" approach their players take. And there's enough in here that if the players decide they want to explore this story a bit further the DM can easily build on what's already been created. The presentation is nice, and well organized. I'm glad I picked it up, and my players thoroughly enjoyed it.



Rating:
[5 of 5 Stars!]
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The Wolves of Welton - a Single-Session Adventure
Publisher: Dungeon Masters Guild
by A customer [Verified Purchaser]
Date Added: 06/02/2016 16:40:07

A really good, imaginative short adventure. It's well written and well presented, has interesting characters and antagonists, and it gives you a nicely open-ended scenario to play with so that there are several ways the adventure could turn out depending on how the players approach it. A lot of thought and care has clearly gone into this module. A few typos and one or two slightly confusing descriptions are faults easy to get past.



Rating:
[5 of 5 Stars!]
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