Lobo Pidão's Camp
- Rooms
- 5
- Foes
- 6, CR 1/8 to 3
- Traps
- 5
- Treasure
- 82 gp
At a glance
The threat
Lobo Pidão is a werewolf, CR 3, who prowls the moonlit clearing and treats every encounter like a negotiation for increasingly ridiculous favors.
Wandering monsters (1d3)
- 1
1d2× Scrap WolvesCR 1/4
When: A loud crash, fresh blood, or the scent of food draws them from the trees.Two gaunt wolves nose through abandoned campsites, wary of the werewolf but eager for scraps. - 2
Complaining RavenCR 1/8
When: It appears when the party argues loudly or carries a pie.A soot-stained raven hops along the trail, cawing in a voice that sounds suspiciously like a complaint. - 3
Blanket BearCR 1/2
When: It wanders in if the party leaves strong-smelling food unattended.A black bear with a torn blanket snagged on one claw lumbers through the pines, more confused than aggressive.
Rooms
5The Frustrated Requests Trail
What they see
Read aloud
The muddy trail enters between twisted pines and passes two cabins with their doors broken inward. Giant wolf prints churn the ground, mixed with smaller bootprints that abruptly turn back toward the trees.
Features
- The north door leads to the abandoned cabins and den.
- The south path opens toward a cramped holding pen made from fallen branches.
- A moonlit gap in the canopy gives enough light to see tracks without a torch.
What the GM knows
Monsters
2× Scavenger WolvesCR 1/8
Lean, hungry wolves with burrs tangled in their coats. They have learned to follow the werewolf's trail for scraps.Tactics. They snap at the nearest creature, then retreat if either wolf is reduced to half its hit points.Traps
Root SnareDC 12 bludgeoning damage, and the target's speed is reduced by 10 feet until the end of its next turn.
A concealed loop of cord yanks a foot into slick roots and mud. The trap is crude and meant to trip, not kill.Disarm. A character who spots the cord can cut it or pin it down with a Dexterity check using thieves' tools or a blade.Treasure
Campers' Coin Pouch8 gp and 14 sp
A dry pouch under a cabin step holds a few coins left behind by fleeing campers.Notes
A character who studies the prints and succeeds on a Wisdom (Survival) check can tell that the largest tracks repeatedly stop beside doors, as if their owner has been knocking. The wolves flee toward if badly hurt.
2 doors: N (normal), S (normal)
The place
What it is
A handful of abandoned cabins and a shallow ravine make up the Lobo Pidão's nighttime range.
Atmosphere
The night smells of wet pine, old smoke, and stolen pastry.
The threat
Lobo Pidão is a werewolf, CR 3, who prowls the moonlit clearing and treats every encounter like a negotiation for increasingly ridiculous favors.
History
A local hunter once used these cabins as a night camp while tracking a wolf that had been taking food from nearby homes.
Rumors
1d4- 1A wolf the size of a pony has been stealing pies, but it knocks before entering and gets angry when nobody answers.
- 2A hunter went into the pines with a net and a bottle of sleeping draught. His family has not seen him since.
- 3The beast once demanded that a farmer apologize to a tree. The farmer did, and the wolf let him leave.
- 4Silver hurts the creature, but some swear it stops to argue if you offer it a warm pastry.
Plot hooks
3Corridors
3Between and
Oversized pawprints cross the muddy track, then circle back to a cabin door as if their maker forgot what he came for.
Between and
A strip of torn blanket is knotted between two pines. It flutters whenever the wind rises, though the air in the ravine is still.
Near the locked door to
A half-buried iron bear trap lies open beside a snapped chain. Its jaws are blunted, but the chain can be used to bind a restrained creature.
Media
0 imagesNo images yet.
Turn Lobo Pidão's Camp into a sheet
A high-res, share-ready sheet you can post or print.