Then, without futher adieu -
Ingredients: Advanced Wolves, Leomund's Trap, Solitude, Boots, Dwarven Waraxe, Spade.
Dirge of the Lupis Brotherhood
An adventure for three to four PCs, levels 5-7.
Background: A recent war with a neighboring power, and the thus increased need for metal goods, has created more and more of a desire for unworked metal ores. Small parties have begun to make forays into the mineral rich mountain-sides, staking claims, and more importantly, mining rights there. The PCs are part of one such party, pressing into the snowcapped reaches of a nearby mountain range. Lead by a confident prospecter, they seek a rich supply of iron ore - only, they encounter more than they could have imagined.
Major NPCs: Darrus Tarkis (Male Human Commoner 2/Expert 2) - Darrus fills the leadership role of this particular venture into the mountains. He's an older man, having lead a quiet life in a quiet place. Typically not of the adventuring type, Darrus has undergone this task in hopes of finally making enough capital to retire upon. This, combined with constant reassurances by his "friend" Arliss, have brought Darrus along in a not-so-wanted position of leadership, where he seeks to only fill his portions, find a source of iron, and return home to collect on the royalties.
Possible Equipment - Mining tools, simple weapons (dagger, club, etc.), staking flags, various maps of surrounding area.
Arliss (Male Human Expert 4) - Eccentric is but one of many terms to describe the scholar-cum-anthropologist. Offering to provide capital for Darrus' expedition, the two became quick friends - though not in any traditional sense. Their's is a relationship of quiet tolerence, with Arliss' exclaimations at finds along the way, and Darrus' quiet appreciation and perhaps even respect. Arliss is by no means bumbling, but simply carries a rich, loud appreciaton of his surroundings, and he has a penchant for sketching everything. Odds are, he'll even sketch the PCs.
Possible Equipment - Journal, various magnifying glasses and lenses, rubbing paper, charcoals, a vice of some sort (tobacco, alcohol, etc.).
Brother Graypad (Male Dwarf Fighter 3/Barbarian 3) - Leader of the Lupis Brotherhood, Brother Graypad is a quiet, reverant dwarf. When he speaks, he does so slowly, and laborously - each word is carefully crafted, if not so eloquent. His appearance is striking for a dwarf, being relatively fit, trim, and canine - as opposed to the stockiness of most of the kind. While not a hasty spirit by any means, Brother Graypad is not afraid of violence, and embraces it as does the wolf - a necessity, but only that. His only wish is that of continued solitude for the Lupis Brotherhood.
Possible Equipment - Lupis Waraxe (1d8 slashing damage, 18-20/x3 critical, medium-sized, 15lbs.), wolf teeth jewelry (necklaces, earrings, noserings), wolf furs.
Scene I - A Forgotten Steel Deposit: Several uneventful days into their journey, mostly full of game-hunting, decresing temperatures, and increasing altitude, the PCs will come across a small bowl (around 500yds. X 500yds.) near the top of the mountain. Surprisingly enough, several grasses grow here, and the entire area is pretty well forested in sparse pines. Night has begun to fall, and upon consulting his maps, Darrus reveals that the area could very well be ripe with iron ore. "Grass loves the stuff," he claims.
Upon staking some sort of camp, the PCs have a chance to notice the waraxe buried under a few inches of dirt, with it's haft glinting in the firelight. (Spot check, DC 15, ad hoc +2 bonus if sitting/standing near axe) Upon unearthing the curious weapon, Arliss immediately takes notice, and offers to purchase the axe from the PCs. His prices will range from 5gp until his maximum, 25gp. In any case, Arliss practically begs to examine the object, as it's of "great anthropological merit." Should the PCs fail to notice the item, Arliss certainly does, and quickly retreats to his own designs - leafing through a few volumes, and peering at the weapon intently.
Scene II - Howling and Running: Upon waking, Arliss excitedly relates the following, about the axe, to the PCs, as well as Darrus: "Truly an amazing find, this! A true Lupis Waraxe, relic of the long dead Lupis Brotherhood! Imagine, finding it all the way up here, in the demon's cold and inhospitable. In any case, I am certain it will fetch a hefty price on the collector's market. Keep an eye out for more of this sort of thing, we'll be doubly rich!" Arliss also insists that the PCs do not use the Lupis Waraxe, as it is "most obviously trapped, and thus, most obviously dangerous". (The "trap" is actually an application of Leomund's Trap, used to keep the unworthy from wielding a Lupis Waraxe.) Darrus, shrugging off any such dreams, simply insists that the party make their way to the other end of the bowl, through the grasses and pines, to search the bowl wall for an iron ore source.
Near the close of the day, the PCs, as well as a very frightened Darrus, notice the grasses in the distance begin to shift and sway, as if something is moving through them. After several moments, marking nightfall, these sways become increasingly, and terrifyingly close. (Spot DC 20 for PCs to notice yellow glints of eyes through the closer passes, Listen DC 20 to hear ragged breathing, obviously meant to be kept silent) Suddenly, the grasses erupt in howls, and three massive wolves leap upon the party, rending and biting, glowing dimly silver in the moonlight. (Wolves, as per MM, advanced to 3HD Large.) Darrus enters the fray with a large piece of pine snatched from the ground (treat as club), while Arliss simply grabs a spade from the mining tools as his weapon of choice (treat as light mace). The wolves will fight viciously, but should the party flee, they do not give chase, and slink off into the pines. The wolves will also avoid fighting to the death, and once their HP reaches a suitably low level, they flee into those very pines, avoiding combat.
Upon finding rest for the evening, the PCs may notice a small, gray figure slinking outside of the firelight, a wolf head atop his own. (Spot DC 25, +10 for Low-Light Vision, Automatic Success for those with Darkvision.) If chase is given, the figure is impossible to find or catch.
Scene III - I am Brother Graypad: The next morning, Arliss expresses, surprisingly, his wishes to press onward. Entertainingly, he begins to carry the spade from the previous evening as his weapon, hanging it from his belt like a mace. He also offers his meager skills as a student of anthropology (and thus, humans and their bodies) for healing. Treat Arliss as having Heal +10. Darrus also wishes to press onward, and to stake the mine as quickly as possible, returning back down the mountainside and collecting his much earned royalties. The PCs may be motivated by their cut of said royalties, as well (generally, 25gp a week, per PC). Based on PC need, Arliss and Darrus may or may not have a potion of Cure Light Wounds or two.
In any case, both Arliss and Darrus insist to press on toward the bowl wall, albiet with a much more careful eye. The trip passes uneventfully, and the bowl wall is even reached, and staked. With the bright red staking flags aflutter, Darrus suggests the party camp one more evening in the bowl. "I'd not take kindly to being caught exhausted, on the other side of this cup, with those hounds behind me. I say we rest here a spell, our backs to this rock. Best to defend a front than two, I always say."
Several hours into their rest, the gray figure from the following evening simply steps into the firelight. Should Brother Graypad be attacked, he fights back, using subdual damage and fighting defensively, attempting to call a halt to the violence. If the PCs press attacking, he lets out a howl, and is accompanied by four others (three Male Dwarf Fighter 2/Barbarian 1's, and one Male Dwarf Barbarian 1/Sorcerer 3), as well as the three wolves from the previous evening. Should the PCs successfully defeat Brother Graypad, and the Lupis Brotherhood, among the bodies they find that Brother Graypad is wearing Boots of the Lupis Gelu, detailed later.
However, if not immediately attacked, Brother Graypad is actually quite respectful. He bows slightly, and states slowly, methodically: "I am Brother Graypad." From there, he goes on to spin a tale of the former glory of the Lupis Brotherhood, honored and revered berserkers from an age past. He explains that he is one of five remaining Brothers, and only three of their wolf-kin remain - a female and two males. Brother Graypad expresses his, and their, wishes for solitude as they live their life as they intended, as the wolf. He speaks with a wistful sadness, and a force that easily shows his seriousness. Eventually, Brother Graypad offers to take the PCs to the Lupis Enclave, on the nearby wall of the bowl.
The enclave is small, dry cave, kept free from the snowdrifts that sweep across the grassy pines. Inside, all dressed in the grays and wolf furs common to the Brotherhood, are four other dwarves - all male. While generally quiet, allowing Brother Graypad to lead as his obvious position as alpha male, they do respond when questioned. Their answers, however, tend to be quite guarded. Startlingly enough, the three wolves sleep at the back of the cave, their breathing reverberating throughout it, and their warm a tangible essence.
During the conversation, Brother Graypad requests that the Lupis Waraxe in Arliss' posession be returned, as it is a vital part of each of them. While it doesn't belong to a Brother in particular, it is a relic none-the-less. At this point, Arliss deftly refuses, and the PCs have many options before them. They could purchase the item from Arliss, and give it to Brother Graypad (Diplomacy DC 25, Intimidate DC 20, though I don't advocate the use of skills to resolve situations such as this), convince Arliss to simply give the item to Brother Graypad (Diplomacy DC 30, Intimidate DC 25), or find a myriad other ways to get the axe from Arliss. Darrus takes no stand on the matter, and is simply appreciative of a warm place to sleep.
Resolutions: If the PCs manage to get the axe to Brother Graypad, and offers to the party a pair of Boots of the Lupis Gelu. These boots are as follows:
Boots of the Lupis Gelu - These tall, gray boots offer several qualities to their wearer. First, the boots give Cold Resistance 10 to any wearer. Secondly, the wearer gains a +5 bonus to Spot, Search, and Listen checks, reflecting their heightened senses. As a side effect of this, the wearer's eyes take on a slight yellowish cast, and their features become slightly lupine (sharper cheekbones, sharper chin, pursed mouth, etc.). Finally, should the wearer be a Barbarian, the boots allow the wearer to Rage one extra time, daily.
Ad hoc the creation and price info.
The PCs may even stay and join the Lupis Brotherhood, or attempt to help in their rebuilding. If so, the first and most important step is recruitment. This route could help to solidify the PC party, or give the party reason to travel upon recruitment. This route works especially well with a chiefly Dwarven party, though the Lupis Brotherhood is far from exclusive.
The trip back, with Darrus and Arliss, is quite uneventful. All goes off without a hitch, and the PCs recieve their first royalty payment a week later. After several months, these payments stop, as the mine has been exhausted and is in disuse. The PCs may return to investigate their sudden stoppage of funds.
Arliss does manage to sell the Lupis Waraxe on a collector's market, for an impressive 550gp. Without PC intervention, Arliss keeps the entire sum for himself, though negotiation is always possible.
This adventure also opens doors for a prestige class, Brother of the Lupis or similar.