Campaign Overview

Labyrinth of the Verdant Veil

Welcome to the Enchanted Forest Labyrinth, a twisting maze where time loops, illusions shift, and the boundary between the mortal world and the Feywild thins to a gossamer veil. Mortals venturing beyond the silvered oaks find every path both inviting and treacherous, guiding them deeper into a living puzzle constructed by ancient druids and fey lords. In this campaign, players become champions of nature’s balance, forging uneasy alliances with reclusive druids, mischievous fey, and stoic rangers to uncover the hidden druidic Sanctuary. There they must restore four elemental pillars and seal a growing rift that threatens an ecological collapse—one that could spill chaos into nearby realms.

Themes and Challenges:
- Puzzles woven into the forest itself: decipher runic riddles carved in twisting bark, solve mirror logic to navigate reflection realms, and perform living rituals that blend magic and nature.
- Time and memory as adversaries: players encounter temporal loops, memory-wiping spores, and illusionary doubles that test their trust in one another.
- Fey bargains: aid or defy sprites, satyrs, nymphs, and eladrin who demand favors, riddles, or sacrifices in exchange for essential knowledge or items.
- Nature’s wrath and healing: animate brambles, corrupted elementals, and chaotic storms spawned by the dying Sanctuary, balanced by restorative quests for healing rites and elemental essences.

Major Factions:
- The Circle of Verdant Dawn: druids sworn to preserve the labyrinth’s ancient magic.
- The Silvered Court: capricious fey who view mortals as both playthings and potential allies.
- The Ironwood Covenant: guardians defending the forest’s borders from both external threats and internal turmoil.

Core Objectives:
1. Break the Entrance Loop and learn to navigate the shifting forest.
2. Free trapped spirits and gather elemental artifacts from the forest’s living repositories.
3. Traverse the Mirror Marsh—where reflections reveal possible futures and hidden perils.
4. Confront water nagas, mirror golems, and animated guardians to secure key components for the final ritual.
5. Reach the Sanctuary’s heart, repair elemental pillars, expose a conspiracy within the druid circle, and awaken the ancient wards to heal the forest.

This campaign blends intrigue, roleplay, environmental puzzles, and dynamic exploration. Every step into the labyrinth demands creativity, cooperation, and respect for the living magic around you. Will you withstand the forest’s trials and emerge as true Keepers of the Verdant Veil? The ancient oaks await your answer—enter, if you dare.

Starting Location

Edge of the Enchanted Labyrinth

The Edge of the Enchanted Labyrinth is where reality frays and mortal maps fail. Ancient trees with silvered bark arch overhead, their branches woven into impossible spirals that shift when unobserved. Mist swirls at ground level, glowing faintly with bioluminescent fungi, and reflections of stones flicker in pools that vanish when approached. Time here is fluid: days bleed into nights, footsteps retrace themselves, and conversations repeat with subtle variations. Faint music of unseen fey resonates through the leaves, luring unwary travelers deeper into the woods. Moss-covered stones bear runic glyphs long forgotten by civilization, and soft whispers in unknown tongues echo on the wind. As the sun filters through emerald leaves, shapes appear at the corner of the eye—glimpses of sentient vines, talking squirrels, and spectral deer. Every path both leads forward and loops back; a wrong turn can leave adventurers disoriented for hours—or lifetimes. The boundary between the mortal plane and the Feywild is thinnest here, and bargains struck at this threshold carry unpredictable power. The forest tests resolve and purpose, offering riddles carved into bark and illusions that prey on fear or greed. Anyone who enters must navigate shifting trails, ancient spells, and the tangled politics of woodland spirits to even glimpse the hidden sanctuary rumored to lie at its heart.

Secrets

  • A hidden alcove beneath the Twisted Oak Gateway holds ancient druidic scrolls.
  • One Whispering Stone is actually a sealed containment rune keeping a dormant spirit imprisoned.
  • Beneath shifting moss lies a trapdoor to an underground fey vault.
  • The Illusory Pond feeds on emotions; anger increases its reflection’s turbulence.
  • Sprites have secretly mapped a shortcut through the forest but demand a future favor.

Key Locations

Twisted Oak Gateway

Rising at the labyrinth’s entrance, two colossal oaks curve skyward, their trunks entwined like guardians. Their bark is streaked with silver resin that pulses with arcane energy, and knotty roots form an archway wide enough for a warhorse but uneven enough to trip the unwary. Vines loop between branches overhead, embroidered with faintly glowing runes that read aloud to those who listen: a riddle in the tongue of the old druids. Beneath the arch, the air shimmers, revealing afterimages of travelers who never emerged—wraithlike echoes bound in an endless loop. Tapping the bark with a tool can trigger one of several illusions: a beckoning path, a swarm of insects, or the forlorn cry of a lost child. Locals say the gateway was raised by a pact between mortal druids and fey princes, and its enchantments guard the forest’s secret heart.

Additional Notes

The Gateway can be temporarily deactivated by solving its runic riddle. The DM can introduce an illusion challenge here, teaching players how the labyrinth’s magic works. NPC guides may offer false solutions.

Ring of Whispering Stones

A circular clearing lined with seven smooth stones, each carved with different phases of the moon. At twilight, the stones murmur secrets of travelers who passed through days—or months—ago. Sitting in the center grants fleeting insight into the forest’s shifting paths, but also risks hearing maddening confessions and eldritch prophecies. The grass here grows unnaturally tall and soft, as if cushioning each footstep to prevent discovery. Petitions to the stones—simple prayers or spoken names—sometimes return an answer: a single word, a dire warning, or a haunting melody. Over the centuries, pilgrims have etched their names into the base of the stones, only to have them vanish by dawn. The fey value gratitude as much as caution; leaving offerings of honey or golden acorns can sway the whispers in players’ favor.

Additional Notes

Use this site for a roleplaying puzzle: characters can piece together clues about the forest’s structure, unlocking a temporary travel shortcut. However, DM should balance revelation with obscured or misleading fragments.

The Fallen Tree Approach

Where a massive ancient oak has toppled across a muddy creek, nature has built a living bridge of interlaced vines and mushrooms. The wood is soft but sturdy, glowing faintly at night from bioluminescent spores. Beneath the bridge, the creek’s waters swirl in impossible eddies that defy upstream flow. Strange fish with mirrored scales dart beneath, and murmuring voices can be heard among the mushrooms’ caps at dusk. Some say the tree fell to seal a gateway to a darker realm; others claim its roots still pulse with druidic power. Climbing beneath the bridge reveals hidden hollows where pixies and dryads keep watch, ready to bargain for tales or shiny trinkets. Crossing is a skill challenge—balanced acrobatics and wisdom checks determine whether the forest aids or betrays travelers.

Additional Notes

Underneath, a hidden cavern houses minor fey creatures. DM can place an optional combat or negotiation encounter here to teach party about forest diplomacy.

Shifting Moss Path

A narrow trail carpeted in emerald moss that rearranges itself each morning. Footprints vanish minutes after appearing, and previously visible landmarks disappear entirely. Lantern light reveals transient symbols—spirals and branching patterns—that fade when rechecked. Those who follow the path without marking it risk walking in circles for hours. At intervals, the moss yields to reveal runes that must be pressed in sequence to maintain the correct direction. If done right, glowing mushrooms burst along the trail, lighting a hidden doorway in tree bark. Performed wrongly, the moss sprouts tendrils that tangle gear and slow progress. This living trail is maintained by curious sprites who observe passersby, occasionally leaving helpful clues—or sending malevolent illusions to test their intentions.

Additional Notes

Challenge party to plant markers or cast magic to track their route. A failure can trigger an illusion trap or summon mischievous sprites.

Illusory Pond

A still pool reflecting a perfect sky—clear blue daytime when it’s midnight, moonlit silver at midday. The water’s surface is unnaturally mirror-like, and no ripple disturbs it, even when struck. Drinking its waters can grant visions of lost memories or future possibilities, but each draught risks pulling the drinker into an illusionary realm where time passes differently. Beneath the surface swim rainbow koi with antler-like fins, each carrying a memory fragment that, if caught, might reveal a secret about the forest’s enchantment. Attempting to fish them out requires a dexterous and magical combination. Those who dare splash in find themselves weighed down by invisible vines unless they succeed on a strength or dexterity save.

Additional Notes

This pond can serve as a Major Quest objective: recover a koi bearing a crucial memory shard. DM can run underwater illusions to challenge perception and resource management.

The Mirror Marsh

Beyond the labyrinth’s central ring of Whispering Stones, the woods give way to the Mirror Marsh—a vast bog of glassy water and floating isles of phosphorescent moss. Mists drift across its surface, revealing and obscuring paths at random. Every reflection shows not just the traveler but a possible future or alternate self. Boots sink into shallow quickmire, only to spit adventurers out onto lily pads that bloom in impossible colors. Trees here grow gnarled and leafless, their bark like polished ebony, reflecting the sky in distorted fragments. Strange insects with crystalline wings hum in the air, drawn to metal and magic. Some marsh pools are bottomless, looping travelers into mirror realms where time stretches or compresses. Fey bargainers haunt the isles, offering to swap memories or grant knowledge at hidden costs. This region is rumored to contain key fragments of the old druidic wards, now shattered and scattered across three sacred sites.

Secrets

  • A shard from the Ebony Tree Cluster is actually part of the Sanctuary’s original wards.
  • The watchtower’s armillary sphere piece is guarded by a hidden water naga.
  • Mirror sprites record every visitor, reporting to the Silvered Court.

Key Locations

Ebony Tree Cluster

A thicket of leafless trees with jet-black bark that reflect everything around them. The trunks form natural mirrors—any spell cast toward them returns tripled from random angles. Among their roots, shard-like mirror fragments glow faintly with residual magic. Scraping the bark yields reflective resin that can be shaped into one-way mirrors, useful for detecting illusions. However, the trees are sentient: they whisper warnings in unplaceable voices and may animate to defend their saplings if disturbed. Sensing motive and respect for nature allows for peaceful resin gathering; aggression summons shadowy treant guardians.

Additional Notes

Use this site for an encounter combining negotiation and resource harvesting. Resin is key for crafting the Mirror Compass in the main quest.

Forgotten Watchtower

Half-sunken in the marsh, this stone structure tilts at an impossible angle. Its windows are filled with riven glass panes that show scenes from a traveler’s past. Climbing inside requires careful footing on rotten timbers and slippery vines. At the top, a shattered armillary sphere projects constellations onto the water, guiding paths through the marsh at night. Restoring the sphere’s missing piece—found atop a nearby islet—enables the constellation guide. Within, journals of an ancient druid detail the original labyrinth enchantment and hint at the Sanctuary’s true location. But spectral wardens manifest to challenge those who pry too deeply.

Additional Notes

This location can serve as a major side quest or main quest chapter. The spectral wardens should scale with party level.

Floating Mirror Isle

A circular patch of moss-covered earth that drifts slowly across the marsh. In its center stands a pedestal holding a perfect, unbreakable mirror framed in silvered wood. Gazing into it reveals an alternate self that knows one secret you do not. Placing an offering of personal significance inscribes that secret onto the mirror’s border in runes. The isle occasionally drifts into bottomless pools if ignored, disappearing for hours before surfacing elsewhere. Fey guardians known as mirror sprites flit about, eager to trade riddles for favors. Removing the mirror is impossible without first solving a logic puzzle etched into the pedestal’s base.

Additional Notes

Mirror and puzzle provide clues for the next main quest step. Monitor isle’s movement to surprise players with a chase across floating isles.

Heart of the Labyrinth

At the labyrinth’s core lies a moonlit glade where ancient druidic magic radiates in spiraling patterns on the grass. Stone monoliths carved with celestial maps ring the clearing, their runes glowing softly. A circular dais stands at center, inscribed with the combined sigils of earth, air, fire, and water. This is the site of the hidden druidic Sanctuary: a spiritual nexus maintained by the Circle of Verdant Dawn. The air here is crisp and clear, untouched by the forest’s illusions, but the balance is failing. Gashes in reality leak chaotic fey energy, summoning elemental rifts and twisted creatures. Only by restoring the four elemental pillars—broken by unknown saboteurs—can the Sanctuary awaken and seal the forest’s wounds. Ancient benches carved from living wood offer rest, and streams of pure water flow from hidden spouts. Moonbeams converge on the dais at midnight, activating latent power—but only if the pillars stand true.

Secrets

  • A hidden root-tunnel leads beneath the dais, revealing the conspirators’ lair.
  • The fifth monolith is an astral portal once used by celestial druids.
  • A secret inscription warns of betrayal by a member of the Circle of Verdant Dawn.

Key Locations

Elemental Pillar of Air

A swirling vortex of wind trapped inside a glass tube supported by carved wood. The vortex sputters and contorts as if coughing. Restoring it demands releasing the bound air spirit from the Illusory Pond and transferring it into the tube during the noon sun. The atmosphere clears, granting a protective dome.

Additional Notes

Real-time coordination challenge: players must time the spirit’s release with the pillar’s attunement.

Elemental Pillar of Earth

A massive stone column wrapped in living ivy and moss. Its base is cracked, weeping earth tainted with chaotic energy. Restoring it requires using a Crystal of Pure Stone from the Mirror Marsh and performing an earth-binding rite. Once mended, tremors subside and fissures in the dais glow with verdant light.

Additional Notes

Rite involves chanting common druid spells and planting a rare forest root you collected in a side quest.

Elemental Pillar of Water

A crystalline pillar of flowing water encased in ice. It drips eternally, but the water is bitter and unnatural. The Water Naga’s Scale Fragment must be embedded at its core and blessed under moonlight to purify its flow. Upon success, a healing spring emerges, washing away chaotic magic from surrounding monoliths.

Additional Notes

Ensure the party uses the naga’s fragment. The blessing ritual requires a successful Arcana or Religion check.

NPCs in Edge of the Enchanted Labyrinth

Feywarden Lysaria

An eladrin ranger exiled from her court, she guides travelers for her own mysterious reasons, often speaking in twisted poetry.

Role: Guide and occasional quest giver Other Details: Seeks a lost artifact hidden within the labyrinth; will barter knowledge for assistance.

Old Merilia of the Hollow Tree

A reclusive druid who resides in a hollowed oak, her eyes glowing with fey magic. She’s cryptic but kind to those who respect nature.

Role: Healer and lore-keeper Other Details: Knows the backstory of the labyrinth’s creation; hides a secret grove map in a lullaby.

Corbin Tidechaser

A human cleric whose prayer beads were soaked in the Illusory Pond’s water; he suffers prophetic visions.

Role: Seer and side-quest initiator Other Details: Will trade vision fragments in exchange for spiritual artifacts.

NPCs in The Mirror Marsh

Serene Iliathas

A reclusive fey scholar who studies reflections and possible futures, she speaks in cryptic forecasts.

Role: Informant Other Details: Will trade prophecy for the rescued memory shard from an illusion realm.

Marlock the Reedrunner

A halfling ranger raised at the marsh’s edge, he knows every floating path and quickmire trick.

Role: Guide and side-quest giver Other Details: Seeks revenge on a marsh hag who curses his home.

Mist-Mother Y’lira

A water genasi druid who tends to the marsh’s ebb and flow, her skin shimmers like rippling water.

Role: Druidic custodian Other Details: Offers a blessing if the party purifies a corrupted pool.

NPCs in Heart of the Labyrinth

High Druid Evandros

Leader of the Circle of Verdant Dawn, stern yet compassionate, draped in robes woven from moonlit vines.

Role: Quest giver for final restoration Other Details: Struggles with guilt over the sanctuary’s sabotage.

Fey Prince Ashalorn

A regal satyr emissary from the Silvered Court, his motives obscure, he offers help with hidden costs.

Role: Potential ally or adversary Other Details: Seeks to influence the sanctuary’s magic for a coming Feywild war.

Captain Moraith of the Ironwood Covenant

A fierce ranger commander, sworn to protect the labyrinth’s border, clad in bark-plate armor.

Role: Protector and reluctant accomplice Other Details: Distrusts druid politics and may complicate final rituals.

Factions

Circle of Verdant Dawn

A sect of druids dedicated to preserving the ancient balance between nature and magic. They maintain the hidden Sanctuary at the labyrinth’s heart, believing it to be the living repository of the forest’s soul. Their members wear robes of woven vines and silvered leaves, performing rituals under moonlight to sustain the forest’s wards.

Goals

  • Restore the Sanctuary’s elemental pillars.
  • Protect ancient druidic lore from corruption.
  • Prevent ecological collapse of the Enchanted Labyrinth.

Relationships

With Other Factions
Aligned with the Ironwood Covenant in defense, wary of the Silvered Court’s fickle fey politics. Their strict oaths sometimes clash with both.
With Players
Offer guidance and major quest support, but can withhold secrets if trust is broken.

Silvered Court

An assembly of powerful fey—satyrs, nymphs, dryads, and eladrin—who claim dominion over the forest’s illusions and magic. Their motives are ever-shifting: sometimes aiding travelers, sometimes luring them into bargains. They prize beauty, secrets, and the unpredictability of nature’s whimsy.

Goals

  • Expand their influence in both Feywild and mortal realms.
  • Acquire ancient artifacts to bolster fey power.
  • Weave illusions to test mortal resilience.

Relationships

With Other Factions
Constantly at odds with the Circle of Verdant Dawn over control of the labyrinth’s magic. Occasionally allies with the Ironwood Covenant for mutual benefit.
With Players
Offer boons or curses depending on players’ willingness to bargain. Their help often comes with hidden costs.

Ironwood Covenant

A league of rangers, druids, and forest guardians sworn to shield the borderlands of the Enchanted Forest. They value practical defense over mystical lore, using traps, patrols, and natural watchpoints to deter intruders. Their armor is crafted from treated bark and fortified leather, and they swear fealty to no one but the forest itself.

Goals

  • Guard the labyrinth’s outer edges.
  • Hunt down corrupt creatures that escape the forest.
  • Serve as scouts for the Circle of Verdant Dawn when necessary.

Relationships

With Other Factions
Maintain a professional alliance with the Circle, but distrust the Silvered Court’s unpredictable nature. They sometimes meddle in fey affairs to protect civilians.
With Players
Will test the party’s intentions before granting support. Successful tasks earn respect and forest navigation aid.

Main Questline

Escape the Entrance Loop

Given by: Feywarden Lysaria

At the Edge of the Labyrinth, the party finds themselves trapped in a time loop that repeats their arrival. Lysaria tasks them with solving the Twisted Oak Gateway’s runic riddle and marking the correct path through the Shifting Moss Path. Only then can they break the loop and proceed inward.

Goals

  1. Decipher the runes on the gateway.
  2. Mark the correct moss sequence.
  3. Exit the loop once.

Reward

• 400 XP • Map Fragment of Inner Paths • Lessons on Forest Illusions (advantage on next illusion saving throw)

Secrets

  • The runic riddle hints at deeper forest bargains to come.
  • Loop resets also heal minor wounds if broken correctly.

DM Notes

Use this quest to introduce the labyrinth’s core mechanics and fey bargains.

Aid the Bound Nymph

Given by: Old Merilia of the Hollow Tree

Merilia reveals a nymph trapped beneath the Shifting Moss Path, bound by corrupted vines draining the forest’s lifeblood. Free her using druidic magic or persuasion, and she will lend the party her Mirror Shard—essential for navigating the Mirror Marsh.

Goals

  1. Locate the hidden hollow under the moss.
  2. Break the corrupted vines.
  3. Convince or assist the nymph to join the cause.

Reward

• 700 XP • Mirror Shard of the Nymph • Temporary nature’s ally (summon vine creature once)

Secrets

  • The nymph’s bindings were placed by a renegade druid.
  • She remembers the Sanctuary’s original ward layout.

DM Notes

Combine combat with roleplay; the nymph may test party motives.

Retrieve the Seed of Ages

Given by: High Druid Evandros

Deep in the Mirror Marsh, the party must recover the Seed of Ages—a living artifact guarded by a water naga’s illusions. Using the Naga Scale Fragment and the Mirror Shard, they solve mirrored puzzles in the Forgotten Watchtower to unearth the seed.

Goals

  1. Navigate to the Forgotten Watchtower.
  2. Perform the mirrored puzzle with Naga scale.
  3. Secure the Seed of Ages.

Reward

• 1000 XP • Seed of Ages (key to Sanctuary’s Earth Pillar) • Blessing of Temporal Stability

Secrets

  • The seed also powers the watery defenses of the Sanctuary.
  • Its extraction weakens the marsh’s unnatural time loops.

DM Notes

This quest tests puzzle-solving and item usage learned in side quests.

Navigate the Mirror Marsh

Given by: Feywarden Lysaria

With the Mirror Shard and Seed of Ages in hand, the party traverses the Mirror Marsh’s floating isles. They must find the Sunken Armillary Sphere piece on the Floating Mirror Isle and restore the watchtower’s constellation guide to reveal the path toward the Sanctuary’s heart.

Goals

  1. Cross the marsh using the Mirror Shard.
  2. Recover and install the armillary piece.
  3. Chart the safe path inward.

Reward

• 1200 XP • Armillary Sphere Piece • Sanctuary Pathway Coordinates

Secrets

  • Mirror sprites observe and report party every hour.
  • Restored guide shows a hidden root-tunnel entrance.

DM Notes

Dynamic terrain: bridges appear/disappear. Use timed skill challenges.

Activate the Druidic Sanctuary

Given by: High Druid Evandros

At the heart of the labyrinth, the four elemental pillars lie broken. Using the Seed of Ages, Naga Scale Fragment, Air Spirit, and Crystal of Pure Stone, perform sequential restoration rites at midnight. Protect the circle from fey saboteurs and complete the final ritual to awaken the Sanctuary and seal the forest’s wounds.

Goals

  1. Restore Earth, Water, Air, and Fire pillars.
  2. Defend against sabotage.
  3. Complete the ritual at the central dais.

Reward

• 2000 XP • Sanctuary’s Boon (party-wide +1 AC and +1 Spell Save DC in forest) • Title: Keepers of the Verdant Veil

Secrets

  • A member of the Circle has betrayed the group.
  • Activation also opens the astral portal if crystals fail to align.

DM Notes

Epic finale: combine all gathered items, timed rituals, and a final wave of enemies.

Side Quests in Edge of the Enchanted Labyrinth

The Lost Song of the Nymph

Given by: Old Merilia of the Hollow Tree

Merilia recalls an ancient nymph’s song that once kept the forest in balance. The song’s melody has been scattered across five rune-inscribed mushrooms growing along the Shifting Moss Path. Gather and play the complete melody at the Ring of Whispering Stones to restore a fleeting window of clarity for travelers—only those who succeed can glimpse the next true path. Each mushroom is guarded by a different challenge: a puzzle of light, a riddling sprite, a venomous fungus, a sleeping treant, and a phantom memory. Restoring the melody calms the forest’s magic for one hour.

Goals

  1. Locate and retrieve all five rune mushrooms.
  2. Survive each guardians’ challenge.
  3. Perform the complete song at the stone ring.

Reward

• 500 XP • Ring of Whispering Stones grants a one-time True Seeing effect. • Advantage on Perception checks in this forest for 24 hours.

Secrets

  • One mushroom hides a trapped fey wisp.
  • The phantom memory is Merilia’s own forgotten childhood vision.

DM Notes

Ensure each retrieval feels unique—a mix of combat, puzzles, and roleplay. The time-limited effect can help in the main quest.

Echoes Beneath the Bridge

Given by: Feywarden Lysaria

Lysaria has heard whispers of a hidden cavern under the Fallen Tree Approach, where a slumbering water elemental stirs. Investigate the hollowed roots, parley with or pacify the elemental, and recover a vial of its essence. This essence can fuel a ritual to stabilize the Sanctuary’s core. The elemental’s slumber was disrupted by corrupted water spirits, and the cavern walls are alive with bioluminescent fungus shaped like musical notes. The elemental tests intruders with water illusions, forcing perception saves. Negotiations require offering a gift of clear spring water.

Goals

  1. Enter the cavern safely.
  2. Calm or negotiate with the elemental.
  3. Retrieve the essence and return it to Lysaria.

Reward

• 600 XP • Vial of Elemental Essence (rare reagent) • Water Breathing for 10 minutes

Secrets

  • The water elemental recalls the Labyrinth’s creation tale.
  • Corrupted spirits can be cleansed rather than fought for bonus reward.

DM Notes

Balance combat versus diplomacy. If players fight, the elemental may flee, complicating future encounters.

Mushroom Menagerie

Given by: Corbin Tidechaser

Corbin seeks rare bioluminescent mushrooms that grow only where time flows erratically. Harvest three different species—each requires a specific tool and timing. Some glow at dawn, others at dusk, and one only under moonlight reflecting on water. Collect them without damaging their glow caps, and Corbin will brew a potion that reveals hidden runes in the forest. But the mushrooms are highly reactive: careless harvesting unleashes sleeping spores that induce hallucinations. Careful Arcana or Nature checks allow safe collection.

Goals

  1. Identify the three mushroom species.
  2. Harvest them without triggering the spores.
  3. Deliver mushrooms to Corbin for brewing.

Reward

• 400 XP • Potion of Fungal Insight • Clue to a hidden runic glyph in the Mirror Marsh

Secrets

  • One mushroom species calls fey allies when picked.
  • Corbin hides that the potion also attracts predator insects.

DM Notes

Use this quest to introduce fungal hazards and timing mechanics. The resulting cipher helps in middle_region.

Illusory Reflections

Given by: Feywarden Lysaria

Deep in the Illusory Pond, reflections of travelers appear with different personalities. One reflection pleads for release, claiming to be a druid’s spirit trapped centuries ago. Solve underwater puzzles to align mirrored pillars and free it. The pillars shift with each rotation of the moon seen in the pond’s reflection. Freeing the spirit grants knowledge of a secret door beneath the pond, revealing a submerged passage to the forest’s inner circles. Beware: rival fey may try to intercept the spirit for darker bargains.

Goals

  1. Enter the pond’s underwater chamber.
  2. Rotate pillars in correct sequence.
  3. Free the spirit and record its directions.

Reward

• 550 XP • Insight into the Sanctuary’s hidden entrance • Cloak of the Manta Ray

Secrets

  • The freed spirit is a forerunner of the Circle of Verdant Dawn.
  • A rival fey envoy watches the pond, seeking to sabotage the ritual.

DM Notes

Run this as a multi-round underwater encounter, combining puzzles and stealth.

Songs of the Sorrowing Treant

Given by: Old Merilia of the Hollow Tree

A treant in the depths of the labyrinth has gone silent, its song that once soothed the forest now muted by an ancient wound. Venture to its grove, calm hostile forest creatures drawn by its distress, and perform a healing ritual with druidic chants and rare herbs. The treant’s bark is split by dark rot, and its roots are entangled with thorny brambles animated by fey wrath. Cleansing the wound restores the forest’s emotional balance and opens a hidden root-tunnel leading deeper toward the Sanctuary.

Goals

  1. Reach the treant’s grove.
  2. Defeat or appease animated brambles.
  3. Complete the healing ritual.

Reward

• 700 XP • Treant’s Blessing (once per long rest, advantage on nature checks) • Secret root-tunnel map segment

Secrets

  • The dark rot is fey-inflicted punishment for past transgressions.
  • Merilia once broke a pact with the Silvered Court, tying into later faction conflicts.

DM Notes

Emphasize forest as a living creature. Allow creative roleplay for the ritual, rewarding non-violent solutions.

Side Quests in The Mirror Marsh

Naga’s Regret

Given by: Serene Iliathas

Iliathas suspects a water naga lurks beneath the Forgotten Watchtower’s submerged chambers. She wants the party to engage it in parley, recover a locket containing the naga’s lost love letter, and return it to end her sorrowful haunt. The naga tests interlopers with illusions of drowning and demands proof of empathy—performing a heartfelt gesture rather than violence. Success breaks the haunting and yields a fragment of the naga’s scale, a key ingredient for the Sanctuary’s gate.

Goals

  1. Locate the naga’s lair under the tower.
  2. Parley and retrieve the locket.
  3. Return letter to the naga.

Reward

• 650 XP • Naga Scale Fragment (quest item) • Temporary water resist 5

Secrets

  • The naga once served the Circle of Verdant Dawn.
  • Her sorrow was manipulated by a fey rival.

DM Notes

Encourage roleplay and emotional stakes rather than combat.

Reeds of Memory

Given by: Marlock the Reedrunner

Marlock loses memories when he crosses certain marsh paths, as they erase personal history. Collect five magical reeds that preserve memories—each grows near an old druidic ward stone. Harvesting requires dispelling minor illusions and avoiding memory-wiping pollen. Deliver reeds to Marlock so he can craft Memory Bandages that protect against the marsh’s temporal effects. In return, he’ll guide the party through a secret channel into the heart of the Mirror Marsh.

Goals

  1. Find and harvest five memory reeds.
  2. Return them to Marlock.
  3. Use his guide service.

Reward

• 500 XP • 2 Memory Bandages (prevent one memory loss effect) • Secret marsh path coordinates

Secrets

  • One ward stone conceals a time-loop trap.
  • Marlock can be blackmailed by fey to reveal party secrets.

DM Notes

Introduce minor time loops and confusion mechanics here.

Side Quests in Heart of the Labyrinth

Subterranean Conspiracy

Given by: High Druid Evandros

Evandros suspects a traitor within his inner circle plotted against the sanctuary. Venture into the hidden root-tunnel beneath the dais, contend with animated guardians formed from living roots, and uncover evidence of betrayal: letters signed with a moonlit fern seal. Exposing the conspirator before the midnight ritual prevents sabotage and guarantees the sanctuary’s full power.

Goals

  1. Enter and navigate the root-tunnel.
  2. Defeat or evade root guardians.
  3. Retrieve and present the incriminating letters.

Reward

• 800 XP • Druidic Favor (once per long rest, spontaneous healing surge) • Political leverage with the Circle of Verdant Dawn

Secrets

  • The conspirator is an exiled member of the Silvered Court.
  • The letters reveal a second hidden sanctuary in disrepair.

DM Notes

High stakes: if players fail, final ritual is weakened.

Portal of the Celestial Druids

Given by: Fey Prince Ashalorn

Ashalorn offers access to the astral portal sealed at the fifth monolith if players uncover its activation ritual. They must locate three celestial crystals hidden in the Mirror Marsh’s Ebony Trees, the Fallen Tree Approach, and the Illusory Pond, then place them in the monolith’s runic sockets. Activating the portal grants a vision of future threats and an optional teleport to safety—but risks drawing unwanted attention from astral predators.

Goals

  1. Collect three celestial crystals.
  2. Place them in the fifth monolith.
  3. Survive the portal activation.

Reward

• 900 XP • Vision of Coming War (narrative deal-breaker) • Choice of immediate teleport or magical boon

Secrets

  • Portal activation creates a temporary link to the Feywild’s darker realms.
  • Crystals also power the sanctuary’s secret defenses.

DM Notes

This quest can alter the campaign’s epilogue if pursued.

Encounters

Sprite Ambush

Medium

Suggested Level: 3-5

Mischievous sprites led by a bog hag launch hit-and-run attacks among the trees.

Creatures

  • 5 sprites
  • 1 bog hag

Terrain Features

Dense underbrush grants half cover. Glowing mushrooms create dim light.

Treasure

50 gp hidden in hollow logs; Potion of Invisibility

DM Notes

Scale creature count if party has strong ranged AOE.

Animated Bramble Vines

Hard

Suggested Level: 4-6

Sentient thorn vines erupt from the ground around the party in the treant’s grove.

Creatures

  • 2 vine blights
  • 1 assassin vine

Terrain Features

Vines impede movement, DC 12 Strength checks to move through.

Treasure

2 Emeralds (50 gp each) in a bramble pouch

DM Notes

Use to test party’s ability to protect allies during ritual.

Mirror Golem

Deadly

Suggested Level: 5-7

A construct of mirrored steel and living ivy defends the Ebony Tree Cluster.

Creatures

  • 1 mirror golem

Terrain Features

Reflections double illusions; DC 15 Investigation to spot real from mirror images.

Treasure

Mirror shard (quest item); +1 Shield

DM Notes

Encourage players to use the Mirror Shard to dispel illusions.

Water Naga Duel

Hard

Suggested Level: 5-7

A water naga confronts intruders beneath the Forgotten Watchtower, using illusions and charm.

Creatures

  • 1 water naga

Terrain Features

Slippery stone floor; DC 14 Dexterity saving throws to avoid falls.

Treasure

Scale Fragment (quest item); Pearl worth 200 gp

DM Notes

Focus on negotiation first; combat weakens future bargaining options.

Fey Court Retrieval

Medium

Suggested Level: 4-6

A delegation of satyrs and dryads demands the party surrender the Mirror Shard.

Creatures

  • 3 satyrs
  • 2 dryads

Terrain Features

Soft moss grants advantage on Stealth checks for fey.

Treasure

Fey token (uncommon trinket), 100 gp

DM Notes

Allow players to negotiate or bluff; failure leads to nonlethal fey prank.

Magic Items

Crystal of Pure Stone

Uncommon
Used in earth-binding rituals to repair broken monoliths.

Location

Hidden shard in Ebony Tree Cluster

Attunement

False

Memory Bandages

Uncommon
Prevents one memory-wiping effect in the Mirror Marsh.

Location

Reeds of Memory side quest reward

Attunement

False

Mirror Shard of the Nymph

Rare
A glowing shard that reveals illusions and hidden paths within the labyrinth.

Location

Reward from “Aid the Bound Nymph” quest

Attunement

True by anyone who frees the nymph

Vial of Elemental Essence

Very Rare
Pure water elemental essence used to cleanse corrupted magical foci.

Location

Echoes Beneath the Bridge side quest reward

Attunement

False

Potion of Fungal Insight

Uncommon
Grants vision of hidden runes and mushrooms for 10 minutes.

Location

Mushroom Menagerie side quest reward

Attunement

False

Cloak of the Manta Ray

Uncommon
Allows underwater breathing and swift swimming through bogs.

Location

Illusory Reflections side quest reward

Attunement

True

Ring of Whispering Stones

Rare
Once per day, grants True Seeing within a 30-foot radius.

Location

Lost Song of the Nymph side quest reward

Attunement

True

Seed of Ages

Very Rare
A living seed that mends earthen magic and stabilizes time loops.

Location

Retrieve the Seed of Ages main quest reward

Attunement

False

Armillary Sphere Piece

Rare
Restores the watchtower’s constellation guide when installed.

Location

Navigate the Mirror Marsh main quest reward

Attunement

False

Treant’s Blessing Token

Rare
Once per long rest, grants a healing surge equal to 2d8 + druid level.

Location

Songs of the Sorrowing Treant side quest reward

Attunement

True

Player Characters

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