Campaign Overview
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
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
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
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.
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.
Corbin Tidechaser
A human cleric whose prayer beads were soaked in the Illusory Pond’s water; he suffers prophetic visions.
NPCs in The Mirror Marsh
Serene Iliathas
A reclusive fey scholar who studies reflections and possible futures, she speaks in cryptic forecasts.
Marlock the Reedrunner
A halfling ranger raised at the marsh’s edge, he knows every floating path and quickmire trick.
Mist-Mother Y’lira
A water genasi druid who tends to the marsh’s ebb and flow, her skin shimmers like rippling water.
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.
Fey Prince Ashalorn
A regal satyr emissary from the Silvered Court, his motives obscure, he offers help with hidden costs.
Captain Moraith of the Ironwood Covenant
A fierce ranger commander, sworn to protect the labyrinth’s border, clad in bark-plate armor.
Factions
Circle of Verdant Dawn
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
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
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
Goals
- Decipher the runes on the gateway.
- Mark the correct moss sequence.
- 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
Goals
- Locate the hidden hollow under the moss.
- Break the corrupted vines.
- 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
Goals
- Navigate to the Forgotten Watchtower.
- Perform the mirrored puzzle with Naga scale.
- Secure the Seed of Ages.
Reward
• 1000 XP • Seed of Ages (key to Sanctuary’s Earth Pillar) • Blessing of Temporal StabilitySecrets
- 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
Goals
- Cross the marsh using the Mirror Shard.
- Recover and install the armillary piece.
- Chart the safe path inward.
Reward
• 1200 XP • Armillary Sphere Piece • Sanctuary Pathway CoordinatesSecrets
- 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
Goals
- Restore Earth, Water, Air, and Fire pillars.
- Defend against sabotage.
- 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 VeilSecrets
- 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
Goals
- Locate and retrieve all five rune mushrooms.
- Survive each guardians’ challenge.
- 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
Goals
- Enter the cavern safely.
- Calm or negotiate with the elemental.
- Retrieve the essence and return it to Lysaria.
Reward
• 600 XP • Vial of Elemental Essence (rare reagent) • Water Breathing for 10 minutesSecrets
- 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
Goals
- Identify the three mushroom species.
- Harvest them without triggering the spores.
- Deliver mushrooms to Corbin for brewing.
Reward
• 400 XP • Potion of Fungal Insight • Clue to a hidden runic glyph in the Mirror MarshSecrets
- 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
Goals
- Enter the pond’s underwater chamber.
- Rotate pillars in correct sequence.
- Free the spirit and record its directions.
Reward
• 550 XP • Insight into the Sanctuary’s hidden entrance • Cloak of the Manta RaySecrets
- 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
Goals
- Reach the treant’s grove.
- Defeat or appease animated brambles.
- Complete the healing ritual.
Reward
• 700 XP • Treant’s Blessing (once per long rest, advantage on nature checks) • Secret root-tunnel map segmentSecrets
- 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
Goals
- Locate the naga’s lair under the tower.
- Parley and retrieve the locket.
- Return letter to the naga.
Reward
• 650 XP • Naga Scale Fragment (quest item) • Temporary water resist 5Secrets
- 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
Goals
- Find and harvest five memory reeds.
- Return them to Marlock.
- Use his guide service.
Reward
• 500 XP • 2 Memory Bandages (prevent one memory loss effect) • Secret marsh path coordinatesSecrets
- 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
Goals
- Enter and navigate the root-tunnel.
- Defeat or evade root guardians.
- 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 DawnSecrets
- 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
Goals
- Collect three celestial crystals.
- Place them in the fifth monolith.
- Survive the portal activation.
Reward
• 900 XP • Vision of Coming War (narrative deal-breaker) • Choice of immediate teleport or magical boonSecrets
- 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
MediumSuggested Level: 3-5
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
HardSuggested Level: 4-6
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
DeadlySuggested Level: 5-7
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
HardSuggested Level: 5-7
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
MediumSuggested Level: 4-6
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
UncommonLocation
Hidden shard in Ebony Tree Cluster
Attunement
False
Memory Bandages
UncommonLocation
Reeds of Memory side quest reward
Attunement
False
Mirror Shard of the Nymph
RareLocation
Reward from “Aid the Bound Nymph” quest
Attunement
True by anyone who frees the nymph
Vial of Elemental Essence
Very RareLocation
Echoes Beneath the Bridge side quest reward
Attunement
False
Potion of Fungal Insight
UncommonLocation
Mushroom Menagerie side quest reward
Attunement
False
Cloak of the Manta Ray
UncommonLocation
Illusory Reflections side quest reward
Attunement
True
Ring of Whispering Stones
RareLocation
Lost Song of the Nymph side quest reward
Attunement
True
Seed of Ages
Very RareLocation
Retrieve the Seed of Ages main quest reward
Attunement
False
Armillary Sphere Piece
RareLocation
Navigate the Mirror Marsh main quest reward
Attunement
False
Treant’s Blessing Token
RareLocation
Songs of the Sorrowing Treant side quest reward
Attunement
True
Player Characters
You need to register to create and view player characters in this campaign.
Register Now