Campaign Overview

Shadows Over Dawnvale

Dawnvale was once a peaceful hamlet, renowned for its golden wheat fields, vibrant festivals, and welcoming inns. Yet the stillness shattered when a prominent merchant was discovered dead under mysterious circumstances. Whispers spread through cobblestone lanes: was it a crime of passion, foul play, or something more sinister? Dark rumors cling to the timber-framed cottages like ivy, and the villagers shudder at every creak and whisper. As dawn breaks on this new era, the Watch calls upon a fresh band of heroes—perhaps novices, certainly inquisitive—to unravel the web of secrets threatening the village’s heart.

In Shadows Over Dawnvale, players will wade through a tapestry of intrigue across five distinctive locales: the opulent halls of Garrick Manor, the candlelit corridors of the Starlit Inn, the rotted beams of the Old Mill Ruins, the bustling Village Square, and the silent tombs of Duskridge Graveyard. Each location harbors clues to a wider conspiracy that stretches into Mirewood Hollow’s shadowy bogs and finally into the haunted expanse of the Crimson Marsh. Along the way, side quests challenge sleuthing skills and bravery—rescuing missing villagers, banishing restless spirits, recovering stolen relics—while the main quest line unspools a coherent narrative: gather evidence, confront dark rituals, and prevent an apocalyptic resurrection of a forgotten swamp god.

Designed for beginners and first-time Dungeon Masters, this campaign balances investigation, roleplay, and low-stakes combat. Detailed DM notes guide scene-setting, puzzle design, and tension-building. Key secrets, such as coded ledgers and spectral helpers, reward careful observation and creative problem-solving. A cast of vivid NPCs—from the weary Mayor Tallis and determined Constable Hawke to reclusive druid Eldra Fenwalker and zealot Kael Voss—offers betrayal, alliance, and moral complexity. Familiar factions will align or clash as trust is earned or squandered.

Whether questioning servants under candlelight, navigating collapsing mill beams, or facing off against cult sorcerers in acid-spewing vaults, players will learn how to follow leads, piece together cryptic clues, and bring a killer to justice. Shadows Over Dawnvale invites newcomers to experience the thrill of a classic murder mystery—where every shadow hides a secret and the light of dawn reveals the path to truth.

Starting Location

Dawnvale Village

Nestled between rolling emerald fields and the misty edge of the Whisperwood, Dawnvale Village wakes each morning to the crow of roosters over timber-framed cottages. Its winding cobblestone roads lead to the central plaça, where townsfolk greet one another with warm smiles and hearty chatter. Markets bustle at dawn, merchants hawk fresh produce and homemade trinkets, while children dart between stalls. The Whisperwood looms to the west, its dark pines hiding forgotten paths and rumors of uncanny sightings at twilight. To the east, sheer terraced hills cradle the Starlit Inn, offering a panoramic view of the village’s golden rooftops and the glimmering serpentine river that meanders southward. Though idyllic on the surface, Dawnvale recently fell under a pall of fear: a prominent merchant was found dead in his manor, and whispers of foul play spread like wildfire. Lanterns flicker late into the night, watchdogs growl at unseen shapes, and even the bravest villagers avoid certain alleys once the sun dips behind the hills. New arrivals—travelers, adventurers, and opportunists—have come seeking reward or justice, but the culprit remains hidden, slipping between shadows without a trace. As secrets unravel and alliances form, Dawnvale’s quiet facade crackles with tension, pulling curious heroes into a web of intrigue. Dark wood beams arch overhead in every cottage and shop. Moss creeps along old stone walls, while pale ivy coils around signposts. The scent of fresh bread lingers near the bakery; smoke drifts from chimneys; lantern light dances on dew-slick streets. By dusk, the air turns crisp, and villagers retreat indoors, their shutters closing like eyeballs blinking against the gathering gloom. Strange footprints appear at moonrise; hushed cries echo from the abandoned well. Something stirs beneath Dawnvale’s placid veneer, and uneasy eyes watch every newcomer. This is where novices learn to question motives, sift through clues, and confront dangers both mundane and supernatural. Dawnvale’s alleys are your classroom; its secrets, your lessons; its people, your puzzle pieces. Unravel the threads before the darkness consumes the light of dawn.

Secrets

  • A hidden memorial under the village fountain points to the next murder target.
  • A coded ledger page in the Old Mill reveals the killer’s identity concealed by cipher.
  • Servant’s journal in Garrick Manor names a secret accomplice among the townsfolk.

Key Locations

Garrick Manor

Perched on a slight rise north of the plaza, Garrick Manor is a two-story stone house surrounded by wrought-iron fencing. Its slate roof is laced with moss and its window panes fogged with age. Inside, the grand foyer’s marble floors glint under tarnished candelabras, and portraits of stern-faced Garricks line the walls. The late patriarch—Master Cedric Garrick—was found in his study, slumped at the mahogany desk. His open ledger and a shattered wine glass lie beside him, stained red. Servants whisper of midnight visits and strange chanting drifting through corridors long after the household retired. A secret passage is rumored to lead from the study to an underground cellar, where clandestine meetings might have taken place. Flickering candlelight and distant footsteps plague those who venture within after dark. Ancient tomes fill the oak shelves in the library, some bound in cracked black leather, others embroidered with silver runes. A hidden alcove behind a false bookshelf stores family heirlooms—and perhaps clues. Servants recall Master Garrick burning papers late at night. Could those ashes hide confessions? Meanwhile, a rusted grate in the basement hints at a tunnel burrowed beneath the estate walls. Moonlight sliced through dusty shutters reveals footprints in powdered dust. Beneath the veneer of nobility, dark secrets fester. Garrick Manor stands at the heart of the mystery, its rooms suffused with the scent of old parchment and stale wine, its shadows heavy with unspoken sins. Investigators must piece together financial ledgers, servant testimonies, and arcane symbols scrawled in hidden diaries to unmask the killer.

Additional Notes

DM: The manor’s hidden cellar connects to the graveyard crypt via a secret tunnel. A successful DC 15 Investigation check in the study reveals a loose panel behind the fireplace. Witness NPC: Lady Helena Garrick is evasive—she may hide vital evidence under the rose-tinted rug in her quarters.

Starlit Inn

High on the eastern slope overlooking Dawnvale, the Starlit Inn’s golden windows shine like beacons against the forest. Travelers praise its hearty stew, soft beds, and the hearth-side minstrel. Owner Marta Holloway, a kindly widow, greets guests with warm tea and gentle smiles. But in recent days, strange howls echo beneath the dining hall, and rooms once comfortable are now chilled to the bone. Patrons report furtive shadows flitting between rafters and an unseen hand tapping at their doors in the dead of night. Some whisper the inn sits atop a ley-line junction, amplifying restless spirits. Several rooms feature carved runes in the floorboards, scars of wards hastily etched to keep malevolent forces at bay. When adventurers arrive, they find a fractured clientele: the bard Crescent Ryure swears he saw a phantom bride drifting through corridors at dawn; a local huntsman claims tortured screams emanate from the wine cellar; Marta guards her back stairs with a tremulous composure. A locked trapdoor under the bar beckons investigation, rumored to lead into an abandoned stables once used for sacrifices long ago. Above the roaring fireplace hangs an old tapestry depicting a lunar eclipse, its silver threads shimmering unnaturally. In the lounge, a hidden money box is stashed behind loose planks, containing coin—and possibly a confession letter. Whispers say Marta paid someone to cover up her late husband’s disgrace, with deadly consequences. The inn’s well-worn floorboards creak in different patterns at night, guiding inquisitive ears to hidden alcoves stuffed with dusty relics. Below, the ancient stables have collapsed; their remains hold rusted shackles, rotted straw, and broken idols carved from bone. The air tastes of damp earth and sorrow. Intruders must navigate narrow hallways, avoid traps set decades ago, and decipher cryptic murals etched beneath plaster. The Starlit Inn is both sanctuary and prison, concealing truths under its hospitable facade.

Additional Notes

DM: Use fog effects in the dining hall to obscure vision. A DC 13 Perception check spots footprints leading to the stable trapdoor. Room 4’s floor has a pressure plate releasing rotten wine onto the intruder.

Old Mill Ruins

South of Dawnvale, the Old Mill stands in ruins on the riverbank, its once-rotating waterwheel splintered and still. Ivy chokes the timber beams and stone foundation, while stagnant pools bubble where the wheel once turned. Nearby villagers avoid the mossy walkways, claiming the ghost of miller Tomas Reed haunts the grounds. His daughter vanished one stormy night, and Reed’s grief drove him to madness, ending with his body discovered in the millrace, twisted by the sluice’s current. Now, lantern-wielding explorers speak of disembodied giggles near the rotten hatches and shadowy shapes climbing the broken rafters. Beneath the collapsed roof, scattered wooden crates once held grain; now they hide rusted tools and a bloodstained ledger tracking payments for midnight deliveries. A locked granary door bears scratch marks—possibly clawed from within. A hidden loft above the chute shelters a smashed alchemical kit, fragments of vials shimmering with strange blue residue. Reed’s daughter’s diary pages flutter near a gaping hole in the floor, hinting at a forbidden romance with an outsider. Locals fear the river’s eddies carry restless spirits, and the mill’s broken mechanism groans like mournful wails when wind gusts through crevices. At night, a blue phosphorescent glow seeps from beneath the sluice gate. Brave investigators must balance on rotting beams, avoid sudden collapses, and contend with a territorial water weird rumored to guard the lower sluice. The mill’s secrets tie directly to Dawnvale’s murders—cargo run by shadowy figures, coded ledgers, and the tragedy that fractured one family’s soul.

Additional Notes

DM: The water weird emerges if characters disturb the sluice chamber. A DC 14 Investigation in the loft reveals the diary page describing a hidden meeting spot under the mill floor.

Village Square

At Dawnvale’s pulsing heart, the Village Square stretches wide, paved in circular cobblestones around a tiered fountain sculpted as a weeping maiden. Market stalls ring the plaza at dawn, with bakers, weavers, and potters displaying goods beneath colorful awnings. Children scamper along the fountain’s edge, and elders gather on benches to swap tales. But since the murder, an aura of unease lingers: ribbons once hung from stall posts droop lifelessly; a pall of gray mist sometimes pours from the fountain, chilled and heavy. The mayor’s notice board is plastered with reward posters, each demanding justice for the slain Garrick merchant. A troupe of fire dancers practices nightly despite the tension, flames reflecting anxiously in watchful eyes. Under the fountain’s basin lies a rusted lockbox—tracks lead to it, as though someone visited after dark. Stone gargoyles at the plaza’s corners bear scratch marks, gouged sometime in the past week. A vine-entangled well beneath a willow tree squats to one side; old legends say tossing a coin in yields answers whispered on the wind. Tabletops of nearby benches hold carved initials—some recent, some centuries old—but one fresh carving spells out a cryptic phrase: "Seek dawn’s true face." Stalls host curious NPCs: an apothecary quietly dusts glass bottles, a storyteller recounts ancient superstitions, and a masked jester performs before anxious crowds. Sentinels of the Watch patrol at irregular intervals, uneasy under the weight of unsolved crime. The Square is a crossroads for gossip, chance encounters, and hidden leads—an open stage where clues float through the air like dandelion seeds, awaiting discovery.

Additional Notes

DM: The lockbox under the fountain contains a torn portrait and a cryptic note. A DC 12 Arcana check on the mist reveals faint necrotic energy. The well responds to Insight DC 13—answer reveals whispered clue in rhyme.

Duskridge Graveyard

Southwest beyond the village walls, Duskridge Graveyard sprawls across wind-swept hills dotted with weathered tombstones and cracked mausoleums. Gnarled oaks twist skyward, their bare branches scraping wind-rattled gates. The scent of damp earth and decaying petals lingers underfoot. Tombs of local worthies stand in silent rows, engraved with years stretching into the witch-hunts. Moss covers stones inscribed with names long forgotten; some faces are cracked and half-buried in dirt. Rumors hold that a secret catacomb lies beneath the largest crypt—said to house evidence of a secret society that once convened here. At twilight, occasional flickers of green light dance among the graves, and mournful whispers ride the breeze. Villagers swear they’ve seen phantom processions—their torches dim ghosts of funeral rites centuries old. In a secluded corner, a shattered headstone marks a child’s grave; fresh flower petals appear nightly, but no one knows who places them. A rotting fence panel has been pried open recently; foot prints lead to the crypt’s sealed doorway. Within, six iron-bound coffins sit cold and empty, save for one that holds a rotted ledger listing names—dates matching the recent murder. Clenched in the ledger’s clasp lies the key to Cedric Garrick’s vault. Investigators must negotiate uneven ground, avoid spectral guardians, and puzzle over cryptic epitaphs to uncover the entrance. Beneath the largest vault, a sliding slab reveals mossy steps descending into darkness. Every footstep echoes in whispered anticipation. This is where the trail of blood meets the bones of secrets long kept.

Additional Notes

DM: The green lights are will-o’-wisps lured by fresh blood. A DC 15 Religion check in the main crypt reveals the catacomb’s hidden trigger—running water drips from a carved gargoyle head, activating the sliding slab.

Mirewood Hollow

Beyond Dawnvale’s eastern border the land dips into Mirewood Hollow, a damp sphagnum bog studded with towering cypress and fetid pools. Thick fog clings to gnarled roots protruding like bony fingers, and the air hums with insects. At midday, murky light filters through dripping moss, casting greenish shadows. The terrain is treacherous: hidden sinkholes open into fetid water, and deceptive paths loop travelers back to cursed legends. Local lore speaks of a witch-folk coven that communed with swamp spirits to protect their secrets. Ruined huts lie abandoned where the coven once performed blood rites beneath the full moon. Strange vegetation—luminous mushrooms and carnivorous vines—clings to collapsed walls, feeding on any who stray too close. A network of rickety boardwalks offers passage deeper into the hollow, crossing hidden chasms with the risk of collapse. Occasional wells of quickmud lie just beneath brambles, waiting to swallow forgotten items or careless boots. Pools reflect faces not one’s own, and disembodied laughter lingers on the breeze. Travelers who linger after dusk claim a will-o’-wisp leads them to the witch’s altar: a slab of black stone carved with runes that glow in moonlight. Here, they left offerings to the Bog Mother—a deity no longer worshipped. A half-buried idol of alabaster looms beneath thick vines, its features eroded but its eyes carved deep and staring. Mirewood Hollow’s dangers are manifold: giant frogs glisten among lily pads, venomous swarms flit overhead, and twisted spiders spin webs thick as rope. Lost souls wander the mire, their pleas for help echoing through air heavy with rot. Though few dare enter, the murderer’s trail leads through these menacing depths, offering clues tied to cryptic runes scrawled on coven tablets. DM Note: Encourage creative uses of boardwalk collapse and quickmud. Use low visibility to heighten tension.

Secrets

  • A secret boardwalk segment collapses into a hidden cave beneath the mire.
  • An arcane symbol under the idol corresponds to an inscription in the manor’s library.
  • A spectral figure appears at the clearing if the ritual phial is removed.

Key Locations

Witch’s Altar Clearing

At Mirewood’s heart lies a circular clearing where a black stone altar stands, covered in moss and ancient bloodstains. Runes carved deep into the altar glow faintly by moonlight. Charred sacrificial markings surround it, and scattered offerings—bones, silver coins, wilted herbs—lie at its base. Broken clay jars, once filled with vermillion oils, lie shattered near the foot of a bent standing stone. Roots coil around the altar like watchful serpents. Each full moon, luminescent mushrooms sprout in perfect concentric rings around the site, pulsing with eerie light. The air here pulses with residual magic, each breath tasting of iron and damp earth. A half-buried diary hints at the coven’s last ritual—seeking immortality through a blood pact. Beneath loose earth, a hidden chest holds ritual tools and the key to the graveyard catacomb.

Additional Notes

DM: If characters disrupt the altar recklessly, summon 2d4 twig blights. A DC 14 Arcana check reveals how to safely extract the buried chest.

Bog Mother’s Idol

Half-swallowed by mud and cypress roots, the alabaster idol depicts a crowned figure with horns of stag and multiple arms holding vessels. Its chipped eyes seem to follow intruders. The base is carved with cryptic sigils hinting at sacrificial rites. The idol emits a low hum when thunder rumbles. Underneath, a hidden compartment contains a glass phial with glowing red liquid—the witch-folk’s final draught. Animal bones tied with crimson thread lie beside it. A successful DC 15 Religion check decodes the idol’s sigils, revealing the coven’s pleas for eternal protection against intruders. The idol’s crown jewels—raw garnets—are worth 50 gp each to a jeweler but may have arcane uses.

Additional Notes

Use PHB advice for arcane objects; a DC 13 History recall links the idol to the village founder’s dark past.

Sunken Cottage

Collapsed beams and rotted floorboards mark the remains of the coven’s meeting hut. A half-rotted altar stands amid fungal growth, its carved bas-relief showing dancing figures. Journals smeared with blood list names—including one matching the slain merchant—and locations of hidden runes around Dawnvale. Rats and poisonous centipedes scuttle through the debris. A locked chest chained to a felled post calls out for theft: it contains a moonstone dagger and a letter describing deliveries of strange cargo to Garrick Manor. Dozens of skeletal remains lie in a shallow pit beneath the floor, bound with red cords.

Additional Notes

Provide a small clue scroll in the chest that hints at the next main quest step. Swarming centipedes can surprise on a failed DC 12 Stealth check.

Crimson Marsh

To the southwest of Dawnvale, the land flattens into the Crimson Marsh—an expanse of blood-red reeds that sway under an ever-pink sky. Water trickles through channels tinted like rust, and the ground squishes underfoot. Legend says the marsh turned crimson after a battle between demonspawn and sky knights ages ago. The air hums with hidden croaks of giant toads, and vines hang like nooses. Occasional geysers of red mist rise through the reeds, disorienting travelers with hallucinogenic spores. At its center stands a solitary spire of black basalt, cracked and scarred by lightning. Within lie the remains of an occult temple dedicated to a forgotten god of vengeance. Paths through the marsh are marked by bone totems—skulls of unknown creatures impaled on stakes. At twilight, eerie lights bob between the reeds, guiding unwary wanderers into bog pits. A lost caravan found its end here, bones scattered half-buried beneath the reeds. Rumors speak of a hidden vault under the basalt spire, housing a legendary artifact once used to bind the swamp spirits. Strange robed figures scribe runes on reeds at midnight, chanting in a tongue unknown. The Crimson Marsh is the final leg of the murderer’s escape route, a labyrinth of misdirection where every reed conceals a trap. Swamped wagons and shattered siege engines hint at battles long ago. The ground rumbles as if the marsh itself rejects intruders. To survive, characters must decode runic totems, navigate shifting channels, and avoid the marsh wraiths drawn to spilled blood. DM Note: Use purple swamp boil effects (acidic geysers), low visibility, and psychological descriptions to evoke disorientation.

Secrets

  • A submerged entry tunnel bypasses the runestone puzzle.
  • The obsidian mask holds a trapped spirit that recognizes the murderer.
  • Bone totem initials rearranged spell the murderer’s name.

Key Locations

Basalt Spire Temple

Rising thirty feet above the marsh, this monolithic spire is cracked and hollow. Inside, spiral stairs of jagged stone lead to a rotted sanctum. The walls bear faded frescoes of winged knights battling monstrous serpents. At the heart lies an empty altar carved with broken vials and bas-relief showing bound spirits. Pools of stagnant water lap at the base, glowing faintly when disturbed. Cultists once slaughtered here to resurrect the swamp god. Now, the sanctum is inhabited by mud mephits and slimes drawn to residual magic. A hidden door at the altar’s back conceals a trapdoor down to a submerged vault—sealed by a rusted glyph lock requiring four runestones scattered in the marsh. Those who enter feel the spire’s oppressive weight—a palpable hunger for sacrifice. Use purple worm fang trap: a glyph causes acid spray if handled incorrectly. Provide a puzzle of runestone placements on the altar to open the vault.

Additional Notes

DM: Runestone puzzle requires DC 15 Intelligence (Investigation). Vault door’s glyph lock triggers an acid mist (DC 13 Dex save or take 2d6 acid damage).

Bone Totem Circle

A half-mile from the spire stands a ring of twelve bone totems: human skulls bound to wooden stakes with sinew. Each skull is carved with a symbol corresponding to a letter of an ancient dialect. Arranging the symbols in order spells the temple’s true name, opening a hidden path through reeds to the spire. The area is patrolled by swamp wraiths, drawn to the bones’ residual anguish. Beneath one totem, a clay shard hints at the murderer’s initials. Moss-covered footprints run between stakes, indicating secret nightly ceremonies. Scattered at the perimeter are rotten satchels containing vials of crimson spores—potent hallucinogens. A DC 14 Arcana check deciphers the glyphs; a DC 15 Stealth check avoids wraith patrols. Disturbing totems without deciphering the names summons two swamp wraiths.

Additional Notes

DM: Wraiths use telekinetic choke; treat as lower-CR (3) to keep manageable. Provide audio cue (moaning) when they approach.

Sunken Vault

Beneath the spire’s trapdoor lies the Sunken Vault—a half-flooded chamber lined with basalt and iron rings. The water’s surface distorts reflections, and faint runes glow along the walls. In the center stands a stone sarcophagus, lid ajar, revealing a shattered obsidian mask engraved with ancient words of binding. At each corner, rusted metal braziers hold blackened coals that snap to life at midnight, releasing acrid smoke. Four pedestals carved with runes accept the runestones from the totem circle; placing them correctly locks away or frees an imprisoned spirit. Careless handling causes the water to boil and acid droplets to rain from stalactites. Among the wreckage lies a hidden leather pouch containing a torn page from the murderer’s journal—pinpointing his next destination. Investigation reveals a lever behind the sarcophagus that deactivates acid traps when pulled. Characters sensing magic can detect a faint aura around the mask, requiring attunement to harness its protective power.

Additional Notes

DM: If party fails trap save, deal 2d6 acid per round until they escape. Obsidian mask grants resistance to acid but must be carried carefully.

NPCs in Dawnvale Village

Mayor Rosalynn Tallis

A dignified woman in her early fifties with silver-streaked hair and keen green eyes. She carries herself with calm authority but trembles over the village’s unrest.

Role: Quest giver and village authority Other Details: Desperate to keep panic at bay; may withhold information to preserve order.

Constable Bram Hawke

A stout, earnest man wearing a mud-spattered cloak and an antique badge. He’s dedicated but in over his head with a high-profile murder.

Role: Local law enforcement Other Details: Seeks help from adventurers; cautious about supernatural explanations.

Marta Holloway

Widowed innkeeper of the Starlit Inn. Her warm smile masks sorrow and fear as odd events unfold at her establishment.

Role: Quest giver and informant Other Details: May slip players a secret key if coaxed with kindness.

NPCs in Mirewood Hollow

Eldra Fenwalker

A reclusive witch-finder druid who’s studied Mirewood legends for decades. Her barkskin and wooden staff make her look part-tree.

Role: Informant and possible ally Other Details: Holds deep mistrust of outsiders; gains advantage on Persuasion if players brew swamp tea for her.

Bog Merchant Garrad

A traveling trader who collects rare mushrooms and herbs. He knows safe paths through quickmud.

Role: Guide and occasional fence Other Details: In debt to the coven; may betray players if pressured.

Serena the Reed Maiden

Ghost of the miller’s daughter, trapped between worlds. She can’t speak but points to clues with her finger.

Role: Mysterious helper Other Details: Appears only near water; vanishes if characters desecrate her resting place.

NPCs in Crimson Marsh

Marsh Warden Torrik

A reclusive guide covered in mud and reeds, Torrik knows the marsh’s shifting channels. His half-crazed gaze flickers with knowledge.

Role: Essential guide Other Details: Will lead party to the spire if bribed with treasured lanterns.

Cult Sorcerer Kael Voss

Clad in crimson robes and bone charms, Kael attempts to reunite the swamp god with its worshippers.

Role: Final boss and clue-holder Other Details: Knows the murderer but refuses to speak without combat.

Wisp of Beckoning

A will-o’-wisp bearing the murderer’s aura, guiding intruders deeper—often to their doom.

Role: Misdirection and test Other Details: Can be reasoned with if captured in a lantern cage (DC 14 Animal Handling).

Factions

Dawnvale Watch

Dawnvale Watch is the town militia entrusted with protecting the village and maintaining order. Composed of local volunteers and seasoned rangers, they patrol the streets by day and guard the outer walls by night. Though earnest and loyal, they lack experience in arcane threats and supernatural crimes, often requiring adventurers’ expertise. They uphold the law strictly but wrestle with the political pressures from Dawnvale’s elite families.

Goals

• Solve the murder • Maintain peace • Uphold Dawnvale’s reputation

Relationships

With Other Factions
They are at odds with the Coven of Mirewood, fearing their magic. Cooperative—but cautious—relations with the Crimson Marsh cultists who keep to themselves.
With Players
Supportive: often request assistance and provide local knowledge. May withhold rumors that could spark panic.

Mirewood Covenant

Mirewood Covenant is a secretive circle of nature wizards and druids dedicated to protecting Mirewood Hollow’s fragile ecosystem. They revere the Bog Mother and guard ancient rites beneath the canopy. Outsiders are met with suspicion; they’ve clandestinely clashed with Dawnvale Watch over trespassing. Some members believe the villagers’ fear is unjust, while radicals seek retribution through dark rituals.

Goals

• Preserve Mirewood’s natural balance • Prevent exploitation by outsiders • Recover stolen coven artifacts

Relationships

With Other Factions
Traditionally hostile toward Dawnvale Watch. Tentative alliance with cultists who oppose common enemies. Distrustful of Crimson Marsh cult.
With Players
Mixed: will aid if convinced the party respects the woods. Requires persuasion or demonstration of goodwill.

Cult of the Crimson Spire

The Cult of the Crimson Spire worships an ancient swamp deity they believe will reclaim the land. Led by fanatical sorcerer Kael Voss, they orchestrated events to weaken Dawnvale’s defenses and distract the Watch. They operate from Crimson Marsh, performing blood rites to unleash chaotic magic. Their membership includes disaffected villagers and outsiders drawn to promises of power.

Goals

• Free the swamp god • Exact vengeance on Dawnvale’s elite • Channel destructive magic through the basalt spire

Relationships

With Other Factions
Warring with both Dawnvale Watch and Mirewood Covenant. Infiltrated some Watch circles subtly. Hostile to all except willing allies.
With Players
Antagonistic: will send spies and attack intruders. Some cultists masquerade as innocents to set traps for the party.

Main Questline

Murder at Garrick Manor

Given by: Mayor Rosalynn Tallis

After merchant Cedric Garrick is found dead in his study, the party is tasked to investigate Garrick Manor. Search for clues among servants, examine the study, and unlock the hidden passage to retrieve the victim’s final ledger.

Goals

Find the ledger and decipher its top-secret cipher. Report back to Mayor Tallis.

Reward

200 gp, Garrick family’s endorsement, and Letter of Introduction in Dawnvale.

Secrets

  • The ledger contains coded entries referencing the Old Mill Ruins.
  • Lady Helena Garrick knows more than she admits.

DM Notes

Scale NPC reactions: servants distrust inexperienced investigators at first.

Secrets of the Starlit Inn

Given by: Constable Bram Hawke

Evidence points to Starlit Inn: shattered wine glass matches one found at the manor. Interview Marta Holloway, search guest rooms, and discover a locked stable trapdoor. Descend to reveal arcane symbols and a hidden sacrificial stall linked to the murder.

Goals

Expose the inn’s dark rituals and retrieve the cellar key. Present findings to Bram Hawke.

Reward

300 gp, Potion of Clarity, and Marta’s key to the cellar underneath the graveyard.

Secrets

  • Bard Crescent Ryure overheard a meeting between the murderer and a cloaked figure.
  • Runes match those in the miller’s diary.

DM Notes

Use noisy patrons to obscure player actions and ramp up tension.

Echoes in the Mill

Given by: Clara Reed

The ledger’s cipher reveals midnight grain shipments to the Old Mill Ruins. Clara Reed guides the party to the mill, where you must navigate collapsing beams, solve diary puzzles, and confront the water weird guarding the millrace. In the granary loft, uncover the missing diary page hinting at a conspiracy reaching into the graveyard catacomb.

Goals

Retrieve the diary page and survive the mill’s hazards. Decode the page at Dawnvale’s library.

Reward

350 gp, +1 Shield inscribed with Dawnvale crest, and Clara’s loyalty.

Secrets

  • The murderer used the mill’s granary as a drop point.
  • A secret ledger lists shipments to Crimson Marsh.

DM Notes

Introduce environmental puzzle assembling torn diary under strobing lantern light.

Catacombs Beneath Duskridge

Given by: Father Alric

Diary fragments point under Duskridge Graveyard to a secret catacomb. With Father Alric’s blessing, locate the sliding slab entrance, bypass will-o’-wisp misdirection, and confront skeletal guardians. Discover the key clasp and evidence implicating a powerful cultist in Crimson Marsh.

Goals

Secure the catacomb key and escape with proof. Deliver it to Father Alric.

Reward

400 gp, Scroll of Protection from Undead, and Father Alric’s holy favor.

Secrets

  • A parchment lists the cultist’s meeting place in Crimson Marsh.
  • A secret blessing scrawled on crypt wall grants advantage on final confrontation.

DM Notes

Skeletons should be easy foes but use numbers for tension; include optional stealth bypass.

Confrontation at Crimson Marsh

Given by: Marsh Warden Torrik

Armed with runestones and the catacomb key, venture into the Crimson Marsh. Use the bone totem cipher to reach the basalt spire, solve the runestone puzzle in the Sunken Vault, and face cult sorcerer Kael Voss. Prevent him from using the obsidian mask to release the swamp god. This final showdown decides Dawnvale’s fate.

Goals

Defeat Kael Voss, secure or destroy the obsidian mask, and return safely to Dawnvale.

Reward

500 gp, Obsidian Mask of Acid Resistance, and Dawnvale’s eternal gratitude.

Secrets

  • Kael’s true accomplice was among Dawnvale’s elite.
  • The swamp god is bound within the mask; destroying it ends the curse permanently.

DM Notes

Final battle: add environmental hazards—acid geysers, collapsing basalt steps. Scale Kael to party level.

Side Quests in Dawnvale Village

Missing Milkmaid

Given by: Clara Reed

Clara Reed, daughter of the late miller, begs you to find her sister, Lily, who vanished days ago near the Old Mill Ruins. Lily carried precious family heirloom rings when she disappeared, and Clara fears foul play. Search the riverbanks, question local fishermen, and track strange footprints leading into the Whisperwood. Beware of submerged hazards in the rushing water and a territorial crocodile rumored to bask near the mill.

Goals

Find Lily, recover the heirloom rings, and return them to Clara.

Reward

100 gp and Clara’s heirloom ring (+1 AC while worn).

Secrets

  • Lily ran off with a secret lover tied to the merchant’s murder.
  • The rings bear inscriptions matching the cipher found in Garrick’s ledger.

DM Notes

Include a small river ambush by bandits pretending to help; players learn of a connection to the main murderer.

Haunted Harrowing

Given by: Father Alric

The village chapel’s crypt trembles with restless spirits at night. Father Alric requests assistance in pacifying the ghost of a witch burned centuries ago, whose wails keep worshippers from rest. Explore the dusty crypt beneath the chapel, decipher etched wards on stone tablets, and perform a ritual to lay her spirit to rest. Expect animated skeletons guarding her tomb.

Goals

Safely calm or banish the spirit and return the stolen ledger pages.

Reward

Scroll of Protection from Evil and Good and Father Alric’s blessing (advantage on one Wisdom saving throw).

Secrets

  • The witch’s real name is inscribed in a stolen chapel ledger.
  • Father Alric personally sympathized with her and removed vital pages from church records.

DM Notes

Skeletons (2-4) fight in claustrophobic corridors. Provide handouts of rune shapes for puzzle-solving.

Stolen Goblet

Given by: Leona McCreary

Leona, the traveling jeweler in the market, had her silver goblet stolen during the late-night festival. The ornate cup is encrusted with moonstones and worth more than her cart of gems. She saw a cloaked figure heading toward the graveyard. Recover the goblet before it’s sold to a fence or melted down.

Goals

Locate the goblet, confront its buyer, and return it to Leona.

Reward

Silver Mug of Message Sending (sends short notes to Leona once per day) and 50 gp.

Secrets

  • Leona’s jewel cart had moonstone dust—she intentionally destroyed evidence to claim insurance.
  • The goblet was secretly used in the murder ritual.

DM Notes

Run a stakeout at a known fence’s shack; include a non-lethal chase scene through the plaza.

Herbal Remedy

Given by: Apothecary Rife

Rife’s supply of wolfsbane root was stolen, hampering his ability to treat poisoning. He suspects a rival apothecary in Suncrest Hills. Track a muddy wagon trail leading east, follow forks in the road, and negotiate or fight to retrieve the root. Expect hostile thugs guarding the rival shop’s storeroom

Goals

Recover wolfsbane root from the rival shop and return it to Rife.

Reward

Potion of Greater Healing and Rife’s everlasting gratitude (discounts on potions)

Secrets

  • Rife sells a tincture to dark cultists at midnight markets.
  • The rival apothecary was framed—the real thieves work for the murderer.

DM Notes

Introduce simple negotiation or stealth options to retrieve the root without combat.

Broken Sundial

Given by: Gilda the Watcher

Gilda, elderly caretaker of the village timepiece, pleads for help repairing the cracked sundial in the Square. Without it, she claims, bad luck follows. Gather replacement marble fragments from Garrick Manor’s collapsed wing and commission the blacksmith’s assistance. Navigate tense relations between the Garricks and the Forge family.

Goals

Salvage marble fragments, have the sundial repaired, and learn what Gilda saw that night.

Reward

Custom timing device: once per long rest, grants advantage on an initiative roll.

Secrets

  • Gilda once witnessed a clandestine meeting under the sundial at midnight.
  • The shattered dial fell after a struggle—evidence of the murderer’s path.

DM Notes

Use a social conflict at the forge: players convince stubborn blacksmith to help, DC 12 Persuasion.

Side Quests in Mirewood Hollow

Mushroom Foray

Given by: Bog Merchant Garrad

Garrad offers payment for rare luminescent mire mushrooms used in potent healing brews. The best patch lies past the sinkhole marsh, defended by giant leech swarms. Harvest carefully—disturbing the patch enrages the leeches, which lash out with acid-tipped proboscises.

Goals

Collect 5 glowing mushrooms and return them without losing more than one to leech attacks.

Reward

Antitoxin Potion for each batch collected, plus 30 gp.

Secrets

  • The mushrooms can be used to detect necrotic magic on touch.
  • Garrad plans to sell them to dark sorcerers unless bribed to hand them over.

DM Notes

Use giant leech stats; place mushrooms on raised logs to encourage creative thinking.

Druid’s Vigil

Given by: Eldra Fenwalker

Eldra requests assistance performing a midnight vigil at the Sunken Cottage to cleanse lingering dark energy. She needs rare swamp incense (tear of swamp willow) and help maintaining protective wards. Expect poltergeist activity and falling beams in the cottage.

Goals

Gather incense, complete the ritual, and survive the cottage's spectral backlash.

Reward

Nature’s Ward Amulet (once per day cast Protection from Evil) and Eldra’s friendship.

Secrets

  • Eldra’s ritual scroll is incomplete—players find missing lines in the cottage.
  • Performing the vigil reveals dream-visions of the murderer’s face.

DM Notes

Introduce simple puzzle assembling torn scroll pieces under candlelight.

Side Quests in Crimson Marsh

Lantern of Guiding Light

Given by: Marsh Warden Torrik

Torrik seeks a shining lantern of pure silver that can capture will-o’-wisps, enabling safe passage. The lantern rests in a drowned shrine to the Bog Mother, guarded by mud mephits. Retrieve it and return to Torrik.

Goals

Defeat mephits, retrieve the lantern without breaking its glass prism.

Reward

Silver Lantern of Wisp Capturing and Torrik’s guidance through the marsh.

Secrets

  • The lantern also detects invisible spirits within 30 feet.
  • Mephits know the murderer once bartered for magic tinder here.

DM Notes

Use small environmental hazards: sticky mud, vision obscured by reeds.

Offerings for the Reed Gods

Given by: Ghost-in-the-Mist

A forlorn ghost requests offerings at a reed ring near dawn to quench his thirst for vengeance. Players must gather crimson reeds and chant a forgotten epitaph to lull him to rest. The ghost supplies knowledge of a hidden tunnel under the spire once appeased.

Goals

Collect reeds, perform ceremony at dawn, convince ghost to share knowledge.

Reward

Whispering Reed Horn (can cast Message twice per day) and the ghost’s secret map.

Secrets

  • The epitaph letters match runestone names.
  • The ghost’s true name is needed for final confrontation with Kael.

DM Notes

Scene at dawn; allow Insight checks to recall epitaph words from the ghost’s moaned hints.

Encounters

Fogbank Ambush

Medium

Suggested Level: 2-4

A low-lying mist envelopes the road; bandits using muffled cloaks strike from hidden carts.

Creatures

  • Bandit (4)
  • Bandit Captain (1)

Terrain Features

Fog: heavily obscures vision beyond 5 feet. Wagon Ruts: difficult terrain in places.

Treasure

50 gp split, a map fragment leading to a side-quest.

DM Notes

Ideal as a tutorial combat; reduce bandit HP if group of 3.

Haunted Crypt Crawl

Hard

Suggested Level: 3-5

Animated skeletons rise from dusty alcoves, while rancid air tests the party’s resolve.

Creatures

  • Skeleton (6)
  • Shadow (1)

Terrain Features

Tomb Alcoves: offer half cover. Loose Bones: trip hazards (DC 10 Dex save to avoid).

Treasure

Potion of Healing, 75 gp in fractured coins.

DM Notes

Encourage use of turn undead; shadows can drain light sources.

Quickmud Quagmire

Medium

Suggested Level: 2-4

Giant leeches burst from hidden bog pools to latch onto boots, pulling victims under.

Creatures

  • Giant Leech (3)

Terrain Features

Quicksand Patches: DC 12 Str save to avoid restrained condition. Muddy Ground: half speed.

Treasure

Each leech has 1d4 leech glands (healing reagents).

DM Notes

Use environmental strain; avoid overwhelming new players.

Wraiths at Bone Circle

Deadly

Suggested Level: 4-6

Two swamp wraiths glide between skull-staked totems, lashing out at intruders.

Creatures

  • Swamp Wraith (2)

Terrain Features

Bone Totems: block line of sight but offer room for movement.

Treasure

Wraith’s phylactery shard (quest item).

DM Notes

Warn players this is lethal; reduce to 1 wraith for smaller groups.

Cultist Escape Party

Hard

Suggested Level: 5-7

Minutes after breaking ritual, fleeing cultists hurl spells and knives through a hail of acid geysers.

Creatures

  • Cultist (3)
  • Cult Fanatic (1)
  • Mud Mephit (2)

Terrain Features

Acid Geysers: random 5 ft blasts, DC 14 Dex save for half damage (2d6 acid). Reed Thickets: provide concealment.

Treasure

Obsidian Shard (used to craft final runestone), 120 gp.

DM Notes

Emphasize dynamic battlefield; geysers erupt unpredictably.

Magic Items

Ledger of Silent Whispers

Rare
A battered leather tome that records spoken lies as glowing script.

Location

Secret shelf in Garrick Manor library.

Attunement

True by any character proficient in Investigation.

Starlit Key

Uncommon
An ornate silver key that opens any mundane lock under moonlight.

Location

Starlit Inn stable trapdoor reveals it.

Attunement

False

Millwright’s Ring

Uncommon
A brass ring engraved with grain motifs, granting advantage on checks involving mechanical devices.

Location

Salvaged from Old Mill Ruins granary loft.

Attunement

False

Well Whisperer’s Coin

Uncommon
A copper coin that echoes distant voices when dropped into water.

Location

Duskridge Graveyard well.

Attunement

False

Crypt Keeper’s Lantern

Rare
This lantern casts a pale light that reveals undead lurking in shadows.

Location

Hidden catacomb beneath Duskridge Graveyard.

Attunement

True

Runestone of Binding

Rare
A carved stone used to seal magical doors when placed in proper order.

Location

Bone Totem Circle.

Attunement

False

Obsidian Mask of Acid Resistance

Very Rare
Wearing this mask grants resistance to acid damage and masks your identity.

Location

Sunken Vault beneath Basalt Spire.

Attunement

True

Whispering Reed Horn

Uncommon
A reed horn that carries sound through reeds up to a mile away.

Location

Offered by Ghost-in-the-Mist.

Attunement

False

Silver Lantern of Wisp Capturing

Rare
Captures one will-o’-wisp at a time, allowing light through its glass prism.

Location

Witch’s Altar Clearing.

Attunement

True

Tome of Bog Lore

Uncommon
An herbalist’s diary that grants +2 on Nature or Survival checks in marsh environments.

Location

Sunken Cottage.

Attunement

False

Player Characters

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