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Mistway Across the Grayfen

Trail of the TowerboundDungeon 3/10

Updated 10/31/2026, 5:36:06 PM

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Dungeon NPCs

Elira Venn

Character NPCLevel 1

Human • Ranger

Role: guide

HP 10 • AC 12

A practical relic-hunter from Brindleford who brings the first warning, leads the party to the tower, and returns later with new rumors about the wizard’s trail.

Harl Fenwick

Character NPCLevel 2

Human • Rogue

Role: guide

HP 12 • AC 12

A wary marsh runner who saw the vault’s magic flare and can lead the party to the safest entry, then later help identify what was taken from the vault.

Tovin Marr

Character NPCLevel 3

Human • Rogue

Role: guide

HP 16 • AC 12

A wary Brindleford pathfinder who knows one unsafe marsh route and travels with the party to identify landmarks, mark safe crossings, and confirm which clues in the Grayfen Reach matter most.

Events

Event 1

Fresh Signs by the Outer Road

Read Aloud

Fresh footprints cut through the mud beside a torn survey sketch nailed to a roadside post. Mist drifts low over the Brindleford edge road, and the marks vanish into the Grayfen Reach.

Details

The party starts at the village edge where a vanished mapping team left obvious signs behind. The torn sketch shows a partial marsh route and a landmark shape that can be matched later to other hexes. Tovin Marr, if present, can point out which prints are fresh and which are days old. Searching the roadside reveals a dropped charcoal marker and the direction of the next visible landmark. No monster is present; the scene is about choosing whether to follow the trail or gather more local information first.

Event 2

Slick Causeway Crossing

Read Aloud

A half-collapsed causeway rises from black water, its slick stones shining through reed-choked shallows. Ripples move between the pilings as something large stirs beneath the surface.

Details

Attached monsters (use these exact stat blocks): - Quantity: 2; Monster: Crocodile. Room guidance: Two Crocodile lair in the shallow water because the causeway gives them easy access to prey crossing the old road line. They are aggressive and hungry, surfacing where the stones force travelers into a narrow crossing. The encounter starts with alert monsters at a distance: the party can spot the ripples before the beasts surge in. If the party presses across, the Crocodile attack to defend their hunting ground; if driven off or fed, they may withdraw into the reeds. After the encounter, the mud around the causeway shows the old road line continuing west, and a broken milestone lies half-buried nearby. Treasure placement: After the encounter, the party can recover Ironblood Tonic from a small cache tucked beside the causeway stones once the Crocodile are driven off.

Event 3

Worn Directions at the Milestone

Read Aloud

A leaning milestone stands in a windbreak of thorn and alder, its carved letters rubbed nearly smooth by weather and time. The gray stone still holds the shape of old directions if someone takes the time to read it.

Details

This hex contains a weathered milestone that can be examined for one useful regional landmark. The inscription is old but legible enough to reveal a direction toward a watch post or road shrine, depending on how the party interprets the broken lines. A local memory, rubbing, or careful study can recover the clue without forcing a fight. The stone stands in a natural windbreak that offers shelter from the marsh gusts. No monster is present; the scene rewards careful reading and route planning.

Event 4

Abandoned Watch Post

Read Aloud

Broken timbers rise from the fen around a low watch post, and a dry upper room peeks above the reeds. Old ranger marks are scratched into the wood, while a heavy shape shifts somewhere inside the ruin.

Details

Attached monsters (use these exact stat blocks): - Quantity: 1; Monster: Black Bear. Room guidance: A single Black Bear has claimed the abandoned watch post as a dry den, because the raised room offers shelter and the scent of old food and bedding still lingers there. It is defensive of the cache, not malicious, and begins distracted by rummaging through the remains of the camp. The bear may be calmed, avoided, or driven off if the party makes noise or enters its space. The upper room contains a hidden ranger cache with maps, provisions, and proof of an earlier route. After the bear is handled, the party can search the post for a marked trail note and useful supplies. Treasure placement: Searching the hidden ranger cache in the upper room reveals 31 Gold Pieces.

Event 5

Strange Lights in the Reed Marsh

Read Aloud

The reeds thin into a broad marsh where sound seems to sink into the water. Pale lights drift above the black surface, bobbing between the cattails like lanterns with no hand to carry them.

Details

Attached monsters (use these exact stat blocks): - Quantity: 2; Monster: Swarm of Insects. Room guidance: This hex is a navigation challenge and a place to investigate strange marsh lights that may guide or mislead travelers. Two Swarm of Insects gather around the glow because the damp air and warm light draw them in clouds over the water. They are distracted by the lights and do not immediately attack unless disturbed, making the area easy to observe from a distance. The party can skirt the marsh, follow the glow as a shortcut, or examine the lights for a route clue. Afterward, the water’s edge reveals safe stepping stones and a faint line toward the next hex.

Event 6

Shelter at the Road Shrine

Read Aloud

A cracked stone arch marks the entrance to an old road shrine, its carvings worn smooth by rain and moss. Inside, the air is dry, the floor is bare stone, and the outer grounds show signs of something large and stubborn having claimed the place.

Details

Attached monsters (use these exact stat blocks): - Quantity: 1; Monster: Rust Monster. Room guidance: A Rust Monster has taken up residence among the shrine’s outer stones because the old metal fittings and iron scraps around the ruin make easy meals. It is territorial and defensive, but not eager to fight if the party keeps away from its feeding spots. The shrine interior remains a brief sanctuary with dry shelter, weathered carvings, and a place to rest or inspect old road markings. The creature begins alert at a distance and may retreat if offered space or shiny scrap metal. Searching the shrine reveals a protected niche with a route marker and a small cache of preserved offerings.

Event 7

Drowned Tower Base

Read Aloud

A broken tower base breaks the surface of a deep pool, its lower stones slick with algae and old rain. A cold hush hangs over the water, and the ruin seems to remember voices that are no longer there.

Details

Attached monsters (use these exact stat blocks): - Quantity: 1; Monster: Specter. Room guidance: A Specter haunts the drowned lower chamber because the tower once guarded a route the dead still remember, and the ruin has become its lingering place. It is frightened and watchful rather than openly murderous, but it attacks if the party enters the submerged chamber or disturbs its former post. The encounter starts with an alert monster at a distance, visible as a pale shape through the waterlogged arch. If appeased with respect for the dead, it may reveal the wider trail; if fought, it fades only after the chamber is secured. Searching the ruin after the encounter reveals a carved reference to a farther standing-stone ridge and the wizard’s broader route. Treasure placement: Searching the drowned lower chamber reveals 54 Gold Pieces and a Phial of Clarity in a waterlogged niche.

Event 8

Standing Stones Over the Fen

Read Aloud

A ridge of standing stones rises from the gray fen, giving a clear view over hidden channels and half-seen paths. A wary pathfinder waits among the stones, marking the land with chalk and rope.

Details

Tovin Marr is here to compare the party’s clues, point out safe crossings, and help identify which landmarks matter most. He belongs here because the ridge is the best lookout over several routes, making it the right place to finish a map. He is open to interaction and can confirm the direction of the next buried road or cairn. The party can trade notes, compare maps, or ask Tovin to verify a landmark seen earlier. No monster is present; this is a clear information scene with a strong lookout feature and multiple visible routes. Treasure placement: Tovin Marr gives the party 62 Gold Pieces as a travel fund for the next leg of the journey.

Event 9

Buried Road Junction

Read Aloud

A sinkhole opens in the marsh, exposing a buried road junction beneath collapsed stonework and wet mud. Broken paving slabs tilt at sharp angles, and a foul sheen ripples across the water pooled below.

Details

Attached monsters (use these exact stat blocks): - Quantity: 2; Monster: Gray Ooze. Room guidance: Two Gray Ooze cling to the buried road stones because the sinkhole traps moisture and mineral runoff in a perfect feeding pocket. They are hungry and partially hidden among the collapsed crossing, making the area dangerous to anyone trying to descend or climb through. The party can approach carefully, force a crossing, or use the exposed road markers to find a safer path around them. The oozes begin as alert monsters at a distance, sliding toward anything metallic or stone-bound that touches the junction. After the encounter, the sinkhole reveals a route marker and a reward cache lodged in the broken roadbed.

Event 10

Sealed Survey Cairn

Read Aloud

At the edge of the deepest fog, a low cairn of stacked stone rises from a lonely hummock above the water. The seal across its face is old but intact, and the air around it feels tight with waiting magic.

Details

Attached monsters (use these exact stat blocks): - Quantity: 1; Monster: Quasit. Room guidance: A single Quasit guards the cairn because it has been left to watch the final survey seal and keep curious hands away from the hidden cartographic secret. It is hostile, cunning, and eager to bargain if the party is already weakened or uncertain, but it attacks if the seal is touched without caution. The encounter starts with mutual awareness at close range, since the creature is perched on the cairn when the party arrives. The cairn can be opened once the region’s clues have been gathered, revealing the final cartographic secret and a lasting lead for the campaign. After the Quasit is dealt with, the sealed chamber yields the region’s complete map note and a clear path for the next stage of the Trail of the Towerbound. Treasure placement: After the encounter, the party can recover 78 Gold Pieces, Windstring Bow +1, and Plate Harness +1 from the sealed cairn’s guarded chamber.

DM Map Cards

No DM map cards yet.

Monster Cards

Crocodile

Crocodile

Large Beast | Unaligned | L2

HP

19

AC

12

Speed

20 ft., swim 30 ft.

Init

+0

STR 15 | DEX 10 | CON 13 | INT 2 | WIS 10 | CHA 5

Actions

Bite: Hit +4 | 7 (1d10 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.

Magic

No spells

Black Bear

Black Bear

Medium Beast | Unaligned | L2

HP

19

AC

11

Speed

40 ft., climb 30 ft.

Init

+0

STR 15 | DEX 10 | CON 14 | INT 2 | WIS 12 | CHA 7

Actions

Multiattack:

Bite: Hit +3 | 5 (1d6 + 2) piercing damage.

Claws: Hit +3 | 7 (2d4 + 2) slashing damage.

Magic

No spells

No image

Swarm of Insects

Medium Beast | Unaligned | L2

HP

22

AC

12

Speed

20 ft., climb 20 ft.

Init

+1

STR 3 | DEX 13 | CON 10 | INT 1 | WIS 7 | CHA 1

Actions

Bites: Hit +3 | 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.

Magic

No spells

No image

Rust Monster

Medium Monstrosity | Unaligned | L2

HP

27

AC

14

Speed

40 ft.

Init

+1

STR 13 | DEX 12 | CON 13 | INT 2 | WIS 13 | CHA 6

Actions

Bite: Hit +3 | 5 (1d8 + 1) piercing damage.

Antennae:

Magic

No spells

No image

Specter

Medium Undead | Chaotic Evil | L4

HP

22

AC

12

Speed

0 ft., fly 50 ft. (hover)

Init

+2

STR 1 | DEX 14 | CON 11 | INT 10 | WIS 10 | CHA 11

Actions

Life Drain: Hit +4 | 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Magic

No spells

No image

Gray Ooze

Medium Ooze | Unaligned | L2

HP

22

AC

8

Speed

10 ft., climb 10 ft.

Init

-2

STR 12 | DEX 6 | CON 16 | INT 1 | WIS 6 | CHA 2

Actions

Pseudopod: Hit +3 | 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

Magic

No spells

No image

Quasit

Tiny Fiend | Chaotic Evil | L4

HP

7

AC

13

Speed

40 ft.

Init

+3

STR 5 | DEX 17 | CON 10 | INT 7 | WIS 10 | CHA 10

Actions

Claws (Bite in Beast Form): Hit +4 | 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Scare (1/Day):

Invisibility:

Magic

No spells

Magic Item Cards

Ironblood Tonic

Item Handout

Ironblood Tonic

wondrous | common | L2

Value: 95 GP

Slick Causeway Crossing

Description

A bitter tonic that hardens resolve.

Spells

No spells.

No image

Item Handout

Phial of Clarity

wondrous | common | L2

Value: 105 GP

Drowned Tower Base

Description

Clear liquid that sharpens arcane focus.

Spells

No spells.

No image

Item Handout

Windstring Bow +1

weapon | uncommon | L2

Value: 220 GP

+1 to hit and +1 damage when using this weapon.

Sealed Survey Cairn

Description

A bow that hums softly when drawn.

Spells

No spells.

No image

Item Handout

Plate Harness +1

armor | uncommon | L3

Value: 290 GP

+1 AC when wearing this.

Sealed Survey Cairn

Description

Heavy plate etched with warding marks.

Spells

No spells.

Conclusion

The party’s work in the Grayfen Reach settles into a hard-earned calm. With the last route marked, the final clues confirmed, and the marsh ruins mapped, there is nothing left in the dungeon to threaten them here. The old stones, reeds, and flooded paths feel properly understood at last, and the immediate danger has passed. Back in Brindleford, the heroes can take a full rest, mend gear, and sort through what they recovered. If they wish, this is a good moment to trade, sell, or divide the loot before they decide what to do next in town. Congratulations, you are now Level 2! The expedition ends with a clear sense of completion: the Grayfen trail has been charted, the ruin’s secrets are secured, and the party stands ready for whatever comes after a well-earned pause.