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Caches of the Wyrmwood Reach

Trail of the Arcane TowerDungeon 1/10

Updated 11/1/2026, 12:21:57 AM

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Dungeon NPCs

Elira Vale

Character NPCLevel 1

Human • Ranger

Role: Scout and quest giver

HP 10 • AC 12

Elira personally hires the party at Brambleford’s watchtower, explains that the expedition caches vanished into the Wyrmwood Reach, and later wants the recovered supplies brought back before the next expedition fails.

Events

Event 1

Elira’s Watchtower Briefing

Read Aloud

Brambleford’s watchtower stands above the village roofs, its lantern lit against the trees. Elira Vale waits beside a table of maps and rope coils, watching the Wyrmwood Reach with a worried frown.

Details

Elira Vale hires the party, explains that the expedition caches vanished into the Wyrmwood Reach, and asks them to bring back the missing supplies before the first expedition fails. She can point to the road edge, the river ford, and the deeper forest on a rough sketch of the region. Her attitude is hopeful but urgent. Quote: “Find the caches before the trail goes cold.” Searching the watchtower shelves reveals a spare trail ration and a marked route note. Treasure placement: The NPC provides 2 Gold Pieces to help the party with the adventure.

Event 2

Ruts on the Road

Read Aloud

Fresh wagon ruts cut across the muddy verge beyond Brambleford, and torn packing cloth hangs from brambles along the road. The trail bends away from the main way and into the Reach.

Details

The scene is an obvious trail-sign location: wagon grooves, snapped twine, and bits of crate wood show the caches were dragged off-road. The party can follow the marks toward Hexes 3, 4, or 5 depending on where they choose to press onward. Success here advances the search without combat. A careful search also reveals a broken crate seal stamped with the expedition mark.

Event 3

Abandoned Camp Inventory

Read Aloud

A cold campfire ring and collapsed bedrolls mark a forgotten stopping place under the trees. Crates lie open in the leaf litter, and a half-buried list flutters against a tent peg.

Details

This camp belonged to the expedition and shows what was already taken, what was abandoned, and what still needs to be found. The inventory list names food, rope, lamp oil, and tool bundles, giving the party a clear sense of missing gear. The camp is quiet and safe unless the party lingers too long. Searching the ash and crates reveals one intact waterskin and a second route note toward the middle hexes. Treasure placement: Searching this area reveals 8 Gold Pieces, Scroll of Warding.

Event 4

Trail Wolves

Read Aloud

Two Wolves prowl between the trees ahead, noses low over the mud and ears twitching at every sound. They are between the party and the cache trail, guarding a stretch of ground that smells of old meat and spilled grain.

Details

Attached monsters (use these exact stat blocks): - Quantity: 2; Monster: Wolf. Room guidance: Two Wolves belong here because the dragged caches left scent and scraps along the trail, drawing predators to the route. They are aggressive and hungry, and they begin the scene alert at a distance before closing if the party does not avoid them. They attack if the party approaches openly, but they may retreat if badly wounded or if food is offered. Search after the encounter reveals torn sackcloth snagged on briars and a paw-marked path toward the fordlands.

Event 5

Collapsed Ford Crossing

Read Aloud

The stream has torn away part of the ford, leaving slick stones, a deep washout, and a broken span of mud and roots. A black shape moves near the crossing, watching the water and the broken bank.

Details

Attached monsters (use these exact stat blocks): - Quantity: 1; Monster: Black Bear. Room guidance: A Black Bear belongs here because the ford has become a feeding and drinking spot after the collapse, and the disturbance has drawn it to the crossing. It is defensive of the area, not malicious, and it starts the scene alert at a distance. The party must secure the route to keep searching the caches, either by calming the bear, driving it off, or crossing carefully once it moves away. The broken ford still reveals a usable stepping route after the scene, and the washout exposes a crate slat caught below.

Event 6

Hidden Stash in the Ferns

Read Aloud

A thicket of fern and root hides a shallow hollow beneath a fallen log. Inside, dry cloth and wrapped bundles sit untouched by rain, tucked away from the main trail.

Details

This hidden stash provides replacement expedition gear: dry rope, spare lamp oil, and preserved rations. It is a quiet, noncombat reward that keeps the search moving. The cache is visible to anyone who searches the log line closely, and the hollow can be reached without a roll once found. A careful look also turns up a mud-smeared trail marker pointing deeper into the Reach. Treasure placement: Searching this area reveals 16 Gold Pieces, Ironbrand Longsword +1.

Event 7

The Injured Elk

Read Aloud

An Elk stands unsteadily in a patch of sunlight, one flank bloodied and its breathing tight. It lifts its head at the party’s approach, then stamps once and watches the trees as if remembering a fright.

Details

Attached monsters (use these exact stat blocks): - Quantity: 1; Monster: Elk. Room guidance: The Elk belongs here because it was present when the caches were moved and fled through the forest after seeing the thieves. It is frightened and open to interaction, not hostile, and it will calm if approached slowly or helped. The party can soothe or treat the wound, then ask about the raiders. Quote: “Big ears, small hands, and a chest that clanked.” Its answer points toward the deeper cache sites and the goblin trail. After the scene, the party can search the grass for the direction the Elk fled from.

Event 8

First Major Cache Chest

Read Aloud

A stout supply chest sits in a ring of trampled leaves beside a mossy stump. Two small figures hover near it, arguing over the latch while the forest stays unnaturally still.

Details

Attached monsters (use these exact stat blocks): - Quantity: 2; Monster: Goblin. Room guidance: Two Goblin belong here because they are raiding the expedition’s supplies and using the hidden chest as a guarded prize. They are immediately hostile, but they are also distracted by the lock and their argument. The chest is the first major cache and must be recovered to continue the expedition. The chest is locked; if the party approaches carefully, they can gain the first action, pressure the goblins away, or go for the chest. After the encounter, the chest contents are obvious once opened, and the surrounding leaves hide a dragged route toward the next hexes. Treasure placement: Searching this area reveals 22 Gold Pieces.

Event 9

Raid Trail Signs

Read Aloud

Broken branches, boot prints, and scraps of rope mark a repeated path through the undergrowth. The signs loop and double back, as if whoever made them wanted to confuse anyone following behind.

Details

Attached monsters (use these exact stat blocks): - Quantity: 1; Monster: Goblin. Room guidance: This hex is a sign-filled search area where repeated raids have left a readable pattern of movement. The party can study the marks to learn where the raider sleeps, hides, or returns after each theft. The clues are enough to continue even on a failed roll, though a miss costs time and may lead the party in circles for a while. Searching the area also reveals a dropped goblin token and a torn strap from another cache bundle.

Event 10

Final Cache at the Raid Leader’s Camp

Read Aloud

The last cache sits beside a rough campfire and a heap of stolen gear, all tucked into a hidden clearing deep in the Reach. A Goblin raid leader stands over the supplies, clutching the final bundle and barking orders into the trees.

Details

Attached monsters (use these exact stat blocks): - Quantity: 1; Monster: Goblin. Room guidance: The final cache is held by a Goblin raid leader who organized the scattered thefts and kept the last supplies for itself. It is aggressive and immediately hostile, but it may bargain if badly wounded or if the party offers a way out. Defeating or driving it off secures the last missing supplies and ends the search objective. The clearing also contains the expedition’s final marked crates and a clear route back toward Brambleford. After the fight, the party can gather the remaining cache and any scattered gear from the camp. Treasure placement: After the encounter, the party can recover 27 Gold Pieces from the guarded camp area.

DM Map Cards

No DM map cards yet.

Monster Cards

No image

Wolf

Medium Beast | Unaligned | L1

HP

11

AC

13

Speed

40 ft.

Init

+2

STR 12 | DEX 15 | CON 12 | INT 3 | WIS 12 | CHA 6

Actions

Bite: Hit +4 | 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

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

Elk

Large Beast | Unaligned | L1

HP

13

AC

10

Speed

50 ft.

Init

+0

STR 16 | DEX 10 | CON 12 | INT 2 | WIS 10 | CHA 6

Actions

Ram: Hit +5 | 6 (1d6 + 3) bludgeoning damage.

Hooves: Hit +5 | 8 (2d4 + 3) bludgeoning damage.

Magic

No spells

Goblin

Goblin

Small Humanoid | Neutral Evil | L1

HP

7

AC

15

Speed

30 ft.

Init

+2

STR 8 | DEX 14 | CON 10 | INT 10 | WIS 8 | CHA 8

Actions

Scimitar: Hit +4 | 5 (1d6 + 2) slashing damage.

Shortbow: Hit +4 | 5 (1d6 + 2) piercing damage.

Magic

No spells

Magic Item Cards

No image

Item Handout

Scroll of Warding

wondrous | common | L1

Value: 80 GP

Abandoned Camp Inventory

Description

A single-use warding script.

Spells

No spells.

Ironbrand Longsword +1

Item Handout

Ironbrand Longsword +1

weapon | uncommon | L1

Value: 180 GP

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

Hidden Stash in the Ferns

Description

A reliable enchanted blade.

Spells

No spells.

Conclusion

With the last of the missing supplies recovered, the Wyrmwood Reach seems to settle around the party at last. The trail is no longer a mystery, the expedition’s losses are accounted for, and the caches can be gathered up for the road back to Brambleford. Any remaining signs of danger fade into the trees as the immediate task is finally complete. Back at the watchtower, Elira Vale receives the recovered gear with clear relief and gratitude. The party has time to rest, patch wounds, and sort through what they found; if the story allows, they can also trade, sell, or divide the recovered loot before turning in for the night. Brambleford’s first expedition can now move forward with proper supplies, and the heroes have earned a clean, satisfying victory for their efforts. Congratulations, you are now Level 2!