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Thornhide Raiders’ Den

Trail of the Arcane TowerDungeon 4/10

Updated 11/1/2026, 6:36:43 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.

Mira Thorne

Character NPCLevel 2

Human • Ranger

Role: scout-guide

HP 14 • AC 12

Mira has tracked the ruin’s fresh intruders and can lead the party to the outer hall, warn them about the lower passages, and later report whether dark forces are still closing in.

Vhalzun the Ashen Prior

Monster NPCLevel 4

Undead

Role: Villain lieutenant

HP ? • AC ?

Vhalzun the Ashen Prior uses the Ghoul stat block. A disciplined temple defiler who wants to spread corruption through the ruin and prove himself worthy of the Umbral Serpent.

Events

Event 1

Mira Thorne Brings the Party to the Hideout

Read Aloud

Mira Thorne waits by the watchtower stairs, pale with worry but steady enough to point the way. Beyond Brambleford, she has found the raiders’ hidden base in the Wyrmwood Reach, and she insists the attacks on travelers will not stop until the heroes clear it.

Details

Mira Thorne is the scout-guide who confirms the objective and brings the party to the hideout entrance. She explains that the raiders have been striking travelers and frontier supplies, then leads the heroes to the concealed way in and warns that the hideout has short connecting passages, a side door, and a deeper inner opening. She is frightened but determined, and she says, "If you drive them out, the road can breathe again." No roll is needed; her report and route forward are reliable. The party learns the hideout lies ahead and that the entrance is close by.

Event 2

Outer Holding Area

Read Aloud

A rough chamber opens ahead, strewn with crates, rope, and broken packing straw. A Bugbear stands in the middle of the room like a brutal jailer, while frightened captives huddle near the wall and a narrow passage waits beyond.

Details

Attached monsters (use these exact stat blocks): - Quantity: 1; Monster: Bugbear. Room guidance: The Bugbear is here because it is holding the captives and blocking the route deeper into the hideout. It is immediately hostile and starts at close range, ready to threaten the prisoners or attack if the party rushes it. The captives are visible and can be freed once the Bugbear is driven off, subdued, or distracted; the room should feel like a rescue with a clear tactical problem. If the party searches after the fight, they find torn supply tags and a rough sketch of the central corridor that shows the side door and deeper rooms. The captives can also point out that the side chamber lies off the main passage.

Event 3

Side Chamber

Read Aloud

This cramped side room smells of damp wood and old smoke. A lone figure lingers near a table of scraps and marks, watching the doorway as if deciding whether to talk or bolt.

Details

The suspicious stranger is here to be questioned or exposed so the heroes can learn the raiders’ plan and the best route onward. Use one NPC or disguised figure only if the party presses the issue; otherwise the room can be run as a tense interrogation scene around the table, wall markings, and scattered notes. The figure is defensive and evasive, but the room also contains a clear map scrap or marked wall that points toward the guard corridor and the heart of the hideout. A useful line for the DM to read is, "I know enough to keep my skin—maybe more if you let me walk." The party can search the room for the route clue without needing a roll; careful searching reveals the side door’s latch marks and a note naming the inner chamber. Treasure placement: Completing this scene reveals Phial of Clarity in a small cache on the table.

Event 4

Guard Corridor

Read Aloud

A long corridor stretches ahead between rough stone walls, with torchlight flickering across a low arch and a door to the inner rooms at the far end. Two Dire Wolf prowl the passage, tense and ready to lunge at anything that comes through.

Details

Attached monsters (use these exact stat blocks): - Quantity: 2; Monster: Dire Wolf. Room guidance: The two Dire Wolf belong here because they are guarding the approach to the inner rooms and keeping intruders from reaching the deeper chambers. They begin aggressive and threatening at a distance, so use a Spot surprise check to see who notices whom first; if the party is seen, the wolves snarl and advance immediately. They are not mindless—if one is badly hurt, they may retreat toward the inner opening rather than fight to the death. The corridor contains a cracked torch sconce and a narrow side niche that can give cover or a brief tactical advantage. After the encounter, searching the corridor reveals claw marks leading toward the hidden inner chamber and a dropped raider token showing the same route. Treasure placement: After the encounter, the party can recover 300 Gold Pieces and Essence of Fortune from a raider cache in the corridor niche.

Event 5

Hidden Inner Chamber

Read Aloud

Behind the deeper opening lies a secret chamber washed in strange light. Coins, scales, and odd trinkets are arranged around a small dragon shape that watches the room with sharp, curious eyes.

Details

Attached monsters (use these exact stat blocks): - Quantity: 1; Monster: Copper Dragon Wyrmling. Room guidance: The Copper Dragon Wyrmling belongs here because it marks the strange power tied to the hideout and has taken interest in whatever the raiders uncovered. It is open to interaction at first, but defensive of the chamber and suspicious of the party’s intent. The wyrmling may bargain, boast, or test the heroes rather than attack outright; if threatened, it becomes hostile and uses the chamber’s tight corners to its advantage. The room contains the source of the hideout’s strange influence: a gleaming object or magical mark that explains why the raiders were drawn here. Searching the chamber automatically reveals a hidden route marker toward the final command room; a careful Spot check can also reveal a small cache of coins tucked behind a stone lip.

Event 6

Final Command Room

Read Aloud

The last room opens beyond the inner passage, cramped with maps, stolen goods, and the signs of hurried planning. A Quasit flits among the clutter, shrill and spiteful, trying to keep the raiders’ last command or ritual from collapsing.

Details

Attached monsters (use these exact stat blocks): - Quantity: 1; Monster: Quasit. Room guidance: The Quasit is here because it is driving the final ritual or command structure that keeps the hideout organized and dangerous. It is immediately hostile, but it prefers mischief, threats, and escape over fair combat; it starts at close range and uses the room’s clutter to vanish or dart between objects. The room should feel like the last control point of the hideout, and stopping the Quasit ends the immediate threat to the road. If the party defeats or banishes it, the stolen supplies, orders, and route notes become easy to gather. Searching the room after the fight reveals the raiders’ records and proof that the hideout’s attacks are broken. Treasure placement: After the encounter, the party can recover Plate Harness +1 and Sunforged Mace +1 from a locked chest in the command room.

DM Map Cards

No DM map cards yet.

Monster Cards

Bugbear

Bugbear

Medium Humanoid | Chaotic Evil | L4

HP

27

AC

16

Speed

30 ft.

Init

+2

STR 15 | DEX 14 | CON 13 | INT 8 | WIS 11 | CHA 9

Actions

Morningstar: Hit +4 | 11 (2d8 + 2) piercing damage.

Javelin: Hit +4 | 9 (2d6 + 2) piercing damage in melee or 5 (1d6 + 2) piercing damage at range.

Magic

No spells

Dire Wolf

Dire Wolf

Large Beast | Unaligned | L4

HP

37

AC

14

Speed

50 ft.

Init

+2

STR 17 | DEX 15 | CON 15 | INT 3 | WIS 12 | CHA 7

Actions

Bite: Hit +5 | 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Magic

No spells

Copper Dragon Wyrmling

Copper Dragon Wyrmling

Medium Dragon | Chaotic Good | L4

HP

22

AC

16

Speed

30 ft., climb 30 ft., fly 60 ft.

Init

+1

STR 15 | DEX 12 | CON 13 | INT 14 | WIS 11 | CHA 13

Actions

Bite: Hit +4 | 7 (1d10 + 2) piercing damage.

Breath Weapons (Recharge 5-6):

Acid Breath:

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

No image

Item Handout

Phial of Clarity

wondrous | common | L2

Value: 105 GP

Side Chamber

Description

Clear liquid that sharpens arcane focus.

Spells

No spells.

Essence of Fortune

Item Handout

Essence of Fortune

wondrous | uncommon | L3

Value: 130 GP

Guard Corridor

Description

A shimmering essence used before risky actions.

Spells

No spells.

No image

Item Handout

Plate Harness +1

armor | uncommon | L3

Value: 290 GP

+1 AC when wearing this.

Final Command Room

Description

Heavy plate etched with warding marks.

Spells

No spells.

No image

Item Handout

Sunforged Mace +1

weapon | uncommon | L3

Value: 260 GP

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

Final Command Room

Description

A radiant mace favored by temple guards.

Spells

No spells.

Conclusion

With the Quasit driven off and the raiders’ command room secured, the hideout finally falls quiet. The captives are freed, the stolen goods are gathered, and the last signs of organized resistance in the den are broken for good. Mira Thorne can help lead the party back out the way they came, and the heroes may take a short rest before returning to Brambleford. There, the recovered loot can be counted, traded, or sold as the story allows, and the rescued supplies and proof of victory should be enough to bring a clean end to the raid. The road through the Wyrmwood Reach is safer now, and the party’s work here is complete. Congratulations, you are now Level 5!