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Shards of the Silverwood Relic

Wild Elixirs of BriarfenDungeon 1/10

Updated 11/3/2026, 4:31:03 AM

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Dungeon NPCs

Elira Vale

Character NPCLevel 1

Human • Wizard

Role: alchemist-envoy

HP 6 • AC 10

Elira Vale is the Greenhollow alchemist’s envoy who brings the relic hunt to the party, identifies the fragments, and can return later to test or repair what they recover.

Events

Event 1

Greenhollow Treeline Ambush

Read Aloud

The silver woods begin just beyond Greenhollow’s last fence posts, where pale trunks crowd the path and a broken relic shard glints in the roots ahead. Two goblins spring from cover with crude blades and a shrill shout as the forest suddenly feels too close.

Details

Attached monsters (use these exact stat blocks): - Quantity: 2; Monster: Goblin. Why here: They are raiding the forest edge for easy loot and the relic shard. Activity: They are crouched in brush and waiting to ambush the first travelers they see. Attitude: immediately hostile Encounter start: distracted/noisy monster Response trigger: They attack as soon as the party enters the treeline or reaches for the shard. Aftermath: The party finds the first relic fragment and goblin tracks heading deeper into the woods. Room guidance: Elira Vale stands just inside the treeline and points out the first relic fragment half-buried among roots and leaf litter. The two Goblin attackers are here because they are raiding the forest edge for scrap and loot from travelers; they begin immediately hostile and leap out from cover at close range. If the party presses the fight, the goblins try to snatch the fragment and flee toward the trees; if one falls, the other may surrender or break. After the encounter, the fragment is obvious in the trampled ground, and searching the ambush site reveals goblin boot prints leading deeper into the silver woods and Elira’s note that the relic has been broken into multiple pieces.

Event 2

Abandoned Camp Trail

Read Aloud

A collapsed campsite lies under the pines, with torn bedrolls, a cold ash ring, and packs split open by rough hands. Drag marks cut through the needles and vanish between the trees, as if something heavy was hauled away in a hurry.

Details

This camp was abandoned after someone carried relic pieces onward, leaving behind broken straps, spilled rations, and a trampled trail. The scene is quiet but not safe: the drag marks, snapped twigs, and disturbed ground make it clear the party is on the right route. Searching the camp reveals a torn scrap of cloth wrapped around a crate nail, plus a rough sketch of the next direction taken by the carriers. The main clue is automatic, and a careful search can uncover a small hidden cache of dry supplies or a useful trail marker hidden beneath a fallen pan. Treasure placement: Searching this area reveals 21 Gold Pieces.

Event 3

Den-Side Cache

Read Aloud

A broad-rooted hollow opens beside a low den entrance, where a black bear sleeps in the shade with one paw draped over a pile of leaves. Beside the den mouth, a small cache of bark-wrapped supplies and a dull relic piece rests just out of reach.

Details

Attached monsters (use these exact stat blocks): - Quantity: 1; Monster: Black Bear. Why here: It is sleeping in its den area, guarding the nearby cache by habit. Activity: It is dozing beside the den mouth with the cache nearby. Attitude: defensive of something Encounter start: distracted/noisy monster Response trigger: It wakes if the party makes noise, approaches the cache, or threatens the den. Aftermath: The party can reach the hidden relic piece and learns this den sits on an older trail. Room guidance: The Black Bear belongs here because the den provides shelter, food scraps, and a protected hiding place for the cache. It is defensive of its lair and frightened if startled, but it is not hunting the party unless provoked; it begins distracted and asleep. The party automatically notices the sleeping bear, and Stealth can be used to slip past or take the first action if they want the cache quietly. If the bear wakes, it snorts, rises, and swats at anyone too close to the den mouth. After the encounter, the cache is visible near the den, and searching the hollow reveals claw marks, berry skins, and a relic piece tucked under leaves.

Event 4

Stone Marker of the Broken Relic

Read Aloud

A weathered stone marker rises from the moss like a broken tooth, its carved lines dark with age and rain. Faded symbols circle a cracked crest, and the stone seems to point in more than one direction at once.

Details

The marker explains that the relic was shattered on purpose long ago, then scattered so no single hand could claim it whole. The carving points toward multiple routes through the silver woods, making clear that the party can gather the remaining pieces in any order. The stone is easy to read once cleared of moss, and the surrounding roots hold old offerings, bent nails, and a fragment of colored glass. A successful examination can reveal which nearby hexes are likely to hide the next pieces, but the core message is available without a roll.

Event 5

Fallen Root Stash

Read Aloud

A tangled fallen root lifts a mound of leaves into a low arch, and under it sits a neat pile of metal scraps, bent tools, and a wrapped bundle that does not belong in the wild. The metal gives off a faint, ugly sheen as if something nearby has been chewing on it. The Oakcleaver Axe +1 is here.

Details

Attached monsters (use these exact stat blocks): - Quantity: 1; Monster: Rust Monster. Why here: It is drawn to the metal stash under the fallen root and is feeding on it. Activity: It is nosing through the pile and scraping rust from the scraps. Attitude: defensive of something Encounter start: distracted/noisy monster Response trigger: It attacks if the party takes the stash or corners it. Aftermath: The party can recover the relic fragment and sees why metal is scarce in this part of the woods. Room guidance: The Rust Monster lives here because the stash is full of metalwork it can feed on, and it lurks under the root where travelers are least likely to see it. It is hungry and defensive of the stash, not mindless; it begins distracted while worrying at the metal pile, then becomes aggressive if the party reaches for the bundle. The suspicious stash likely contains a needed relic fragment hidden among ruined gear, so the party can choose to bargain, distract, or drive the monster off. After the encounter, the bundle is easy to inspect, and searching the root hollow reveals rust flakes, old boot nails, and a map scrap tied to the stash. Treasure placement: After the encounter, the party can recover 54 Gold Pieces, Oakcleaver Axe +1 from the guarded area or the creatures' belongings.

Event 6

Frightened Survivor in the Brush

Read Aloud

A trembling figure crouches in the undergrowth, half-hidden by fern fronds and wet leaves. Their eyes keep flicking toward the trees as they clutch a torn satchel and whisper for the noise to stop.

Details

The survivor hides here because they fled something on the trail and do not trust open ground. They are frightened, exhausted, and open to interaction if the party approaches calmly. A quiet conversation can win their trust, and they can point out where another relic piece was taken, which direction the threat came from, and which path to avoid. If the party rushes them or makes sudden noise, they may bolt deeper into the brush, but the clue is still recoverable by following their disturbed footprints and dropped gear. A short quote the DM can use is: 'Please—don’t let them hear me.' Treasure placement: Searching this area reveals Potion of Minor Healing.

Event 7

Lost Traveler in the Silver Woods

Read Aloud

A lone traveler stands on a narrow deer path, turning in slow circles with a bent walking stick and a travel pack hanging open at one side. The trees around them look the same in every direction, and the forest seems to have swallowed their sense of north.

Details

This lost traveler wandered off the main trail while searching the silver woods and can lead the party toward a concealed relic location if helped safely back onto the path. They are tired, anxious, and open to interaction rather than danger. The immediate task is to guide them out of the tangle of roots, boggy ground, and low branches without losing more time. Once they are calm, they remember a hidden landmark deeper in the woods and can point out the concealed route to the next relic site. A short quote the DM can use is: 'I know the way if you can get me back to the trail.'

Event 8

Gray Ooze at the Final Fragment

Read Aloud

A slick gray mass clings to a stone basin beside a relic fragment resting on a cracked pedestal. The air smells of wet metal and old rain, and every surface nearby looks as if it has been slowly eaten away.

Details

Attached monsters (use these exact stat blocks): - Quantity: 1; Monster: Gray Ooze. Why here: It lurks in the damp basin where mineral runoff and old metal traces collect. Activity: It is clinging to the stone and digesting whatever metal it can reach. Attitude: immediately hostile Encounter start: alert monster at a distance Response trigger: It attacks when the party reaches for the fragment or steps onto the basin edge. Aftermath: The final fragment can be secured, and the party sees how close corrosion came to ruining it. Room guidance: The Gray Ooze is here because the basin and pedestal collect mineral runoff and old metal traces, making the place perfect for it to lurk undisturbed. It is hungry, amorphous, and immediately hostile if touched, but it also reacts poorly to careful spacing and deliberate movement. The dangerous object tied to the relic must be secured or removed without letting the ooze spoil the final fragment. The fragment remains visible throughout the scene, so the party always knows what they are trying to save, and searching after the ooze is dealt with reveals corrosion patterns, a shallow runoff channel, and a clean way to carry the piece out. A short quote the DM can use is: 'Keep your hands off the basin.'

Event 9

Defending the Assembled Relic

Read Aloud

The relic pieces lie together at last on a mossy flat stone, their edges glowing faintly in the dim green light. From the trees comes a rush of rough voices and the snap of running feet as goblins close in on the clearing.

Details

Attached monsters (use these exact stat blocks): - Quantity: 3; Monster: Goblin. Why here: They are ambushing the clearing to steal or smash the assembled relic pieces. Activity: They are rushing out of the trees with knives and shouted threats. Attitude: immediately hostile Encounter start: alert monster at a distance Response trigger: They charge as soon as they spot the assembled relic pieces. Aftermath: The relic stays intact and the party recovers goblin clues from the clearing. Room guidance: The assembled relic pieces are laid out in the open because the party must keep them intact long enough to finish the recovery. The three Goblin attackers are here because they have been shadowing the party and want the relic for themselves; they begin immediately hostile and rush the clearing in a coordinated grab-and-smash attempt. The battlefield has obvious cover in the roots, stones, and leaning saplings, and the goblins try to break the relic or steal a piece if given the chance. After the fight, the relic remains intact, and searching the clearing reveals dropped knives, a crude goblin token, and a clear path toward the last distant clue. A short quote the DM can use is: 'Break the shiny thing!'

Event 10

Injured Blink Dog Guide

Read Aloud

A small blink dog lies on a fern bed at the edge of a moonlit hollow, one leg tucked awkwardly beneath it and its ears twitching at every sound. It watches the party with wary golden eyes, then whines softly and tries to push itself upright.

Details

Attached monsters (use these exact stat blocks): - Quantity: 1; Monster: Blink Dog. Why here: It has been tracking the relic and was injured near the hidden path that leads to the last piece. Activity: It is lying in the fern bed and trying to rise despite a hurt leg. Attitude: fearful Encounter start: mutual awareness at close range Response trigger: It calms if the party helps its injury or speaks gently; it flees if threatened. Aftermath: The Blink Dog leads the party to the last relic piece and completes the recovery. Room guidance: The Blink Dog is injured near the hollow because it has been guarding or leading toward the last relic piece and was hurt in the process. It begins fearful but open to interaction, and it calms if the party treats it gently or offers food and protection. Helping it should matter immediately: once aided, it guides the party to the last relic piece and completes the recovery objective. If the party tries to force it, it bolts a short distance and circles back, leaving a readable track trail. Searching the hollow after helping it reveals paw prints, a hidden niche in the roots, and the final route out of the silver woods.

DM Map Cards

No DM map cards yet.

Monster Cards

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

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

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

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

Blink Dog

Blink Dog

Medium Fey | Lawful Good | L1

HP

22

AC

13

Speed

40 ft.

Init

+3

STR 12 | DEX 17 | CON 12 | INT 10 | WIS 13 | CHA 11

Actions

Bite: Hit +3 | 4 (1d6 + 1) piercing damage.

Teleport (Recharge 4-6):

A *blink dog* takes its name from its ability to blink in an:

Magic

No spells

Magic Item Cards

Oakcleaver Axe +1

Item Handout

Oakcleaver Axe +1

weapon | uncommon | L1

Value: 170 GP

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

Fallen Root Stash

Description

A balanced hand axe with a faint glow.

Spells

No spells.

Potion of Minor Healing

Item Handout

Potion of Minor Healing

wondrous | common | L1

Value: 65 GP

Frightened Survivor in the Brush

Description

A simple red draught that closes minor wounds.

Spells

Heal Light Wounds (L1): Heal 1D8 +1 of damage

Conclusion

With the last piece secured, the silver woods seem to ease around the party at last. The recovered fragments can be brought back to Greenhollow, where Elira Vale can inspect the damage, confirm the recovery, and help the heroes claim Oakcleaver Axe +1 as the dungeon’s hard-won reward. The immediate danger has passed, and the trail behind them is only a trail now, not a chase. The party may rest, tend wounds, return to town, and trade or sell any extra loot they carried out of the woods. Greenhollow can welcome them back as capable adventurers who have done what was asked and brought the relic home. The relic is whole enough to matter, the forest has been pushed back for now, and the job is complete. Congratulations, you are now Level 2!