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Corruption in the Silver Woods

Wild Elixirs of BriarfenDungeon 1/10

Updated 11/4/2026, 5:16:34 PM

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Dungeon NPCs

Pella Oak

Character NPCLevel 1

Elf • Rogue

Role: Helper

HP 8 • AC 12

Introduced in event 1 as the Helper.

Marek Dawn

Character NPCLevel 1

Gnome • Rogue

Role: Traveler

HP 8 • AC 12

Introduced in event 5 as the Traveler.

Events

Event 1

Pella Oak at Home Base

Read Aloud

Pella Oak waits in Greenhollow with a travel-worn map and a worried look. She gestures toward the forest road and asks the heroes to help cleanse the corrupted landmarks before the woods can safely yield rare ingredients again.

Details

Pella Oak is the Helper and the party’s first guide. She explains that Blackroot Ruins and the Moonglass Caves are poisoning the forest’s supply routes, then points out the first path into the Silver Woods. Let her speak plainly: "If those places stay tainted, Greenhollow loses the ingredients it needs." The party gains the route into the region and a clear reason to travel outward; no roll is needed unless the group wants to press her for extra local gossip, in which case keep it brief and optional. Treasure placement: The NPC provides 6 Gold Pieces to help the party with the adventure.

Event 2

A sleeping wolf across the trail

Read Aloud

A wolf lies sprawled across the narrow forest path, breathing slow and deep beneath a screen of silver leaves. The trail ahead is clear only if the animal is avoided, driven off, or soothed into moving.

Details

Attached monsters (use these exact stat blocks): - Quantity: 1; Monster: Wolf. Why here: It has curled up on the forest trail to rest after following scents through the Silver Woods. Activity: Sleeping across the path and twitching at nearby movement. Attitude: distracted Encounter start: distracted/noisy monster Response trigger: If the party wakes it, corners it, or tries to pass too close, it rises and snaps. Aftermath: If driven off or bypassed, the route deeper into the region remains open and easy to follow. Room guidance: The Wolf is here because it has bedded down on the easiest route deeper into the Silver Woods and is blocking travel, not hunting. It starts distracted and asleep; the party notices it automatically, and a Stealth approach can let them slip past or take the first action if they want to avoid waking it. If the heroes disturb it, the Wolf wakes aggressive and territorial, snapping at anyone who crowds the path. If calmed with food or driven off, the trail opens toward the deeper woods; searching the ground afterward reveals fresh tracks, a torn strip of travel cloth, and a safe side path around the trampled grass.

Event 3

The Giant Badger and the Root Chest

Read Aloud

A broad root tangle bulges from the forest floor, and a giant badger stands over a half-buried chest beneath it. The animal stamps the ground and bares its teeth as the undergrowth rustles around its den.

Details

Attached monsters (use these exact stat blocks): - Quantity: 1; Monster: Giant Badger. Why here: It has made a den under the roots and is guarding the buried chest. Activity: Digging, snuffling, and snapping at anyone near the burrow. Attitude: defensive of something Encounter start: mutual awareness at close range Response trigger: If the party reaches for Rootbound Chest or intrudes on the den, it attacks. Aftermath: If driven off, Rootbound Chest can be recovered and the trail beyond the roots remains open. Room guidance: A Giant Badger is here because it has claimed the root hollow as its lair and is guarding Rootbound Chest it dragged under the roots. It is defensive of the den and starts at mutual awareness at close range; if the party reaches for Rootbound Chest or crowds the burrow, it lunges to drive them off. Rootbound Chest is visible and can be opened once the badger is calmed, distracted, or forced back. After the encounter, the party finds Rootbound Chest contents and the disturbed root bed, which also reveals that a faint animal trail continues deeper toward the corrupted landmarks. If the badger is driven off, it does not pursue far from its den. Treasure placement: Searching this area reveals 18 Gold Pieces, Oakcleaver Axe +1, Rootbound Chest.

Event 4

Blink Dog Seeking Aid

Read Aloud

An injured blink dog limps from the brush, pausing beside a mossy trail marker and watching the party with bright, wary eyes. It keeps to the open ground as if it wants help, but it will bolt if crowded.

Details

Attached monsters (use these exact stat blocks): - Quantity: 1; Monster: Blink Dog. Why here: It has been injured while crossing the Silver Woods and is looking for a safer route. Activity: Limping, sniffing the air, and watching the party for signs of help or danger. Attitude: open to interaction Encounter start: mutual awareness at close range Response trigger: If the party crowds it or makes a sudden move, it blinks back and keeps distance; if they help, it relaxes. Aftermath: Helping it reveals a safer line through the woods and a useful trail clue toward the corrupted landmarks. Room guidance: The Blink Dog is here because it has been cut by bramble and is trying to find safe passage through the Silver Woods without being chased farther into danger. It is open to interaction, anxious rather than hostile, and it starts at mutual awareness at close range; if the party moves too fast or corners it, it may blink away and retreat, but if they give it space, offer food, or tend its wound, it calms down. Let the dog sniff the party and then lead them toward safer footing; it can point out a firmer route through the undergrowth and a patch of ground where the corrupted landmarks' influence is weaker. The scene should feel like a rescue and a guide encounter, not a fight. After the party helps it, the dog leaves a trail of silver pawprints that reveal a safer line of travel and a small hidden cache of forest berries nearby.

Event 5

Marek Dawn at the Wild Trails

Read Aloud

Marek Dawn stands beside a split in the wild trails, brushing mud from his boots and scanning the trees with a tired frown. He looks relieved to see the party, as if he has been circling the same stretch of woods for hours.

Details

Marek Dawn is the Traveler, lost and separated from his group among the Silver Woods trails. He is open to interaction and starts with mutual awareness at close range, so the party can speak with him immediately. He explains that he lost the firmer path after following signs toward the corrupted landmarks, and he wants help getting back on course. Let him say, "I know the woods, but not this knot of paths." Guiding him safely back toward a clear trail strengthens the expedition and points the party toward safer ground deeper in the region. A careful search of the area reveals bent grass, a snapped trail marker, and a usable direction toward the middle woods; no combat is present, and no roll is needed unless the party wants to press him for an exact route, in which case a simple social check can reveal an extra local landmark.

Event 6

Overgrown Fountain of Healing Water

Read Aloud

A stone fountain stands beneath tangled roots and wet green vines, its basin choked with growth and its water clouded by a sickly sheen. Two animated shrubs rustle at the fountain’s edge as if they are trying to keep the place forgotten.

Details

Attached monsters (use these exact stat blocks): - Quantity: 2; Monster: Awakened Shrub. Why here: They have been stirred by the corrupted fountain and now cling to the basin as living overgrowth. Activity: Snapping roots, blocking the basin, and lashing at anyone who disturbs the water. Attitude: defensive of something Encounter start: mutual awareness at close range Response trigger: If the party clears the vines or reaches for the fountain, the shrubs attack. Aftermath: Once driven off, the fountain can be examined and cleansed, and the waterway clue becomes clear. Room guidance: The fountain is the clear focus of the hex: it once carried healing water, but corruption has let the plants take over the basin and spill across the stones. The two Awakened Shrubs belong here because the fountain’s old magic has stirred the surrounding roots into jealous defenders; they are defensive of the site, hungry for moisture, and begin at mutual awareness at close range. They lash out if the party tries to clear the basin or touch the fountain, but they can also be burned, hacked back, or driven off. The party can also speak to the living plants if they try a calm approach: 'The water is ours now.' After the shrubs are defeated or forced back, the fountain can be examined and cleaned, revealing the source of the curse in the water channels and a safe place to collect a sample for later cleansing work. Searching the fountain afterward uncovers a cracked silver cup and a trickle of still-pure water that can restore a small amount of hope to the trail. Treasure placement: After the encounter, the party can recover Scroll of Warding from the guarded area or the creatures' belongings.

Event 7

The Narrow Path Above the Drop

Read Aloud

A thin forest path clings to the side of a steep drop, with roots gripping the earth and wind tugging at the leaves below. A baboon crouches near the safest footing, chattering and baring its teeth as it watches the trail.

Details

Attached monsters (use these exact stat blocks): - Quantity: 1; Monster: Baboon. Why here: It has claimed the narrow ledge as a lookout and scavenging perch above the drop. Activity: Crouching on the path edge, chattering, and warning off intruders. Attitude: defensive of something Encounter start: mutual awareness at close range Response trigger: If the party crowds the ledge, reaches for its scraps, or tries to force past, it lashes out. Aftermath: If driven off or calmed, the path remains passable and the party can inspect the ledge safely. Room guidance: The Baboon belongs here because it has claimed the narrow ledge as a lookout and scavenging spot above the 20-foot drop. It is guarding its footing and a small stash of fruit scraps, so it starts defensive and wary rather than instantly murderous. The encounter begins with mutual awareness at close range; if the party keeps to the ledge, reaches for the cache, or tries to shove past, the Baboon reacts aggressively and tries to drive them back from the edge. The drop is the main danger: characters can edge along carefully, brace against the rock, or try to calm the Baboon with food. After the encounter, the party can search the ledge for a wind-sheltered perch, a few dropped berries, and a clear view of the route ahead; the steep descent below is obvious but not required.

Event 8

Blackroot Ruins: Hobgoblin Guardian

Read Aloud

Blackroot Ruins rise from the trees in broken stone and dark roots, their old walls split by age and shadow. A hobgoblin stands watch at the approach, weapon ready, and blocks the last clear path into the ruined heart of the site.

Details

Attached monsters (use these exact stat blocks): - Quantity: 1; Monster: Hobgoblin. Why here: It has been posted at Blackroot Ruins to guard the corrupted approach. Activity: Watching the ruin path and challenging intruders. Attitude: immediately hostile Encounter start: alert monster at a distance Response trigger: If the party approaches the ruin gate or refuses its warning, it attacks. Aftermath: If defeated or driven off, the party can reach the ruin interior and continue the cleansing route. Room guidance: Blackroot Ruins are the far, ruined landmark where the last guarded approach to the cleansing objective is held. The Hobgoblin belongs here because it has taken up a watch post in the broken ruins and is defending the approach to the corrupted heart of the site; it starts immediately hostile, alert at a distance, and will fight or fall back only if pressed. Use the exact canonical name Hobgoblin and quantity 1 in play. It watches the ruin path for trespassers, tries to keep intruders from reaching the inner corruption, and attacks if the party advances, threatens its post, or ignores its warning. If the party talks first, it can bark a short warning like, "Turn back, or bleed here." After the guardian is defeated or driven off, the party can enter the ruins and complete the cleansing route through the Silver Woods; searching the watch point reveals broken blackroot bark, old boot prints, and a clear sign that the ruin has been used as a checkpoint rather than a home. Treasure placement: After the encounter, the party can recover 51 Gold Pieces from the guarded area or the creatures' belongings.

Event 9

Broken Crossing on the Only Route to Hex 10

Read Aloud

A shattered crossing spans a gap in the Silver Woods, with broken timbers and slick stone blocking the way ahead. The far side is visible, but the route is useless until someone finds a way across or rebuilds the span.

Details

This is the only route from Hex 9 to Hex 10, so the crossing must be repaired or bypassed before the party can continue to the far landmark. Make the obstruction clear: loose boards, a split support, and a gap that can be bridged with careful work, tools, or a safer alternate crossing built on the spot. No monster is present here; the scene should focus on problem-solving, with the broken span, nearby trees, and riverbed giving the party something concrete to inspect and use. If the group searches the area, they find old rope fragments, a usable anchor point, and signs that travelers once crossed here before the collapse. If the party fails a repair attempt, the crossing still remains usable by another method, but they lose time, take a jolt of damage from a slip, or have to fetch materials from nearby hexes before trying again.

Event 10

Moonglass Caves: Magma Mephit at the Far Edge

Read Aloud

Heat shimmers around the mouth of the Moonglass Caves, where a Magma Mephit fusses over scraps of food and the crackle of nearby noise. The far entrance glows with dull red light, and the little elemental keeps darting between stones as if the whole place belongs to it.

Details

Attached monsters (use these exact stat blocks): - Quantity: 1; Monster: Magma Mephit. Why here: It is drawn to the warm cave mouth, scraps of food, and noisy echoes near Moonglass Caves. Activity: Prowling the entrance, snatching scraps, and fussing over the heat shimmer. Attitude: distracted Encounter start: distracted/noisy monster Response trigger: If the party crowds the mouth, startles it, or tries to push through, it notices and reacts. Aftermath: If calmed, distracted, or driven off, the cave edge becomes passable and the landmark can be reached. Room guidance: This is the only route from Hex 9 to Hex 10, so the cave edge stays playable but clearly obstructed by the Magma Mephit. The Magma Mephit belongs here because the warm mineral air and scattered food scraps near the cave mouth draw it in; it is distracted, noisy, and open to interaction until the party crowds it or tries to slip past too close. Use the exact canonical name Magma Mephit and quantity 1 in play. If the party wants to approach unseen, let them make a Stealth approach; on success they gain the first action or pass the edge safely, and on failure the mephit notices them and normal initiative begins. If the party talks, tosses food, or drives it off, the route into the cave opens and the cleansing of the Silver Woods landmarks can be completed. After the encounter, the party notices warm footprints, a soot-black snack pile, and a narrow safe ledge around the cave mouth. Treasure placement: After the encounter, the party can recover Oakcleaver Axe +1 from the guarded area or the creatures' belongings.

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

No image

Giant Badger

Medium Beast | Unaligned | L1

HP

13

AC

10

Speed

30 ft., burrow 10 ft.

Init

+0

STR 13 | DEX 10 | CON 15 | INT 2 | WIS 12 | CHA 5

Actions

Multiattack:

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

Claws: Hit +3 | 6 (2d4 + 1) slashing damage.

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

Awakened Shrub

Awakened Shrub

Small Plant | Unaligned | L1

HP

10

AC

9

Speed

20 ft.

Init

-1

STR 3 | DEX 8 | CON 11 | INT 10 | WIS 10 | CHA 6

Actions

Rake: Hit +1 | 1 (1d4 - 1) slashing damage.

An *awakened shrub is an ordinary shrub given sentience and :

Magic

No spells

Baboon

Baboon

Small Beast | Unaligned | L1

HP

3

AC

12

Speed

30 ft., climb 30 ft.

Init

+2

STR 8 | DEX 14 | CON 11 | INT 4 | WIS 12 | CHA 6

Actions

Bite: Hit +1 | 1 (1d4 - 1) piercing damage.

Magic

No spells

No image

Hobgoblin

Medium Humanoid | Lawful Evil | L2

HP

11

AC

18

Speed

30 ft.

Init

+1

STR 13 | DEX 12 | CON 12 | INT 10 | WIS 10 | CHA 9

Actions

Longsword: Hit +3 | 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands.

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

Magic

No spells

No image

Magma Mephit

Small Elemental | Neutral Evil | L2

HP

22

AC

11

Speed

30 ft., fly 30 ft.

Init

+1

STR 8 | DEX 12 | CON 12 | INT 7 | WIS 10 | CHA 10

Actions

Claws: Hit +3 | 3 (1d4 + 1) slashing damage plus 2 (1d4) fire damage.

Fire Breath (Recharge 6):

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.

The Giant Badger and the Root Chest

Description

A balanced hand axe with a faint glow.

Spells

No spells.

No image

Item Handout

Rootbound Chest

wondrous | uncommon | L1

Value: 100 GP

The Giant Badger and the Root Chest

Description

A small, root-wrapped chest recovered from the badger's den. It holds the quest's tangible reward and proves the party has cleared this obstacle; plot-only for the broader cleanse objective.

Spells

No spells.

No image

Item Handout

Scroll of Warding

wondrous | common | L1

Value: 80 GP

Overgrown Fountain of Healing Water

Description

A single-use warding script.

Spells

No spells.

Oakcleaver Axe +1

Item Handout

Oakcleaver Axe +1

weapon | uncommon | L1

Value: 170 GP

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

Moonglass Caves: Magma Mephit at the Far Edge

Description

A balanced hand axe with a faint glow.

Spells

No spells.

Conclusion

With the last of the corrupted guardians driven off, the Silver Woods finally settle into a calmer hush. The ruined paths are clear, the tainted places can be left behind, and the party has done what Greenhollow needed: the route through the forest is safe again, and the work here is complete. Back in Greenhollow, Pella Oak can greet the heroes with visible relief, and Elira Vale can take interest in any recovered loot, samples, or strange finds. If the group wants it, this is a good moment for a short rest, a warm meal, and time to trade, sell, or divide their treasure before they decide where to spend their hard-won coin. Let the aftermath feel practical and earned, with the town ready to welcome them home. The forest is no longer under immediate threat, and the party’s success stands on its own as a finished chapter. Congratulations, you are now Level 2!