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Bluewater Trail

Wild Elixirs of BriarfenDungeon 2/10

Updated 11/4/2026, 5:24:08 PM

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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.

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.

Corin Oak

Character NPCLevel 2

Gnome • Ranger

Role: Enchanted person

HP 14 • AC 12

Introduced in event 1 as the Enchanted person.

Pella Iron

Character NPCLevel 2

Dwarf • Ranger

Role: Informant

HP 14 • AC 12

Introduced in event 3 as the Informant.

Events

Event 1

Corin Oak’s Troubled Resolve

Read Aloud

Corin Oak stands near the Greenhollow edge road, staring past you toward the lake country as if listening to a voice no one else can hear.

Details

Corin Oak is the enchanted person in this opening scene, and the strange pressure on his choices is what starts the trail into Bluewater. He is confused, ashamed, and trying to push through the mental fog; he says, “Something keeps pulling my thoughts north.” The party can talk him down, steady him, or investigate the odd compulsion around him. If they help him recover his senses, he gives the first clear account of the missing patrol’s route and points toward Bluewater’s reed-choked shore. Search of the area reveals a damp patrol token dropped in the mud, a useful signpost for the journey ahead.

Event 2

The Broken Crossing

Read Aloud

A sagging crossing of wet planks and half-submerged stones breaks the route ahead, with dark water moving slowly beneath it.

Details

This broken crossing sits where the shore path narrows, forcing the party to choose how to get over the flooded ground without losing the trail into Bluewater. The structure is unsafe but still usable in pieces; the heroes can test it, brace it, or find a steadier line across the shallows. The immediate goal is to keep moving deeper into the region while preserving access to the patrol route. A careful search of the crossing reveals drag marks, reeds bent toward the far side, and a dropped ferrule from patrol gear, all ordinary signs that the missing patrol passed this way. If the party crosses badly, they take a short delay and minor bruising from slipping into the water, but the route remains open.

Event 3

Pella Iron at the Reed-Side Watch

Read Aloud

Pella Iron waits beside a reed-choked track, keeping one eye on the water and one on the road behind you.

Details

Pella Iron is the Informant in this scene, and the watchpoint fits because travelers and patrols both pause here to read the shoreline. Pella is wary but open to talk, saying, "If you want the truth, follow the signs the lake left behind." The party can question Pella about the missing patrol, the safest route, and what was seen near the water; the information points them toward the next trail marker and keeps the search on course. A careful search of the watchpoint reveals a mud-smeared patrol note tucked under a stone, a concrete clue that confirms the patrol passed this way.

Event 4

Suspicious Cache in the Reed Bed

Read Aloud

A half-sunk bundle of oilcloth and rope rests in the reeds, with a tarnished chest strap and a few scattered coins glinting in the mud.

Details

This cache belongs where the patrol may have paused, because the reeds and shallow water make a natural place to hide supplies or evidence from prying eyes. The suspicious treasure is the patrol’s abandoned evidence bundle, and the party can inspect, lift, or open it carefully to see what was left behind. A hidden hazard has been set to protect the cache: the exact trap is a Hidden Pit disguised by reed mats and mud, so the ground looks solid until weight is placed on it. If the party approaches the trapped area, call for Spot using spot-detect-trap; success reveals the weak, mat-covered edge before it gives way, while failure drops the target into the pit for 1d6 damage and leaves them in the hole, though the cache still remains reachable. If they search after dealing with the trap, they find a mud-wrapped patrol satchel containing a waterlogged route scrap and a broken signal token that prove the missing patrol stopped here. The scene stays playable whether they avoid, trigger, or bypass the hazard, and any failure only costs time, position, or bruising. Treasure placement: Completing this scene reveals 22 Gold Pieces, Patrol Evidence Bundle.

Event 5

Blink Dog in the Reed Trail

Read Aloud

A wounded Blink Dog limps along the waterlogged trail, pausing with ears flat and bright eyes fixed on the reeds ahead.

Details

Attached monsters (use these exact stat blocks): - Quantity: 1; Monster: Blink Dog. Why here: The Blink Dog has been driven into the reed trail by danger in the lake country and is trying to find safer ground. Activity: It limps, watches the party warily, and looks for help or a clear escape path. Attitude: fearful and open to interaction Encounter start: mutual awareness at close range Response trigger: It calms if the party helps its injury or drives off immediate danger. Aftermath: If helped, it can guide the party toward the patrol route and leave behind useful tracks. Room guidance: The Blink Dog belongs here because the trail cuts through wet reeds and shallow mud where a hurt fey hound could be stranded. It is frightened, in pain, and open to interaction if the party approaches calmly or offers aid. The dog has been trying to reach safer ground after being chased through the lake country, and it will bark, circle, or retreat if threatened. When the party enters, it notices them at close range and does not start combat unless attacked. The party can soothe it, bandage it, or drive off nearby danger; doing so lets it recover enough to guide them toward the patrol route farther out in Bluewater. Searching the trampled reeds nearby reveals a fresh set of patrol footprints and a torn strip of green cloth snagged on a thorn bush, confirming that the missing patrol came this way.

Event 6

Gnoll at the Water’s Edge

Read Aloud

A Gnoll stands over a water-dark chest half lodged in the reeds, its spear tip angled toward the muddy bank.

Details

Attached monsters (use these exact stat blocks): - Quantity: 1; Monster: Gnoll. Why here: The Gnoll has claimed the chest as loot beside the water and is guarding it from intruders. Activity: It prowls around the chest, snarling at movement and trying to keep the patrol evidence for itself. Attitude: immediately hostile Encounter start: mutual awareness at close range Response trigger: It attacks if the party approaches the chest or refuses to back away. Aftermath: If driven off or defeated, the chest can be searched and the patrol’s evidence recovered. Room guidance: This guarded chest belongs at the edge of the lake country because a scavenger would naturally claim a stranded patrol cache near shallow water and a reed bank. The Gnoll is here to keep others from taking the chest and whatever patrol evidence it holds; it is aggressive and threatening, and it begins at mutual awareness at close range. It attacks if the party rushes the chest, but it can also be challenged, driven off, or bargained with if the heroes want to avoid a fight. After the Gnoll is defeated or forced away, the chest can be opened to reveal Patrol Evidence Bundle: a water-stained log strip and a sealed note wrapped in oilcloth. Search the muddy edge after the encounter to find dragged boot marks, broken reed stems, and a few scattered coins where the patrol or the Gnoll struggled. Treasure placement: Searching this area reveals 33 Gold Pieces, Patrol Evidence Bundle.

Event 7

Signs of the Fight at the Reed Bank

Read Aloud

Broken reeds, scattered gear, and a muddy trail of hurried footprints mark the bank ahead.

Details

This scene belongs in the middle of Bluewater because it is where the missing patrol’s struggle left clear physical evidence behind. No monster is present now; the danger has already moved on, leaving a torn strap, a dropped spearhead, and churned mud to inspect. The party can search the area, follow the survivors’ trail, and piece together what happened here without needing to fight. The obvious route forward is the line of flattened reeds heading farther into the lake country, and the scene should feel like a fresh aftermath rather than a closed puzzle. Searching the ground reveals a broken patrol clasp and a water-stained scrap from the patrol’s notes, which confirms the patrol passed this way and pushes the investigation closer to the final account they must bring back. Treasure placement: Searching this area reveals 39 Gold Pieces, Potion of Minor Healing, Ironblood Tonic.

Event 8

Sleeping Wolf by the Route

Read Aloud

A Wolf lies curled beside the muddy track, still and quiet under the pale lake mist.

Details

Attached monsters (use these exact stat blocks): - Quantity: 1; Monster: Wolf. Why here: It has bedded down beside the trail in the reed-lined lake country. Activity: Sleeping in the grass with the patrol route nearby. Attitude: fearful Encounter start: distracted/noisy monster Response trigger: It wakes and becomes aggressive if the party disturbs it or comes too close. Aftermath: If bypassed or driven off, the party finds patrol tracks and a route toward the far camp. Room guidance: The Wolf belongs here because the route skirts reed banks and game trails where a hungry predator would naturally bed down. It is sleeping, not hunting, and starts as distracted/noisy because the party can notice it automatically without a surprise check. If the heroes approach carefully, they can try Stealth to slip past and gain the first action on success; on failure the Wolf wakes, notices them, and the encounter begins normally. The Wolf is defensive of its resting spot and may become aggressive if startled or wounded, but it is more likely to snarl and stand its ground than to chase far from the trail. If the party avoids or drives it off, searching the flattened grass reveals old patrol footprints, a torn reed bundle, and a clear line toward the abandoned camp farther out in Bluewater. Treasure placement: After the encounter, the party can recover Patrol Evidence Bundle from the guarded area or the creatures' belongings.

Event 9

Hex 9: Heat Over the Only Path

Read Aloud

Heat shimmers above a narrow lake path where a Magma Mephit fusses over drifting reeds and little bursts of steam.

Details

Attached monsters (use these exact stat blocks): - Quantity: 1; Monster: Magma Mephit. Why here: It favors hot vents, sun-warmed stones, and steam-shrouded shallows. Activity: It flits around the path, releasing bursts of heat and scattering reeds. Attitude: distracted Encounter start: distracted/noisy monster Response trigger: It attacks if the party crowds it, douses it, or tries to force past. Aftermath: If bypassed or driven off, the party finds a scorched trail marker and a route scrap leading toward the camp. Room guidance: This narrow route belongs here because the lake country has a dry, broken strip of ground where a fire-touched mephit could perch and stir up trouble without leaving the waterline. The Magma Mephit is distracted by its own sparks and the hiss of damp reeds, and it blocks the only obvious path forward by flitting, muttering, and accidentally scorching the way. It begins open to interaction but becomes immediately hostile if the party tries to shove past or snuff out its heat too quickly. The party automatically notices it; if they try to approach unseen, use Stealth to gain the first action on success, but on failure the mephit notices them and the encounter starts normally. If calmed, tricked, or driven off, the party can pass and then search the singed reeds for a scorched patrol marker and a mud-stiffened scrap of route notes that point toward the final camp. The Magma Mephit belongs here because warm vents and sun-baked stones fit its nature, and it is busy warming itself and playing with steam rather than guarding the route on purpose. Treasure placement: After the encounter, the party can recover Ironblood Tonic, Bluewater Patrol Evidence Bundle from the guarded area or the creatures' belongings.

Event 10

Abandoned Camp at the Far Shore

Read Aloud

An empty camp sits among the reeds, its fire ring cold and its bedrolls left in a hurry.

Details

This abandoned camp is the farthest point of the Bluewater search and the place where the missing patrol’s remaining evidence can be gathered. The site is quiet, but the scattered gear, damp footprints, and half-buried supplies show a hurried departure rather than a clean withdrawal. Search the camp to recover the patrol’s last notes, confirm what happened here, and bring the proof back to Greenhollow. A torn map case, a snapped signal cord, and a mud-stained evidence satchel are visible among the camp gear; the satchel contains the Bluewater Patrol Evidence Bundle. If the party examines the ash and trampled ground, they also find the clearest sign of the patrol’s final movement away from the lake shore. Treasure placement: Searching this area reveals 56 Gold Pieces, Silverwood Wardblade, Bluewater Patrol Evidence Bundle.

DM Map Cards

No DM map cards yet.

Monster Cards

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

No image

Gnoll

Medium Humanoid | Chaotic Evil | L2

HP

22

AC

15

Speed

30 ft.

Init

+1

STR 14 | DEX 12 | CON 11 | INT 6 | WIS 10 | CHA 7

Actions

Bite: Hit +4 | 4 (1d4 + 2) piercing damage.

Spear: Hit +4 | 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.

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

Magic

No spells

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

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

No image

Item Handout

Patrol Evidence Bundle

wondrous | uncommon | L2

Value: 400 GP

Suspicious Cache in the Reed Bed

Description

A waterlogged bundle of the missing patrol’s notes, token, and route scrap. It is the concrete proof needed for this quest and can be brought back to Greenhollow to explain where the patrol paused and what followed. Plot-only.

Spells

No spells.

No image

Item Handout

Patrol Evidence Bundle

wondrous | uncommon | L2

Value: 400 GP

Gnoll at the Water’s Edge

Description

A waterlogged bundle of the missing patrol’s notes, token, and route scrap. It is the concrete proof needed for this quest and can be brought back to Greenhollow to explain where the patrol paused and what followed. Plot-only.

Spells

No spells.

Potion of Minor Healing

Item Handout

Potion of Minor Healing

wondrous | common | L1

Value: 65 GP

Signs of the Fight at the Reed Bank

Description

A simple red draught that closes minor wounds.

Spells

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

Ironblood Tonic

Item Handout

Ironblood Tonic

wondrous | common | L2

Value: 95 GP

Signs of the Fight at the Reed Bank

Description

A bitter tonic that hardens resolve.

Spells

No spells.

No image

Item Handout

Patrol Evidence Bundle

wondrous | uncommon | L2

Value: 400 GP

Sleeping Wolf by the Route

Description

A waterlogged bundle of the missing patrol’s notes, token, and route scrap. It is the concrete proof needed for this quest and can be brought back to Greenhollow to explain where the patrol paused and what followed. Plot-only.

Spells

No spells.

Ironblood Tonic

Item Handout

Ironblood Tonic

wondrous | common | L2

Value: 95 GP

Hex 9: Heat Over the Only Path

Description

A bitter tonic that hardens resolve.

Spells

No spells.

No image

Item Handout

Bluewater Patrol Evidence Bundle

wondrous | uncommon | L2

Value: 400 GP

Hex 9: Heat Over the Only Path

Description

A damp bundle of patrol notes, route scraps, and a sealed report recovered from the Bluewater search. It matters because it proves what happened to the missing patrol and gives Greenhollow the evidence needed to respond. Plot-only item.

Spells

No spells.

No image

Item Handout

Silverwood Wardblade

weapon | uncommon | L2

Value: 400 GP

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

Abandoned Camp at the Far Shore

Description

A recovered magical weapon or armor from the sealed chamber, claimed for Greenhollow’s defense and future supply runs. It is the quest prize and gives the village a concrete advantage; as a simple benefit, it can be treated as the party’s story reward for completing the dungeon.

Spells

No spells.

No image

Item Handout

Bluewater Patrol Evidence Bundle

wondrous | uncommon | L2

Value: 400 GP

Abandoned Camp at the Far Shore

Description

A damp bundle of patrol notes, route scraps, and a sealed report recovered from the Bluewater search. It matters because it proves what happened to the missing patrol and gives Greenhollow the evidence needed to respond. Plot-only item.

Spells

No spells.

Conclusion

The last signs of the missing patrol are gathered, the reed-choked banks fall quiet, and the danger in Bluewater no longer presses at the party’s heels. With the evidence secured, the heroes can make their way back to Greenhollow at an easy pace, taking a moment to rest, clean up, and recover from the marsh’s mud and mist. Back in town, the party can hand over the Patrol Evidence Bundle, compare notes with anyone who helped them along the way, and sell or trade any spare loot they hauled out of the lake country. The people of Greenhollow have what they need to understand the trouble in Bluewater, and the expedition ends with the route behind them safe, the mystery answered, and the party recognized for seeing the task through. Congratulations, you are now Level 3!