- Bundle
- 6 records
- 1 Aug 2026
Fey wilds, swamp or marshland, dream world, vampire encounter
The Bell Beneath the Sleeping Fen
Beyond the last dry road lies the Veilfen, where the fey wilds have drowned beneath black water and silver fog. Reeds glow like candle flames, lily pads drift against the current, and every pool reflects a different sky. The marsh does not merely conceal paths—it dreams them. A traveler may walk toward a distant bell and arrive at a childhood home, or fall asleep beneath a willow and awaken with someone else’s memories beating inside their chest.
At the center of this haunted wetland stands Mirehollow, a village of stilts, rope bridges, and lanterns filled with captive fireflies. Its people have begun forgetting one another. Names vanish from doorposts. Empty chairs are set for guests no one recalls inviting. Each night, a figure in a velvet coat appears in the villagers’ dreams, promising an eternal court where no one will ever suffer loss again.
The promise belongs to Lord Veyr Nocturne, a vampire who feeds on memories as readily as blood. To reach him, the characters must trust a half-fey guide whose own past is tangled with the monster’s, bargain with a shopkeeper who trades in secrets, and cross a marsh that reshapes itself around their deepest desires. Somewhere beneath the sleeping fen waits a drowned chapel—and within it, the memories that can either save Mirehollow or set something far worse free.
““When the marsh shows you what you long for, do not follow. That is how the thirsty become beautiful forever.””
Carved into the bell tower of Mirehollow
Places3
RegionThe Veilfen
ShopThe Waking ThistleThe Waking Thistle is a crooked stall built from a half-sunken boat, black willow branches, and mismatched doors that open into different parts of the shop depending on the visitor's mood. Bundles of herbs hang from the ceiling beside glass jars filled with moths, teeth, buttons, and bottled moonlight. The floor is covered in shallow water, but no reflection appears in it. A brass bell rings whenever someone lies inside the shop, though it sometimes rings for lies told years earlier. Every customer must step over a ring of salt and name one thing they are currently awake for. Talla Quillroot is an elderly bog-fey herbalist with moss-green skin, silver hair braided around fish bones, and one amber eye that never blinks. She is playful, cautious, and fond of answering questions with riddles before offering practical advice. She distrusts the settlement's NPC guide because the guide once brought a pale stranger to the shop, then claimed to have forgotten the visit. Talla suspects the guide is charmed, compromised, or deliberately steering travelers away from the old bell tower. Mirehollow's defenses are built around a network of cracked bells and silverleaf roots beneath the streets. The vampire has been buying rare ingredients that weaken those defenses, especially gravewater and dream-lotus. The shop's salt, silverleaf, moonlight, and anchor-stones are tied directly to the regional dream effect and the vampire's weakness. Talla believes the vampire cannot be permanently harmed while it remains half-awake in a dream refuge, but the Anchor-Stone of the First Bell can force it fully into waking reality long enough for the bell wards and silvered weapons to affect it. She will not say this plainly unless the party proves the guide is untrustworthy or gives her a secret that costs them something emotionally. Talla Quillroot's class is herbalist and hedge-witch, and she is a level 1 equivalent NPC suited to a party just beginning its adventure. Her changeling assistant, Pip Fenwhistle, may be used instead as the shopkeeper if a younger, more openly cheerful proprietor is preferred. Pip smiles constantly, wears a coat sewn from lily pads, and never gives the same name twice in one conversation.
SettlementMirehollowMirehollow is a small marsh village built on timber stilts around a drowned cypress island. Its people survive by fishing, gathering medicinal reeds, guiding travelers through the fey border, and selling firefly lanterns to settlements on higher ground. The village's nightly ritual once protected its memories. Now empty homes, repeated days, and impossible footprints suggest Lord Veyr Nocturne has found a way around the bells.
- tone
- Eerie, dreamlike, bittersweet
- conflictType
- Survival against supernatural enthrallment
- sessionPacing
- Investigation, exploration, escalating boss encounter
- theme
- Memory, desire, and the cost of escape
People1
Creatures1
Treasure1
Hooks3
1Investigate why residents of Mirehollow are vanishing from both the village and one another’s memories, then follow the dream-trail into the Veilfen.
- If they succeed
- The party identifies the vampire’s influence, earns the settlement’s trust, and learns how to reach the Drowned Chapel.
- If they fail
- If the party refuses or delays, another group of villagers disappears during the next Dream-Tide, and Mirehollow begins forgetting that the missing people ever existed.
2Acquire a dream-anchor or other protection from The Waking Thistle, then escort the NPC guide through the shifting marsh to recover her stolen memory.
- If they succeed
- The NPC reveals the vampire’s weakness and the party gains a reliable route through the dream-swamp.
- If they fail
- If the party takes the bargain at face value, the vampire gains access to their dreams and replaces one important memory with a false loyalty.
3Confront Lord Veyr Nocturne in the half-submerged Drowned Chapel and destroy the source of his memory-feeding curse.
- If they succeed
- The stolen memories return, Mirehollow awakens, and the party claims the Memoryglass Reliquary while choosing what to do with its dangerous power.
- If they fail
- If the party fails, the chapel sinks beneath the fen and Lord Veyr Nocturne awakens the entire settlement as a somnambulant vampire court.
Dream-Tide Reverie
Regional effect
The Veilfen experiences tidal surges of shared dreaming. At dusk, moonrise, and whenever someone falls asleep, the marsh briefly overlays itself with symbolic dream geography: bridges lead to lost places, reflections act independently, and forgotten voices call from beneath the water.
At the table
During each Dream-Tide, navigation checks are made with disadvantage unless the party has a dream-anchor or a guide; once per travel scene, each character must resist a minor memory or illusion effect.
Links6
Eirwen Reedveil
- knows weakness of Lord Veyr Nocturne, the Mire-Blood Prince
- guides through The Veilfen
- formerly serves Lord Veyr Nocturne, the Mire-Blood Prince
Lord Veyr Nocturne, the Mire-Blood Prince
- haunts The Veilfen
- preys on Mirehollow
- guards Loot
The Veilfen
- surrounds Mirehollow
- contains lair of Lord Veyr Nocturne, the Mire-Blood Prince
The Waking Thistle
- supplies Mirehollow
- sells protection against Lord Veyr Nocturne, the Mire-Blood Prince
- provides clues to The Veilfen
Mirehollow
- depends on Eirwen Reedveil
- threatened by Lord Veyr Nocturne, the Mire-Blood Prince
Loot
- restores memories of Mirehollow
- reveals weakness of Lord Veyr Nocturne, the Mire-Blood Prince