The Auren has been running backward for eight days. The mill is jammed, the ferry is tied up, and the well in Ferryman's Crossing is starting to taste of salt. Upstream, a naiad has forgotten her own name. A few miles past her, a careful man keeps it on a shelf, in a jar labeled "Iris."
Where the Watermint Grows is a quiet adventure for 3-5 players at Tier 1 (level 1), built to run in 2.5-4 hours. The party pieces together a village mystery, coaxes a story out of a naiad who can't finish her sentences, and meets Voss Aldren, a courteous collector who believes everything he takes is a mercy. They can talk, sneak, or fight their way to the jar. Combat is optional, and violence is avoidable.
Give a bear back its roar. Give a naiad back her name.
Playtested: a full run, with every villager met, a negotiation and a fight with Voss, and time for character connections, fit inside four hours.
Content note: themes of loss and having something taken without consent.
This is the first adventure in Nothing Truly Lost. The sequel, What the Cardinal Flower Protects, picks up downriver in Sedgewick.
Credits: Written by Sara Duniphin. Watercolor flower illustrations by Viviana Moyano (Saironwen), used under license. Cover watermint illustration by arxichtu4ki, via iStock. Playtested by Trey Duniphin, Anne Duniphin, Nick Kirsh, Linden Reid, Tina Matta, Matt Hannon, and Michaal Rutledge.
Daggerheart™ Compatible. Terms at Daggerheart.com. This product includes materials from the Daggerheart System Reference Document 2.0 © Critical Role, LLC. All rights reserved. Evenreach Games is not affiliated with Darrington Press or Critical Role, LLC. Darrington Press™ and the Darrington Press authorized work logo are trademarks of Critical Role, LLC and used with permission.