Eavaros Codex

The Verdant Vale

Place Campaign 3 · The Twilight Anarchy

The Verdant Vale was the party's destination when they left Rookfall in early 2024. In March 2025 they were told that "the Verdant Vale is nothing but a whisper on the wind, a lie painted over the foothills of the Ridgeway. Look where the leaves turn against the wind."

Scabard notes

Title: The Veiled Vale

Background:

The Verdant Vale, once a tranquil valley known for producing the finest lumber in The Dottenland, has been overtaken by a mercenary company known as The Eightfold. Led by Brond The Colossus, a formidable female Goliath barbarian, The Eightfold has displaced the local lumberjacks to scour the vale for an ancient relic. Unbeknownst to many, their search is directed by the mysterious and influential Lord Cedric, who seeks the "Source," a magical anchor protecting the divine gate, of which there are ten in the world. However, the artefact within the Vale is not The Source itself, but a magical item designed to locate such artefacts.

Objectives:

  1. Infiltrate The Eightfold's Territory: The entrance is heavily guarded, with the expectation to capture Reid while turning away or killing the others. This presents an initial challenge of entry, whether through stealth, deception, or force.
  2. Uncover the True Nature of The Eightfold's Search: The party needs to learn that the Eightfold is not directly looking for the Source, but for an artefact that can locate it.
  3. Locate the Artefact: The party must find the artefact before The Eightfold does, which involves navigating the compromised ecosystem of the Verdant Vale, now filled with hastily erected forts and decimated logging sites.
  4. Confront Brond the Colossus: Ultimately, the party will likely face Brond, whether in negotiation, subterfuge, or combat. This confrontation could reveal the complexities of Brond's allegiance to Lord Cedric and her personal motivations.

Encounter 1: The Gate Overrun

Setting: The main entrance to the Verdant Vale, heavily guarded by wooden palisades atop ancient stone ruins.

Enemies:

  • 8 Standard Guards of The Eightfold: (Use "Bandit" stats from the Dungeon Master's Guide, with added health for durability, say 22 HP each, and a +1 to AC for their preparedness and fortifications.)
  • 2 Guard Captains: (Use "Veteran" stats, but with 65 HP for added toughness. They coordinate the guards, making tactical decisions.)

Tactics: The guards use cover and height advantage, shooting arrows and throwing down alchemical fires or nets to disable and damage attackers. Captains command units to focus fire on the most immediate threats or to reinforce weakened sections of the defence.

Terrain Features: Barricades provide cover but are flammable. A clever party might use fire to create chaos or find a way to breach the defences using siege tactics or magic.

Encounter 2: Quartermaster Confrontation

Setting: In the commandeered town's inn, converted into a makeshift barracks and supply depot.

Enemies:

  • 1 Quartermaster: (Adapt the "Thug" stat block, increase HP to 52 for resilience, and give them a magical weapon for increased threat.)
  • 4 Mercenary Soldiers: (Standard "Bandit" stats with 22 HP each for this scenario, equipped with a mix of melee and ranged weapons.)
  • 2 Trained War Dogs: (Use "Wolf" stats, adding a bonus to their perception checks representing their training to sniff out intruders.)

Tactics: The Quartermaster fights defensively, using the soldiers and dogs to wear down intruders while looking for opportunities to escape or negotiate. The confined space of the inn limits the effectiveness of area spells and large weapons.

Terrain Features: Tables, chairs, and makeshift barricades offer cover. The Quartermaster may use alchemical items or traps laid out in the supply area.

Encounter 3: Hostage Situation/Navigating the Vale

Setting: A logging camp within the vale, where The Eightfold has taken hostages to prevent interference, surrounded by explosive traps meant for clearing foliage.

Enemies:

  • 6 Mercenaries with Hostages: (Use "Bandit" stats, 22 HP, but give them crossbows and a readiness to use hostages as shields.)
  • Explosive Hazards: (Adapt the "Glyph of Warding" spell effect for the explosives, dealing 5d8 fire damage in a 10-foot radius when triggered.)

Tactics: The mercenaries threaten the hostages at the slightest sign of aggression, demanding the party's surrender or negotiation. Stealth, diplomacy, or precise, non-lethal force is necessary to resolve this without casualty.

Terrain Features: The explosives are hidden but can be spotted with successful Perception checks. The terrain is difficult due to the logging operations, with fallen trees and equipment offering both obstacles and cover.

Encounter 4: Brond and The Elite Guard

Setting: A cleared area within the vale, near the supposed location of the artefact, heavily fortified and guarded.

Enemies:

  • Brond the Colossus: (Adapt the "Berserker" stat block, increase HP to 120 for endurance, and give her a magical great sword. Add a rage feature similar to a Barbarian's for increased damage resistance and output.)
  • 4 Elite Guards: (Use the "Knight" stat block with 75 HP each, representing their superior training and equipment. Each has a specific role: archer, shield-bearer, mage, and healer.)

Tactics: Brond charges the most significant threat, using her rage and strength. The Elite Guards work in concert, protecting Brond and each other, using their specialised skills to counter the party's actions.

Terrain Features: The area has been significantly altered, with trenches and barricades. Explosives set for excavation can be a hazard—or an opportunity.

If blood is spilled over the stone area that Brond has been attempting to penetrate, the guardian of the Locator will rise.

"Cedric's chosen, destined for greatness, and you lot? Just stepping stones. He saw some use in you, but now? Now you're just in the way of his destiny. He's moving forward, with or without your meddling. And me? I'm here to clear his path, one way or another."

Final Encounter: Guardian of the Locator

Setting: Deep within the guarded glen, near the excavation site for the locator, a seemingly innocuous stone statue or formation stands. This is the guardian, dormant until triggered by the specific conditions of Brond's defeat.

Guardian Description: The guardian is a Golem-like entity with a rough, humanoid form, composed of the same stone as the surrounding landscape, imbued with ancient magic. Upon Brond's death, the ground trembles, and the stone absorbs her essence, transforming into a formidable opponent.

Guardian Stats and Abilities:

  • Guardian of the Locator (Stone Golem Variant):
    • HP: 150 (reflecting its enhanced durability after absorbing Brond)
    • AC: 17 (natural stone armour)
    • Abilities:
      • Absorption: Upon Brond's death, the guardian absorbs her body, gaining a temporary boost in damage for its first 3 turns due to the rage and battle prowess of Brond's spirit.
      • Slam Attack: Melee weapon attack, +10 to hit, reach 5 ft., one target. Hit: (3d8 + 6) bludgeoning damage.
      • Stone's Wrath: Once per encounter, the guardian can unleash a shockwave, causing (4d10) bludgeoning damage and knocking prone all creatures within a 20-foot radius (DC 17 Strength save to avoid being knocked prone).
      • Rejuvenation: If the guardian is not destroyed by the end of the encounter, it reverts to its statue form, potentially allowing for its reuse in future adventures.

Tactics: The guardian initially focuses on the most immediate threats, using its Slam Attack against those who engage it in melee and Stone's Wrath to manage groups. Its strategy is straightforward but relentless, pushing the party to use their environment and abilities creatively to overcome it.

Terrain Features: The battle area is littered with excavation equipment and partially unearthed relics, offering opportunities for cover, hazards, and tactical advantages. The party might use these elements to their advantage, finding creative ways to damage or slow the guardian.

Incorporating the Encounter:

  • Narrative Significance: The guardian not only serves as a testament to the vale's ancient magic but also ties into the larger story of the sources and their protectors, setting up future adventures.
  • Dynamic Combat: The absorption of Brond's body and the transformation of the guardian should be a visually and narratively impactful moment, emphasising the stakes and the supernatural elements at play.
  • Reward: Upon defeating the guardian, the party can recover the locator from the start of a cave. This artefact not only serves as a key item in their quest, but also as a link to uncovering more about the sources and Lord Cedric's plans.

The Elemental Compass: Detailed Design and Significance

Physical description: The Elemental Compass is a sophisticated and ancient artefact, circular, with a total of ten segments arranged around its perimeter, each segment dedicated to a distinct plane or element. There is a small ravens skull on the top edge.

  • Clockwise arrangement: Starting from a designated top point, the segments are dedicated to Earth, Fire, Shadow, Prime (four segments, each for a different Source within the Prime Material Plane), Fey, Water, and Air.
  • Centrepiece: At the centre of the compass lies a unique symbol representing the Divine Gate, serving as a constant reminder of the ultimate goal and the interconnectedness of all planes and elements.

Functional Aspects:

  • Segment Illumination: Each segment is capable of glowing softly to indicate the direction of the nearest Source within its realm or element. The four Prime segments represent the specific Sources on the Prime Material Plane, with one segment already dimmed to signify the Source in Lord Cedric's hands.

Relations

Location of
The Elemental Compass

Connections 18

The Verdant ValeThe Elemental Compa…The SourceThe RidgewayThe Xinsi Empi…EavarosSquirtThe Divine GateThe Twilight AnarchyThe Cracking o…The EightfoldThe Mistveil P…The Vigils Cus…Reid RansomThe PlagueCatoLord CedricThe Nocturnal…The Dottenland
Typed relations are solid, body mentions dashed; the outer ring is two steps away. See it in the full graph →
Connections as a list

Mentioned in 3

Appears in sessions 2

  1. C3Rookfall's ministers
  2. C3The Shadowkiln

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