Campaign Overview
Starting Location
Verdant Vale
Secrets
- The Verdant Vale is seeded with a hidden passage that leads to a subterranean river system—a route between the Vale and the mountains that the orcs use for surprise assaults.
- A sealed library beneath Crownwatch keeps a copy of the Verdant Oath; the oath’s words can bind or release the forest’s power and even rebind a creature to its former loyalties.
- A hidden vigil of rangers guards an ancient map etched into a cliff face—the map reveals the Green Scourge’s initial underground lairs and their surface staging grounds.
Key Locations
Crownwatch Citadel
Additional Notes
Gloomroot Warrens
Additional Notes
Ember Gate Forge
Additional Notes
Sylvan’s Brook
Additional Notes
Shattered Orchard
Additional Notes
The Shattered Expanse
Secrets
- The Shattered Expanse hides a network of dwarven-run tunnels that connect to Crownwatch and to the Ember Gate, a route that could be exploited to preempt the surface’s invasion.
- The Skaven operate a hidden outpost within the confluence that trades in magical artifacts and information—if the party can infiltrate, they might learn the Green Scourge’s true plan.
- An old elven scout keeps a map that reveals where the Green Scourge first tunneled upward into the surface. It’s a trap, but a trap that reveals the right route at the right time.
Key Locations
Murkweft Confluence
A massive stalactite cavern where an underground river meets the expanse’s network, forming a 50-foot-wide current that carries rotten water and croaking creatures. This confluence is a trading hub for Skaven scavengers, who sell information and stolen relics to anyone willing to pay. The confluence’s main chamber hosts a shrine to a forgotten god of manipulation, untouched by the outside world but increasingly accessed by those who seek to manipulate others.
Additional Notes
Major Quest: The Vein’s Promise – An ancient relic hidden in a ruined altar may grant the party a way to break magical bonds on a person or place. However, the relic’s power requires a blood oath to be spoken before a given stage of a ritual; this is a morally testing moment that can shape the campaign’s outcome.
Crystal Spine Citadel
A fortress carved into a spire of glass-like stone where the light refracts into a hundred colors. It is both a prison and a bastion for a broken alliance between the expanse’s tribes. The citadel houses a council chamber with stone seats etched with runic sigils, where rival factions hold tense negotiations. A hidden staircase leads to an underground chamber that contains a weapon of forbidden power.
Additional Notes
Major Quest: The Runed Prism – The crystal spire’s council chamber hides a prism that can reveal hidden doors and secrets across the expanse. The prism hums with magical energy; it must be activated by a precise order of runes carved on each seat. The DM should emphasize faction politics and the need to coordinate with multiple groups to unlock new areas.
Glassforge Grotto
A vast cavern network where lava flows are cooled into glass, forming shimmering tunnels and dazzling walls. Glassforge has a long-forgotten dwarven anvil that can temper weapons with the minerals found in the expanse; its smith later returns as a potential mentor. The cavern is a war camp for dwarves and survivors who still believe the expanse can be reclaimed. The deeper you go, the more the walls breathe with faint heat and a bright glow from the molten core.
Additional Notes
Major Quest: The Ember Heart – The dwarven forge within Glassforge is the only place to temper the Prime Steel that can pierce the Green Scourge’s skin. It’s guarded by a magma wisp that tests the party’s willingness to accept the forge’s power; the reward is a blade that can cut through corruption and a set of tempered armor that makes the wearer resistant to flame-based magic.
Isle of the Drowned King
Secrets
- The undead island holds a secret that could either secure peace or unleash a greater threat: a ritual that can bend the living to the underworld’s will, if combined with a specific artifact from the Shattered Expanse.
- A living-ship in the Harvester’s Reef carries a captain who is not dead; it’s a revenant who might join the party if properly treated, or could be a terrible foe if insulted.
- The Rot Crown’s power grows with use; the wearer may be bound to the undead empire’s will, or they may break free with a heavy price.
Key Locations
Obsidian Keep
The Obsidian Keep sits on a platform formed from a dark volcanic rock, its walls black as midnight and polished to a gleam by centuries of necromantic rites. The keep houses the undead aristocracy—warlords whose cunning and cruelty have kept their island safe from invasion. The keep’s interior is a labyrinth of bone-chambers, mausoleums, and sealed vaults where the living dare not tread. The keep’s heart is a throne of bone radiating with necromantic energy that can animate corpses with a glance.
Additional Notes
Major Quest: The Rot Crown – An ancient crown made from bone and black metal that radiates rot. The crown can bend undead and force them to serve; it can be a terrible weapon in the right hands, but the wearer risks corruption by its rot. The DM should show how the crown’s influence grows with every use, potentially altering the party’s alignment and moral choices.
Whispers Gate
The Whisper Gate is a large arch carved in the shape of a mouth. The gate is said to whisper the dead’s last secrets, and it is considered sacred ground by necromancers who use it to open portals to the underworld. The gate’s arch is etched with runes that glow faintly at night; through the gate, ships vanish into a ghostly corridor that leads to the underworld’s depths.
Additional Notes
Major Quest: Gate of Echoes – The gate is a route to the Green Scourge’s deep lairs, but it is also a place where the party can summon echoes of the living to help them. The quest requires a voice from the past to answer a riddle in order to unlock the gate’s secrets; the wrong answer may awaken restless spirits that attack the party.
Harvester’s Reef
The Harvester’s Reef is a shrouded sea garden where sea-life is kept in stasis by necromantic rites. The reef’s plants are luminous and deadly and it is home to an order of necromancers who harvest living tissue to sustain their empire. The reef’s lavender bleeds from its corals; the reef is both a source of power and a trap for those who dare to plunder it.
Additional Notes
Major Quest: The Reef’s Heart – A pearl-trophy that holds a fragment of a living memory of a dead king—recovered from the reef, the party can use the memory to awaken a powerful ancestral pact that pinpoints a vulnerability in the Green Scourge’s leadership. DM notes: The reef will drain life from those who stay too long; it is an example of how necromancy can gradually erode a party’s will.
NPCs in Verdant Vale
Captain Joren Vass
A seasoned human captain who leads the Verdant Guard, tasked with defending Crownwatch and the Vale from the Green Scourge while negotiating with rival factions when possible.
Other Details: He is cautious, and his loyalty to the Crown is unquestioned; he can be a double-edged ally depending on the party’s choices.
Queen Alara Verdanteye
The stoic, wary ruler of Verdant Vale, a human queen who has long maintained fragile truces with elves and dwarves while fighting to keep the Green Scourge at bay. She is known for her wisdom, her diplomatic skill, and her stubborn push to secure alliances that will save the Vale without plunging it into a new war.
Other Details: Her scribe is a halfling named Micoes Bramblecloak, who records every decision and whose loyalty is suspect but priceless for information.
Brorik Ironfist
A master dwarven smith who runs the Ember Gate Forge in the Vale. Brorik is gruff, steadfast, and fiercely protective of dwarven craft. He believes that the only way to stop the Green Scourge is to arm the surface and crush the orcish threat under an unyielding hammer.
Other Details: Brorik is haunted by a failed ritual that nearly destroyed his clan years ago; he seeks a way to redeem his name by forging a weapon strong enough to crack the Scourge.
Lyra Windwalker
An elf of the Moonshadow clan who patrols the river route and who acts as a guide to the Verdant Vale; she knows the forest’s hidden trails and speaks softly of ancient pacts and ancient oaths.
Other Details: Lyra has a personal connection to an elven guardian spirit who sometimes speaks through her; the party may seek her out for help in navigating diplomacy with the elves.
Neris Quill
A human scribe and archivist who studies the Vale’s ancient oaths and myths. Neris is skeptical of every new alliance but recognizes the necessity of action in the face of the Green Scourge.
Other Details: She has a personal interest in retrieving the Verdant Seed, believing it will unlock an ancestral memory that could turn the tide.
Olin Treetender
A dryad with a childhood memory of a time when the forest was clean and bright. He acts as a guardian of Sylvan’s Brook and is suspicious of outsiders who might exploit the forest for selfish reasons.
Other Details: Olin has a fragile alliance with the Dryads that could fracture if the party harms the forest.
NPCs in The Shattered Expanse
Lady Nymara Vengeanceleaf
An elven envoy who fled the Moonshadow’s domain after a failed plan to secure a permanent alliance with the humans. She has since become a go-to contact for diplomatic talks in the Shattered Expanse and is known for her ruthless intelligence and careful diplomacy.
Other Details: She has a secret arrangement with a Skaven faction to obtain information; she’s willing to broker a temporary alliance if the party can secure a stronger commitment from the elves.
Bruun Ironroot
A dwarf veteran of the Ember Gate forge, Bruun has refused to leave the region even as the rest of his clan moved to other realms. Bruun’s knowledge of forging conditions and the region’s volcanic hazards is unmatched; he can train the party in certain smithing techniques.
Other Details: Bruun has a deep, hidden grievance against the orcs he once faced during a long-ago war; he may reveal a tactic that stops the Scourge’s assault if the party earns his respect.
Kethar Deepsky
A skaven scavenger who can speak to the party about the Shattered Expanse’s underworld. The scavenger trades information for safety and gold, and he knows where to find a stash of ancient scrolls and weapon artifacts.
Other Details: Kethar is a trickster who could double-cross the party if he’s given a chance; he’s dangerous but useful if properly managed.
Ayara Moonveil
A human mage who served as a ambas for the Vale’s court but who has settled among the forest’s guardians. Ayara’s magic is subtle and potent; she can cast illusions or grant the party a protective ward when necessary.
Other Details: Ayara is haunted by a memory of a time she betrayed a trusted ally; she’ll risk everything to fix her past and ensure the party succeeds.
Torekash the Shardsinger
A female orc shaman who was once a voice of the old world’s orcs before Gorlath’s corruption. If freed, she could teach the party how to read the Green Scourge’s power and perhaps pivot some of the orcs away from the corruption.
Other Details: Torekash is a potential enemy or ally; she could be defeated to gain power, or she could join the party if the player characters prove themselves trustworthy.
NPCs in Isle of the Drowned King
Archduke Morcant of the Dread Court
A tall, pale necromancer who leads the undead empire’s day-to-day operations, a strategist who values life as currency and deals with cunning in a way that makes even ghoulsqueamish.
Other Details: Morant’s loyalty is to his people; he remains suspicious of living who would try to control him, and would betray the party if they threaten his empire.
Captain Rhaine Blacktide
A pirate-turned-admiral who commands undead ships, she travels the undersea lanes around the island. She’s cunning, loyal to her people, and capable of turning a fleet against any foolish foe.
Other Details: Rhaine is a traitor and a friend; she would join the party if the party can show true loyalty to her cause.
Vespera Nyed
A necromancer who has kept her vow to serve a living king, but now sees a future where the living realize they need help to defeat the orcish menace. She could become an unexpected ally if given a chance.
Other Details: Vespera has a personal debt to the party that could be redeemed with a dangerous bargain.
Orin Tidewatch
A captain who leads a ghostly guard of the watch and who has a long memory and a love for the sea. He is not fond of the living and would prefer to live on the island’s edge; but he might help if the party can prove their resolve.
Other Details: Orin has an old grudge against a rogue living in the expanse; his help would be essential for preventing an invasion from the coast.
Nereida Saltbone
A fossil-hunter who has studied the island’s wrecks and is rumored to have found a map to additional vaults connected to the Scourge’s lairs.
Other Details: Nereida is a cunning operative who could become an ally or enemy depending on how the party treats her.
Factions
The Verdant Covenant
Goals
Relationships
With Other Factions
They seek to recruit both the dwarves and humans, and they distrust the undead; they are wary of Skaven but are open to crude alliances for the sake of survival.With Players
The Verdant Covenant invites the players to demonstrate their worth as a partner; they will reward those who act in the Covenant’s best interests and will punish those who threaten the forest’s sanctity. They will be particularly receptive to players who show a willingness to protect nature and abide by oath-bound promises.The Ironbound Dominion
Goals
Relationships
With Other Factions
They distrust elves’ ecological emphasis and human political games; they respect humans’ leadership when they prove their decisions will favor dwarves, and they are wary of undead as potential necromancers who would subjugate their people.With Players
The Ironbound Dominion will respond to players who demonstrate a willingness to commit to the forges’ safety; they demand the players’s obedience on key fronts and will reward those who prove themselves useful.The Undying Fleet
Goals
Relationships
With Other Factions
They prefer to manipulate factions from the shadows, and they have an uneasy relationship with the Covenant’s ecological aims. They distrust the dwarves due to their forging and the humans for their political creeds; they would work with them only if it benefits their survival.With Players
The Undying Fleet is a dangerous ally and an even more dangerous foe; the players must be careful to avoid triggering a full-scale necromantic assault, or a spiritual backlash that would see the party turned into an army of the dead.Main Questline
The Verdant Accord
Given by: Queen Alara Verdanteye
Goals
Secure an alliance among humans, elves, and dwarves; retrieve relics to prove the alliance’s viability; prepare for the coming conflict.Reward
A coalition of three factions; access to alliance resources; a shared magical artifact that can reveal hidden threatsSecrets
- A high-ranking advisor in the Verdant Vale covertly works for Gorlath; discovering this betrayal is essential for the alliance to function.
- The Verdant Seed is a seed of life with the potential to heal or corrupt the forest; it could be weaponized in the wrong hands.
DM Notes
The party must handle political negotiations under pressure; their diplomatic choices shape the campaign’s course.The First Pact’s Sparks
Given by: Lyra Windwalker
Goals
Defeat the raiders; secure a safe route to the valley; preserve civilians; gain their trust.Reward
5000 XP; a pact that binds three factions to the party; three minor artifactsSecrets
- One of the deserters is the sibling of a notable elf; their emotional conflict could lead to a betrayal or a powerful ally.
DM Notes
The party will face moral decisions about sacrificing the many for the few; this is a test of their willingness to risk a broader alliance to save the many.The Heart of Verdure
Given by: Neris Quill
Goals
Obtain the Verdant Seed; evaluate its power; decide how to use it.Reward
7000 XP; a seed of life that can heal or empower; a cloak that protects against the effects of rotSecrets
- The seed’s energy grows with each use; prolonged exposure could alter the party’s souls in unpredictable ways.
DM Notes
This is a moral decision point: the seed may tilt the balance toward salvation or corruption, requiring careful, heart-driven choices.The Gorlath Crown
Given by: Archduke Morcant
Goals
Find the crown; decide its fate; either destroy or redeem it.Reward
8000 XP; the Crown Necklace that grants control over certain classes of undead; a relic from the dwarves that allows the wearer to walk through lava for a short timeSecrets
- The Crown’s power can be used to control a portion of the orcish army; controlling a faction could turn the tide of war.
DM Notes
The Crown is a moral choice; it can either empower the party or doom them to the same path as Gorlath.Gorlath’s Fall
Given by: Lyra Windwalker
Goals
Defeat Gorlath; seal the Green Scourge’s unholy power; secure lasting peace.Reward
A lasting peace; a powerful combined weapon; and a new dawn for Verdant ValeSecrets
- Gorlath carries a failed memory that could reveal how he came to be a corrupted shaman and how to reverse his corruption if the party can break it.
DM Notes
The final battle demands cooperation and foresight: the party must recruit all factions and keep them aligned to win. The future of the world will rest on the players’ decisions.Side Quests in Verdant Vale
The Silent Herbarium
Given by: Olin Treetender
Goals
Defeat the hunter; recapture the plant; return it to the herbarium to survive.Reward
1200 XP; a blooming seed that grows into a plant that can cure a deadly disease; a potion that grants a small amount of temporary flight.Secrets
- The druid’s herbarium contains a map to a dead grove in the mountains that can purify the valley but will die if the orchard’s heart is destroyed.
DM Notes
This quest adds a tie to the forest’s guardians, their memory, and the power of plant life.The King's Ledger
Given by: Queen Alara Verdanteye
Goals
Recover the ledger, identify the forger who altered the Verdant Oath, and determine if the oath’s changes are valid or a trap.Reward
3000 XP; a map to a hidden vault; a modest gem worth 350 gpSecrets
- A coded page in the ledger hints at the Verdant Seed's location and how it might be used to purify the forest's corruption.
- The ledger’s codicil reveals that the Verdant Oath was altered centuries ago by a mysterious benefactor; the party may use this to bargain with the forest’s guardians.
DM Notes
This quest is a primer on alliance-building; victory here signals future trust between the Vale and other factions. It should emphasize exploration, diplomacy, and a few skirmish encounters with bandits.Whispers Beneath Crownwatch
Given by: Captain Joren Vass
Goals
Root out the smugglers; secure the stash; ensure the artifacts are returned to Crownwatch vaults.Reward
1500 XP; a charm of protection; 1,000 gp worth of magical items from a vendor.Secrets
- The smuggling ring has a mysterious benefactor who is a scout from the undead island—an ally to the Green Scourge.
DM Notes
This is a stealth-and-diplomacy challenge; avoid a full-scale skirmish if possible. The ring’s mastermind could be a future ally or a dangerous foe.Harvest of Leaves
Given by: Lyra Windwalker
Goals
Find the origin of the blight, purify the seed, and restore the harvest.Reward
2000 XP; a magical herb with healing properties; a blessing from the forest that grants advantage on Nature checks for a time.Secrets
- One harvest seed survived the blight and stores a memory of the old elven guardians that brainwashes those who touch it.
DM Notes
This quest emphasizes ecological balance and introduces the party to the forest’s guardians.The Hidden Grimoire
Given by: Neris Quill
Goals
Recover the true Grimoire; thwart the rival; return the Grimoire to Crownwatch vaults.Reward
3500 XP; a spellbook containing a new school of magic; a scroll with a safe teleportation route.Secrets
- The rival faction intends to use the Grimoire to enact a ritual that could subjugate the Surfaces to its will.
DM Notes
This quest highlights the political complexity and the need for cunning in the face of rival factions; pack with traps and a few illusions.Side Quests in The Shattered Expanse
Breached Anvil
Given by: Bruun Ironroot
Goals
Infiltrate the rival forge, destroy the supply of weapons to the Scourge, and kill the forgemaster if possible.Reward
2500 XP; a set of forged anti-corruption weapons; 600 gpSecrets
- The forgemaster is a former ally who turned to the Scourge to protect his family from a deeper threat.
DM Notes
This quest presents the party with tough moral decisions; sometimes it’s prudent to negotiate rather than kill.The River’s Whisper
Given by: Lyra Windwalker
Goals
Find the Whisper; coax the path out of the water; obtain the relic.Reward
1800 XP; a water-breathing talisman; 500 gpSecrets
- Whispers in the river reveal a hidden cavern containing a relic that can shield the party from mind-control magics.
DM Notes
This quest emphasizes the Vale’s watery guardians and their power over life and death.The Silent Orchard
Given by: Olin Treetender
Goals
Perform the rite; ensure the orchard heals; learn the rite’s true natureReward
3500 XP; a living seed that can grow into a protective tree; a ring that grants the wearer nature masterySecrets
- If the rite is performed wrongly, the orchard will become a portal that summons the Green Scourge into the Vale.
DM Notes
This quest tests arcane and spiritual knowledge as well as the party’s patience and empathy for nature.The Lost Banner of the Mountain Guild
Given by: Bruun Ironroot
Goals
Find and recover the banner; return it to Bruun, who will use it to rally the dwarves.Reward
4000 XP; a dwarven-made shield that resists magic; 800 gpSecrets
- The banner’s disappearance was a setup; it was a trap to reveal the party’s intent to aid the dwarves.
DM Notes
This quest highlights trust with the dwarves and reveals the possibility of forging a stronger alliance with the dwarven smiths.The Veiled Pact
Given by: Lady Nymara Vengeanceleaf
Goals
Prove to the elves that the alliance will be beneficial to them; deliver a token of trust that can be honored by the elves.Reward
3000 XP; a spell scroll; an elven ring of stealthSecrets
- The pact’s terms are crafted to include a clause that would only benefit the elves, making it a questionable alliance for the party.
DM Notes
The pact will be a turning point for the alliance; the party must weigh the trade-offs of this alliance.Side Quests in Isle of the Drowned King
The Rot Crown’s Trial
Given by: Archduke Morcant
Goals
Identify a suitable candidate; perform the ritual; secure the crown’s loyalty.Reward
6000 XP; a crown that grants necromancy-based spells; a favor from MorcantSecrets
- The crown’s power can be transferred through a ritual that will allow the party to control the undead ships.
DM Notes
This quest invites moral decisions about power; it tests the party’s control of their own destinies and their willingness to sacrifice their own safety for the greater good.The Sea’s Memory
Given by: Captain Rhaine Blacktide
Goals
Find the memory; hold it; access the vault’s map.Reward
4000 XP; access to a spectral map; a trinket that grants fleeting invisibilitySecrets
- The memory’s truth is easier to accept than it should be; it is a memory bound to an artifact from the expanse.
DM Notes
Involves nautical combat and spectral foes; the memory’s truth could reveal a hidden weakness in the Scourge’s plan.The Shattered Vaults
Given by: Vespera Nyed
Goals
Enter the vault; retrieve the artifact; leave alive.Reward
3500 XP; a bone blade that drains life energy; a warding stoneSecrets
- The vault’s guardians are bound to the living; killing them could cause the vault to collapse and release an enormous plague.
DM Notes
The guardians require puzzles and non-lethal tactics; this quest reinforces caution and strategic thinking.Encounters
Ambush at Whispering Pass
MediumSuggested Level: 5-7
Creatures
- Twisted Orc Grunt
- Grimblade Shaman
- Giant Bats (as aerial support)
Terrain Features
Rocky ledges; sudden rockfall hazard; narrow path; a cliff edge.
Treasure
2 potions of healing, a shortbow +1, a map fragment showing a valley path
DM Notes
The terrain adds to the tactical challenge; use a weather effect to alter line of sight.
The Glassridge Assault
HardSuggested Level: 7-9
Creatures
- Orc Chieftain
- Lava Elemental (ambient)
- Glass Golems
Terrain Features
Glass sharp edges; lava geysers; erupting vents
Treasure
A glass blade that shatters into shards when used; a ring of fire resistance
DM Notes
Requires coordinated attacks with the alliance; treat as a siege scenario where court politics matter.
Murkweft Confluence Rush
MediumSuggested Level: 4-6
Creatures
- Skaven Warlock Engineer
- Earth Elemental
- Giant Rat Swarm
Terrain Features
Quicksand pockets; shifting floor; water hazards
Treasure
Skaven cog-themed necklace; a scroll of corruption purge
DM Notes
The outpost holds critical information for the party; ensure a non-lethal option exists to gather intel.
Azure Reef Specters
EasySuggested Level: 3-5
Creatures
- Specter Pirate Captain
- Wraith**, 2
- Zombie Deckhand
Terrain Features
Ghostly fog; coral mazes; fast-moving currents
Treasure
Ancient compasses that can reveal hidden doors
DM Notes
A dungeon exploration with underwater sections; use water-breathing spells; watch for environmental hazards.
Verdant Glade Conflagration
MediumSuggested Level: 5-7
Creatures
- Fire Treant (corrupted)
- Twig Blights
- Fire Elemental
Terrain Features
Living trees; moving branches; glowing embers
Treasure
A staff of flames; a talisman of forest healing
DM Notes
Coordinate with druidic allies; this fight tests control of nature’s power.
Magic Items
Verdant Seed
Very RareLocation
Verdant Grove; Green Scourge raids
Attunement
Yes; attuned to the forest’s guardian or to a druid’s order
Heart of Ember
Very RareLocation
Ember Gate Forge
Attunement
Yes
Crown of Rot
LegendaryLocation
Obsidian Keep; Rot Crown’s Trial
Attunement
Yes
Ring of Stealth
Very RareLocation
Whispers Beneath Crownwatch
Attunement
Yes
Staff of Verdant Memory
RareLocation
The Silent Orchard
Attunement
Yes
Shield of Fireward
RareLocation
Glassforge Grotto
Attunement
Yes
Whispering Dagger
UncommonLocation
The River’s Memory
Attunement
No
Bolt of Sea-Glass
RareLocation
Azure Reef Specters
Attunement
No
Locket of Moonlit Pacts
UncommonLocation
The Veiled Pact
Attunement
No
Hammer of the Mountain’s Heart
Very RareLocation
Ember Gate Forge (Brorik Ironfist’s gift)
Attunement
Yes
Player Characters
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