Greener Pastures: Owed Favors
The Adventure Begins
The characters are connected to Samson Thornwarden, a powerful dealer of illicit goods who operates out of Dromaria’s Westlands. Whether through business, debt, or desperation, each character owes Samson, and now he is collecting. Samson has expanded his reach using druid groves as fronts for his empire, but his latest plan takes him near the Otherwyld, a place known for being unpredictable and dangerous.
To the Characters. Some of you arrive as friends, others as strangers, but all of you share one connection: Samson Thornwarden, Chieftain of the West Coast. For years, Samson has held control of key territories throughout the Westlands. The region has known relative peace
under his watch. Locals speak of him with cautious respect while those in power consider him a reckless outlaw.
Your relationship with Samson is complicated. At some point in your adventuring life, you called in a favor. Maybe out of need. Maybe ambition. Or maybe just greed. The good news is he came through. Your coin pouch attests to it.
The bad news? Now, Samson wants something in return. He has been using druid groves as cover for his operations. His next move pushes
into the Fey, and you're the ones delivering the goods. You’ve been given little more than a time to show up: the twentieth night of the fourth
month. Be there by noon to receive your quest.
The White Castle
Samson operates out of a remote compound nicknamed “The White Castle.” Despite the name, the building is not white, nor a castle. Vines and moss grow over the walls, and lanterns shaped like flowers hang from everything. The natural look is intentional, hiding guards, reinforced supports, and alarm wards. The first floor is a waiting room and administrative space designed to keep guests feeling calm. Most people wait here anywhere from five to thirty minutes. The delay is purposeful. It lets the staff observe demeanor, potential danger, and how visitors handle themselves. There is always at least one guard present.
Read Aloud. The trail to Samson’s grove winds through thick trees and low marsh. The woods here feel older than the road, steps squishing underfoot. Vines stretch across the path and the air is ripe with thriving moss.
Eventually, the trees break, revealing a stilted wooden structure above still water. Lanterns flicker along its edges. Solid stairs lead inward.
Inside, the main room is warm and cluttered. Pillows and rugs cover every surface. The lights are dim. A large pink woman sits behind a small
desk in the far corner, scribbling on a stack of papers. Behind her stands a silent orcish fellow.
A few others occupy the space. One man, with long elvish ears paces near the wall, muttering under his breath. The others sit quietly on the
cushions. The tension in the air is hard to miss.
A Waiting Game
While waiting in the White Castle, this is a good moment for introductions. The space is quiet, and everyone talks in the hushed tones of respect. Something about the room encourages caution.
Allow time for the characters to describe their appearance and how they carry themselves. This will set the stage for everyone to reveal how they
know the Chieftain of the West Coast.
To Begin.The pacing elf stops and speaks just above a whisper, not to anyone in particular, “I heard Samson once lit a tavern on fire to win a bet. Funny how we all owe him, isn’t it?”
One at a time, have each player whisper a short two- or three-sentence story to the player on their left. The story should include three things:
- The favor Samson did for them.
- What they think of the boss.
- An odd personal detail.
Encounter with the Boss
The woman behind the desk finally signals that the group may enter. This is their first face-to-face with Samson Thornwarden. The meeting will give them all the information they need to complete the job. Samson is calm and fully in control. This is not a place for threats or negotiations. If the characters try to strong-arm him or haggle, Samson cuts the meeting short and sends them out with nothing but the grove seed and a warning. Let the players ask questions, but keep Samson’s answers brief. He does not give out the true nature of his contact or elaborate on any danger. He is only focused on the time sensitive delivery.
Read Aloud. Through the padded door is a small, cluttered room. Books and blankets are stacked high. Rugs overlap across the floor, and heavy fabric hangs from the walls.
A tall man stands behind a low desk, his build broad and imposing. His dark skin flickers in the lantern light. In one hand, he holds a thick, severed
arm wrapped in papers. He sets it down gently next to an open ledger before closing the book with a soft thump. He studies you each in turn.
“I trust I’m not wasting your time. I need something delivered. Quick and clean.”
Key Information
Encounter: Commotion. This encounter is designed to interrupt the flow of conversation and remind the characters that they are merely guests. Trigger this when the characters begin to relax.
A sudden burst of noise erupts from the waiting room and a voice yells out, full of anger. A sharp crash follows, then a low thump. After that, silence.
Do not explain the source. Samson does not acknowledge the interruption. He simply waits for the focus to return to him. When the characters
leave the office, the elf is gone and the blankets have been rearranged.- Each character receives 50 gp to purchase supplies at the local crossroads’ shops.
- Their contact is named Captain Hoof. He is staying at the crossroads’ Rising Sun Inn. For safety, only the Captain knows the seed’s intended recipient.
- The grove seed is the size of a human infant and it must reach the Otherwyld within four days or rot.
- The seed cannot be placed in an extradimensional space. The first one they had was lost this way.

Samson Thornwarden
L/E Male, Human Mob Boss Samson has deep pockets and powerful connections. He has made a lot of big moves lately, one of which has been to create this druid grove near the crossroads north of the Otherwyld. It is his intention to bridge the last gap in his empire. A middle-aged man, Samson is tall and muscular with dark skin. He speaks in calm, measured sentences, with a high-pitched squeaky voice. He is a man who recognizes and respects talent. A bold venture is a good one. Roleplaying Samson
Personality Trait. “If there's money to be made, I'll find my way in.”
Ideal. “Control. I keep it low-key; acquaintances should do the same.”
Bond. “Above all else, I am a man of business.”
Flaw. “My shrill voice undermines my command.”
The adventure continues in Greener Pastures: The Henchman.
















