Greener Pastures: The Henchman


The Crossroads


Read Aloud. The woods thin, replaced by yellow scrub grass. Near an old chapel, four dusty paths meet. The sturdy stone inn is bustling, and a handful of stalls nearby hold haggling vendors.
  The intersection once marked a modest trade hub, but most of the surrounding area has faded into memory. Only two buildings still see use: the Rising Sun Inn and a derelict church that now serves as a landmark more than a place of worship. A few vendors operate out of the square, catering to travelers, mercenaries, and those working under Samson’s quiet influence.   This is the last civilized stop before heading toward the Otherwyld. The characters are free to rest and spend their coin as they wish. There are no threats present until entering the inn.   Vendors
Herer’s (Arms). Wand of web (50 gp), whip +1 (100 gp), blowgun (10 gp), greatclub (2 sp), net (1 gp), shield (10 gp), silver a weapon (20 gp)

Granddaddy Blues (Supplies). Antitoxin (50 gp), 2x potion of healing (50 gp ea), bedroll (1 gp), glass pipe (1 gp), tent (2 gp), tinderbox (5 sp)

OG Cake (Food). Boop Bits (10 gp), Drink Ums (5 gp), animal treats (5 sp), cake slices (1 sp), five pounds of trail mix (1 gp), keg of fruit beer (8 gp)

Sour Dreams (Curios). Dimebag of goatleaf (10 gp), Dante & Tango playbill (15 gp), figurine of wondrous power: blue jay (silver raven) (50 gp)

Grove Seed

(Very rare, wondrous)
Grove Seed
Grove Seed
This seed is roughly spherical, about 18 inches across, and covered in textured spines like a hardened, natural husk. It weighs around 20 pounds and has an earthy aroma that intensifies when handled.   A grove seed only grows through a druidic ritual performed in a location tied to natural magic. When properly planted and cultivated, the seed grows into a fully formed druid grove over the course of several weeks, reshaping the terrain and establishing a magical sanctuary.   Once removed from its host, a grove seed begins to lose its potency. It must be planted and the ritual begun within 96 hours. After that point, the seed withers and its magic fades.   Grove seeds cannot survive without access to oxygen and immediately rot if placed in an extradimensional space.

Making Contact


Captain Hoof is the chosen contact, waiting outside the inn. The goat was awakened by Samson ten years ago, when the boss still relied heavily on animal couriers. Hoof has proven himself valuable despite his penchant for alcohol.   Hoof may be found shouting in Common at two normal goats after being refused entry.


Read Aloud. A white and brown patched goat lingers outside the inn, a burning candle fixed between his horns. A single plop hits the dirt behind him.


Captain Hoof
N, Male, Awakened Goat Henchman

The Captain walks with an authority, earned through years of shady work. Hoof drinks, curses, and shows zero patience for formalities. He refuses to move unless he’s had booze and some rest.   Hoof wont talk seriously until he gets inside. Only then will he fill characters in on what he knows. The goat insists that he needs a good bed tonight before setting out on the hard road tomorrow.   Stats. Captain Hoof has normal goat stats with the following: AC 14 (Natural Armor) and 30 Hit Points. He wears an everburning candle that provides bright light for 5 feet.   Roleplaying Captain Hoof
Personality Trait. “A fella can't enjoy himself?”
Ideal. “YOLO. Awareness is a burden.”
Bond. “All I have is my word and I stick by it.”
Flaw. “I have a party animal reputation.”

Captain Hoof

Captain Hoof



Rising Sun Inn

Rising Sun Inn


The Rising Sun Inn


The inn faces east and the rising sun shines through its high windows. It opens in the afternoon and closes after breakfast. Few people stay long. A room costs 3 gp and food 1 gp.   Doorman: Club Robinson. A massive man with a thick beard and a thicker club. He stands inside the main doorway and only responds positively to jokes. Club knows the Captain a little too well.   If someone will promise to pay for any damage that Captain Hoof causes, the doorman will allow the goat to enter. A DC 13 Charisma (Persuasion) check may convince Club that Samson will pay. Club has guard stats.

Read Aloud. The inn is bright. People are lost in their cups, quietly mumbling over old arguments. An empty table, big enough for all of you, sits near the back wall. A single server rushes about.
Captain Hoof’s Information
  • The delivery is to Queen Sensimilla, a Fruit Hag. Hoof knows roughly where she lives.
  • The only safe way in is through De’spell Falls, a waterfall that masks magical signatures and detection. Hoof has traveled the route before.
  • For mortals, the falls play tricks on the mind. Memories not guaranteed.
  • Two groups are interested in the delivery:
    • A task force out of New Blarek, made up of four city-backed wizards, known as a tetrad.
    • The Eastland Gangstas, a rival operation with violent tendencies and weak morals.
  Encounter: Eastland Henchman. This bar brawl is initiated by Captain Hoof when two Eastland Gangstas enter. Captain Hoof loses it, insults them, and flips the table. The combat concludes when Bud Lofsky is unconscious or retreats.  
  • 1x Gladiator. (F, Human) Bud Lofsky enters with the intention of picking a fight.
  • 1x Druid. (M, Gnome) Mat the Son offers help from behind, using non-lethal spells.
  • 1x Guard and 12x Commoners. Club Robinson has guard stats. Patrons are here to get in the way.

The adventure continues in Greener Pastures: On the Road.

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