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26. Valegrave's Farmstead

At the southern end of Nulb, past the battered cobbles of the High Road, squats a sprawling, mud-churned farmstead behind a mossy river-stone wall. The land here has been bled into obedience. Root vegetables sprout in carefully regimented furrows, overseen by a dozen sullen figures bent in toil. These are not free men—but indentured serfs, purchased or kidnapped, broken down until they dig and harvest without question.

Over them looms a hooked-nosed brute called Master Aldren Valegrave, a former caravan slaver turned farm master. Though no longer cloaked in noble trappings, his greed and cruelty remain intact. His fields keep Nulb’s taverns full, and the Temple’s wagons rolling with produce. In return, he is protected and supplied by Commander Feldrin and his warband of temple logistics enforcers.


Layout and Description

Farm Compound
  • The Farmhouse (Main Cottage): A sagging, three-winged U-shaped timber structure. Weather-worn shingles, boarded windows, and a sunken thatch roof give the home an air of decay. A water well sits in the dirt courtyard, circled by hoofprints and wagon ruts. The cottage’s west wing serves as Aldren’s quarters; the east wing houses storage, grain, and salted preserves.
  • The Serf Barn: A filthy longhouse bunking the ten serfs like livestock. Straw bedding, chains for runaways, and a dung pit out back.
  • The Chicken Yard: A fenced pasture with a slatted coop and nearly two dozen half-wild chickens overseen by a limping youth named Joral.
  • The Root Fields: Three acres of parsnip, turnip, onion, and gnarled leeks, turned daily by blistered hands. Crude scarecrows—stuffed effigies of former serfs—keep the crows away.
  • The Outer Wall: A river-stone wall waist-high and moss-covered, demarcates the Valegrave lands from the High Road.

Master Aldren Valegrave

A cruel, lean-jowled man with sunken cheeks and whipcord arms. Once a middleman in the slaver trade, he now manages the farm as a supply hub. He barters food for prisoners from pirates and bandits, trading rotted vegetables for flesh. Valegrave answers to Commander Feldrin, and occasionally hosts Lucius Graeme or Wat when shipments are diverted.

“A man is only worth what he produces. Those who cannot work have no place in this world.”
— Master Aldren Valegrave
Personality
  • Calculating & Cruel: Every interaction is weighed for profit and leverage.
  • Obsessed with Control: Believes fear is the only tool necessary to ensure obedience.
  • Despises Weakness: Sees the poor and desperate as tools to be used and discarded.
Motivations & Goals
  • Expand his farm’s influence, making himself indispensable to both Nulb and the Temple.
  • Crush any rebellion among his serfs before it begins.
  • Maintain favor with Commander Feldrin and Madame Selentis (Nysera Krivaltis), ensuring his survival if the Temple rises—or falls.

Politics and Logistics

  • Temple Network: Valegrave’s farm provides root vegetables, eggs, and dried meat to Commander Feldrin’s supply wagons. These shipments are either picked up directly by 6. Wainwright of Nulb depot or delivered to the 33. Old Mayor’s Manor, where Madame Selentis’s men facilitate their transfer to the 55. Hunting Cottage.
  • Tavern Trade: Both Boatman’s Tavern and Wat’s Waterside Hostel depend on Valegrave’s produce. In return, they tip off Valegrave about caravan arrivals and pirate shipments.
  • Prisoner Exchange: When pirates under Tolub or Lodriss bring in prisoners not worth selling to slavers, Valegrave buys them cheap and works them to death.
  • Temple Protection: Though not a cultist himself, Valegrave is considered essential. Feldrin ensures no one touches the farm without permission.

Secrets and Hooks

  • Escape Tunnel: A long-forgotten wine cellar beneath the farmhouse leads to a bramble-choked tunnel that exits near the marsh. Ideal for PC infiltration or serf escape.
  • Black Ledger: Hidden behind a wall panel in Aldren’s bedroom is a stained ledger recording prisoner trades, payoffs to Commander Feldrin, and a bribe made to Lucius Graeme.
  • Gregor’s Doubts: If pressured, Gregor may betray Valegrave—he’s growing tired of Aldren’s cruelty and fears retaliation if the Temple falls.
  • Lost Noble Serf: One of the field hands wears an old, locket with a noble crest. PCs may uncover his identity as a captured heir of House Penhaligon.

Adventure Hooks

  • Break the Chain: PCs infiltrate the farm to liberate the serfs or assassinate Valegrave.
  • Burn the Fields: As a blow to the Temple’s logistics, players are tasked by a resistance cell to torch the root fields and poison the well.
  • Buy a Ghost: The ghost of a murdered serf haunts the coop at night, whispering the truth of a hidden mass grave beneath the field.
  • Smuggle the Message: One serf carries a coded message from Otis, hidden in a hollowed turnip.
"A man is only worth what he can produce. Those who cannot work have no place in my fields—or this world."
— Master Valegrave

The Power Struggles of Valegrave Manor

The Temple of Elemental Evil

Temple of Elemental Evil who would have direct contact with Master Aldren Valegrave for food supply logistics are:

  1. Feldrin – Commander of the Temple’s Guards and Supply Chains
  2. Role: Oversees internal security and external raiding operations.
  3. Responsibility: Ensures a steady flow of supplies, weapons, and captives to the Greater Temple.
  4. Relationship with Valegrave: Likely the primary contact who ensures that shipments from Valegrave Manor reach the Temple. He would oversee the collection, transportation, and security of these shipments.
  5. Barkinar – Commander of the Greater Temple Troops
  6. Role: Military enforcer and second-in-command to Hedrack.
  7. Responsibility: Expanding the Temple’s military power.
  8. Relationship with Valegrave: Would likely have an overarching interest in securing Valegrave’s farm and supply chain to sustain the growing forces of the Temple.
  9. Romag – High Priest of the Earth Temple
  10. Role: Leads the Earth Temple, which focuses on stability and endurance.
  11. Responsibility: Expanding fortifications and securing long-term resources.
  12. Relationship with Valegrave: May see Valegrave as a crucial supplier for food and manpower, ensuring the continued operation of the Temple’s garrisons and labor force.
  • Valegrave fears the Temple’s true masters but values his business too much to refuse.
"The Temple demands its due, and I intend to collect. If that means breaking a few backs, so be it."
— Master Valegrave
The Inns & The Pit – Human Trafficking in Nulb
  • The Waterside Hostel & Boatman’s Tavern serve as meeting places where Valegrave brokers deals in human property.
  • 4: Boatman’s Tavern and Nulb Market receives captured drifters and criminals, many of whom end up in Valegrave’s fields.
  • Captain Marad Vesrek , the pirate lord, trades slaves with Valegrave, supplying him with new laborers from the Wild Coast.

The Serfs
  • A broken people, too afraid to rise up but desperate for salvation.
  • Some whisper of escape, though any caught plotting rebellion are made examples of.
"I pray for an end to this place, but I know better. St. Cuthbert doesn’t hear the cries of the doomed."
— Serf

Adventure Hooks

“Breaking the Chains”
  • A serf girl escapes Valegrave Manor, begging the party for help.
  • If the party investigates, they uncover evidence of slavery and dealings with the Temple.
  • Will they destroy Valegrave’s operation, or use him as an informant?
“Intercept the Shipment”
  • A caravan bound for the Temple of Elemental Evil is set to depart from Valegrave Manor.
  • The party must stop the shipment, uncovering evidence of the Temple’s growing supply chain.
“The Slave Rebellion”
  • The serfs are preparing an uprising, needing weapons and leadership.
  • Will the party help them, or exploit the chaos for their own ends?

Master Aldren Valegrave by 3orcs

Type: Agricultural Supply Node
Location: Southeastern edge of Nulb, off the High Road
Current Year: 579 CY
Function: Food production and Temple logistics
Primary Affiliations: Temple of Elemental Evil (Feldrin’s logistics), Boatman’s Tavern network

Master Aldren Valegrave

Medium Humanoid (Human), Lawful Evil

Armor Class 15 (Fine Coat with Reinforced Leather)
Hit Points 42 (7d8+14)
Speed 30 ft.

STR 11 (+0) | DEX 14 (+2) | CON 14 (+2) | INT 13 (+1) | WIS 11 (+0) | CHA 16 (+3)

Saving Throws Dex +4, Int +3, Cha +5
Skills Deception +6, Insight +3, Persuasion +6, Arcana +3, History +3
Senses Passive Perception 10
Languages Common, Elven, Infernal

Abilities

Tactical Duelist. When wielding a rapier, Valegrave can use a bonus action to impose disadvantage on the next attack roll against him.

Silver-Tongued Tyrant. Valegrave has advantage on Deception and Persuasion checks when dealing with nobles, merchants, or those who fear him.

Cunning Manipulator. When Valegrave makes a Persuasion or Deception check, he can choose to roll with advantage once per short rest.

Spellcasting. Valegrave is a 3rd-level spellcaster (Spell Save DC 12, +4 to hit with spell attacks).

He has the following spells prepared:

Cantrips (at will): Prestidigitation, Minor Illusion, Mage Hand
1st level (3 slots): Shield, Charm Person, Magic Missile
2nd level (1 slot): Misty Step

Actions

Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage.

Dagger (Thrown). Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 5 (1d4+2) piercing damage.

Reactions

Parry. When a creature he can see attacks him with a melee weapon, he can add +2 to his AC, potentially causing the attack to miss.

Equipment
  • Fine Noble Coat (reinforced with leather, AC 15)
  • Rapier with Silver Inlay
  • Hidden Poisoned Dagger (DC 12 Con save or take 5 (1d10) poison damage)
  • Sealed Contracts & Financial Ledgers (containing evidence of slave deals & Temple connections)

Tactics & Roleplaying Notes

  • Valegrave avoids direct combat unless necessary, relying on charm, manipulation, and hired muscle.
  • If forced into battle, he will duel with precision, using Shield and Misty Step to escape if overwhelmed.
  • He rarely fights alone, ensuring Iron Talons or enforcers are nearby.

The Serfs

The fields are worked by 15 serfs, indentured laborers forced into service under Lady Lmag’s rule. Each serf has their own role, personality, and struggles:

Serfs' Roles

  • Mara: Oversees livestock care. Quiet and determined.
  • Hendrik: The plowman. Bitter and rebellious.
  • Yalfi: A young farmhand. Naïve but hopeful.
  • Greva: Elderly and frail. Cares for tools and equipment.
  • Boden: Irrigation specialist. Pragmatic and stoic.
  • Nesh: A seed planter. Dreamy and philosophical.
  • Lars: A heavy lifter. Silent and imposing.
  • Ivia: Skilled at tending vegetables. Fierce and motherly.
  • Roderick: Repairs fences and buildings. Nervous and jumpy.
  • Phelka: Scarecrow maker. Superstitious and suspicious.
  • Zil: Young boy tasked with feeding animals. Mischievous and curious.
  • Vernon: Wagon driver. Pessimistic and grumpy.
  • Eska: A forager. Resourceful and clever.
  • Taron: Collects firewood. Dour and practical.
  • Nok: Grain miller. Quietly defiant.

Type
Farm
Parent Location
Owning Organization
Gregor the Overseer by 3orcs
Gregor the Overseer (a.k.a. "Dog-Tether")

Male Human, NE, Age 33, CR 1
A hulking brute and former pit-fighter with cauliflower ears and a crooked nose. Wears studded leather and carries a flensing knife. Absolutely loyal to Valegrave, but has begun taking bribes from Lodriss for side-deals in salted goods.

  • Stat Block
  • AC: 13, HP: 27 (4d10+8), STR 15, Con 14
  • Gear: Heavy flail, horn amulet of pain (advantage on Intimidation once/day)
Serfs (10 Total)

Malnourished, dull-eyed laborers of mixed races and origins. Most were petty criminals, failed adventurers, or captives sold by pirates. Two show signs of illness, one is pregnant, and one is missing a hand.

Equipment
  • Spiked Flail
  • Chain Shirt (AC 14)
  • Iron Key Ring (Serf Barracks & Storage Rooms)
  • Coin Pouch (15 gp, 22 sp, 9 cp)

Tactics & Roleplaying Notes
  • Gregor is brutal but not reckless; he enjoys dominating the weak but knows when to fall back.
  • He relies on overwhelming force and will target the weakest-looking enemies first.
  • If facing a losing battle, he will fight to cover Valegrave’s escape, but he will not die for him willingly.



Cover image: Nulb Banner by 3orcs

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