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Ansynor Cordon - Runeoak Watch

Four miles north of Alaeduril — rotating stealth posts, beacon caches, and ward-stones under the Lon’Baelyth

The Ansynor Cordon is the green wall no one sees until they are already inside it: a shifting ring of stealth posts, beacon caches, and ward-stones commanded by the Lon’Baelyth to contain the dangers that seep from the ruins of Ansynor (Runeoak). Trespassers are turned back without parley—a rare hard edge for otherwise tolerant Meldarin elves.


What the Cordon Guards

Alaeduril stands only four miles south of Ansynor, a once-great wood-elf sanctuary plundered over a thousand years ago by Ur-Flannae necromancers allied to the Whispered One. The site lies atop intersecting leylines and remains spiritually fouled; at rare intervals it vents violent weather, tainted elementals of Earth, and undead—wights, groaning spirits, vampiric mists.

Some elves hold that Alaeduri was founded to watch Runeoak and keep “nosy humans” from disturbing the wards—an oft-repeated belief in clan lore. Whatever the truth, Meldarin patrols the site constantly.


Command & Doctrine

  • Operational Authority: Ienre Lafkel, Lon’Baelyth, directs readiness and cordon rotations from forward posts; she personally keeps station near the ruins with a hand-picked cadre.
  • Standing Rule: “Predictability kills.” Routes, watch-hours, and signal patterns change by the tenday so raiders and pilgrims cannot map them. (Meldarin doctrine summarized from Lon’Baelyth practice.)

Disposition of the Watch

  • Stealth Posts (“leaf-lanes”): Two- to four-scout hides woven into alder and bronzewood. Each post observes a single approach vector to the ruins and maintains a silent line of sight to the next post.
  • Beacon Caches: Clay-jar oils, resin bundles, and a wood-bell; three strikes call quick-response pickets from Alaeduril’s north trail and temple porches.
  • Ward-Stones: Druid-set menhirs sunken among roots; their quiet geometry dampens necromancy and elemental surge. When they hum off-measure, the ring contracts and the council is alerted for a readiness vote.

Turn back to daylight or stand with us in it—there is no twilight in Runeoak.” — Ienre Lafkel, Lon’Baelyth

Entry Policy (For Visitors and PCs)

  • No Parley at the Line. The first warning is a bird-cant and a gloved hand indicating “turn south.” Failure to withdraw brings a shadow escort to the fringe, disarmament if necessary, and referral to the Temple of Ehlenestra — Alaeduril for questioning.
  • Authorized Parties: Telva-writ envoys, The Gnarley Rangers detachments, and Old Faith druids on writted business are guided to a sentry arbor for briefing.
  • Banned Traffic: Torch-trade, relic-hunters, and any convoy tied to Nulb are refused with prejudice (clan policy toward the poisoned borderlands).

Signals & Countersigns

  • Bird-Cant: Two short trills (mark and watch), one long (withdraw), thrice-struck wood-bell (muster).
  • Leaf-Tokens: Thin green-wax wafers impressed with the Besh’norin sigil grant day passage between posts when carried by sworn Rangers.

Sacred Context

The cordon is not merely military; it is religious stewardship. Sanctuary of Rillifane Rallathil in Alaeduril partners with the watch, reseeding storm-thrown groves and soothing blighted patches after each surge; oaths about hunt and cut near the line are witnessed under living boughs. (Local practice in Meldarin faith.)


Known Phenomena (DM Table Seeds)

  • Stone-Gale: Pebbles levitate and blast outward; wind wall or cover negates.
  • Grave-Mist: A chill fog births vampiric mists from wet hollows at dusk.
  • Hollow Tread: Wights climb from old stairwells when moonlight hits certain runes.
  • Stain of Earth: Cracked ground “breathes” and expels tainted earth elementals.

Running the Cordon at the Table

  • Tone: Professional, courteous, absolutely firm.
  • Encounter Flow: Warning → Shadow escort → If surge starts, everyone becomes allies against the outbreak.
  • Skill Use: Survival/Perception to notice posts; Insight to read “no-parley” stance; Persuasion (with proper writs) to secure a guided approach to an outer stair.
  • Mechanical Boon: A day spent assisting repairs or reseeding grants one advantage on Nature or Survival checks within the cordon the following day (Leaflord’s favor).

Adventure Hooks

  1. Ward-Stone Off-Measure. A menhir hums wrong; the Lon’Baelyth needs a quick team to reset it before dusk surge. Success keeps the line stable; failure triggers a Stone-Gale and a Grave-Mist.
  2. Relic-Hunters at Dusk. Dyvers factors hire “archaeologists” with Nulb ties; the PCs must turn them back without bloodshed—or prove cult intent and seize contraband under green law.
  3. The Missing Beacon. A northern cache is found quenched and its bell stolen; follow faint boot-marks to a hidden entry and decide whether to collapse it or explore under escort.
  4. Birds Go Silent. Aviary signals fail; an elemental earth stain is swallowing a post. Keep it held while druids seed a counter-ward.
  5. Oath at the Line. A Woodsman elder pleads to retrieve a son who slipped past the ring to prove himself; the council will allow one supervised foray if the party swears to bring back the living before the dead.

Ansynor Cordon — Random Encounters

Roll when the party moves 1 hour within the cordon or lingers noisily. If you roll the same result twice in a row, upgrade it to the next harder entry on the same table.

Daylight Patrols & Drifts (1d12)
  1. Leaf-Warden Post (nonhostile): 2 scouts (elves) ask for writs; offer guidance if PCs assist with trail repairs.
  2. Ranger Sweep: 1 scout, 1 mastiff (cooshee reskin) shadow the party; advantage on Survival checks for 1 hour if befriended.
  3. Foraging Elk Herd: Difficult terrain as elk crowd a narrow path; angered herd counts as 1 giant elk if spooked.
  4. Stone-Gale Warning (hazard): Pebbles lift and blast; DC 14 Dex save or 2d6 bludgeoning, ground becomes difficult for 1 minute.
  5. Shadows on Cool Stone (CR 1): 2 shadows drift from an old stairwell.
  6. Tainted Mephits (CR 2): 2 dust mephits re-skinned as “grave-dust” (on death, each forces DC 12 Con save or gain 1 level of exhaustion until short rest).
  7. Wight Outrider (CR 3): 1 wight with 1d4 zombies scouting a collapsed vault.
  8. Animated Roots (CR 3): Treat as 1 awakened tree; radiant damage grants it disadvantage on next attack.
  9. Grave-Mist Patch (CR 4): 1 vampiric mist prowls a sink hollow.
  10. Leyline Static (hazard): Wild magic pulse; next spell cast in 1 minute triggers a surge (DMG variant or your table).
  11. Earth’s Stain (CR 5): 1 Tainted Earth Elemental (earth elemental; deals +1d6 necrotic on slam, vulnerable to radiant for this fight).
  12. Cordon Response: Ienre’s quick-reaction team (3 scouts, 1 druid) arrives; if PCs aid containment, they earn a Leaf-Token (one advantage on a Nature/Survival check within the cordon).
Night & Surge Table (1d12)
  1. Bird-Cant Alarm: Three short calls; nearby post signals a surge within 300 ft.
  2. Groaning Spirit (CR 4): Use Banshee stat block; keening draws 1d4 shadows on round 2.
  3. Spectral Spill (CR 3): 2 specters seep from cracked runes; radiant light ends their Incorporeal Movement for 1 round (local ward quirk).
  4. Vampiric Mists (CR 5): 2 vampiric mists hunt in tandem; misty terrain imposes lightly obscured.
  5. Wight Patrol (CR 5): 1 wight + 2 ghouls; they carry shards etched with Ur-Flannae sigils (25 gp each, radiate necromancy).
  6. Needle Squall (hazard): Wind drives pine-needles; DC 15 Con save or 1d6 piercing and disadvantage on Perception (hearing) for 10 minutes.
  7. Collapsed Ward-Stone: Hum off-measure; skill challenge to reseat (3 successes before 2 failures: Arcana/Nature/Religion DC 14). On failure, roll again on this table with +2.
  8. Tainted Earth Elemental (CR 5) emerges with 2 dust mephits (CR 6 combined).
  9. Vampiric Mist & Banshee (CR 7): The mist clings to her; disrupting the banshee with radiant disperses the mist for 1 round.
  10. Wight Captain (CR 6): Wight with multiattack (adds shortsword off-hand) leading 2 specters; carries a rune key that opens one sealed stair (one-use).
  11. Grave-Bloom (hazard/skill): Black fungus spreads; 3 rounds to cut it back (Survival/Medicine DC 13 each). Failure releases a 15-ft poison cloud (2d6 poison, DC 14 Con half).
  12. Elemental Breach (CR 8): 1 earth elemental (tainted), laired in a stone vortex (half-cover, tremor sense +10 ft ends when ward-stone is re-keyed (Arcana/Religion DC 15, 1 action adjacent).

Signs & Clues (roll 1d6 when foreshadowing)
  1. Pebbles hovering at boot-height.
  2. Birds silent; only leaf-rattle.
  3. Sweet-rot smell, like damp gravesoil.
  4. Frost on stones in summer shade.
  5. Pale cambium lines glowing faintly on roots.
  6. A wooden bell, thrice-struck, echoing through trunks.
Quick Adjustments
  • Low-level party (APL 3–4): Replace CR 5+ results with CR 2–3 alternatives (swarms of insects necrotic, skeletons, a single shadow).
  • High-level party (APL 8–10): Upgrade: add a second elemental, swap wight for Bodak (if Temple influence seeps in), or add lair actions (stone pulses, grasping roots).
  • Day/Night Mod: At night, add +1 to the roll; in heavy storm, treat results of 1–2 as 3–4.
Friendly/Neutral Results (on doubles or at DM’s option)
  • Leaf-Wardens needing hands: Aid reseeding; earn 1 Leaflord’s Favor (advantage on one Nature/Survival check in the Gnarley within 24h).
  • Old Faith Druid on rounds: Offers lesser restoration or pass without trace if the party agrees to close a poacher blind on the way out.

Treasure Seeds (sparingly)

  • Rune-etched shard (25–75 gp, necromancy aura).
  • Leaf-Token of Besh’norin (one safe passage between posts; nontransferable).
  • Amber-sap bead (consumable): as goodberry (1d4 berries) when crushed at dawn.

Use this chart to make the cordon feel alive: silent sentries, sudden weather, the occasional scream of stone—and the sense that the elves hold the line every hour of every day.

Ansynor Cordon - Runeoak Watch by 3orcs
Original Article written by Damien "Haligaunt" Edwards. Expanded and adapted to the "Verbobonc Campaign Guide 576cy" by 3orcs.

The Ansynor Cordon

The Ansynor Cordon is the Meldarin promise in action—oaths kept at the edge of ruin, a living line held by leaf, law, and watchful bows.

  • Distance: 4 miles north of Alaeduril.
  • Threat Source: Leyline-crossed ruin despoiled by Ur-Flannae/Whispered One.
  • Policy: Trespassers turned back without parley; constant patrols.
  • Allies: The Gnarley Rangers, Druids of the Old Faith; Telva wardens liaise.
Key NPCs in the Ring
  • Ienre Lafkel, Lon’Baelyth — commander of the cordon; rotates posts, audits caches, and briefs the Binder before votes.
  • Elcàlla Yularith, Lon’ Mara na’Ehlenestra — coordinates sanctuary care and evac routes when the ring tightens. (High Priestess role in village governance.)
  • Elasya Vernalara, Warden of the Ruinwatch — half-elven huntress leading a secret company tasked with suppressing necromantic resurgence.

Type
Ruins
Parent Location
Owning Organization
Characters in Location
Clan Meldarin Herald by 3orcs

“Beyond these ward-stones the ground remembers necromancers; our duty is to make sure nothing else does.”
Leaf-Post Challenge — First Contact
Read-Aloud (spotting the post)

The trees ahead seem ordinary until a bird gives two short trills and a third from somewhere else answers it. A figure steps out of bracken as if the forest had been wearing a cloak. Green leathers. A pale oak-leaf brooch. The point of an arrow rests, not aimed—just present.

“Halt. You are at the Runeoak cordon. Steel stays sheathed and voices low. Turn south unless you carry writs or wounded. State your need in one breath.”


If you announce yourselves politely

“Good. Keep your hands where I can see them. Who sent you, and what proof walks with your words?”

  • If you name a known ally (Rangers, Old Faith, Telva):

“Names we know. Show the seal or token; the path will open as far as the sentry arbor.”

  • If you claim curiosity:

“Curiosity is a kind of fire. It burns best far from here. Turn south.”


If you carry torches or open flame

“Quench fire now. Moss-bowl there. The ruin breathes sparks when pride brings flame.”

  • If you refuse:

“Then choose the road you deserve. This one is closed to you.”


If you display a writ, seal, or Leaf-Token

(The warden extends a gloved hand without stepping closer.)

“Hold. Do not approach. Place it on the stump and step back three paces.”

(After checking)

“The seal speaks true. You will walk in daylight only, and you will go where I point. Stray once, and you are turned.”


If someone is wounded or seeking sanctuary

“Under green law we bind first and question second. Sit by the alder root. Who bled you—and is the bleeding done?”

  • If you name slavers or cultists:

“Then we share an enemy. You will be escorted to the arbor. Speak plainly there.”


If you hint at relic-hunting or “just exploring”

“No. What sleeps here wakes to greed. Turn south, and leave the wanting with you.”

  • If you persist:

“Do not mistake patience for permission. This is your last word before we give ours.”


If you lie or equivocate (Insight success)

“Your story walks with a limp. Choose a straighter one or choose another forest.”


If you reach for weapons or cast without leave

(The arrow lifts; three soft trills sound from the trees.)

“Stand down. Last warning. The next sound is the wood-bell, and then you run or you kneel.”


If a surge starts during the exchange (wind, stones rising, cold fog)

(The warden’s tone hardens, suddenly inclusive.)

“Change of terms. With us or away—decide now. If you stand, spread left, keep eyes low; the mist bites the throat. On my mark.”

  • If you choose to help:

“Good choice. You answer well under pressure. After the surge, we talk.”

  • If you flee:

“Run south and keep running. Do not look back.”


If you ask to help the cordon

Words are easy. Prove them. Reseed those windthrows on your way out and bring back the empty pouch. Do that, and the next post will know your faces.”


Closing Lines (choose one)
  • Granted day passage:

“Walk where I point, not where the ruin invites. At sundown you are outside the line.”

  • Turned away (no writs/hostile intent):

“This is the end of your road today. Leave your questions with the birds.”

  • Escorted to the sentry arbor:

“You go under our eyes now. Keep your hands honest and your words short.”

  • After a helpful stand against a surge:

“You kept your feet when the ground forgot itself. Take this leaf-token—one straight hour between posts, no questions.”

Use the warden’s pace as a tool: brief sentences, long silences. Reward polite compliance with guidance or a small boon; answer arrogance with immovable courtesy.



Cover image: Gnarley Forest banner by 3orcs

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