Session 4: Court of the Evergreen
Session 4: Court of the Evergreen
Read aloud
At the Citadel of Dawn, Archmage Cindreth Valeorean introduces you to Lathiras Starsong, an envoy whose invitation to Aethelwynd carries the weight of a warning. The Evergreen Court will lend scouts and living guardians only if you prove wisdom, restraint, and compassion at Heartwood Bastion. Lathiras studies your faces, then turns toward the road to Sylvros.
Run the session
Cheat sheet
Objectives
- 1Gain entry to Aethelwynd and establish a respectful first impression.
- 2Pass the Moonlight Riddle Trial through observation and judgment.
- 3Demonstrate restraint during the Sentinel trial.
- 4Save the shadow-stricken courtier and determine whether the illness was engineered.
The clock
The courtier's condition worsens during the party's stay. After each major scene following their discovery, if the party has not stabilized them, the GM may have the courtier's fever intensify and the Court grow more anxious. This is narrative pressure, not an automatic death timer.
Scenes
- 0:00An Invitation with Thorns
- 0:45The Living Archway
- 1:25The Moonlight Riddle
- 2:25The Guardian's Measure
- 3:40Beneath the Bed of Roots
- 4:55A Pledge in Green Light
Cast
- Lathiras StarsongQuestgiver and druidic envoy
- Thalion SwiftleafGatekeeper and witness
- Elenara SylvanbarkAlly
- The Moonlit AdjudicatorSupernatural judge and wildcard
The hook
Set the scene
At the Citadel of Dawn, Cindreth introduces the party to Lathiras Starsong beneath a high window full of afternoon light. Lathiras offers the Court's terms plainly, then leads the party to the road. During the journey, the forest closes around the path by degrees: cool green shade gathers under the branches, lanternfruit glimmers overhead, and the same three-note owl call sounds from farther ahead.
How Lathiras Starsong asks
At the Citadel of Dawn, Archmage Cindreth Valeorean presents Lathiras Starsong as both envoy and witness.
Lathiras explains that the Evergreen Court will consider a pledge only after the party completes Heartwood Bastion's rites. She makes clear that the Court is testing judgment, not merely strength, and invites the party to Aethelwynd under the protection of the Sylvros delegation.
Rumours
Scenes
about 5.5 hours0:00
45 min
socialThe table is here
1. An Invitation with Thorns
The Citadel of Dawn, followed by a shaded forest road into Sylvros.
At the Citadel of Dawn, Cindreth introduces Lathiras and explains the Court's conditions. On the road, repeated owl calls offer an early, optional sign that someone may be watching. Let the journey carry into the first sight of Aethelwynd rather than cutting directly to the gate.
NextLathiras follows the sound of the owls with a guarded glance, then guides the party beneath the first living archway.
0:45
40 min
social
2. The Living Archway
Aethelwynd's outer gate, framed by grown wood and hanging lanternfruit.
Master Ranger Thalion Swiftleaf inspects the party's weapons and asks what they intend to do if the Court's trials seem unfair. A Wisdom (Religion or Nature) check recalls the proper greeting for the Living Archway. On a failure, the boughs close and require a formal apology before entry. The archway opens when the party demonstrates respect.
NextWith the gate's branches lifting overhead, Thalion escorts the party toward a clearing washed in moonlight.
1:25
60 min
skill
3. The Moonlight Riddle
A stone-ringed glade where silver light passes through the canopy and changes shape across carved figures.
The Moonlit Adjudicator presents a riddle whose answer depends on interpreting its wording and the shadows cast by the standing stones. Run a group challenge: the party needs 2 successes before 2 failures, using Wisdom (Insight) or Intelligence (History) checks. Reward a persuasive answer, relevant spell, or careful experiment. The statue's subtly false clue is a tell that the rite has been tampered with.
NextThe Adjudicator's verdict carries through the trees, leading the party toward the Sentinel's trial glade.
2:25
75 min
combat
4. The Guardian's Measure
Heartwood Bastion's root-bound trial glade, bordered by standing stones and old growth.
The Arcane Sentinel attacks when the party enters its circle. It is a custom construct, with animated armor as a simple mechanical base. The challenge is to subdue it without destroying its core. Once it yields, a Wisdom (Perception) or Intelligence (Investigation) check notices a dark mark under its bark. The Moonlit Adjudicator confirms that the mark violates the trial's intended design, but cannot name its source.
The Guardian's MeasureNextAs the Sentinel's limbs settle into the earth, a runner arrives from the infirmary with word that a courtier has taken a sudden turn.
3:40
75 min
exploration
5. Beneath the Bed of Roots
A quiet, herb-scented infirmary grown around a central bed of living roots.
In the infirmary, the courtier lies pale and feverish beside a root-bed that has darkened at its center. A Wisdom (Medicine) check or a healing spell of 1st level or higher stabilizes the courtier fully. Investigation reveals that the same mark is worked into the roots. Elenara hears the party's findings and decides whether to commit the Court's support. If the party connects both marks and follows their trace, they discover a route leading toward a concealed Tribunal court near a future shard site.
The Courtier's Root-BedNextElenara carries the party's evidence toward the Court's council chamber, where the final pledge waits to be spoken.
4:55
45 min
social
6. A Pledge in Green Light
The Evergreen Court's council grove, where lanternfruit glow above a circle of living seats.
Elenara, speaking with High Queen Valerene Starwhisper's authority, weighs the party's conduct and the evidence they have gathered. On success she pledges scouts and living guardians; if the sabotage is exposed, she shares the route map and offers an informed alliance. If the party failed a rite or concealed evidence, she may still offer a path to repair the relationship, but no immediate standard pledge.
NextAs the Court's decision passes from voice to voice, a sealed letter from Kharbal is carried through the archway.
Behind it
What people believe
The Evergreen Court of Sylvros needs proof that the party can be trusted before it commits scouts and living guardians to their cause.
At Heartwood Bastion, the visitors must pass a moonlit riddle, subdue an ancient Sentinel without destroying its core, and care for a sick courtier. Success earns a pledge of aid; careless conduct or failure may cost the party that support.
Background
Aethelwynd's Evergreen Court guards Sylvros traditions and keeps a watchful eye on threats to the realm's living leylines.
Its delegates will not pledge scouts or living guardians on the strength of promises alone. At Heartwood Bastion, visitors must demonstrate judgment in a moonlit riddle, restraint before an ancient guardian, and compassion toward the wounded. The rites are overseen by a bound supernatural judge whose authority is real, but deliberately limited.
The stakes
The Evergreen Court's support could provide scouts and living guardians for the party's wider struggle.
Failure means restricted vendor access and the loss of the standard scout pledge. If the party uncovers the sabotage, it can prevent the Tribunal from manipulating the Court and gain a route toward its hidden operation.
Encounters
2The Guardian's Measure
Combat
A circular trial glade enclosed by waist-high roots, with three waist-high standing stones. The ground is uneven but clear enough to move around the Sentinel.
Foes
Arcane Sentinel (custom construct, use animated armor as a simple base and describe its attacks as wooden limbs and arcs of green light)
ComplicationThe Sentinel's corrupted mark pulses when it is struck. Its core is exposed only when it is incapacitated or restrained, giving the party a chance to disable it without destroying it. Destroying the core fails the restraint trial.
ScalingFor a smaller or less experienced party, use the animated armor statistics without additional abilities. For a larger or stronger party, add one awakened shrub that tries to shove characters away from the Sentinel. The Sentinel yields when reduced to 0 hit points; its core survives unless the party deliberately damages it after it falls.
The Courtier's Root-Bed
Exploration
A quiet infirmary chamber grown around a central root-bed. The air smells of wet soil and bitter herbs, and thin roots cross the floor between sleeping alcoves.
Foes
Shadow-stricken root-bed (custom environmental hazard, not a creature)
ComplicationThe shadow-mark has infected the root-bed. Treating symptoms alone gives temporary relief; exposing and cleansing or cutting away the marked root ends the source. A careless attempt to burn the bed risks spreading the infection through connected roots.
ScalingFor a low-resource party, the root-bed causes no damage and only complicates checks. For a party with strong healing or nature magic, have the mark resist until someone identifies its location with a successful DC 13 Intelligence (Nature) or Wisdom (Medicine) check.
Cast
4Lathiras Starsong
QuestgiverQuestgiver and druidic envoy
WantsSecure aid for the wider defense of Sylvros without letting the Court's traditions become a tool for outsiders.
“The Court offers a path, not a guarantee. Walk it with care.”
Thalion Swiftleaf
Gatekeeper and witness
WantsProtect Aethelwynd and judge whether the party can be trusted to enter the Court's sanctuary.
“A blade tells me little. Tell me what you would do after drawing it.”
Elenara Sylvanbark
Ally, Grand Druid of the Emerald Circle
WantsKeep the Court's people safe and expose the cause of the courtier's illness before it becomes a political crisis.
“The roots remember what hands conceal. Ask them gently, and they may answer.”
The Moonlit Adjudicator
Supernatural judge and wildcard
WantsPreserve the integrity of the rites while finding a lawful way to alert the visitors to the sabotage.
“I know the shape of the wound. The law of my making forbids me to name the hand that dealt it.”
How it ends
Rewards
Items
Living-wood construct blueprints, a custom set of plans the party can share with suitable crafters. They do not create a construct without materials, time, and GM approval.
On a win
Elenara Sylvanbark, acting with High Queen Valerene Starwhisper's authority, commits a pledge of elven scouts and living guardians.
If the party has also uncovered the shadow-mark, the pledge becomes a full, informed alliance, and the Court provides a map marking a Tribunal route toward a future shard site. The Moonlit Adjudicator releases the party from the trial grounds as the lanternfruit brighten above the path.
What it leaves open
If it fails
- The party fails to earn the Court's trust through the trials, treats its customs with contempt, or destroys the Sentinel's core.
- The Court withdraws its standard scout pledge and restricts access to its vendors. Lathiras still permits the party to leave with a warning and a chance to repair the relationship later.
- The party does not stabilize the courtier, or treats the symptoms while leaving the marked root-bed active.
- The courtier survives but remains weakened, and the Court delays its decision until the party can prove that the sickness will not recur. The party receives no full military pledge during this visit.
- The party fails to connect the signs of sabotage or leaves the shadow-mark concealed.
- The Obsidian Tribunal's hidden court remains unidentified. The Evergreen Court offers only its standard scout pledge, and no route map to the future shard site.
Complications (d6)
- 1A chorus of owls repeats the same three-note call along the forest road. A successful DC 13 Wisdom (Perception) check spots a watcher changing perches whenever the party turns toward the sound.
- 2Lanternfruit dim and the living archway closes its boughs for one minute. A character must offer the proper greeting or make a DC 12 Wisdom (Religion or Nature) check to reopen the passage without a formal apology.
- 3The Moonlight Riddle statue gives a nearly convincing false clue. A character who compares its wording to the moonlit shadows can identify the inconsistency with a DC 14 Wisdom (Insight) or Intelligence (History) check.
- 4The Sentinel's shadow-mark flares, making its next attack against a creature within 10 feet deal an extra 1d6 necrotic damage. The mark is visible beneath its bark after the flare.
- 5The courtier's breathing falters during questioning. Until someone stabilizes them with a DC 13 Wisdom (Medicine) check or a spell that restores hit points, the Court pauses the hearing.
- 6A root-bed curls around a character's ankle. A DC 13 Strength (Athletics) or Dexterity (Acrobatics) check frees them; failure costs a minute and leaves the character restrained until the check succeeds.
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