Greenbelt Fully Explored!
Session 22

We finish exploring the western part of the GreenBelt.

During that exploration we encountered Forest Drake.


We found a Cloak of Elvenkind.

We returned to town and turned in three quests.

Drake Head -
1,200 GP

Shambling Mound Slime -
1,200 GP in potions

Troll’s Blood -
600 GP
3 Cure Moderate Wounds

When we come back to town Svetlana showed us a cloth symbol that I was able to identify as the Goddess Gyronna, who is a mad goddess. After some discussion we decide to check out the old fort to see if there any active worshiper of Gyronna.

We gather up all of the women who look like they might be worshipers of Gyronna and one of them turned out to be a worshiper of Gyronna. After questioning her we discover that there was a total of 7 Gyronna worshipers. She is able to tell us about gathering two days hence.

We show up and capture the 6 other Gyronna worshipers. We found the following treasure my defeating all of the cultists.

Leather Armor
Masterwork Dagger
Hags Shabble – 3400GP
36 GP
25 GP

We also hear rumors of Ceratioidi on living on the bottom of the lake.

We reach an agreement with them that they will inform us if any other creatures inhabit the bottom of the lake.

Everyone gains 1075 XP and 1040 GP and 2 SP and 5 CP


The Troll Cavern
Session 21

We spent the night in H43. Then we make our way into H50.

A huge deadfall of trees and brambles lies in a mossy heap here, a mountain in miniature left from a violent windstorm several seasons ago. Numerous cave- like hollows can be found throughout the deadfall.

Gen was able to discover a cave that was larger than normal and we were able to determine that the creature was still inside. We began to make a large amount of noise.

Spikes cover the body of this vaguely reptilian creature, jutting forth from nearly every angle. The beast’s gaping mouth is filled with dagger-sharp teeth, and a sinister crimson glow fills its eyes. Squat and powerful, the creature’s arms terminate in massive clawed feet just as suited to digging as to rending a foe limb from limb.


We were easily able to dispatch this creature. While searching it’s den we were able to find some treasure:

3 Hand Axes
1 Masterwork Great Axe
+1 Studded Leather Armor
+1 Keen Spear

We explore the rest of H50 and do not find anything else of note.

The next day we head into H57.

Early in the morning we were attacked by a group of 9 worgs.


After a mighty victory we explored the the rest of the hex.

During our exploration we came upon large humanoid creature tracks. With Gen’s help we are easily able to follow them to the troll’s lair.

A narrow path winds its way up the hill, a steep cliff face on one side and a sheer drop-off on the other. At the top, the path follows a wide ledge, where the corner of a weathered stone building juts from the side of the hill.

Thorn and Lyndis is able to identify the weather building as dwarven stone work.

We make our way into the keep and faced off against 3 trolls.


Between the three trolls we found the following:

2,340 SP
5,890 GP

We then explore to the south.

A wide flight of stone stairs leads up to a circular chamber with a high ceiling. A foul stench fills the air, emanating from the layers of filth caked on the floor.

Finding nothing else of note we head to the west.

A large stone table takes up the center of this large chamber, whose walls are decorated with ancient carvings that have been defaced and vandalized with crude graffiti in several languages. A headless humanoid corpse lies atop the bloodstained table.

As we continue exploring the keep we encounter another troll and two troll hounds.


We head to the north.

Three thick chains are bolted to the northern wall, and the floor is covered with bones, half-eaten rotting meat, and mounds of foul-smelling dung.

Find two more troll hounds chained up and we also murder them.

We then head to the east and the stone work quality drops dramatically, looking much more rough worked than dwarven worked.

Stacked boxes, barrels, crates, and bags fill this room from floor to ceiling and line the crude wooden shelves along the walls. A rough hole gapes in the southern wall, leading deeper into the hillside.

We find enough resources to count as 4BP once we are able to transport it back to our country.

We continue done the rough tunnel.

The rough tunnel widens into a thirty-foot-high natural cavern hung with dripping stalagmites. Gnawed bones litter the floor, while the northern portion of the room holds a collection of severed, humanoid heads arranged around a large circle drawn on the floor with dried blood.

There we were faced with a massive two headed troll.


After dispatching this ugly foe we then searched the area for treasure.

+2 Amulet of Natural Armor
1902 SP
888 GP
Dusty Rose Prism Ioun Stone

We then track backwards slight and continue to follow the rough tunnel.

This floor of this wide cavern is littered with half a dozen pallets made of branches, leaves, and smelly, uncured hides.

Traveling even deeper we find a troll ladder.

The air in this cavern seems somewhat cooler than that of the rest of complex, but the stench of decaying flesh hangs heavy in the air. Along the walls are stacked the carcasses of dozens of beasts, from foxes and wolves to deer and elk, as well as a couple of horses and what appears to be a skinned bear. The southern portion of the room holds a grislier collection of corpses: the bodies of several humanoids, from gnomes and halflings to humans and elves. Most of the cadavers seem to have been decapitated.

Upon entering we are attacked by a rock troll.


After some discussion Caigwen reveals that we need to take the Rock Troll into the sunlight to kill it. So we begin the process of getting the Rock Troll into sunlight, Thorn hears and understands a troll call out.

He and Thorn being to banter.

Looking into him chamber we see the creature.


The ceiling of this cavern arches thirty feet overhead. A wagon with its wheels removed sits against the eastern wall, heaped with smelly furs, and a single barrel stands in the southwest corner. Against the northern wall, a crude throne carved from a giant tree stump sits atop a makeshift dais made of boulders, with a large bearskin spread on the floor before it.

Right as the fight with the troll leader starts, Caigwen Dimension Doors the Rock Troll body outside.

Looting the Troll Leader we find.

+1 Hide Armor
+1 Darkwood Thundering Wood Morningstar
Necklace of Fireballs (2 4d6, 3 2d6)

Small statue of a dragon carved from exotic wood worth 200 gp
Gold necklace with a jade pendant worth 500 gp
Several pieces of minor jewelry worth a total 750 gp
Five medium quality gemstones worth 100 gp each
Three bottles of fine wine worth 15 gp each
Engraved silver tankard worth 50 gp,
1,484 cp
3,550 sp
652 gp

Tacked to the western wall of the cavern is a large map drawn on the back of a thylacine hide. Several locations, including the troll lair and the PCs’ town, are marked on the map, some marked with large X marks along with several arrows and other marks showing planned raids and routes of attack. Thorn, after some study can tell that the trolls have been carrying out a series of organized, planned attacks in the region against locations where civilization has intruded on the Stolen Lands.

Everyone gains 4200XP and 5258 GP 7 SP 6 CP

Death to the Will-o'-Wisp
Session 20

We finally decide we can no longer suffer the wisp threat to our south. After some preparation we make our way towards the cursed island in H53.


After a massive battle with the Will-o-wisp we explore the collapsed tower and after some investigation we determined that we could use Hallow to suppress the effect that is drawing the wisps. We would need Dispel Chaos to remove the effect permanently (with the DC30 on caster level check with the Dispel Chaos).

After discovering this we made our way back to town to see if there was a Hallow scroll available in town, which is was. We then traveled back to the island and cast Hallow on the island, which will suppress the effect for a year.

We then make our way down to H36 to start the process of finish exploring the Greenbelt. In H36 there is nothing of note.

We then make our way to H43.

A ruined, circular keep looms out of the forest, surrounded by towering, ancient trees draped with hanging moss. Four circular towers sprout from the cracked walls like the trunks of great trees, at least one crumbled into rubble. Twisting vines and thick moss cover the walls in a coat of verdant green, blending the ruins almost seamlessly into the surrounding woods. The overgrown remains of a path lead to an open, arched gateway gaping in the keep’s eastern wall, its doors long since rotted away.

Thorn was able to tell from construction of the keep that it seems to be elven in nature.

As Thorn (who was leading the party) make his way into the keep the ancient portcullis slammed down as if it was some sort of trap.

Thorn noticed that in the south the that wall is broken and we could enter there.

A graceful tower rises out of the keep’s central courtyard, now overgrown with bushes, undergrowth, and several sizable trees. Like the outer walls, the tower is draped with vines and creepers, and several small plants have taken up residence on ledges and in cracks along its sides.

We head to the South East tower.

A wooden door made from roughly-cut timber planks, obviously of newer construction than the rest of the keep, blocks the entrance to this tower.

We knocked on the door and a voice invited us in. Once everyone but Brixos had made our way inside the door slammed shut and Brixos was attack by a creature.


The creature was very mobile and was able to attack Brixos and get away quickly.

Shortly after we all made it out of the tower we heard a voice coming from the North East Tower.

The northeast tower is open to the sky, its roof and interior levels having fallen away long ago.

Due to some unusually magic Gen and I thought it came from the North West Tower.

This tower stretches high into the sky, its upper reaches hidden in the forest’s canopy. The vines choking the tower’s exterior, which are festooned with bleached humanoid skulls, nearly obscure the dark arrow slits. At ground level, a closed wooden door hides behind a cloak of hanging vines.

The creature escaped over the wall but with my assistance (and Dimensional Door) we were able to stop him from running.

Caigwen was able to determine it was a Quickling.

On the body was:

+1 Short Sword
3 Blue Whinnis Poison

We continue to explore the keep.

In the South East tower we explore we discover the following treasure:

131 sp
27 cp
Gemstones worth 1,800 gp

In the North East tower we were attacked to two rat swarms, who were easily dispatched.


In the North West Tower we are attacked by an Assassin Vine before we can even investigate the tower.


After searching the tower we found locked chest which Brixos was able to easily open with this Adamantium Greatsword. As he was attempting to open the chest we were attacked by a Grimstalker.


In the chest we find:

Elven Cloak (10gp)
Gold Neckless (100gp)
Silver Ring with Emerald (300gp)
Bejeweled Masterwork Shortsword (500gp)
Moonstone (50gp)
760 sp
310 gp

We then explore the South East Tower.

The upper reaches of this tower have completely collapsed, filling the interior with debris and rubble.

After taking 30 minutes search the ruins we find long-forgotten elven artifact, a remarkably well-preserved mithral statuette of a beautiful elf woman wearing archaic robes, framed by an archway of mithral branches. The statuette is a representation of Findeladlara, the elven goddess of art and architecture.

We then make our way in the center tower of the keep.

This wide chamber has an impressive vaulted ceiling. Though obscured in places by earth and undergrowth, the hall’s floor is crafted of smooth stone tiles in multicolored pastel hues. The walls of the chamber are decorated with faded frescoes of sylvan life, showing scenes of beautiful elves engaged in hunting, feasting, dancing, singing, and a bewildering variety of other idyllic pursuits. To the west, a graceful, filigreed stone staircase, garlanded with flowering vines, climbs to the level above.

In the center of the room we find a trap that we are able to avoid, but nothing else of interest.

The stairs end in a circular room featuring wide windows draped with hanging vines that offer panoramic views of the keep’s overgrown courtyard and the forest beyond. An open circular skylight in the ceiling provides glimpses of the forest canopy overhead. The walls between the windows are carved with exquisite, delicate nature motifs highlighted in gold and silver leaf. A riot of flowers, plants, and bushes sprout from the thick loam that carpets the hall’s floor, as if one were walking in a fantastic glade elevated high above the forest floor.

Gen and Caigwen were somewhat surprised because they were not able to see the windows from outside while they were flying around. From behind flowers comes a beautiful dancing woman. Who quickly ensorcelled Brixos, Thorn and Gen.


After a complicated where we had to stop Brixos, who was Dominated by the monster.

After defeating the monster we searched the room for treasure. We found:

Life-sized alabaster statue of a nude, dancing elven woman (900gp)
Masterwork Harp
Carved Jade Statuette of a Coiling Snake (75gp)
Ancient Filigreed Elven Water Clock (1000gp)
Snow-white bearskin coverlet (50gp)
Royal Outfits (200gp) x 2
Courtier’s Outfits x 3
3 vials of exotic perfume (100 gp)
Gem-studded Tiara (350 gp)
Elixir of Love
4310 sp
3700 gp

We then spend the night in the keep.

Each Player gained 8628 XP and 1,656 GP and 2 SP 5 CP5.

Building up our town
Session 19

We make our way into H44 hunting for the creature that the dryad told us about.

After some exploration we discover a scythe tree:


After triumphing over this creature we find the follow treasures:

3 pieces of amber (100GP each)
robe of vermin
650 GP in random silver and copper
silver ring worth 65 GP

After finishing exploring H44 we make our back to H37 to let the dryad of our victory. By the time we return the dryad has already heard of our victory. She also promises to keep us informed of events in the Narlmarches, which gives us +2 Stability.

She also give us all of her combat gear:

5 good berries
2 potions of cure moderate wounds
Scroll of Summon Nature’s Ally 2
Wand of Cure Light Wounds (26 charges)
6 Tree Feather Tokens
Masterwork Longbow with 20 arrows
Masterwork Sickle
178 GP

We then head back to town and a bunch of kindom phases.

We spend 6 months upkeeping the kingdom.

Everyone gets 3,025 XP and 386 GP

The Death of Grigori
Session 19

Upon the next morning we make our way towards H58, which was empty of anything interesting.

We then made of way to H61. We find a half collapsed ferry station, but it is currently is impassable. The ferry stations would make a suitable pier if we constructed a settlement on H61.

We then made our way to H60 and begin to explore. There were were ambushed by a Hill Giant.


Once we dispatched him he had almost nothing useful on him beside a map pointing to H57 saying “Mean Ugly Troll Men”. We also find a Wand of Hideous Laughter ( 10 Charges) and Necklace of Fireballs Type II (with only the 4d6 orb left).

We then make our way back to Riverlake.

Newly plowed fields have been torn up, trees have been knocked down, livestock has been slaughtered, and buildings have been flattened. A pall of smoke and dust hangs over the town, and the few people on the streets mill about in shock, as if they have just come from a war zone. Any inquiries are met first with blank stares, but eventually the whole story comes out: the town was attacked by a terrifying monster of immense size, part bear and part owl, that crashed into the town and killed dozens before it had its fill of destruction and lumbered off into the hills to the south.


I stayed behind to help guide the repairs to our city. I requested the my friends go a take care of this owl bear menace permanently.

According to my companions they tracked the create back to the owl bear caves we had explored earlier in the week and quickly dispatched it. The creature was huge and very dangerous. They also told me that they thought that someone had sent the creature to Riverlake in an attempt to destroy the town.

While I am helping the repair of the town there is a gathering in the center of town lead by Grigori who was telling the townsfolks about how the leadership of Riverlake was not taking their responsibility seriously and just using the town to further their own wealth.


After debating with this scum I was able to convince the citizenry that we had their best interests at heart. After the debate I informed that that he should leave the city and he asked for the evening to collect his items.

After some discussion we determine that the owlbear was specifically sent to attack Riverlake and it was very possible that Grigori was involved. We then decided to arrest him and question him. While arresting him he made a big deal and attempted to cast at our party. We then brought him to the jail kept him tied up and gagged until the next day when I could prepare Dimensional Anchor.

On him we found the following items:
Potion of Cure Light Wounds
Potion of Cure Moderate Wounds
Potion of Undetectable Alignment x2
Scroll of Scare
Scroll of Sound Burst
+1 Chain Shirt
Masterwork Buckler
+1 Rapier
Short Bow
20 Arrows

Under questioning he revealed that he was hired by a man at Fort Drelev, which is a new settlement to the west of Stryxa. He does not have any other plans in motion.

I call a council of nobles with Cagwin, Thorn and myself. We determine that he was guilty of sowing dissent and after some discussion we decide to put him to death for his crimes.

In preparation of for our new settlement in H30 we head out to H37 so that all the hexes around H30 will be explored.

On our way to H37 we talk to the dryad in H38 and recreate one of her trees using the Feather Tree Token we have found. We then continue on to H37.

While exploring H37:

The trees part to reveal a peaceful forest glade dappled with sunlight. A small pond lies placidly at the roots of an enormous oak tree with a scattering of leaves floating upon its surface. Birdsong twitters from the branches high above.

When she stands up she appears to be made of leaves and vines.


She tells of a threat at H44 that is threatening the forest and she agrees that if we are willing to help with H44 that she will help us regrow the trees in H38.

Everyone gain 3,275XP and 942GP.

Waiting is the Hardest Part
Session 18

From Riverlake we make our ways towards H45 (Forest Hex) to explore it. We hard heard from the Swamp Women that a Crazy Old Man lives in this hex.

Near the center of the hex we first discover a cleared area that is clearly a garden planned to a sentient lifeform. We continue to make our way deeper into this claimed land and we finally come across the Crazy Old Man and his puma.

We talk for a while and discover that he is really crazy.

We then make our way to H59 from H45 by way of H52 and we discover that the the lizard men have abandoned their settlement.

We then spend a day exploring H59 and do not discover anything of note.

We then make our way to H67 and being to explore. While exploring H67 we are attacked by some Tatzlwyrms.


After defeating the Tatzlwyrms we we explore the hex and do not find anything of note.

We then move into H68 to explore that hex and find nothing of interest.

We then move into H69 and begin to explore that hex. Where we are attacked by a group of two owlbears.


We then continue into H70 to explore in which we find nothing.

We then make our way to H63 to explore in which we also find nothing.

Then we make our way into H62 to explore. While exploring we find cave.

A dark, gaping hole yawns in the side of a large, rocky hillock. The earth in front of the cave has been trampled flat, and shattered trees and stumps bear the marks of powerful claws. Tufts of dark fur are snagged in branches, and huge feathers litter the ground.

As we make our way inside.
The cave mouth widens into a large cavern filthy with carrion and offal. A bewildering variety of molds and fungi grow on the floor and walls, some as big as a person, and countless insects scuttle about underfoot, feeding on the mounds of waste. A large tunnel slopes down to the south, with a similar opening to the north.

Gen tested the offal and determined that it was from an Owlbear, specifically an owlbear pellet. Then shortly after that three creatures pull away from the way and attack.


During our combat with the Violet Fungus a Shambling Mound also move into the room to attack us.


It then takes us a hour to fully search the cavern. When we see the chamber we discover a Wand of Lightning Bolt (CL5, 33 charges)

Then we continue to search the cave.

Rotting leaves and other vegetation fill this small, irregular cavern. Water drips from slimy vines and roots that hang from the ceiling, collecting into puddles on the uneven floor. Three small openings, little more than wide cracks in the stone, lead to the northwest, southeast, and south.

After some discussion we send Brixos down on of the small openings to explore.

This narrow tunnel is only about five feet high and slopes gently to the south. Water drips from numerous cracks in the ceiling to flow down the passage in small rivulets.

While exploring this tunnel Brixos happened upon a false floor while dropped him into chamber containing some green slime. After taking some Con damage and destroying his leather gloves.

The ceiling of this huge cavern arches thirty feet into the air. A murky pool of water stands in the western portion of the cavern in front of a narrow passage, little more than a crack, that opens in the wall. Wider, sloping tunnels lead out of the cave to the north and southeast. A jumble of bones, rocks, fur, and feathers sits piled against the southern wall.
So in this cavern we find a body. He seems very much like a barbarian. He has some magical equipment on him:

+2 Chain Shirt
+1 Longsword
Ring of Bestial Friendship
2 Masterwork Throwing Axes
2 Potion Speak with Animal
Jar of Restorative Ointment
Vial of Antitoxin
2 Smoke Sticks
Tanglefoot Bag
2 Thunderstones
34 Gold

We are also able to scavenged 112 Gold from coins around the room.

We also find a map of Greenbelt with both the location of Riverlake and this cave.

We continue to explore the cavern.

A buzzing fills this cavern, which arches up to a height of twenty feet. At the southern end of the cavern, a wide ledge runs along the cavern wall at a height of about fifteen feet. Two tunnels exit the cavern to the north, one narrow and one wide. In the eastern portion of the cavern lies the giant carcass of some great beast, surrounded by at least half a dozen humanoid bodies.

After exploring the area we discover an owlbear cub. There are also 6 corpses in the room:

6 studded leather armor
6 light wooden shields
6 daggers
6 longswords
6 short bows
84 arrow
96 Gold

In the ceiling of the room there is a hole that was filled with webs, Kagwin sent a lighting bolt up the hole and out of it fell two ettercaps and 4 cave spiders.


As well as a body.

Leather Armor
Amethyst (100 Gold)
Gloves and Swimming

An opening leads outside onto a ledge on the southern face of the hill, and two smaller rooms open off the main cave to the east and west. In the rear of the cave, a wide hole drops into the earth.

We then spend the evening in that cave to determine where we are going to be traveling.

Every gains 3725 XP and 470 gold and 6 silver.

Fuck Will'o Wisps
Session 17

After some discussion we decided to gather the mushrooms we had promised the “Swamp Witch” in H46. We made our way to H54 and began to explore the H54 for the mushrooms.

Near the north center of the hex we came upon groves of mushrooms in a bubbling pool of mud between several hills. As we approached a strange creature emerged from the bubbling pool of mud and attacked.


Once the creature had been bested we decided to set the creature on fire. The next round he then stood back up and promptly feel back down because of fire damage and minutes later from the fire damage.

After searching the grove we were able to gather 16 rattlecap mushrooms. We head back to Old Bella Dame and give her the mushrooms and collect 1,600 gp in reward.

We then make our way to H53 to head out into the island in the center of the island. Thanks to waterwalk we are easily able to make our way over to the island.

When we approach the tower I discovered some tables that had been written in Aklo around the outside of the tower in small indentions. As we continued to investigate the island when Lyndis is attack by a will’o wisp.


During the combat we were quickly overwhelmed by these horrid creatures. After barely fighting off the creatures we retreated from the tower that was creating the fear effect that was seeming to attract the will’o wisp.

After some discussion we decided that we would return to the island once we had gathered the supplies necessary to fight the will’o wisp (read: Potions of Energy Resist).

To let off some steam we decide to take care of Old Crackjaw.


He was easily dispatched by Cagwin and Thorn. In the pool of water we discovered Element Gem of Water. We returned his body to Arven to claim our reward, which was a Ring of Feather Fall.

Everyone gained 5,150 XP

Tig Tonnersen lost in the wildlands!
Session 16

Over the course of the next month Svetlana decided that it was worthwhile to set up common board system and both Svetlana and some of the citizens posted some notices.

Toll Blood
Source: Wanted Poster
Task: A local alchemist has a theory that trolls’ blood can serve as a catalyst during the creation of healing potions. But until he gets a supply of the blood, he won’t be able to prove his theory.
Completion: Deliver a waterskin filled with troll blood to the alchemist. He doesn’t need more than one waterskin, so one troll donor should do the trick.
Reward: The alchemist promises a reward of 1,200 gp in potions (hunter’s choise), delivered about a week after the blood is brought to him.

Forest Drake Hunt
Source: Wanted Poster
Task: Rumors of a dragon haunting the southern Narlmarches are probably (hopefully) overstates. The evidence indicates that the source of the rumors is merely a forest drake. In any event, it’s killing folks and needs to be put down.
Completion: Find a forest drake, kill it, and return to town with it’s head a proof.
Reward: The kingdom approves a reward of 1,200 gp to the first group to successfully slay a forest drake in the Narlmarches.

Source: Wanted Poster
Task: Shambling mounds aren’t as common in the Greenbelt as they are in Hooktoungue Slough, but they’re not unheard of. A local herbalist has found that the sap of a shambling mound works wonders for cultivating certain medical herbs, and asks for one shabling mound’s worth of sap.
Completion: Deliver the sap to the herbalist
Reward: The herbalist can pay 600gp for the sap, along with 3 potions of cure moderate wounds.

That Damn Turtle!
Source: Arven the fisherman
Task: Arven has a secret fishing hole on the east bank of the Tuskwater, but now an ill-tempered beast has claimed the spot. The beast in question is a semi-legendary hookjaw turtle named Old Crackjaw. Kill him! Watch out for his chompers!
Completion: Kill (or drive off) Old Crackjaw from Arven’s secret fishing hole.
Reward: Arven finds all sorts of things; he’ll give whoever helps him a ring of feather fall he found in a pike’s stomach as a reward.

I Swear I’m Sober!
Source: Stas, a local lumberjack
Task: Stas claims to have seen an elusive hodag and to have stuck it with his magic spear. His friends think that he lost his spear in the river and made up the hodag sighting to cover up his clumsiness. The peer lumberjack’s honor is at stake!
Completion: Kill the hodag and bring its head to Stas so he can show it to his friends. That’ll learn ‘em!
Rewards: In gratitude, Stas premises his +1 keen spear as a reward. The only problem? It’s probably still stuck in the hodag’s back.

A Lady’s Desire
Source: Lily Teskertin, local flirt
Task: Lily’s alway loved the workmanship of fine elven crafting but has never owned an example of such superb work. She’s heard rumor of an old elven ruin in the southern Narlmarches; if anyone could find the ruins and salvage from them as example fo elven workmanship; she should be EVER so grateful…
Completion: Find a statuette of fine elven craftsmanship
Reward: Lily’s willing to trade her dead father’s old cloak of protection +1 and a kiss (or perhaps a bit more) for such a statute.

Not long after the start of the month we heard some rumors the Tannersen’s family that their son’s was missing. We decided to go talk with them. We talked with the family and generally he kept to east side of the lake. We head to H46 to begin searching for this young boy.

Enter H46 – Plains

We decide to talk with the “witch” to see if she had seen Tig. She had not seen Tig but she did mention that if he might have come afoul of the hermit who lives in H45.

Enter H33 – Plains

We travel down to the shores of the Candlemere Lake and being to look for Tig in earnest. We begin to lose light and have to stop for the night. The next morning the tracks lead towards H52.

Enter H52 – Forest

As we follow the tracks we come upon an encampment of Lizardmen.


Gen is able to hear a crying child inside of the camp. We have some discussion with the lizardpeople guards and they agree to allow us to talk with their king and they lead us into their camp.
We tried to convince the lizard people to give us Tig and they refused and we begin to convince them that they were wrong.

During the combat a strange floating ball of energy appeared.


After defeating the Lizard King in combat we are told that Tig is in the being held in the Spirit Hut. He was buried up to his next.

In the Spirit Hut we find the following treasure:
Masterwork Cold Iron Long Spear
Tree Feather Token
100 gp in animal skins
3 Citrines (50 gp each)
119 gp
1000 gp in assorted jewelry
Ring of Swimming

In the King’s Hut we find

+1 Leather Armor
Potion of Cure Serious Wounds
+1 Keen Trident
8 Javelins
2 gold armbands (100 gp each)
Coral Crown (500 gp)
Malachite Statue of a Dragon (200gp)
300gp in furs
575 gp

After liquidating all of the valuable items and the +1 Keen Trident each player received 1,786 pg per person. Also each player gains 2,025 XP.

We return to Riverlake with Tig and return to his parents.

Session 15

We decide to travel back to town

Enter H48 – Plains
Enter H41 – Plains
Enter H39 – Plains

Once we get back to town we heard rumors of a Beven (a young shepherd boy) being killed while leading his sheep back to Riverlake in H33

Enter H33 – Plains

Once we arrived at the area we found 6 sheep that had been eaten. After some exploration Gen discovered tracks that lead into a nearby copse of trees. After some investigation we discovered human tracks leaving the copse of trees.

After some discussion we have become concerned that we might have some werewolves in our lands. The tracks lead back to town.

After doing some investigating we noticed that some odd things had been happened in town, including some odd disappearances. Including a Maid that was attack and killed named Saki, she was last seen in town but her body was found outside of town in one of the local berry patches.

We decide to go interview all of the strangers in our town looking for the werewolf(s).

First we talk with Loy and Latricia Rezbin and they are monies individual from Restov who were not allowed to join the nobles in Restov even though they had worked very hard to acquire their wealth. They wanted to be allowed to form a village in H30 (and call it Tatzlford) along the Skunk River.

Second we talk with a Merchant called Philip and his two guards. They give us rumors of Trolls to the south and west of Riverlake.

The last visitor was a barbarian named Kundle from out parts unknown. He was missing from his room at the Green Dragon (he had not been seen all day).

We tracked in into the wilderness and found a spot where he had bathed in the river. We then made our way back into town and set up watch over to the Green Dragon where he had been staying.

Hours passed and Gen noticed a creature stalking towards the Winger Worg in town. We quickly made our way towards to stalking creature and attacked.


After a furious combat we talk the monster we knocked the monster unconscious.

We questioned him and discovered that he was not aware of his infliction. We agreed to cure him, but we had to wait for the next full moon.

In thanks he gives us:

+1 Great Axe
+1 Javelin
Potion of Remove Fear

After deciding to give the Loy and Latricia the chance to found a settlement in H30 we decide to explore H38 so that we can claim H38 so that H30 can be connected to Riverlake by rivers that we own.

Enter H39 – Forest
Enter H38 – Forest

While exploring H38 we discover some of our loggers had come upon Nixie (called Melianse). The logger were logging her trees around her pool.


She then charmed two of the loggers. After some discussion we got Melianse to agree to release the two charmed loggers and had the loggers agreed to stop chopping down trees in her grove. Melianse informed us to the west Tiressia (described as a fey of the trees) might be able to help us come to a quick solution for the regrowth of the trees.

On the next full moon we cured Kundle of his lycanthropy.

Each player gained 675 XP and 11 GP.

Deep in to the Mine
Session 14

Following a very fine dinner with Farmer Brown and his family my companions returned and we spent the night with Farmer Brown and his wonderful family. The next day we made our way towards H49.

Enter H48
Enter H49

Once entering H49 we immediately see evidence of Wyvern activity, in the we see one of the monsters flying around. Gen begins the process of tracking it immediately so that we can take the monster down.


Gen then discovered evidence of wolf carcass and then we were more easily able to track it by following the trail of blood that was being left. As we approached we saw the wyvern drop the carcass into the hills, we approached the location that we thought the wyvern had dropped the carcass.

While investigating the Wyvern’s nest we discovered what was once an old mining site. After some discussion we decided to fully investigate the mine.

As we traveled into the mine we discovered a mining office that had been carved out of the stone of the hill. Continuing deeper we discovered a shaft that traveled down 450 feet into a pool of water several breaks in the shaft. The breaks are at 100ft (on the south side of the mine), 200ft on the (on the north side of the mine), 300ft (on the north side of the mine) and 350ft (on the south side of the mine). The shaft is 10×10. Gen climbed across the shaft to the other side where there was a 20×10 room with nothing of note.

After some discussion we decided to further explore more of the dilapidated building outside of the mine. While we were exploring those buildings we were attacked by a wyvern. It poisoned me with it’s tail attack and almost killed me. Gen and Thorn were able to fight the creature off while I treated my wound. After had killed the creature we hard another of it’s kind roar from inside of the cave. After about a minute of no response another wyvern charged out of the cave, in an attempt to kill us. No further wyvern’s emerged.

After some discussion we decided to explore the mine fully to have an idea of what value this
mine contains. This took us two full days to fully explore the mine.


The wyvern’s had clearly been nesting here for a while. We discovered quite a bit of treasure.

+ 2 Lance
+ 2 Ghost Touch Composite ( + 2 ) Longbow
Ring of Improved Climbing
Scroll of Animate Dead (Arcane)
Elixir of Hiding
Major Crown of Blasting

Also each play may select one item (worth 16k or less) to also be part of the horde.

Everyone gains 580gp and 1,250 XP


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