Session 1
Charter Call

The PC’s begin their tale at the Swordlord’s Rostov HQ. Each of them have answered the call by the Swordlord’s to explore and map out a section of the Stolen Lands. Given Andrei‘s father’s position as a Swordlord, the party was approved to explore the Greenbelt. After a night of drinking at the Lusty Unicorn, the PC’s set off for Oleg’s Trading Post in the morning.

After setting off early in the morning the PC’s arrived at Nivakta’s Crossing where the xenophobic guards dissuaded them from spending any time in the small town. Spending another day or so traveling the PC’s then found an abandoned fort where hunters and trappers have set up a small camp.

As the PC’s arrive at the fort they come upon three hunters who are about to be hanged for the charge of collaborating with bandits. Tess interrupted the execution, and with help from Walays, convinced the mob to let the hunters escape with their lives.

Following another day of travel the PC’s finally arrive at Oleg’s Trading Post and meet Oleg and his wife, Svetlana. After hearing about the extortion racket that the bandits were responsible for, the PCs began to plan an ambush for the bandits who were due to arrive any day to collect money for their ‘protection’.

Using a fouled wagon track, an illusory crossbow squadron, and a well placed entangle spell, the PCs made short work of the four bandits. Their leader was stabilized by Walker and tied up for later interrogation.


  • Map out the territory
  • Clear out the bandits
  • Find Svetlana’s wedding ring
Session 2
Killing Kressle

The session opens with the interrogation of Happs Bydon, the second in command of the northern Greenbelt bandits. While exceedingly crude and vulgar, he understands who is in control and gives the party the information they request. The party learns that he follows Kressle, who is currently at a camp only a few hours ride from Oleg’s. They also learn of the mysterious bandit leader known only as the Stag Lord. Using Tess’ faith against her, he requests she promise that he will be released unharmed – which Walays and Tess agree to. Unfortunately for Happs, Andrei made no such promise and killed him after the interrogation was finished, causing strife between the party members.

Seizing on the tactical advantage, the PCs ride the horses that were seized from the previous fight and headed south towards the camp. The party arrives at the bandit camp at sunset and take the bandits there by surprise, again using a well placed entangle spell to keep the majority of the bandits immobile. While the fight was less one sided than the previous ambush, the 6 bandits and Kressle could not overcome the teamwork by the PCs. In the end Kressle was ended by a fear spell which caused her to expose herself in combat while trying to escape, allowing Andrei to finish her off. Unfortunately, one bandit did manage to escape into the deepening darkness.

The PCs loot the camp and spend the night in relative safety. Tess and Walker do not sleep easily at all, each struggling to get more than a few minutes of rest before tossing and turning some more. When the morning came, the party headed back to Oleg’s in order to rest up, get a bath, and sell some goods.

Session 3
Entering Exploration

The session begins with the party arriving back at Oleg’s after successfully killing the bandits at the northern Greenbelt camp and finding that three Brevoy guards have arrived at the request of Oleg. After a chance to get clean with a bath, the PCs talk to the head guard, a man named Kesten Garess, who thinks a mercenary named Falgrim Sneeg that betrayed him is working with the bandits and promises four masterwork weapons if he is captured alive, but only two if he is killed. During dinner, Svetlana asks Tess for a favor; Oleg has been working hard lately and she’d like to make him a special meal and if on their travels they find some moon radishes she’d love to get some. Oleg also introduces the PCs to a traveling paladin, Jhod Kavken, who has taken interest in the parties exploration.

After a solid night of rest, the party begins their exploration in the north east section of the Greenbelt and stumble upon the hut of Bokken, a alchemist of questionable sanity. He requests the PCs get him some fangberries if they happen to come across some in their adventures. Shortly thereafter, the party discovers some hunters who were hiding in tall grass and informed them that the bandits had bribed local hunters and trapped to attack the PCs.

Continuing exploring, the PCs fall victim to venomous trapdoor spiders, Walker mistakenly takes for a fall trap. After dispatching the spiders, the party discovers a hidden stash of loot beneath a large dead tree, a mine with precious metal deposits, a wyvern returning to its home in the morning, and a moon radish patch.

During one night in the woods, the party is ambushed by six bandits sent out specifically to kill the PCs. While the bandits were more successful than any time previous, they were still defeated – continuing to thumb their nose at the Stag Lord.

Having discovered that they are under geared for exploration in the forest, the PCs decide to return to Oleg’s in order to get some more essentials as well as drop off the moon radishes they have collected.

Session 4
Mighty Mites

The session began with Tess and Walker unable to sleep very well, this time however Walker dreamt of the old oak tree that the party had seen in their previous travels. Full of life and strong, the old oak quickly rotted away and took the splintered shape it now looked like. Creatures the likes of which Walker had never seen poured out of the tree, consuming the entire hill it rested on.

Obviously upset by this nightmare, Walker convinced the party to return to the tree instead of going to Oleg’s as previously planned. Despite a thorough investigation of the land, Walker was unable to ease his mind. Given the PCs were close to some unexplored territory, they decided to do some extra exploration instead of returning to the trading post.

First they came across an old run down toll bridge which crossed the Shrike River. When no one answered the service bell they left some money and proceeded across, only to be interrupted by an undead man rising from the river. He identified himself as the toll man, Netties, and requested the PCs throw the Stag Lord’s body into the river so he may finally rest. After agreeing to honor his wishes, the heroes continued on their journey.

During the next couple days of exploration, the party came across a mite in a cage. While investigating, they met one of the Sootscale kobold guards named Nakpik. He led them to meet their leader, Tartuk, a purple kobold of unusual intelligence. With Walays’ quick wit and diplomatic skills Tartuk agreed to exchange moon radishes for fangberries and also requested the PCs help retrieve a totem to their god named Old Sharptooth from the mites which they are at war with. The party agrees and heads to the old sycamore tree where the mites live.

After quickly dispensing of several mites and freeing a captured kobold named Mikmek, a giant whiptail centipede rose from a cavern to attack. A rough battle ensued in which several of the PCs were close to death, but teamwork and the confident bravery of Andrei prevailed while the beast died. Realizing they may be outmatched, the PCs tried to retreat back out of the sycamore but were cut off from reinforcements. Another brutal battle ensued with four of the six combatants unconscious or unable to fight. While Tess made the killing blow, ever member of the party had numerous kills to their name. The caverns grew quiet as the session came to a close.

Session 5
Tricky Tartuk

The session began as the PCs recovered from the long battles of the previous session against the huge centipede and the mites.

The party explored the rest of the mite cavern, finding Old Sharptooth as well as a list of the spoils of war. Ready to be finished with this quest, the PCs camped out the night and returned to the Sootscale kobolds in the morning.

After being invited inside, the PCs were led to the altar room where they negotiated for Svetlana’s ring in exchange for Old Sharptooth. Once Old Sharptooth was safely in Tartuk’s hands, he declared that the PCs had defiled the idol with their fleshy human hands.

Quick thinking from Walays produced an illusory Old Sharptooth and the party were slowly exiting the altar room when Tartuk figured out the ruse with a detect thoughts spell. From then on it was an all out brawl with the 4 PCs on one side and 20 kobolds plus Chief Sootscale and Tartuk on the other.

The initial fight had the party holding their own with Andrei focusing on Tartuk and the rest of the party wading through the horde of kobolds. The tide turned against the PCs when Tartuk produced a wand of magic missile and began wearing down the PCs in order round after round. After felling Andrei, Walker tried to maneuver himself and whisper to Tartuk, only to be constantly swarmed by kobolds. Tess had her hands full keeping the rest of the party from falling themselves.

When things looked bleakest, Walays was able to fell Chief Sootscale and, after running out of magic missile charges, killing Tartuk. Seeing their leaders routed, the remaining kobolds surrendered and Mikmek negotiated the surrender of the Sootscale kobolds to the party.

Session 6
Battle Break

The session begins as the party heads out to collect some fangberries that were requested by Bokken. Upon arriving in the shallow marshes where the fangberries grow, Walker points out that they are covered with nasty swarming chew spiders. Using teamwork, the PCs kept the spiders at bay while being able to get enough fangberries for Bokken.

After exploring more of the lands, the party returns to Oleg’s. A night of much celebration begins where some of the PCs decided to drink a tad too much – and Tess decided to start a brawl with Jhod. A very quick lesson in the form of a punch to the gut, throw down to the ground and a busted knee leaves Tess unconscious.

While this is going on, Walays decides to have a bard-off with the young bard who had been previously entertaining the crowd. Walays put on a clinic with a finale of alcohol and (with the help of Walker) flame induced fire show.

After the night had settled down, Andrei decided to discuss the internal struggle he’s had with killing the prisoner the party had captured and interrogated in Session 2. It seemed both Andrei and Jhod had something to get off their chest as Jhod discussed his fall from being a Paladin due to his over enthusiastic bringing of justice which led him to kill an innocent man.

The party used the next day to recover and then set off NNW into uncharted territory. After two days travel, they were ambushed at night by two Chaneques – one of which was able to knock Tess unconscious before being killed by Walays.

Session 7
Stealing Stags

The session began in the morning after the ambush by the chaneques. Walker notices a nearby heard of deer and seeks to capture a yearling to raise. Unfortunately, he hasn’t prepared the correct spell so decides to return the next day for another chance to capture the yearling. The party explores the rest of the day and Walker returns the next morning where he is able to calm the lead stag and capture a yearling to raise. It was named “Faunzie” by Walays, much to the chagrin of Walker – and the amusement of Andrei.

More exploring by the party lead to discovering a barbarian cairn where a ring of swimming is found. Another day the evil trapper’s body, the victim of a tree fall trap and possible torturing was found. After exploring the trapper’s temporary campsite, the PC’s decide to spend the night there. Unfortunately, the night was not restful as animals of all types circled the camp, leaving the PCs to stay up all night and keep their armor on.

The next day the party ran into a sleeping wyvern and while retreating, accidentally awaken it. Luckily, and unbeknownst to the party, it was an illusion perpetrated by two mischievous fey. Later that night the fey magically induced sleep on Andrei, only to have the entire party awake to the wyvern perilously close to them. After some quick thinking, the hoax was discovered and a truce was brokered between the party and Perlivash and Tyg-Titter-Tug.

Further exploring leads the party to a very inviting hot spring. Unfortunately the rest and relaxation found there is temporary as the PCs are beset by giant frogs. A short fight ensues and the frogs are handily beaten, but not before Tess is almost killed.

Session 8
Bacon Boss

The session began as the party recovered from the ambush in the hot springs by giant (medium) frogs. While combat is always dangerous, a nice bounty of frog legs was taken from killing the frogs. With full bellies and a restful night of sleep the PCs continued on through the Greenbelt to map out the area.

Searching the next day, the party came across a temple for Erastil long abandoned with the forest overgrowing the once grand holy site. Unfortunately, the PC’s were greeted with a grizzly bear looking demented look in its eyes. After several rounds of standoffs between the bear and the party a fight breaks out. The bear takes the party by surprise with just how vicious it is – quickly knocking several of the party out, while taking quite a bit of punishment itself. Finally, the attrition of the four party members attacking it brought the beast down – letting out a hauntingly human sigh as it fell, became an old man, then a skeleton, and then dust in the blink of an eye.

After a couple more days of travel the party runs into a boggard, who, through broken common secures a truce with the PCs and even offers some of his special salamander-fly soup. The group has a little trouble digesting this boggard delicacy, and get a bit queasy trying to digest it. Unable to effectively communicate, the party leaves the boggard and continues their exploration.

The next afternoon, the PCs came upon a huge boar lair and, surmising it is the home of the fabled Tuskgutter, prepare their own ambush. They dig a makeshift punji trap and await the beast. Using a combination of summoned animals and illusionary animals, the great boar falls for the groups deception, landing himself in the trap and racking up a ton of damage. After a couple of rounds the beast escapes and comes after the PCs, but by that time most of the damage was done and the boar fell with relative ease. The party beheaded the beast, took some meat from its corpse, and turned NE towards Oleg’s.

Session 9
Friendly Fire

The session began with the party returning to Oleg’s after many days out exploring and taming the Greenbelt. After the PC’s presented Oleg with Tuskgutter’s head he excitedly paid them 150GP and began work to prepare the beast for displaying. Andrei went to let Jhod know about the temple of Erastil that they had found while Tess went to discuss her doubts with Svetlana. Walker spent the day further training his stag, Whiskey River, and Walays spent the afternoon spinning tall tales of the PC’s adventures in the depths of the Greenbelt.

The next day the party, with the added accompaniment of Jhod, headed back deep into the Greenbelt, splitting off at the hot springs – Jhod heading for the temple, and the PC’s to further explore the area. What was found was something they were not prepared for – a unicorn, horn removed after death, with no normal signs of battle, but with the lingering necromantic aura of a finger of death spell.

While crossing a river in the shallows that contained the wreckage of a bridge, the party is ambushed by three tatzlwyrms. They quickly swarm Tess and Walays, knocking them unconscious, but Walker and Andrei held strong enough to kill the beasts. As Oleg had requested the head of one of these creatures, the party cast gentle repose on one and added it to their stash as well as the gold and valuables found in their nest.

After another day of mapping out the region, the party came across a clearing with yipping coming from a fall trap. Inside was a brush thylacine, hungry and desperate to get out. Unfortunately for Walker, the side of the trap gave way, leaving him with the creature. Tess, attempting to help, accidentally blinds both the thylacine and Walker, but Walker takes the brunt of the spell and is blinded for four rounds to the thylacine’s single turn. Andrei dives down in the trap and Walays provides support by turning him invisible. Tess, frustrated, gets a rope and helps the party prepare for a quick escape from the trap if things go wrong. A few quick stabs from Andrei kills the thylacine, but not before it got in a few bites to Walker.

Finally, the PC’s return to the boggard, with Tess prepared to cast “Share Language” so they could communicate with it. They learn the boggard is named Ubagug and has declared the abandoned ruins he resides as his kingdom – one of which he is extremely proud of. They learn he tried to lead a one man coup against his tribe, forcing him into exile where he was captured by the Stag Lord and tortured. He was able to escape, and founded his ‘kingdom’. Ubagug tells the PC’s if they attack the Stag Lord they will die, but still let them know where his fort is.

Session 10
Crappy Captive

The session began as the party returns to Oleg’s, carrying a tatzylwyrm head. A night of heavy drinking by Walays and Walker ensues while Tess continues to search for a purpose in life and Andrei studying the map of the Greenbelt. Walays, perhaps feeling the effects of a night of heavy drinking decided to have a bard-off and while he was performing well, a particularly long held note left him passed out on the stage.

Early the next morning the PCs set off for Bokken‘s in order to replenish their stocks of cure potions. They buy him out of stock for curing potions and head south in search of the Stag Lord’s fort. Walker, feeling confident Whiskey River has been domesticated, now starts saddling the stag in order to train him for riding. They reach the fort that evening and keep their distance, allowing darkness to fall before Andrei and Whisper approach the fort under the cover of darkness. They notice that two of the three guard posts are always manned, that the guard rotation seems to follow no pattern and they aren’t very attentive to their posts. They also notice four humanoid figures slowly meandering around the grounds and determine they are likely zombies.

The next morning the party sees a small group of six bandits leaving the fort and decide to shadow them. When the bandits reach the fangberry marshes the PCs strike, killing the lookout without a sound. Walays creates an illusion of a line of spearmen which sends the bandits into a panic once they turn around from their gathering. Whisper hunts down two of the escaping bandits and Andrei intimidates one of the bandits to surrender, but two bandits escape.

The party interrogates the bandit and find out a druid resides inside the fort and that Stag Lord is a dead eye shot and has a punch that can shatter bones. They find out that the three lieutenants are named Akiros Ismort, Dovan from Nisroch, and Auchs. The bandit also tells him about the seven permanent residents of the Stag Lord’s fort: Ayles Megesen, Cragger Kench, Dirty Jeb Megesen, Falgrim Sneeg, Fat Norry, Jex the Snitch, and Topper Red.

After tying up the bandit captive, the party heads to the Temple of the Elk to see Jhod. They arrive in the evening but Jhod is not there despite all of his belongings occupying a room inside of the temple. The PCs sleep overnight, hoping for Jhod to return but he is MIA. After waiting long enough they head north east towards the fey nest and arrive there around noon time. Walays plays a lively tune to get their attention. The party asks for the fey to go to the Stag Lord’s fort and prevent them from sleeping until they arrive, in return the party promises 6 shiny coins, a feast including very sweet wine and a sugary cake, and a private concert by Walays. The session ends as the party begins to head back toward Oleg’s.


I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.