Lords of the Green

Rivers Run Red - Session 20

27 Arodus to 3 Rova, 4714 AR

  • The Lords of the Green leave the halls of the dead warrior and make the trek back to Olegstaadt. They encounter a group of trolls on the way – three females and four juveniles – the second group of trolls seen in as many weeks. Dismayed to find trolls so close to the borders of their realm, the Greenlords decide to ambush this group. Nisha manages to harvest a wineskin’s worth of blood from the trolls to deliver to Bokken.
  • Back in Olegstaadt, the rulers of Zelenoy must contend with a sinister cult. Councilor Svetlana tells of a desperate peasant family’s plea for help: Petyr and Lianna and their four children came to Svetlana in distress two days before the Greenlords’ return. Their newborn babe was recently stolen, and they beseech Councilor Svetlana for help. The party speaks to Lianna and Petyr, while spymaster Yetar works his contacts around town. The trail eventually leads to a woman name Malgorzata Niska, a middle-aged midwife known around town as “Goody Niska”. Niska birthed Lianna’s missing newborn only two weeks past, and through a network of contacts in Olegstaadt’s small but growing underworld, Yetar learns that Niska is the mastermind behind a vile cult of Gyronna, a lesser goddess of hatred, spite, and betrayal. At the same time, Nisha the tiefling witch and treasurer of Zelenoy hears similar information from her own contacts amongst the few tieflings and demon-touched in Olegstaadt.
  • The Greenlords track the cult of Gyronna to an old barn on the outskirts of town and set an ambush for the cultists. Waiting until all of the cultists are within the barn’s cellar, the group springs its trap on the last arriving member – Malgorzata Niska herself, carrying Lianna’s newborn babe to the cult’s rites. The Greenlords save the babe and bring Niska back to Olegstaadt gagged and bound, where she will face Zelenovite justice.
  • On one of the cultists, a young woman named Bogna, the Greenlords find a strange wooden coin. One side of the coin bears the image of a learing, bearded demon-man, while the other depicts a crippled, undead boggard. Alys believes the bearded image is that of an obscure demon lord of the Abyss named Shump, also called the Pretender. The identity of the undead boggard is unknown to the Greenlords.

Session 20 Treasure
Session 20 XP

Rivers Run Red - Session 19

21 – 27 Arodus, 4714 AR

  • Heading west from the mud bowl, the Greenlords come upon vibrant green shores – the waters of Candlemere Lake. Tall pines guard the shore like sentinels. A moderate breeze blows across the lake from the west. In the centre of Candlemere the Greenlords spy a lonely island. The ruins of a stone tower sit on the island’s highest point. The place looks peaceful, but the trappers and miners of southern Zelenoy tell different tales – stories of witchlights and ghosts that inhabit the island and its tower. The Greenlords decide to leave the isle rest for now and head northwest along the Candlemere’s edge. They eventually come to a series of swift rapids flowing into Candlemere from the larger Tuskwater Lake.
  • On the steep banks of Tuskwater Lake the Greenlords encounter an aggressive (and gigantic) turtle squaring off with a rabid, goblin-faced barghest – an outerplanar creature native to the ethereal plane. The barghest turns its attentions on the party and a fight ensues. The turtle – a cantankerous old reptile known to some of the more adventurous fishermen of Zelenoy as Old Crackjaw – joins the battle. The Greenlords eventually defeat the two combatants and find evidence of the few fisherman who dare venture this far south on the Tuskwater and ran afoul of Old Crackjaw.
  • Heading back to Olegstaadt, Variel’s keen elven eyesight spies a crack in the side of one of the Kamelands’ many hills. As the party comes closer to the hill, they realize that the opening is man-made, and appears to be quite old. The walls of the entrance, though caked with the dust of long years, bear sigils and depictions of ancient barbarian tribes – the hill appears to be an ancient cairn. Venturing into the cairn, the Greenlords encounter the long-dead, but restless, guardians of the musty tomb. Deep under the hill the party meets the tomb’s undead master, a cairn wight warrior lonely from centuries of unrest. The cairn wight falls under the Greenlords’ greater numbers, and the uneasy air in the place settles at last.

Session 19 Treasure
Session 19 XP

Rivers Run Red - Session 18

Wealday, 1 Arodus, to Oathday, 9 Arodus, 4714 AR

  • The Greenlords spend the first week of Arodus ruling the barony of Zelenoy.

10 – 21 Arodus, 4714 AR

  • The Lords of the Green head south once again, past the gold claims in the southern reaches of the realm, hugging the eastern banks of the Thorn River until it meets the Shrike, and thence southeast into unknown Kamelands territory. The grassy hills give way to hardscrabble and rocky bluffs, strewn with granite boulders and dangerous clefts.
  • During the 11 days that the Greenlords explore and map the southern Kamelands, they encounter several hostile dwellers of this hard realm: the group is awakened one early morning by the warcry of a hungry wyvern on the hunt; they are stalked by a winter wolf and two worgs on another occasion; just south of the Gudrin River the Greenlords are nearly caught unawares by a warparty of six Kamelands trolls – massive ugly brutes with tusks the size of daggers (the Greenlords wisely flee).
  • Finally, south and west of the Gudrin River ford and not far from the shores of Tuskwater Lake, the group comes across a foul-smelling defle of bubbling, boiling mud. The mud-bowl is rich with fungal life, kept warm and moist by the roiling mud. While investigating the mud-bowl, the tiefling witch Nisha is surprised by a tentacled fungal nightmare called a tendriculos – a semi-intelligent, ravenously hungry shroom-monster nearly 25 feet in height. The Greenlords defeat the tendriculos after a hard-fought battle, and Nisha succeeds in gathering some samples of the creature in addition to 17 black rattlecap mushrooms growing nearby.

Session 18 Treasure
Session 18 XP

Rivers Run Red - Session 17

Wealday, 19 Sarenith, to Toilday, 25 Sarenith, 4714 AR

  • The Lords of the Green head west after leaving Melianse. They come across an idyllic clearing on the second day of exploration – at the edge of a spring-fed pond in clearing sits a beautiful, pale-skinned woman, her garb seemingly crafted from leaves and growing things. The dryad Tiressia. Tiressia looks up as the Greenlords approach, her face reddened by long hours of weeping. The Greenlords learn that Tiressia has been the subject of several violent attacks of late. She and her consort, a suspicious satyr named Falchos, describe their attacker as a carnivorous scythe tree – an evil, intelligent tree with a penchant for dryad flesh. Tiressia and Falchos have just barely been able to fend the scythe tree off. The dryad is desperate, and begs the Greenlords to help her. The party agrees to aid the dryad, and head several miles south to confront the scythe tree in a choked and putrescent grove of blackened, sickly trees. Tiressia, in return for the Greenlords’ assistance, gives them several gifts, including six tree feather tokens. The Greenlords use five of the tokens to replace Melianse’s trees and gain the respect of both the nixie and the dryad. Zelenoy’s rulers see the value in courting the favour of the Narlmarches’ fey, and begin hatching plans to officially recognize the peaceful ties between Zelenoy and the region’s First World inhabitants.

26 to 28 Sarenith, 4714 AR

  • Heading back to Olegstaadt, the party stops at the Temple of Erastil. The plant-druid of Erastil decides to accompany the Greenlords back to Olegstaadt, eager to spread Erastil’s good work. The Greenlords also seek out Tyg-Titter-Tut and Perlivash, the grigg and faerie dragon they met in the northern Narlmarches a year ago. Perlivash accompanies the party to Olegstaadt, curious to see the realm of the bigginsies.

29 to 30 Sarenith, 1 to 30 Erastus, 4714 AR

  • The Greenlords return to the task of ruling Zelenoy. Local Zelenovites are initially taken aback by the presence of the plant-druid of Erastil and Perlivash the faerie dragon, but the dissention is limited to rumour and hearsay and dissipates after a couple of weeks. The Greenlords expand their barony through the month of Erastus and begin drafting new laws and policies declaring solidarity and peace with the good fey of the Narlmarches, as witnessed by Perlivash.
  • Grand diplomat Singer Ironbound returns to Olegstaadt with an envoy from the east – Maegar Varn himself. The Greenlords treat the ranger and former mercenary as an honoured guest. Varn updates the Greenlords on the status of his own realm – a small but prosperous village called Varnhold – and offers Zelenoy a gift of a small roost of messenger pigeons. Varn explains that the birds can make the flight from Olegstaadt to Varnhold in less than half a day, and shows Kraig how to train and raise the birds. Maegar Varn indicates that the greatest struggle he has experienced has been brokering a peace agreement with the centaur tribes of the Nomen plains. He describes the Nomen centaur tribes as a stubborn, contentious bunch, very suspicious of outsiders encroaching on their territory. He admits that it doesn’t help when several of his own mercenaries believe the centaurs to be little more than animals.
  • Early in Erastus a man named Loy Rezbin, a former trapper, and his wife Latricia approach Councillor Svetlana with a request: they seek a royal charter to establish a settlement in the Narlmarches at the ford in the Skunk River where the party encountered the tatzlwyrms. Councillor Svetlana, Baroness Alys, and the ruling Greenlords grant the Lezbins their charter and wish them all the best in their endeavours.

Session 17 Treasure
Session 17 XP

Rivers Run Red - Session 16

Month of Desnus, 4714 AR

  • The Greenlords confront their naysayer, a large, well-dressed orator calling himself Grigori, in the square outside of the Olegstaadt’s town hall. Grigori has a natural voice for oratory, and a sizeable crowd has gathered to hear him rile against Zelenoy’s “absentee” rulers, hear him blame recent werewolf and bandit attacks on the reckless actions of the so-called “Lords of the Green.” A heated debate between Grigori and the Greenlords ensues. The situation threatens to boil over into violence when Nisha casts a hold spell on Grigori. With some prodding the witch releases her spell, and an impassioned speech from Baroness Alys wins the gathered Zelenovites over in the Greenlords’ favour. Grigori retreats to Olegstaadt’s inn before making his way west in defeat.
  • The Greenlords spend the rest of Desnus and the first week of Sarenith ruling the barony: listening to the issues of the realm’s subjects; drafting and enacting new laws; and planning Zelenoy’s first major festival – a late spring celebration to mark the end of a northern winter and the birth of Zelenoy’s first new citizens.
  • Grand diplomat Singer Ironbound ventures east to make contact with Maegar Varn and, with any luck, establish good relations with the mercenary.

Moonday, 10 Sarenith to Wealday, 19 Sarenith, 4714 AR

  • The Greenlords head south to explore regions of the Greenbelt near the Stag Lord’s fort. While traveling through the southern extent of the realm – the various gold mining claims along the rich creek bed dubbed Red Rocks Creek – the Greenlords hear tell of an expedition of gnomes that went by a few weeks past. They also hear rumours of the ghosts of the Stag Lord and his minions haunting the old fort, and stranger tales still of an ancient hag living on the western shores of Tuskwater Lake. The miners call her the Old Beldame, and claim she devours children and makes pacts with devils.
  • The Greenlords do discover the dead at the Stag Lord’s fort – not ghosts, but a dozen or more zombies risen from the hillside surrounding the fort. The party destroys the zombies with little problem, but find no explanation as to why they were there or where they came from. The interior of the fort is little changed since they defeated the Stag Lord there nine months ago, although the owlbear does seem to have escaped in the meantime.
  • Heading west from the fort, the Lords of the Green stick to the northern banks of the Skunk River and venture back into the fey-touched Narlmarch Woods. There they discover the gnome explorers the miners talked about – recently ambushed by a gang of kobolds – Sootscale kobolds apparently. The Greenlords help the gnomes and manage to rescue their wagon and spooked ponies, and gain the respect of their leader, a wily fellow named Jubilost Narthropple. The two groups trade stories and maps. Jubilost and his team have had some success exploring the Narlmarches in this region and inform the Greenlords of several nearby sites – including a nixie pond to the west, a dryad grove beyond that, and an ancient ruin to the southwest. Several of the gnomes ward themselves at mention of the ruin; Jubilost indicates that the central tower of the ruin extended well above the trees and appeared to be elven in architecture. He agrees with his fellow gnomes that the place didn’t feel right somehow, and they didn’t care to venture any closer to the place.
  • Several days later, west of their meeting with the Narthropple expedition, the party comes across a group of loggers embroiled in a tense standoff with a resident nixie over a grove of coachwood trees near her pool. The loggers are led by a hard man name Corax, who led the group deep into the Narlmarches (and far from the relative civilization of Zelenoy) for just such perfect specimens of coachwoods. The nixie Melianse could care less for the logger’s industry, has charmed two of the men and appears ready to put up a fight to save the rest of her grove. The Greenlords try to convince Corax to find another area to log (Nisha recalls an excellent stand of coachwoods near the tatzlwyrm den ten miles or so upriver), but the crude logger has no patience for their suggestions. Things nearly escalate to violence until Corax realizes he has little chance against the well-armed Greenlords and the nixie. The logger curses the fey and leaves with his crew – Kraig and Variel take note of Corax in case he creates difficulty for them in the future. Melianse, meanwhile, is grateful for the party’s intervention, and says that she will maintain a vigilant watch over this region of the Narlmarches if the Greenlords would be so kind as to replace her felled trees. She believes that Tiressia the dryad has access to magic that might aid in this task, and says that Tiressia resides in a grove a dozen miles or so west.

Session 16 XP

Rivers Run Red - Session 15

8-30 Gozran, 4714 AR

  • The Lords of the Green set out to finish mapping the northern Narlmarch Woods – entrusting the barony’s over the next several weeks to Councillor Svetlana Leveton and Grand Diplomat Singer Ironbound. The mild spring works in the group’s favour, and they make quick travel over the newly constructed road leading to the northeastern edge of the Narlmarches.
  • The Greenlords spend the month of Gozran in the Narlmarches. They discover a strange plant-based being in the shape of a female humanoid at the temple of Erastil. Conversation with the being reveal her, or it, to be some sort of spontaneous creation of Erastil’s. She has no name and appears somewhat suspicious of the party, but accomodating enough nonetheless.
  • Elsewhere in the Narlmarch Woods the party finds an eerie discovery – the body of a unicorn – apparently killed by death magic, its horn severed. The land around the unicorn is blighted and dead, redolent of fell and fey power. After fighting off a patrol of violent boggards – perhaps a patrol from the Hooktongue Slough swamps to the west – the party buries the unicorn and vacates the area.
  • Later on the Greenlords encounter a nest of three tatlwyrms – a type of primitive dragon – and succeed in retrieving a tatzlwyrm head trophy for Oleg back home. On their way back to Olegstaadt the party has a tense encounter with a lone boggard camped in a ruin in the Narlmarches. The boggard isn’t initially hostile, and the Greenlords decide to let the frog-man be for now.

Wealday, 30 Gozran, 4714 AR

  • Upon returning to Olegstaadt, the party gets back to the task of ruling Zelenoy. It doesn’t take long before Councillor Leveton informs the group that a certain malcontent named Grigori has been drumming up resistance to the Greenlords in their absence. Svetlana indicates that the vocal Grigori has been spewing diatribes against the party for a couple of weeks now, and that many settlers are listening to his lies.

Session 15 Treasure
Session 15 XP

Rivers Run Red - Session 14

Starday, 1 Neth 4713 AR

  • The Lords of the Green (as the citizens of Zelenoy have begun referring to their liege lords) successfully track down and kill Kundal the werewolf – formerly a barbarian of distant Numeria to the northwest. The Greenlords receive thanks and praise from the populace of Olegstaadt.
  • Later on in the month of Neth, Jhod Kavken appears at the town hall in Olegstaadt after several months in the Narlmarch Woods. Jhod tells a strange tale of his experience at the ancient temple of Erastil deep in the forest. His story is spotty at best, but he recalls being enticed into the deep cavern in the cliff at the back of the temple – now a fertile mass of vines, wood, and foliage that completely encroaches the cavern. Jhod describes being ‘taken’ by some fecund life force in the entanglement, and tending a green silken coccoon for some time before blacking out and wakening outside of the cave. He made his way back to inform the party of his experience, finding the old Trading Post quite changed since his departure.

Neth and Kuthona, 4714 AR
Abadius, Calistril, and Pharast, 4714 AR

  • Winter blankets the Barony of Zelenoy in snow and the citizens of Olegstaadt settle in for a long, cold season. Building and growth continues, albeit more slowly, in the town of Olegstaadt. The kobolds of the Sootscale mines south of Zelenoy pledge fealty and become official vassals of the barony. As the month of Pharast draws to an end, Zelenoy is favoured by an early spring thaw. The populace see this as a good omen, believing the realm and its rulers to be blessed by Abadar and Erastil.

Session 14 Treasure
Session 14 XP

Rivers Run Red - Session 13

Moonday, 9 Arodus, to Wealday, 18 Arodus, 4713 AR

  • The party travels to Restov for an audience with the Swordlords Florian Orlovski and Iamandi Aldori, and the Lord Mayor himself, Ioseph Sellemius. The meeting is all very formal to start – Alys, dressed in her finest, represents the group and offers the requisite gifts to Sellemius and the Swordlords. Sellemium congratulates the group on their successes in the Greenbelt and reviews their maps of the region. Finally, the Lord Mayor and Iamandi Aldori present the PCs with a new charter granting them lordship over whatever land they can claim and hold in the Greenbelt. The PCs fledgling settlement has the tacit support of Rostland and the Surtova throne in Brevoy, and indeed Restov is willing to show its support in the form of capital and settlers (albeit primarily refugees from Galt and castoffs from the Mendev Crusade). The party spends the next week getting affairs in order – arranging supplies, meeting groups of settlers, and recruiting old friends and comrades to join them in their new endeavour.

Charter Granting the Right to Rule

Months of Arodus, Rova, and Lamashan, 4713 AR

  • The group spends the first three months in the Greenbelt dealing with the logistics of establishing their fledgling kingdom (settlement, in truth) – naming leaders and rulers, claiming and clearing land for farms and roads, and settling their first village at the site of Oleg’s Trading Post (and rebranding it Olegstaadt in Oleg Leveton’s honour).
  • During that time the party must respond to a massive fire that breaks out in Kraig’s smithy, an event that burns Oleg’s original trading post to the ground and sends Oleg into a debilitating depression. Svetlana, Olegstaadt’s Councilor, brings Oleg back from the brink to his normally surly self, but just barely.

Fireday, 30 Lamashan, 4713 AR

  • As the cold winds of winter begin to cast icy fingers over the fields surrounding Olegstaadt, Baroness Alys is approached by the families of two young settlers – a maid named Saki and a shepherd boy named Beven. The distraught families explain that Saki and Beven were found dead, separately – Saki two nights past and Beven the night after. They beg the new rulers to investigate and find out what happened. Marshal Variel and Warden Kraig investigate the scenes of the murders and discover the tracks of some large animal – perhaps a dire wolf or worg – leading into a copse of trees a couple of miles south of Olegstaadt. The tracks stop in the woods, and only a single set of bare human footprints lead out. Suspecting a lycanthrope, Spymaster Yetar, Variel, and Kraig begin asking around town about suspicious activity of late.

Session 13 XP

Stolen Land - Sessions 11 and 12

Moonday, 25th Erastus, to Sunday, 8 Arodus, 4713 AR

  • The party defeats the Stag Lord and his bandits and bring him and Falgrim Sneeg back to the Trading Post to face frontier justice. Kesten takes Sneeg to Restov, while the Stag Lord receives Kraig’s greataxe in front of a crowd outside of the Trading Post. With the Stag Lord’s defeat and public execution, the group’s status as defenders of the Stolen Lands is solidified.
  • Singer Ironbound, the dwarf blacksmith and friend of the Swordlords, travels to Restov with news of the party’s success. She returns a week later with a reward of 7500 gold and a personal request from Iamandi Aldori for the entire party to attend council with her in Restov at their earliest convenience.
  • During Singer’s absence, Nisha, Alys, Mistral, and Yetar make good on their promise and deliver the Stag Lord’s corpse to Davik Nettles, putting the unsettled spirit to rest (much to Nisha’s relief). Soon after leaving Nettles’ crossing the group spots a wyvern circling the skies far to the east. They wisely evade the beast’s sight.
  • The group also explores the plains north and west of the Narlmarch Woods, keeping clear of the deep forest in the absence of Kraig and Variel, who stay behind at the Trading Post. The four discover a cairn of stones overgrown with blackberries and uncover the skeleton of a long-dead Numerian barbarian underneath. The body still wears a magical wooden ring featuring an eel and frog locked in battle – a ring of swimming that the party doesn’t hesitate to remove from the ancient burial site.

Session 10-11 Treasure
Session 12 Treasure

Session 10-11 XP
Session 12 XP

Stolen Land - Session 10

Fireday, 14 Erastus to Wealday, 20 Erastus, 4713 AR

  • Most of the group spends some time at Oleg’s (Mistral takes a horse to Restov, to meet with his mentor and benefactor, Storm) gathering supplies, crafting arms and armour, and dealing with business as necessary. Finally, after a week, the horses are saddled, swords and axes are honed, and bowstrings are oiled. The party heads south to find the Stag Lord’s fort and bring him to justice or the sword.

Sunday, 24 Erastus, 4713 AR

  • The party spots the Stag Lord’s fort on a hill deep in the Kamelands, near the banks of the Shrike River where it feeds into a crystal blue lake. The group waits until the cover of night to creep closer. Hiding in the vegetation of the surrounding hills, the party is able to count three bandits manning the fort’s barely-standing watchtowers. Unable to get a good look inside the fort, the party decides to chance its luck and use the password to gain entrance. They lead their horses up the main path and, with the added incentive of a bag of gold, manage to convince the bandits that they are brigands themselves, seeking shelter for the night.
  • While inside the ruined fort, the group learns what it can from the bandits. They count 14 brigands in total and a caged owlbear just off the common room. Three of the bandits seem to hold some command over the others – a tattoed rogue called Dovan of Nisroch, a stern and moody soldier named Akiros, and a simpleminded lummox named Auchs. Dovan and Akiros clearly bear little love for each other, and it is only when the Stag Lord himself comes to greet the newcomers himself (albeit only enough to claim the sack of gold the party offers before retiring with a bottle in hand) that they cease their bickering.
  • Kraig and Alys sense something amiss with the bandit called Akiros, and later on in the night they manage to speak with him privately. They learn that he carries a heavy burden of guilt and shame from his past, and that he was once, long ago, a paladin of Erastil. Kraig takes a gamble and shows Akiros the charter from Brevoy. Akiros says little, except to bid the two leave his sight when the Stag Lord calls out from the adjoining room.
  • As the night drags on, the back and forth with the bandits becomes increasingly tense. Nisha ventures up to the watchtowers on the pretense of getting some air, while Yetar slips away unnoticed and finds a perch atop the fort’s wall. Finally, the last straw is drawn: Dovan of Nisroch makes a slanderous move on Alys, and Kraig responds, bidding the lecherous rogue unhand the lady. Dovan calls for Auchs to restrain the half-orc, and then the unexpected happens. Akiros steps into the common room with his bow raised and demands Dovan unhand Alys. Dovan smirks at Akiros and tells him to grovel back to the Stag Lord – and receives an arrow in the shoulder as a result. The fort erupts into violence at that point. The party brings the battle to the brigands – luckily the owlbear is confined to its cage, as Nisha had the forethought to bid her centipede familiar to bite through the rope controlling the cage’s door earlier in the night. Akiros appears to assist the party, at least for the time-being. Bandits fall to the group’s bows, axes, and spells, and finally the Stag Lord joins the fray, stepping from the shadows with his mighty longbow raised. The Stag Lord’s face is obscured behind a massive stag helm – his exposed torso is a brutal mess of old burn and acid scars. The barest hint of a scarred and damaged jawline is visible in the depths of his helm.

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.