Adventures in the Borderlands

The Bog Temple
Session 4
  • PCs emerge from strange pit of tar.
  • PCs explore strange Andwynyon ruins.
  • Find hidden tomb behind alcove, large scaled monster attacks from inside sarcophagus.
  • Fight group of wights inside abandoned shrine.
  • Find exit to surface, see that the ruins are sunken into a salt marsh.
  • Seagulls say that “fish-catchers” are south of current location; warns of “sky gator” living in ruins.
  • Xana, Gillian, and Andarssac discuss going back into ruins for strange box on shine altar; Aerendyl and Vargas start leaving through the swamp.
  • While arguing at doors, a black dragon swoops out of broken dome and confronts Xana, Gillian, and Andarssac. They give some treasure, but not enough to satisfy the dragon; it tries to abduct Gillian, who runs back into the ruins and leaves a smoke cloud with his ever-smoking bottle.
  • The dragon knocks out Xana and Andarssac and carries them back to its lair, while Aerendyl and Vargas choose to continue south to safety, and Gillian hides in the empty sarcophagus.
  • The Andwynyon word for yes is “wae”, and the word for no is “tón.”

+ 640 xp (Combat)
+ 250 xp (Roleplaying)
+ 125 xp (Exploration)
= 4,580 / 6,500

When the PCs next return to safety to rest and train, they may reach level 4.

? Most of the treasure was taken by the black dragon
Gray Greatsword
248 Turquoise/copper coins
“Winged” Bronze Helmet
“Eagle” Bronze Breastplate
Tarnished bronze punching dagger

The Other Side
Session 3

According to James:
“To summarize the evening: We were transported to the plane of death. Xana got grabbed by a weird skeleton tree that seemed like it used to be a person. A couple of ghouls and a ghast (that we didn’t recognize as such) showed up and dug around in the ground and trees and pulled huge maggots with human faces out of them. We absolutely didn’t question that at all and followed them to a bazaar, since if we tried to wander on our own we would’ve certainly died. In the bazaar, the leader wanted us to kill a shadow demon merchant who had stiffed him on a deal as repayment for leading us to the bazaar, so we did so and looted the place. We then went to the flesh-carvers hut, and in exchange for the knowledge of where they get their fresh meat, we gave them the shadow demon’s large tent. We then were led to a huge pit of black tar that had bodies of strange creatures with slit throats bubbling in it, and after a blood sacrifice, it turned into water that we swam through and emerged into a temple thing.”

GM’s notes:

  • You don’t know them as ghouls or ghasts: they’re “Dream-hunters” and “Dead-eaters.”
  • The Dead-eater’s name is Hamantu.
  • Someone asked where the larvae come from. Hamantu said, “The shades diminish and lose their memories, reducing them to larvae. In time the larvae metamorphose and leave this place.”
  • The Shadow Demon’s name was Izdraal.
  • You forgot Esau, the crow-headed gatekeeper!
  • You never learned the flesh-carver’s names.
  • Someone mentioned that if you wanted “information,” you needed to talk to “Soundbox.” Nobody did.
  • Several people mentioned “the management.” No one asked what that meant.
  • “Braawk! The rules of the bazaar! One – all sales are final, no returns! Two – let the buyer beware! Three – vengeance for petty insults is encouraged, vengeance for bad products is forbidden!”
  • It wasn’t a pit of tar, it was a pool of tar (it had tiling).
  • There was a sculpture on the wall of the quarry with writing in Old Andwynyon. It showed someone being sacrificed, two pyramids opposite one another, and two standing figures in regalia, one human and one skeletal.

+ 375 xp (Combat)
+ 250 xp (Roleplaying)
+ 125 xp (Exploration)
= 3,565 / 6,500

When the PCs next return to safety to rest and train, they may reach level 4.

5 Shadow Discs (Sword, Bow, Staff, Dragon, Dog)
2 Potions of Animal Empathy
13 Glowstones
Bag of Offal (I have no idea why you picked this up, it smells terrible)
From Izdraal’s stash:
Stone Dice
Obsidian Earrings
Small Vial of Perfume
Pewter Choker
Painted Glass Ring
Leather Talisman
Iron Torc
Bonewood Flute
Greensteel Dagger
Fine Leather Boots

The Gates of Arawn
Session 2

The PCs are led by their hobgoblin prisoners to the cave of the “Matron.” They are waylaid by goblin wolf riders but fend them off, capturing three goblins in the process. Upon arriving in the cave, they meet a large, old Bugbear, a (pet?) cave bear, a well-armed hobgoblin (possible leader?), and a band of hobgoblin warriors and monks. The bugbear is apparently the Matron, and she refers to the other goblinoids as her “war-sons.” After some negotiation, she agrees to turn over a chest of loot in return for the captive goblinoids.

The Matron then offers the PCs a deal: “much more” treasure if they head through the large bronze doors at the back of the cave and deal with the “unclear spirits” within. Heading inside, the PCs wade through a thick fog before entering a room overgrowing with vegetation. A figure of a halfling woman is at the threshold of a swirling portal. The PCs checked the other set of bronze doors and found a similar halfling woman, this time in a room of cold ash. Between the two persons, the PCs learned that their “paths had been confused,” and that “their threads were torn between multiple gates, unable to find their way home.” One offered that “destroying the other threads might free them to leave the room,” but that they might be “diminished.” Another suggested that if “the one opposing me” was destroyed or “forced to face me,” they might prevail.

The PCs attempt to spend the night in the room of cold ashes, when suddenly the halfling woman exclaims that “the gate had been open too long,” then vanished, as the portal roared with activity and something stepped through…

+ 120 xp (Combat)
+ 150 xp (Roleplaying)
+ 150 xp (Exploration)
= 2,815 / 2,700

When the PCs next return to safety to rest and train, they may reach level 4.

2,400 copper pieces
1,200 silver pieces
80 gold pieces (3,680 coins, total gp value 224)
Gems (bloodstone, moonstone, onyx, citrine, jasper, zircon)
High-quality tabard
Scabbard (shortsword) with silver inlay and pearls
Ornate warhammer with gold filigree
Excellent quality ceramic bowl with griffon motif
2 Potions of Greater Healing (4d4+4)
1 Unknown potion (brown, with grainy texture and foaming bubbles)

The Old Ruins
Session 1

The PCs arrive at the ruins indicated on Quick-Fingers Cobb’s map. They find that the surface ruins are being used as an encampment for some goblins and hobgoblins. They make quick work of some goblin guards in a tower, then wait for a large gang of goblin wolf-riders, lead by a Worg, to go out hunting. The characters ambush and kill an Ogre, then take three hobgoblins as prisoners.

The PCs learn that Quick-Fingers and his crew bribed their way past the goblins to get to the catacombs under the ruins; the goblins avoid the underground passages, believing them cursed by the “Ancient Ones.” The hobgoblins also say that “the Matron” will pay for their release, and can be found at “The Cave of the Everlasting,” a day’s ride west, but warn that the wolf-riders, led by “Huvos,” will likely retaliate.

The PCs line up the corpses of the slain goblins near the entrance to the ruins and then take shelter in the tower. When the wolf-riders return, they see their slain brethren and retreat back into the woods.

+ 220 xp (Combat)
+ 225 xp (Roleplaying)
+ 300 xp (Obsidian Portal portraits, bios, stats, comments)
= 2,395 / 2,700


Welcome to the Borderlands
session 0.5

After traveling the long trail from Gaelle, the heroes arrive in the lands of the Moot. They are introduced to some of the officers of the fort called Castle Hangknot (or in halfling, Caer Haegnant) and some of the important persons of the nearby town of Rivenbrook.

An adventurer named Quick-fingers Cobb offers to sell the PCs information about some old Andwynyon ruins that claimed the lives of his former crew-mates. He went to bed without striking a deal, and was found the next day dead and suspiciously cold. A search through his pack turned up (his?) severed fingers and a strange, opalescent ring. The PCs volunteer to find the source of the (possibly cursed) item.

+ 525 xp (Roleplaying)
+ 225 xp (Exploration)
= 1,650 / 2,700



  • “Grandmother”, high priestess of Arawn, has been missing some time. The crows claim her cave is north-east of town.
  • Quick-fingers Cobb’s map shows the Andwynyon ruins as approximately two days north of town.
  • The Alliance military under Lord Captain Boufford’s command pays bounties on: accurate maps of the borderlands; intelligence on enemy location and activity; claiming tribal insignia from goblin chiefs; and aiding the local halfling villages rebuild.
session 0

At the home of a minor viscount in Tarbeau, in the nation of Gaelle, our heroes were approached by an old dragonborn paladin named Darahi, an ambassador from the Dragon Sultan. He asked that the characters investigate an old “haunted” mansion near his home. The mansion turned out to be the former home of a now-deceased wizard, obsessed with the elements of air and earth, and “haunted” by his former experimental subjects: a gang of dust mephits and a gargoyle. After dispatching the beasts, Darahi suggested that the PCs head north, to the borderlands, where the Alliance military had established an outpost near the border with the goblin empire of Ix.

All PCs reach level three (900 xp)

150 gp each
Wand of Magic Missiles
Slippers of Spider Climb
Eversmoking Bottle
Sword of Elemental-Slaying
Scintillating Scale Armor, +1

Other Notes:
New contact – Darahi, ambassador of the Dragon Sultan


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.