Saturday, November 14, 2026

Fulhurst Moors #3

 


Campaign Diary

In the month of Ostar two monks of Kellos, Brothers Berner and Kunar, arrived at Fulhurst Moors. They had come in search of the lost shrine of Saint Aleeya, which in times past was the site of pilgrimage. It soon became clear that the shrine they were looking for was the same one that our heroes had explored a week before. The monks asked that Arden and Sebastien act as their guides to the shrine, and Rok was also sent along with them (see PC profiles here).

On the first day of their journey our party witnessed a wyvern take a wild pony from a herd on the moorlands. That evening, as Sebastien and Rok were fishing by a brook while the rest made camp, they saw a solitary white pony standing in the water. Sensing something off, Rok returned to camp to fetch the others. When he and Arden returned, they found Sebastien riding on the pony, with a glazed look over his face. Arden, surmising that the pony was in fact some sort of water spirit, rushed forward, trying to rouse Sebastien from his trance, but the pony reared up upon its legs and struck her down. At the same time, the body of the pony turned into water, and Sebastien became engulfed in it, and started to drown. Rok dragged Arden to safety, and then struck at the water spirit, but could not hurt it. Meanwhile, Sebastien regained his senses, and broke himself free from the body of the pony. By then the two monks have arrived, and the pony dissolved into the brook.

The next day's travel was uneventful, and they party arrived at Rothfeld in the afternoon. The villagers received them without much enthusiasm, and Wymer, the headman, openly questioned the wisdom of provoking the undead, and trying to restore a pilgrimage trail that ran through dangerous territories. Rok then stood up and promised that he would destroy all undead at the shrine; his conviction won many of the villagers over, and Wymer agreed to give the party aid.

The next morning the five heroes trekked to the shrine. Once more they arrived at a mist-enshrouded hill, and once more they climbed the stone steps to the summit, and once more skeletal warriors rose from the ground to impede them. The party fought the undead, with Sebastien singing a song of encouragement from the rear, and Arden casting stones from a sling, a skill she had picked up from the goatherd at Fulhurst Moors. They managed to cut down all the undead, but Brother Berner was badly wounded. Nevertheless, they pressed on.

Entering the walled compound at the summit, they once more saw the lone skeletal warrior standing at the threshold of the chapel. The monks demanded the undead to depart in the name of Kellos, but the mention of the name sent the warrior into a rage, and he strode towards the party, swinging an ancient greatsword. There followed a great combat, and for a while it went against our heroes, until its sword broke upon Rok's, and he became unarmed - the orc drove a dagger into the chest of the warrior, and its body and armour crumbled into dust.

The party entered the chapel, where they bathed in the warmth of the fire in a brazier. Upon the plinth on which the brazier was set were inscriptions in an archaic form of the tongue of Terrinoth, which identified the chapel as the resting place of Saint Aleeya, who perished in the battle to destroy the necromancer Sarabis and tear down his tower.

As they descended from the hill, now no longer shrouded in mist, Arden spied in the horizon a hill that resembled the one they are on...

Prepping and Running the Game

Once again the session was pretty conventional, with a couple of wilderness encounters added to plant seeds for future exploration/adventures.

I had planned for the monks to arrive at Fulhurst later in the campaign, but as the players were keen on learning more about the ruined shrine, I moved their appearance forward.

The combats were rather deadly this session, with Arden going down and losing a point of Intelligence permanently. I decided not to make the character recalculate all the skills as a result of this drop, which reduced the impact.

After three sessions, I think there are now enough hooks and plot threads to make this campaign feel sandboxy. The players have the choices of exploring the other hill, further engaging with the villagers of Rothfeld, working with the monks, and tracking down the wyvern or the water spirit.

I realise that I have not bring up the thread about the silver miners - something which I must remedy in the next session.

Thursday, November 12, 2026

Fulhurst Moors #2


Campaign Diary

In the month of Lenzin the gnome merchants Louj and Lerj arrived at Fulhurst Moors. In their company was Sebastien Gildenclef, a young bard from the realm of Lorimor, who had heard tales of the adventures of Entana and his party and had come to become his bard.

That night, a goat was taken from the pen by kobolds. The next morning, Arden, Fangrir, and Sebastien (see PC profiles here) tracked the kobolds to their lair: a cave in a hillside. Wary of entering, the party at first tried to lure the kobolds out by having Sebastien mimic a goat's call, and when that failed, they decided to smoke the kobolds out. The kobolds surged out en mass, and for a while Fangrir was in danger of being dragged into the cave by them, but after a struggle, the kobolds scattered into the open, but not before pilfering small items from our heroes.

The next day, our heroes escorted Louj and Lerj on their journey to Rothfeld, where they planned to trade salt and iron for sheep wool. At Rothfeld, the party noticed a light in the distance to the north. The residents of Rothfeld informed them that the light was rumoured to be from a shrine to Kellos, that for unknown reasons had been abandoned for centuries. Our curious heroes decided to investigate, and set out that night towards the light.

They came upon a mist-shrouded hill, with stone steps that led towards a ruined compound at its summit. Our heroes climbed up, but halfway up the stairs skeletal warriors erupted from the ground beside the stairs and attacked them. Out heroes were able to defeat the undead, but were wounded themselves. Upon reaching the summit, they found a ruined walled compound, at the far end of which was chapel where an open flame burned in a brazier. Standing at the door to the chapel was another skeletal warrior. Our heroes decided they were too injured to risk further combat, and returned to Rothfeld.

Prepping and Running the Game

This being the first actual "sandbox" part of the campaign, I ran it like a usual session with an obvious plot. There players did have some freedom on how they wished to tackle the challenges presented, and wisely decided to retreat instead of confronting the boss monster.


Friday, October 23, 2026

Fulhurst Moors #1

Campaign Diary

Fangrir, Potter, and Rok were sent to Greyhaven to deliver the tax of herbs, and to escort the scholar Arden back to Fulhurst Moors (see PC profiles here).

The party was approached by a persistent grey partridge as they were leaving the hunting lodge at Weilbach. Against Arden's protest, Potter insisted on following the bird. The partridge led the party to a ruined stone building in the woods west of Weilbach, where they found Baldor, a hermit, trapped inside a cage of living vines. Baldor explained that he was a caretaker of the woods, and had been gifted a staff from a Hulda, a guardian spirit, to help him in his work. Three days ago, his apprentice Cartan stole his staff, trapped him in a cage of vines, and left to kill the Hulda so he could take her powers for himself.

Potter tried to cut Baldor free, but the vines would regrow each time a branch was cut. Baldor urged to party to find Cartan and stop him before it was too late, and sent the partridge, his familiar, to lead them to the forest pool where the Hulda lived.

Along the way the party was attacked by a bear, sent no doubt by Cartan, which Rok slew with a single sword thrust to the heart.

Arriving at the forest pool, the party found Cartan squatting at the edge of the now frozen pond with a staff in one hand; a thumping sound could be hear coming from below the ice - the Hulda was trapped under the ice and drowning. The party tried to approach Cartan, but Cartan trapped Fangrir with magical vines that sprouted from the ground, and froze Rok's feet to the ground.

Potter tossed a handful of marbles onto the pond surface, and Arden tripped the apprentice. In the ensuing struggle Cartan lost his staff, and Potter broke the ice above the Hulda's face, allowing her to draw breath.

Rok and Fangrir broke their restraints and rushed to the pond. Fangrir thrusted his spear into Cartan's back, killing him. Rok enlarged the opening in the ice, allowing the Hulda to rise from the water. The enraged wood-wife's branch-like fingers extended from her hands and pierced through Cartan's skin and then his flesh, which she then tore apart.

The ice began to melt, prompting the party to get onto firm ground. As he did so Fangrir spied a glint, and picked up a silver bracelet with a single blue crystal shard on it. Arden would later identify it as a Frost Runebound shard.

The Hulda declared that Baldor had shown that he could not be trusted with her powers, and so she reclaimed her staff, but she also granted Potter a boon for saving her life.

The party returned to Baldor, whose cage of vine had disappeared, and there they told their tale to the hermit.

Prepping and Running the Game

So began my return to Terrinoth.

I did not keep a campaign log for our previous campaign as writing them took too much time, but I think they do serve a purpose, and so I decided to try to do so for this campaign, although I will attempt to keep the accounts more brief.

I had planned to start the campaign in Fulhurst Moors, but due to scheduling issue I decided to run a more conventional scenario instead.

The scenario came from Adventures & Interludes for The Hero's Journey, which I abridged and adapted.

While it was not a sandbox scenario per se, I liked the fact that the scenario helped plant a few seeds that I may be able to reap the benefits of later in the campaign.

For a start there was some inter-PC conflict: Arden was a scholar, while Potter was an illiterate peasant woman; Fangrir and Rok both serve under the same mentor, one out of gratitude, while the other plans revenge.

Arden's player plans to 'multi-class' the character to a Mage later, and the encounter with the Hulda may provide a narrative means to allow that.

The Frost runebound shard was included in the scenario to explain Cartan's ability to use ice-based magic, and I was prepared to just drop it into the setting and see what it leads to. By chance it was picked up by a dragonkin character, and dragons (and by extension dragonkin) have an affinity and attraction to magic, so who knows where this will lead us to.

The next session should see the PCs back in Fulhurst Moors, where the hexcrawl proper can begin.

Fulhurst Moors - Cast of Characters

Player Characters

Arden, human scholar. A scholar of legendary creatures at Greyhaven University, Arden had come to Fulhurst Moors to learn from the experiences of Entana and Strigoi (see below).

Fangrir, dragonkin fighter. Fangrir was orphaned when his father, a raider, was killed by Strigoi while attacking Rok's village (see below). He grew up on the streets of Strangehaven. When he learned of the whereabouts of Strigoi, he sought him out to avenge his father, but was defeated in combat. Strigoi offered to take him as a student and train him in combat, until he could defeat him.

Potter, human witch. An orphan in Fulhurst Moors, Potter was taken in by Mother Lenka, the village "wise woman". Since Mother Lenka's disappearance the year prior, Potter had taken over her duties, collecting the village's tax of herbs and wild plants to the University.

Rok, orc knight. When Rok was a child, his village came under the attack by Dragonkin raiders. The villagers hired a band of mercenaries led by Strigoi (see below), who drove the raiders away. Now an adult, Rok had sought Strigoi out to become his follower. He is made a ministerialis (bonded knight) bvy Entana (see below)

Sebastien Gildenclef, human bard from Lorimor.

Non-player Characters (residents of Fulhurst Moors)

Entana Vernier, human wizard, vogt of Fulhurst Moors. After attaining his Masters, Entana was made the vogt of Fulhurst Moors.

Strigoi, orc fighter, marshal of Fulhurst Moors. Formerly Entana's bodyguard, Strigoi had been appointed marshal of the village.

Gio Gerbo, gnome rogue. A member of Entana's party and the most famous gnome in Terrinoth, Gio travels through the Baronies, singing songs about their exploits when he is not in Fulhurst Moors.

Graenson, human scholar, steward of Fulhurst Moors. Son of the Bursar of Greyhaven University, Graenson was assigned to become steward for Entana.

Annas, human, chamberlain of Fulhurst Moors.

Elrir, human, reeve of Fulhurst Moors.

Non-player Characters (others)

Wymer, human, headman of Rothfeld

Thursday, October 15, 2026

Conquerors and Kings: Battle of Fulford Gate

We were supposed to play this battle in September, but an illness prevented us from doing so, so we were late to the "960" celebration by a month, and our Hastings game will be played in November instead.

Tostig and the advance guard arrive; in the foreground, the book that started my love for the period

This was a chance for my figures to meet some old friends - wahj's Vikings which they last faced two decades ago - and some new opponents - Rafael's Vikings.

The Saxon right holds off the Norse

I used the scenario from Little Wars TV for our terrain, with the lists modified for C&K. wahj, playing Tostig and the advance guard, decided to attack immediately on the left. The Saxons meanwhile pushed their light troops across the stream on their flanks.

The Saxons attack across Germany Beck

When the main body of Harald's arrived, Rafael sent them to attack the Saxon right. The Saxons then launched their army across the creek. The two lines clashed, but neither side achieved a decisive victory. The Vikings then decided to hold off in the centre, and attack the weaker flanks of the Saxons, while the Saxons consolidated in the centre. The double-envelopment would probably have worked, but the game clock had run down before the attacks could develop.

The game ran pretty quickly and smoothly, even though I extended the game clock beyond the usual 36 to allow for Harald's late arrival. This is the sixth C&K game we have played this year, and by now we are all quite familiar with the rules and I did not have to revise the night before the game. I feel we are really reaping the reward for sticking with a set of rules.

Stay tuned for our Hastings game next month.

Wednesday, October 07, 2026

Return to Terrinoth - Fulhurst Moors

Art by Jon Hodgson

A post for my players as we plan for our next campaign.

The Rules

We will use the Dragonbane rules, with the Book of Magic expansion.

The Setting

The setting is Terrinoth, the fantasy setting created by Fantasy Flight Game. You can find out more about the setting at this wikia, but do be aware that the information may not coincide 100% with my game world.

The Premise

The PCs are all retainers who have pledged their service with the wizard Entana Vernier, who is vogt (lord) of the village of Fulhurst Moor, which lies of the edge of The Mistlands. You may choose a to be a character who is already living in Fulhurst Moor, or a new arrival from another place.

Each session will cover roughly two weeks of in-game time, during which we will resolve the domain/settlement improvements and events, explore the region, and follow quest lines which are chosen by the players or which emerge from the actions of the characters and the NPCs they interact with. Each session should be self-contained, so we can continue our drop-in, drop-out format.

Creating Your Character

We will use the Standard Array for stats: 8, 10, 12, 13, 14, 15.

The Kin and Professions allowed are discussed below. You get a +1 in your key Attribute.

Do also come up with a short-term goal and a long-term goal for your character, as well as an enemy from his/her past and also an ally from his/her past.

Character Kin

The following kins are open (Terrinoth race/Dragonbane kin equivalent: brief description):
  • Human/Human: You may choose to be either of Terrinoth (generic fantasy medieval European, specifically German) origin, urban or rural, or from Isheim (fantasy Viking), Lorimor (fantasy medieval France), Torue Albes (fantasy England, with a maritime emphasis), or Al-Kalim (fantasy Arabian).
    Kin Ability: Adaptive. When making a skill roll, may use another skill of your choice.
  • Forge Dwarf/Dwarf: Dwarves who live in the mixed human-dwarf city of Forge in Terrinoth.
  • Dunwarr Dwarf/Dwarf: Dwarves who live in the dwarven kingdom of Dunwarr to the north of Terrinoth.
    Kin Ability: Unforgiving. When attacking someone who harmed you in the past, get a boon to the roll.
  • Lowborn Elf/Elf: Elves who are descended from the first generation (Highborn) elves who came to Terrinoth, and hail from the Aymhelim Forest to the south of Terrinoth.
  • Free Cities Elf/Elf: Elves who have taken up living in human cities, mostly in Dawnsmoor, near the Aymhelim Forest.
    Kin Ability: Inner Peace. Heal an additional d6 HP, d6 Willpower, and condition during Stretch Rest.
  • Burrow Gnome/Halfling: Burrow Gnomes live in large matriarchal bands and have mostly abandoned interaction with the other races, but occasionally, some will still succumb to the lure of adventure.
  • Wanderer Gnome/Halfling: Wanderer Gnomes roam all over the world in communal caravans, making a living as traders, performers, and occasionally even as labourers or craftsmen in human communities.
    Kin Ability: Hard to Catch. Get a boon to Evade roll.
  • Broken Plains Orc, Stone-Dweller Orc/Mallard: Once viewed as enemies of Man, orcs have become accepted as one of the 'civilised' races since they switch sides and allied with Terrinoth during the Dragon Wars 800 years ago. Broken Plains Orcs live a nomadic lifestyle on the Broken Plains east of Terrinoth, while the Stone-Dweller Orcs have abandoned their traditional ways and live among humans in their cities.
    Kin Ability: Ill-tempered. Gain a boon when making a skill roll. Become Angry.
  • Dragon Hybrid/Wolfkin: Created by the dragons as foot soldiers during the Dragon Wars 800 years ago, these humanoid hybrids were left behind after the war ended abruptly. Once hunted mercilessly by the humans, they have in recent times become more tolerated. 
    Kin Ability: Hunting Instinct. Designate a creature. You can follow the scent of the prey for a full day.

Professions

The following professions are available:

Artisan, Bard, Fighter, Hunter, Knight, Mage, Mariner, Merchant, Scholar, Thief.

The following schools of magic are available for Mages:

Animism (Nature magic), Elementalism (Elemental magic), Harmonism (Bardic magic), Illusionism (Illusion magic), Mentalism (Psychic magic), Symbolism (Sigil magic), Witchcraft (Witchcraft).

The following schools of magic are classified as Runebound magic/wizardry:
Animism (Nature magic), Elementalism (Elemental magic), Illusionism (Illusion magic), Mentalism (Psychic magic), Symbolism (Sigil magic).

Wizards in the setting learn new spells by finding and studying Runebound crystal shards instead of copying them into their spellbooks. This makes it a very challenging class to play in the game.

Optional Rules in Play

Healing

Round Rest: recover 0 HP, d4 HP. Once per combat.

Shift Rest: recover d4 HP, d4 WP. Twice per day (including night shift, sleep).
If another character uses the Healing skill, recover an additional d4HP, but that character may not rest.

Death Rolls and Injury

When character recovers from Death rolls, roll on the following table:

Injury Table
Roll            Effect
20            False hope. Character dies.
19            Lose 1 Strength. Become Exhausted
18            Lose 1 Constitution. Become Sickly
17            Lose 1 Agility. Become Dazed
16            Lose 1 Intelligence. Become Angry
15            Lose 1 Will. Becomes Scared
14            Lose 1 Charisma. Become Disheartened
2-13        Gain one Condition
1              Gain 1d6 of Hit Points. Gain one Condition

Losing a point of stat this way will reduce all the related Skills.

Encumbrance

We will use a house-rule version of the encumbrance rules - characters are assumed to be capable of carrying their personal gear like weapons and armour, group items like tents, cooking gear, and adventuring gear like rope and grappling hooks.

Characters with Strength less than 13 can carry an additional item; characters with Strength 13 to 16 can carry two additional items, and characters with Strength 17 or higher can carry three additional items.

Saturday, August 22, 2026

Conquerors and Kings: Battle of Arbalo

The opposing sides size each other up

For our August game we once more played Conquerors and Kings, with Martin once more commanding his Early Imperial Romans. The scenario was the battle of Arbalo, where the Romans are ambushed in a narrow pass by the Germans. The battlefield was simple: a forest with a narrow central clear path that opened up towards the German side of the table; the Romans had to exit with at least half of their forces 'at strength' (i.e. at at least half strength), while the Germans had to prevent that.

Martin decided to simplify the tactical problem by essentially deploying on only half of the table, putting his legionaries on the left hand side of the path, with the left flank protected by auxilia in the woods, and the right flank protected by cavalry.

Confused fighting in the woods

The Germans sent out flanking forces on both flanks. The forces on the Roman left was more successful, quickly neutralising the auxilia. The main Roman column pushed on ahead while the battle in the woods was going on, leaving the auxilia to their fate, but when the Germans tried to exit the woods to engage the legionaries, they failed their movement rolls and never made it.

German flanking forces are unable to exit the woods to threaten the Roman centre

The fight on the other flank went in the favour of the Germans too, but the cavalry had played their part in delaying their enemies. The legionaries in the centre continued their push, routing the enemies in front of them, but it was still not enough - only five 'at strength' units made it off the table, making it a narrow win for the Germans.