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.





































