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Monday, 23 December 2024

Companion Chronicles #7: The Adventure of the Craven Knight

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition and the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha, The Companions of Arthur is a curated platform for user-made content, but for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon. It enables creators to sell their own original content for Pendragon, Sixth Edition. This can original scenarios, background material, alternate Arthurian settings, and more, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Pendragon Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Pendragon campaigns.

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What is the Nature of the Quest?
The Adventure of the Craven Knight is a scenario for use with Pendragon, Sixth Edition.

It is a full colour, twenty-five page, 13.20 MB PDF.

The layout is tidy and it is nicely illustrated.

Where is the Quest Set?
The Adventure of the Craven Knight is set in the Counties of Bedegraine and Yorkshire. it is set in the Year 516, one year after the events of The Grey Knight.

Who should go on this Quest?
The Adventure of the Craven Knight does not have any particular requirements in terms of its Player-knights as written. The skills of Folklore, Horsemanship, and Swimming are likely to be useful in resolving the scenario.

What does the Quest require?
The Adventure of the Craven Knight requires the Pendragon, Sixth Edition rules or the Pendragon Starter Set.

Where will the Quest take the Knights?
The Adventure of the Craven Knight begins with the Player-knights on the road in the County of Bedegraine when they come to the aid of passengers attempting to cross the River Trent after a fearsome beast has clawed at the raft. An injury to a young boy sends them to search for a local and renowned healer, Lady Annora, but whilst she is ready to help, she is reluctant for the Player-knights to remain. Investigating the subdued and run down nature of the manor, its animals and staff, reveals that her husband, Sir Garavil, has had a curse placed on him that has also affected his wife and his manor.

A knight from the county to the north, Sir Byard, has given the young Banneret Knight a Wound Eternal and laid the curse upon because he would not sell him the finest of his horses. Both will be lifted only when either Sir Garavil relents or Sir Byard is defeated in single combat on the grounds of his own castle. The difficulty here is that Sir Byard, the craven knight of the title, lives in isolation in a castle on an island in a lake with no access except by boat or by making a leap of faith astride an exceptional animal. This sets up the major challenge of the scenario as the Player-knights attempt to find a way across the lake to challenge Sir Byard and face him in single combat.

The Adventure of the Craven Knight is inspired by tale of Byard’s Leap and nicely engages the Player-knights in the folklore of the region and presents them with some interesting challenges. For the Player-knight with a high Horsemanship skill, there is also the potential for a very fine and singular reward. One good aspect of the scenario is that it does not favour any faith over another, but grants an advantage to a Religious knight, no matter their faith.

The Adventure of the Craven Knight can be played through in two or three sessions. It is easy to slip into a campaign as it begins as the Player-knights travelling on the road.

Should the Knights ride out on this Quest?
The Adventure of the Craven Knight is a richly detailed scenario with plenty of opportunity for the Player-knights to show off their knightly virtues, defeat a rotten varlet unworthy to be a knight, and restore justice to the stricken.

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