Every Week It's Wibbley-Wobbley Timey-Wimey Pookie-Reviewery...
Showing posts with label Greg Stafford. Show all posts
Showing posts with label Greg Stafford. Show all posts

Monday, 4 August 2025

Companion Chronicles #18: The Love and Labours of Sir Cauline

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 use with Pendragon, Sixth Edition. This can be 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.

—oOo—

What is the Nature of the Quest?
The Love and Labours of Sir Cauline is a scenario for use with Pendragon, Sixth Edition. It is primarily designed to be played using its four pre-generated Player Characters.

It is inspired by the traditional folksong, Sir Cawline.

It is a full colour, forty-eight page, 74.89 MB PDF.

The layout is tidy, though it does need a slight edit.

Where is the Quest Set?
The Love and Labours of Sir Cauline is a scenario for Pendragon, Sixth Edition. It can be set in any year, ideally after 515 CE, at Pentecost (or Whitsun), in late May. Due to the traditional activities its events celebrate, it should also ideally take place near Cooper’s Hill, at Brockworth near Gloucester, England.

Who should go on this Quest?
As written, the four pre-generated Player Characters should be used to play The Love and Labours of Sir Cauline, one of whom is Sir Cauline of the title. He can be roleplayed if there is only one player, but others include a squire, a household knight, and an ex-knight, now friar.

If the scenario is played in more traditional fashion, there is no limit upon the type of Player-knight that can be played. Knights with a strong Spiritual Trait, the skills of Religion (Christian), Religion (Pagan), and Folklore will have an advantage in certain situations. Skills associated with courtship will also be very useful for any Player-knight involved in the romance at the heart of the scenario.

What does the Quest require?
The Love and Labours of Sir Cauline requires the Pendragon, Sixth Edition Core Rulebook and the Pendragon: Gamemaster’s Handbook.

Where will the Quest take the Knights?
In The Love and Labours of Sir Cauline, the Player-knights travel to Aldric castle, home to King Aleric and Queen Gwendoline, as well as their daughter, the Lady Christabelle, in order to celebrate Pentecost. There are opportunities to worship, feast, and enjoy the peasant activities. Any Player Character who is not a knight may even join in, including even a cheese-rolling contest! However, Sir Cauline is soon not be seen, taken to his bed in deep melancholy as the Lady Christabelle is the subject of his deep adoration. This requires some directed roleplaying upon the part of Sir Cauline’s player, but he should soon perk up when the Lady Christabelle suggests some deeds of arms to prove himself worthy. This is to face the Eldrige Knight on Eldrige Hill and return with the thorn atop the hill. If he is successful, the romance between the Lady Christabelle and Sir Cawline begins to blossom, but faces several hurdles in the coming days. This includes revenge, treachery, and promises tested, plus there is scope to extend the scenario and add labours of love as well.

The scenario is very nicely detailed and shows how to play out a romance and its difficulties. The primary problem is that this means that it focuses upon Sir Cawline and his relationship with the Lady Christabelle, so that the other Player Characters are not as intrinsic to the plot and despite using pre-generated Player Characters, it does not make The Love and Labours of Sir Cauline a good demonstration scenario and it is certainly too long to be run as a convention scenario. This is also means that as strictly written, the scenario is not particularly suitable to be run as a campaign.

However, the scenario could be run as part of campaign without any of the pre-generated Player Characters if a Player-knight has developed an Adoration for an NPC whom he is not quite of sufficient station to marry, thus having to prove himself worthy of the NPC’s affection. In this way, The Love and Labours of Sir Cauline could be run to place a particular Player-knight in the spotlight or as an adventure separate to the main campaign with even just the one Player-knight involved.

Should the Knights ride out on this Quest?
The Love and Labours of Sir Cauline is an engagingly detailed scenario that gives time for ardor to be proven and a romance to develop as told in the folksong that inspired it. However, as written its set-up is quite restraining given its primary focus upon the one Player-knight, limiting its usefulness. With some adjustments upon the part of the Game Master this need not be the case and it could prove to be a worthy addition to a campaign.

Monday, 16 June 2025

Companion Chronicles #17: The Adventure of the Phantom Bell

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 use with Pendragon, Sixth Edition. This can be 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.

—oOo—

What is the Nature of the Quest?

It is a full colour, eighteen page, 3.0 MB PDF.

The layout is tidy, though it does need a slight edit.

Where is the Quest Set?
The Adventure of the Phantom Bell is a scenario for Pendragon, Sixth Edition. It can be set in any year, though ideally in early spring or late autumn.

Who should go on this Quest?
Knights of any type are suitable for The Adventure of the Phantom Bell, though they should at least be household or mercenary knights in service to a liege lord. Awareness,
First Aid, Folklore, Hunting, Play Instrument, Sing, Bow, and Horsemanship skills will be useful as will combat skills.

What does the Quest require?
The Adventure of the Phantom Bell requires the Pendragon, Sixth Edition Core Rulebook and the Pendragon: Gamemaster’s Handbook.

Where will the Quest take the Knights?
The Player-knights are tasked by their liege lord to attend to Greenway, a remote village where several people have gone missing. He suspects that Picts or Saxons might be responsible, but wants the disappearances investigated and put a stop to. The disappearances have been happening at regular intervals, so the Player-knights only have a few days before another one occurs. The scenario is linear is nature, the players have a choice of routes, a short one and a long one, with the former being more challenging. Taking the short gives the Player-knights more time in Greenway before the next person goes missing. Either way, the scenario tightens up a little as the impending disappearance grows near, and moves towards a confrontation with those responsible. This is nicely handled with the various possible situations being covered in a nasty combat with a surprisingly tough opponent.

The presents one or two interesting dilemmas to the Player-knights that test their Personality Traits in different ways. Some of these do stray into ‘Your Pendragon May Vary’ territory, so the Game Master is free to use them or not, as is her wont.

Throughout the scenario, the Player-knights will encounter a fair and mysterious hunter, ‘Eanswith, the Swan Maiden’, who will aid them on their journey to Greenway, in giving clues as to who—or what—might be responsible for the abductions, and if necessary, aiding them in killing it. Unfortunately, she is not only an intriguing figure for the knights and their players, but also for the Game Master. Simply put, she is not portrayed strongly enough and her motivations and interactions with the Player-knights are underwritten. The Game Master will at least want to develop a little more dialogue so that her portrayal can be easier.

Should the Knights ride out on this Quest?
The Adventure of the Phantom Bell is a relatively easy and straightforward adventure to run and play, and ultimately, insert into a campaign. It needs a bit more development, but that should not be beyond the skills of any good Game Master.

Monday, 2 June 2025

Companion Chronicles #16: Sir Balin: A Most Virtuous 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 use with Pendragon, Sixth Edition. This can be 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.

—oOo—

What is the Nature of the Quest?

It is a full colour, twenty-nine page, 26.94 MB PDF.

The layout is tidy and it is starkly illustrated.

Where is the Quest Set?
Sir Balin: A Most Virtuous Knight is a scenario for Pendragon, Sixth Edition. It takes place in Forest Sauvage during the Boy King Period in 512.

Who should go on this Quest?
Knights of any type are suitable for Sir Balin: A Most Virtuous Knight. The Player-knights are expected to have sworn fealty to King Arthur or one of his supporters, the scenario suggesting the rival and occasionally feuding vassal lords, Duke Ulfius or Earl Robert of Salisbury.

What does the Quest require?
Sir Balin: A Most Virtuous Knight requires the Pendragon, Sixth Edition Core Rulebook and the Pendragon: Gamemaster’s Handbook.

Where will the Quest take the Knights?
The Player-knights are tasked by Sir Kay, Arthur’s adopted brother and trusted seneschal, to travel north to the Forest Sauvage and locate the manor of two great knights, Sir Balin and Sir Balan. With the constant threat of war from the northern kings who refuse to give fealty to Arthur, who they see as a pretender and an upstart, the young king is in need of allies. Both Sir Balin and Sir Balan are renowned for martial prowess and would greatly bolster King Arthur’s forces. The task is a simple matter of diplomacy, but the two-week journey is not expected to be easy. The first part of the campaign involves a road trip, similar to ones undertaken by the Player-knights if they have through the events of the Pendragon Starter Set following Arthur pulling the sword from the stone and being crowned.

However, before the Player-knights have a chance to properly seek Sir Balin’s allegiance to King Arthur, their host asks a favour of them. A fellow knight, one Sir Guy du Lak, has befouled the code of chivalry by kidnapping the mother of both Sir Balin and Sir Balan, an act that Sir Balin swears involved some kind of fairie enforcement. He asks the Player-knights to accompany him in rescuing her mother.

The majority of the events of Sir Balin: A Most Virtuous Knight are told in flashback, so ultimately, the Player-knights cannot alter the outcome, but this does not mean that the scenario lacks opportunities to roleplay or react to events, prove themselves worthy to be knights, and eventually, earn Glory. However, the scenario draws on a number of sources earlier than Le Morte d’Arthur and the exact details of Sir Balin and Nineve—the sister of Sir Guy du Lak—differ to that presented in Great Pendragon Campaign, so that may not fit what the Game Master intends for her campaign in the long term.

Should the Knights ride out on this Quest?
Sir Balin: A Most Virtuous Knight has tighter requirements in terms of timeframe than other scenarios for the Pendragon, Sixth Edition, but it still offers the chance for the Player-knights to involve themselves in the events of the wider events of the Arthurian saga.

Monday, 12 May 2025

Companion Chronicles #15: Feast of the Forest

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 use with Pendragon, Sixth Edition. This can be 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.

—oOo—

What is the Nature of the Quest?
Feast of the Forest is a scenario for use with Pendragon, Sixth Edition.

It is a full colour, thirty-one page, 16.28MB PDF.

The layout is tidy and it is reasonably illustrated.

Where is the Quest Set?
Feast of the Forest is a one-shot (or potential campaign starter) scenario for Pendragon, Sixth Edition. It takes place in East Anglia during the Anarchy Period.

Who should go on this Quest?
Feast of the Forest includes six pre-generated Player-knights.

What does the Quest require?
Feast of the Forest requires the Pendragon, Sixth Edition rules or the Pendragon Starter Set. The Hunting, Folklore, and Horsemanship skills will prove useful during the play of the scenario.

Where will the Quest take the Knights?
Feast of the Forest opens with the Player-knights ambushing a Saxon convoy containing a silver-laden wagon. Barely do the Player-knights have time to celebrate their success before they are presented with a moral dilemma—do they let the survivors go or do they put them to the sword? In other words, are they Merciful or are they Cruel? There are benefits to either course of action, but there are also penalties too. This is the first of many such tests in the scenario as the Player-knights first discover that the wagon was not carrying taxes, but tithes for the church and that has its own repercussions… They are forced to flee from the scene of the crime and deeper into the fens as first they are pursued by angry Saxons, and then by a creature out of Myth that literally hounds them and drives them into fear and hauntings.

The middle part of the scenario involves a radical shift in the point of view as the players roleplay villagers under attack by bandits. The realisation should come at the end of these scenes that the bandits are no mere NPCs, but the Player-knights of the previous scenes, and that the Player-knights are neither heroes nor embody chivalric ideals. Although jarring, this shift is a good way of showing how villainous the Player-knights actually are, rather than forcing their players to roleplay them committing immoral acts. Nor are they anti-heroes. They are the villains of the piece, morally compromised and very far from the oaths they took as knights. Already, the Player-knights’ decisions and actions will have had serious personal consequences. Mechanically, their acts of cruelty, sacrilege, cowardice, and so on, have earned each Player-knight ‘Curse Points’, representing his spiritual corruption and penalising skills, Traits, and ultimately his Honour. It is possible to find a path of Redemption by committing merciful acts, making confession, and the like. This is what the last part of the scenario is about. The Player-knights are given the opportunity to undertake a number of tests that will lead to a great battle, all of which will put them on the path to atonement, though the exact details of that path lie outside of the scenario. That path—and even getting to that path—is not certain and no Player-knight is under any obligation to follow it.

Feast of the Forest does require some set-up. The scenario works best when the players begin unaware exactly as to the true nature of the knights they are going to play. This requires some adjustment to the character sheets to keep that information hidden until after the scenes in the village where the players take the roles of the villagers being attacked by the knights. That way, the players and their knights can come to the conclusion that they are not heroes rather than being informed of it right from the start. The scenario is also quite complex and there is a lot to keep track of by the Game Master with the various tests, the accumulated Curse Points, and the big battle at the end to keep track of.

Should the Knights ride out on this Quest?
Feast of the Forest is a short, but far straightforward adventure that does something that Pendragon typically asks the players never to do. That is, play the villains. It neatly sidesteps the issue of having to roleplay villainous acts, instead focusing in the immediate consequences of said acts. Primarily, it is a one-shot, though one that is slightly too long for a single session or convention scenario given its complexity, but has potential as a campaign starter where the Player-knights are on the path to redemption. It would be interesting to see such a path explored in a sequel. Fear of the Forest is the antithesis of a classic Pendragon scenario, presenting a rare and intriguing exploration of the anti-Chivalric knight whilst suggesting that there might be a path of out of The Anarchy and the darkness.

Monday, 28 April 2025

Companion Chronicles #14: The Adventure of the Thunder 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 use with Pendragon, Sixth Edition. This can be 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.

—oOo—

What is the Nature of the Quest?

It is a full colour, nine page, 1.32 MB PDF.

The layout is a little untidy and it is not illustrated.

Where is the Quest Set?
The Adventure of the Thunder Knight is suitable to run with any campaign for Pendragon, Sixth Edition. It begins with the Player-knights urgently on their way back to court, the default being Salisbury, but it can be set anywhere to suit the Game Master’s campaign.

Who should go on this Quest?
The Adventure of the Thunder Knight is suitable for knights of all types.

What does the Quest require?
The Adventure of the Thunder Knight requires the Pendragon, Sixth Edition rules or the Pendragon Starter Set. If the expanded content is used, then the Pendragon Gamemaster’s Handbook will also be useful, but not essential.

Where will the Quest take the Knights?
The Adventure of the Thunder Knight begins in classic fashion, with the Player-knights being challenged by a knight to joust before he can let any one of them cross a bridge which lies on their route back to court. He explains that he is bound to challenge everyone crossing this bridge until he has atoned for his sins, although he will not explain why he is bound to this task, what his sins were, and what exactly he has to do to achieve atonement.

The second half of the scenario involves discovering the curse that the Thunder Knight is under and how it came to befall him. Unfortunately, the scenario provides the background, an explanation of the cause and the solution to the curse, as well as what might happen if the Player-knights attempt to lift the curse in a nicely atmospheric scene, but what it does not do is provide the means for the Player-knights to get to the point in the scenario where they can discern that background, determine the cause, and discover the solution. Such means are suggested, but the Game Master is expected to create this aspect of the scenario herself.

One of the default suggestions as to why the Player-knights are rushing back to court is that they have come to alert their liege lord that a Saxon raid is imminent and reinforcements are needed. The scenario includes details of this battle, should the Game Master want to run it.

Should the Knights ride out on this Quest?
The Adventure of the Thunder Knight is a short, straightforward adventure, or would be, were it actually complete. The Game Master can detail the scenes that the author omits, but should she really have to? The Adventure of the Thunder Knight is a solid, one-session scenario that is easy to add to a campaign, but essentially, the scenario is rushed and the author skips over the middle and less interesting bits of the scenario, leaving the Game Master with more work to do do than the scenario really should.

Monday, 14 April 2025

Companion Chronicles #13: The Adventure of the Bearded Ladies

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 use with Pendragon, Sixth Edition. This can be 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.

—oOo—

What is the Nature of the Quest?
The Adventure of the Bearded Ladies is an adventure supplement for use with Pendragon, Sixth Edition.

It is a full colour, seven page, 743.81 KB PDF.

The layout is a little untidy and it is not illustrated.

Where is the Quest Set?
The Adventure of the Bearded Ladies is suitable to run with any campaign for Pendragon, Sixth Edition. It begins at court, whether that is Camelot or Salisbury, and its three mini-quests can be set anywhere to suit the Game Master’s campaign.

Who should go on this Quest?
The Adventure of the Bearded Ladies is suitable for knights of all types. It may not appeal to Player-knights who possess a mercenary streak.

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

Where will the Quest take the Knights?
The Adventure of the Bearded Ladies begins when three bearded ladies attend the court seeking aid in lifting the curse that caused their affliction. Calling upon valorous knights, they explain that they have fallen afoul of the sorcery of an evil wizard called Abramelin. To lift this curse, they must wash their beards in the sweat of the holiest stone in Britain, write magic tattoos on the palms of their hands with the magic needle of the sleeping giant Mambrinus, and make the ink for the tattoos with the burnt remains of the Sorrowful Knight’s beard. Each of these involves a mini-quest.

All three mini-quests are nicely detailed and involve a good mix of skills and traits. The first involves riding out into a swamp to talk to a hermit who refuses to leave his treehouse, the second wading into a river to wake up a giant, and the third locating a crotchety old knight and persuading him to shave his beard. Depending upon the actions of the Player-knights, all three of the mini-quests can be completed without any combat, although the old knight will want to prove his Jousting skill. Once done, the Player-knights can return to court and the three ladies will be able to lift the effects of the curse they are under.

The scenario is short and should take no more than a session to play through. Mechanically, The Adventure of the Bearded Ladies is more sophisticated than the author’s previous scenario, The Adventure of the Secret Admirer, though it is not as charming. What it does not do is explore how and why Abramelin cursed the three ladies and nor does it name the three of them.

Should the Knights ride out on this Quest?
The Adventure of the Bearded Ladies is a short, straightforward adventure. It is easy to prepare and run, but it does leave a few questions from its background unanswered.

Monday, 7 April 2025

Companion Chronicles #12: The Adventure of the Secret Admirer

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition and the Jonstown Compendium for RuneQuest: Roleplaying in GloranthaThe 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 use with Pendragon, Sixth Edition. This can be 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.

—oOo—

What is the Nature of the Quest?

It is a full colour, six page, 3.68 MB PDF.

The layout is a little untidy and it is lightly illustrated.

Where is the Quest Set?
The Adventure of the Secret Admirer is suitable to run with any campaign for Pendragon, Sixth Edition. It is nominally set in the county of Sussex, but can be easily be shifted elsewhere to suit the Game Master’s campaign.

Who should go on this Quest?
The Adventure of the Secret Admirer is suitable for knights of all types. It will appeal to Player-knights who uphold the ideals of courtly romance in particular. It is suitable for play with smaller groups of Player-knights or even a single Player-knight.

Player-knights with a good Recognise skill and a high Jousting (Charge) skill will be at an advantage.

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

Where will the Quest take the Knights?
The Adventure of the Secret Admirer begins with the Lady Colette approaching the Player-knights for a favour. Her parents are unhappily married, Sir Uren, her father a gruff and elderly knight famed for his bravery during the Saxon Wars, her mother, the Lady Elise, a French heiress. During the last two months whilst her father has been away, her mother has been visited by a succession of knights, each bearing flowers and declaring her to be the most beautiful lady in Sussex. Each knight claims to have been defeated in a joust by the Knight of the Flowers, the terms of the defeat requiring that they each deliver the flowers and make the declaration. None though, saw the face of Knight of the Flowers. Lady Colette is worried how her father will react to this flood of romantic intention and asks the Player-knights to find the Knight of the Flowers and persuade him to stop.

The scenario is short, in two parts—though with options to expand it a little—and should take no more than a session to play through. In the first part, the Player-knights will ride back and forth across the county in search of the various defeated knights and question them in turn. Some may want to joust, others require a little help, but the Player-knights will quickly learn where the Knight of the Flowers might be found. In the second part, the Player-knights confront the Knight of the Flowers and may well discover exactly who he is… This final encounter is quite challenging as the Knight of the Flowers is a highly skilled jouster. Any Player-knight will need the combination of a good skill, the benefit of a successfully invoked and suitable Passion, and a good die roll if he is to beat the Knight of the Flowers. This also means that there is a not unreasonable chance of the Player-knights failing to defeat him and finding themselves having to deliver flowers to the Lady Elise.

The Adventure of the Secret Admirer is a short, straightforward adventure. One element it does not employ as written are any Player-knight’s Traits or Passions. This is a major omission and the Game Master will need to work with her players to develop opportunities for this.

Should the Knights ride out on this Quest?
The Adventure of the Secret Admirer is a charming affair that is easy to prepare and run, but just let down the lack of sophistication when it comes to the full use of Pendragon, Sixth Edition’s signature character mechanics.

Monday, 24 March 2025

Companion Chronicles #11: Heirs & Spares

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 use with Pendragon, Sixth Edition. This can be 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.

—oOo—

What is the Nature of the Quest?
Heirs & Spares is a supplement for use with Pendragon, Sixth Edition.

It is a full colour, Seventy-six page, 97.90 MB PDF.

The layout is tidy and it is nicely illustrated.

Where is the Quest Set?
Heirs & Spares is suitable to run with any campaign for Pendragon, Sixth Edition, but has content specific to the Pendragon Starter Set.

Who should go on this Quest?
Heirs & Spares is suitable for knights of all types, but works exceedingly well with the Knights provided as pre-generated Player-knights in the Pendragon Starter Set.

What does the Quest require?
Heirs & Spares requires the Pendragon, Sixth Edition rules or use it at its fullest the Pendragon Starter Set. In addition, Squires Rampant may also be useful.

Where will the Quest take the Knights?
One of the key aspects of Pendragon is the lethality of its combat combined with dynastic play. Players are expected to not just roleplay their characters, but the sons and daughters of those characters, and in turn, the grandsons and granddaughters of those characters, and so on, over the course of several decades. As knights and thus members of the nobility, it is important that the Player-knights not only have designated heirs, but also spares. The heir is the one who will inherit a Player-knight’s mantle and position as well as his wealth and his duties, should something catastrophic happen to the Player-knight. The spare—a slightly dismissive term suggesting a certain uselessness—is there should something terrible happen to the heir. Thus, it is both vitally important that a Player-knight should have an heir and a spare to continue the family line and honour and full of potential in terms of storytelling.

Heirs & Spares is a supplement which explores these roles in Pendragon, Sixth Edition, but goes further than this by examining in greater depth their role and place in the lives of the Player-knights given as pre-generated Player Characters in the Pendragon Starter Set. In addition, it gives advice on how to integrate these heirs and spares to the Player-knights into the campaign—which will lead from the Pendragon Starter Set and into The Grey Knight and beyond—and provides plot hooks and story seeds for all eight pre-generated Player-knights and their heirs and spares. There is a wealth information and detail in this supplement that will add depth to the lives of the Player-knights and the beginnings of the official Great Pendragon Campaign as whole. However, although the content is very much tied to the pre-generated Player-knights, it is important to stress that none of it is official and that it definitely falls under the purview of ‘Your Pendragon Will Vary’.

Heirs & Spares opens with a discussion of the nature of both roles and where they can be drawn from in game terms. From the backgrounds of pre-generated Player-knights and families of Player-knights, with glance at simply replacing the deceased with someone unconnected and wholly new. It also looks at the degree of Player-knight creation, either taking a pre-generated Player-knight—as is presented for the Player-knights from the Pendragon Starter Set in Heirs & Spares, simply cloning an existing Player-knight (even one of the Player-knight who has just died), or full character generation. It notes the limited scope for this using just the Pendragon Starter Set and the Game master will need the Pendragon Core Rulebook.

The largest section in Heirs & Spares is devoted to the eight Player-knights from the Pendragon Starter Set, providing an overview of why each is interesting to play before detailing their heirs and spares. It is followed by a timeline of their family history. All expand their backgrounds in interesting ways. For example, Dame Lynelle and her squire, Booth, share a history, but are not related, and so technically, she has no family heir. Further, it is suggested that Lynelle’s younger brother and actual heir, might still be alive. Were he to be found, then he would become her heir and Booth, her spare. The heir to Asterius, the Byzantine knight, is his cousin, Callinicus, described as “the Slippery Exile”, more courtier than knight who fled Byzantium after his father was arrested by the emperor for corruption. Dame Cwenhild’s family is expanded with the addition of a half-brother, Oswain, but more Cymric than Saxon like Cwenhild, whilst their cousin, Eahild, whom Cwenhild regards as a younger sister, follows in her footsteps in wielding a heavy axe and a vengeful nature. All eight Player-knights are explored and expanded in this fashion.

The Player-knights and their heirs and spares are supported with advice for the Game Master on how to use them, primarily as NPCs, as well as suggesting alternatives to their respective Luck Benefits. Each Player-knight is given two pages of plot hooks and story seeds, the most obvious being to explore whether or not Dame Lynelle reveals her lack of status as a knight and potentially, her attempt to reclaim her family seat. To that end, her estate is detailed. Dame Cwenhild’s story hooks examine the politics and bureaucracy of Londinium, Dame Tamura her connection with the Ladies of the Lake, and so on. Of course, these will need development, but all are worth looking at, if only for their ideas. Lastly, Heirs & Spares details three NPCs that can be added to a campaign. Morcades of the White Tower is the daughter of the Constable of the White Tower in Londinium, renowned as a nunnery-raised, literate tomboy healer with an independent streak a mile wide, who could become firm friends with a female Player-knight, appear as part of Londinium-based adventures, and be the subject of courtship attempts by other Player-knights despite her father’s protestations! Her father is also detailed. The other two consist of Griflet de Carduel, actually a squire in the Pendragon Starter Set, and his sister, Lore de Carduel, both of whom are secondary characters in the Arthurian canon. Their detail enables the Game Master to bring them into play and so further the Player-knights’ involvement in telling the chronicles of King Arthur’s legend.

Should the Knights ride out on this Quest?
The usefulness of Heirs & Spares depends very much upon if the Game Master is running the campaign in the Pendragon Starter Set with the included pre-generated Player-knights or not. If not, Heirs & Spares will be of limited use and application, perhaps best serving as a ready source of NPCs and replacement Player-knights, plus associated story hooks and plots.

However, if the Game Master is running the campaign in the Pendragon Starter Set with the included pre-generated Player-knights, then Heirs & Spares is very, very useful. It expands greatly upon the backgrounds of the eight Player-knights, giving them heirs and spares when it even seemed unlikely that they would have any, and in the process, adding a wealth of story possibilities that can be told alongside the events of the great chronicle that makes up Pendragon. The fact that Heirs & Spares falls under ‘Your Pendragon Will Vary’ is actually disappointing. The content in the pages of Heirs & Spares is not only useful in terms of what it will add to a Game Master’s Pendragon campaign, but also so well developed and thought out that it will enrich the lives of the Player-knights and the campaign as a whole. Heirs & Spares may not be official, but it is very good and it is the companion to the Pendragon Starter Set—and beyond—that Pendragon, Sixth Edition did not know it needed.

Monday, 3 February 2025

Companion Chronicles #10: Horse Racing Expanded

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition and the Jonstown Compendium for RuneQuest: Roleplaying in GloranthaThe 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, PendragonIt enables creators to sell their own original content for use with Pendragon, Sixth EditionThis can be 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.

—oOo—

What is the Nature of the Quest?
Horse Racing Expanded is a supplement for use with Pendragon, Sixth Edition.

It is a full colour, ten page, 1.45 MB PDF.

The layout is tidy and it is nicely illustrated.

Where is the Quest Set?
Horse Racing Expanded is suitable to run anywhere where a horse race, whether impromptu or at tourney, might take place.

Who should go on this Quest?
Horse Racing Expanded is suitable for knights of all types, but focuses on the Player-knight with a high Horsemanship skill.

What does the Quest require?
Horse Racing Expanded requires the Pendragon, Sixth Edition rules or the Pendragon Starter Set. Graph paper and tokens may also be useful (but a simple grid of squares and pen works just as well).

Where will the Quest take the Knights?
Horse Racing Expanded is a supplement that that focuses on the one skill and a specific use of it. This is the Horsemanship skill and its use in races rather than in battle. The horse race, whether impromptu or taking place at an organised event is handled over the course of between two and four rounds with the players rolling Horsemanship tests for their knights and the Game Master for her NPCs each round. The position in the race for each Player-knight and each NPC is tracked on a grid with the result of the Horsemanship tests determining how many columns they move forward on the grid—two for a critical result, one for an ordinary success, but nothing for a failed roll and back one for a fumble—and thus, potentially, if they change their order in the race. At the end of the race, the Player-knight or NPC who is in the furthest column to the right wins the race.

It is simple enough, but there are modifications for the quality of the horses ridden and even the Size of the participants, and of course, a Player-knight or NPC is also free to invoke a Passion to Inspire their Horsemanship skill. At the end of the end of the race, the winner earns a Horsemanship skill check, prizes are awarded if the race is part of a tourney, and there are Glory awards too.

So far, so good, but Horse Racing Expanded does sound just a little perfunctory up until this point—and to be fair, it is. It also sounds as if it favours the Player-knight with the high Horsemanship skill—and to be fair, it does. However, what addresses this imbalance and gives a chance for participants with a lower Horsemanship skill to gain ground on the rider ahead of them are ‘Events’. Horse Racing Expanded includes a table of ten events which can occur during a horse race, the Game Master rolling randomly or picking something suitable to happen during one or more rounds of the race. Each event is given a simple description, the skill or attribute to be tested, and a list of the possible outcomes. For example, with Awareness or Hunting, the entry reads, “Up ahead, the road meets a wood bridge to allow easy crossing of a brook, but the old, neglected ford can still be seen beside it. A rider could gain time by galloping right through the shallows.” The outcome of this test result will grant a modifier to the Horsemanship skill test for the Player-knight or NPC for that round.

Some of the events are more fanciful than others, but they do two things and have one consequence. The events give a chance for Player-knights and NPCs with better skills other than Horsemanship to use them in the race and so give them a better chance against more skilled horsemen, and they make the race exciting. As a result, the race becomes a narrative rather than just a series of rolls.

Should the Knights ride out on this Quest?
Although there is nothing to stop the Game Master from using its rules and events for chases as well as races, with its limited focus, Horse Racing Expanded is more of a solid, serviceable supplement rather than a must buy purchase. If the Game Master has a player whose knight is good on horseback and wants to show off that skill, then Horse Racing Expanded will provide opportunities for that, whilst still allowing the other Player-knights to shine, and potentially, race almost as well.

Monday, 6 January 2025

Companion Chronicles #9: The Barnyard Tournament

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition and the Jonstown Compendium for RuneQuest: Roleplaying in GloranthaThe 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, PendragonIt enables creators to sell their own original content for use with Pendragon, Sixth EditionThis can be 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.

—oOo—

What is the Nature of the Quest?

It is a full colour, eighty-one page, 11.63 MB PDF.

The layout is tidy and it is nicely illustrated, often to amusing effect.

Besides six pre-generated Player-knights, The Barnyard Tournament includes thirty-three handouts,
a game board and thirteen tokens, one map, and a Game Master reference card.

Where is the Quest Set?
The Barnyard Tournament is set in Huntland County and quite literally, beyond, on the border between Logres and the Saxon kingdom of Anglia.

It takes place in the Boy King period directly before a battle, either against the Rebel Kings during the Civil War or against the Saxons in the Saxon War.

Who should go on this Quest?
The Barnyard Tournament is suitable for knights of all types. The Passion of Hate (Saxons) is likely to be advantageous, but not necessary to complete the scenario.

What does the Quest require?
The Barnyard Tournament requires the Pendragon, Sixth Edition rules or the Pendragon Starter Set.

Where will the Quest take the Knights?
The Barnyard Tournament is a grand adventure which begins with the Player-knights as exploratores on the road, conducting a scouting mission for King Arthur on the eve of battle. An encounter with three ‘Weird Sisters’ will divert them onto three different paths that together allegorise the need to grow up and assume the responsibilities of adulthood, in the scenario on a small scale, but in the kingdom at large, on a much bigger scale. The diversion is actually a dishonourable act for the Player-knights, as it will take them away from their assigned mission, but there is much to be learned and much to be gained by taking the path rather than ignoring it. (Plus, there is a chance to redeem themselves at the end of the adventure.) The paths in turn lead the Player-knights to a prosperous manor, almost an idyll in the face of the oncoming war. None are prepared for the conflict to come, including the young man due to inherit the manor. On the first path, the Player-knights are directed to inspire the young man to follow in the footsteps of his father, a famous knight, and prepare both him and the manor in case of an attack by Saxon raiders, looking for easy pickings. On the second path, the Player-knights find themselves in a very strange situation where they must attempt to bring together squabbling, but potential allies in the face of greater aggression and so protect the king—much like the situation with the young King Arthur. On the third path, the Player-knights must put into practice what they have preached and defend the manor from the marauding Saxons.

The first path introduces the location and the cast, presenting a community and pastoral respite that the Player-knights can indulge in, just a little, as they begin to teach the folk of the manor more of the wider world. There is a playfulness to this first chapter, one that the Player-knights tumble out of and into the second chapter and into the magical realism of tooth and claw in the nearby forest. Here on second path, the scenario is at its strangest, not just in terms of what both their players and their knights are now playing, but also in terms of how it is played out, more like a board game than a roleplaying game. If the first path teaches the lesson, the second cements it, and the third enforces the need for it. On the third path, the Player-characters become the generals as a wild assault is made on the manor by marauding Saxons. The likelihood is that the second path will be remembered for its oddness, whilst the first and third paths stand out for their roleplaying and storytelling opportunities, the third path offering opportunities for heroism.

The Barnyard Tournament is designed to showcase the various aspects of Pendragon Sixth Edition and its rules. Thus, there is a mock tournament, a battle to engage in, and opportunity aplenty for the Player-knights to show off their knightly virtues. All of which veiled in the mystical strangeness of Arthur’s realm and a little beyond. The scenario is written for use by Game Masters new to Pendragon—though this does not mean that old hands will not either appreciate or enjoy it—and to that end there is advice throughout its pages on how to stage and run The Barnyard Tournament with numerous possibilities and outcomes suggested and discussed.

Should the Knights ride out on this Quest?
If as the Game Master, you do not yet have The Barnyard Tournament: A Three Damosels of the Fountain Adventure, then you should, and if as a player your knight has not yet participated in The Barnyard Tournament: A Three Damosels of the Fountain Adventure, then ask your Game Master why not? This is an excellent adventure, one that showcases the richness of King Arthur’s realm—if only in miniature—and have the Player-knights become part of it and defend it. All of the scenarios to date on The Companions of Arthur have been good, so it no slight against any of them to say that The Barnyard Tournament: A Three Damosels of the Fountain Adventure is the best community content adventure published for Pendragon Sixth Edition to date.

Monday, 30 December 2024

Companion Chronicles #8: The Knights of the Hounds

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition and the Jonstown Compendium for RuneQuest: Roleplaying in GloranthaThe 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, PendragonIt enables creators to sell their own original content for use with Pendragon, Sixth EditionThis can be 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.

—oOo—

What is the Nature of the Quest?
The Knights of the Hounds: A Mongrel Order for Pendragon is a supplement for use with Pendragon, Sixth Edition.

It is a full colour, twelve page, 54.41 MB PDF.

The layout is tidy and it is nicely illustrated.

Where is the Quest Set?
The Knights of the Hounds is set primarily along the borders between Logres and the Saxon
kingdoms and Berroc, Silchester, and Thamesmouth in particular. However, it is potentially of use wherever there is a clash between the Britons and the Saxons.

It opens in the year 508.

Who should go on this Quest?
The Knights of the Hounds is both an organisation that the Player-knights can join if they qualify and if not, an organisation that can serve as an ally or an enemy of the Player-knights, depending on their actions and attitudes.

To join the Knights of the Hounds, a
Player-knight requires a high Valorous Trait, a reasonable Honour Trait, and low or no values in either the Hate (Saxons) or Hate (Cymri) Passions.

What does the Quest require?
The Knights of the Hounds requires the Pendragon, Sixth Edition rules or the Pendragon Starter Set.

Where will the Quest take the Knights?
The Knights of the Hounds presents an organisation or informal order of knights dedicated to showing that Saxon and Cymric knights can work together for the betterment of all and be one people rather than divided. Members of Knights of the Hounds bear dogs or hounds on their shields and keep their identities secret. They face antipathy, even hatred, from the Saxons who regard its Saxon members as betraying their ambitions to conquer the whole of Britain and from the Britons who regard its Cymric members as betraying the memory of those killed in the Night of Long Knives and in subsequent Saxon atrocities. Their detractors have nicknamed the members of the order, ‘Mongrels’.

The supplement presents its origins as a reaction to the poor treatment of prisoners taken by some Saxons and suggests how its members might react to future events in the Pendragon timeline. Three NPCs are fully detailed who the Player-characters may encounter as is the leaders of the order and their manor, known colloquially as the ‘Kennel-Hall’, which is secretly the base of their operations. Also included is a Battle Card for Knights of the Hounds, which can be used as an ally or enemy, depending upon the situation.

The Knights of the Hounds will feature in releases such as The Serpent of Mildenhall and Spares and Heirs.

Should the Knights ride out on this Quest?
The Knights of the Hounds is a nice little supplement that presents the basics needed by the Game Master to further explore the conflict and relationship between the Saxons and the Cymri throughout the reign of King Arthur and do so in multiple ways.