Our last two sessions of Prince Valiant have seen the PCs trying to make their way from France to the Holy Land. . . .
The second of these two sessions - which we played on Sunday - began with the decision to liquidate all assets (incuding the captured pirate ship) on the grounds that the PCs didn't have the resources to maintain a chapter house of their order in Sicily.
They then set sail again.
Exercising GM fiat, I declared that as they were crossing between Italy and the Balkan Peninsula the storms were incredibly fierce, and the captain of their ships decided to cut his losses, and dock and sell his cargo in Dalmatia. The PCs therefore set of on the overland trek to Constantinople.
This was a fairly obvious contrivance to seed some scenarios. The players didn't object.
The core rulebook has three scenarios that involve fighting Huns, and I used the first of them: the PCs and their band (by this point 13 mounted men-at-arms plus the three knight PCs, and 42 footmen) were crossing through fairly rough and mountainous country when they were set upon by a band of 50-odd Huns. . . . The way the scenario is written it assume resolution via single combat, but this was clearly going to be a mass combat, and I improvised stats for the Hun leader (making sure he was weaker than the notorious Hun leader who figures in the third of these Hun-fighting scenarios). I had also decided (via extrapolation from the scenario set-up) that there were 20-odd huns in an ambushing flanking manouevre . . . .
[The PCs forces are victorious, with some effective leadership by the PC knights.]
Sir Justin failed in a Healing check to save the lives of injured soldiers on his side, and so the forces were slightly depleted, but Sir Gerran gave a speech to the captured Huns explaining the greatness of St Sigobert and the order's cause and made a very successful Oratory roll, with the result that 32 Huns joined the PCs' forces, giving them a highly useful mounted archery capability.
I asked the players who would be with the four of them if they were scouting ahead to verify whether the band could pass safely through the forest, and they nominated their two NPC hunters - Algol the Bloodthirsty who is in service to Sir Morgath, and Rhan, the woman who had joined them at the end of
the last session I posted about.
I was using the Rattling Forest scenario from the Episode Book, and described the "deep and clawing shadows [that[ stretch across the path, and the wind [that] rattles through the trees." The PCs soon found themselves confronted by a knight all in black and wearing a greatsword, with a tattered cape hanging from his shoulders, and six men wielding swords and shields, their clothes equally tattered. The scenario description also mentions that they have "broken trinkets and personal effects" and I described rings and collars that were worn, notched and (in some cases) broken. The description of the collars was taken by the players as a sign that these were Celts (wearing torcs), and I ran with that. . . .
The players, and at least some of the PCs, had decided that there must be something in the forest that would be the anchor or locus of the curse, and Twillany's player spend the earlier-awarded Storyteller Certificate to Find Something Hidden ("An item which is lost, hidden, or otherwise concealed is discovered almost by accident by a character. The thing must be relatively close at hand, and the character must be searching for it at the moment.").
The published scenario doesn't say anything about this, so I had to make something up: as Twillany and Rhan were riding along the path deeper into the forest, Twillany's horse almost stumbled on something unexpected underfoot. Inspection revealed it to be a great tree stump that had been cut close to the ground, levelled and smoothed, and engraved with a sigil very like one that Twillany had noticed on the Bone Laird's cloak as the two women had ridden past him. It seemed to be a mysteriously preserved wooden dais of an ancient house or stronghold - and looking about it there were still visible signs of posts and postholes of a steading wall. . . .
The resolution here was unfolding fairly quickly . . . the upshot was that Twillany's player decided that the curse couldn't be lifted simply by working on the dais - the Bone Laird would have to be brought back there to confront it . . . Twillany and Rhan therefore returned to where they had left the Bone Laird, his warriors and the other PCs. . . .
Sir Justin had the idea of converting these ancient Celtic ghosts to Christianity and the reverence of St Sigobert - "a Celtic saint" as he emphasised several times - and he also thought that their bones could be put in the reliquary that had been made for martyrs of the order . . .
[The encounter ended with Algol going back to the PCs' main force and returning with the reliquary, and the PCs persuading the Bone Laird that he and his men would find rest and release from their geas if they acknowledged God and St Sigobert and had their bones placed in the reliquary. The Bone Laird beheaded his men, and then Sir Morgath - a PC - beheaded the Bone Laird with the Bone Laird's own enchanted blade.]