Friday, April 20, 2012

Tales from the Watchers of the Sullen Vigil - A New Setting for BRP and T&T

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Tales from the Watchers of the Sullen Vigil

This adventure setting commemorates the appearance of an entirely new world, set in the haunted lands of Sarvaelen. I had originally planned to make this exclusively a T&T setting, and I designed T&T character stats and everything for it which can be found at the bottom of the article, but I couldn’t resist a chance at working out the campaign background for BRP, which I am really getting into these days. Thus, I present the material in a dual-statted format!


BRP Characters should start off as Heroic Level adventurers. This setting relies on sanity rules, so make sure you have some! I am not including more complicating optional rules like hit locations and such, so you can add them to suit to taste.

We’ll see where it takes us…key influences for this setting will be the pulps of yore and the sort of dark, Lovecraftian horror as it was envisioned by Howard, Clark Ashton Smith, Karl Edward Wagner and others.

Part One: Background and Gazetteer

Background
The Watchers of the Sullen Vigil are an order of knights who patrol the desert expanse west of Aeronost, ever watchful of the ancient evil that once boiled like a dark plague from the westerlands of Camrinal. None have tried to venture deeply into the deserts of that forsaken land in decades, fearful of the plagues, monsters and worse that are said to now inhabit that derelict kingdom. Still, the watchers do occasionally encounter a fell beast which has found its way out of the wastes to threaten the caravans that skirt the desert’s edge, and once in a while they spot an ominous looking ruin, sometimes a simple structure, other times something more sinister, lurking at the edge of the horizon. When they notice these things, the watch will sometimes send the boldest among them to investigate, to put down any threat that may lurk within. Sometimes, however, they like to contract out…

Recently in the crossroads town of Aelghast the watchers posted notification that they sought out any daring adventurers or mercenaries willing to investigate a mysterious complex which had been spotted not twenty miles in to the ever-blowing sand dunes of Camrinal. The notice says little, other than that such adventurers would be provided food and lodging at the Watch Tower of the Sullen Vigil, and a sum of 500 gold pieces for the proper survey and clearing of the structure, with suitable proof of the deed.

The Watch Tower is located ten miles west of Aelghast, directly against the edge of the great dunelands beyond which mark the territory of Camrinal. The eldest watcher and commander of the order is Sir Dalin Tanare, a man in his mid sixties with an injured knee who remains remarkably healthy for his age and condition.

Dalin will brief any interested souls as to the problem. Apparently, the curious ruin, a long, ruinous temple entrance to what appears to be a vast building completely buried beneath the sands was exposed during a recent sandstorm. No record of a building from old maps of Camrinal during the time when it was a living land suggests such a building existed. He wants to know what it is, and he wants any monstrous infestation purged. Two weeks ago he sent eight young agents of the watch to do the deed. None returned, though a subsequent scouting party found evidence of the expedition horses and squires devoured and strewn about the desert sands in front of the complex. The scouts returned, shaken to the core by the inhumanity of what they had witnessed. The scouts reported that a strange, unnerving whispering sound like many inhuman voices arose from the entrance to the temple, and they feared for their lives at the sound of it.

Dalin explains that whatever loot in the old temple lies within is theirs for the taking, but his coffers offer 500 gold to the troupe in payment for surveying and clearing out the ruin. If they can’t complete the deed, he will still pay them 200 gold for word on what lies within….if they survive the encounter!

With that, the adventurers are offered bunks in the commons area of the tower, fresh meals, and access to what resources as can be provided (up to 150 gold pieces worth of gear, weapons and armor taken from the tower’s stores and armory as needed; no magical items are available).

Dalin Tanare, Commander of the Sullen Watch
Human knight
STR 18, CON 21, SIZ 14, DEX 10, INT 15, APP 17, POW 12 EDU 14; DB +1D4 HP 17 MW 8
Sanity 41 (Max 60) Madness Threshold 8
Notable Skills: Insight 45%, Listen 50%, Spot 60%, Track 45%, Climb 50%, Dodge 64%, Ride 80%, Sword 90%, Axe 85%, Bow 45%, 1H Spear 80%, Shield 65%
Weapons: Scimitar (1D8+1+1D4), 4 javelins (1D6+1D2)
Armor: Scale (6 AP) plus Target Shield (15 AP/HP)
Wealth: about 50 gold pieces on his person, but the watch coffers contain 6,800 gold in funds.
Special: Dalin keeps a holy relic around his neck, a Reliquary of Saint Trimerene which holds a vial of her sacred blood. Supposedly placing a drop on the lips of a dead man will return him to life. This is true (and there are about 50 drops’ worth in the vial) but such a man must immediately make a Sanity Check or return with 3ED6 sanity loss, maddened (roll on the longer temporary insanity table), acting like a psychotic lunatic. Success means he or she returns, but with a blank memory of his or her past, and no memory of what transpired in death (does not affect skills, only memories of life events).

Typical Knight of the Sullen Watch
Human knight
STR 16, CON 15, SIZ 12, DEX 13, INT 11, APP 14, POW 10 EDU 10; DB +1D4 HP 13 MW 6
Sanity 50 (Max 50) Madness Threshold 10
Notable Skills: Listen 45%, Spot 50%, Track 40%, Climb 60%, Dodge 50%, Ride 65%, Sword 50%, Axe 45%, Bow 50%, 1H Spear 60%, Shield 60%
Weapons: Scimitar (1D8+1+1D4), 4 javelins (1D6+1D2)
Armor: Scale (6 AP) plus Target Shield (15 AP/HP)
Wealth: 3D6X5 SP and 2D6 GP each

Source

Gazetteer of the Region:

This town is located ten miles from the edge of the desert wastes. It is a free town, belonging to no principality or king, answering instead to the local governor, the elected halfling Charaden Grimes. Grimes is a scrupulous banker and he insures the town does not suffer for want, taking advantage of the confluence of roads at the town to encourage traders to stop and sell wares before moving on. In so doing, they tend to bring a fair amount of currency in from the caravaneers, their guards and servants. All told, Aelghast has a population of about 1,500 individuals, of which more than a third are wee folk (halflings and leprechauns), as the original township was founded near the local hillside enclave of Burgester, which remains now as a burrough of the town.



Aside from the halflings and leprechauns, the town has two other notable populations: there is a small but distinct population of ghuls, the haunted once-human folk of Camrinal who survived the devastation of their land two centuries ago when the Great Old War of Mages took place, and the naga of Sydaris, the exiled clan of serpentfolk who were forced inland centuries ago by the Empire of Kadatha when chieftain Yazzad Sydaris stood up against the Living Goddess during that same war.


There are perhaps 100 naga in the region, all adapted to desert survival but dwelling in the subterranean hotsprings just a mile south of Aelghast proper. The naga have maintained friendly relations with the humans and halflings of old Burgester, and tolerated the influx of caravans and traders after the new routes sprang up for overland trade with the rise of the young kingdom of Aerenost rose to power several decades ago, uniting the torn land for the first time since the war.


In contrast, there are perhaps 200 or more ghuls in Aelghast, and they are forced to dwell in a shanty on the outskirts of town, as the little folk distrust them. The ghuls migrated here from the desert three decades ago, following their leader, a tall, gaunt and deathly man of their kind named Galios. Galios convinced the leader of the Watch at that time to permit his people passage out of the deserts, and that they were harmless kin. The watch has kept a close eye on them ever since, and the halflings have tolerated them, but they remain second class citizens and are not allowed to own property in the area. Still, the ghuls seem content to dwell in Aelghast’s shantytown, a place still far superior to their old domain in the desert, apparently. There are rumors, of course, that they have constructed a network of catacombs beneath the north hill graveyard on the outskirts of town and occasional accusations of tomb robbing are cast about, but usually nothing comes of it. The ghuls, for their part, provide cheap labor and work hard to earn their keep.


Ghul Stats
STR 3D6, CON 3D6+3, SIZ 2D6+6, DEX 2D6+6, INT 2D6+6, APP 2D6, POW 3D6 EDU 3D6
Attacks: Claws (1D4+DB) or Bite (1D3+DB); Ghul bites can cause a Potency 12 vs. CON sickness in those bitten, as they develop debilitating nausea within 1D6 minutes of receiving such a bite. The effect last 1d6X20 minutes.
Cannibals: Ghuls are known cannibals. The ghuls of Aelghast restrain themselves, and feed only on their own (so far as anyone knows) and the dead (suspected but not proven; they are very careful to avoid being caught). Any ghul that feeds off of living kindred flesh recovers 1D6 HPs for the meal. This can be done once per day.
Half-Dead Immortals: Ghuls don’t age. They look like zombies, with rotting skin and bones visible, clearly not being quite “alive” yet not dead, either. They are immune to the effects of disease.
Seen Too Much: Ghuls have already experienced some amazing horrors in their time. When a ghuls suffers sanity loss, if the loss is not equal to or greater than his madness threshold, then he loses no sanity at all. Conversely, if it meets or exceeds his madness threshold then he loses all of the sanity points rolled, not the difference. Ghuls also start with one permanent mental disorder (roll randomly or choose).

Note: Regular ghouls prowl the wastelands, too. They are truly undead beings, however, driven utterly mad by their state of existence. The civilized ghuls that are descended from the survivors of Camrinal regard the more conventional ghouls as “ferals.” Most humans can't tell the difference if they don't give the ghuls time to talk and prove their sanity, first. It is also unknown of the undead ghouls are simply normal ghuls who have at last succumbed to madness, or if they are more distantly related.



Only in Aelghast are ghuls tolerated to walk among the truly living...

The Lucky Starling

One of Aelghast’s most famous establishments is the Lucky Starling, a tavern and wayfarer’s inn run by the leprechaun Skipner Faust. Skipner likes to show off the cage with his “lucky starling” in the aviary-like interior of the tavern, as he claims the starling is actually a manifestation of the pagan deity Wishara, the goddess of luck, which has let him capture her due to his entrancingly good looks (so he says). The tavern itself remains a popular spot for merchants and adventurers to reside at while passing through.


Skipner Faust
Leprechaun Innkeeper and Wizard
STR 6, CON 16, SIZ 5, DEX 22, INT 20, APP 16, POW 18, MPs 18; DB -1D6 HP 10 MW 5
Sanity 87 (Max 90) Madness Threshold 17
Notable Skills: Bargain 95%, Etiquette 75%, Fast Talk 75%, Perform 65%, Persuade 75%, Craft (Brewing) 85%, Sleight of Hand 50%, Appraise 75%, Gaming 70%, Knowledge (birds) 100%, Insight 75%, Listen 85%, Sense 50%, Spot 75%, Dodge 95%, Stealth 90%, Daggers 50%
Weapons: Ice Pick (dagger, 1D4-1D6)
Armor: Soft Leather (1 AP)
Mage Spells: Blast 75%, Change 50%, Control 75%, Diminish 50%, Dispel 50%, Enhance 60%, Heal 75%, Illusion 80%, Invisibility (racial ability) 100%, Teleport 50%
Wealth: 32,500 gold pieces carefully hidden away beneath the inn, at the rear of an ancient tomb-catacomb he discovered years ago, guarded by traps.


The lands of Sarvaelen don’t have a lot of leprechauns, and Skipner Faust is far and away the nicest of the bunch; most leprechauns are cruel, greedy and malevolent beings, dark fey that serve the unseelie court and will acquire treasure with manic fervor and at any cost. Skipner is a rare exception to the breed (most of the time…)



To experience some weeeeird search results do an image search for "leprechaun warrior" on google. Ohhhhkay then.

The Whisperman Mine

Aelghast’s most popular local product is from the Whisperman Mine just nine miles northwest of the town, a mining colony which has operated for years. Dalton Whisperman is a burly dwarf known for his penchant for smelling out precious metals in the earth, and he’s been mining this area for decades now. Some suspect his mines have gone deep enough to tunnel into the subterranean caverns that are said to riddle the ground beneath the deserts, for as the story goes when the mages of Camrinal released their ultimate war magic, it not only destroyed their enemies and their own kingdom, but it cracked the very earth, leaving it a hollowed expanse. No one knows the truth of this, though, but there is thought to be some truth to such statements every time Whisperman and his crew come into town with a fresh haul of iron ore, silver or better….despite their wealth, the haunted looks of his men suggest that they have seen much beneath the sands that they would rather not.


Dalton Whisperman
Dwarf Explorer and Miner
STR 19, CON 20, SIZ 8, DEX 13, INT 13, APP 15, POW 15 EDU 13; DB +1D4 HP 14 MW 7
Sanity 64 (Max 75) Madness Threshold 12
Notable Skills: Bargain 75%, Command 50%, Craft (Mining) 85%, Demolition 75%, Repair 50%, Listen 45%, Spot 60%, Track 50%, Climb 75%, Dodge 35%, Ride 35%, Sword 50%, Axe 75%, Shield 65%
Spells: Blast 75%, Command 50%
Weapons: Great Pickaxe (2D6+2+1D4); flintlock pistol (1D6+1)
Armor: cuirboille hard leather (2 AP)
Wealth: depends on whether he’s struck a motherload or not, but he usually carries 2,500 gold around to do upkeep and pay his men.



 

Next Friday: The Temple of the Whispering Doom in Detail!


Tunnels & Trolls Conversion Notes:


This campaign region is written for use with fresh T&T characters, but can serve as an adventure point for characters of any level. The rules assume 7.5 edition mechanics but can work just fine with 5th edition. Since I introduced the concept of a Defense Score last column, I will include the Defense value (including any armor) with any creature stats if you would like to try it out.

Dalin Tanare, Commander of the Sullen Watch
Human knight (level 3 warrior)
STR 22, CON 30, DEX 10, INT 15, LK 14, CHR 17, WIZ 10 SPD 6; +9 Adds (and +3 damage for level)
Talents: Desert Tactics +18, Horsemanship 15, Seneschal 21 Armored Defense: 37
Weapons: Scimitar (4 dice); 4 javelins (2 dice); Armor: scale maile (8 hitsX2) plus target shield (4 hitsX2)
Wealth: about 50 gold pieces on his person, but the watch coffers contain 6,800 gold in funds.
Special: Dalin keeps a holy relic around his neck, a Reliquary of Saint Trimerene which holds a vial of her sacred blood. Supposedly placing a drop on the lips of a dead man will return him to life. This is true (and there are about 50 drops’ worth in the vial) but such a man must immediatel make a level 5 save vs. INT or CHA (better of the two) or return maddened, acting like a psychotic lunatic. Success means he or she returns, but with a blank memory of his or her past, and no memory of what transpired in death.

Typical Knight of the Sullen Watch
Human knight (level 1 warrior)
STR 16, CON 15, DEX 13, INT 11, LK 11, CHR 14, WIZ 10 SPD 12; +5 Adds (and +1 damage for level)
Talents: Scouting (Dex+1D6) or Horsemanship (Dex+1D6) Armored Defense: 33
Weapons: Scimitar (4 dice); 4 javelins (2 dice); Armor: scale mail (8 hitsX2) plus target shield (4 hitsX2)
Wealth: 3D6X5 SP and 2D6 GP each

Ghul Stats
STR X1, CON X2, DEX X1.5, INT X1, LK X0.67, CHR X0.5, WIZ X1 SPD X1
Cannibals: Ghuls are known cannibals. The ghuls of Aelghast restrain themselves, and feed only on their own (so far as anyone knows) and the dead (suspected but not proven; they are very careful to avoid being caught). Any ghul that feeds off of living kindred flesh recovers 1D6 CON for the meal. This can be done once per day.
Half-Dead Immortals: Ghuls don’t age. They look like zombies, with rotting skin and bones visible, clearly not being quite “alive” yet not dead, either. They are immune to the effects of disease.

Typical Ghul Citizen: STR 10, CON 20, DEX 15, INT 11, LK 7, CHR 6, WIZ 10, SPD 10; +1 adds
Typical Ghul Warrior: STR 16, CON 24, DEX 16, INT 9, LK 7, CHR 5, WIZ 9, SPD 11; +6 adds
Typical Ghul Rogue: STR 12, CON 20, DEX 20, INT 13, LK 16, CHR 8, WIZ 12, SPD 13; +13 adds
Typical Ghul Wizard: STR 8, CON 16, DEX 18, INT 18, LK 12, CHR 7, WIZ 18, SPD 12; +5 adds

Skipner Faust
Leprechaun innkeeper (Level 2 Wizard)
STR 6, CON 16, DEX 22, INT 20, LK 24, CHR 16, WIZ 12 SPD 18; +11 Adds (lower for being a citizen)
Talents: Brewmaster 26, Bird-Whisperer 22 Armored Defense: 19
Spells: All level 1 spells, plus Whammy, Spirit Mastery, Mirage and Poor Baby; also Hidey Hole (innate)
Weapons: Ice Pick (1+2); Armor: soft leather (5 hits)
Wealth: 32,500 gold pieces carefully hidden away beneath the inn, at the rear of an ancient tomb-catacomb he discovered years ago, guarded by traps.

Dalton Whisperman
Dwarf explorer (level 2 rogue)
STR 38, CON 40, DEX 13, INT 13, LK 22, CHR 15, WIZ 8 SPD 11; +37 Adds
Talents: Roguery 28, Mining 18 Armored Defense: 47
Spells: Take That You Fiend, That’s a Natty Beard, Oh There It Is, Oh Go Away
Weapons: Pickaxe (3 dice); wheellock dagg (5+15); Armor: cuirboille (7 hits)
Wealth: depends on whether he’s struck a motherload or not, but he usually carries 2,500 gold around to do upkeep and pay his men.



All contents except artwork are Copyright 2012 by Nicholas Torbin Bergquist, all rights reserved. Tunnels & Trolls is trademarked and copyrighted by Ken St. Andre and produced by Flying buffalo. Basic Roleplaying is trademarked and copyrighted by Chaosium.


5 comments:

  1. Once again, as a long-time fan of T&T a n d BRP (Back when it was just called Runequest and had a brown drawing on the saddle-stapled cover.) your blog entries are invaluable and great entertainment. Ah, if only BlogSpot would permit us to create blogs which could be downloaded as txt or doc files!

    Thank you again!

    *jeep! & God Bless!
    ---Grandpa Chet

    ReplyDelete
    Replies
    1. Okay, I've saved the article in a doc format right here: http://www.4shared.com/file/G0EMtaSW/Tales_from_the_Watchers_of_the.html

      Enjoy!

      Delete
  2. That would be a great idea! I'd love it if blogspot did that. Hmmm....if I get a free moment, I'll try to post a link up to a downloadable copy of this article.

    ReplyDelete
  3. There's this: http://www.printfriendly.com/button

    I see it on blogs all the time. Lets you print or make a PDF of a blog posting.

    ReplyDelete
    Replies
    1. Fantastic! Thanks for the link. I have added this feature as a permanent gadget; it will show in the bottom right column from now on.

      Delete