Uncounted Worlds 01
Uncounted Worlds 01
Uncounted Worlds 01
ncoun
orld"
!ncound World"
olume One, Winr 2008
!ncound Worlds is a fan
magazine publishing
material for role playing
using Chaosium Incs Basic
Role Playing.
ISSN 1753-9285 (Print)
ISSN 1753-9293 (PDF)
Published by Uncounted Worlds
Press.
Editor: Nick Middleton
Creative Inspiration: Richard
Watts, Jason Durall
Contributors: Bo Rosn, Nick
Middleton
Cover Photo: Megan Middleton
Interior Art: Various
Maps: Nick Middleton
LEGAL NOTICES
Chaosium Inc. is the
Registered Trademark of
Chasoium Inc.
Basic Role Playing: the
Chaosium Role Playing System
is a Registered Trademark of
Chaosium Inc.
Chaosium Inc., 22568 Mission
Blvd. #423, Hayward, CA
94541-5116, U.S.A.
All content is copyright by the
original authors and artists and
is published with their
permission.
http://www.basicroleplaying.net/
uncounted-worlds/
A to B
Different degrees...
oul Spaw
ncoun
orld
an ediria
What makes a great role playing game? That is
of course in a sense unanswerable, as it is too
broad a question. We can only answer for
ourselves,
and
usually
with
further
qualifications of genre, setting and player
group... But having said that, this hobby has
been around long enough that for many of us
there are systems that always seem to be a good
fit - who ever is playing, whatever the setting
and genre. For me the game that always seems
to be a great fit is Chaosiums Basic Role Playing.
In the distant summer of 1979 I was blown
away by a sepia tinted monochrome cover of a
woman in a breast plate with sword and shield
fighting a big lizard creature; and by the rule
system I found inside. That game was RQI and
within a few years BRP became the mainstay of
my gaming - Stormbringer, Call of Cthulhu,
Hawkmoon, Worlds of Wonder, RQII, RQIII
(eventually...), even Elfquest I either ran or
played them all. There have been other games,
and other settings (albeit pretty much all my
home brew settings seem to have used some
version of BRP). But for a very long time now,
BRP has been the grammar which underpins all
my RPG thinking.
This magazine is a small way of reciprocating
for all the great gaming Ive enjoyed with BRP
over the last thirty years or so, and hopefully a
way of contributing to an equally prosperous,
diverse and enjoyable future for my favourite
role playing system.
It is my goal for Uncounted Worlds to be a wellrounded magazine, primarily focused on
scenarios and pieces of immediate use, but also
looking to expand the horizons of the Basic Role
Playing system in ways of concrete assistance to
gamemasters.
To that end Im currently looking for material in
the following categories:
A Tale of the Uncounted Worlds - Basic Role
Playing scenarios with full stats and in
original and exciting settings.
i-2
Nick Middleton
City of the Warriors of the Yew,
Summer 2008
[email protected]
normal
heroic
12
epic
17
superhuman
22
normal
heroic
10
epic
15
superhuman
20
those
1-3
1-4
14
Move
10
CON
12
Total HP
20
SIZ
Maj. WL
10
INT
16
Dmg Bonus
POW
11
PP
11
DEX
13
Fatigue
26
APP
14
16
Move
10
CON
16
Total HP
17
SIZ
18
Maj. WL
INT
10
Dmg Bonus
POW
10
PP
11
DEX
15
Fatigue
26
APP
10
+1D6
1-6
2-2
Professions
Ufland is a sword and sorcery fantasy setting
that falls somewhere between Dark Ages and
High Medieval as described in the BRP chapter
ten: Settings (page 299-300). For the most part,
standard BRP professions listed for either of
these settings can be used, albeit it's not
possible to supply every detail in a brief setting
sketch like this so gamemasters may need to
improvise some information for themselves.
The main optional rules in use in this setting
(and thus assumed in the scenario, a chance
meeting in Tarinport) are summarised in the
nearby box.
2-6
Armour of Faith
Sorcerers Armour
Binding of Faith
Make Fast
Blessing of Faith
Sorcerers Soul
Bounty of Saelma
Summon Elemental
Summon Demon
Chains of Faith
Unbreakable Bonds
Circle of Faith
Chain of Being
Cloak of Faith
Cloak of Night
Divine Blade
Sorcerers Razor
Divine Confusion
Muddle
Divine Glamour
Liken Shape
Divine Grace
Sorcerers Beauty
Divine Guard
Ward
Divine Insight
Witch Sight
Divine Leap
Sorcerers Leap
Divine Malediction
Curse of Sorcery
Divine Restoration
Make Whole
Divine Surety
Sorcerers Sureness
Flames of Harkaran
Fury of Faith
Fury
Gift of Mutanya
Gods Shadow
Midnight
Gods Suppleness
Sorcerers Suppleness
Birds Vision
Rats Vision
Gods Vision
Gods Vision
Gods Vitality
Sorcerers Vitality
Gods Wisdom
Sorcerers Wisom
Gods Might
Sorcerers Strength
Grace of Zaros
Breath of Life
Hammer of God
Sorcerers Hammer
Investiture of Faith
Brazier of Power
2-7
Light of Faith
Moonrise
Mercy of God
Heal
Plasticity of Faith
Sorcerers Plasticity
Righteous Wrath
Pox
Shield of Faith
Sorcerers Bulwark
Sight of Faith
Sorcerer's Eye
Speed of Faith
Sorcerers Speed
Talons of God
Sorcerers Talons
Thrust of Faith
Undo Enchantment
Undo Sorcery
Warding of Faith
Refutation
Wings of Zaros
Words of Faith
Sorcerers Ear
2-10
Languages of Ulfland
Languages in modern Ulfland are more a
matter of geography than race or culture for
most people. Each plateau typically has its own
dominant language, usually a local blend of the
five ancient languages known from before the
Exile: Old Empire (also known as Draconic),
Words of the Stars (language of the high elves,
also known as Starspeech, or Startongue), All
Speech (the universal language, gift of Iniryn
and Paecarion to mortals), Words of the Stones
(gift of HarKaran and Mutanya to the
Dwarves) and Words of the Dark (gift of Sil to
her children the trolls and giants). Only
Starspeech and Words of the Stones are still
living languages, and only Starspeech is still in
daily use by the High Elves. Dwarves now
reserve the Words of the Stones for ceremonial
occasions, of which they have many. Most
dwarves also speak Hill Speech.
Only scholars truly care that in the modern
languages of Ulfland one can discern the
original ancient languages from which they
arose. Gamemasters should consider allowing
scholarly characters to decipher directly
derived or intermediate connection languages
they dont know if they have time and suitable
resources. For example, if a character speaks
Traders Tongue and Words of the Wood, they
should have a chance to puzzle out what
someone is saying in Plains Speech. Languages
that are mutually intelligible are marked on the
diagram. Low elves only speak Words of the
Wood amongst themselves, resent learning any
other language and deeply resent any non-elf
who learns their tongue. The elf tribes of Silon
use the Words of the Wood as a ceremonial
language
only.
Each
plateau
shows
considerable regional variation in accent and
dialect as well of course - a perceptive listener
can tell a speaker from Youlethorpe from a
freeman of Balryn Citadel quite easily.
All the ancient languages have written forms
known as runes, although few but scholars can
now read them. Most scholars who can write
can of course transcribed the various modern
languages without a written form in to a script
they know - but reading another scholars
attempt requires familiarity with the Scholar
script, the language transcribed AND one or
more Idea rolls, as each scholar will have to
puzzle out the transcribers unique take on
spelling, punctuation and grammar. The
Harpers guild has been working on a common
2-12
2-13
oul Spaw
2D6+6
2D6+12
2D6+6
2D6+6
2D6+6
3D6+3
1D6
13
19
13
13
13
13-14
3-4
Move: 10
Hit Points: 16
Armour: As worn (e.g. 3 cuirboilli )
Attacks: Bite 30%, 1D4+ db (bleeding)
Claws 25%, 1D4+db (bleeding)
Weapons as appropriate
Skills: Climb 55%, Dodge 55%, First Aid 45%, Hide
55%, Jump 45%, Knowledge (Huldrefolk Lore)
45%, Language (Common Speech) 65%, Language
(Mountain Speech) 65%, Scholar's Speech) 55%,
Listen 75%, Sense (Touch & Smell) 50%, Spot 45%,
Stealth 65%, Swim 35%, Disguise 45%, Persuade
55%. Huldrefolk can have a profession.
Foul Spaw
Drowned Men
Drowned Men are the corpses of sailors or other
unfortunates lost overboard and for whom the
rights of the dead have not been said promptly
enough. If the corpse of such an unfortunate falls
under the sway of one versed in the black lore of
Unweaving, the corpse can be animated by grim
Wizardry. The soul which was once housed in the
dead flesh is snatched by the dark magic from its
journey to Cro's embrace and forced to return to
the mortal world where it is shackled within its
own corpse. The captured soul is bound by
enchantments that remove its free will and bind it
to the will of the Wizard who performed the
enchantment. A Drowned Man's fate is utterly
horrible the soul is held back from whatever
divinely appointed fate awaited it beyond Cro's
embrace and instead forced to serve the will of the
sort of dark Wizard happy to so disrespect the
dead and the natural order of the world.
The process of creating a Drowned Man requires
the corpse of a drowning victim for whom the
rights of the dead have not been said. The ritual
halts putrefaction and decay, so the body remains
in whatever state it was when the ritual was
performed typically drowned men are wizened,
pickled things, with a pallid, gelid appearance to
the flesh. A Drowned Man cannot speak, and its
POW is suppressed, and although its
consciousness and awareness remains bound
inside it is treated as having half its former INT
and as though it were fixed INT, as the
enchantment suppresses its free will. Unlike
conventional Zombies, Drowned Men are quite as
fast and agile as they were in life, and will have
access to a few of the skills they had as living
creatures - Combat, Manipulation and Physical
full value, and Communication, Mental and
Perception skills at half their original value (but
never lower than base). Provided a Drowned Man
is not reduced to less than zero total hit points, the
powerful binding magic will restore it if it is
completely submersed in water - each full day
submerged restores 1 total hit point (and one
point to a location if locational hit points are
used).
After its creation, if a Drowned Man is correctly
named and the rights of the dead are performed
upon an item of genuine personal significance to
the Drowned Man in life, or the upon the body of
the Drowned Man, the enchantment can be
broken: add the POW of the priest or other
individual performing the rights of the dead and
that of the Drowned man in life and match that
4-2
oul Spaw
x 1.5
x 1.5
-
x
suppressed
3D6
1D6
15-17
15-17
13
6 (fixed)
(10-11)
10-11
3-4
Move: 10
Hit Points: 15
Armour: As worn (e.g. 2 hard leather )
Attacks: Brawl 30%, 1D3+ db (crushing)
Weapons as appropriate (e.g. Cutlass 55%)
Drowned Men display great cunning in
combat, making full use of their abilities to
Dodge and Parry, as well as exploiting their
innate qualities (no need to breathe etc).
4-3
Imlis Bragona
Harbour Master at the Port of Tegoli
STR
11
Move
10
R Leg
2/6
CON
15
THP
17
L Leg
6/12*
SIZ
18
MWL
Abdomen
2/6
INT
13
DB
+1D4
Chest
2/7
POW
16
PP
16
R Arm
2/4
DEX
TFP
26
L Arm
2/4
APP
Head
2/6
SR
Att%
damage
P%
Pts
Staff (Crutch)
10
45
1D6+db
45
15
Jolish Hurlis
Personal Security Advisor
Jolish Hurlis is a disgraced Ilfaran noble, third
son of the Baron of Jarell, a border world in the
core-ward fringe of the Ilfaran Star Kingdom.
Born in to luxury amidst the penury of drought
and starvation of the core-ward fringe
fiefdoms, Jolishs pampered and expensive
upbringing as the third son of the Baron of
Jarell left him torn between rebellion and duty.
He threw himself idealistically in to an officers
posting in the Ilfaran Defence Force, hoping to
bury his own uncertainty behind the surety of
orders. That all came crashing down on the
recently conquered planet Tyriol two years ago.
A band of noble born thugs in Lieutenant
5-2
15
Move
10
R Leg
6/10
CON
16
THP
30
L Leg
6/10
SIZ
14
MWL
15
Abdomen
6/10
INT
13
DB
+1D4
Chest
6/12
POW
13
PP
13
R Arm
6/8
DEX
15
TFP
31
L Arm
6/8
APP
15
Head
6/10
Weapon
SR Att
%
damage
Rng
Pts
Blaster Rifle
75
2D8+3
60
20
Blaster Pistol
65
1D8+2
15
14
65
2D8 stun
50
22
Vibro Knife
55
2D4+2+db
16
Brawl
65
1D3+db
n/a
Grapple
75
special
n/a
6-1
Adventure Background
The Harper's Guild of the Island City (lynch pin
and de facto capital of the loose alliance of city
states and small kingdoms that is the largest
political power on the plateau known as Land of
the Lakes) and their allied guild in Balryn Citadel
have jointly been investigating a recently
uncovered cache of artefacts collected by Parasan
Mitosh, a Harper of some repute who travelled
Ulfland extensively during the Time of Lies
(500STE to 550STE). A consignment of the Mitosh
findings are being escorted to the Island City by
Albrus Shand, a Harper scholar. Master Saran, the
Harper Guildmaster who brokered the deal for
the artefacts, has accompanied the shipment as far
as the small trading post of Tarinport, where he
intends to leave Shand to complete the remaining
journey via ship to the Island City, whilst he visits
the monastery of the Ordos Drako in Fardrako
Heights, north of Tarinport for reasons of his own.
Unknown to Saran and Shand, the discovery of
the Mitosh artefacts has become known to the
Dweller in the Depths, a servant of Cul-Salic the
Unweaver that lives in the sunless depths of the
Water. The Dweller believes that amongst the
Mitosh artefacts there is a tablet of writings from
the time of Cul-Salic's First Rising. The Dweller in
the Depths has thus dispatched an agent to steal
the consignment of artefacts before it reaches the
Island City.
Adventure Synopsis
The characters meet in a bar... Well, they may well
have met before, but the adventure begins when
the characters, Albrus Shand, Master Saran and
Captain Hansett Tredayne of the mixed cargo and
passenger ship the Pride of Brinneg meet in the
Eastgate tavern in Tarinport. Some (possibly all)
the player characters are to join the ship as
passengers when it sales the following day, and
are invited to dine with the captain and Harpers
before Master Saran departs in the early evening
for Fardrako Heights.
Later in the evening, after Saran's departure, a
band of orcs assault the east gate and the player
characters will be expected to join in the defence
least for the ground floor, with wood used for the
floors and upper storeys. Light and ventilation
when the weather is clement are provided by
double shutters for the most part (internal and
external), although some of the northern houses
(including those of the mayor and the master
merchant) have horn plates in a frame set in to the
openings, rather than an interior shutter, although
they still have exterior shutters.
As a planned community, Tarinport boasts some
unusual luxuries and amenities, especially for a
community of its size. The original small stream
that flowed in to the Torrel here has been
channelled through a system of underground
culverts and provides fresh water directly to all
the northern houses, as well as feeding a
communal well and water trough not far from the
east tower. The waste water from all the current
buildings (and the over spill from the water
trough) is channelled through a different set of
culverts that take the waste in to the Torrel river
some way down stream of Tarinport itself. The
streets of the village are cobbled throughout, and
the quayside is a stout construction of hard wood
piles, planking, dressed stone paving and
mortared brickwork foundations.
The villagers are all free holders, their families
owning their homes in exchange for undertaking
6-4
16
Move
10
R Leg
5/8
CON
10
THP
22
L Leg
5/8
SIZ
12
MWL
11
Abdomen
5/8
INT
15
DB
+1D4
Chest
5/9
POW
PP
R Arm
5/6
DEX
11
TFP
28
L Arm
5/6
APP
15
Head
5/8
Weapon
SR
Att%
damage
Rng
Pts
Self Bow
35
1D6+1+db
60
20
Battle Axe
45
1D8+2+db
16
Heater Shield
40
1D3+db
20
Brawl
40
1D3+db
n/a
Grapple
35
special
n/a
12
Move
10
R Leg
5/10
CON
14
THP
29
L Leg
5/10
SIZ
15
MWL
15
Abdomen
5/10
INT
13
DB
+1D4
Chest
5/12
POW
17
PP
17
R Arm
5/8
DEX
TFP
26
L Arm
5/8
APP
14
Head
5/10
Weapon
SR
Att%
damage
Self Bow
Rng
Pts
35
1D6+1+db
60
20
Battle Axe
45
1D8+2+db
16
Half Shield
40
1D3+db
15
Brawl
40
1D3+db
n/a
Grapple
35
special
n/a
Weapon
SR
Att%
damage
Rng
Pts
Self Bow
25
1D6+1+db
60
20
Warhammer
40
1D6+2+db
16
Half Shield
45
1D3+db
15
Brawl
35
1D3+db
n/a
Grapple
40
special
n/a
12
Move
10
R Leg
5/9
CON
13
THP
26
L Leg
5/9
SIZ
13
MWL
13
Abdomen
5/9
INT
12
DB
+1D4
Chest
5/11
POW 11
PP
11
R Arm
5/7
DEX
14
TFP
25
L Arm
5/7
APP
10
Head
5/9
Att%
damage
Rng
Pts
13
Move
10
R Leg
3/8
CON
10
THP
22
L Leg
3/8
SIZ
12
MWL
11
Abdomen
3/8
INT
15
DB
+1D4
Chest
3/9
POW
19
PP
19
R Arm
3/6
DEX
11
TFP
25
L Arm
3/6
APP
15
Head
3/8
Weapon
SR
Self Bow
30
1D6+1+db
60
20
Broad Sword
35
1D8+1+db
16
Heater Shield
30
1D3+db
20
Brawl
30
1D3+db
n/a
Grapple
35
special
n/a
6-6
11
Move
10
R Leg
5/9
CON
14
THP
27
L Leg
5/9
SIZ
13
MWL
14
Abdomen
5/9
INT
14
DB
none
Chest
5/11
POW
13
PP
R Arm
5/7
DEX
11
TFP
25
L Arm
5/7
APP
13
Head
5/9
Weapon
SR
Att%
damage
Rng Pts
Self Bow
35
1D6+1+db
60
20
Battle Axe
45
1D8+2+db
16
Heater Shield
40
1D3+db
20
Brawl
40
1D3+db
n/a
Grapple
35
special
n/a
6-7
16
Move
10
R Leg
7/9
CON 12
THP
26
L Leg
7/9
SIZ
14
MWL
13
Abdomen
7/9
INT
11
DB
+1D4
Chest
7/11
POW 15
PP
15
R Arm
7/7
DEX
11
TFP
28
L Arm
7/7
APP
15
Head
7/9
Weapon
SR
Att%
damage
Rng Pts
Self Bow
55
1D6+1+db
60
20
Bastard Sword
60
1D10+1+db
20
Battle Axe
65
1D8+2+db
16
Heater Shield
70
1D3+db
20
Brawl
55
1D3+db
n/a
Grapple
55
special
n/a
Typical Villagers
STR
12
Move
10
R Leg
5/9
CON
12
THP
25
L Leg
5/9
SIZ
13
MWL
13
Abdomen
5/9
INT
13
DB
+1D4
Chest
5/10
POW
11
PP
11
R Arm
5/7
DEX
11
TFP
24
L Arm
5/7
APP
11
Head
5/9
Weapon
SR
Att%
damage
Self Bow
Rng Pts
35
1D6+1+db
Battle Axe
45
1D8+2+db
16
Heater Shield
40
1D3+db
20
Brawl
40
1D3+db
n/a
Grapple
35
special
n/a
60
20
Move
10
R Leg
5/9
CON 15
THP
25
L Leg
5/9
SIZ
10
MWL
13
Abdomen
5/9
INT
16
DB
none
Chest
5/10
POW 12
PP
12
R Arm
5/7
DEX
13
TFP
26
L Arm
5/7
APP
17
Head
5/9
Weapon
SR
Att%
damage
Rng
Pts
STR
11
STR
14
Move
10
R Leg
6/9
Self Bow
30
1D6+1+db
60
20
CON
12
THP
27
L Leg
6/9
Hammer
40
1D6+1+db
15
SIZ
15
MWL
14
Abdomen
6/9
Half Shield
35
1D3+db
15
INT
13
DB
+1D4
Chest
6/11
Brawl
35
1D3+db
n/a
POW
11
PP
11
R Arm
6/7
Grapple
30
special
n/a
DEX
12
TFP
26
L Arm
6/7
APP
13
Head
6/9
Weapon
SR
Att%
damage
Self Bow
Rng Pts
35
1D6+1+db
Battle Axe
45
1D8+2+db
16
Heater Shield
40
1D3+db
20
Brawl
45
1D3+db
n/a
Grapple
50
special
n/a
60
20
6-9
14
Move
10
R Leg
2/8
CON
12
THP
23
L Leg
2/8
SIZ
11
MWL
12
Abdomen
2/8
INT
13
DB
+1D4
Chest
2/10
POW
13
PP
13
R Arm
2/6
DEX
13
TFP
26
L Arm
2/6
APP
15
Head
2/8
SR
Att%
damage
Self Bow
Rng Pts
35
1D6+1+db
Battle Axe
45
1D8+2+db
16
Heater Shield
40
1D3+db
20
Brawl
40
1D3+db
n/a
Grapple
35
special
n/a
60
20
STR
10
Move
10
R Leg
1/7
CON
12
THP
20
L Leg
1/7
SIZ
MWL
10
Abdomen
1/7
STR
12
Move
10
R Leg
5/8
INT
12
DB
none
Chest
1/8
CON
11
THP
24
L Leg
5/8
POW
11
PP
11
R Arm
1/5
SIZ
13
MWL
12
Abdomen
5/8
DEX
13
TFP
22
L Arm
1/5
INT
13
DB
+1D4
Chest
5/10
APP
12
Head
1/7
POW
11
PP
11
R Arm
5/6
DEX
10
TFP
23
L Arm
5/6
APP
12
Head
5/8
Weapon
SR
Att%
damage
Rng Pts
Sling
35
1D8+1+db
60
Dagger
45
1D4+db
15
Brawl
40
1D3+db
n/a
Grapple
35
special
n/a
20
Weapon
SR
Att%
damage
Rng Pts
Self Bow
35
1D6+1+db
60
20
Battle Axe
45
1D8+2+db
16
Heater Shield
40
1D3+db
20
Brawl
40
1D3+db
C n/a
Grapple
35
special
C n/a
6-10
14
Move
10
R Leg
2/10
CON
16
THP
29
L Leg
2/10
SIZ
13
MWL
15
Abdomen
2/10
INT
14
DB
+1D4
Chest
2/12
POW
16
PP
R Arm
2/8
DEX
13
TFP
30
L Arm
2/8
APP
12
Head
2/10
Weapon
SR Att%
damage
Rng Pts
Medium Crossbow
45
2D4+2
50
20
Scimitar
55
1D8+1+db
19
STR
20
Move
10
R Leg
1/8
Buckler
50
1D2+db
15
CON
14
THP
24
L Leg
1/8
Brawl
45
1D3+db
C n/a
SIZ
10
MWL
12
Abdomen
1/8
Grapple
40
special
C n/a
INT
12
DB
+1D4
Chest
1/10
POW
10
PP
10
R Arm
1/6
DEX
16
TFP
34
L Arm
1/6
APP
Head
1/8
Weapon
SR
Att%
damage
Rng Pts
Self Bow
45
1D6+1+db
60
20
Dagger
55
1D4+db
15
Brawl
40
1D3+db
n/a
Grapple
35
special
n/a
6-12
12
APP
TFP
26
L Arm
2/7
Head
2/9
STR
15
Move
10
R Leg
3/9
Weapon
SR
CON
15
THP
27
L Leg
3/9
Self Bow
35
1D6+1+db
60
20
SIZ
12
MWL
14
Abdomen
3/11
Battle Axe
45
1D8+2+db
16
INT
13
DB
+1D4
Chest
3/9
Heater Shield
40
1D3+db
20
POW
12
PP
12
R Arm
3/7
Brawl
40
1D3+db
n/a
DEX
11
TFP
30
L Arm
3/7
Grapple
35
special
n/a
APP
15
Head
3/9
Weapon
SR
Att%
damage
Rng Pts
Self Bow
35
1D6+1+db
60
20
Scimitar
45
1D8+1+db
19
Heater Shield
40
1D3+db
20
Brawl
40
1D3+db
n/a
Grapple
35
special
n/a
6-13
DEX
STR
14
Move
10
R Leg
2/9
CON
12
THP
25
L Leg
2/9
SIZ
13
MWL
13
Abdomen
2/9
INT
13
DB
+1D4
Chest
2/10
POW
11
PP
11
R Arm
2/7
Att%
damage
Rng Pts
6-15
STR
22
Move
10
R Leg
5/8
CON
12
THP
24
L Leg
5/8
SIZ
12
MWL
12
Abdomen
5/8
INT
11
DB
+1D6
Chest
5/10
POW 11
PP
11
R Arm
5/6
DEX
16
TFP
34
L Arm
5/6
APP
Head
5/8
Weapon
SR
Att%
damage
Rng Pts
Composite Bow
35
1D8+1+db
120
12
Bastard Sword
45
1D10+1+db
20
Spiked Shield
40
1D3+db
20
Short Spear
35
1D6+1+db
15
35
1D6+1+ db
15
15
Brawl
40
1D3+db
n/a
Grapple
35
special
n/a
16
Move
10
R Leg
5/7
CON
11
THP
21
L Leg
5/7
SIZ
10
MWL
11
Abdomen
5/7
INT
10
DB
+1D4
Chest
5/9
POW
10
PP
10
R Arm
5/6
DEX
14
TFP
27
L Arm
5/6
APP
Head
5/7
Weapon
SR
Att%
damage
Rng Pts
Self Bow
35
1D6+1+db
60
20
Battle Axe
45
1D8+2+db
16
40
1D3+db
20
Brawl
40
1D3+db
C n/a
Grapple
35
special
C n/a
Aftermath
Both Antos Elec (the current mayor of
Tarinport) and Masir Soldath (the resident
priest of Iniryn) will be very effusive in their
thanks for decisive, positive action by the
characters. Shiol Arnath, the local Priest of Cro,
will be far less effusive, but will offer healing
to any injured characters who clearly assisted
with the defence of the village and Antos and
Masir will reimburse the PC's the cost of their
journey on the Pride of Brinneg as a gesture of
thanks from the village. The Amith's will insist
the PC's have their room and board at the
Eastgate for free.
Unless the characters are excessively paranoid,
very thorough and exceptionally lucky, they
won't discover Gree's presence tonight. If they
think to check up on Albrus Shand, his door is
locked and it will take repeated knocking to
rouse Shand who will initially be extremely
annoyed at being woken up, but will be very
contrite as soon as the circumstances are made
clear to him. He will offer to assist binding
wounds, or wherever the characters think best.
Felkith Gree is, being huldrefolk, particularly
adept at passing himself off as someone else,
and fortunately, Shand had no arcane or divine
6-17
Rounds 1 - 8
Depending on which cabin Albrus/Gree is in, he
may have to talk his way past the night watch to
get from his cabin to the starboard below deck
cabin (#3). With luck, he will have already
arranged to move in to this cabin, but either way,
once in Cabin #3, Gree lets a rope down from
there. The rope allows the Drowned Men to come
aboard and once they are all aboard Gree sneaks
in to the forward crew compartment and casts
Control on the sleeping crew. The Drowned Men
climb aboard at the rate of one per round; assume
there are six in total. The chance of characters
noticing anything amiss during this initial phase is
vanishingly remote.
Round 9
Once he's sure all of the crew are under the effects
of the Control spell (assume he is successful with
the spell), Gree will use the remainder of the
magic points in his focus to cast Speak To Mind to
contact the Dweller in the Lake and inform it that
the plan has commenced. The Drowned Men enter
the crew compartment and start murdering the
Controlled crew.
Round 10
Gree communes with his master. The Drowned
Men finish killing the crew.
Round 11
Gree re-enters the hold with one of the Drowned
Men and attempts to secure the chest contain the
artefacts. The rest of the Drowned Men make their
way stealthily on to the main deck up the stairs
from the Crew Quarters - one is tasked by Gree to
deal with Cook, the others to strike at the nighwatch on the stern-castle deck. The Dweller
summons a storm this will build slowly over the
next few minutes, as the GM requires to provide a
dramatic back drop to unfolding events, but its
full fury is at least fifteen minutes away.
Exceptional success at hard Listen rolls will draw
characters attention to the fact that something is
up on deck this round (odd sounds of stealthy
movement).
Round 12
The Drowned Men cross the main deck stealthily,
the Drowned man tasked with dealing with Cook
positions itself outside the galley and waits.
6-18
STR
17
Move
10
R Leg
2/10
CON
15
THP
28
L Leg
2/10
SIZ
13
MWL
14
Abdomen
2/10
INT
DB
+1D4
Chest
2/12
POW
-(9)
PP
- (9)
R Arm
2/7
DEX
11
32
L Arm
2/7
APP
Head
2/10
TFP
Weapon
SR
Att%
damage
Rng
Pts
Short Spear
35
1D6+1+db
15
35
1D6+1+db
15
15
Scimitar
45
1D8+1+db
19
Buckler Shield
45
1D2+db
15
Brawl
35
1D3+db
n/a
Grapple
35
special
n/a
19
Move
10
R Leg
5/13
CON
24
THP
37
L Leg
5/13
SIZ
13
MWL
19
Abdomen
5/13
INT
16
DB
+1D6
Chest
5/15
POW
18
PP
18
R Arm
5/10
DEX
19
TFP
43
L Arm
5/10
APP
Head
5/13
Weapon
SR
Att%
damage
Rng Pts
Self Bow
35
1D6+1+db
60
20
Battle Axe
45
1D8+2+db
16
Heater Shield
40
1D3+db
20
Brawl
40
1D3+db
n/a
Grapple
35
special
n/a
The Storm
The storm summoned by the Dweller in the
Depths will build up quite rapidly and the
characters have a crisis on their hands the ship
needs to either batten down to attempt to ride out
the storm or try and run before it: but the
characters will have to crew the ship themselves,
and they may well NOT have the expertise. The
gamemaster is advised to manipulate events to
ensure that at least one Captain Tredayne or Cook
DO survive the fight with the Drowned Men if the
characters have no sailing expertise, so they can
act as advisors in the crisis.
Currently, there are no in print BRP rules for
sailing ships as noted earlier GM's may have
access to the BRP Gamemaster Book monograph
which contains such rules from an earlier iteration
of the game, and the entirely BRP compatible
supplement Sailing on the Seas of Fate is at the time
of writing still available from Chaosium's website.
The following notes on running the storm are
directly derived from those in the BRP Gamemaster
Book.
Captain Tredayne, or any character with an
appropriate profession (e.g. Sailor) and even
rudimentary skills in Pilot (Ship) or Navigation
will quickly realise that the storm is too big and
powerful for the Pride to ride out the characters
only option is to run ahead of the storm for the
southern shore of the Water. Tredayne, Cook, or
suitable Knowledge or Navigation skill rolls for
characters with the right background will warn
them however that they need to be careful of the
reefs and sand banks between Locshore and
Oakbay the storm is likely to push them west as
6-20
losing oughts...
Conclusions
The crew, or at least most of the crew, of the
Pride of Brinneg are dead, and the characters
journey to the Island City has been interrupted
by a savage and unnatural storm. If the
characters are fortunate they will be in one of
the southern shore towns where they can over
winter certainly Captain Tredayne will (if he
survives and the Pride survives) be intending
to over winter and see to repairing (or possibly
replacing) his ship. At worst, the characters are
stranded without gear or food amidst the
wreckage of their ship somewhere between
Locshore and Oakbay in the dying days of
autumn they have a hard, cold and
dangerous trek ahead of them to return to
civilisation.
6-23