Terrific. I have the book, and ironically my setting features rudimentary firearms. I'd welcome any advice or additional info you'd be willing to provide.talien said:* I converted Tatters of the King. Not as hard as you might think, given that the 1920s is a lot like Freeport. Since both settings have pistols, it was simply a matter of removing references to steamers and automobiles. Worked fine.
I'll look for this ASAP!talien said:* There's also the .PDF adventure, "Cold Visitor," which is a homage to The Thing. I used it as the opening adventure to "awaken" the King in Yellow from the frozen wastes of Kadath.
Ironically, I just ordered this from Chaosium.talien said:* I converted both Adventus Regis (currently debuting in my story hour at http://www.enworld.org/showthread.php?t=103252) and another adventure...can't remember its name, but they are both in the Monograph "Ripples from Carcosa."
Are you talking about the OD&D or AD&D (with audio CD) version?talien said:* I used Castle Amber to represent Castle Carcosa and filled it with appropriately pseudonatural beasts. Castle Amber has references to Great Old Ones and is set in Averoigne by Clark Ashton Smith, who contributed to the Lovecraft Mythos.
*gasp* And adventure I don't have?!? I must be slipping....talien said:* Black Sails Over Freeport features a cult that worships Cthluhu-esque entity, whom I've decided is the same Leviathan bad guy first introduced in Arcanis.
I'll take whatever you're willing to offer. My email is wraith [underscore] form [at] msn [dot] com.talien said:Happy to share the D&D conversions of any of the Cthulhu adventures if you're interested.
4. The mad hermit, Rog3: CR 3; SZ M; HD 3d6+9; hp 24; Init +3 (+3 dex); Spd 30; AC 18 (+2 leather, +1 deflection, +2 nat, +3 dex); Atk +6 melee (1d4+4, dagger +1); SA sneak attack +2d6; SQ evasion, uncanny dodge; SV Fort +4, Ref +6, Will +1; S 16, D 17, C 16, I 10, W 10, Ch 6; AL CE. Skills: Listen +6, Spot +6, Search +6, Move Silently +9, Hide +9, Knowledge (occult) +4, Knowledge (religion) +4, Mythos Lore +5, Tumbling +9. Feats: Improved Initiative, Toughness. Sanity: 0.
This whole area is marked by a thick and strange fungal infection. Even the trees have succumbed to it, covered at the bottom and strangely bloated, as though they were pregnant. All the trees are bare, even the evergreens. The forest floor is covered with the fungus, and in deeper parts each footstep sinks into the carpet, nearly engulfed by the fungus, as it they were trying to penetrate the covered feet and feast on the flesh within. The mad hermit lives in the centre of this madness, in a large, hollow tree that seems to have "popped".
This hermit has gone insanely mad after submitting to a dread bargain with the Old One Einhort. His belly is now terribly bloated, and, on close inspection, one can actually see something struggling inside, pushing to get out. A battle with the hermit will push it over the edge, and it will rip its way through the hermit's rubbery skin. It resembles nothing so much as a large fungus, its coat a dull grey-yellow colour, the mass of fungus writhing and snapping with thousands of small suckerlike mouths. It has a few large, ropy tentacles that it attacks with. It moves around on a mass of small human-like legs.
Treat this creature as a deep one, with tentacle attacks instead of its normal ones. Seeing this "birth" costs 1d4/1d10 sanity.
Safe assumption. Rest assured, we does have Countdown, oh yes we does my preciousssss.Jürgen Hubert said:Since you mentioned Pagan Publishing among your sources, I assume you also have Delta Green: Countdown (and if you don't, why not?).
If you need issue numbers, I'd be happy to oblige.Chimera said:(drool!)
I may seriously have to check these out. Sanity checks can always be installed.