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The Cult of the Red Hand [OOC] (Recruiting)

I'm reviving an old scenario that I wrote. I tried this a few months ago, but my ISP refused to allow me to access EN World, so I got a new one now and am starting the adventure all over again. I am looking for 4 to 6 players (I'd allow a maximum of 8). I'll post the Character Creation rules later. This is set in modern times, in Washington, D.C. although PCs will travel to other international places. I am using the d20 set of rules. If you don't know how these work or have never used these, I can help, as long as you have played BRP CoC, D&D, d20 Modern, or something similar.

BTW, a lot of people have told me they'd like to join but don't have the time to create a new character. If this is the case, I have pre-made characters and would be willing to create a character based on your ideas or suggestions. Thanks.

PMF
 
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psychic mind flayer said:
I'm reviving an old scenario that I wrote. I tried this a few months ago, but my ISP refused to allow me to access EN World, so I got a new one now and am starting the adventure all over again. I am looking for 4 to 6 players (I'd allow a maximum of 8). I'll post the Character Creation rules later. This is set in modern times, in Arkham, MA. I am using the d20 set of rules. If you don't know how these work or have never used these, I can help, as long as you have played BRP CoC, D&D, d20 Modern, or something similar.

BTW, a lot of people have told me they'd like to join but don't have the time to create a new character. If this is the case, I have pre-made characters and would be willing to create a character based on your ideas or suggestions. Thanks.

PMF


Never played CoC or d20 Modern, but I would love to try. I have access to both sourcebooks, so that's not an issue. Do you have any more information?
 


Okay, time for character creation rules.

Characters must all be fifth level, with 10,001 XP.

Ability scores are to be rolled on Invisible Castle and must be generated by rolling 5d6 and choosing the best 3.

HP = 6 + CON for first level, 4 + CON for the rest.

The Variant Defense Bonus on pg. 15 is in play.
AC = 10 + DEX + Armor (if wearing any) + Defense Bonus

Psychic feats are allowable, as long as they are used reasonably (I don't want EVERYONE to be Sensitive, and a priest can't have 10 million psychic feats).

During gameplay, you do not die when you reach -10 HP. Instead, you die when you reach your negative Constitution score. For example, if your CON is 18, you die when you reach -18 HP. If your CON is 3 (a very unlucky number), then you die when you reach -3 HP.

Characters can have occult knowledge if it befits their personality or interests. However, they CANNOT have any Cthulhu Mythos knowledge whatsoever. This includes Mythos spells and being a member of Delta Green or some other Mythos-related organization. Other paranormal or occult societies are all right.

I will also be using an altered form of the Mythos - ALL gods revered by religions exist. Some may be avatars of Mythos beings, but they all exist and answer prayers and all the other godly stuff.

For the purposes of the game, all prayers and invocations will be considered spells. They will not have Sanity Losses or Ability Damage, unles the deity demands sacrifice. These are the only "spells" I will allow, except if you can justify how your character got a spell other than by Mythos means or by reading tomes. For example, Cast Out Devil is allowable for an exorcist.

I never like to bother with money, possessions, and equipment, unless you really want something special or want to buy something your character normally wouldn't. Otherwise, we'll just assume you've bought everything before the game takes place, as long as it's not outrageous (like a 1,000 room mansion for a guy who sweeps the sidewalks).

Apart from this, everything is as explained in the CoC sourcebook. If you have any questions, feel free to ask. :)
 
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Here are my suggestions for characters:

Have at least one bookish guy, one tough guy, and one medic or psychoanalyst.

We WILL be traveling internationally, so I'd recommend to have a character fluent in various languages. The following would be the most useful:

Egyptian (the ancient language)
Arabic
Chinese (we'll suppose that Chinese includes all dialects)
Italian
Latin

Also, it would be helpful if PCs were created so they had the liberty of traveling around. For example, a professor could easily take a while off on sabbatical or something, while an only parent with 12 kids will find it a lot harder to leave home.
 
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psychic mind flayer said:
Here are my suggestions for characters:

Have at least one bookish guy, one tough guy, and one medic or psychoanalyst.


I have the d20 CoC sourcebook. I'll probably take you up on the bookish guy, maybe an archaeologist or antiquarian, or even a writer. I'll have to look over the rules a little more before I can get a character out, but I should be able to have something to you by tomorrow evening at the latest, if not later today.
 

Travelling Missionary

I might be interested in playing a travelling missionary for some branch of the Church. Do you think a character like this would fit in?

Steve
 

Here's my character:
[sblock]
Code:
[b]NICHOLAS WELLS[/b]
[b]Init[/b] +2; [b]Senses[/b] Spot +13, Listen +13
[b]Languages[/b] English, Egyptian, French, Italian, Latin
---------------------------------------------------------
[b]AC[/b] 15, [b]touch[/b] 12, [b]flat-footed[/b] 10
[b]hp[/b] 32 (5 HD)
[b]Fort[/b] +3 [b]Ref[/b] +6 [b]Wil[/b]l +7
---------------------------------------------------------
[b]Spd[/b] 30 ft.
[b]Melee[/b] +0 (+2 BAB +2 STR -4 non-proficiency)
[b]Thrown[/b] +0 (+2 BAB +2 DEX -4 non-proficiency)
[b]Pistol[/b] +0 (+2 BAB +2 DEX -4 non-proficiency)
[b]Rifle[/b] +0 (+2 BAB +2 DEX -4 non-proficiency)
[b]Shotgun[/b] +0 (+2 BAB +2 DEX -4 non-proficiency)
[b]Sub-machine gun[/b] +0 (+2 BAB +2 DEX -4 non-proficiency)
[b]Base Atk[/b] +2; [b]Grp[/b] +4 (+2 BAB +2 STR)
----------------------------------------------------------
[b][URL=http://invisiblecastle.com/find.py?id=485296]Abilities[/URL] [/b] Str 14, Dex 15, Con 14 (13+1 lvl4 increase), Int 18, Wis 17, Cha 13
[b]Feats[/b] Alertness, Skill Emphasis (Research), Endurance
[b]Skills[/b] 
Appraise                             +12 (8 ranks +4 INT)
Climb                                +10 (8 ranks +2 STR)
Knowledge (anthropology)             +12 (8 ranks +4 INT)
Gather Information (cross-class)     +4.5 (3.5 ranks [7 pts.] +1 CHA)
Knowledge (archeology)               +12 (8 ranks +4 INT)
Knowledge (geography)                +12 (8 ranks +4 INT)
Knowledge (history)                  +12 (8 ranks +4 INT)
Knowledge (occult)                   +12 (8 ranks +4 INT)
Listen                               +13 (8 ranks +3 WIS +2 Alertness)
Research +15                         +15 (8 ranks +4 INT +3 Skill Emphasis)
Search +12                           +12 (8 ranks + 4 INT)
Speak Other Language (Egyptian)      +5 (1 rank + 4 INT)
Spot                                 +13 (8 ranks +3 WIS +2 Alertness)
[/sblock]

Background & Appearance:
[sblock]
Once a well known archaeologist, Dr. Nicholas Wells has since retired from the field. An expert researcher, he can be found most days in his dimly lit office under a desk lamp pouring over some obscure tome concerning the occult. His fascination for the subject was born in Egypt several years ago when his company turned up some compelling artifacts that have since disappeared, along with his long time partner Cliff Kenzington. While officials believe his partner's disappearance was voluntary, and that the artifacts in question have since been sold on the black market, Nick desperately wants to believe that something more sinister is afoot. He simply can't imagine that his old friend would betray him. As the years pass, however, Nick is slowly coming to the realization that the officials are probably correct.

Divorced for the last five years, Nick still counts his ex-wife as one of his close friends. Together they have a 13 year old daughter, Rebecca, who desperately wants to know her reclusive father better.

At 45 years old, Nick still manages to keep in decent shape, despite his reclusive tendencies. His reddish-brown hair looks as if is always in need of a trim, and his full mustache almost completely hides his mouth. He prefers his classic horn-rimmed eyeglasses over contact lenses.
[/sblock]

[sblock="other stuff"]

Nationality - American (caucasian)

Height: 6'1"

Weight 220 lbs.

Birthplace - Boston Massachusetts, where he attended the University of Massachusetts Boston for a Masters degree in History and Historical Archaeology, and where he returned after recieving his Ph.D in Archaeology from UCLA.

Religion - Agnostic; Nick has thoroughly researched the occult, which has inevitably led back to various aspects of a variety of religions. While he definitely believes in higher powers, it is impossible for him to believe it as written in any standardized form.
[/sblock]



Let me know what else you need.
 
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Steve, that’s a great idea for a character. A missionary would fit very well with the “traveling” theme. However, (especially if he is part of the Catholic church), he might have a little trouble convincing his superiors to allow him to travel wherever he wants. However, that might be very fun to roleplay, so I say that’s a good idea.

IG, I’ve skimmed over your character and he looks great so far!
 

Never mind, Steve, I just thought of a great way to incorporate your character into the traveling theme! To other gamers, it would be a good idea to have your characters be tied in with either one of these: Any large, worldwide, and organized religion; Interpol, the UN, the CIA, or any worldwide investigation organization; Symbology, cryptology, or anything alike to this. These aren't absolutely necessary, but they would fit in quite well with the story.

On another note, IG, I found a mistake with your character. There can only be a maximum of 8 ranks in a skill, and only 4 if it is cross-class. (CoC sourcebook, pg. 16, Skills Summary). Also, could you specify which skill he enhanced at 4th level? If it's CON or INT, then you need to know it's not retroactive, so you'd need to incorporate that into your HP or skills points. Does he own any weapons? If he does, then he'd receive a -4 penalty, since he's not proficient. If you change his feats so he is, then he'd have a +4 on all attacks with proficient weapons.

Also, there are a few (actually quite a lot) of things missing with his personality: his age, height, weight, hair, eyes, birthplace, nationality, residence, religion, and any degrees from universities. I know this is a lot (I'm probably pushing you too hard, since you barely got the book), so I'll wait until you have it all. Thanks for putting such effort and creativity into you character! For someone who's never made one for CoC before, it's surprisingly well done.

PMF
 
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