Zothique D&D (Moldvay)

Korgoth

First Post
I was just musing whether it would be possible to run something like Clark A. Smith's "Zothique" tales (Empire of the Necromancers, Abominations of Yondo, The Charnel God, etc.) using Classic D&D, or if one would have to resort to something like Cthulhu/Dreamlands. Here are my initial thoughts in the affirmative of the former, using Moldvay/Cook:

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Allowed Races: Human only.

Allowed Classes: Fighter, Thief, Necromancer*.

Special Class: Necromancer - The Necromancer is a Cleric of an evil (Chaotic) god. He has the usual spell progression and selection of a Cleric, but has the hit dice and armor and weapon restrictions of the Magic-User class. All spells work as stated except Raise Dead and the like, which instead of restoring life cause the deceased to rise as an uncontrolled Undead creature of comparable level/hit dice to the former creature.

Character Generation: 3D6 rolled six times and arranged to taste. Hit points are rolled and you take what you get (1D8 for Fighters, 1D4 for Thieves and Necromancers).

Adventuring Concerns: For monsters, the weirder the better. Most monsters are things that crawl out of dark pits (or you crawled into the dark pit and found it). Humanoids, if encountered, will be either sui generis monsters or possibly degenerated remnants of forgotten human offshoots. Magic items will be extremely rare, except for potions and scrolls which will be merely rare. XP will principally derive from obtaining loot, because combat will be pretty deadly. Parties will want to avoid most encounters, a task to which the Thief is highly suited. Necromancers are allowed for PCs but will be rare (due to their evil nature); most parties will be a mix of Fighters and Thieves or (probably more efficiently) all Thieves. Fighters can still move quietly... the surprise roll is used to simulate stealth. Oftentimes if the party achieves surprise they may completely avoid the encounter (sneaking right on past), although only a Thief can slip through the midst of his enemies. Since only the Moldvay/Cook Basic and Expert sets are used, advancement is possible through 14th level. Decadent and wasted Zothique is the last civilization of its world, and mankind has reached its final twilight therein. There is no further greatness to be had.

Thematic Concerns: Zothique is a pretty bleak and depressing place. Adventures would play up the horror aspects, and dungeon exploration would be a common motif (plundering the lost vaults of nameless ruined cities while avoiding the madness-inducing inhabitants thereof). Monsters would be genuinely terrifying because, on average, everybody is going to have very few hit points.
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Conclusion: I think it is eminently do-able, with practically no extra work for the DM. I think Moldvay is the best choice both because the cap at 14th works perfectly for the "twilight of man" theme and because if I used Mentzer the Elmore artwork would constantly charm me out of the bad mood required to properly run this kind of game.
 

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Ripzerai said:
There's actually a Zothique d20 supplement available for download at eldritchdark.com

orly.jpg


/me trots on over to eldritch dark...

For reference:
http://www.eldritchdark.com/articles/criticism/30/zothique-d20-system-game-guide
 




Korgoth said:
Conclusion: I think it is eminently do-able, with practically no extra work for the DM. I think Moldvay is the best choice both because the cap at 14th works perfectly for the "twilight of man" theme and because if I used Mentzer the Elmore artwork would constantly charm me out of the bad mood required to properly run this kind of game.

use X2 Castle Amber as another guide to help with this concept.
 

I've checked out the D20 Zothique supplement. I think it's really nice work, and nice of the fellow who did it to put it up for free. The presentation is nice as well. I would certainly use it as a resource for any Zothique game.

I'm not so sure about the implied availability of good clerics, though. The idea of the typical good-aligned party healer doesn't seem to fit with the milieu. I might be wrong about that.

This pdf (I think I had originally seen an earlier version) was the first place I'd seen it argued that The Abominations of Yondo really belongs in the Zothique canon. I think it really fits, and it's a good story.

Any thoughts on my notion of limiting spell casting to evil/dodgy clerics? In calling the class "Necromancer" I'm just meaning to be evocative... I don't mean it to be limited to the Necromancers of Naat, but would count even those "cruel and cynical inquisitors" of Ong.
 

diaglo said:
use X2 Castle Amber as another guide to help with this concept.
Note that Castle Amber uses Clark Ashton Smith's Averoigne as a setting, not Zothique. Averoigne is a fictitious region of medieval France, Zothique is the last continent on earth thousands of years in the future. Not that Castle Amber isn't worth looking at.

Clark Ashton Smith is awesome. My favorite of the Mythos authors. In fact, though he is best known for his Mythos stuff, he transcends the Cthulhuverse in a lot of ways, and much of D&D is based on his work.
 


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