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D&D and the Cthulhu mythos: Adventure ideas?
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<blockquote data-quote="greywulf" data-source="post: 3515867" data-attributes="member: 4285"><p>Call of Cthulhu makes for great D&D! Remember that Robert Howard, the author of Conan, was a pen-friend of Lovecraft's and you're more than halfway there. You've got snake cults, evil wizards and enough curses to make Samuel L Jackson blush. </p><p></p><p>At low-level when everything taller than a goblin is frightening, throw a monster at them that's way above their CR level and watch them flee in terror. Use a Pseudonatural Displacer Beast for a Hound of Tindalos and have a few corpses be found in the PC's village. Eventually they discover that the local priest of the God of Knowledge has come into possession of an Unspeakable Tome. He's slowly becoming insane, suffering nightmares and accidentally Summoned it in his "sleep". Only by destroying the book can the Beast" be returned to it's own dimension. The priest escapes, his last words spoken in a unfamiliar language that chills the soul.......</p><p></p><p>Then of course there's Herbert West<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />read Necromancer.</p><p></p><p>Use the Pseudonatural template. A lot. Make sure the players get a clear sense of the wrongness of the creatures. Nothing says I love you more than a Pseudonatural Black Dragon. Chaos beast are cool too, especially if they see someone they love transform into one. Ickypoo.</p><p></p><p>Make the setting urban, but let the players feel like they're isolated nonetheless. They could be strangers in an unfamiliar city. Freeport is (of course) a natural setting for this, but Sanctuary (from Thieve's World) is great too. Even a small fishing town could hold secrets below the surface. Perhaps the local tavern is built upon the foundations of a far older structure - maybe even the impenetrable roof of a Structure Older Than Mankind. While examining the unusual floor - it's got life-sized carvings of ancient folks fighting strange cone-like beings - they press something and a hole opens up. Describe the smell of 100,000 year old air escaping. A deep thrum echoes like a giant's heartbeat. Then the entire floor collapses.</p><p></p><p>At higher levels start to have some fun. Maybe all spell-casters begin to go crazy as a 38,000 year plantetary cycle reaches it's zenith. When both arcane and divine magic fails completely it's up to the Heroes to find you where it went - and why a new island has appeared on the horizon. Maybe the magic fails one spell level per day, starting at 9th and working down. When the highest level wizard in the land is found murdered in a particularly gruesome fashion (Nyarlathotep 1, Elminster 0), that's one thing, but when even 1st level spells fail, chaos ensues. Soon the players are fighting for their lives against insane wizards and the temples echo with strange chants to the forbidden Elder Gods. Hey, it could happen.</p><p></p><p>Oh, and think back to the Crusades. Picture a victorious army returning with the spoils of the Infidel - including a casket containing Things Man Was Not Meant to Know, or even a half-insane slave who's furiously scribing the text of the Necronomicon onto any available surface, including onto his own skin. The adventurers might find that the only way to stop the wave of insanity spreading through the city is to return the madman and casket back to their own lands. That'll involve a long sea voyage (mmmmmm.... the open sea.......deep....so deep....), fleeing crazed villagers and demons of their own making before breaking into the Forbidden City where the walls themselves loath your presence. </p><p></p><p>Hope that gives you some ideas!</p></blockquote><p></p>
[QUOTE="greywulf, post: 3515867, member: 4285"] Call of Cthulhu makes for great D&D! Remember that Robert Howard, the author of Conan, was a pen-friend of Lovecraft's and you're more than halfway there. You've got snake cults, evil wizards and enough curses to make Samuel L Jackson blush. At low-level when everything taller than a goblin is frightening, throw a monster at them that's way above their CR level and watch them flee in terror. Use a Pseudonatural Displacer Beast for a Hound of Tindalos and have a few corpses be found in the PC's village. Eventually they discover that the local priest of the God of Knowledge has come into possession of an Unspeakable Tome. He's slowly becoming insane, suffering nightmares and accidentally Summoned it in his "sleep". Only by destroying the book can the Beast" be returned to it's own dimension. The priest escapes, his last words spoken in a unfamiliar language that chills the soul....... Then of course there's Herbert West:Dread Necromancer. Use the Pseudonatural template. A lot. Make sure the players get a clear sense of the wrongness of the creatures. Nothing says I love you more than a Pseudonatural Black Dragon. Chaos beast are cool too, especially if they see someone they love transform into one. Ickypoo. Make the setting urban, but let the players feel like they're isolated nonetheless. They could be strangers in an unfamiliar city. Freeport is (of course) a natural setting for this, but Sanctuary (from Thieve's World) is great too. Even a small fishing town could hold secrets below the surface. Perhaps the local tavern is built upon the foundations of a far older structure - maybe even the impenetrable roof of a Structure Older Than Mankind. While examining the unusual floor - it's got life-sized carvings of ancient folks fighting strange cone-like beings - they press something and a hole opens up. Describe the smell of 100,000 year old air escaping. A deep thrum echoes like a giant's heartbeat. Then the entire floor collapses. At higher levels start to have some fun. Maybe all spell-casters begin to go crazy as a 38,000 year plantetary cycle reaches it's zenith. When both arcane and divine magic fails completely it's up to the Heroes to find you where it went - and why a new island has appeared on the horizon. Maybe the magic fails one spell level per day, starting at 9th and working down. When the highest level wizard in the land is found murdered in a particularly gruesome fashion (Nyarlathotep 1, Elminster 0), that's one thing, but when even 1st level spells fail, chaos ensues. Soon the players are fighting for their lives against insane wizards and the temples echo with strange chants to the forbidden Elder Gods. Hey, it could happen. Oh, and think back to the Crusades. Picture a victorious army returning with the spoils of the Infidel - including a casket containing Things Man Was Not Meant to Know, or even a half-insane slave who's furiously scribing the text of the Necronomicon onto any available surface, including onto his own skin. The adventurers might find that the only way to stop the wave of insanity spreading through the city is to return the madman and casket back to their own lands. That'll involve a long sea voyage (mmmmmm.... the open sea.......deep....so deep....), fleeing crazed villagers and demons of their own making before breaking into the Forbidden City where the walls themselves loath your presence. Hope that gives you some ideas! [/QUOTE]
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