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D&D and the Cthulhu mythos: Adventure ideas?
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<blockquote data-quote="Jondor_Battlehammer" data-source="post: 3520415" data-attributes="member: 5335"><p>I used the free module "Where Madness Dwells" in a similar fashion. The group I play with had already run through it once while I was a player, and I did something of a "return too" as a Dm in the same world with different PCs. An old nemesis of theirs, whom the believed dead, was held in the sanitarium, but had become so trusted by the staff that she had freedom enough to move about the other patients. She was an artist, and had been creating busts of many of the patients, and a few of the staff as well. Embedded in these bust was a rune carved charm that channeled power from my version of the far realm, subverting reality to the desire of the wielder, or in this case, the fantasies of the mad. </p><p></p><p>As the PCs confronted her, she activated them, and the full power of the charms took effect. I had patients turning into a werewolf, invisible, a child, one that flew, a pyromaniac that turned into an evocation heavy sorcerer. The looks on my friends faces when I describe the ceiling creaking above the and them hearing a loud <strong>fe fi fo fumm!</strong> was great. The party was separated over three stories and two wings, trying to deal with BBEG, a partially burning building, and an asylum full of somewhat dangerous foes that were in fact innocent patients that they really did not want to kill. I didn't run it as an overtly Cthulhu style adventure, but it could be tweaked. </p><p></p><p>The original WMD had Illithids and dark portals in it, so you could run it as is, just slap on some sanity checks.</p></blockquote><p></p>
[QUOTE="Jondor_Battlehammer, post: 3520415, member: 5335"] I used the free module "Where Madness Dwells" in a similar fashion. The group I play with had already run through it once while I was a player, and I did something of a "return too" as a Dm in the same world with different PCs. An old nemesis of theirs, whom the believed dead, was held in the sanitarium, but had become so trusted by the staff that she had freedom enough to move about the other patients. She was an artist, and had been creating busts of many of the patients, and a few of the staff as well. Embedded in these bust was a rune carved charm that channeled power from my version of the far realm, subverting reality to the desire of the wielder, or in this case, the fantasies of the mad. As the PCs confronted her, she activated them, and the full power of the charms took effect. I had patients turning into a werewolf, invisible, a child, one that flew, a pyromaniac that turned into an evocation heavy sorcerer. The looks on my friends faces when I describe the ceiling creaking above the and them hearing a loud [B]fe fi fo fumm![/B] was great. The party was separated over three stories and two wings, trying to deal with BBEG, a partially burning building, and an asylum full of somewhat dangerous foes that were in fact innocent patients that they really did not want to kill. I didn't run it as an overtly Cthulhu style adventure, but it could be tweaked. The original WMD had Illithids and dark portals in it, so you could run it as is, just slap on some sanity checks. [/QUOTE]
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