The End of Everything Pits D&D Heroes Against Cthulhu Mythos Villains

The Cthulhu Mythos and Dungeons & Dragons have a strange relationship. Entities of the Mythos appeared in the first Deities & Demigods only to be struck from later printings due to complications from a licensing agreement. Call of Cthulhu is one of the grand old dames of role playing games lurking in the show of D&D’s unprecedented recent success. The End of Everything, from authors Alan...

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The Cthulhu Mythos and Dungeons & Dragons have a strange relationship. Entities of the Mythos appeared in the first Deities & Demigods only to be struck from later printings due to complications from a licensing agreement. Call of Cthulhu is one of the grand old dames of role playing games lurking in the show of D&D’s unprecedented recent success. The End of Everything, from authors Alan Patrick and Alex Kammer, is currently on Kickstarter to raise printing funds. The authors sent me an advance review copy to check out as a Kickstarter preview. In what strange new ways does this book combine these weird siblings? Let’s play to find out.

The End of Everything is a campaign structured around a trip through the Haunted Steppes region of Frog God Games’ The Lost Lands. What starts out as a job escorting a merchant caravan through the wilds of the area becomes something more. Magic is not working the same as it does elsewhere in the world. This is reflected by magic users gaining corruption from casting spells. The campaign adds this as a rule for characters on the adventure. Corruption feel like a mix between the slow burn sanity loss of Call of Cthulhu and the chaos mutations from Warhammer. This is the most direct element that combines the two games in the campaign. There are plenty of horrific moments as the players draw closer to the source of corruption, Lake Hali to the north.

But this is still Dungeons & Dragons Fifth Edition which has fairly robust characters and a heroic fantasy outlook. That gives the adventure something of a pulp horror feel akin to Evil Dead 2 where the monster appears, the heroes scream and run away, but then they rally and kick the monster’s butt. The authors suggest the Dungeon Master keep the nature of the Cthulhu Mythos tie in quiet for as long as possible but I feel like going the other way might be the better option. These characters aren’t the gin-soaked dilettantes and wheezing academics of 1920s New England. They have mystical powers and ancient sword techniques backing them. I can see some groups gleefully signing onto a campaign where they finally get to throw down with the Old Ones backed by high level spells. Perhaps there’s a reason Cthulhu didn’t take over during the Hyperborean Age, when magic was plentiful and steel was new.

The campaign is well structured. Though ultimately linear, it offers a lot of side quests, directions and multiple approaches to the more concrete points of the game. The story opens up for a level or two by giving players and Dungeon Masters an area to explore then locks into a harder location based dungeon that drives the plot forward. There are also ample wandering encounters that the Dungeon Master can roll to use or just seed in as they see fit. I like this structure for campaigns of this nature as it gives a story the structure it needs but allows the players to explore an area to rack up treasure, magic items and story considerations that can help later in the main quest. There are many side quests that make points of the main quest easier as they give players resources or NPCs that can help out in the challenging boss battles.

The book also provides some good elements to use even if the Dungeon Master doesn’t want to run the main quest. Each of the towns along the way provides a small location based adventure based on figuring out what’s wrong in the town. The Encounters could also be pulled out to use in any storyline based around something being off in the world. It may be because I just read it, but the themes of The Shattered Obelisk: Phandelver And Below mesh well with this adventure and pieces from The End of Everything could easily fit into that campaign.

The End of Everything is on Kickstarter until November 16th, 2023. Digital rewards will be available shortly after the end of the crowdfunding period. Physical rewards are due in MArch 2024.
 

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Rob Wieland

Rob Wieland

These characters aren’t the gin-soaked dilettantes and wheezing academics of 1920s New England.

When we first started play CoC back in the early 90s the GM never really explained what the game was. As a bunch of power gaming teenagers we approached it as we would D&D. Our group was made up exclusively of ex soldiers and gangsters. Armed to the teeth with Tommy guns, 8 gauge shotguns, Browning Automatic Rifles, and lots and lots of TnT.

Not a library cards in the bunch. Assuming that if it bleeds we can kill we aproached every adventure as some sort of mythos safari.

We were the same kids in the 80s who worked our way through Dieties and Demigods as just another monster manual.

This sounds perfect for us.

The song ends with

"Yig comes and you die, you all die"

But Gwar never had the firepower we had.
 

Alzrius

The EN World kitten
When we first started play CoC back in the early 90s the GM never really explained what the game was. As a bunch of power gaming teenagers we approached it as we would D&D. Our group was made up exclusively of ex soldiers and gangsters. Armed to the teeth with Tommy guns, 8 gauge shotguns, Browning Automatic Rifles, and lots and lots of TnT.

Not a library cards in the bunch.
I'm reminded of that old Knights of the Dinner Table strip where the group decides to play "Scream of Kuchooloo" again. After getting in some obligatory ribbing on one of their group about how he had previously lost a character to madness after reading a book – because you never read the books in that game, no matter what they are (to which said individual protested, "but it was just a stinkin' traveler's guide to Boise!") – another player proudly announces that his new character has taken the "functional illiterate" quirk, making him immune to books. :D
 

Vincent55

Adventurer
lol, all the guns and firepower is useless if you lack the intelligence to tackle a problem that makes all that useless, i have seen this in many games i have run. Characters just run headlong into their death and destruction and as a dm I let them die and hope that the next characters they roll act smarter.
 

I bought the translated edition of Sandy Petersen's Myths of Cthulhu for 5Ed. Really if I am interested in 3PPs is about the new lineage PC species and classes.

Lovecraft is one of the main sources of inspiration in the first generation of D&D.

OK, we know Call of Cthulhu and D&D are totally opposite gameplays.
 

overgeeked

B/X Known World
Interesting.

If this is something people are interested in, Sandy Petersen has been mixing 5E and the Cthulhu Mythos for years. There are several books already out, including several great adventure paths.
 

talien

Community Supporter
D&D doesn't bother to hide its Cthulhu-esque roots, so I'm guessing the "keep the tie secret from your players" is actually about the style of play.

I've talked at length about "surprising" my players with Cthulhu-eqsue elements in a game that was nominally supposed to be about playing super-powered spies. It did not go well. I agree with Rob, just be up front about it. It's not like knowing will save them anyway.
 



Laurefindel

Legend
I'm feeling a bit of eldritch fatigue in my D&D at the moment. "Not another eldritch horror! I'm still picking pieces of tentacle from the last one out of my hair!" Players are surprised if it's not an eldritch horror.
yeah, same here.

Although tackle with Cthulhu's gang as an open and upfront campaign's premise does pique my interest. I'd be down for that!
 

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