Using Cthulhu Elements in standard D&D Games

JoeGKushner

Adventurer
Over at RPG.net, there was a post talking about using some Call of Cthulhu elements in the RPG. A lot of the responses seemed to want ot make it more like the Call of Cthulhu game as opposed to bringing elements of Call of Cthulhu to D&D. I probably come off a bit of an ass in that thread when the OP comes in latter and says that hes looking for game changing elements.

However, I figure, why not see what En World can do in terms of expanding Cthulhu elements in a standard D&D game. Without weakening the players, without making them insane, without Cthulhu eating 1d6 adventurers per round.

In many ways, Mythos elements have been in almost all editions of D&D.

1st ed: Deities and Demigods.
2nd ed: Works pretty much the same.
3rd ed: Call of Cthulhu d20 + various Pathfinder magazines
4h ed: Critter Cache Vol 6

Some of my thoughts cross posted:

The thing about 4e and Cthulhu, is a lot of it is already incorporated into the core system now.

Starts are evil sentient beings.

Warlorcks have pacts with them.

The Far Realm, introduced in the Gates of Firestorm in late 2nd ed, is part of the core of 4th edition.

Cthulhu, in 4e terms, is just another big bad. Like Orcus. Who can topple the Raven Queen in the adventure series if the players don't stop him.

If you were looking to pull some Cthulhu elements into the campaign, ask yourself why? If you want to add mythos monsters to the campaign, that's another kettle of fish entirely.

In 4e, there are elements that can be tweaked to give more of a cthulhu vibe. The only problem is a lot of that ground is already occupied by the rip off's that TSR/WoTC has been using for decades now; mind flayers, aboleths, etc...

Work on the age of things that involve the mythos. They tend to be older then recorded time. This can include languages. Read Languages may not work on something that's not a language as human brains understand it. This may require specialist to translate material or a rare ritual to shape the user's brain in a way that understands the language.

Dreaming: Depending on the author, Cthulhu has a dream avatar. There's also the whole Dreamlands, a pretty big wild ride with a book per edition from the old Call of Cthuhu game. Lots of text and worth reading.

Work on the inhumaness of it. This is hard to do because the very process of describing something makes it within the realm of the human. Think of things like colors that don't register, a strange taste in the air, a buzzing in the ears. Things should be described in some of the vague terms like being strangely inhuman, too many eyes and tentacles... etc...

Weird cyclopean towers. The angles are all wrong. It doesn't look like it should be able to stand in one piece but it does, sitting there, defying physics like it does.

Cultists: Lots of cultists with lots of different variants. This can be to the big guy or one of the others. Green Ronin yanked a lot of the Yellow Sign for Freeport so the Cults of Freeport Book is really good for that. In addition, EXP has a 4e version of Freeport out now so that might have some more monster stats.

As inhuman as the mythos tends to be, the players will probably come into contact with it through human agencies. They may wish to control it, they may wish to expose others to it, or they could merely wish for the voices in their head to stop telling them to burn the planes. But even as mysterious and otherness of the mythos, there will be points of contact that the players can reference and can understand.

You can describe a lot and showcase how normal people are handling it via the reaction of NPCs as opposed to beating the players over the head and screaming at them that they must fear Cthulhu.

Another thing to consider, is using some of the examples from Elder Evils in terms of what impact the rise of such a creature would have on the setting.

Elder Evils uses various environmental phenomena ranging from the dead rising, to magic acting different.

In Sigil, that might be an occassional portal failure or portal rewire at first as the stars alignment themselves and eventually the portals stop working all together or they only send people to one location.

The GM could also layer this into effects that summon monsters. The caster would feel something like an oily surface between him and the creature he is summoning and get brief flashes of the creatures being summoned being... wrong. At first there may be nothing unusual or perhaps there is something slightly off but the creatures still perform as bidded to do. If the GM is going to screw with the players actual abilities though, the GM should have something in place for the players to overcome these issues or something to compensate the player for lack of those abilities.

Other 'classic' bits are the moldy tomes that have driven previous owners insane. An apperance by the Necronomicon itself might not be a bad thing.

Another old favorite is a University type. In the CoC that's... Miskatonic? (Can never spell the damn thing.) Perhaps the players are initially hired as security for someone from a school of magic who has to do an interview with someone whose been locked up in (another Call of Cthulhu favorite) an insane asylum who keeps talking about being in a round room and how the hounds are coming for him!

A third thing typical of Cthulhu games, is hand outs to help the players in their investigations. This can be news clippings, ads, or other paper artifacts. Perhaps while waiting in a bar one of the players looking at ye old pole of help wanted signs sees something that draws their eye? Perhaps the Daily Sigil has some odd news. Or being Sigil, perhaps a Dabus (is that the name for those weird things that talk in images) starts spewing forth some really strange images?

For miniatures, Rafm has some greats: RAFM Miniatures & Games

Reaper has a few. http://www.reapermini.com/OnlineStor...sku-down/65095 for example.

And there's this guys site for inspiration of Cthulhu miniatures.
Google Images
 

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An aspect of CoC is that the presence of the Mythos means that REALITY ITSELF really isn't the only thing out there. That there is something ELSE out there, so immense, so old, so foreign, that we (and our WORLD) are a blip on its radar. Insignificance, inability to do anything about it, etc. This is different than learning that magic or vampires exist, those aren't that big, influential, the world turns without them; reality is still the same. But with the Mythos, they could just end us. They are bigger than EVERYTHING. Lovecraft influenced GAMES usually have teh attitude that 'well, we can't defeat them, but we can slow 'em down', plug the holes in the dam so to speak.Also, Lovecraftian stories usually end with the protagonist either dead, insane, or escaping with scars; they can't fight, let alone DEFEAT, the other.

When it comes to D&D, that last bit is very foreign; adventurers are, basically, supposed to kick the crap out of anything they meet. If nothing else, they EVENTUALLY should be able to.

If you want Mythos in D&D, then one thing is to question the very foundation of reality. I gave a bunch of options for Far Realms in another thread; #3 in my post is a good example of how the presence of the Far Realms would mean Everything You Know Is Wrong about the World's creation and importance.

Another facet is that simply SEEING, READING, or encountering something, HURTS. It blinds you, or it makes blood drip out of your nose, it is painful. Or, you might also not be able to fully perceive it (giving the monster invisibility, concealment, or even insubstantial because your sword has trouble physically interacting with its existence).
 

As a side note. You can easily take everything about the Mythos, and instead of dropping into Aberrations/tentacled things/etc, you can put every single thematic component into the Fey.
 

When it comes to D&D, that last bit is very foreign; adventurers are, basically, supposed to kick the crap out of anything they meet. If nothing else, they EVENTUALLY should be able to.

With D&D they fight the cultist, they fight the small alien things thatr get summoned. They fight the monsters that are trying to bring in the Old Ones. That's were the fighting and success come from; the PCs defeat the plots for another generation and keep the world safe. They never have to face anything that they aren't meant to be able to kill.
 

Mythos != Lovecraft Mythos. Even in his time it didn't. He had contemporaries that also wrote Mythos stories and not all of them were so focused on people being helpless.

If we look after Lovecraft, such as Briam Lumley, August Derelith, and in Lovecraft's own time, Robert Howard, among others, all show case fighting against the mythos in terms more... actionable.

The Lovecraft version of the Mythos (and I'm not a Lovecraftian scholar), is generally not a friendly one for an action based game like D&D. In some ways, I'm thinking, it's not even a Lovecraft bit (as he didn't have a grand unified Mythos theory) , but a Chaosium bit. The D20 verison, Trail of Cthulhu, Cthulhtech, and the long awaited (did it ever come out?) Pulp Cthulhu (by Chaosium no) all take a very different stance opposing the Mythos.


An aspect of CoC is that the presence of the Mythos means that REALITY ITSELF really isn't the only thing out there. That there is something ELSE out there, so immense, so old, so foreign, that we (and our WORLD) are a blip on its radar. Insignificance, inability to do anything about it, etc. This is different than learning that magic or vampires exist, those aren't that big, influential, the world turns without them; reality is still the same. But with the Mythos, they could just end us. They are bigger than EVERYTHING. Lovecraft influenced GAMES usually have teh attitude that 'well, we can't defeat them, but we can slow 'em down', plug the holes in the dam so to speak.Also, Lovecraftian stories usually end with the protagonist either dead, insane, or escaping with scars; they can't fight, let alone DEFEAT, the other.

When it comes to D&D, that last bit is very foreign; adventurers are, basically, supposed to kick the crap out of anything they meet. If nothing else, they EVENTUALLY should be able to.

If you want Mythos in D&D, then one thing is to question the very foundation of reality. I gave a bunch of options for Far Realms in another thread; #3 in my post is a good example of how the presence of the Far Realms would mean Everything You Know Is Wrong about the World's creation and importance.

Another facet is that simply SEEING, READING, or encountering something, HURTS. It blinds you, or it makes blood drip out of your nose, it is painful. Or, you might also not be able to fully perceive it (giving the monster invisibility, concealment, or even insubstantial because your sword has trouble physically interacting with its existence).
 


It is hard to integrate certain horror elements into a fantasy based RPG because of gere expectations.

A 1920's college student/investigator confronted with deep ones might crap his pants and run for the hills.

A D&D fighter seeing deep ones just shrugs, thinks they might be mutated kuo-tuans, and readies his sword.

If a monster is tough enough in a fantasy setting it can be scary, but that fright will generally be one of mere bodily harm because monsters and evil entities are accepted actual parts of the character's world.

The true dread of things man was not meant to know is a lot harder to pull off when the typical PC has to deal with them every day.
 

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