Showing posts with label cthulhu. Show all posts
Showing posts with label cthulhu. Show all posts

Monday, September 28, 2020

WIGHT: Monster Conversion - Dragonwarriors to Call of Cthulhu 5e

Gods of Lankhmar, Keith Parkinson.
Not Wights? Not according to RAW, no.

Have I mentioned before that Wights are one of my all-time favourite monsters? 

For D&D adjacent, referring to my last post, you could reskin the Shadow, Troll, Spectral Hound, Wood Golem or even -shock!- the Wight, for your barrow-dead.

Rather than just working straight from the conversion I did for Dragonwarriors to D&D adjacent, I've drawn on the Mummy and the Zombie from CoC 5e for stats - but this is spiritually a variation on the theme of the DW Wight.

Wights, All Hail the Tumulus King!


Emaciated, pale, hollow - the dreaming dead of forgotten and mis-remembered peoples - Wights are the sorcerer-priests, shaman-queens and trickster-heroes of a distant, uncertain past. Some are attached to names we would recognise, figures from history and myth - Wights named as Arthur can be found from Ireland to Kazakhstan. 

Others hail from even weirder pasts and otherworlds - Melnibone, Lyonesse, Avalon, Tir na Nog, Hyperborea, Averoigne, the Dreamlands, the Hyborian Age, even the Demiplane of Dread (if you want to go that far). To encounter a Wight may be as upsetting to consensus reality as it is deleterious to mortal life.

Still others will be analogues of deities, and accumulate the trappings of their cult - even to some of those dreaming kings being associated with Cthulhu (adding another layer to your adventure onion). 

The Wight's millennial dreaming is sustained by its single point of POW. It can use the magic point this gives to animate itself for a day; it regenerates over a lunar month - otherwise, Wights cannot regenerate magic points and must drain STR to build their reserves (see below). 

A Wight must spend one magic point to maintain animation every day - if it deanimates, it returns to its dreaming and any remaining accumulated magic points dissipate at the rate of one per day (the dreaming is particularly wonderful during this period).

Wights do not recognise or understand firearms. Most are composed of conventional matter, but may incorporate more exotic substances, alien or arcane. 

They use their current magic points in place of POW.

STR 3d6 x 1.5 (16)     CON 3d6 x 1.5 (16)     SIZ 3d6 (10.5)     INT 3d6 (10.5)     POW 1

DEX 3d6 (10.5)

Hit Points av. 13         Damage Bonus +d4     Move 6

Weapons:
  • Touch, DEX x 3%, ignores armour and drains 2d6+1 STR from the victim - this is recovered on their being taken into the sunshine (1 point per minute). Drained STR converts to magic points for the Wight at the next moonrise.
  • Hand weapons (and bows) at DEX x 5%; thrown weapons, Parry and shields at DEX x 3%.
  • A Wight could have enchanted weapons and magic items from BRP-compatible settings. These should not become treasure trove for investigators (lay a curse), but could be instrumental in vanquishing the Wight.
Armour: None, but all hits from unenchanted weapons cause minimum damage and then 'shatter as though from centuries of rust' (Dragonwarriors p.124).

At the Keeper's discretion, weapons and armour contemporary with the Wight's burial might be effective against it.

Skills: Shadow on the Mist 80%, Pursue Ancient Grievance 60%.

Wights can communicate with anything they make a minion, but otherwise are unlikely to understand a language more recent than Latin.

Spells: In addition to any known in life, Wights can use the following spell-like abilities:
  • With a glance or a gesture, for 1 magic point, slam open or hold shut a door or other opening. If the door is barred, barricaded, chained, held by investigators or nailed open/shut, the Wight can apply extra force equal to its STR + current magic points at the cost of being unable to use this ability until the next moonrise.
  • At will, the Wight can raise a 1 mile radius zone of mist that lasts 1 hour per magic point spent. The Wight and any human, animal or undead minions gain 15% to stealth, stalking and evasive abilities (including Dodge) while in this mist.
  • For 1 magic point, create an illusion. It can be static or animated, but makes no noise, is the same temperature as the air, and has no scent; it is dispelled by the touch of naked flesh. 
  • For 4 magic points, the illusion will draw on the personal fears and failings of up to 4 mortal targets, creating a nightmarish vision. Those who fail to match magic points with the Wight lose control of their character for one appropriate involuntary action, as determined by the Keeper.
  • For 6 magic points, the Wight exhales a languid coil of sooty vapour (the Black Breath) that unerringly wraps around a single target. If they succumb to a poison attack of POT equal to the Wight's magic points, they rot to nothing (along with organic material equipment) in a matter of seconds, leaving only an agonised shadow behind.
  • For 1 magic point + the cost of the spell, the Wight can implant one-use spell-ability into a minion. The magic points of the spell are temporarily unavailable to the minion, but regenerate normally once the spell is released. Use of the Black Breath also attacks the caster (if mortal).
Wights can know Mythos and non-Mythos spells, and can use Dreamlands spells in the waking world (though restricted to their lair and/or their zone of mist). They can also use spells from other BRP systems (principally RQ and Stormbringer), and may even be run as casters from that system. 

A Wight may also use reskinned spells from your favourite fantasy rpg systems, but investigators can never learn these (though they can be implanted into minions). 

Their ability to create, compel and/or summon minions is a narrative assumption, but some Keepers may prefer to tie this to pre-existing spells.

Habitat: From lonely burial mound to mythic underworld, Wight lairs may exhibit characteristics of the Dreamlands, whether or not that is canon for your campaign.

Sanity Loss: 1/1d8 to see a Wight; 0/d3 the first time you suffer STR drain; 1/d4 to see someone reduced to a shadow by the Black Breath.


Commentary.

While there's nothing intrinsic (except for it being 'mine') that ties this Wight to the British Isles and/or Northern Europe, it's clearly Tolkienesque and carries a heavy flavouring of dark Euro-fantasy. 

The Mythos ties for the Wight can be via the weird fantasy horror of Robert E. Howard or Clark Ashton Smith, but also along the lines of similarity to cults of the Great Old Ones. 

Above, I mentioned Cthulhu specifically because 'That is not dead which can eternal lie, And with strange aeons even death may die' applies to all ancient dreamers, not just Old Squid Face.

I like the idea of the world-spanning Cthulhu cult being a mangled retelling of prophecy relating to some obscure semi-mythical Eurasian priest-king rather than the secret revelation of vistas of cosmic horror.

Furthermore, my personal take is that this Wight is a figure that can reflect nationalist (and racist) myth, which is why I explicitly mention King Arthur (the Hellboy mythos and Slaine (#BOSR) are important touchstones, too).

The Wight reflects, it does not embody, because a) just because someone says it's Arthur (or Boudicca or Odin) doesn't mean it is, and b) Nazi/white supremacist occultists fuck off - the Wight is always ultimately going to be the end of Raiders of the Lost Ark for you. 

Friday, July 17, 2020

DRIDER: Monster Conversion - AD&D 1e to Call of Cthulhu 5e.

Closer to what I'm thinking of than a search for Drider brings up.
Thanks to Arachne, Dante, Dore and Wikicommons for this.

Unless you've already ported Lolth into your Call of Cthulhu campaign (in which case I'm interested in what it looks like now), Driders are 'just' spidertaurs - and the spider part isn't even a spider, really.

Driders aren't a species to themselves, and will be known by chosen/given names or possibly by a local/legendary name for spidertaurs (eg. Jorogumo).

In this conception, Driders have nothing to do with Lolth or the Drow; are no more common in Japan than anywhere else, and have no association with Atlach Nacha or Leng unless they themselves seek it - they can expect no particular favour for similarity of form.

No silk (this is 1st edition AD&D), no Drow spells. Unless you want to.

Drider,  Venom Bloated Composite Multipede.

You become a Drider because you find a way to bind yourself to a giant spider-like body in order to extend your lifespan to study the foul & forbidden, because the Mi-Go do elective/involuntary surgery on you, or because you are struck by a curse. 

You will live well beyond a human lifespan without loss of vigour, as long as you do not succumb to violence or the venom your monstrous body produces. This is ideal for continuing your awful studies, to carry out the will of the Mi-Go, or to prolong your suffering.

Blood is now the perfect food for you, although you can subsist on anything high in protein and/or iron, as long as it’s at least semi-liquid. If you like, you can continue to eat human food for appearance and pleasure, but it is not compatible with your radically altered internal organs and body chemistry - it won't sustain you long term, but it won't do you any harm.

You have fangs, retractable or otherwise, in your human mouth to deliver venom and drain blood. It seems reasonable that you may be able to open your jaw much wider than you used to.

While other configurations are possible, the Drider you are expecting is a spidertaur. The spider section only superficially resembles an arachnid, and could easily have four or a dozen legs as eight. They can be hairy, scaly, chitinous, slimy - anything you like.

The human portion looks as it did in its previous life, although swollen, puffy, discoloured with venom, eventually leaving a permanent mark despite frequent purges (see below). Venom accumulates in the humanoid part at 2 POT/ day, and is uncomfortable to excruciating, with accompanying emotional and mental distress. 

At 12 POT + the Drider will be violently irritable, even destroying allies and important research. 

At 16 POT + it takes a poison attack per day for d6 temporary STR, CON, INT & DEX damage. Once venom is below 16, characteristics recover 1 point per day.

At any time it can purge by biting, ‘milking’ its fangs, or directly tapping its sacs with a blade or syringe - some will have spigots permanently inserted to make this easier. There is bound to be a nefarious text somewhere claiming the venom is the source of the Drider's longevity.

A Drider is composed of conventional matter, albeit unconventionally and incompatibly. They are natives of mundane space/time.

Humanoid Part (when operating on a human scale, eg. embroidery, throwing rocks, picking pockets)

STR 3d6 (10.5)     SIZ 3d6 (10.5)     DEX 3d6 (10.5)     Damage bonus nil

Arachnoid Part 

STR 3d6+6 (16.5)     CON 4d6+6 (20)     SIZ 4d6+12 (26)     INT 2d6+6 (13)     POW 2d6+6 (13)

DEX 3d6+6 (16.5)

Hit Points av. 28       Damage Bonus +2d6     Move 8 

Weapons:
  • Human weapons, base % + Humanoid DEX, no db. No particular reason a Drider wouldn't use a bow-and-arrow, and no reason it wouldn't use a revolver either. 
  • Grapple, base % + Humanoid STR & DEX. Against human scale targets only; if successful, will Bite on the next round. 
  • Bite, automatic if Grappled. 1d4 hits + venom (the Drider can use some or all of its accumulated venom) and/or blood drain (d4 STR per round until dead or set free).
  • Crush, 50%, damage = db. A Drider is big enough to crush multiple adult human-sized targets, one for every 12 whole SIZ points its spider body has. If able to jump or drop onto targets, it's 1 for every 10 SIZ.
Armour: 2 points on the humanoid part; 4 on the arachnoid. It can choose to wear armour, if available.

At 0 hp or lower, the Drider is dead (unless blown to pieces, disintegrated etc.), but will continue to fight on for three more rounds before finally coming to a stop, even if it’s on fire. It can only make crush attacks & is working on instinct only. The humanoid part flops and flails. 

The same applies if the humanoid part is decapitated, but not if major organs are destroyed. This is not common knowledge - the Drider may not know.

Skills: Dodge (DEXx2 + INT); Climb 90% (but can climb any surface & hang from ceilings); Jump (STR+DEX); Hide 60%; Sneak 75%; Sense Vibrations 40%; Cast Horrendous Shadow 75%.

Spells: Any average Drider will know 0-7 (d8-1). These are unlikely to be directly Mythos related, unless the Drider's state is due to Mythos intervention. 

If a Drider has POW 12+, it knows one spell per point over. 

Habitat: not too far from a plentiful supply of blood, with space for books and experimental equipment.

Sanity loss: 0/1 to see a Drider’s horrendous shadow; 1/1d6+1 to see a Drider; 1/d10 to realise that you have become one.

Wednesday, April 1, 2020

A Flock of Grotesque Flying Heads.

Dave Morris wrote some of the game material that had the most impact on my impressionable young mind, and it appears that he might have a thing about flying heads, and that is maybe why I have a thing about flying heads.

So here's some flying heads, converted between systems.


Dragonwarriors to D&D: Chonchon, Death's Head, Obsidiak and Skullghast.


Fabled Lands: Castle of Lost Souls part three: "The Demon Road"
Image: a flock of grotesque flying heads.
Leo Hartas, I think.



See this post for an idea of how I arrive at the numbers below, and why there are choices.

Dragonwarriors doesn't give Intelligence for monsters, but the Chonchon and Death's Head are clearly intelligent on the same scale as Normal Humans, and can plan and communicate, the Skullghast is mindless and the Obsidiak is anyone's guess (at least animal intelligence, but probably alien).

Chonchon.

Ugly head with huge blue-veined ears it uses as wings; chisel-like teeth; said to be polymorphed and can't change back. 

Out of the Shadows, p. 73-74

AC bonus +4*     BAB +4     HD 2.8 (2+4/ 2+8/ 3)     att. bite d8 (or d4)
  • * AC +2 for DW Armour Factor, +2 for high DEFENCE
  • flies as well as a Bat
  • d6 + 3 Magic User levels (can use BAB, saves, and hit points if you prefer)
  • invisibility to mortals of levels 1 to 4, until they attack or cast a spell, but only normal chances of surprise (they've got noisy 'wings'
  • affected by holy symbols like a Vampire (as appropriate for your setting/system)
  • there is a special spell (5th level caster to learn and use) to bring a chonchon down and render it helpless
  • 'sly and cowardly'Morale 6
  • bite has 25% of carrying a disease
  • can see in the dark; dazzled by light

Image: Horned, winged and fanged head flying on a moonlit night.
Bob Harvey.

Death's Head.

Head with bat wings and a horn - these vanish during the day; devours head from a body and reanimates it as a Zombie host to pretend to be a Normal Human.

Dragonwarriors, p. 80-81

AC bonus +7*     BAB +5     HD 1.7 (1+4/ 1+7/ 2)     att. horn d10 (or d8)
  • * AC +3 for DW Armour Factor, +4 for very high DEFENCE
  • flies as well as a Bat +50%
  • spellbind, once per night, range 30', save vs. spells or stand in place while the Death's Head kills you (if you think this is too much, rule that a non-fatal attack ends the spell)
  • Zombie host fights as appropriate for setting/system
  • Zombie host 90% passable as human, but deteriorates 10% per day; 
  • 10% chance/ hit rolls of 19-20 strike the Death's Head, not the Zombie host
  • Death's Head cannot detach from Zombie host until night falls; horn and wings immediately appear
  • the host can be Turned; the Death's Head itself cannot - it is not undead
  • can see in the dark

Obsidiak | Dragon warrior, Skull tattoo, Artwork
Image: a crude human face with three tentacles.
The only pic of an Obsidiak I could find.
Don't know who it's by, and it's not how I imagine the monster.

Obsidiak.

Bizarre dungeon monster; 'a slain Obsidiak will quickly decompose into a damp and evil-smelling ash.'

Dragonwarriors, p. 105-106

AC +3     BAB +3     HD 3.1 (3/ 3+1)     att. bite d8 (or d6) or constrict
  • flies half as well as a Bat (floating)
  • 70% likely it bites in a combat round
  • 30% it makes an attack vs. base AC & Dex mod to grasp & constrict
  • target must make 3 Dex checks or arms are pinned and cannot fight back
  • constrict damage die starts at d4 and advances each round (max. d20)
  • constricting Obsidiak cannot do anything else, but misses against it hit the victim unless attacker makes a Dex check
  • can see in the dark; dazzled by light
The Temple of Flame by Dave Morris
Image: cover of Golden Dragon gamebook 'The Temple of Flame';
a parade of flame-wreathed skulls emerge from a stepped pyramid.
Bruno Elettori.

Skullghast.

Dormant, they just look like old skulls, but burst into pale-gold flame and fly after you when activated.

Out of the Shadows, p. 132-133

AC +4*     BAB +5     HD 0.6 (d4/ 1-1/ 1/ 3hp)     att. flames d10 (or d6) + special
  • *+4 for very high DEFENCE
  • flies as well as a Bat +50%
  • gaze attack: save vs. spells or weakened by fear (-3 STR & DEX for duration of encounter)
  • damage from flames cannot be healed by magic below 3rd level
  • spell-casters must save vs. spells per hit or lose one spell from memory, lowest level first
  • 'fly in pursuit, even if the chase leads them out of the temple': Morale 12
  • cannot be Turned (not true undead, by my reading of the text)
  • can see in the dark

AD&D and D&D adjacent to Call of Cthulhu/BRP: Vargouille and Skullghast.


Vargouille (Monstrous Manual)
Image: two monstrous winged heads.
DiTerlizzi (Planescape MC 1994)

Vargouille, Shrieking Horrors.

Hideous fanged heads, maned with writhing tentacles, and carried aloft on a 3' span of bat-like wings. Otherwise voiceless, they give vent to bone-chilling shrieks as they surge up from the lightless gulfs they lair in.

Bright light, including the sun, blinds them, and they hate light, attempting to extinguish sources during an encounter. They are able to see (and track) the heat signature of living creatures in darkness, and may have an undocumented ultrasonic echo-location sense (explaining how they navigate caves and catacombs). Their eyes reflect green in low light.

Special abilities from 2nd edition AD&D also given as options, if you don't think they're Mythos enough as is.


STR 3d6 (av.10.5)     CON 3d6 (av.10.5)     SIZ 2d4 (av.5)     INT 2d6 (av.7)     POW 3d6 (av.10.5)

DEX 3d6 (av.10.5)     

Hit Points 7-8                                                Damage Bonus nil     Move 12 (flying)

Weapons:
  • Bite 35%, 1-4 (d4)
  • Bite damage is permanent and does not respond to natural healing, First Aid, or medical care; healing is only possible through magic or the ministrations of (say) Mi-Go, Eldritch Things, or time-travellers
  • (2e) Shriek, POW vs. POW (or maybe a SAN test with no loss) or victim is paralysed with fright until the Vargouille has taken a free attack
  • (2e) Kiss, POW vs. POW or begin transforming into a Vargouille:
    • only on paralysed victims
    • +d6 hours, all hair on head falls out
    • +d6 hours, pointed ears and fangs, tentacles sprout from head and chin; lose d6 INT & 2d6 APP
    • +d6 hours, body dies - the new Vargouille will unfurl its wings and detach next time it is in darkness
    • very bright light halts the process, but cannot end or reverse it
Armour: 2 points of rubbery hide

Skills: Dodge DEX x4; Track by Heat 60%

Sanity Loss: 0/d6 to see a Vargouille; same again at each stage of transformation if subject to the Kiss, or to see another transformed.

Skullghast, Eerie Temple Guardians.

For when you need a rest from tentacles and something a little bit Indiana Jones to relax.

Wreathed in cold, otherworldly flames and utterly silent, these are earthly nightmares but nightmares nonetheless. Enchanted by sorcerers living or long dead, they are set as guards. They will pursue intruders to a distance designated during their creation, but will always return to their original resting places.

They render victims helpless, who are then prey to other denizens of the location (usually a tomb or temple), or to dehydration and exposure, as the Skullghasts will swoop every time a helpless victim recovers enough to try and escape.

Converted using the D&D adjacent stats above, some Mythos licence, and referencing the CoC Skeleton.

STR 2d6 (av. 7)     CON n/a     SIZ d4 (av. 2-3)     INT n/a     POW 1     DEX 2d6+6 (av. 13)

Hit Points n/a        Damage bonus nil                    Move 12 (flying)

Weapons:
  • Touch, 50% (or DEX x 3 - your choice), 1 STR, 1 DEX and 1 magic point
  • lost characteristic points recover at the same rate as magic points
Armour: none, but only harmed if destroyed (% chance = damage scored x4; x2 for impaling weapons, including firearms)

Skills: Dodge (DEX x 4); Relentless Pursuit 60%

Sanity loss: 0/d6 to see a Skullghast; 1/1d6+1 to spend any significant time helpless in a Skullghast lair, without apparent hope of escape or rescue, slipping in and out of unconsciousness at the unearthly touch of the pale-gold flame, as the rats and beetles crawl across your shivering body.


Monster Ratings for Tunnels & Trolls 5e, too.

  • Chonchon: MR 28; on doubles casts a spell of level 1-6.
  • Death's Head: MR 17; spellbind, 2nd level IQ save to resist; 2nd level DEX save to hit in flight; one or more Zombies nearby.
  • Obsidiak: MR 31; on doubles constricts you for unopposed damage (armour counts for 1st round only), cumulatively more difficult STR save to escape each round and you can't do anything else.
  • Skullghast: MR 6; damage comes off STR, too (or whatever wizards use in later editions); 2nd level DEX save to hit in flight; come in flocks of 2-12, even on the first dungeon level.
  • Vargouille: MR 21; on doubles 1 point of your CON never comes back, except by gaining a level. 
Increase the MR the deeper into the tunnels you delve. Obviously.


Monday, March 30, 2020

AD&D Black Pudding for Call of Cthulhu 5e

https://i.pinimg.com/736x/77/e1/43/77e14358552112599f66038c6f767a64--black-pudding-sais.jpg
Image: dark blob amidst the stalagmites.
1st edition Black Pudding; courtesy of Trampier.

The Black Pudding: a copyright-free Shoggoth in D&D form. Ten Hit Dice of immune-to-almost-everything, metal-devouring dungeon menace, converted here for CoC 5e.

Nowhere near the beast the CoC Shoggoth is (closer to a Formless Spawn, statistically), but the investigators are probably just as dead.


AD&D Black Pudding, Crawling Horror.

A hideous conglomeration of voracious cellular colonies, the Black Pudding may have been created by the same vanished alien intelligences that spawned the Gelatinous Cube.

Apparently mindless, the Black Pudding nevertheless acts more like an animal than a machine, and is capable of simple ambush tactics, as well as pursuing hapless investigators should they flee.

It is rarely silent, being heralded by a chorus of little wet noises as its thousands of ravenous tiny mouths open and close in anticipation.

STR 8d6 (av. 30)     CON 6d6 (av. 20)     SIZ 8d6 (av. 27; min. 18)     INT n/a     POW n/a    

DEX 3d6 (av. 10.5) 

Hit Points av. 23-24                                  Damage Bonus +3d6           Move 4


Weapons: 
  • Pseudopod 60%, 3-24 (3d8) + db
  • STR vs. STR or you're held and suffer 3-24 hits per round from its tiny mouths and corrosive saliva; STR vs. STR is required to escape, and your companions can attempt to add their STR to help pull you away.
  • Any metal or wooden object, including armour, struck takes 3-24 acid damage immediately.

Armour:
  • None, but all metal and wooden objects striking it take 3-24 acid damage immediately.
  • Physical blows and electricity cause it to split in half:
    • Half: STR 15, CON 10, SIZ 13, db +d4, hp 11
    • Quarter: STR 7, CON 5, SIZ 6, db n/a, hp 5
  • Half (human sized) and quarter (big dog size) Puddings have the same Pseudopod attack as a full Pudding; they will attempt to rejoin over d4 rounds.
  • Immune to cold and impaling weapons, including firearms; these attacks will not cause it to split.
  • Take normal damage from fire and avoid it.

Skills: can dissolve metal and wood (and flesh); their amorphous form allows them to squeeze through even a 1" gap without slowing; they are able to crawl up walls and across ceilings without slowing.

Sanity Loss: 0/d6 to see a Black Pudding; 1/d8 to see it split, or to survive being chewed by hundreds of little mouths.


Friday, March 27, 2020

AD&D Gelatinous Cube for Call of Cthulhu 5e

Ten foot of near-invisible, corrosive jelly seems pretty Mythos to me. Statblock after the rambling.


Conversion.

Stats from 1e Monster Manual: AC (descending) 8; Move 6; HD 4; 1 attack @ 2-8 + paralysis; surprise 1-3 on d6; Intelligence Non-(0); Size L (10' cube)

Resistant to cold damage; immune to electricity, fear, hold, paralysis, polymorph, and sleep.

Method.

I'm using a combination of this AD&D-to-RQ document, some of my own Wisdom, and referring back to the 3e Runequest Monsters book (in particular, the Gorp - the closest thing to a Gelatinous Cube in there).

Strength: max. damage of strongest attack (8) + 6; a species average of 14; divide by 3.5 and we get 4d6 for Gelatinous Cube STR. This might be right for a later edition Cube, with its pseudopod.

However, the Gorp lacks STR, and there is good reason to think the same of the Cube: this means it is an incomplete creature in RQ, and having no STR, will never tire.

Constitution: HD + 10; a species average of 14; 4d6 again. Why not?

Size: two possible methods:
  • (source) if a 10' x 10' x 10' Cube weighs 15, 000 lbs (or 7.5 US tons), then it has a SIZ of 64 (5e Mythos Comparative Sizes and 3e Advanced Runequest SIZ Equivalency tables) and is about the same as the CoC Elephant or a Great Race cone-being. This is not the Cube I'm looking for, but maybe you'd prefer it.
  • it's a Large monster (10' tall), so that's 18-36 according to the conversion document, but only taking into account height/length (if you want to treat it as Huge for its volume, that's 37-61 SIZ).

Intelligence: Non-intelligent, so 0, and is unaffected by emotion-influencing spells (or anything else that needs to act on INT to work). 

Power: half HD + 9; species average of 11 (slightly better than a Normal Human). I don't think this is appropriate, so it should either get the same as the Gorp (3d6), or it should lack POW altogether (incomplete creature; soulless, which seems right).

Dexterity: there is a good reason not to use the 10.5 average as DEX for the Cube, so it has no DEX - just like the Gorp. It cannot manipulate objects, it may only use its natural weapons. While RQ says it can't use stealth, that is going to be one of its special abilities.

Hit Points: the average of CON and SIZ, so:
  • (64+14)/2 = 39
  • L (median 27) = (27+14)/2 = 20.5 (20-21)
  • H (median 49) = (49+14)/2 = 63
Damage Bonus: normally calculated using STR + SIZ. Even just using SIZ, we get:
  • 64 = +3d6
  • 27 = +1d4
  • 49 = +2d6
Some CoC monsters (notably the Shoggoth) use their Damage Bonus as their attack damage, so this is what we'll use for the corrosive touch of the Cube.

Move: 4 arbitrary units of distance per combat round (a Normal Human moves 8). But remember it never tires.

Armour Points: 2, under the conversion document method, but I think the Cube will probably resist physical damage in a more Mythos fashion.

Attack: no need to work this out, it's effectively 100% (like the Gorp); it's not so much it attacks you, as you need to avoid it. This also fits well with the attack forms of numerous Mythos monsters.

The anaesthetic/paralytic effect of the Cube is handled as a CON vs. CON Resistance Roll.

Skills: Hide/Sneak at 60% each (basic 10% + 50% for surprising 1-3 on d6).


Gelatinous Cube, Stealthy Corrosive Mobile Jelly.

Obedient and mindless, the Gelatinous Cube serves as the cleanser and pest control of the echoing, empty, ancient cities of alien intelligences.

All that remains after their masters/creators left/perished, are they alive or are they technology?

STR n/a     CON 4d6 (av. 14)     SIZ 49     INT n/a     POW n/a     DEX n/a     Hit Points av. 63

Damage Bonus: +2d6

Weapons: 
  • Touch 100%; outrun, Dodge or Jump to avoid; damage 2d6 + CON vs. CON or paralysis 5-20 rounds.
  • Paralysed victims are absorbed and dissolved (2d6/round+suffocation).
  • Even if you are not paralysed, you can only attempt to Dodge or Jump on your next action - you take damage and must resist paralysis regardless of whether you succeed or not.
  • Paralysed and absorbed victims can be rescued, but rescuers will be unable to Dodge or Jump while doing so.
  • All damage is acid damage; Cubes can only dissolve conventional organic matter.
Armour: 
  • None, but takes minimum damage from physical attacks and is immune to all impaling weapons, including firearms.
  • Cannot be harmed by electricity; extreme cold reduces Move to 2 and gives 15% bonus to Dodge/Jump rolls to avoid, but causes no damage.
  • Normal damage from fire and magic (magic weapons cause minimum damage for their type, plus any relevant magic bonus).
Skills: Hide/Sneak 60% - Gelatinous Cubes do not actively use these skills; this represents how difficult they are to notice, even if you know what you're looking for.

And because this is CoC 5e: Glisten Menacingly 75%

Sanity Loss: 0/d4 to see a Gelatinous Cube; 1/d6+1 to see a fellow human dissolved by a Cube; 0/d10 for being absorbed and surviving.


Monday, March 23, 2020

1st Flavour of Skeleton: Call of Cthulhu 5e & 2e Conversion to D&D Adjacent.

Skeletons seem appropriate right now, and anyway I'm a fan.

The HD conversions below are probably more useful for old school settings; the BAB conversions make for a much tougher monster in the lower bonus game.

Image: Retro Horror Top Trumps Skeleton Card
A Skeleton holding a hangman's noose.

Image pasted from Hypnogoria's Tomb of the Trumps, which is worth checking out if you either held on to your original packs (I'm glad I did, plus my sister got me a reissue for Christmas) or regret ever letting them go.

Call of Cthulhu 5e.


Skeletons are statistically close to Normal Humans in CoC, though rolling their SIZ on 3d6 not 2d6+6 and having a fixed POW of 1. They have no CON.

Strength 3d6, Size 3d6, Intelligence 3d6, Power 1, Dexterity 3d6. 

The lower possible SIZ implies non-human (animal?) Skeletons and/or animated fragments (bony crawling hands, flying/rolling skulls, inchworm vertebrae etc.).

The single point of POW is their animating force, but within the system means they are vulnerable to magical attacks (POW vs. POW). Even though SAN and Luck are not normally applied to monsters, these Skeletons are neither Sane nor Lucky.

Lacking CON, Skeletons are mechanically immune to poison, drowning and so on. As hit points are normally (CON+SIZ)/2, I'll say they have 10 hit points for conversion purposes (but see below).

Average hit probability is 31.5% (DEX x3) - better than a Deep One, Ghoul, Mi-Go, Nightgaunt or Moonbeast.

Conversion.


The simplest conversion method I found is from Cthulhu d20 - % to d20 and close enough for what I'm after: CoC hp/5= Hit Dice, and highest attack %/10=BAB.

This gives a 2 HD Skeleton, and/or a  +3 BAB, which is 1+ HD (count from lowest to hit AC 10) or 2 to 3+ HD (count from 1 HD to hit AC 10) in AD&D and 3+ to 4 in Mentzer).

Abilities.

  • no hit points so take no damage, but are destroyed/shattered % chance = damage rolled x4
  • impaling/weapons half as effective (or only on a crit, but at regular damage)
  • immune to poison, drowning/suffocation, KO
  • Clatter Ominously (45%): NPCs of equal or less HD must make a Morale check
  • Rise Unexpectedly (60%): either
    • surprise 1-3 on d6, or
    • reform 1-3 on d6
  • optionally, they could save at -4 vs. all magic (because of their v. low POW)

Intelligence & Dexterity.


You can play these Skeletons like any other mindless, clumsy undead, but they've got 10.5 INT and DEX on the statblock, and could have everything this implies:
  • understanding multiple languages (whether they are physically able to talk or not)
  • possessing specialist learning (sages/experts)
  • casting spells from scrolls and using magic items (1 POW wouldn't convert to an actual Magic-User, but there's no reason they couldn't use pre-loaded stuff)
  • fine motor skills (archers, locksmiths, pick-pockets, crafters, scribes)


d6 Flavours of Skeleton:

  1. Tomb Robber: what you do, but in reverse; emerge from their sepulchres to execute planned heists/ bloody banditry.
  2. Bone Imp: an undead Pixie or Sprite (CoC 2e: STR 2d4, SIZ 1d6, DEX 4d6 = D&D Strength penalty, Dexterity bonus, lower HD or hp per die). Probably lose any natural magical powers/ ability to fly, but get a whole new perspective on the ceaseless, centuried Pixie-Sprite war.
  3. Dry Bones: the animating force is in every piece of the Skeleton, and it is able to discorporate and reform at will, sending bits off on sinister little errands. It can also recover from destruction several times (suggest 1 per HD + 1). Notoriously vengeful.
  4. Animated Skull: (d6) rolls along; carried about; too much like a demi-lich for comfort (appearance, powers and/or behaviour); shadowy wings sprout from temples; attaches to a recently beheaded corpse; happy to just sit there and chat.
  5. My Pet Skeleton: (d6) bird; cat; dog; monkey; serpent; deer/goat. Behaves much like you'd expect.
  6. Revenant Adventurer: either seeking to avenge their death, or has found that doing so did not give them blessed release. Has the abilities of their class-in-life. Very likely favours concealing robes, masks, gloves, big scarves, and/or full suits of armour with closed helms.

Call of Cthulhu 2e.


The Skeleton is in A Sourcebook for the 1920s and suffers from some typos. 

(Of peripheral interest is that several statblocks include CHA instead of APP, showing the link back to D&D via the Perrin Conventions)

Specifically, the Skeleton as written has POW 3d6, but in the Zombie description later we read:

'Like skeletons, the 1 point of POW motivates the entity.'

Which I think is clear enough.

It also lacks INT; clearly intentional. From the description:

'Skeletons need triggering to be animated... Once set in motion, skeletons fight to the death.'

Unless it's also a typo, 2e Skeletons get 2d6+6 DEX (average 13), making them even more Harryhausen than 5e CoC.

Given 9 Hit Points, but they can only be harmed through the same sub-system as affects the 5e version.

They are equipped with a variety of melee weapons, have 1d6 armour points and their habitat is 'anywhere that magicians have worked.'

They're also the only monster in the sourcebook to get a 'Number Appearing' statline: 3d6.

Conversion.

  • 9hp/5 = 1.8 HD (1, 1+4, 1+8 or 2 HD)
  • Best attack (DEX x 4=52%)/10 = 5.2 (+5 BAB)

Abilities.

  • destroyed/shattered (as above), but half-chance for impaling/piercing weapons (or also as above)
  • nothing else is explicitly mentioned in the description or stats, but everything for 5e could be applied here.
  • these Skeletons are armed and armoured and encountered in groups: not really abilities, but the certainty of armour puts them apart from other system basic Skeletons.


d6 Flavours of Skeleton:

  1. Skeleton Army: a military unit waiting patiently for the Triumph of Death; fully kitted out and looking to recruit if you start messing around with them and their stuff. Otherwise, just still, silent, eerie and intimidating.
  2. Fang Warriors: sprout from the enchanted teeth of monsters; they may have an affinity with the source creature. Animated by Ray Harryhausen, of course.
  3. Exoskeletons: undead giant arthropods; think of them as spooky robots; lose many of their natural abilities (eg. venom, silk, stingers). Natural armour.
  4. Flaming Skull: when activated, bursts into flame and flies at you; at least as likely to set a fire as a flaming torch, but the flames are supernatural so things could be worse. No armour.
  5. Skeleton Archers: two shots per round; they're as good as, if not better than, a Normal Human with a bow.
  6. Drowners: weed-draped and spongy-boned, saturated and heavy with water (fresh or salt); attack is grapple and hold under water. Only destroyed/shattered on a x3 due to being less brittle; impale/piercing weapons still x2. They can swim if unarmoured.


Commentary.


This was originally going to be a much bigger single post, converting Skeletons to D&D adjacent from the systems I have available. But because of COVID-19, I have the questionable leisure to break it up into smaller pieces and put it out more frequently.

Tom Moldvay's article 'The Ungrateful Dead' (Dragon Magazine #138) is very much worth the read, and had a significant influence on how I think about the undead.

Eileen Lucas's 'The End of the World' from the same issue is also a good read, though whether you're as keen to have a global pandemic as your campaign background as you were at the beginning of the year, I couldn't possibly say.




Tuesday, January 21, 2020

Stranger Aeons: Reimagining the Cthulhu Mythos

Having seen a tweet by @anxietywizard (their blog), about Cthulhu being 'immune to innovation', I thought I'd bring forward a post I've been thinking about doing, regarding an abandoned setting of mine: Stranger Aeons. 

I can't gauge whether the whole is particularly innovative (I don't necessarily have the breadth of knowledge, esp. in gaming, despite how much and how long I've been consuming Mythos), but it is a hasty, tasty mash-up that might suit some people, if you're prepared to put in the effort to make it work.

[Some links to add post-publication]

[EDIT: kept remembering stuff; added Port Sunlight, Port Fishoil, The Resurrectionists, Sacerdotal Matriarchies, Fear of Little Men]

Background.


Stranger Aeons is set after the Cthulhuvian apocalypse of a D&D-adjacent world; the Stars Were Right/CODE NIGHTMARE GREEN.

The earthbound Great Old Ones woke up/got free and plunged from world to world - they're gone. It was a worldwide catastrophe of apocalyptic proportions, yes, but They couldn't care less about this galactic backwater and off They went. So, there's no Cthulhu or the rest of the unpronounceable crew left; you can't contact them, you can't summon them.

Your campaign world has been irrevocably transformed. Mythos monsters are out-and-about, proud-and-loud, and -it turns out- not as per canon.

Reshaping the World.


Take your campaign map, cut it up and collage it back together; spatter it with black ink to indicate areas of Old One (Elder Things/Primordial Ones) space-time; splash it with blue ink to indicate where the seas have swallowed the land (you could also invert or expand random bodies of water). 

If there isn't one already, you'll need a dense, mountainous/volcanic island chain to represent the thousand mile plus reach of the Nightgaunt Archipelago (or whatever you'd prefer to call it) dividing the most suitable sea. What is on the other side is a Big Mystery.

This is absolutely swarming (some mountain look black and shiny due to the numbers) with slippery, tickly, rubbery nightgaunts and forms an impenetrable barrier until the story requires it to be bypassed and/or someone comes up with a really good plan. There are castaways and wrecks here, and it can be a place for adventure; just don't try to get to the other side.

Invert, cut up and collage back together any aquatic dungeons/cities you might have and stick them on the nearest convenient bit of dry land. These are now stranded and largely abandoned Deep One cities.

Depopulate with extreme prejudice the uppermost and lowest levels of all megadungeons. Decide how this impacts on the levels in between.

Any dungeon or wilderness location that was associated with a Great Old One is a smoking crater, radioactive swamp or howling waste, or has become another mythos monster's lair.

Don't worry about the big monsters, legendary heroes, great wizards and such like; almost all of these were wiped out attempting to prevent the end of the world or during it. Maybe also 'retire' any PCs of greater than 6th level.

Reshaping the Characters.


If you're going to play with humans and close-to-human characters, you can basically use RAW for whatever edition of whatever system you're using. Apply a bit of logic: characters will have either lived through the apocalypse, or it will have happened within recent living memory.

There's room for survivalist, out-of-the-ashes and assorted other zombie-apocalypse styled play. Or you can use the setting as the new normal; it doesn't have to be a grimdark, crapsack, misery crawl (but it can be if that's what you want).

Importantly, and based on AD&D, only 1st and 2nd level cleric spells are available; this is a godless universe. Scrolls are not affected, but you can't scribe the higher levels, nor use the scrolls to learn. Mythos priests may have totally lost their faith and powers.

If you want to, druids can get round this by teaming up with Dark Young, or through an extension of the druid vs. druid advancement rules in AD&D 1e.

All spells, unless cast inside a dungeon (or comparable adventure site), take longer to cast by one step (dependent on the rules you are running) and absolutely require material components. Dungeon casting is with the usual casting times and you may also choose to handwave components; Magic Users are keen to set-up shop in dungeons for this reason.

Ancient, anachronistic and alien equipment will crop up with greater regularity, and some common supplies may become rare to non-existent. The Dark Sun and Carcosa settings can provide rules and source material for this kind of stuff.

Characters should start out with better than normal hit points, either maximum possible or equal to their CON (until they gain enough HD to roll higher than this).

Mythos PCs.


I've already posted details for Deep One, Ghoul, Shoggoth and Yithian characters: these are not the originals for Stranger Aeons but will do for a start. Background details for the four playable types are as follows:

Deep Ones.

Sorry, my fishy chums. It turns out that the millennia of worship and breeding with dry-landers was for nothing; the glorious, ancient prophecies were not for you, either. The DNA-deep drive behind your civilisation turned out to be a cosmic lie.

While some of the Elders still cling to the old ways, surviving Deep Ones now live an amphibious, integrated existence with dry-landers. Adapting to life amongst dry-landers but not as their masters, you're no longer eating great quantities of raw meat, and size has diminished (though not as much as in The Shuttered Room). 

Bereft of their gods, faith and certainty, religiously-minded Deep Ones are turning to the absent gods of the humans; they now prefer their gods to be at much greater than arm's length.

The ancient Guild of Coprophages, which previously consumed the feces of the Elders, continues its work in a new form, devouring the waste of the mixed communities. It's dirty, honest work.

Ghouls.

Ghouls were always closer to mortals than other mythos monsters, and it was both fairly easy and natural for them to step out of the shadows. People got used to them pretty quick, though they're not welcome round hospitals.

I always liked undead ghouls as much as Lovecraftian, so combine the two. They can be loyal, if unsentimental, companions, and can communicate with nightgaunts (no free pass through the Archipelago, though).

Shoggoths.

If using BECMI/RC, combine the following: green slime (B), black pudding (E), elemental (C), adaptor (M). Add Halfling advancement and saves. They regenerate 2 hp/round, except damage from ultraterrestrial sources.

STR and CON must be raised to 18 by lowering INT, WIS, DEX and CHA, 1 for 1. You could use the alignment drift of Athasian half-giants for Shoggoths if it's appropriate for your game.

Based on Mr. Shiny the Shoggoth Lord and Michael Shea's Fat Face (but less compulsively homicidal), Shoggoths have been living amongst mortals for countless centuries and have been growing somewhat like them as they have. Most have been maintaining a bulky humanoid form for years now.

Horribly overpowered at front-end, Shoggoths are probably the new masters of the earth and starting to realise it. Functionally immortal, they have no urgency to this end and like carrying out big civil engineering and landscaping projects in the middle of nowhere, as well as attempting to learn the finer points of mortal social behaviour. They can always just destroy things and absorb you if they get frustrated.

Yithians.

Yithians are pretty much as detailed in the earlier post; I just wanted to follow the model of four classes.

The Great Race are scholarly adventurers and 'death' is only a rude interruption that means they lose their place in the narrative. Aftermath of the Cthulhuvian apocalypse is just another day at the office for them.

Mix and Match.


There's no particular reason why you can't have regular characters and mythos characters in the same party; there's no reason they can't get along.

Obviously, the mythos classes are heavily front-loaded and unbalanced compared to the regulars. But that's the point.

Shoggoths are remarkably sensitive about assumptions of being used as pack mules, meat shields and battering rams, in spite of their considerable strengths in these areas. I suppose they don't like being stereotyped.

The Others.


The Mi Go/Fungi from Yuggoth and the Old Ones/Elder Things/Primordial Ones are the other two significant species to feature in Stranger Aeons.

Because I've always thought there was surprisingly little difference between Chthonians, Lloigor and Flying Polyps, we'll leave them out of it (this is another post, for the future).

Visitors from other worlds and dimensions do drop by; it's probably a bit easier for them to do so, but they're no more or less bothered about the mundane world than previously.

I also have a special place in my heart for good old pseudocanis Tindalosi, but I'll keep them back for another post, because I didn't adapt them for the setting until after the initial push.

Mi Go/Fungi from Yuggoth.

Cross a shrieker, giant bee and giant crayfish to get a statblock for an earthbound Mi Go. Give it human average or better INT. They're scientists, surgeons and miners, so their fighting styles, special abilities, equipment and behaviour will reflect this.

If you kill one, it will turn to stone, acid or explode like a Dragonlance Draconian; they never leave remains.

They're not working in secret anymore and will even let you wander round their bases as long as you don't interfere or try to access restricted areas. They don't like you, though, and their eerie buzzing makes you confused and sleepy. Do not fall asleep in or near a Mi Go base.

Give them weapons of a significantly higher technology level than the rest of the setting; they won't use anything as gross as gunpowder, though they still use blades, spikes and their little nippers.

Mi Go lairs are always bursting with mined and processed precious metals and gems, which they largely do not value (but know you do), just need to get out of the way while looking for rarer substances.

Ultraterrestrial Mi Go.

The earthbound Mi Go are the lesser representatives of a species from outside mundane space-time. 

With the Great Old Ones gone, the ultraterrestrial Mi Go are incrementally slipping back in to take over the whole operation. They find mundane space-time unpleasant, even deleterious, so cannot remain here long; the ultraterrestrial Elder Things have a solution to this, but do not want to share.

Use a mind flayer as the basis for an ultraterrestrial Mi Go. Its brain eating ability is effective against all inhabitants of mundane space-time; it is a psychic/psionic power rather than a physical one. Use the nightshade from BECMI/RC for general immunities, touch and aura effects - the very presence of a Mi Go is poisonous to mundanes (earthbound Mi Go also suffer, but only at 50% intensity).

An ultraterrestrial Mi Go must consume one earthbound Mi Go for every hour it spends in mundane space-time or shift itself to another continuum (this could include other planes, but more likely their own dimension); earthbound Mi Go must always and absolutely obey their commands, no save.

Ultraterrestrial Mi Go are accompanied by a constant and discordant electronic/metallic screeching noise (the sound of them rubbing mundane space-time the wrong way), which causes nausea and bleeding in mortals.

The Old Ones (Ultraterrestrials).

As far as this world is concerned, the Old Ones died out without even the indignity of being dug up by polar explorers after millions of years. Those earthbound creators of all planetary life might get a post of their own sometime.

Abandoned cites and equipment exist; some will have been commandeered by Shoggoths. Perfectly preserved corpses still lie beneath the seas and polar ice, and who knows what has been brought closer to the surface by the transition of the Great Old Ones?

In Stranger Aeons, the original, ultraterrestrial Old Ones now have the opportunity to take back this little planet now it has been divested of Great Old Ones. To this end, they are converting mundane space-time into something more amenable to them (coincidentally, this is also suitable for Mi Go).

The Old Ones do not care to leave their preferred environment (which is why I never statted them; presume they are at least equals of the ultraterrestrial Mi Go). While unsympathetic to and uninterested in what happens in mundane space-time, they are not troublesome neighbours (except for the deadly poisonous aura) and are almost impossible to provoke (after all, what harm can you do?).

This doesn't mean anyone really likes living near an enclave/encroachment, but you might get used to it.

Shoggoths don't like getting too close to Old One encroachments, as they would be bound to absolutely obey any issued commands, no save.

What Else Is Going On?


The Dark Young.

Use a mash-up of BECMI/RC ghoul (B), treant and troll (E) (possibly throw in something that has a blood draining attack) as the basis for a Dark Young of Shub-Niggurath.

I decided the Dark Young were elemental extensions of the multiverse (dignifying Shub-Niggurath as some kind of 'real' deity, beyond all others). Give individual Young immunities and special abilities based on one of the D&D elements (including para- and quasi-).

While I never worked out the particulars, I thought druids should be able to tap them to power spells that were otherwise cut off. 

Dark Young are still hostile monsters.

Weapon Masters.

If you're using the Weapon Mastery rules from BECMI/RC, there is only one Grand Master for each weapon, maybe up to three Masters, and to achieve relevant rank you must defeat (though not necessarily kill) them in one-on-one as well as the usual training time and cost. If you're that rank, prospects come after you, including PvP.

Guild/Union of Summoned Monsters.

Intelligent monsters subject to summoning spells now tend to congregate in and around dungeons, forming mixed communities as members of the Guild/Union. Being summoned is not a pleasant or dignified experience, so the Guild/Union was formed to mediate between the two parties. 

Again, I didn't work out the details, but it does mean that there may be charges to enter some dungeons and levies/taxes to pay on leaving, as well as monster hirelings who prefer a business arrangement over being ripped out of space. 

'Wilbur Whateleys'.

Of various sizes, shapes and levels of power, these are the abandoned children of the Great Old Ones.

Every one is unique. Some of them could be PCs. Most of them are not happy. 

The Gods of Earth.

Break out a copy of Deities & Demigods or similar. Pick any or all of the gods (if you have a really old copy, leave out the Cthulhu Mythos ones), and grind their stats down almost to nothing. With random access to some of their old powers, and carrying some of their old baggage, set them down on the earth with amnesia and let them loose.

They're not going to recover from the thorough kicking Reality has taken, but they might end up with followers/worshippers again, and they're vulnerable to exploitation in a way they weren't when fully divine.

Port Sunlight.

The shining city on the coast (you decide). A beacon, a legend, a metaphor amongst the human and other mortal survivors of the planetary cataclysm.

Lady Malton exercises absolute power, and permissions to access even the outer wards of the city are notoriously hard to obtain and the qualifications are punitive.

No one has seen Lady Malton close up and unmasked, and no one knows for sure her rise to power. She is responsible for controlling the spread and availability of magic/spells (limited only to where she is able to exercise this).

It is said Port Sunlight sends out recruiters to populate the inner wards of the city.

Port Fishoil.

The greasy industrial counterpart to Port Sunlight, teeming with mortals, Deep Ones, Ghouls and few Shoggoths (who set up oversized inns and play the creepy, avuncular host).

Lord Cobain very strictly controls the fishing and trading fleet (composition and extent depends on how long since the apocalypse), and law-enforcement within Port Fishoil, and across the countryside right up to the outer walls of Port Sunlight. He is ever-present and ever-vigilant.

Cobain and Malton appear to be co-rulers, but the exact relationship is uncertain.

The Resurrectionists.

Members of this faction are normally only ever encountered after death. They resemble adventuring parties, but better armed and prepared than yours.

Focussing on 1st-3rd level characters, they find those who have died in dungeons and in the wilderness, and return them to life. This places you in an unspecified amount of debt, payable at some future date and in unknown form.

Only rumours are known regarding their motives, origin and headquarters.

The Sacerdotal Matriarchies.

Looks like a Puritan-era colony along the nearby coast, but cut off landward by densely wooded mountains and flooded valleys. For the last however-long-you-like, only women and girls have been seen for sure - the men and boys are apparently fighting a defensive war somewhere in the interior.

Outsiders are not welcome beyond the shoreline trading posts, so details of the Sacerdotal Matriarchies are scant, out-of-date and sometimes utterly unbelievable.

If you like, the Matriarchies are the best/only source of firearms, gunpowder and full plate armour; in any case, they are protected by heavily armoured, well-armed, mounted knights (women), who maintain a threatening, visible presence during trade.

Fear of Little Men.

I don't know when it was dropped, but Call of Cthulhu 2e has a pixie or sprite in the non-Mythos bestiary. The notes refer to them dropping in to 'loosely run' campaigns, and Stranger Aeons is that campaign.

There are pixies and there are sprites, and they have always been rivals. Since the apocalypse, they have seemingly entered an era of total war; increasing their numbers and expanding their range and committing atrocities.

For both sides, there is only the War and death, victory or defeat. Both sides are utterly contemptuous of other creatures, seeing them only as resources to be exploited, captured or denied their enemies.

Commentary.

As a contextual P.S., it was trying to make Stranger Aeons that put me back in touch with ttrpg.

Between family and work, I can't really justify the time to go so deep into my notebooks nowadays, so this has  mainly been from memory; its light on detail and specifics, and I can't be sure of my references. It was mainly made with D&D in mind, my knowledge at the time being surest on BECMI and AD&D 1e and 2e.

Originally intended as a 16 page module/zine for an art exhibition when I still had an art practice, the tone is all over the place because it wasn't meant to be the thing it purported to be. There is also a deliberate element of 'pulled out of my ass/a hat'.

Part of my motivation was that there appears to be a greater willingness to work further from the source material [edit: in Mythos/Lovecraftian fiction], whereas there seems to be a tendency to cleave closer to a/the canon in core gaming materials - things can get more interesting in scenarios and supplements.

[Edit: Since writing, I've seen Trail of Cthulhu material - and that's sort of the greyer area coverage I'm thinking of]

The easiest way to start reimagining the Cthulhu Mythos was to chuck most of it out of the window, and then put back in the bits I like without worrying how they fit. It's now closer to the level of the mundane and the human; they're not really so alien to us (the consumer of media) anymore, even if they ever were.

Wednesday, January 15, 2020

Old School Deep One Race-as-Class

This is just a common-or-garden Deep One class; it's just keeping company with the Ghoulthe Shoggoth and the Yithian.

It's not the one I came up with for a specific setting - that requires checking more than one unindexed notebook, which will also hopefully turn up the Wilbur Whateley-type ("I wonder how I shall look when the earth is cleared and there are no earth beings on it").


Deep One.

Description: Scaly, batrachian, ichthyic, with bulging eyes and webbed claws. 

Some people find this attractive.

XP: Advance using the Dwarf Experience Table; same level limit applies.

Saving Throws: Save as a Dwarf/ Monster of your Level/HD, whichever is better.

Prime Requisite: The Deep One class has no Prime Requisite.

Minimum Scores: No minimum scores, but your Dexterity on land is d6+2, while your Dexterity in the water is d6+12. 

Hit Dice: d8, or whatever is the standard for monsters in your game. You have 2 HD at 1st level.

Armour: Deep Ones have natural armour that improves AC by 2 places; Dexterity adjustments apply. You will not wear armour, even if it could be made to fit. You can use a shield. 

Weapons: You can use any weapon (something suitably aquatic/nautical), but can make one claw or one bite attack for 1-6 damage instead.

Special Abilities:
  • You can breathe, speak and cast spells underwater.
  • You can swim at a rate of 18.
  • You cannot be surprised underwater.
  • You save at +4 vs. water-based attacks/spells.
  • You can cast spells from scrolls (Cleric or Magic User) with a 10% chance of failure, but land-lubber scrolls won't survive submerging.

Tuesday, January 14, 2020

Old School Yithian Race-as-Class

Keeping with an ongoing theme, Yithian (Great Race) Race-as-Class for old school styled games.



Yithian.

Description: You look just like a normal person; maybe a little awkward, a little eccentric.

This mortal vessel contains the ancient, alien intelligence of a time-travelling super-species.

XP: Advance using the Elf Experience Table; once you reach your level limit, the intelligence abandons the mortal form - you are an Ex-Yithian.

Saving Throws: Save as an Elf/ Monster of your Level/HD, whichever is better.

Prime Requisite: The Yithian class has no Prime Requisite.

Minimum Scores: Intelligence and Wisdom must be 18 each, but unless you are very lucky, you must reduce your Charisma and Dexterity 1-for-1 to raise them this high; if doing so would take either Charisma or Dexterity below 3, you cannot play a Yithian.

Keep a record of your original rolled Ability Scores; you revert to these on becoming an Ex-Yithian (see below).

Hit Dice: d6.

Armour: You can wear any armour and use a shield.

Weapons: Any weapon you pick up, you have a 50% chance of being able to use; otherwise, you are -4 to Hit with it.

Special Abilities:
  • You are immune to sleep, charm, feeblemind and magic jar.
  • You are immune to Ghoul paralysis.
  • You save at +4 vs. all forms of mind control, fear, confusion and illusion.
  • You can cast spells from scrolls (Cleric or Magic User), but you don't like to show off.
  • You only do not understand a language you encounter if you roll a 1 on d20; you can choose to speak up to a maximum of 18 (your Intelligence).
  • You only do not know how to use a magic item if you roll a 1 on d20; even if you do not, you can learn by possessing and studying it for d8+1 days.
  • If you ever suffer an irrevocable, permanent loss of Intelligence or Wisdom by physical injury or through the special abilities of a being with twice your level/HD (or greater), you immediately become an Ex-Yithian. Also, make a system shock/death save.

Ex-Yithian.

  • You retain your hit points, but must start again as a 1st level character and otherwise lose access to all Yithian Special Abilities.
  • You can cast spells from scrolls (Cleric or Magic User) with a 50% chance of failure.
  • You can understand any language you do not know if you roll a 20 on d20, up to the maximum determined by your Intelligence; you can try again when you gain a level.
  • You can recognise Ex-Yithians.

Wednesday, January 8, 2020

Old School Ghoul Race-as-Class

A quick mash of Mentzer Red Box and 2e/5e Call of Cthulhu, for old school d20 systems.

Ghoul.

Description: You are a ghoul, like the ones you want in your game. 

From my perspective, you're a necrophagous undead humanoid, but you're not necessarily a terrible person; somewhere on the continuum that takes in ravenous undead cannibals and Randolph Carter's allies in The Dreamquest of Unknown Kadath.

XP: Advance using the Elf Experience Table; same level limit applies.

Saving Throws: Save as an Elf/ Monster of your Level/HD, whichever is better.

Prime Requisite: The Ghoul class has no Prime Requisite.

Minimum Scores: No minimum scores, but your Charisma is not counted as more than 9 when dealing with the non-monstrous living (except for necromancers).

Hit Dice: d8, or whatever is the standard for monsters in your game. You have 2 HD at 1st level.

Armour: Ghouls have natural armour that improves AC by 3 places; Dexterity adjustments apply. You can wear any armour, but will not get any AC benefit unless it is better than your natural armour; you always benefit from armour magic bonus. You can use a shield.

Weapons: You can use any weapon, but prefer claw/claw/bite for 1-3 each (no Strength adjustment to damage) + paralysis.

Special Abilities:
  • You are undead, and immune to sleep and charm spells. 
  • You make no noise when moving about.
  • You can be turned by clerics and are affected by protection from evil.
  • You can communicate with nightgaunts (+2 Reaction Roll).
  • From 2nd level, you can cast spells from scrolls with a 10% chance of failure.
  • You only take half damage from firearms and projectiles.

Saturday, November 30, 2019

Old School Shoggoth Race-as-Class

For the first post, how about a basic Shoggoth character class for D & D-style games?

What you don't like or think doesn't make sense, you should change.

Shoggoth.

Description: You are more like the Shoggoths in Michael Shea's Fat Face than the ones in HPL's At the Mountains of Madness; your form and mass are not fixed, though you have spent a long time pretending to be some kind of humanoid.

If an Elder Thing tells you to do something, you have to save or obey; if a Deep One tells you to do something, you have to save or obey, but at +4 to your roll.

XP: Advance using the Halfling Experience Table; same level limit applies.

Saving Throws: Use the Halfling Saving Throw Table.

Prime Requisite: The Shoggoth class has no Prime Requisite.

Minimum Scores: No minimum as such, but you must reduce your other Ability Scores (1 for 1) to bring both Strength and Constitution to 18 (or as near as possible if you rolled low across the board). Reduced Ability Scores can only be taken down to 3, no lower.

Hit Dice: Either the highest Hit Dice used in your game (usually Fighter HD), or the next one up (so that the Shoggoth has the highest HD in your game), or d20 (because you think this Shoggoth isn't tough enough).

Armour: Shoggoths have natural armour equal to leather; their AC does not benefit or suffer from high or low Dexterity; they can wear any armour they want, but only benefit from a magic bonus or special properties; if a Shoggoth has a Dexterity of 9 or more, a shield can be used.

Weapons: Shoggoths can use any weapon, or use their natural attacks (which use a damage die the same as their HD).

Special Abilities:
  • You only take half rolled damage from fire and lightning.
  • You take only 1 point of damage (plus any magic bonus) from physical weapons.
  • You regenerate 2 hit points at the end of every round, even at 0 hp.
  • You can carry twice as much gear and treasure as other characters without becoming encumbered.