Conan and Cthulhu

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Philip_fry said:
Hope I didn´t gave to much away with my previous post. :oops:

Just remember to stick the *** SPOILER *** in front of such material next time. That way no one can accidently stumble across info they might not want to. Me, I already ran the game and...

*** SPOILER ***

....let's just say the way Braun's 'consumation' scene went down may have cost the player some Sanity, much less the character. After unsuccesfully trying to 'infitrate' the PC, the image of seeing the *ahem* crawl out of its former host and into the dark [the PC had killed 'Braun'] was something out of Freud's nightmares. 8)

Makes me wonder if all gamemasters have a streak of sadism....

*** END SPOILER ***

I did however find Dark Age Cthulhu invaluabe for conveying the bleak, somber and dark mood of the Hyborian world and show just how alien such a world is to our own mindset. It also includes all those necessary 'mundane' details about the daily schedules, superstitions and beliefs, implements and materials available and the many, many hardships of those times and the few resources and knowledge people had access to- now add in cosmic horror 8). Makes a 21st century player realize just how much effort has gone into making the world more 'convinent' since then.

Raven
 
So Raven, did you use Dark Age Cthulhu for Conan or as apure CoC advenutere. And if you used it for the Hyborian Age, tell us something about it. How did You solve the Sanity Problem and whre did you place the town?
 
Teutonic said:
So Raven, did you use Dark Age Cthulhu for Conan or as apure CoC advenutere. And if you used it for the Hyborian Age, tell us something about it. How did You solve the Sanity Problem and whre did you place the town?

It was in Conan. The backstory ran as such.

*** SPOILER ***

Nemedia took the place of the Holy Roman Empire. Their expansionist tendancies in Byruthia [mentioned briefly in Conan the Savage and the Road of Kings I think] had been extended to the Border Kingdoms. The local churches of Mitra had declared a crusade, drawin dozen of eager young landless Nobles and their retinue. They had overrun much of the native tribes of the area- the Mayar were run pretty close 'as is' as tribal Nomads. Their shamans had once had a pact with the main 'baddy'- the alternate 'Dark One' and his coitre of mutated Mi-Go- but his 'sacred site' had fallen behind Nemedian lines. Now cut off from his usual servants, the Dark One like before cut a deal with Braun's father to obtain slaves for his 'needs'- until a ban on slaves had been enacted by the Nemedian crown. The 'Dark One' is desperate for a new host and somehow manages to lose a artifact necessary to his need. Thus the story begins and the players enter.

Mitran priests replaced the Christian monks and were run as magicless Scholars. The local lord was Nemedian Noble/Soldier and his retinue Soldiers in his pay. The locals were a mix of serf and slave Commoners. The Mayars as noted above were Nomads with a shaman Scholar. The foresters were Borderers and the Mi-Go and the Dark One converted like the other Lovecraft baddies I have converted previously on this site. In fact they were the first one. I can post them if anyone wants to see it..... The players were a mix of Nemedians, allies and hired muscle. There was one Scholar- a priest of Ibis whose religon allowed him the use of Sorcery under the Mitran law, but was watched very closely.

The story ran true to form and very seamlessly with a few exceptions. Combat became more prevelant and the labyrnith under the Hill was larger, more fantastic and had better traps and a few guardians. The final scene- where the battle is mental- took a little finagling with the rules but it worked. As for Sanity I used Terror of the Unknown for the 'little things' like 1d10 SAN loss or lower and forcing the players to make Will saves to avoid Attribute damage to their mental states- Int, Wis, Cha and gaining an Insanity if the loss was too great. A botch meant the loss was permanant, otherwise it could be recovered normally. Needless to say, a few survivors [I had two PCs die] had some permenant mental scars. That and they're wanted for the death of a certain 14 year old girl in Nemedia....8)

Raven
 
Well, my group and I have played Conan with the old Runequest rules which is similar to the Cthulhu Chaosium System.

I had played a MI-Go adventure as well.

It was very good.
 
Teutonic said:
Not bad...Too bad nobody of my players died...I`m still to friendly :lol:

I've had about 20+ PC kills in four campaigns this year- one poor bastard lost three characters in three sessions. [When Cimmerians crit with Bardiches it ain't pretty] Yet they keep coming back no matter what I do to them......killed them, mentally enslaved them to dragons, had higher beings and evil sorcerers alter their DNA, destroy everything they loved, etc. I've never understood it. 8)

Also you can't run a Cthulhu adventure in any system and not have someone die, be Corrupted or go permantly insane. It's just not right, dammit! 8)

Raven
 
Raven Blackwell said:
Also you can't run a Cthulhu adventure in any system and not have someone die, be Corrupted or go permantly insane. It's just not right, dammit! 8)

Raven
This was exactly the slogan of Sandy Petersen.
I always tell myself: give the world a chance. If the players play (very) well why shouldn't they survive unscathed.
 
The King said:
This was exactly the slogan of Sandy Petersen.

Who?

The King said:
I always tell myself: give the world a chance. If the players play (very) well why shouldn't they survive unscathed.

Well, because even the best laid plans fail and the dice just turn against you. The premise of Call of Cthulhu is that the players are matched up against comsic forces too powerful to comprehend and to terrible to withstand. Someone calculated that the published CoC adventures had roughly a 85% fatality rate with the survivors eventually going insane. Translating the adventures to Conan makes the characters more able to survive longer but they are still overmatched and doomed- to die eventually by Picts if nothing else. Its the interim that's entertaining as the foolish mortals are joyful only because of their ignorance of their hopeless fates slowly become aware of the terrible things that lurk among them.

Also, in a moment of sychronicity one of players said that the reason he likes my game is that players can die. He never had a GM willing to kill him before- once the hit points got low it was like every enemy suddenly went blind and their weapons translated into whiffle bats as they were afraid killing a PC might upset the players. But with no threat of dying there was no risk and thus no thrill. In my game his PC died the second game- snatched up by a Swamp Demon while on watch. The other PCs woke to find his body parts scattered across the marsh. The player shook it off, realized my game was different, liked it better and made a PC he liked better next.

Raven
 
The Tomes of Utalis

New Entry- Volume Three

Star Vampire

"The dim outlines of a presence came into view; the blood-filled outlines of that unseen shambler from the stars. It was red and dripping; an immensity of pulsing, moving jelly; a scarlet blob with myriad tentacular trunks that waved and wavered. There were suckers on the tips of the appendages, and these were opening with ghoulish lust….The thing was bloated and obscene; a headless, faceless, eyeless bulk with the ravenous maw and titanic talons of a star-born monster. The human blood on which it had fed revealed the hitherto invisible outlines of the feaster."
-Robert Bloch, "The Shambler From the Stars"

Large Outsider
Hit Dice: 8d8+8 [48 hit points]
Initiative: +6 [+6 natural]
Speed: 20 feet; Fly 30 feet
Defense Value: 16 [+6 natural; -1 Size; Dodge]
Damage Reduction: 8
Base Attack/Grapple: +8/+20
Attack: Slam +17 melee (1) [2d6+7]
Full Attack: Four Slam Attacks +17 melee (1) [2d6+7]
Special Attacks: Blood Drain; Improved Grab
Special Qualities: Darkvision; Gelatinous; Invisible; Manifest; Multiradial; Outsider; Terror
Saves: Fort +7; Ref +6; Will +5
Abilities: Str 24; Dex 10; Con 13; Int 10; Wis 16; Cha 0
Skills: Hide +25 (2)(3); Move Silently +14 (2); Survival +12
Feats: Dodge; Improved Grapple; Stealthy; Track; Weapon Focus [Slam]
Environment: The Outer Dark
Organization: Solitary
Advancement: 9-12 HD [Huge]; 13+ [Gargantuan]

(1) Includes Weapon Focus Feat
(2) Includes Stealthy Feat
(3) Includes +16 circumstance bonus for being invisible and a Large creature. Reduced to +9 when visible. Increases to +36 when the Star Vampire is immobile and silent.

Blood Drain: A Star Vampire’s foul tendrils may drain 1d6 Con from a creature with a successful Grapple test. If a Star Vampire successfully drains a Medium or larger creature to 0 Con a Star Vampire becomes temporarily visible for one minute as the now deceased’s creature blood flows through the transparent creature’s veins before the creature has a chance to fully digest it, outlining it in a ghastly crimson hue.

Darkvision: A Star Vampire’s senses are equipped for the strange conditions of the Outer Dark and stretch into dimensions unguessed at by the sane and rational. A Star Vampire senses all objects and creatures within 120 feet of it including concealed, out of phase or other invisible objects and beings.

Gelatinous: A Star Vampire physiology consists of sponge like membranes and tiny capillaries suspended in a gel-like fluid. Due to this flexible and swift sealing body type a Star Vampire takes only half damage against physical attacks.

Improved Grab: With a successful attack, a Star Vampire may make a make attempt to start a Grapple with their target as a Free Action. This does not provoke an Attack of Opportunity.

Invisibility: Unless digesting a meal [see Blood Drain above] a Star Vampire is invisible to the spectrum of light used by most terrestial creature and is effectively invisible. When invisible a Star Vampire gains +2 to all attack rolls and its target lose their Strength and Dexterity bonuses to their Defense Values. In addition an invisible Star Vampire gains total concealment against attackers- all successful attacks have 50% chance of missing outright. Those making ranged attacks against an invisible Star Vampire must make a successful Spot check against the Star Vampire’s Hide check in order to guess where the creature is.

Note that a Star Vampire cannot be made visible by the Banishment and Summoning spell sign of the Voor as it is naturally invisible to the human range of vision, as opposed to being demainfested.

Manifest: As a full round action a Star Vampire may either leave Earth and return to the Outer Dark or vice versa. The Star Vampire appears at its intended destination at the end of the round.

Multiradial: A Star Vampire is built much like a starfish in that the body is centralized and radial- thus a Star Vampire is ‘facing’ in all directions- including ‘up’ and ‘down’ and cannot be flanked. They may also attack in any direction without penalty.

Outsider: Star Vampires are immune to all terrestrial poisons and diseases, critical hits and Sneak Attacks. In addition it can exist without penalty in any environment from the depths of the ocean to the heights of the Outer Dark itself.

Terror: As a non-terrestrial creature, a Star Vampire provokes Terror of the Unknown Check upon either being seen or when it attack, whichever comes first.

Star Vampires are foul creatures native to the depths of the black gulfs of the Outer Dark, but many powerful and foolish sorcerers have summoned them to Earth to set against their enemies. When visible these creatures’s physiology resembles that closely of a underwater sponge or starfish and is more than mildy disturbing to most human beings. A few of these sorcerers have lost control of these beings and were promptly devoured by the horrors. The newly freed Star Vampires then take advantage of the rich bounty of Earth and wander unseen through the empty wastes of the world hunting the unwary.

Star Vampires attack with their many tendrils, lashing out to grab onto potential prey. Once successfully Grappling their prey, they retreat to a safer locale and devour it at their leisure. These creatures are intelligent enough to realize their vulnerability when feeding. Those summoned by sorcerers will attack the target designated by its controller, otherwise the creature will pick the most convenient target that presents itself. Star Vampires need only feed once ever few days and may stalk prey for long period of times before striking. When attacking a Star Vampire emits a high pitched tittering peal similar to laughter. Though loud and unnerving it is usually insufficiently loud enough to pinpoint the creatures position for purposes of attacking them.
 
The Tomes of Utalis

New Entry- Volume Nine

New Spell

Summon Star Vampire [Advanced Spell of the Banishment and Summoning Sphere]
Power Point Cost: 8
Casting Time: Forty minutes
Range: Close [Twenty five feet plus five feet per level of Scholar the caster possesses]
Target: One Star Vampire
Duration: One hour per level of Scholar the caster possesses
Saving Throw: Will
Perquisites: Sign of the Voor; eight ranks of Knowledge [arcana] or four ranks Knowledge [outsiders], Magic Attack Bonus of +2 or higher
Magic Success Roll: DC 13
Warning: The learning of and each use of this spell provokes a Corruption check.

This spell is the variant summon entity spell used by sorcerers who wish to summon a Star Vampire from the Outer Dark to Earth. After a successful casting of the spell the Star Vampire thus targeted is allowed to make a resisted Will save against a Magic Success Roll to resist summoning. If the Star Vampire succeeds in doing so, the spell fails as the Star Vampire ignores the caster’s summons. If the sorcerer succeeds, the Star Vampire appears at a point within the spell’s range designated by the caster. Wise sorcerers place the summoned being within a spirit ward- or in the midst of a group of enemies.

Modifiers: Casting sign of the Voor in conjunction with this spell gives the caster a +1 bonus on their Magic Success Roll. Possessing the truename spell for a specific Star Vampire gives the caster a +4 bonus on their Magic Success Roll for that specific Star Vampire only. The caster gains +1 to their Magic Success Rolls for this spell for every five ranks of Knowledge [outsiders] they have. The caster receives a –1 modifier to all Magic Success Rolls involved in this spell for each point of Corruption they possess.

Note that the spell does not give the caster control of the summoned creature- that requires the bind Star Vampire spell detailed below.
 
The Tomes of Utalis

New Entry- Volume Nine

New Spell

Bind Star Vampire [Advanced Spell of the Banishment and Summoning Sphere]
Power Point Cost: 2
Casting Time: Eight minutes
Range: Short [Twenty Five feet and five feet per level of Scholar the caster possesses]
Duration: One hour per level of Scholar the caster possesses
Target: One Star Vampire
Saving Throw: Will
Perquisites: One Advanced Spell of the Banishment and Summoning Sphere; four ranks of Knowledge [arcana] or two ranks of Knowledge [outsiders]; Magic Attack Bonus of +1 per eight Hit Dice of target creature
Magic Success Roll: Sets target’s Will save DC
Warning: The learning of and each casting of this spell provokes a Corruption test

This spell is designed to bind a single Star Vampire to the caster’s will for the duration of the spell. Considering the rarity of such beings within the confines of Earth this spell is of little use without the appropriate summoning spell detailed above.

Modifiers: Casting sign of the Voor in conjunction with this spell gives the caster a +1 bonus on their Magic Success Roll. Possessing the truename spell for a specific Star Vampire gives the caster a +4 bonus on their Magic Success Roll for that specific Star Vampire only. The caster gains +1 to their Magic Success Rolls for this spell for every five ranks of Knowledge [outsiders] they have. The caster receives a –1 modifier to all Magic Success Rolls involved in this spell for each point of Corruption they possess.
 
No ghosts on this end Raven, keep up the very good work.

I thought this might be a good time to tell you Lovecraft fans here a tale you might find interesting.

A few years ago when my wife and I were living in Toronto, she had an opportunity to travel to Providence, RI. Home of Lovecraft and Edgar Allen Poe. At the time she worked in Mental health genetic research. (Still does but in a different place) We decided to make it a road trip and stay in some nice Bed and Breakfasts. Ther hospital that my wife was collaberating with just happened to be the place in which both of Lovecraft's parents died and right next to the cemetary that they and H.P. himself were buried. We found a walking tour on the internet of Lovecraft residences, houses that he used in a number of his stories, and graveyards that he would skulk around in just like Poe did. What a nerd!

We had our stuffed Cthulhu in our back window for good luck and it seemed to work! We had a great time

If you get a chance to go there, the cemetary he is in is a huge park like place, people biked, walked and had lunch. People had left rocks, beer caps on his gravestone and there is a huge old tree that people have covered in carved initials and one person caved the whole quote about man not being able to corralate all the contents of his mind. Another nerd!
Imagine that!

Quite a trip. Reading Lovecraft within view of Sentinal hill from a bed in a huge B&B was really a cool and creepy experience.

Ia! Ia! Ftaghn!

Hudson
 
Yogah of Yag said:
We can see farther because we are standing on the shoulders of ravens!

Mind you don't shift suddenly- I'd hate to see you take a tumble from this height. Mind you I don't seem to take you to nice places either- which is why I always wondered why people want to see them.....

Thank you for all the praise so far, but really I am just a translater of the work of greater writers into roleplaying material- I am not the first to do so. Sort of a roleplaying August Dereleth if you will- but a little more humble than he I hope. Not that that is a hard goal to meet mind you....

I have been to New England but never Providence. I'll have to see if Fate ever blows me in that direction. Would you recommend the B&B you stayed at?
 
When we got to town we stumbled upon the place we stayed with the only free night she had had in a month, and she gave us a discount because we were Canadian! My strange luck helps again! She then sent us to another B&B for the next night. It was a least $50 cheaper than the Holiday Inn for three times the room size and an excellent breakfast as well. The first one was called The Cady House, I cannot remember what the other was called but they were both very close to Brown University.

If you have the two player ready to play version of Mythos, you can see many of the cool places to go on the cards. Kind of a surrel experience whenever I play it with my wife at the cottage!
 
never been to the USA spent some time in the far east as a child and everywhere in england that had a army base but would love to vist the area that inspired the great man.August gets a hard time but for such a long time he was the lone voice in the wilderness and so deserves a few chips on both shoulders :wink: :lol:
 
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