Conan and Cthulhu

  • Thread starter Thread starter Anonymous
  • Start date Start date
The Tomes of Utalis

New Entry- Volume Three

New Monster

Star Spawn of Cthulhu
They all lay in stone houses in their great city of R’lyeth, preserved by the spells of mighty Cthukhu for a glorious resurrection when the stars and the Earth might once more be ready…”
Howard Phillips Lovecraft, The Call of Cthulhu

Colossal Outsider
Hit Dice 32d12+352 [608 hit points]
Initiative: +16 [+16 natural]
Move: 60; Swim 60; Fly 30
Defense Value: 13 [+ 11 natural; -8 size]
Damage Reduction: 20
Base Attack/Grapple: +8/+51
Attack: Claw +27 melee [4d6+15 damage]
Full Attack: 2 Claws +27/+27melee [4d6+15 damage] and 4 Tentacles +11 each [2d6+7 damage]
Special Attacks: Constriction; Enhanced Terror; Improved Grab
Special Qualities: Darkvision; Manifest; Master of the Horde; Outsider
Saves: Fort +27; Ref +8; Will +26 (1)
Abilities: Str 40; Dex 10; Con 32; Int 21; Wis 21; Cha 21
Skills: Bluff +37; Climb +45; Craft [all] +53 (); Diplomacy +39; Intimidate +51; Knowledge [arcana] +51; Knowledge [nature] +42; Knowledge [outsiders and planes] + 51; Knowledge [sea] +47; Jump +50; Listen +33; Sense Motive +41; Spot +33; Survival +48; Swim +58

Feats: Adept [Summoning School or Banishment and Summoning Sphere]; Awesome Blow; Cleave; Craft Aberration; Bleed Dry; Craft New Life; Craft Major Magic Item; Craft Magic Item; Craftsman; Diehard; Endurance; Fly By Attack; Greater Cleave; Greater Control [x4 effect]; Horde; Improved Sorcerous Sight; Iron Will; Leadership; Menacing Aura; No Honour; Opportunistic Sacrifice; Permanent Sorcery; Power Attack; Ritual Sacrifice; Steely Gaze; Summoner; Titanic Blow; Tortured Sacrifice

Magical Attack Bonus: +21 [+16 natural; + 5 Cha]
Base Power Points: 14
Maximum Power Points: 84

Spells Known: All Star Spawn have complete knowledge of all the spells of the Summoning school of magic [the Banishment and Summoning Sphere of Power if using Raven’s Rules of Sorcery] and at least three other schools of magic [Spheres of Power]. Almost all Star Spawn possesses the Divination school of magic [the Communication and Divination Sphere of Power] in order to keep in contact with their agents in the waking world.

Constriction: With a successful Grapple check a Star Spawn may inflict 5d6 damage on any creature already grappled by one of it’s tentacles or 11d6 on those Grappled by one of its Claws.

Darkvision: The senses of a Star Spawn stretch out into dimensions far beyond those of the visible realm. A Star Spawn is aware of the presence and position of all objects and creatures in all direction for five miles in a terrestrial environment; ten miles in an aquatic environment and five hundred miles in the Outer Dark.

Enhanced Terror: The sheer size, inhuman nature and psychic power of a Star Spawn is too much for mere mortal minds to behold. The DC for the Terror of the Unknown check is 42.

Improved Grab: If a Star Spawn hits with any of it’s natural attacks- either Claw or Tentacle- it may as a free action initiate a Grapple attempt on the target. This does not provoke an attack of opportunity

Manifest: As a full round action a Star Spawn may move from the Outer Dark to Earth or vice versa. The Star Spawn appears in its new location at the end of the round.

Master of the Horde: Star Spawn can call upon a great collection of cultists, summoned and created beings and even entire species of servitor races. The followers granted to them by the Leadership and Horde Feats may be human, humanoid, animal, Aberrations, Constructs, Outsiders, other Mythos creatures or anything else they can bring under their will.

Outsider: A Star Spawn is immune to terrestrial poisons and diseases may not be subject to effects of critical hits, Massive Damage or Sneak Attacks. A Star Spawn may exist at any environment from the crushing depths of the ocean to the Outer Void itself without penalty.

Skills: A Star Spawn may Take 10 on any Swim check even when threatened or distracted

(1) Includes Iron Will and No Honour Feats

The Star Spawn are the children of the great Cthulhu and during that dark being’s heyday they roamed the world, taking their pleasures upon its inhabitants. Some of these races were annihilated wholesale. Others fell to the worship of these fell beings and the Star Spawn were amused enough they allowed these rude lifeforms to survive in their thrall and provide them with great and terrible sacrifices.

When the slumber of the ages fell on great Cthulhu and it drew the great island R’yleth into the deep seas most of its children were likewise drawn beneath the waves to sleep until their age would return. A few however were caught away from the island at the time of its sinking but drawn by their creator into slumber sought the deep places of the earth to hide themselves. Their existence passed into mere myth as the younger species they once dominated began to rise from rude barbarians and war among themselves. A few of these younger beings, plundering the records of past civilization found evidence of the Star Spawn’s existence and using blasphemous rituals contained in foul tomes, contacted these sleeping beings in an effort to gain their foul power for themselves. The Star Spawn, dreaming still in the depths of the world, responded to the calls of these sorcerers and in exchange for worship and their assistance in bring about the rule of their creator into the world taught them secrets and power undreamed by the sorcerer’s fellow beings. These sorcerers used their power to dominate their fellows when they could or worked against them secretly if they could not. Since that time the Star Spawn have slowly manipulating events through their agents to weaken the unity of the younger races that they might not be a threat to the Great Cthulhu when once again rises. Who knows what wars, famine, catastrophes and sorcerous devastation has secretly been done in their name

Most Star Spawn exist in this sleepless dream state, immobile but reaching out with their powerful minds to influence the events of the worlds. Certain spells and rituals though can temporarily waken a Star Spawn- releasing a hungry and jaded malefic and soulless monstrosity upon the world

Appearance: Star Spawn appear as a smaller versions of their creator- a tall blocky gray skinned humanoid form with a head resembling an octopus mounted upon its shoulders over two hundred feet high. Bat like wings rise form their back, giving the creature the capability of clumsy and graceless flight. Tentacles surround a circular mouth and soulless jet black eyes gaze pitiless on the world about them.

Combat: Though possessing of great power in its gigantic frame, most Star Spawn prefer not engage in direct physical conflict unless greatly angered or merely bored. Instead they act through their agents and cultists to destroy the beings standing in the way of the domination of their great father. If it chooses to engage in combat it will swoop into the fray using the Terror it generates to scatter its enemies into a frightened mob. It will then grab as many enemies as it hold, gain altitude as rapidly as it can and crush the life out of its captives. Once these are dead, the Star Spawn will throw their bodies aside- or if hungry devour them- and repeat the process until it is no longer interested in the conflict. If an enemy proves to be powerful enough to threaten the Star Spawn in any way it will bring its full power to bear on it- usually destroying it in seconds.

A Star Spawn can be considered a demon lord for the purposes of greater demonic pact.

Adventure Hooks: Star Spawn can be the evil ‘god’ of any number large cults the PCs can run afoul of The Star Spawn’s minions. If they investigate the cult they can learn it is devoted to reawakening their patron with a foul rituals whose details can found only in certain parts of the world. The PCs can end up in a race around the Hyborian world with the cultist trying to prevent the cultists from getting their hands on the ritual, all the while encounter Mythos creatures, demons, foul magic and the occasion more mundane obstacle like the current owners of the tomes themselves. If the cult is successful in getting the ritual they will perform it on a isle deep in the uncharted regions of the Western Ocean where their ‘lord’ sleeps. [Deep Ones or Black Ones may also lair there]. PCs who fail to prevent the ritual from occurring will have the dubious pleasure of facing the Spawn itself as it rises in what is likely to be a one sided battle….
 
The Tomes of Utalis

New Entry- Volume Nine

Contact Star Spawn [Advanced Spell of the Banishment and Summoning Sphere of Power]
Power Point Cost: 16
Casting Time: Thirty-two minutes
Range: Interstellar [May contact any entity not bound against Manifestation in the caster’s world]
Duration: One minute per level of Scholar the caster possesses
Target: One Star Spawn
Saving Throw: None, but the Star Spawn may simply choose not to respond without penalty
Perquisites: One Advanced Spell of the Banishment and Summoning Sphere; Sixteen ranks of Knowledge [arcana] or eight ranks of Knowledge [outsiders]; Base Magic Attack bonus of +8 or greater
Magic Success Roll: DC 21
Warning: The learning of and use of this spell provokes a Corruption test

A spell best never even contemplated by any creature, contact Star Spawn allows the caster to communicate with one of the many spawn of Cthulhu asleep in this world or another. The sheer mental force and twisted nature of the being in question is such that the caster’s mind will likely be swiftly twisted from anything resembling sanity of wholesome behavior- into a very pawn of the being it contacted.

Modifiers: Casting sign of the Voor in conjunction with this spell gives a caster a +1 bonus for the Magical Success roll to contact the target entity. Each five ranks of Knowledge [outsiders] gives an additional +1 bonus. Casting the truename spell of a specific Star Spawn in conjunction with this spell will give a +4 bonus to the roll for the summoning if that individual Star Spawn only. Unlike usual each point of Corruption gives the caster a +1 circumstance bonus to the Magic Success roll as their mind has begun to resemble the Star Spawn’s foul nature.

Note that the requirements for summoning or binding a Star Spawn directly are too high for a mortal spell caster. As for banishing one- good luck.
 
Raven, I'd say that summoning one could be possible, but it would be invariably lethal to the caster... and most of life on earth.
 
Raven, I've been pondering your stats on Deep one Hybrids and I think there's a flaw in how you set up the transformation. Realistically why would anything that gets a -6 to charisma be considered even minimally useful for sorcery? The transform ability not only hits the hybrid with -6 to all social rolls (as per normal penalty to corruption) but it also hits them for a -6 charisma. Realistically there's no way that Deep Ones would use anyone as a caster who has a magic attack bonus of -1 to start (assuming they put their high score into charisma with the standard array.) I'd say it's better to drop the entire charisma penalty since it makes no sense for a hybrid to be more penalized than a straight Deep One.
 
bjorntfh said:
Raven, I'd say that summoning one could be possible, but it would be invariably lethal to the caster... and most of life on earth.

Actually you'd require a +16 Base Magic Attack bonus according the rules as they are- meaning you are a 32th level Scholar. I don't think levels go that high in Conan......

As for the Deep Ones I'd say you are right. Use the usual -1 per point of Corruption to all social abilities with non-Corrupt people. Note that this is how I do it. By the book, a person only suffers this penalty to one who has a Code of Honour. In my game as I discuss in 'Raven's Rules' I give this penalty to dealing with all non-Corrupt people and double that value to those with a Code of Honour. In using the base rules I'd say go with your idea with the -1 penalty to all social skills dealing with non-Deep Ones per point of Corruption given by the Hybrid's Transformation ability.
 
I'd also say that Foul is Fair ought to negate those penalties in people without a code of honor, and reduce them to normal (instead of double) for people with Codes of Honor. Then it makes sense for the Deep One Priests (who could quite reasonably be fully converted hybrids) to have the feat.
 
For all those who haven't yet read CONAN and the Emerald Lotus: there are several allusions to the Mythos, e.g. in verbal spells ("IÄ FTAGHN") and a millenia forgotten god symbolized by faceless statue (claaed "Nyarlathotep").
 
René said:
For all those who haven't yet read CONAN and the Emerald Lotus: there are several allusions to the Mythos, e.g. in verbal spells ("IÄ FTAGHN") and a millenia forgotten god symbolized by faceless statue (claaed "Nyarlathotep").
You don't like de camp's pastiches but it seems you managed to read them all, even the most recent one. So much addicted to Conan?
 
Raven,

do you know the othe Cthulhu Drak Age adventures? I`ve heard of two. One is playing in Constantinople, but I think it is to specific to convert for Conan.
another is named "The Vampire Schwarzubrunn". Is this usable for the Conan game?

BTW, should be a good adventure for aou. Just translate the word "Schwarzbrunn..."
 
The King said:
You don't like de camp's pastiches but it seems you managed to read them all, even the most recent one. So much addicted to Conan?

Emerald Lotus isn't written by de Camp, but by another author whose name I can't remember.
But on the other hand, yes, the last few weeks I read several pastiche novels & short stories, not because they are so well written or are nice entertainment (they are the most abymal fantasy literature I ever read - rivaled only by John Jakes' Brak the Barbarian, and every few minutes a desperate moaning escapes me), but they nonetheless give some good and expendable rpg ideas, e.g. the Hyperborean Witchmen.
 
Teutonic said:
another is named "The Vampire Schwarzubrunn". Is this usable for the Conan game?

BTW, should be a good adventure for aou. Just translate the word "Schwarzbrunn..."

Er, haven't had the time to do that. Could you be a dear and do it for mr? 8)
 
The Adventure or the translation?

I did not do the adventure, because it is too expensive for a "blind buy", so I I`m still looking for a test.

The translation of "Schwarzbrunn" should be "Blackwell"
 
Teutonic said:
The Adventure or the translation?

The translation dear boy. Which you did for me. Thank you.

The translation of "Schwarzbrunn" should be "Blackwell"

HE HE HE HE! Talk sbout synchorncity.....how did this guy know I was a vampire? 8)

Seriously though- no I haven't read it. Is it by Chaosium?
 
Don`t know. I think the German version is a special collection of "Cthuloide Welten", a German CoC Magazine by Pegasus.
There was an English Version of the book (don`t know the Name), but I don`t know if it is published by Chaosium or by Peguasus.

when I`m in the shop again I will memorize the name.
 
René said:
But on the other hand, yes, the last few weeks I read several pastiche novels & short stories, not because they are so well written or are nice entertainment (they are the most abymal fantasy literature I ever read - rivaled only by John Jakes' Brak the Barbarian, and every few minutes a desperate moaning escapes me), but they nonetheless give some good and expendable rpg ideas, e.g. the Hyperborean Witchmen.
I tried in vain to find ideas in Steve Perry's or Ronald Greene's pastiches.
 
Hi Raven,

the English version of the adventure is published by WoC in "Worlds of Cthulhu, Vol. 1", and in the book is another CoC DA advenure with an mediaval French setting.
 
Back
Top