Primeval Thule for D&D 5E is about a day away from closing as of writing, and the PDFs of the GM's Companion, Player's Companion and Adventure Anthology have transformed into print add-ons. This naturally shoved me deeper into the hole because if I'm already getting the main book, GM screen and map I might as well get the whole enchilada. I mean....between Frog God and Sasquatch Studios, this will make for a well-rounded year of 5E products regardless of WotC's schedule.
I bailed on the Mythos Kickstarter but I don't feel bad about it; Troll Lord is very good at getting their product out and available for purchase and I will be more than ready for it when they show up. At this point the only thing I'm really missing is my name in the KS credits of the book. Either way, that's money I can funnel in to Primeval Thule, a setting I find rather cool for a system I actually run 1-2 times a week.
Still hanging on with Enascentia. I sort of feel like it's worth it; the style and direction of the Italian fantasy RPG powered by Savage Worlds is just too impressive, and the parties involved diverse enough (and blooded) such that it seems like it's both a sure bet and the sort of book that one will want and have a hard time finding if you don't back it otherwise.
Showing posts with label mythos. Show all posts
Showing posts with label mythos. Show all posts
Tuesday, August 18, 2015
Thursday, July 30, 2015
Backing the Castles & Crusades Mythos Kickstarter
Dammit, this is getting to be a bad habit for me...I'm backing another Kickstarter. But: the Troll Lords are very consistent and reliable in their Kickstarters, and their books for the last couple of years now have been stellar productions. Also, I bought Codex Nordica which Brian Young (the author of the three books in this KS) wrote, and it's really, really good stuff; I'll be snagging Codex Celtarum soon.
C&C Mythos is actually a KS for 3 books: Codex Germanica, Codex Slavorum and Codex Classicum. Together it sounds like you could have the full workings of an ancient mythic Europe campaign. Now, if they are contextually like Codex Nordica then you can expect a series of books laden with the flavor and mythology of each setting, and an emphasis on the academic historical elements....you could in fact use Codex Nordica for a straight up traditional historical game if you like, but its really aimed at something larger than life and more mythic; the world as traditional Vikings thought it was, rather than just what historians knew it to be.
So...Mythos. Check it out:
C&C Mythos is actually a KS for 3 books: Codex Germanica, Codex Slavorum and Codex Classicum. Together it sounds like you could have the full workings of an ancient mythic Europe campaign. Now, if they are contextually like Codex Nordica then you can expect a series of books laden with the flavor and mythology of each setting, and an emphasis on the academic historical elements....you could in fact use Codex Nordica for a straight up traditional historical game if you like, but its really aimed at something larger than life and more mythic; the world as traditional Vikings thought it was, rather than just what historians knew it to be.
So...Mythos. Check it out:
Friday, July 24, 2015
Hastur the Unspeakable for Dungeons & Dragons 5E
With all apologies to my players, this was what showed up on Wednesday's game. I tried to simplify the Pathfinder version a bit while skewing more toward the CoC 6th edition entry. I figure Hastur in a sword & sorcery manifestation will lean more toward a terrifying manifestation of inimical evil...his mask/cloak is a later manifestation in his overall mythos, but has become sort of iconic so I kept a reference to it below.
Dropping an iconic Old One into a D&D session is a quick reminder that D&D and Cthulhu Mythos really don't mix. Not fantasy and mythos, mind you....those can work quite well; but D&D specifically is a flavor of fantasy that does not come naturally to the mythos. The prospect of a campaign in which daredevil heroes have fought rakshasa, death knights and small armies of devils hits a hard wall when the players realize they are fighting something that is effectively a puzzle piece....a creature than can and will destroy or turn them into its minions, while they desperately try to figure out how to unsummon it.
Anyway, I'm thinking that to get back to the more visceral elements of my Pergerron setting I'll be returning to a Magic World powered campaign, and let D&D return to Chirak, Enzada and Lingusia, which are all comfortably home to adventurers who stand a chance against the vile chaos.
Dropping an iconic Old One into a D&D session is a quick reminder that D&D and Cthulhu Mythos really don't mix. Not fantasy and mythos, mind you....those can work quite well; but D&D specifically is a flavor of fantasy that does not come naturally to the mythos. The prospect of a campaign in which daredevil heroes have fought rakshasa, death knights and small armies of devils hits a hard wall when the players realize they are fighting something that is effectively a puzzle piece....a creature than can and will destroy or turn them into its minions, while they desperately try to figure out how to unsummon it.
Anyway, I'm thinking that to get back to the more visceral elements of my Pergerron setting I'll be returning to a Magic World powered campaign, and let D&D return to Chirak, Enzada and Lingusia, which are all comfortably home to adventurers who stand a chance against the vile chaos.
Hastur the Unspeakable (Great Old One)
CR 30 (155,00 XP)
CE medium humanoid Aberration (Great Old
One)
Initiative +10
Aura: Unspeakable Presence (DC 24 Save
vs. Sanity score; failure imbues target with one random form of temporary
insanity; fail by ten or more and it is long term)
DEFENSE
AC 25 (dexterity plus natural)
HP 493 (34D8+340)
Resistance: resistant to all
non-magical forms of bludgeoning, piercing and slashing damage
Immunity: poison, disease, cold,
necrotic, mind-affecting spells, paralysis
Magic Resistance – Hastur rolls
advantage on all spell saves.
OFFENSE
Speed 80 feet flying/hovering
Multiattack – Hastur can strike with
any combination of up to four tattered lashes, Dreams of the Yellow Sign, or
terrifying visage.
Melee Attack- tattered lashes +16 to hit
(reach 10 feet, one target) 8D8+7 slashing damage and target must make a DC 24
Con save or take an additional 1D8 bleeding damage each round (save ends).
Statistics
STR 24 (+7), DEX 30 (+10), CON 30
(+10), INT 30 (+10), WIS 30 (+10), CHA 30 (+10)
Saves: Str +13, Dex +16, Con +16, Int +16, Wis +16, Cha +16
Languages: aklo, telepathy 100 feet,
tongues at will
Senses: superior darkvision, true
seeing (constant), Perception +16 (passive 26)
Skills: all at attribute value plus
proficiency (see saves)
TRAITS
Archmagus: Hastur is a spell-caster of
20th level ability with access to all wizard spells.
Dreams of the Yellow Sign: once per day
Hastur may touch a solid surface to inscribe the Yellow Sign upon it. The sign
will last at least one year, but is only visible when certain stars shine right
upon it at night, specifically the star Aldebaran, which may be visible in any
number of night skies. Any who view the sign must make a DC 24 Wisdom Save or
become Dominated (as per the spell) by Hastur. Once a save is made, the target does
not have to make another save for 24 hours regardless of success or failure.
Once dominated, the target behave as Hastur wishes. Each day the target remains
dominated it will see out the sign, and each time it fails a further save it
loses 1D6 Charisma (this Charisma will be restored with a long rest if the
spell is broken with a successful save). Should it reach 0 Charisma, will
immediately become a vessel for Hastur to manifest within. The sign can be
removed with a wish spell.
Terrifying Visage: if Hastur reveals his
true form to a target that victim must make a DC 24 save vs. Charisma or be
paralyzed for 1 minute and take 8D12 psychic damage. When the paralysis lifts
the target may make a DC 21 Wisdom save or become frightened and flee for 1
minute.
Immortality: as an elder god of the
outer darkness of space Hastur is shockingly resilient; most manifestations of
the god are said to be mere projections of a portion of its power, but it is
also spoken of a robe and mask which, when donned, prompt a DC 24 save vs.
Charisma, or the bearer of the robe and mask transform into a new vessel for Hastur. Likewise, those who
succumb to the Yellow Sign can also become vessels of the dark god’s power. It
is unknown if Hastur can be killed in any conventional sense of the word; his
existence crosses boundaries of time and space that defy death.
Legendary Actions (3 points per round);
used at the end of any character’s turn
Additional Lash – for 1 point Hastur
may use tattered lash.
Conversion to the Yellow Sign –for 2
points Hastur may manifest the Yellow Sign before a target and if it fails a DC
24 save vs. Wisdom it is subject to the effects of Dreams of the Yellow Sign as
above.
Possession – for 1 point Hastur may
evaporate and appear fullow formed in the body of a target which has fallen to
zero hit points; target is killed. This body may be within sight range.
Dread Manifestation – for 3 points
Hastur may summon 1D8 byakhee or other minions to his bidding. Th minions roll
for initiative and act immediately.
Hastur the
Unspeakable is one of the more mysterious and terrifying of the Greater Old
Ones, a dark god which moves through the cosmic void of space, sometimes aided
by the dreaded byakhee who regard him as a fearsome divinity. Other humanoid
and monstrous beings on many worlds worship him, but his following among men is
smaller than his legacy. The Yellow Sign is a known artifact or symbol of the
god, but its exact connection to Hastur is regarded as a mystery; its
appearance often herald’s the god’s presence, however.
In the world
of Pergerron, Hastur has a vile interest in manifesting on the planet in the
flesh, for he intends to seek out an infernal device located beneath the Amber
Sea, which his followers understand to be some sort of terraformer powered by
the cosmic energy of the Yellow Sign. Once Hastur succeeds, all beings of the
world will be puppets to the dark god, and the world will be colonized by the
byakhee.
Adapted from
the Pathfinder
Bestiary 4 and Call of Cthulhu 6th edition.
Sunday, May 11, 2014
Magic World meets Dark Ages Cthulhu
Tonight's Magic World session turned decidedly dark as the adventurers (well, Home Invaders as I've taken to calling them lately) trashed the smuggling ring beneath the warehouse in the harbor district of Samaskar and discovered that the smugglers had been leasing out the back wing to a den of serpent men cultists worshipping Hox Nagor, primordial god of serpents.
In the midst of the purge the entire event got a little Mythosesque on the group as the serpent men, while defending their turf, took to summoning something hideous from the Dreamlands in the back room. They popped the serpent man doing the summoning but not before one of these showed up:
Yep, a Gug. Most of these players are not versed heavily in the lore of the Cthulhu Mythos, but some knew enough to realize that this was not good. Suddenly, that extra book I was hauling around labeled "Cthulhu: Dark Ages" started looking a lot more concerning to everyone...
The gang eventually found a way to send the gug back to the Dreamlands, but not before realizing that they had very nearly seen a potent and horrific beast let loose in the heart of civilization. One of the adventurers, a nomad from the Aiga to the north was driven mad when the gug nearly ripped his left arm off....and the searing touch on his flesh left him with a keen sense of the beast's presence. Another, an elven thief, stole the jeweled eyes of the primordial statue of Hox Nagor earlier and suddenly discovered she could see all manifestations of the quintessence around her....and into other realms coterminous with ours, as well.
I let the group know this was still "heroic" Mythos level Howard-inspired type stuff afterwards; we're not playing with sanity rules, and these are all heroes who take for granted that the world is filled with supernatural horrors....but avoiding this thing's grasp was still an excellent idea!
In the midst of the purge the entire event got a little Mythosesque on the group as the serpent men, while defending their turf, took to summoning something hideous from the Dreamlands in the back room. They popped the serpent man doing the summoning but not before one of these showed up:
Yep, a Gug. Most of these players are not versed heavily in the lore of the Cthulhu Mythos, but some knew enough to realize that this was not good. Suddenly, that extra book I was hauling around labeled "Cthulhu: Dark Ages" started looking a lot more concerning to everyone...
The gang eventually found a way to send the gug back to the Dreamlands, but not before realizing that they had very nearly seen a potent and horrific beast let loose in the heart of civilization. One of the adventurers, a nomad from the Aiga to the north was driven mad when the gug nearly ripped his left arm off....and the searing touch on his flesh left him with a keen sense of the beast's presence. Another, an elven thief, stole the jeweled eyes of the primordial statue of Hox Nagor earlier and suddenly discovered she could see all manifestations of the quintessence around her....and into other realms coterminous with ours, as well.
I let the group know this was still "heroic" Mythos level Howard-inspired type stuff afterwards; we're not playing with sanity rules, and these are all heroes who take for granted that the world is filled with supernatural horrors....but avoiding this thing's grasp was still an excellent idea!
Friday, October 11, 2013
The Many Days of Horror - The Hive
Tim Curran may not be overly familiar to you, but that's mostly because he's been circulating in the small press and online fiction resources for most of his career, and it's a damn shame because his writing is bar none some of the goriest, moodiest and most evocative out there. I previously reviewed his work in Zombie Pulp, and it's time to talk about The Hive. This review focuses on the Kindle ebook edition, which includes a lot of additional material omitted from the print copy I read many years go.
We'll get the preamble out of the way: it's well written, its well-researched (as far as I know, not being an Antarctic researcher....worked for me!) and it's a direct sequel to Lovecraft's At the Mountains of Madness. No small feat making a sequel to Lovecraft's greatest novella, but Curran does so, not only evoking the memory of the original but also drawing inspiration from a host of modern resources, not the least of which is Carpenter's The Thing. Don't worry, though; the derivations from The Thing are principally a matter of mood and suspense, along with a healthy dose of "last-name-itis" amongst the crew of Kharkov Station deep in Antarctica near the Medusa Ice Shelf. Sure....a shoggoth bears more than a passing resemblance to something Thing-like, but the shoggoths in Curran's version of the mythos are really damned freaky.
Curran's tale weaves between a myriad variety of characters stuck in Antarctica when one researcher and his crew stumble across evidence of subterranean ruins beneath the glacial ice, as well as actual mummified bodies of decidedly alien beings (the old ones, sometimes known as elder things to CoC fans). As things rapidly begin to unravel we are treated to a vast number of hideous and sometimes subtle ways that discovering these ruins and bodies can affect humanity, as the scientists come to grips with the chilling truth about what they are witnessing, and what it means for the ancient history of mankind and possibly all life on Earth. Meanwhile other scientists drilling down to a frozen lake beneath the glacial ice uncover evidence of live, active old ones...and a scientist who's discovered too much encountered a diary of an expedition that preceded even the mysterious lost expedition of the original novel, which serves as a lengthy interlude not in the original book.
The pacing is great, events exciting and believable, the cast of characters thick and filled with those both memorable, deceitful and otherwise problematic, the sorts of personalities that you don't want to be around when you begin to awaken the hive consciousness of alien beings who might have created humanity and all other entities as a byproduct of some other greater experiment.
If you like good horror, and especially if you like good mythos fiction that stands on its own merits, then you need to read The Hive. I'll be hitting the sequel soon!
A+++
Wednesday, November 9, 2011
Putting the Mythos into Azeroth
Kidding!
Once in a while I stumble on a lore related blog or article about the World of Warcraft. WoW is something I have more or less successfully quit, although it is the Key Source of Entertainment for my wife, so it remains an ever-present specter in my gaming environment. I logged hundreds of hours on WoW from all the way back in February 2005, so I remember when it took months and months to get to level 60 (unlike today, where you can slam out a level 85 in a few weeks if you're sufficiently dedicated).
With Cataclysm, as cool as many of its features and revisions were, I lost steam and couldn't continue. Part of my problem is that I simply lack the dedication necessary to see all the end-game content, instances, raids, gear and such. Another part is that I am too easily sucked away to enjoy more conventional computer games which cater specifically to me with elaborate story arcs and structures, fully-voiced acting and staggeringly good graphics. I love it when a game panders to me!
Anyway, this article is apparently written by one of the more famous lore gurus for WoW out there. It's a great, weird tinfoil hat review of the mythosesque elements of the bizarre and seemingly nonsensical mythology of the game, and a demonstration of how well it seems to correlate to the actual Lovecraftian Cthulhu Mythos on which much of it is clearly inspired. It's fun reading, and demonstrates pretty much how anything....even a world filled with butt-slapping gnomes, shamanistic space goats and drunken kung fu pandas...can seem cooler when you inject it with a hypodermic syringe full of Mythos Madness!
It's impressive because its fun to read a serious effort at this sort of interpretation; all of the mythosesque stuff I've seen in WoW before I had largely assumed to have been wedded in sometime around the Burning Crusade era by the developers as they cast about for story/plot/villain ideas and someone got inspired after an all-night bender while reading Lovecraft (which makes sense to me, because on the surface at least WoW's cosmology seems to be a startling hodge-podge of ideas, which meshes well with the fact that over the last two decades the game world's designers, writers and developers have changed up, a lot, going all the way back to "Orcs & Humans" on up to the present 8,000 Lb. Gorilla in the House).
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Cthulhuphant, from League of Legends by the Ctrl-Alt-Del guy! |
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