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View Full Version : Definitely not Call of Cthulhu



16bearswutIdo
2018-10-24, 07:51 AM
First off, I assume none of you browse this board, but if your party is 3 werewolves and an innocent woman with a gun, turn back now.

I'm currently running a 3.5 game set in a homebrew world based off early colonial New England. This means plenty of suspicion of magic, devout piousness, and distrust of outsiders. While the PCs have been largely busy dealing with various threats around town due to the town guard's sudden call to come back to the capital city, they've missed the real threat.

Essentially, there's a Lovecraftian monster under the town that's consuming people and others' memories of them. When it kills a person, it also sends out an enchantment effect that causes the people in the town to forget that person and "fill in the blanks" to their disappearance. For example, everyone in town thinks the guards were "called away for some reason or another" but the monster actually consumed them. The thing has a small group of Derro running around doing the business it can't (because it's a corpulent mass of tentacles and appendages deep under the Earth)

Where last we left, the PCs had apprehended a werewolf serial killer in town, but not without 3/4 of them being bitten and transforming. As of now, they figure that the thing causing the enchantment is back in a mountain that they had previously climbed and encountered some spooky ****.

I have a few questions.

1. How can I keep the spooky Cthulhu vibe going? I've already planned out a few cursed items that will increase int/cha while draining wis, as well as some character plot-specific events. Would having them hear whispers randomly be too cheesy? I'm already putting in scant information as to what this creature actually is.
2. Does the first transformation of Lycanthropy (where the PCs become NPCs overnight) last for the entire full moon cycle, or just the absolute first night? Lycanthropy in 3.5 specifies that during the first transformation, the PCs lose control of themselves and can only remember if they succeed on a Wis check the next morning.
3. We were playing with sanity rules in a previous arc, but dropped them after that resulted in everyone other than the one normal girl with a gun dying. Is it fair to bring in a greater-than-average amount of Wisdom draining effects to simulate the same thing?


We're doing 3.PF, and the party is a Human Gunslinger, Dwarf Alchemist, Human Wizard (3.5 Wizard), and an Ursine Bardbarian (homebrew race I made for the player since it's her first time playing). The latter 3 are the ones who have been bit by the werewolf.

Arbane
2018-10-24, 10:39 AM
1. How can I keep the spooky Cthulhu vibe going?


What part of the Cthulhu vibe is it you want to emulater? The universe being vast, implacable, and uncaring? The alien vistas of time and space? The tentacled gribblies from Beyond? The racism?



3. We were playing with sanity rules in a previous arc, but dropped them after that resulted in everyone other than the one normal girl with a gun dying. Is it fair to bring in a greater-than-average amount of Wisdom draining effects to simulate the same thing?


Are they going to have any way to refill their brain-tanks, or is this intended as an inevitable death-spiral?

Sto
2018-10-24, 10:56 AM
If you have it, you can use the rules presented in Heroes of Horror. The corruption rules are amazing in a Lovecraftian style.

Silly Name
2018-10-24, 11:04 AM
One important thing when wanting to keep things terrifying and have your players on edge: control the scale of power.

Past level 10, with appropriate WBL, D&D characters tend to become superheroes. They have a bunch of things they are immune or resistant to, can get smashed by a giant's club and survive, and have access to spells and abilities that can trivialise many encounters or situations ("Giant chasm of death? Don't worry, I can cast Fly on the whole party!" "A monster with a Fear Aura? Immune to that."). If your players become powerful enough, there will be less stuff they'll worry about.

To avoid this, you might want to implement E6 rules. That way, PCs are strong but not fantasy version of superheroes, and you can reasonably threaten them with status effects or plain damage.

Palanan
2018-10-24, 11:48 AM
Originally Posted by 16bearswutIdo
I'm currently running a 3.5 game set in a homebrew world based off early colonial New England.

Just here to say how much I love this concept. Apart from the Lovecraft, is there also a Solomon Kane vibe going on?

.

16bearswutIdo
2018-10-24, 02:37 PM
What part of the Cthulhu vibe is it you want to emulater? The universe being vast, implacable, and uncaring? The alien vistas of time and space? The tentacled gribblies from Beyond? The racism?


Are they going to have any way to refill their brain-tanks, or is this intended as an inevitable death-spiral?

I'm shooting for the tentacled gribblies from Beyond The Feywild, along with it being vast, implacable, and uncaring.

The way to refill their brain tanks would be to have downtime between adventures. That's something they've always struggled with, just going from one adventure to the next with no downtime. Additionally, thinking about allowing the Heal skill to restore 1d4 points of Wisdom loss per week. There's a similar type rule with Heal skill and Sanity, and since some of my players dumped points into Wisdom and Heal for these rules it feels a little cheap to just go "SURPRISE your heal skill is meaningless again!"


One important thing when wanting to keep things terrifying and have your players on edge: control the scale of power.
*snip*
To avoid this, you might want to implement E6 rules. That way, PCs are strong but not fantasy version of superheroes, and you can reasonably threaten them with status effects or plain damage.

100% agreed. They just hit level 4 after ~3-4 months of gameplay, and they're not gonna get much higher level than 8 realistically. I'm also kind of lucky in that the group is pretty low-OP. The wizard is an evocation specialist who banned Illusion/Necromancy, and the gunslinger forgets to use her grit half the time.


If you have it, you can use the rules presented in Heroes of Horror. The corruption rules are amazing in a Lovecraftian style.
Good tip. I don't have the book, but I'm sure I can find a copy. The alchemist is going down the route of giving himself multiple arms and augmenting his body, so this sounds like it'd be pretty cool to put in.


Just here to say how much I love this concept. Apart from the Lovecraft, is there also a Solomon Kane vibe going on?

Hey, thanks. It'd have a Soloman Kane vibe if the PCs weren't going all-in on varying alignments. As of now, the party is a NG, CN, LE/CE(he's the only one willingly embracing the Lycanthropy), and NE.