Cuthulu style adventures [Archive] - Wizards Community

Post/Author/DateTimePost
Rauric

11-17-06, 12:39 AM
Anyone know any good Dungeon mags or published stuff that has a Call of Cuthulu (SP?) feel to them? I am looking for the use of Cultists, Kuo-Toas, Creatures from the Far Realm, or other related creepieness. Can you give me any ideas from your own experiences at the table?
Bluebrush

11-17-06, 07:41 AM
Keith wrote an excellent article on the Daelkyr Cults of the Dragon Below in one issue of dragon. Anyone remember which one it was?

Also, check out the Eberron Expanded article on Lords of Madness.
Sereno

11-17-06, 09:17 AM
Anyone know any good Dungeon mags or published stuff that has a Call of Cuthulu (SP?) feel to them? I am looking for the use of Cultists, Kuo-Toas, Creatures from the Far Realm, or other related creepieness. Can you give me any ideas from your own experiences at the table?

Well, between the Daelkyr and the Quori, the ECS practically hands you everything you need to run any Lovecraftian horror you might like.

I'd use the Daelkyr and their minions (Cults of the Dragon Below, too) to play upon the lost horrors and creepy cults elements. Anyone worshpping the Dragon Below or the Daelkyr is going to be disturbing; just look at the dolgrim and the dolgaunt for an idea of what happens to creatures that serve these abominations! Mind flayers, beholders ... lots of creepy and powerful monsters are ready to take their place at the head of a cult.

The Quori are ready and willing to support any of the "horrible things that exist just beyond our limited senses" themes. There was a thread here a long time ago (Fun Tricks Using Quori (http://boards1.wizards.com/showthread.php?t=391087)) that was really creepy and definitely Lovecraftian....
Doctor12

11-17-06, 09:25 AM
I use Cthulhu frequently in all of my campaigns. I find the 2 best resources to be The Lords of Madness and Wizards official D20 edition of Call of Cthulhu.

Lords give a great insight into Aberrations as a culture; which makes them more compatible with Lovecraftian creatures.

Cthulhu has a small section on running in Dungeons and Dragons.

Come to think of it Heroes of Horror has some good stuff too, especially where nightmares and dreaming are concerned.
GimliGloinson

11-17-06, 09:43 AM
Also, check out Dungeon Issue #85:

Lord of the Scarlet Tide
by James Jacobs
A foul plague in the Realm Below threatens to destroy all life in the world above. A D&D adventure for 9th-level PCs but adaptable for levels 4–15.

IIRC, they also introduce some lower-level cthulhu sea-dwellers. Might require a little conversion, but it was a very good adventure.
Amaril

11-17-06, 12:25 PM
The Styes in Dungeon Magazine #121 is a strong fit for Eberron. In fact, you could probably make it a district in Sharn's Cliffside.
Instead of Tharizdun, use the Cult of the Dragon Below.
Siran Dunmorgan

11-17-06, 05:10 PM
The greatest difficulty in introducing the Lovecraftian spirit into Eberron is that most of Eberron is known: we even have a nice "pocket" of Madness in the form of Xoriat.

But most of the creepiest of Lovecraft's stories (e.g.The Colour Out of Space) are about things that venture profoundly beyond the boundaries of the known.

Take the Coulour itself, for an example. When the substance of the meteorite was analyzed, bands showed up in the spectroscope that did not correspond to any place on the periodic table.

That's not just puzzling. That's profoundly disturbing, because it means that there's an exception to heretofore accepted natural law regarding the energy states of electrons and their relationship to things like light. It's the sort of thing that induces the scientific equivalent of a crisis of faith in physicists.

When I think of Lovecraftian elements in Eberron, I go beyond Xoriat, because, when all is said and done, Xoriat is the manifestation of madness. It's not unknowable: you just have to be completely insane.

But... what if there is something else? What if the universe isn't tied up in a nice, neat ten-million-year-old package? We don't know where the Progenitors came from, do we? We don't know that the world was like before them. What if…

There are things in that Outer Darkness at which the Darkness That Dreams would weep in terror. Some of them are older than Syberis. Some of them are more frightening than Khyber. Some of them don't have names, or shapes, or thoughts, or hungers, or lusts.

There are things in the shadows beyond the Planes beside which the daelkyr themselves are wholesome and comforting.

There are things before which the Progenitors fled, building their fortress Eberron, walling it about with Planes of Life and Death, of Madness and Wonder. What lies beyond the worlds, then, that the likes of Xoriat and Kythri, Thelanis and Daanvi are defenses against it?

—Siran Dunmorgan