Sandy petersens cthulhu mythos (1) 11

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Sandy petersens cthulhu mythos (1) 11

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You can make the story even more dangerous by putting it right in the heart of the players’ stomping etc.) grounds You could set up an adventure with a shoggoth The fact is that Lovecraft’s monsters aren’t just as a dangerous enemy under a distant glacier, but the monsters They have personalities And as such, you players will be more invested if you have that same can use them for much more than just bags of hit shoggoth patrolling the sewers under your campaign’s points Most obviously, they need not always be capital city, sneaking up through openings and pulling treated as enemies Yes, these monsters can be malign, victims down to feed Knowing that shoggoths exist in cannibalistic horrors, but they are most often intelligent some distant place in the world is one thing Knowing horrors who are able to understand and sometimes that there is a shoggoth in your home city eating folks communicate with humans They have purposes every night is another thing entirely Adding Horror to Adventures Horror is a delicate topic When Horror is combined with another genre, the usual result is that the other genre wins out For example, most horror-comedies are really just comedies with a horror element Many attempts have been made to mix horror and superheroes, and, again, the end result is generally a superhero story with a horror element Most players of Pathfinder understandably are focused on high adventure, derring-do, and sword and sorcery And of course, when horror is added to the adventure theme, just as with other genres, the adventure is what remains, though now horror-tinged This is not necessarily a bad thing Consider the difference between the films Alien and Aliens The first is a horror movie The second is an adventure movie with horror elements Both are great films If you just want new enemies for your players to battle and investigate, this book has everything you need, with a variety of interesting creatures you can pull out of your back pocket to surprise and intrigue your players Almost all of these entities have their own little tricks and traps to spring on the players They range in power from the easily-defeated (zoogs, ghouls, etc.) to the almost unstoppable (flying polyps, starspawn, etc.) to truly awful impossibilities that will drive the hardiest adventurer mad (Hastur, Azathoth, For example, on a lonely road, the player characters arrive at an inn run by zoogs This simple premise is alight with possibilities What would the zoogs want as payment? What they offer in exchange, beyond sleeping quarters and a fine meal of moonberry wine and rat-on-a-stick? The zoogs could have a gift shop, consisting of goods taken from people foolish enough to sleep alone and unguarded in the zoogs’ rooms (After all, they are still zoogs.) Even more horrendous monsters may be able to interact with an adventuring party outside of mere combat The fungi from Yuggoth maintain a secret society of people who the fungi’s will in return for technological and biological wonders The fungi actively evangelize for this society, and the most useful people for their purposes are, clearly, adventurers: itinerant and well-traveled, generally individually powerful, and highly experienced For all these reasons, they make excellent agents While your own group of adventurers are, no doubt, unwilling to serve the terrible goals of the fungi, there can be no doubt that another party might not be so high-minded, and the players may therefore encounter these individuals That they serve the fungi would not be immediately obvious, but perceptive adventurers will invariably notice signs of Yuggoth’s control…

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