INTRO AND DM NOTES

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D nD campaign CULT OF CUTHULU

HOOK
Nightmares draw the party to a remote windswept island where coastal towns are battered by ever increasing storms black smoke and fog hangs over empty stinking graveyards and the main cause of death is falling asleep.....

BACKGROUNDS Sorcerers will feel drawn to the area as will wizards since their is deep illusion and necromancy magic reported in the area and others will have had their dreams invaded by a black presence with a massive black cloud shocking the eart...

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BACKGROUNDS Sorcerers will feel drawn to the area as will wizards since their is deep illusion and necromancy magic reported in the area and others will have had their dreams invaded by a black presence with a massive black cloud shocking the earth with lightning

The special backgrounds will be

FISHERMAN local drunk and bum with secrets about the port you enter and the happenings that have gone on

BOATMAN your transport who loses his boat to the massive tentacles has the most gold and will be proficient in water craft (can be an npc)

Any background will work its mostly for rp purposes with the main interactions of the characters being between each other and their theories as to what is going on at the various times in this campaign

FIRST LOCATION
Enter a foggy shoreline green moss and grass have been ripped and eroded to reveal sharp black rock surrounded by twisted wood and metal of docks and buildings the party is on a single sailed boat that is docking at the harbor (simple banter several npc crewmates and sea shantys)

The air is light despite the gloomy atmosphere until a kraken rips the boat beneath the waves leaving nothing but sailors screaming in the water as the party steps ashore as this happens the party return to help the crew and a sea creature ( probably giant crabs but can be tritons or the mold minded ) jumps out of the water and attacks combat begins and ends the scene

OVERWORLD
Unique enemies

The mold minded:(the molded) blackened scum covered effectively zombies whose minds have been destroyed by mind flayers and whose bodies are covered in filth and mold they are connected to the mind flyer that ate of them and they are often discard...

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The mold minded:(the molded) blackened scum covered effectively zombies whose minds have been destroyed by mind flayers and whose bodies are covered in filth and mold they are connected to the mind flyer that ate of them and they are often discarded after a feast and rise later as buffed zombies with some extra stats or weapons not all of them are human and not all of them are connected to the mind flayers for some reason....(elephants foot encounter) Yes they are basically the molded from resident evil seven don't judge me they do fit still

Mind flyers not only magic users in this campaign they also weild basically shaloin spades and shields their going to be tough opponents with low health so be careful with melee combat

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Mind flyers not only magic users in this campaign they also weild basically shaloin spades and shields their going to be tough opponents with low health so be careful with melee combat

Water combat: players will have the choice of a small medium or large craft each 55 105 and 155 gold respectively they will be used by the second quest on the island when the group is level 2-3 they should get enough cash from 1 quest im town or very close by ( graveyard, destroyed town down the coast) combat on the water is going to be a shore to boat affair the group can either fire off the boat with range and have ranged combat but if the boat is larger than mid size they will have a chance to repel boarders. Small boats will be sneakier but also can simply be turned over by large sized creatures( its basically a crew canoe) where as the mid and large ( a small one sailed sloop with a little storage space and a larger one mast three sail ship respectively) will give more storage space and more options to the DM for encounters

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