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Sandy petersens cthulhu mythos (1) 14

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Of course, the players are worried because ghouls are a potent, intelligent foe.. Then, during the course of this conflict, the players uncover the second part of the storyline and learn

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Getting Started

I

and certainly their understanding of what is going on

will change

You can also use this to up the ante Let’s use

another example The town suffers from an outbreak

of ghouls Of course, the players are worried because

ghouls are a potent, intelligent foe There are scary

moments, desperate ambushes in dark alleyways, and

so forth

Then, during the course of this conflict, the players

uncover the second part of the storyline and learn

that the ghouls are up to something–some grandiose

plot So now the player’s focus changes from physical

danger to worrying about a larger threat–what are the

ghouls up to? Instead of just defending the township,

they now have to descend into the ghoul tunnels to

find out the secret Now the ghouls lay traps and call

unholy allies to their aid The ante has been raised for

the players, not just in terms of danger, but in terms of

what happens if they fail?

When the players finally discover what the ghouls

are plotting, you the game master have the opportunity

to transform the adventure once again, in a third

storyline, and confront them with an existential threat!

Perhaps the ghouls are replacing all the important

humans in town with their evil changelings Maybe the

ghouls have accumulated enough sacrifices to summon

and (they think) control a monstrous dhole to destroy

the entire town It’s even possible they plot to magically

teleport the entire township to the Vale of Pnath, where

they can feast at their leisure

In this way, you have three simple, separate plotlines,

each with a different type of frightening threat, and

you can keep up the horror element far longer and

more effectively than in a one-shot adventure!

Turning an Encounter Into an Adventure

It is perfectly plausible to plop down a gug guarding

a treasure chest The gug in this case would just be another monster—a bag of hit points hindering the players from gaining loot A gug has some unique powers that you can use to your advantage in planning your encounter For example, gugs are completely silent, so players are likely unaware of the creature’s presence until it chooses to show itself Since gugs have religious tendencies, perhaps it has an altar to its foul deity in its chamber Perhaps killing the gug triggers a curse which follows the party around

With a little effort, the gug can be used for more

For example, gugs are an intelligent species known for crafting organized plans Perhaps the gug was in that room for a reason? It’s not hard to extrapolate that after the party murders the gug for his loot, his fellow gugs might find the corpse, and—thirsting for vengeance—

track down the party All of a sudden, perhaps when hotly engaged in another fight, a group of gugs emerges silently from the darkness and joins in the fight against the players You’ve kept the adventure element of your game strong, but the gugs have taken on personality and perhaps even become a permanent part of your game After all, even if the players manage to drive away or kill the pursuing party of gugs, this doesn’t mean they’re done with them: they might have to deal with gug hunting bands for the foreseeable future

In the end, you have turned an almost random encounter with a lone gug guarding some treasure into

a recurring enemy that may plague the heroes’ future endeavors, potentially for an entire campaign

Ngày đăng: 24/10/2022, 14:24