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 Ik-Thul-Tu (Cthulhu) Invaision

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dr_Remulack
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PostSubject: Ik-Thul-Tu (Cthulhu) Invaision   Fri 30 May 2008 - 2:58

In our current Sartosa based campaign, we (the arbitrator and myself) are going to employ the following scenarios to wind down our campaign.

This is a LONG read, let me know what you think and remember, most our warbands will be rated at around 300 or 400 by the time they get to the 4th scenario

Invasion of “The Old Ones”

Part I: “The Dark Ritual”


The daughter of the Vice Count Cireno Augustus Getrauche III of Viraglia, Esmerelda, has been abducted by the Children of Ik-Thul-Tu (Cultists). The Vice Count will pay a handsome reward to whomever (or whatever) returns his beloved daughter to him unscathed. She is a fragile creature with little battle experience, so she must be protected at all costs.

When the rescuing warbands arrive the Children of Ik-Thul-Tu are in the midst of dark ritual to summon agents of their dark god “Ik-Thul-Tu”. The warbands MUST stop the ritual at all costs. Even “evil” warbands are aware that NO ONE will benefit some the completion of this ritual.

The Vice Count is quite interested in learning about whom (or what) has abducted his daughter. He is allowing any non-evil warband to hire one of his royal guards for the rescue attempt.

Royal Guards may be hired by: Mercenary Warbands, Pirate Warbands, Witch Hunters, Sisters of Sigmar, Dwarf Warbands, and Elf Warbands.

Hire Fee: 55 GC

M WS BS S T W I A LD Sv
4 4 4 4 4 1 4 2 7 4+
Equipment: Spear or Halberd, dagger, Heavy Armor, and a shield

Skills: No Movement penalty for Heavy Armor & a shield and Unstoppable Charge

Special: Once Esmerelda is rescued the Royal Guardsman will intercept any Ik-Thul-Tu or rival warband attackers.

Esmerelda has been drugged and has the following stats:

M WS BS S T W I A LD Sv
3 1 1 2 2 1 3 1 7 -
When rescued, Esmerelda is given a dagger, otherwise she has no equipment.

If Esmerelda is not escorted by a HERO from a rescuing warband, she will wander in a random direction D3 inches. Esmerelda may be carried by 2 HEROES if they both pass an initiative test. If they do nothing else (no spells, shooting, fighting, or using equipment) they may run 4+D3 inches. (Esmerelda is drugged and fighting her would-be rescuers.)

The Children of Ik-Thul-Tu (Cultists) will be atop Mount Surmond, where they have prepared summoning circle for Ik-Thul-Tu’s minions.

During the Recovery phase of each of their “monster” turns, roll a number of D6 equal to the number of Cultists on the board.

There are 6 Cultists in play at the start of the game.

Each time four or more 6’s are rolled, the Cultists may either resurrect one of their downed Cultists or summon a Brine Witch or Deep One.

Deep Ones and Brine Witches are summoned within six inches of the summoning circle.

If six 6’s are rolled the above result takes place and a minor avatar of Ik-Thul-Tu is summoned in the center of the summoning circle and Esmerelda dies. Esmeralda will automatically be “sacrificed” regardless at the end of turn 7 if there is at least one Cultist in base contact with her.

Cultist Stats:

M WS BS S T W I A LD Sv
4 3 3 3 3 1 6 1 7 6+
Equipment: A dagger and a Mace Coated in Black Lotus and wear Toughened Leathers
Skills: Hardened (immune to Fear) and Immune to Ik-Thul-Tu Spells

Brine Witch Stats:

M WS BS S T W I A LD Sv
4 4 4 3 4 1 7 2 8 5+
Equipment: None
Skills: Claws (All attacks have an additional -1 Armor Save), Spines (same as Possessed, but may be thrown six inches for a Strength 3 -1 AS ranged attack), Scales (5+ Armor Save). Expert Swimmer: when in water has both Leap and Sprint.
Spells: Visions of the Deep (9) Range Nine Inches
All Models within nine inches that are not “Immune to Psychology” must take a Leadership test, if failed they “panic” and flee 2D6 inches away from the caster.
“As the creature’s eyes glowed, my mind was filled with terrifying images from ocean depths I dare not attempt to remember. The next thing I remember is cowering a’neath my cloak in an old hovel with only the screams of my men to keep me company. The next morning the only evidence of our scuffle with the beast was the tattered clothes of my crew.”
-Captain Armis La’Mogue
Former Captain of the Imperial Vessel “The Iron Priest”

Deep One Stats:

M WS BS S T W I A LD Sv
5 5 5 4 5 2 7 3 9 5+
Equipment: None
Skills: Claws (All attacks have an additional -1 Armor Save), Spines (same as Possessed, but may be thrown six inches for a Strength 3 -1 AS ranged attack), Scales (5+ Armor Save), and Expert Swimmer: when in water has both Leap and Sprint.

Minor Avatar of Ik-Thul-Tu:
M WS BS S T W I A LD Sv
6 6 6 5 6 4 9 5 10 4+
Equipment: None
Skills: Claws, Spines (same as Possessed, but may be thrown six inches for a Strength 3 -1 AS ranged attack), Ward Save 4+ (NEVER MODIFIED), Fly 12 inches per turn, Immune to Poison, Causes Fear, Blackblood (as Possessed), Expert Swimmer , and Blood Thirst.
Blood Thirst: If Avatar takes enemy out of action, may heal 1 wound. Also, Enemy rolls twice on Post Injury Chart, both apply. +1 to Critical Rolls.
Spells: May cast “Visions of the Deep” like the Brine Witch but at Difficulty (7) instead of (9).
Starting the game:
The game and terrain are handled as normal with one exception, Mt. Surmond is placed in the direct center of the 4 x 6 playing area.
Also, for each player beyond the 4th, a Brine Witch or Deep One is placed on the board within six inches of the summoning circle.

Ending the game:
When 1 warband gets the Vice Count’s Daughter off the board OR the Avatar of Ik-Thul-Tu is defeated in combat.

Evil warbands with a mage/sorcerer may sacrifice Esmerelda in the post game sequence for an automatic level up for the warband’s mage/sorcerer and D3+3 XP distributed throughout the warband.

However, if you do sacrifice her, each time you play against a human mercenary warband in the Sartosa campaign, your opponent may take a free Royal Guardsman (as above) on a roll of 4+. (Also, please see me after the game, your warband will learn something special about the campaign.)

Experience:
+1 Survives
+1 to Winning Leader
+1 Per Enemy out of action
+1 to the Hero rescuing Esmerelda (taking her off the board)
+1 for each wound dealt to the Minor Avatar of Ik-Thul-Tu (Heroes & Henchmen)
+2 for slaying the Minor Avatar of Ik-Thul-Tu

Reward:
6D6 Gold Crowns Automatic
D3 Swords 4+
Suit of Light Armor 4+
Suit of Heavy Armor 5+
Shield 4+
Helmet 4+
D3 Gems (worth 10GC each) 5+
Merchant’s Guild Ring
(1 Hero Gains the Haggle Skill) FOR GOOD WARBANDS ONLY! 5+
Soldier’s Training (1 Hero misses the next D3 games for training.
After which he/she/it will have +1WS and the Weapons Training Skill)
FOR GOOD WARBANDS ONLY! 6+
The King gives you a Dark Prism found on one of the Cultists
The warband must give up 1 Wyrdstone this game and place it inside the Prism. After which, every game that they play if the possessor of The Dark Prism takes an opponent out of action, they count as having found 1 more piece of Wyrdstone in the end game. (EVIL WARBANDS ONLY!) 4+

Part II: “The Trap”
If the warbands successfully rescued Esmerelda than each participating warband must roll a D6 for each Hero, Henchman, and Hired Sword in your warband. For this scenario only they count as having an “old battle wound”, this is due to the fact that they have been drugged. On a roll of a “1” that member may not participate in the scenario as they are “out cold”, they are still placed on the board with the warband though. If a warband member already has an “old battle wound” they need to roll for that as normal in addition to this “drugged” roll. (Esmerelda leads you to where she was “captured” after you’ve had time to rest.)

If the warbands failed to rescue Esmerelda, everything is the same as above, however, their weapons have been confiscated too. Each warband member only starts with their dagger and other non-weapon equipment. (Their weapons are still at the Vice Counts manor and will be returned in the post game sequence.)

Additionally, warriors may take weapons from defeated Cultists (OOA) in this scenario.
Terrain:
This scenario requires a temple, altar, or suitable mound to offer both cover and a symbolic ritual point for the warbands to start in. Also, the board must have water on 3 of the board edges and several small ponds. These ponds are connected by caverns, heroes (not henchmen) may swim from one pond to next, provided they follow the Sartosa swimming rules and make a successful initiative test to make it through the underground water way. The minions of Ik-Thul-Tu may use these too, however, they don’t need to take an initiative test. For distances between ponds (via underground caverns) is the real distance minus one inch.

Starting the game:

Place a piece of terrain the center of the board to offer minimal cover to the placed warbands. Place each warband member in the center of the board in a “knock down” position. For the first turn, each warband member counts as knocked down, unless they are immune to poisons.

Warband members that have rolled a 1 for either the drugged effects or an old battle wound spend the rest of the game writhing in agony either due to their injury or the drugs. They may crawl 2 inches every turn or be carried off the board.

Esmerelda is placed on the edge of the lake furthest from the warbands. She must be touching a body of water. At the beginning of the second turn, Esmerelda removes her disguise and reveals that she is actually a Dark Elf Sorceress serving her new master, Ik-Thul-Tu. (IF Esmerelda was NOT rescued in “The Dark Ritual”, she appears out of the lake furthest from the warbands at the end of the second monster turn.)

Esmeralda’s new stats
M WS BS S T W I A LD Sv
5 5 5 3 3 2 6 2 9 5+ / (4+)

Equipment: Dagger(coated in Black Lotus), Crossbow Pistol, Ithalmar Armor, Tarot Deck, and Dark Elf Blade (crits +1 and 2-4 stun)
Skills: Fey Quickness, Sorcery, and Step Aside.
Spells: May cast “Visions of the Deep” like the Brine Witch but at Difficulty (Cool instead of (9), Death spasm (10, Range 6 roll on injury chart, knocks down caster), and Witch Flight (7, 12 inch move).

Ending the game:

The game ends when each warband gets off the board or routs.

FOR ROUTED WARBANDS ONLY: Due to being at the mercy of the Cultists each warband member taken out of action must roll twice on the injury chart. Henchmen are handled as normal.

Experience:

+1 Survives
+1 to Winning Leader
+1 Per Enemy out of action
+2 for taking Esmerelda out of action (and not Routing)
+1 for taking Esmerelda out of action and Routing

If a warband DOES NOT Rout and takes Esmerelda out of action they may keep all of her equipment. (unless they have a priest/sister/warrior of Sigmar, Ulric, Morr, or have an Elf in the warband. In which case the equipment is destroyed and they may distribute D3+2 experience throughout their warband.)
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PostSubject: Re: Ik-Thul-Tu (Cthulhu) Invaision   Fri 30 May 2008 - 2:59

Parts 3 & 4 of our Campaign ENDER.


Part III: “The Reckoning”
If the warbands defeated Esmerelda and/or escaped they are seeking revenge against the Ik-Thul-Tu Cultists and their kind. The warbands travel to the their island of operations either via catacombs, wading, boat or raft.

These warbands may not use infiltration, hunch, or tactician skills.
If all the warbands were defeated in the last game, the Cultists automatically deploy last.
(normally they would deploy first) If Esmerelda was NOT defeated (OOA) then she is also on this island, the Isle of Acordia.

Terrain:
Either blue felt or a blue table top must be used to represent water, then several hills or small dock must be placed to represent the island, its sand bars, and other various small islands/inlets. The Cultists will deploy on the center island. Warbands that survived the last game(and did NOT ROUT) will be allowed to setup at 8 inches into the board. Warbands that lost or did not participate in the last game setup at 4 inches in.

Starting the game:

Warbands with the catacombs ability, boats, or rafts may setup 8 inches in ANYWHERE along any board edge. Otherwise they are under the usual deployment rules.

Aenur, the Sword Master, will show up and help any single warband with a rating less than 200. (If there is more than 1 warband with a rating less than 200, they roll off. The WINNER of this roll either gets to use Aenur or a Hired Sword of their choice (permissible ones only). The losers of the roll get the other options in descending order of their rolls.

The Enemy:
Every Cultist on the board has the normal Cultist stats and they each have a 5+ ward save against every form of attack. (This is due to the Ik-Thul-Tu mystical properties of the island.)

The Cultists are led by the High-Priest Phaustas. Phaustas has quite literally sold his soul to Ik-Thul-Tu and fully aligned AGAINST the human race. He would anathematize all humans, as they are seen as weaklings in his eyes.

Phaustas Stats

M WS BS S T W I A LD Sv
4 5 5 5 5 3 6 2 9 (4+)

Equipment: Dagger(coated in Black Lotus), Mystical Robes (4+ ward save), an unused Krellian Spinal Worm, and Sword Coated in Acid (counts as Dark Venom, but +1 to “Critical Rolls”)
Skills: Strike to Injure, Resilient, Immune to Poison, Immune to Critical Hits, Immune to Psychology, Jump Up, Black Blood, Causes Fear, and Lightning Reflexes.

Spells: May cast “Visions of the Deep” like the Brine Witch but at Difficulty (Cool instead of (9), Vision of Torment (10, Range 6 Stun 1 Opponent), and Black Tentacles (8, 12 inch move).

Black Tentacle Spell (Cool: This may only be cast if the wizard is NOT in Hand to Hand combat. D3 Slimy Black Tentacles reach out from the shadows and grab any target targets chosen by the wizard within 12 inches. The targets are immobilized and count as knocked down till they pass a strength test. When grabbed the wizard may move the model(s) D3 inches in any direction, additionally each model grabbed takes Strength 4, -1Armor Save hit.

Krellian Spinal Worm:
The Spinal Worm may be bonded to any one hero in your warband (except Witch Hunters, Priests of any kind (Sigmar, Ulric, etc.), Elves, or anyone with a mutation.

The Krellian Spinal Worm is foul parasite from the depths of ocean that has been cultivated for symbiotic bonding to Priests of Ik-Thul-Tu. The bonding process does permanent damage to the body and nervous system of the subject, but there are many benefits and some would deem a fair trade.

Stat Cost if bonded to a hero: -1 Max Toughness (if already at Max Toughness, reduce it by 1), -1 Initiative, Must miss D3 games, and -4D6 gold for medicinal materials.

Benefit: Hero counts as Hardened, +1 to Armor Save as skin hardens, Immune to Poisons, access to Academic skills, Hyper-Reflexes (same as Fey Quickness), and if a tome of Lesser Magic is purchased Hero may learn 1 spell (no more).

Ending the game:

The game ends when the Cultists are defeated and the Priest is slain. Otherwise, it’s a rout scenario.

Experience:

+1 Survives
+1 to Winning Leader
+1 Per Enemy out of action
+2 for taking Phaustas (and Esmerelda/Minor Avatar if she/it shows up) out of action (and not Routing)
+1 for taking Phaustas out of action and Routing

If a warband DOES NOT Rout and takes Phaustas out of action they may keep all of his equipment. (unless they have a priest/sister/warrior of Sigmar, Ulric, Morr, or have an Elf in the warband. In which case the equipment is destroyed and they may distribute D3+2 experience throughout their warband.) <The Mystical Robe loses most of its power when taken off the island of Acordia. It now only has a 6+ Ward Save. Also, the Acid Sword always counts as being coated in acid, Dark Venom with +1 to Criticals.>



Part IV: The AWAKENING
Despite all of the efforts of our intrepid heroes (and lesser villains) Ik-thul-Tu’s Greater Avatar manifests. The animals have all fled the area around the city of Viraglia. The warbands have been asked to assist in the defense of Viraglia. The warbands setup first and take the first turn. The warbands count as allied for this scenario, however, they may stab each other in the back if they so choose, but they will be at the mercy of the other warbands, the invaders, and the Vice Counts men.

The warbands deploy inside the city on 1/3 of the board. They must deploy on city walls and/or buildings, they MAY NOT deploy outside of the city.

There huge thunder clouds over head and the local fortune tellers have all predicted terrible events for the near future and have fled town as well.

After the 5th turn roll a D6 at the end of “Monster” turn. On the roll of a 6, the Ik-Thul-Tu MINOR Avatar has manifested, continuing rolling as long as the MINOR Avatar is on the board. If ANOTHER 6 is rolled and the Minor Avatar is still on the board, remove it and replace it with the MAJOR Avatar of Ik-Thul-Tu.

The Storm: All shooting is at an additional -1 due to torrential rains and charges/running require an initiative test unless you have “Sea Legs”. If the initiative test is failed, the model counts as knocked down. Ik-Thul-Tu creatures (not Cultists) ignore this test. If any models are wearing Heavy Armor, roll a D6. On a “1” that model is struck with a S6 -3 A.S. hit.

The Blood Moon: Ik-Thul-Tu models gain Frenzy and Hatred (Humans).

Terrain:
Deploy AS MUCH City like terrain as possible, it must be deployed behind the city walls.

Outside of the walls, (2/3’s of the board) deploy trees, hills, rocks, beach, and water.)

City Walls, 4 Wounds, Toughness 7, and 5+ Ward Save.

Starting the game:

D3+1 Ik-Thul-Tu creatures deploy at the water table edge. The Cultists deploy out of sight 12 inches away from the city walls. Additional Ik-Thul-Tu creatures will deploy on a roll of 6 at the end of every “Monster” turn.

The Cultists may attempt to climb the city walls and in order to open the city gate.

The warbands must prevent this AT ALL COSTS. If the Cultists open the gates and the Warbands rout, the game is over and Ik-Thul-Tu has taken over Viraglia.

The Enemy:
Phaustas and Esmerelda will be present if they weren’t take OOA in any of the previous games. (Use the previous stats for them.)

Cultist Stats:
M WS BS S T W I A LD Sv
4 3 3 3 3 1 6 1 7 6+
Equipment: A dagger and a Mace Coated in Black Lotus and wear Toughened Leathers
Skills: Hardened (immune to Fear) and Immune to Ik-Thul-Tu Spells

Brine Witch Stats:
M WS BS S T W I A LD Sv
4 4 4 3 4 1 7 2 8 5+
Equipment: None

Skills: Claws (All attacks have an additional -1 Armor Save), Spines (same as Possessed, but may be thrown six inches for a Strength 3 -1 AS ranged attack), Scales (5+ Armor Save). Expert Swimmer: when in water has both Leap and Sprint.

Spells: Visions of the Deep (9) Range Nine Inches
All Models within nine inches that are not “Immune to Psychology” must take a Leadership test, if failed they “panic” and flee 2D6 inches away from the caster.

Deep One Stats:
M WS BS S T W I A LD Sv
5 5 5 4 5 2 7 3 9 5+
Equipment: None
Skills: Claws (All attacks have an additional -1 Armor Save), Spines (same as Possessed, but may be thrown six inches for a Strength 3 -1 AS ranged attack), Scales (5+ Armor Save), and Expert Swimmer: when in water has both Leap and Sprint.

Minor Avatar of Ik-Thul-Tu:
M WS BS S T W I A LD Sv
6 6 6 5 6 4 9 5 10 4+
Equipment: None
Skills: Claws, Spines (same as Possessed, but may be thrown six inches for a Strength 3 -1 AS ranged attack), Ward Save 4+ (NEVER MODIFIED), Fly 12 inches per turn, Immune to Poison, Causes Fear, Blackblood (as Possessed), Expert Swimmer , and Blood Thirst.
Blood Thirst: If Avatar takes enemy out of action, may heal 1 wound. Also, Enemy rolls twice on Post Injury Chart, both apply. +1 to Critical Rolls.
Spells: May cast “Visions of the Deep” like the Brine Witch but at Difficulty (7) instead of (9).

Major Avatar of Ik-Thul-Tu
M WS BS S T W I A LD Sv
12 9 9 9 7 7 9 8 12 4+
Equipment: None
Skills: Claws, Spines (same as Possessed, but may be thrown six inches for a Strength 3 -1 AS ranged attack), Ward Save 4+ (NEVER MODIFIED), Fly 12 inches per turn, Immune to Poison, Causes Fear/Terror/Insanity, Blackblood (as Possessed), Expert Swimmer, Spines (as above) , and Blood Thirst.

Blood Thirst: If Avatar takes enemy out of action, may heal 1 wound. Also, Enemy rolls twice on Post Injury Chart, both apply. +1 to Critical Rolls.

Spells: May cast “Visions of the Deep” like the Brine Witch but at Difficulty (7) and the LD test is at -2.

INSANITY: Anyone in combat with Ik-Thul-Tu must take a leadership test with -2 penalty, if they fail they MUST make an immediate attack on the nearest NON-Ik-Thul-tu creature/Cultist.

Terror: All opponents within 12 inches of Ik-THul-Tu must make a leadership test, if they fail, then they must flee 2D6 inches directly away from Ik-Thul-Tu. They cannot participate any more in the battle until they pass a leadership test.

Ending the game:
The game ends when either all the warbands have routed, Greater Ik-Thul-Tu has made it through the city walls, or all of the Ik-Thul-Tu creatures/Cultists have been defeated.

Experience:
+1 Survives
+1 to Winning Leader
+1 Per Enemy out of action
+4 for taking the Major Avatar OOA
+2 for taking the Minor Avatar out of action and Routing
+3 for taking the Minor Avatar out of action and NOT Routing


Reward:
10D6 Gold Crowns Automatic
D2 Ithalmar Swords 4+
D3 Suits of Light Armor 4+
D2 Suits of Heavy Armor 4+
D3 Shields 4+
D3 Helmets 4+
D6+1 Gems (worth 10GC each) 4+

Merchant’s Guild Ring
(1 Hero Gains the Haggle Skill) FOR GOOD WARBANDS ONLY! 5+
Roll on the Artifact Chart 6+

Soldier’s Training (1 Hero misses the next D3 games for training.
After which he/she/it will have +1WS and the Weapons Training Skill)
FOR GOOD WARBANDS ONLY! 5+

The King gives you a Dark Prism found on one of the Cultists
The warband must give up 1 Wyrdstone this game and place it inside the Prism. After which, every game that they play if the possessor of The Dark Prism takes an opponent out of action, they count as having found 1 more piece of Wyrdstone in the end game. (EVIL WARBANDS ONLY!) 4+

The Key to the Viraglia, During THIS campaign, the winner may visit the King’s Surgeon once per endgame sequence. The Kings Surgeon allows you to re-roll one injury, however the second roll COUNTS regardless of whatever the first roll was. (Only to the Slayers of Ik-Thul-Tu)

In the next campaign, when you start your next warband the Leader of that warband starts out with “The Badge of Viraglia”. The badge of Viraglia allows the leader to re-roll a rare item roll and grants a 6+ Ward Save. (You will always get a 6+ against ANY Attack, even if the attack doesn’t normally allow for saves.) (Only to the Slayers of Ik-Thul-Tu)
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PostSubject: Re: Ik-Thul-Tu (Cthulhu) Invaision   Mon 2 Jun 2008 - 8:20

well, I did request for these rules to be posted, so I guess I should respond!

I'm guessing these scenarios ended with the complete destruction of every warband when Ik-Thul-Tu awoke!
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PostSubject: Re: Ik-Thul-Tu (Cthulhu) Invaision   Tue 3 Jun 2008 - 3:38

We haven't actually played these scenarios yet. The Abitrator and I have discussed these "end of campaign" scenarios, we're planning on running these scenarios, but giving the warbands half a chance to fight Ik-Thul-Tu, when/if it awakes.

Honestly, what fun would it be to have an Ik-Thul-Tu campaign (Cthulhu) and NOT have the opportunity to fight him/it?
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PostSubject: Re: Ik-Thul-Tu (Cthulhu) Invaision   Tue 3 Jun 2008 - 14:43

Certainly not, cthulhu must arise from his dead but dreaming in the sunken city of R'yleth to devour all!!

If this is the great end to the campaign I say the mortality rate should by disastrously high and any survivors will be so mentally incapacitated from the traumatizing cosmic horror they have just witnessed that they will count as stupid, develop a nervous conditions, and be subject to a modified form or orc animosity!

This will mean nothing since it is the end, but if you play some house rules that allow you to rehire old veterans in the next capaign it might be fun to have these deranged survivors cowering in the back!

Hmm, my idea of fun has nothing to do with effectively winning games! lol!
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