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The Cthulhu Mythos invades fifth edition DUNGEONS & DRAGONS!


Ready your players with subclasses, feats, and spells powerful enough to stop even the hungriest shoggoth.

Cthulhu by Torchlight is a D&D BEYOND exclusive and playable with the new Core Rules.

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Published by K-19181837, 2025-12-05 16:22:39

Cthulu by Torchlight

The Cthulhu Mythos invades fifth edition DUNGEONS & DRAGONS!


Ready your players with subclasses, feats, and spells powerful enough to stop even the hungriest shoggoth.

Cthulhu by Torchlight is a D&D BEYOND exclusive and playable with the new Core Rules.

Keywords: DnD Dungeons and Dragons Cthulu

Voorish Sign Level 3 Abjuration (Sorcerer, Warlock, Wizard) Casting Time: Bonus Action Range: 120 feet Components: S Duration: Instantaneous You have mastered the Voorish sign, a sigil from an ancient era said to predate the world's creation. Choose a creature that you can see within range. When you would normally roll one or more dice to deal damage to that creature with a spell, don't roll those dice for the damage; instead use the highest number possible for each die. In addition, you can choose a spell of level 5 or lower that you can cast, that has a casting time of an action. You can cast that spell as part of casting Voorish Sign, expending spell slots for both. Wave of Oblivion Level 9 Evocation (Sorcerer, Warlock, Wizard} Casting Time: Action Range: Self Components: S Duration: Instantaneous You create a 30-foot Cone of oblivion. Each Bloodied creature in the Cone makes a Constitution saving throw. On a failed save a creature dies, and it and everything nonmagical it is wearing and carrying are turned to dust. The target can be revived only by a True Resurrection or a Wish spell. Chapter 5: Running the Mythos This section walks you through the core tools needed to create and run adventures using the Cthulhu Mythos. Those who tap into the power of the Mythos do so in secret, as any rational authority would stamp out their efforts. To get to the bottom of a cult's actions, the characters must investigate its activities and interact with others to learn the true nature of what's going on.


Creating a Mythos Adventure


You can think of a Mythos Adventure like a riddle. The characters need to resolve a looming problem, but they don't have enough information to understand how to resolve it. Like detectives, they go to work to find out more about the matter they face. They visit locations to find physical clues and talk to people to learn what they can. After time passes, the characters must use the information they have to make their best guess at resolving the problem they face. If the characters do nothing, the problem they face explodes into a dire threat. If they overlook key clues or bungle putting together the information they've found, they can't prevent disaster. The Mythos Threat When creating a Mythos adventure, start by determining the threat. Cthulhu by Torchlight includes details on several different Mythos entities that could drive a cult. They are organized below by tier. Each one provides a different type of threat to the world. The indicated creature is the driving force behind the cult. It might provide direct leadership, or it could be the creature that cult intends to summon, bind, and command. D6Roll Tier 1 Threat (CR 6 or Less) 1 Lesser Dark Young of Shub-Niggurath 2 Lesser Star Spawn of Cthulhu 3 Lesser Crawling One 4 Deep One 5 Night Hag 6 Priest D12 Roll Tier 2 Threat (CR 7 to 14) 1 Oni 2 Archmage 3 Hezrou 4 Aboleth 5 Rakshasa 6 Vampire 7 Colour Out of Space 8 Greater Crawling One 9 Elder Thing 10 Gnoph-keh 11 Greater Star-Spawn of Cthulhu 12 Greater Dark Young of Shub-Niggurath


D6Roll 2 3 4 5 6 Minions and Enforcers Tier 3 Threat (CR 15+) Dagon Great Cthulhu Nyarlathotep Shub-Niggurath Mummy lord Lich Every cult needs a horde of minions to do its bidding, along with mid-tier enforcers and leaders who can oversee its actions. Mythes entities rarely have an understanding of the intricacies of civilization. They rely on agents to do their bidding. Roll three times on the Minions table and twice on the Enforcer and Leaders table. Reroll duplicate results, or pick options that fit the cult, the campaign, and the adventure. D12 Roll Minions 1 Bandits 2 Berserker 3 Cultists 4 Ghoul 5 Guards 6 Priest Acolyte 7 Scout 8 Spy 9 Tough 10 Warrior 11 Deep One Hybrid 12 Rat-Thing


D12 Roll 2 3 4 5 6 7 8 9 10 11 12 The Lurking Horror Enforcers and Leaders Assassin Doppelganger Druid Gladiator Green Hag Guard Captain Mage Tough Boss Warrior Veteran Dimensional Shambler Shoggoth Great Race of Yith Unless the characters intervene, the cult achieves its goal. The cult should be about two days away from completing its task. That time span forces the characters to act but provides enough time for the PCs to investigate. They can spend the first day gathering clues and investigating the situation, and the second day acting on a plan to foil the cult. With the task not yet completed, determine what the cult still needs to do. Those tasks are the key elements that the characters can disrupt. Each of the entries below describes how the characters can foil the cult's plan. D6 Final Task 1 Festival 2 Masterwork 3 The Stars are Right 4 The Creature Stirs 5 The Gate Opens 6 Unwitting Apocalypse Festival A local town or temple hosts a festival in the coming days. The festival includes several traditions that, unknown to the locals, are important rituals to prevent a Mythos incursion. The Cult's Goal: The cult seeks to infiltrate the festival, either replacing participants or using their spies or secret minions to subvert it. The PCs' Goal: Root out the imposters and stop them from enacting their strange, twisted version of the rite. Masterwork The cult works to create a massive object, such as a statue, a mural, or some other work of art, that allows them to achieve their goals once it is complete. This place's location is a mystery. The Cult's Goal: The cult needs one last ingredient or piece. They don't have it yet, but if they find it their work is complete.


The PCs' Goal: Figure out what the cult needs and prevent it from falling into their hands. The Stars are Right The cult has worked and toiled for years, and at least their day of reckoning is at hand. When the time is right, they can conduct a ritual to achieve their goals. The Cult's Goal: Gather the cultists and the materials needed for the rite in secret. Keep the location hidden. By keeping outsiders away, they can complete their work in peace. The PCs' Goal: Find out who is involved in the cult, what they need, and where they intend to conduct the ritual. The Creature Stirs The cult works to awaken a Mythos creature that is caught in a slumber or otherwise magically imprisoned. Their work is almost done and soon their horror will walk their world. The Cult's Goal: Distract the locals by creating a diversion to keep them busy while the creature slumbers. Stage an attack, trigger a crime wave, or otherwise keep them too busy to notice that a horrid creature is about to awaken. The PCs' Goal: See through the cult's distraction and figure out what they are up to. Track down the creature's location and slay it or send it back to sleep before it gains its full power. The Gate Opens A gate has opened to another world, a long-lost dungeon. or some other location. The gate is in an old building in town. The cult is desperate to journey through the gate and loot the ancient location of its secrets, but they must do so discreetly. The Cult's Goal: Work in secret. ferrying supplies and cultists into the gate without drawing attention. Plunder the location of its treasure and power without dying in the process. The PCs' Goal: Put together the cult's activities to reveal their plan. Find the gate. Journey through it and deal with the hideous evils and bizarre magic that the cult has unleashed and cannot control. Unwitting Apocalypse The cult has determined that an innocent artisan. sage, or performer is unwittingly working on a project that helps further their aims. If this person can complete their work, the cult stands to benefit greatly. The Cult's Goal: Support this person, prevent others from distracting them, provide them with what they need, prevent anyone from figuring out the true nature of their work. The PCs' Goal: Determine the actual nature of the person's work. Convince them to stop doing it without doing anything too evil (like killing them). Clues and Investigation An investigation adventure focuses on clues. pieces of information that the characters acquire to help them understand what is actually going on. A good clue has the following traits. It Narrows Possibilities. An investigation starts with a broad range of options the players can pursue. Each clue should narrow those possibilities by providing more details on what is happening. A clue can give information on a physical trait of a person involved with the cult, give the general area where a ritual might happen, or narrow the list of suspects down. It Provides Useful Information. The information needs to be relevant to what the characters seek. Whether that's immediately apparent (\"We know the traitor wears a blue cloak!\") or not (\"Why are these guys collecting purple vases?\") that information revealed should be important to understanding the situation. Otherwise. it wastes time and creates a distraction. It Prompts More Questions. A clue shouldn't provide the solution or answer in a direct way. It should push the characters to investigate further. The information they gain tells them who or what to focus on but omits key elements like motivation.


Types of Clues Each Lurking Horror has a secret at its core. The characters must investigate, uncover the truth behind that secret, and act on that information. If the characters miss some clues, they face a tougher challenge trying to defeat the cult. If the characters miss all the clues, the adventure turns into a fight for survival as they must deal with the cult's success. For a good investigation adventure, you need to design the clues you provide and understand how they all work together. There are three tiers of clues. Foundation Clues: If the characters miss this information, the adventure goes off the rails. Foundation clues are always obvious to the players and push them into engaging with the action. With only these clues, the characters can take on the cult but do so at a disadvantage. These clues serve as your adventure hook. They do the following: Introduce the basic problem. Point the characters in the direction of the people or places they should visit to seek out the key clues. Key Clues: The key clues provide the next level of information that gives the characters an understanding of what's going on. With the clear picture of the situation, they understand the threat and can work to prevent it. With only these clues, the characters can face the cult on equal terms. These clues serve to measure the success of the characters' investigation. They should fill the following criteria: Even without these clues, the adventure continues to a climax that involves the characters. The action continues to progress, and the characters have things to do, even if they miss all these clues. However, without them the characters are stuck at a disadvantage. These clues are directional. They push the characters to a location or to a person in search of more information, usually by alerting the characters to their involvement or importance to the cult. There are several of them scattered between multiple locations and NPCs. Critical Clues: The critical clues give the characters information that the cult might not have or that reveals a weakness in their plans. These are the most difficult clues to uncover but provide the characters an edge in handling the cult. These clues are the rewards for players paying attention. These clues are optional. Missing them does not disrupt the adventure. These clues are directive. When the characters uncover them, they learn about something they should do, something that might be risky or perilous, but that grants them a reward or edge over their enemies. There are one or two of them in the adventure. Arranging Clues Setting up your clues in an adventure is like drawing your dungeon map. You need to understand how they connect and how the characters can access them. The Starting Point. You foundation clues serve as the adventure's starting point, like the stairway down into a dungeon level. Unlike a dungeon, where the corridors determine where the party can go, you need to understand what your foundation clues point to. Make a list of three to five characters or locations connected to your foundation clue. The connections should be obvious and contained within the clue itself. Characters and locations need to be specific enough that the characters can follow up on them. Each one should point to a specific thing or a category that has only one real destination. For example, if a foundation clue points to a sailor it should either point to a specific one (Bob the sailor) or a specific type (a sailor who served about the HMS Condor;. The foundation clue should not require further guesswork by the players. The Next Layer. Plant a key clue in each of the elements that the foundation points to. An NPC might know something, or a location might hide an item that can direct the PCs. Unlike the foundation clue, a key clue can be vague, require some puzzling out, or require the PCs to overcome a monster, a puzzle, or some other barrier. Remember, missing out on a key clue is OK the adventure can continue. Each key clue then should offer two paths forward. Determine what the PCs options are if they find the clue and if they miss it. It's OK if missing a clue points them back to the next option or location provided by the foundation, as long as one of the foundation's targets can move the adventure forward. Going Deeper. You should have one to three clues that your key clues point to. These clues should be your critical clues. You can feature more than one such clue or spread out all the information for a critical clue across multiple locations and NPCs. These clues should assume the characters fail to uncover or understand them. From here, the action should either push toward th£ r the characters have the option to retrace their steps and investigate some of the NPCs or locations from the starting point or the nex, ,_,er.


Finale. Finally, the adventure ends. The Lurking Horror comes to pass, with the PCs either accumulating enough information to handle it or forced to deal with a truly deadly Mythos threat. Adding Twists The model outlined here provides you with the basic structure for creating an investigation adventure featuring the Cthulhu Mythos. However, a good adventure is dynamic and reactive. The situation changes as the action progresses. Twists are events that you can introduce at any point during an adventure. They serve to kick the action forward if the characters are stuck or to add an unexpected challenge that the party must overcome. Twists represent the world pushing back at the characters. For each twist, create a trigger to determine when it comes into play as a reminder of when to use it. The list below provides some ideas for triggers. Change in Management. The cult undergoes a coup. The prior leader set their plans into motion, but a lieutenant or other force has stepped in, removed that leader, and instituted a new plan. The old regime might even be open to allying with the PCs, and the new group might have a much darker and even worse plan in mind. Counter Punch: The cult has agents that keep watch on potential enemies. If the PCs draw attention to themselves, they risk an attack by the cult. A brutal cult might simply try to kill the PCs, but a clever one seeks to discredit them to ensure that no one in the area helps them. A really clever cult uses proxies, unwitting NPCs who speak out against the PCs out of fear or concerns whipped up by the cult. Dire Omens: The cult's activities spawn unexpected magical effects. Strange monsters appear in the area, bizarre weather takes hold, innocent folk are struck by bouts of paranoia or violence, or earthquakes rock the land. These omens spread fear and uncertainty, making it more difficult for the PCs to conduct their investigation unless they can win the trust of the local folk. Traitor: A seemingly trustworthy NPC is actually a cult agent. They keep tabs on the party and provide hints and advice that lead the PCs astray. Alternatively, someone within the cult experiences a change of heart. They could reach out to the PCs or provide surreptitious aid to the PCs. Of course, it's not guaranteed that this person has the characters' best interest in mind. The Wrecking Ball: Someone else decides to investigate the same mystery as the characters, but they approach it with the subtly of a wrecking ball. The characters need to find a way to bring this NPC into line, or they risk drawing the cult's attention, scaring off NPCs who could prove helpful, or damaging objects that could provide clues. Tracking Time The model outlined here provides you with the basic structure for creating an investigation adventure featuring the Cthulhu Mythos. However, a good adventure is dynamic and reactive. The situation changes as the action progresses.


Skill Challenges An investigation into eldritch horrors requires the characters to convince reluctant witnesses to provide information, to uncover items hidden away by cultists, and to decipher an ancient text that contains the otherworldly chant needed to unravel a summoning ritual. These obstacles require more effort than a single check to complete. The following rules allow you to set up dynamic, interesting noncombat encounters called skill challenges and manage them at the table. Overview A skill challenge is broken into two rounds. During each round, each character has the chance to use a skill to help the group make progress toward its goal. After the first round, the DM introduces a twist that shifts the nature of the challenge or introduces a complication. The group then has another chance to make skill checks. The DM then determines the skill challenge's outcome. Order of Play Each round, the players choose the order in which they act. Each character can use one skill or take an equivalent action, such as casting a spell. Rounds and Time Scale Each round in a noncombat encounter lasts an amount of time based on the needs of the scenario. A round might be a minute, 10 minutes, an hour, or a day or more of travel. The skill challenge rules abstract time, boiling a character's effort down into a single check. Two Rounds. Regardless of the time scale, a noncom bat encounter should take two rounds. The characters act, the DM adds a twist, the characters act again, and then the DM determines success or failure. Stakes A skill challenge is built around a key question, either one chosen by the players or one dictated by the adventure or encounter. This 'n plays an important role in determining the characters' success or failure in an adventure. Common stakes include:


Can the characters escape a pursuing monster? Can the characters convince a paranoid sage to lend them an ancient book? Can the characters sneak up on a sentinel? A goal has three outcomes, failure, partial success, and success. Success means the characters achieve their aims and avoid any future entanglements or drawbacks. Partial success means that the characters achieve their goal but at the cost of taking on a drawback that makes their lives more difficult going forward. Failure means the characters have not only failed to reach their goal, but they also suffer some sort of drawback that prevents them from pursuing it using the same approach covered by the skill challenge. Skills Based on the goal, the DM determines which skills allow the characters to make progress in overcoming the challenge. The players can also come up with inventive uses for their skills that apply to the situation. Check DC. The DCs for each skill should be based on the nature of the skill challenge. In most cases, one skill should be very easy with a DC of 10. In return, that skill can only add 1 progress per round. One other skill should be much harder, with a DC of 25. On a successful check, theplayers' next check that round should have advantage. Half of the remaining skills should be DC 15 and the other half DC 20. Progress Unlike normal checks, which are only pass or fail, a skill check in a skill challenge allows you to make progress toward your goal. If the check fails, you make no progress. Progress is tracked for the whole party. It starts at O when a skill challenge begins. When you succeed a check, you gain 1 progress. If you roll a natural 20 or your result is 10 or higher than the DC, you gain 2 progress. Your progress at the end of the skill challenge determines your level of success. The Twist A noncombat challenge always poses some sort of twist. At the end of the first round, the characters suffer a drawback that complicates their efforts. The specific twist might depend on the party's progress total at the end of the round. Apply the effects of the twist, then continue to round two. Resolving the Complex Skill Check At the end of the second round, look at the party's total progress and determine the outcome. Party Size Failure Partial Success Success 1 0 1+ 2+ 2 1 or less 2+ 3+ 3 2 or less 3+ 5+ 4 2 or less 3+ 6+ 5 3 or less 4+ 8+ 6 4 or less 5+ 9+ 7 5 or less 6+ 11+ 8 5 or less 6+ 12+ Per +1 character Less than partial success +1 +2


Experience Awards Whether the characters succeed or fail, they gain XP equal to what they would earn for defeating a moderate encounter for their level using the encounter XP budgets. Example Skill Challenges Skill challenges, like combat, are a framework in which your creativity can take root. By design they offer a lot of different ways you can challenge the players. Use the skill challenges below as a starting point for designing your own. Chases The characters need to run down a fleeing cultist before he can reach a ritual circle, or vice versa. Stakes. Can the characters overtake a fleeing NPC? Alternatively, can the PCs escape a pursuing monster. Relevant Skills - Characters Chasing an NPC. Acrobatics, Athletics, Deception, Insight, Investigation, Survival. Acrobatics and Athletics allow the characters to run down their opponent. Deception can lure an NPC into slacking the pace or trick them into picking the wrong path, such as a dead end. Insight and Investigation allow the characters to get a read on their prey and the surroundings, creating an opportunity to intercept them or predict their moves. Survival allows the party to pick a shortcut or read their target's tracks. Relevant Skills - Characters Trying to Escape. Acrobatics, Athletics, Deception, Nature, Perception, Stealth. Acrobatics and Athletics allow the characters to pull away from their pursuers. Deception and Stealth can throw someone off the trail. Nature and Perception allow the characters to spot a better, easier trail to make progress. Twists There are a variety of twists you can apply to a chase encounter. Change of Scenery. The terrain changes, such as from crowded city streets to an open park. The list of skills the characters can use changes to reflect this new environment and the skill DCs can change. Choice. The characters are faced with a choice. They can pick from two different paths, each with a different set of skills and DCs. Result A chase typically has three different results. Success. The characters escape, or they corner their opponent and force them into a confrontation. Partial Success. The characters escape or overtake their opponent, but each PC takes a level of exhaustion as they must push themselves to their limits. Failure. The pursuers overtake the party. The characters are too exhausted to keep running and must face them. Alternatively, the PCs' opponent escapes. Social Encounters An NPC has something the characters want. Violence - for whatever reason - isn't an option. Time to try talking with our words, rather than our swords. Stakes. Can the characters talk an NPC into doing something? In this type of encounter, player intent is critical. Be sure to spend a moment to get clarity on what the party is trying t to do. Relevant Skills. Deception, Insight, Intimidation, and Persuasion. All four of these skills are useful in shaping an NPC's attitudes and understanding their mindset. In addition, other skills can come into play depending on the specific situation. See the advice below for using skills in noncombat encounters. Twists There are a variety of twists you can apply to a chase encounter. Meddler. A meddling NPC shows up to interfere with the characters' efforts. The NPC might increase the DC for some skills, remov 'S an option, and add new ones to the mix. For example, a noble's bodyguard might arrive and make Intimidation checks more difficult.


Swap the Stakes. The NPC makes a counteroffer to get the characters to swap to a different goal. They might offer a bribe, a lesser version of the character's goal, and so on. This offer should compromise the characters' aims in some way in order to levy a price on their ambitions. If the characters accept, the encounter ends with the terms agreed on by both parties. Challenge! The NPC levies an accusation against the PCs or otherwise challenges them to perform some feat on the spot. A character singled out by the NPC must make a check using a skill and DC of the DM's choice. If they succeed, the entire party gains advantage on their checks for the next round. If they fail, the chosen character cannot make a check in the next round. Result A social interaction typically has three different results. Success. The characters sway the NPC and get what they want. Partial Success. The characters get what they want, but they make an enemy out of the NPC, owe them a debt, or anger some other party involved in the interaction. Failure. The characters fail to sway the NPC, who now takes actions to oppose the characters' goals or otherwise has a change in attitude that prevents further negotiation. Travel Skill challenges are useful for modeling travel when it is uncertain if the characters can reach a destination in time or avoid a danger along the way. Stakes. Travel stakes should include more than determining if the characters reach a location. That is a simple yes or no question that you can resolve with a single check. Instead, use a skill challenge to determine when the characters arrive at a location or the kind of encounters they must handle on their way there. Relevant Skills. Animal Handling, Athletics, Nature, Perception, Stealth, Survival. Nature and Survival are logical skills to help characters navigate during a journey. Stealth and Perception can help them avoid danger or spot opportunities for safer, easier paths. Animal Handling would be useful for keep pack animals or mounts healthy and working hard. Athletics helps the characters push through obstacles or navigate Difficult Terrain. Twists There are a variety of twists you can apply to travel encounters. Bad Weather. A sudden storm, a flash flood, or some other extreme weather event threatens to derail the characters. The characters can either proceed with the next round of the skill challenge with new skills and DCs to match the changing environment, or they must navigate through a dangerous location or dungeon. For instance, the characters might need to enter a dungeon to cross a mountain chain rather than attempt to cross a snow-filled pass. If they escape the dungeon, they automatically succeed the skill challenge. Monsters. A group of monsters blocks the characters' way. The characters need to overcome the monsters in an encounter, such as by defeating them in combat, talking their way past them, or sneaking by them in order to continue the skill challenge. Result Travel illustrates the importance of using skill challenges to change the state of the campaign. If the players don't reach their destination, they just try again until they get there. It's important to think of results that change the situation rather than push you into repetitive play. Success. The characters arrive at their destination on time. Partial Success. The characters arrive at their destination, but they might arrive after a rival NPC gets there and makes life difficult, or they arrive with two levels of exhaustion due to their difficult journey. Failure. The characters arrive at their destination too late to complete a task, or they lost the opportunity to reach a place. The magic portal closes, the seasons change and an island is now unreachable, or the city is razed by an invading force. Designing Skill Challenges A good skill challenge is like a miniature story with a beginning, middle, and end. The beginning is the first round, with the players di• • ·o skill checks. The middle is the twist, when the situation changes and the players are either forced to overcome an obstacle or giver nee to reverse their initial stumbles. The final is the last round, when the players make their last checks and the challenge is resolved.


Setting Stakes The stakes in a skill challenge need to be clear to the players at the beginning, while featuring enough uncertainty in what might happen that action can take an unexpected turn. When possible, give the players the chance to set the stakes they want to pursue. Avoid stakes that are simple yes or no questions. There needs to be a level of uncertainty in the outcome beyond success and failure. Since a skill challenge takes time to resolve, the situation should be able to change in a way that leads to outcomes that don't match what the players expected from the beginning. Start with a simple yes or no question, then find a way to inject some uncertainty that points to a middle outcome or the possibility of something interfering in how things play out. \"Will the Sapphire Mystic give the PCs access to the scrying pool?\" is a good starting point, but it is a yes or no question. Add an extra layer of uncertainty by introducing an additional party or some other unpredictable influence. \"Will the Sapphire Mystic give the PCs access to the scrying pool before he realizes they are imposters?\" adds some extra complications. In this case, the partial success might be that the Mystic figures out that they are imposters but still allows them access to the pool at a price. Choosing Skills Try to select at least one skill for each ability, though remember that no skill is tied to Constitution. That variety makes it easier for more characters to join in the action. Don't shy away from talking to the players about which skills they can use. Make suggestions to help point out which skills the characters can use if the players are stuck. Be open to creative use of skills if the player comes up with a check that is relevant to the action. In addition to picking on skill for each ability score, try to avoid having more than two skills from any one score. A total of six to nine skills should give plenty of options. Strength. Athletics. Dexterity. Acrobatics, Sleight of Hand, Stealth. Intelligence. Arcana, History, Investigation, Nature, Religion. Wisdom. Animal Handling, Insight, Medicine, Perception, Survival. Charisma. Deception, Intimidation, Performance, Persuasion. Check DC Varying DCs is a great way to reward specialized characters, especially with skills that do not see a lot of use in your campaign. Since the players can pick which skills they use, don't be afraid to use higher than normal DCs. Set one skill to 25 but consider giving an added benefit (such as advantage on the next check the characters make) for a success. Set another one to 10 but limit the characters to using that skill once per round. Set half the remaining skills to DC to 20 and the rest to 15. Twists The twist is the key to making a skill challenge interesting. It adds a dynamic element that keeps the players on their toes. The twist needs to introduce some element of change to the skill challenge. The examples above give some ideas for how you can do that. Here are some general ideas to use. Bargain. The characters might be given the chance to accept an outcome for the skill challenge in return for providing a service to an NPC. In a social skill challenge, an NPC might offer a deal. This twist gives the characters a chance to dodge the chance of failure at the cost of accepting some sort of drawback. Catch Up. A twist can allow the characters to make up for failed checks in the first round. The encounter can change so that the characters can make more progress in return for each successful check, usually in return for a higher DC, a switch in the skills available, or some other drawback. Challenge. The characters might face a sudden challenge that requires one PC to use a skill. The challenge could be an event, a change in the flow of the encounter, or some other complication. On a success, the characters gain an edge in round two. On a failure, they suffer::-drawback during the round. They might gain or lose access to a different skill or increase or decrease some of the skill DCs.


Skill Change. The situation can change to alter the skills that the characters can use to gain progress. An NPC might show up, the weather could change, or the setting or dynamic can otherwise shift. Result The results of a skill challenge are important to help keep the adventure moving forward. The impact they have on an adventure drives home their importance to your campaign. Success. Success is the simplest case to consider. The characters get what they want, though keep in mind that as DM you can set limits on what is possible. Partial Success. A partial success should add maximum chaos to the campaign. The characters get what they want, but they suffer a drawback that makes their lives complicated going forward. Failure. Failure might seem easy - the characters fall short - but it's easy for failure to derail the adventure. Failure should add complications to the characters' lives rather than simply bringing the action to a halt. Good failure has two aspects. The failure should make it impossible for the characters to try again. The situation changes or the action moves forward so that the opportunity passes. The failure should add some new aspect to the campaign that the characters must deal with. Maybe some other NPC takes advantage of the opportunity they missed out on. Pulling it All Together. When creating the result, start by thinking about how success changes the adventure or campaign. Then, consider how failure changes things. The partial success result should pull in elements of the two. The characters gain their success, but they also take on some aspect of failure. GM'S OPTION: IMPROVISATION Some groups find that using a set list of skills makes a skill challenge feel overly mechanical. In this case, don't worry about picking skills or DCs ahead of time. Instead, lay out the situation and give each player a chance to do something to help the party's cause. Allow each character to do one thing, judging the necessary check based on the player's description and picking a DC based on your judgment. With each check, narrate how the situation develops based on the check's success or failure. At the end of the round, once everyone has had a chance to do something, introduce the twist and give the players an overview of their progress in narrative, rather than mechanical, terms. At the end of the second round, narrate the outcome, impose any benefits or penalties, and continue with the action. GM'S OPTION: SKILL CHALLENGES AND COMBAT Skill challenges can add a lot of fun to combat, especially if you want to emphasize interaction and investigation in your game. Treat each round of the skill challenge as one combat round, and have the characters take their turns in initiative sequence as normal. Introduce the twist at the end of the combat's first round and resolve the skill challenge at the end of round two. Balance the fight and the skill challenge assuming that some characters take part in one or the other. For a party of five, you might assume that three PCs take part in the fight while two handle the skill challenge.


Chapter 6: Mythos Tomes The secrets of the Cthulhu Mythos would have been lost ages ago had they not manifested in a variety of dreadful tomes. Each tome seems to compel its reader to spread its secrets, translating it into new languages and propagating its loathsome knowledge further and further. Game Rules A mythos tome is a special type of magic item. Each tome has the following elements. Language: The tome is written in the specified language. Attunement Check: In order to attune to a mythos tome, you must first decipher its secrets. Doing so requires a week of study and the listed check. On a success, you attune the tome. On a failure, you do not attune the tome but can try again. To end your attunement to a tome, you must complete a special task described here. Otherwise, you cannot end your attunement to it. Benefits: The tome grants several benefits while you are attuned to it. Drawbacks: Access to horrid secrets comes with a list of drawbacks. You suffer these drawbacks only while attuned to the tome. Insight: While you are attuned to a tome, you gain a dreadful insight with a bonus listed in the tome's description. Lore: While a mythos tome offers mind-warping insights into the strange powers of the mythos, it can also offer practical insights into them. A tome can grant information about a topic as if you had succeeded in a relevant skill check. Each tome lists the benefit it grants. Example Tomes There are a variety of infamous tomes found in the stories of the Cthulhu Mythos. Here are a few of the more notorious ones.


Book of Dzyan This strange tome is reputed to have been originally penned by the first human civilization that long ago disappeared beneath the rising seas. It grants its bearer insights needed to peer into secretive realms, at the cost of a growing suspicion of others. Language: Celestial. Attunement Check: Intelligence (Arcana) DC 20. To end your attunement to the Book of Dzyan, a demon or devil must cast Remove Curse on you. The book then disappears in a flash of light. Benefits: While attuned to the Book of Dzyan, you gain the following benefits: You can see Invisible creatures and objects within 30 feet of you. You can read and write Abyssal and Infernal. If you can cast spells, you always have Guidance, Detect Magic, Locate Object, Fly, Divination, Contact Deity, and Call Deity prepared. Simply touching a wall or object allows you to detect secret doors or similar hidden compartments built into that object within 5 feet of you. You have advantage on all Wisdom (Insight) checks. If your check result is a 20 or higher, you learn a secret about a creature. This benefit applies only once for a given creature. The save DC of your spells gains a +1 bonus. Drawbacks: When you encounter a creature you have never seen before, roll a d20 at the start of each of your turns. On a 10 or higher, you can only use your action that turn to study it and learn about it. Once you do so, you no longer need to make this roll when that creature is present. This drawback applies to a general type of creature. If you encountered a hydra this drawback would apply, but it would not affect you when encountering different hydras in the future. Insight - Insatiable Curiosity (+15): You cannot bear to think that there are secrets out there that are beyond your grasp. A closed door, a parchment covered with strange runes, or anything else that holds a secret is an irresistible lure to you. Lore: The Book of Dzyan allows you to automatically succeed all DC 25 or lower checks made to learn about creatures of the planes. The King in Yellow A thin, leather-bound volume, The King in Yellow contains a dreamlike play that compels a reader to obsess over the text. They read the play again and again, slowly coming to believe that the disconnected scenes and strange vistas it describes are real. Language: Common. Attunement Check: Charisma (Performance) DC 15. Unlike other tomes, you are compelled to make this check when inspecting The King in Yellow. If you succeed, you attune to the book. To end your attunement to the King in Yellow, you must meet Hastur. Benefits: While attuned to The King in Yellow, you gain the following benefits: You gain advantage on all Charisma (Performance) checks. You gain advantage on all Charisma (Deception) checks as long as your lie involves characters, scenes, and locations drawn from The King in Yellow. You can cast Contact Deity. Charisma is your spellcasting ability for this spell. Once you use this feature, you cannot use it again until you finish a long rest. When you cast that spell using this item, you always contact Hastur. Each time you finish a long rest, roll a d20. On a 1 you can cast Call Deityto summon Hastur. You lose access to this benefit if you finish a long rest without using it. If you do not use the spell, you gain a level of Exhaustion that cannot be removed while you are attuned to this item. Drawbacks: You have disadvantage on all Wisdom (Perception), Wisdom (Insight), and Intelligence (Investigation) checks, as images of Carcosa dance in your mind, distracting you from the increasing unreal world around you. Insight - Lost Carcosa (+20): You must find lost Carcosa and gaze upon forgotten Lake Hali. There, in that dreadful realm, you will finally find peace. No matter the cost, you must find the path there. You see omens and signs of Carcosa in the strangest places. The depths of ancient dungeons. The entrails of a slain enemy. Every sign points you back to Carcosa, again and again. Lore: The King in Yellow allows you to automatically succeed all checks made to learn about Hastur and elements associated with it.


Necronomicon The most infamous of mythos tomes, the Necronomicon contains within its pages untold secrets of the mythos. Language: Infernal. Attunement Check: Intelligence (Arcana) DC 20. To end your attunement to the Necronomicon, you must defeat a mythos deity in combat. Benefits: While attuned to the Necronomicon, you gain the following benefits: You double your proficiency bonus if it applies to an Intelligence check. You can read and write Abyssal, Celestial, Draconic, and Primordial. If you can cast spells, you always have Evil Eye, Dread Curse of Azathoth, Dust of Suleiman, and Voorish Sign prepared. Ghouls and ghasts refuse to attack you unless you are first hostile toward them. Skeletons and zombies obey your verbal commands. A mythos deity attacks or otherwise attempts to harm you only if there are no other targets available for its attacks. You have advantage on all Charisma checks to sway their attitude. If you have the spellcasting class feature, you gain one additional spell slot for each level you can use. You regain these added spell slots as normal based on your spellcasting class feature. The save DC of your spells gains a +2 bonus. Drawbacks: At midnight each day roll a d20. On a 10 or higher, you gain a Doom of the Necronomicon point. When you have 20 or more such points, you disappear into thin air, claimed by the inscrutable power that infuses this tome. The Necronomicon is the only possession you leave behind. Insight - Compulsion to Annihilation (+20): You are driven to meet and understand the deities of the Cthulhu Mythos. Such entities are fascinating. They are the true masters of reality, those who were and shall forever be. By understanding them, by coming in direct contact with them, you can unlock their secrets and match their power. All others failed because they were weak. I will be different. I will survive. You will see. Lore: The Necronomicon allows you to automatically succeed all checks made to learn about the undead and all DC 20 or lower checks made to uncover information about the mythos in general. Pnakotic Manuscripts The Pnakotic Manuscripts originate from a long-lost species that once walked the world, long before the rise of humans, elves, and other intelligences. These creatures communed with the Cthulhu Mythos and were perhaps their servitors. This strange tome was written before time began its proper flow and grants insights into its workings. By reading it, you learn to move between time's beats. Language: Primordial. Attunement Check: Intelligence (Religion) DC 15. To end your attunement to the Pnakotic Manuscripts, you must be the target of a Remove Curse spell. Benefits: While attuned to the Pnakotic Manuscripts, you gain the following benefits: You double your bonus to initiative. You gain a +10 bonus to speed. You have advantage on all Dexterity saving throws. You gain a +1 bonus to AC. Once per turn while moving, you can teleport back to any spot you occupied during your current move. Drawbacks: You age at an accelerated rate. After one week, you age an additional week. After two weeks, you age an additional four weeks. After three weeks, you age an additional six weeks, and so on. If you remove your attunement to this item and later attune to it again, you preserve this drawback's progress. Insight - No Time to Tarry (+15): You hate any activity that takes more than a few moments. You grow impatient as your attention fades and you seek something new to do, leaving critical work unattended as you start a new project or seek out something new to do. Lore: The Pnakotic Manuscript allows you to automatically succeed all checks made to learn about time and its nature.


Seven Cryptical Books of Hsan These seven scrolls each cover a different topic concerning the relationship between the gods, the material world, and the planes. Those who master them can create doors to other worlds. Language: Celestial. Attunement Check: Intelligence (Religion) DC 20. To end your attunement to the Seven Cryptical Books of Hsan, you must visit each of the seven realms that it allows access to. Benefits: While attuned to the Seven Cryptical Books of Hsan, you gain the following benefits: If you have the spellcasting class feature, you can prepare one additional spell for each spell level you can cast. That spell must be chosen from the cleric spell list. You gain a +1 bonus to the DC of any spell you cast that is on the cleric spell list. You have advantage on all Wisdom saving throws. You gain one additional spell slot of the highest level you can use. You can cast Gate once per day without expending a spell slot. Wisdom is your casting ability for this spell. When you cast it, you open a gate to a location described in the books. If you use this feature again while at the location, the spell connects to the second location in the books. There are seven such locations, and using this feature at the seventh one returns you to the place where you first used this ability. The specific locations are left to the DM to decide, but legend has it that each is a domain of a long forgotten deity since claimed by agents of the Cthulhu Mythos. Drawbacks: You have an overwhelming drive to use the books to visit the realms it allows you to access. If you go a week without using the Gate feature, you gain a level of Exhaustion that you cannot lose until you cast Gate using this item and travel through the portal you created. Insight - Enemy of the Dark {+20): You are an ardent foe of the Cthulhu Mythos. When you encounter their agents and entities, you are compelled to defeat them and drive them back to the dark corners of the cosmos that spawned them. You struggle to leave any location that has been overrun with their foul evil. Lore: The Seven Cryptical Books of Hsan allows you to automatically succeed all checks made to learn about dead gods. Using Tomes in Your Games A mythos tome works best when it connects to the entities, events, and key characters in your campaign. The examples above draw upon some of the most infamous books of the mythos, ones that your players might already be familiar with. When building your campaign, consider the key horrors that your game deals with. The following section breaks down each element of a tome and gives advice on how to make it relevant to your campaign and how to design news ones for your own use. It uses the Seven Cryptical Books of Hsan as an example. Topic and Nature: Who wrote the tome and why? What information does it contain? Why is it dangerous? Answering these questions establishes the tome's purpose in the campaign and informs the rest of its design or the reason for its importance. Think of a tome as a quest that a character is compelled to follow. Make sure that quest aligns with the campaign, as a tome can put tremendous pressure on a character to follow its demands. The Seven Cryptical Books of Hsan was written to describe a series of divine realms lost to the mythos and imbued with magic that compels the reader to visit them and rid them of those entities. Language: The tome's author and the nature of its topic should determine its language. A tome written by a devil should be in Infernal, while one penned by a sage might be in Draconic. The Seven Cryptica/ Books of Hsan are written in Celestial in hopes that a benevolent creature would read them and take up their quest. Attunement Check: The skill needed to attune a book should be relevant to its contents and its intended audience. A book aimed at an academic probably uses History. Ones aimed at specific types of casters use Nature for druids, Religion for clerics, and Arcana for wizards, warlocks, and sorcerers. Breaking the attunement should typically involve resolving the challenge the book poses. The Seven Cryptical Books of Hsan uses Religion, as it was penned by a celestial creature, and compels its reader to visit the realm describes to break the tome's hold.


Benefits: A tome's benefits should align with what it compels its reader to do. Consider what a character who has the tome is compelled to do. What benefits would aid them or encourage them to follow that path? The benefits should enable the journey to meet a deity or enter a deadly place but perhaps offer no assistance once a character faces their doom. The Seven Cryptical Books of Hsan augments a character's casting, an added layer of power to aid them in rescuing the realms it describes. Drawbacks: The drawback should be a counterweight to the benefit, offering a thematic downside to the book's power. The Seven Cryptical Books of Hsan has a simple, direct drawback: Visit the realms it describes or slowly waste away. Insight: The dreadful insight should help drive a character forward. The insight offered by the Seven Cryptical Books of Hsan attempts to align the character's interests with the book's ultimate goal. Lore: The lore a book offers should enable the pursuit of its challenge, making it easy for a character to access the information they need to press forward to their doom. The Seven Cryptica/ Books of Hsan provide insights into dead gods, presumably the one-time inhabitants of the lost realms it describes. Chapter 7: Monsters of the Mythos The creatures of the Cthulhu Mythos are malevolent deities, their evil made all the worse by their utter lack of regard for humanity and other folk as worthy of any notice. These creatures form the backbone of any Mythos threat. DESIGN NOTE: TERROR IN TRANSPARENCY When in doubt, make it clear to players what happens when a Mythos creature attacks or uses a special ability. Describe the consequences of a failed saving throw before the players roll. If a Mythos creature uses a feature that allows it to land critical hits more often, describe the creature studying a character's throat. Tell the players what the effect does. You might have the impulse to hide this information, but an easy way to add tension and fear to a game is to make an explicit description of the terrible consequences of failing a saving throw. The Mythos Tag A creature of the Cthulhu Mythos has the Mythos tag. Normally tags have no rules attached to them, but this tag adds some elements to a creature. A creature of the Mythos is not of this world. It has no ability to relate to human emotions, even if our brains try to ascribe such dressing to its action. In addition, their alien anatomy grants them some defenses. A creature with the Mythos tag has immunity to Poison damage. It is immune to the Charmed, Frightened, and Poisoned conditions. It has the Magic Resistance trait. Mythos creatures often have Legendary Actions, allowing them to menace the characters through a combat round. Creating Mythos Creatures A variety of monsters in traditional fantasy have been inspired by or incorporated into the Cthulhu Mythos. You can add the Mythos tag to any creature or NPC, such as an obsessed cultist whose mind has been blasted by exposure to Great Cthulhu. Doing so marks the creature as a Mythos entity. It gains the benefits detailed above. Below are notes on specific creatures that you can adjust in your campaign to give them a Mythos flair. Aboleth. The aboleth has many similarities to Cthulhu Mythos monsters, making it an excellent candidate as the leader of a cult. Its ability to survive death, plus its capability to control humanoid creatures, allows it to create a web of followers to serve its bidding. Angels, Demons, and Devils. Any of these creatures could become corrupted by exposure to knowledge of the Mythos. An angel swr· \"' protect a kingdom might delve too deeply into a forbidden tome, too arrogant to see the risk. Demons happily grab at any tool that I mt


them power, regardless of the danger. Devils may work under strictures that prevent them from interact with the Mythos, but every law has a loophole. Ghouls. Ghouls merit special mention, as they appear in a number of Mythos stories. Compared to a world-destroying, otherworldly threat, an undead creature that skulks in a graveyard and feasts on corpses is a relatively mild threat. While they can serve as cultists to fight the PCs, ghouls tend to recall pieces of their mortal lives. They can serve as guides and sages, sharing the lore they have accumulated at a price. Hags and Oni. The mysterious witch lurking at the end of civilization is a common trope of the Cthulhu Mythos. Both of these creatures can fill that role, using their magic to appear harmless or even benevolent while directing a cult in secret. Humanoid NPCs. Any NPC can be a cultist, but only those truly warped and twisted by exposure to the Mythos gain the tag. These folk seem normal on the surface, but their minds are long gone. They now effectively serve as an extension of their master's will, happily laying down their lives or dooming the world to destruction. Undead. Skeletons, vampires, and other undead creatures are common parts of Mythos tales. Intelligent undead are typically cultists granted immortality to help them pursue their goals, while skeletons and zombies are obedient servants. Dreadful Insights Those who encounter the Cthulhu Mythos risk gaining an Insight, a compulsion to dig deeper into the Mythos. You can use any of the following Dreadful Insights. The Wisdom saving throw DC to avoid gaining an Insight is 8 + the creature's Charisma + its proficiency bonus. You make this saving throw the first time you encounter a Mythos creature after finishing a long rest. If more than one character is at risk of gaining an Insight, apply it to the character who rolled the lowest Saving Throw among those who risked gaining it. Dreadful Insights work best when they apply to one character at a time, as they create tension between the Mythos' effect on a character and the rest of the party's grip on reality. Each Insight includes a note about the types of creatures that can confer it. Call of the Crushing Depths Source. Dagon, Deep Ones, and their associated allies. Aquatic Mythos creatures. The sea calls to you. You hear the distant clash of waves against the shore, no matter how far you are from the ocean. You are drawn to the sea, feeling a nearly irresistible urge to take to the sea and heed its call. You have no idea where this call might take you, but when you sleep you sometimes dream of a distant, malevolent mind that watches you from the deepest, darkest reaches of the sea. Perhaps you will someday meet the entity behind these eyes and confront them. Crippling Aversion Source. Any Mythos creatures. Your encounter with the Mythos has left you shaken. Your mind has fixated on some element of the creature, rite, or object you saw. It now triggers a primordial aversion in you, but at the same time you cannot help but obsess over it. You seek out information and lore related to the Mythos element that gave you this Insight, even as it wracks you with fear. Dreams of Ruin Source. Cthulhu, his allies, and his cult. Your nights are plagued with horrid dreams of a city sunk beneath leagues of black, crushing water. Something dreadful slumbers there, something awful and hungry. Yet despite its clear malevolence, you find yourself drawn to its presence. A phrase echoes though your mind: la! la! Cthu/hu fhtagn! Any shred of information about this creature and its origin must be yours. If only you could understand this thing, draw it to the surface, wake it up fully, allow it to rule the world as it... no, it must be destroyed. That is why you seek its secrets. That is why you pursue it. To destroy it. Yes. That is why. Grave Obsession Source. Undead associated with the Mythos. The specter of death hovers over you. You are all too painfully aware of your inevitable demise, but now you know that something far wnrse than the afterlife awaits you. You obsess over graveyards, tombs, and other places where the dead rest. You are convinced that the ,f


immortality, or the key to unlocking the truth behind death, is hidden somewhere in the world. By contacting ghosts, undead creatures, or learning the secrets of the Mythos, you can transcend death and become immortal. Misplaced Faith Source. Mi-go, Yithians other intelligent Mythos entities. The creatures of the Mythos cannot be so utterly alien that you cannot reason with them. You refuse to believe that intelligent creatures could lack all sense of mortality and respect for life. You are obsessed with finding a way to communicate with Mythos entities that you deem to be intelligent and potentially reasonable. You are quick to write off their horrid acts as misunderstandings, and seek to build a bridge that can create a bright future for all. Primordial Soul Source. Shub Niggurath, her minions and cultists. Wilderness Mythos creatures. Civilization and its trappings are a lie. The truth behind all reality lies out in the wild, where life runs rampant and all living things may do as they please. Rules, laws, and other artificial constraints serve only to bind you to the will of others. You are obsessed with the idea that the Cthulhu Mythos represents the true nature of reality. By throwing aside civilization and its trappings, you can venture into the wilds and find the true nature of life and reality. Colour Out of Space The shaft of phosphorescence from the well brought a sense of doom and abnormality which far outraced any image their conscious minds could form. It was no longer shining out, it was pouring out; and as the shapeless stream of unplaceable colour left the well it seemed to flow directly into the sky. -H.P. Lovecraft, The Colour Out of SpaceA colour out of space is a sentient organism that is an insubstantial, amorphous patch of color. It glistens in the light, displaying a variety of mind-bending colors that have no analog in the spectrum familiar to living folk. It pours across the ground or seeps through the air, always seeking new victims to devour. Unholy Colonists. A colour out of space emerges from the depths of the dark void between the stars. It falls to the ground and begins to subvert and corrupt the environment around it. Its voracious hunger and baleful presence causes the ecosystem to wither and rot. Plants grow wild, but they are covered with tumors and warped growths. Animals and insects are born with twisted limbs, strange coloration, and hideous fangs and claws. These creatures prey upon those who stumble into the infested region, turning the area into a wasteland. These beasts and other living creatures that dwell in the area, including humans, take on the colour's strange hue and work to keep the colour safe from outside interference. A Legacy of Ruin. The colour out of space drains the life from the region it infests, the growing corruption and ecological ruin mirro ability to drain the area's life and vitality. Eventually, the region is rendered utterly barren. Even the warped plants and creatures that r... , rom


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