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Showing posts with label cultists. Show all posts
Showing posts with label cultists. Show all posts

Monday, 29 February 2016

Nautical cults

Welcome to the Cult of the Tentacled One. 

In the challenge this year I've been working through a selection of fantasy models for Frostgrave. Some of the more interesting kits are the official plastic kits, especially the cultists. The last batch were a combination of thugs, crossbow, archer and warriors


These join the ranks of last year's small cthuloid cult
 And their new captain, an old GW WFB pirate captain who had been sat in my painting pile for years. The nautical these has certainly been a good inspiration.


At some point I want to find some modern weaponry that scales will with the cultist kit and equip some for use in a more pulp-y setting.

Thursday, 3 April 2014

Monday, 30 September 2013

The haunter of the dark

And we return, briefly, to the plots from Lovecraft's tales and how they could be twisted to hooks for other games. When I started this, I was aiming at picking ideas that would be useful for a WW2 Cthulhu rpg setting, but as time goes on it's become obvious that these (and most of the previous ones) would also work well as ideas for other games as well. Anyway...

The Haunter of the dark

In The Haunter of the Dark, a cult based on Rhode Island use an ancient artifact, the "Shining Trapezohedron" to summon a being from the depths of time and space (your usual Lovecraft nasty). The artifact had been discovered in Egypt by Professor Enoch Bowen before his return to the US in 1844. It was used by a cult in Providence who would stare into the glowing crystal and summon an avatar of Nyarlathotep called the Haunter in the Dark. The summoned creature demanded sacrifice in return for granting knowledge of forbidden places and information.

At the end of the story Dr Dexter, our would-be hero, throws the the artifact into Narragansett Bay in the hopes that it would permanently place it into the light of day and the stars, which keeps the Haunter at bay.

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There are a number of ways we could use this, so I'll break it down into some ideas for different eras and games

For systems like In Her Majesty's Name, Pulp Alley and possibly even Dead Man's Hand if you fancied adding some oddness, you could run a number of scenarios surrounding the original story:
  • A secret cult has been guarding the trapezohedron, keeping the world safe for millenia, until this group of American archeologists come along and start digging up the burial site. Can the archeologists be stopped, or will the Haunter return from the darkness?
  • The artifact is on it's return journey to America, along with a number of other items, but the team need to stop off in London. A rival archeologist, cult or somesuch group decides they want something that is in the shipment and must be fought off
  • Upon reaching America, the cult in Providence needs to go and find some poor souls to sacrifice. Can they kidnap enough people from the foggy streets before the police catch up to them?
For a WW2 setting we're on shakier ground with the original story as the object is deep underwater by this time. However, it could have been recovered by divers looking for a shipwreck, or there could be a companion to it that wasn't uncovered by the original excavations. This companion could now be in the hands of Black Sun, a German occult group, and it's up to the investigators to retrieve the object before their plans can be finalised.

Wednesday, 7 August 2013

Gribbly cultists

This week I got a nice surprise in the post. A very kind gent on the Lead Adventures forum made a donation of some figures towards my small 1940s Strange Aeons collection as they didn't fit into his chosen time periods. The first of the batch to be painted up were two of the [url=http://www.fouraminiatures.com/page2.htm]Four A Miniatures[/url] tentacled cultists to accompany my cult leader.