(Image comes from artist Scott Purdy’s DeviantArt page and is © Paizo Publishing.)
“So God created man in
his own image, in the image of God
created he him…”
—Genesis 1:27
I already shot my pseudopod re: pseudogod Cthulhu himself
back around Halloween. (And as far as I
can tell it’s my most popular post, bar none.)
So I don’t have all that much to add about his star-spawn, especially
since their entry in the Bestiary 4
is so comprehensive. For all practical
purposes, they look the same as their dark high priest, though they only top
out at 30 feet high. (As a bonus, their
elastic limbs can also stretch 30 feet in combat—hope you have some polearms
handy! That’s assuming their telepathic
minds didn’t already knock you out in your dreams last night.) We know they warred with the elder things in
the distant past and have manipulated the mi-go to their purposes, so if either
of those two baddies have shown up in your game, you have a reason to tie in
the star-spawn. They also move and plan
long-term—this is a race happy to use its immortality flying between planets
with only the limited starflight ability—so PCs will likely never know if their
interference saved the day or merely set back the spawn’s goals by a millennium
or two.
But let’s face it…really, the reason you have the star-spawn
of Cthulhu in your game is because it’s only a CR 20 creature. I feel like I need sarcasm quotes every time
I say “only,” but you get my point. In
other words, it’s a Cthulhu proxy most parties can face and possibly even
survive against without resorting to mythic ranks and divine intervention. Maybe the spawn is a servitor of Cthulhu…or
maybe it’s actually an aspect of him intruding into the world. (D&D 3.0/3.5 did similar things with
aspects of the various demon lords.) If
the PCs win, they’ve saved the world (for a little while at least), and if they
lose, they’ve still got a chance to pick themselves up, dust themselves off,
and rally allies for another strike. That
makes fighting the star-spawn an epic task, but not an impossible one—perfect
for heroic fantasy role-playing.
Best of all, if they have too easy a time of it, you don’t
even have to sweat. Just imagine the
look on your players’ faces when you announce that, congratulations, the noise
of their battle with the star-spawn has awakened 1d6 of his friends…
Adventures have
fought the watery servants of Dagon their entire career. They’ve battled cultists in sunken canals,
defeated marsh giants in Drowned Ulm, took on mer-form to battle inside the gut
of a ceratioidi temple-fish, and scalped a fiendish brine dragon. Now as the demon lord’s temple city falls
around them, they consider their work well and truly done…until the city is
borne aloft on a cloud of noxious gases and coral sails. And as the city ascends into space, the
adventurers meet the Navigators—three star-spawn who bow before the same power
Dagon does: Great Cthulhu.
Cthulhu is dead. In fact, he never even existed. The First Gods
literally unmade a chunk of creation
itself to remove the Great Old One from this reality, then shed the parts of
themselves that knew of him, birthing the New Gods from their very own selves
rather than keep even mere knowledge of the abomination. But dreams of Cthulhu survived and birthed a
star-spawn…or maybe a star-spawn survived and birthed the dream of
Cthulhu. The point is, books with
Cthulhu’s name have appeared without anyone writing them. Cultists have appeared worshipping a god who
is not a god but nonetheless grants them spells. And somewhere on the Demiplane of Dreams a
star-spawn of Cthulhu sleeps, and if he is not slain before his dreams are
finished, Cthulhu will be dreamed into full existence once more.
When even devils get
nervous, you know something’s wrong.
And when a half-fiend kasatha arms dealer from Dis closes up shop and
takes adventurers out for drinks—and actually volunteers to pay—on auction day at one of the biggest salvage
planets in the Known Spheres, you know wrong isn’t even the half of it. “It’s those fungus bugs, the mi-go,” he
says. “I found out where they’ve been
getting their gear from. Well, the idea-seeds
for their gear. Only it’s not a
‘where’…not even on a planar level. It’s
another dimension—you might say it’s
a ‘when’ and a ‘what if?’ and a ‘once was.’
And it’s a ‘who’…this thing called—”
And that’s the last thing he says before the shoggoth bomb goes off and
he is devoured.
—Pathfinder Adventure
Path #46 90–91 & Pathfinder
Bestiary 4 254–255
The note count was up around 90 for yesterday’s post when I
discovered some fluke of the mouse had linked to the wrong radio show. *headdesk*
Sigh. So if you tuned in and got
my big anniversary show from last February I apologize—it was a fun show, but
not exactly what I do week to week. You were supposed to get this. (BTW, yesterday’s link is now fixed on
Tumblr; I can't fix it on Blogger but I posted the correct link in the comments.)
looking back at the cthulu entry, that third adventure seed is one of the best pieces of writing I've seen in a long while.
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