Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
Paul of Cthulhu
________________________________
Keith Herber,
March 30, 2003
NEW MONSTERS
POWERS
HASTUR SP-25 SAN 2/D6-Harmed only by magic
TSATHOGGHUA SP-20 SAN 0/2-Harmed only by magic. Asleep on a roll of 1-3 and
can be easily passed without using Sneak.
SPECIAL MONSTERS
BROWN JENKIN (from Leng) L-8 SP 3 SAN 0/1-The investigator must roll a 1 or
a 2 to initially corner the little rat. If Brown Jenkin escapes, roll on the
gate appearance table for its new location and place the marker there. When
cornered it can easily be killed or Brown Jenkin will offer to trade a spell
for its life. If Jenkin is allowed to go free he returns to the cup.
KEEZIAH MASON (Leng) Special-4 SP-8 SAN 0/0--Keeziah heads directly for the
boarding house. On the turn after she reaches her goal she erects a gate and
steps through it (returned to cup). If there is and Elder Sign on the
boarding house, Keeziah can dismantle it in 1 turn.
NYOGTHA (The Abyss) Special-7 SP-17 SAN 1/4-Nyogtha pursues the nearest
investigator (during any given turn) through streets and even into
buildings. Nyogtha stays on the board until it has brought one investigator
to 0 strength points. Nyogtha can be driven off (permanently-it's a trophy)
with an Elder Sign.
SHANTAK (Another Dimension) Flyer-9 SP-17 SAN 0/1-1f a successful attack is
made by a Shantak it does no damage. The victim is instead swept up and
carried off to the Throne of Azathoth for 1 roll on that encounter table.
The investigator (if alive) is then returned to his former position and the
Shantak flies off (into the cup).
WILBUR WHATELY Special-5 SP-9 SAN 0/1--Whately moves directly to the nearest
gate where he steps through and disappears from play. If an investigator
slays him he gets to draw 2 spell cards.
YITHIAN (City of the Great Race) L(Special)-8 SP-15 SAN 0/1 The Yithian
moves L-8 until an investigator is on the streets. At this time it acts like
a flyer, heading directly for its victim. If a Yithian successfully attacks,
instead of harming its victim it occupies the investigators body. On the
investigators next turn the Yithian will move his piece L-8 except that it
will stop to explore at any board location it should meet (Black Cave,
Boarding House, etc.). The Yithian will have an encounter at this location,
always buying whatever is offered (no Fast Talk), taking~ any bet, or any
free ride (use random gate table for destination). At the end of the
encounter the Yithian moves back into the street one square. A D6 is rolled
and on a 1-3 the Yithian leaves its host where he is standing, otherwise the
investigator remains 11 possessed". The Yithian will also leave the
investigators body if sanity points reach 0; strength points reach 0; or the
investigator is involuntarily pulled through the sudden appearance of a
gate.
10
11