Dice of Unimaginable Power! Plus a Look At Unspeakable Horrors!
Iä! Iä! Investigators fhtagn!
Investigators, we have information to share, detailing the terrors of Cthulhu: Death May Die. As many abominable creatures lie inside the core box, we are breaking the information in two updates.
But before we get into Part 1, how about a new offer?
Dice rolls are crucial and hold a great responsibility when it comes to the fate of Investigators. Their health, stress, and sanity, are directly related to how good your dice rolls are, and how skilled you are to adapt and plan your next moves to go along with the results.
So why not enhance your dice rolls with some elegant Frost Dice?
For $10, the Kickstarter Exclusive Frost Dice pack comes with 8 custom dice (3 basic, 5 bonus) with a Frost treatment.
Next up, we have the first in a series where we'll be taking a look into the various unspeakable horrors that you're going to face during your games of Cthulhu: Death May Die!
Primarily, each Episode you play will outline what enemies appear, but the specific Great Old One you're facing off against also has an impact on what enemies appear, as well as how they act at times.
We begin our look into the enemies with perhaps the most vile and sinister of them all... Man!
... Ok, so Cultists aren't the most horrific thing you'll come across... Usually, but let's take a look at them anyway:
Cultists may be fairly generic when it comes to what they do- they don't boast the best Health or Damage of any of the enemies, and they don't carry unique abilities of their own (naturally), but they are very loyal and very susceptible to the will of their God. As such, Cultists are influenced more by Mythos Cards and Great Old One effects than most other foes you'll come across.
So while they might come across as "generic", the specific events of the Episode, combined with the influences of the Elder One, make it so the actions and deeds of the Cultists change each play-through. So while they might seem unassuming, it would be severely unwise to discount the danger these fanatics pose!
Ghouls present quite the problem for Investigators... Not in that they are particularly dangerous, fast, or all that smart... But in the fact they are feral hunters with a group mentality. While not much stronger on the offense than your standard Cultist, the true danger a Ghoul poses is that if they are attacked and not outright killed they will summon another of their tainted kin, multiplying the threat they pose.
Careful tactics will have to be implemented when dealing with these foes, least a team find themselves quickly overrun! This is a good example of where an Investigator with Stealth or effects that damage without directly attacking the Ghoul come into play. Sometimes the direct approach will only make your problem worse, so you'll need to either bypass them completely or implement some subterfuge to take them out!
Fire Vampires are a problem where-ever they show up (well... ALL the enemies are a problem really...). Aside from having a very nasty stat-line, boasting twice the HP of enemies such as Cultists or Ghouls, they also have a large amount of Attack Dice, befitting a creature their size. While that in itself is a formidable problem for the Investigators, the real issue that Fire Vampires cause is, well, their make-sake: Whenever a Fire Vampire attacks or is attacked, it creates a Fire Token in its space.
This means that when you come across these horrors you'll need to act swiftly and dispatch it quickly, as the longer it stays around the more fire it's going to spread across the map, and it won't take long before the entire scenario becomes a blistering inferno!
You didn't track the Elder Gods down to the ends of the Earth (and sometimes beyond) to simply end up burning to death, now did you?
Let's end today by looking at one of the most fearsome enemies the Investigators can come across: The towering Shoggoth. Boasting more Health than any other enemy, the Shoggoth is a dreadful brute that will require combined effort by the Investigators to taker down.
This is a bit unfortunate, however, as the sheer mental trauma that a Shoggoth brings also makes it so that the Investigator (or Investigators) with the lowest sanity can't even damage it! This can throw a radical curve in your plans if you're caught unaware, or, more likely, some unfortunate event happens to drag someone further into the reaches of madness- a team might suddenly find themselves lacking their strongest hitter should they find their mind cannot cope with the horrors before them!
And with that, we conclude our update. Some great Optional Buys presented, and the first part of our exploration of the enemies of Cthulhu: Death May Die. Join us next time when we continue our study into the horrors from beyond, including the various effects the Great Old Ones can have on them.
Until then, Investigators!