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    The Pokthulhu Adventure Game

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    The Pokthulhu Adventure Game

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    The Pokthulhu Adventure Game

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    IntroductionPokthulhuis a fantasy adventure game based on thepopular cartoon show of the same name. Ever won-der what happens when Jigglypolyp goes head topod with Dagong? Want to solve the mystery of whycute girls named Librarian Lumli work in every Cult

    Library and why they always look thesame? How does stomping to the pip-ing music of the Blind Idiot Monster

    Pokthoth sound?

    Youve thrilled to the adventures ofRandy Carter, Sonia, Titus and their

    friends, from Randys first Elder Badge tothe threat of Thutwo in Pokthulhu: The Movie. Butnow, armed with your very own ShiningDodecahedron and Poknomicon, you can quest forthe Nameless City and do battle with the forces ofTeam Eibon! YOUbecome a Pokthulhu Cultist, col-lecting and training thulhu of your very own!

    What You Need to Play

    Youll need these rules, pencils, paper, and a handfulof Shining Dodecahedrons (12 sided dice, availableat any fine hobby store). You may also want to printthe Cultist and Thulhu cards included with this gameto keep track of things.

    Youll also need a friend or two! One player theOwner of Arcane Rules (Owner for short) takesthe part of the characters the Cultists meet along theway, and acts as a guide as the story develops.Everybody else gets to be a cultist, and taunt theOwner!

    The World of Pokthulhu

    Its an endless summer vacation in the land of thedead. The pokthulhu adorable eldritch monstersfrom the icy depths of space run wild in theswamps, the forest, and even the cobwebs and sag-ging gambrel roofs of the fishing village that youcall home.

    Wild pokthulhu like to devour human souls (sav-ing bone marrow for dessert) and frighten the pantsoff grownups that stray near. Grownups dont getpokthulhu, but kids do! Only the young can captureand tame the wild monsters, turning their wild pow-ers and unholy cuteness to good purposes. Toddlers

    have nofear of pokthulhu at all (and pokthulhuwith tailstend to be terrified of toddlers)!

    A long time ago, the world arranged itself to suit thisunusual state of affairs. Grownups make their livingas fishermen, mostly, keeping out of the way andquiet. The kids are kids . . . but some are braveenough to join the PokthulhuCult, trainingPokthulhuto vent their alien aggression in harmlesssporting competition!

    These kids the Cultists (and their cute little Bundlesof Evil) are the heroes of our game. This is theworld of Pokthulhu!

    Creating your CultistYour Cultist just like Randy Carter on TV is akid whos made his own copy of the Poknomicon.Thats the magic book of elder lore that can be used(in conjunction with a Shining Dodecahedron) tostore thulhu, and acts as a handy reference guide tothe more than 400 known species of thulhu!

    Your Cultist is represented on a Cultist Card like theone shown below.

    Choose a Name, Age(from 5 to 16 years old) andHome Villagefor your Cultist, now. You can be fromany village youve seen on the show!

    RandysAspectis his special empathy with Squamous(scale-covered) thulhu. Your character will have a spe-cial aspect, too, either Squamous (like Randy) or

    The Pokthulhu Adventure Game

    Name: Age:

    Home Village: Aspect:

    Pokthulhu Cultist

    Grade Level-

    Phys Ed-

    Pokthulu Lore-

    -Sanity

    -Shoplifting

    -Talking Trash

    Randy Carter 11Silver Key Cove Squamous

    5

    4

    8

    5

    2

    6

    The Thumping Trundledon isnt

    just a good saxophone player. As

    revealed in Episode #207: Somebodys

    Chewing on my Parents, the Thumpers

    are also world-class caulk sculptors.

    Pikathulhus Trivia Box

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    The Pokthulhu Adventure Game

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    any other pokthulhu Aspect. You can read moreabout aspects on page 10.

    Youll have the same sixAbilitiesthat Randy does, too,but your numerical score in each may be different. Youcan choose any score you want for each (higher isbetter!) as long as you obey the following rules:

    Rule #1:Your age determines your maximum Grade

    Level. Grade Level may not be higher than your ageminus four.

    Rule #2: Every score must be at least 1, and no high-er than 12.

    Rule #3: The higherof your Grade Level andPokthulhu Lore scores, added to your Sanity score,

    cannot exceed 13.

    Rule #4:All your scores added togethercannot exceed 30.

    If you break these rules, the Owner is

    permitted to kill you (this may be ille-gal in some countries, inwhich case CumberlandGames cannot be held

    responsible. We urge you tocheck all applicable laws

    before incorporating murderinto your game. Play responsibly,

    and nevermurder anyone outside thecontext of gameplay; its immoral).

    When youre done, circle oneof yourabilities to mark it as your

    Lucky Ability. Randy isLucky at Talking Trash:He can almost always infu-

    riate his foes and talk hisway out of trouble, even when itseems he shouldnt be able to!

    Game Rules I: UsingAbilities

    In this chapter, well learn what each of the sixAbilities mean, and how to see if your Cultist suc-ceeds in difficult tasks in the story.

    Grade Level: This is your mundane education. Itshow well you read, do math, and get your homeworkdone. Yuck! But its still veryuseful! If you need toknow about a glowing plant youve found in thewoods, or read a new incantation youve unearthed,the Owner will ask for a Grade Level Test. Kids witha better Grade Level tend be be smarter, more likelyto observe useful details, and (unfortunately) a littleless mentally stable.

    Phys Ed: This is how agile, strong, and fit you are(Randy is a little skinny; hes just below average). You

    use this to pass Tests involving running, climbing,swimming, racing bicycles, and more. When you areinjured, your Phys Ed score drops temporarily. If itever drops to zero, youve fainted, and may be eatenby wild thulhu or ill-mannered friends.

    Pokthulhu Lore: This is a vital ability yourknowledge of pokthulhu and how to train them!Randy is something of a whiz-kid at this. Will you beas good as Randy?

    Shoplifting: This is how sneaky you are, how quietyou can be, and how good you are at stealing an

    important skill! Randy is notoriously bad at this, andSonia always makes fun of him for it!

    Sanity: This is your Cultists ability to stare downShub-Rhydon himself without blinking or beingafraid. As your Cultist grows older, hell get a littleless sane, retreating into the comfortable illusions ofadulthood (and hell be easier to scare)! Charactersnormally have Sanity 1 after High School grownupsare such fraidy cats!

    Talking Trash: Used anytime you need to speakcleverly or convincingly. This is how you determine

    who attacks first in a Pokthulhu Match! Its alsoused to get cute girls (or boys!) to go on dates withyou, and to talk your way out of trouble.

    Whats Good & Bad, Scorewise?A score of 5 is an average, competent Cultist, like

    most of the thulhu trainers Randy encounters in his

    travels. A score of 10 represents almost superhuman

    mastery! With a score of 5, you have about a 2-in-3chance of succeeding in a Challenging test of ability

    (see next page).

    7

    The Pokthulhu Adventure Game

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    Testing Your Abilities

    Your cultist can do easy stuff automatically. Providedthe Owner doesnt say otherwise, you can climb atree with low branches, pick out whichDodecahedron is storing your Jigglypolyp, break a

    bottle, or eat a big hamburger without rolling the diceto see if you succeed. You need to roll dice, though,in situations that are:

    Somewhat Tricky (3 Dice): Climbing an ordinary tree,pulling a sudden stop when your bicycle is on gravel,eating an entire pizza.

    Challenging (2 Dice):Jumping a creek on your bike, con-vincing a grownup to give you money, decoding anancient inscription.

    Really Hard (1 Die): Climbing up a sheer surface, stealingan ancient Dodecahedron from a public museum plat-

    form without tripping the alarm, identifying apokthulhu by its slime trail or spoor alone.

    Your Owner will tell you how many ShiningDodecahedrons you need to roll, and which Abilityyoure testing (most tests are Challenging, but thereare always exceptions). You succeedif at least one ofthe dice rolled is equal to or less than your score inthe Ability being tested. Otherwise, you fail.

    Lucky Ability: The exception to the normal rules isyour lucky ability. You always get to roll 3 dice withthis ability, no matter what!

    Game Rules II:Chaos Cards

    Some things that happen in an episode of Pokthulhuhave nothing to do with skill or even ordinary luck;

    theyre the result of chaotic resonances created byconflict between energy planes. Ever wonder why, oneleven occasions, Randy and his friends have been aidedby the freakish appearance of a fallingpile of smelts? Now youknow!

    To represent this specialkind of occult good for-tune (and to rewardplayers who know thePokthulhucanonbackwards and for-

    wards) this gameuses Chaos Cards.Weprovide a deck of six-teen cards to startwith, but it can befun to inventmore! Approve anynew Chaos Cardswith your Owner.

    At the beginning of each game ses-sion, the Owner deals out twoChaos Cards to each player. Chaos

    Cards are kept secret until theyre played.Play them whenever you want something extra tohappen!

    How the Cards Work

    There are two important participants in a card play:theplayer(thats you, when you play a Chaos Card)and thegauntlet(thats another player the one wholl

    Example: Sonia is trying to scramble up the side of

    an ancient farmhouse to read an inscription Titus

    spotted. The Owner says that this is a Challenging

    test of Phys Ed, so Sonia rolls 2 ShiningDodecahedrons (12-sided dice) against her Phys Ed

    score of 6. The dice come up 11 and 4. Since 4

    is less than 6, she succeeds. The 11 isnt important.

    Once shes there, shes got to try to read the inscrip-

    tion. The Owner says this is a Challenging test of

    Grade Level, so she rolls 2 dice again a 3 and a

    1 compared to her Grade Level of 5. Since both

    dice came up lower than 5, she succeeds again

    (theres no special bonus for succeeding on more

    than one die). She reads the inscription, and its real-

    ly really scary! The Owner tells her that if she doesnt

    make a Really Hard test of Sanity, shell be so scared

    shell fall. She only gets to roll 1 die this time, and it

    comes up 10. Her Sanity is 5, so she screams and

    falls down. Hopefully, Titus can catch her!

    8

    The Pokthulhu Adventure Game

    Its traditional in many gaming

    groups to rule that a gauntlet who

    fails the trigger owes the player some

    kind of forfeit he has to fill his drink, or

    polish his Shining Dodecahedrons, or praise himglowingly for the rest of the game, etc. Forfeits

    involving sex or alcohol are apparently common at

    some private convention tournaments. Wed like

    more invitations to those, please.

    Pikathulhus Trivia Box

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    help make the cards effects really happen). The play-er plays the card and chooses the gauntlet. If thegauntlet can provide the cards trigger(this involvesquoting episodes of the Pokthulhucartoon show, soit shouldnt be hard!) the cards effect takes place! Ifthe gauntlet fails to provide the trigger on cue, the

    card fails, and the gauntlet is shamed. Discard usedChaos Cards (successfully triggered or not).

    Note that many triggers have multiple legal answers:Feel free to use quotes from any of the translations,the alternate OAV episodes, the comics, and even thenever-released live-action film, if youve seen thebootleg (and who hasnt?) its all Pokthulhu, so itsall good!

    Game Rules III:Pokthulhu

    You keep track of individual pokthulhu on aPokthulhu Card like the ones reproduced at the bot-tom of the page.

    To create a Pokthulhu (a job for the Owner), simplypick two Aspects, another Aspect as a Weakness (thiscan be the same as one of the thulhus regularAspects!), and fill in the blanks as follows:

    Power, Speed and Hit Points: Each score can befrom 1 to 12. They must total no more than 20.

    Attacks: Give the pokthulhu an attack in each of thefour categories, and assign each a number of dice(from 1 to 3). The total number of dice available to atypical trained thulhu may not exceed 9 (more dicemeans a more potent attack). Give each attack adescriptive name and an aspect (which must be oneof the thulhus Aspects).

    Wild pokthulhu follow the same rules, but they

    tend to have only 6 dice in total attacks, frequentlyclustered toward Frighten. There are dangerousexceptions, though!

    The Pokthulhu Adventure Game

    Example: Titus is trapped in the Tower of Tendrils

    and needs to convince one of the elders to let him

    near a window so he can use his Shrieking Ectomothto fly away. Normally, Titus just lets Randy do the

    talking! Randy isnt in the tower, though, so Titus

    player plays his No Argument card, naming Sonias

    player as the Gauntlet. He does this by looking at her

    and reading aloud the required trigger: Any of the

    Things You Never Say to a Polyp.

    Naturally, Sonias player can recite most of the

    episodes by heart, so she grins and shouts out Hey,

    were you going to eat that toast? at the top of her

    lungs. The table chuckles appreciatively, and the

    card works. Titus looks at the elder standing in his

    way and says you are coleslaw. The elder agrees,

    sits placidly waiting to be consumed with fried chick-

    en, and Titus proceeds past him to the window.

    Pokthulhu Card

    -Power

    -Speed

    -Hit Points

    Name:

    Aspects:

    Weakness:

    Habitat:Smell:

    Fav. Showtune:

    Injure

    FrightenTrap

    Dodge

    Pokthulhu Card

    -Power

    -Speed

    -Hit Points

    Name:

    Aspects:

    Weakness:

    Habitat:Smell:

    Fav. Showtune:

    Injure

    FrightenTrap

    Dodge

    fgh

    PikathulhuFungous,

    LuminescentSticky

    Randys CoatSoap & GrandmaSit down, youre

    rocking the boat

    8

    66

    2Adorable CHEESE-CAKE Pose, Fung.

    ScuttleSticky,

    SquamousLuminescent

    Under stuffFreezer BurnPilates Dream

    7

    85

    1Adorable PoseFungous

    3Playful ScamperingFungous3Biostatic SurgeLuminescent3Mucous JetSticky

    2Hot SpraySticky2ScreechSquamous

    2ScuttleSticky

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    Training Pokthulhu

    Once a Cultist earns a pokthulhu of his own (eitheras a gift, or spoils of a wager, or by defeating orsummoning a wild one) he may train it. Every twodays of training allows the Cultist to make a Tricky

    test of Pokthulhu Lore. If he succeeds, one of thepokthulhus attacks is increased by 1 die (to a max-imum of 3). For example, a wild Fungal Cluster(which typically has a 2-die sprout Trap attack),could have his sprout attack raised to 3 dice withsuccessful training.

    Once a thulhu has 9 or more total dice of attacks, theroll necessary to train it becomes Really Hard, andeach roll requires a full week of dedicated work.

    Aspects and Training: If the Cultist and the thulhushare an aspect, the trainer gets to roll an extra die

    when training the thulhu! If the Cultists Aspect isone that the thulhu has a Weakness to, the trainingtakes twice as long!

    Rules IV: Combat!There are two kinds of combat: pokthulhu combatand people combat. Both use similar rules, butpokthulhu combat happens a lot more often, so itsgot more stuff in it. Pokthulhu Combat occurswhen two thulhu square off to fight one another onbehalf of their Cultist masters. Sometimes, its oververy quickly, and sometimes its a tense battlebetween evenly-matched pokthulhu and their craftyCultists! Its resolved with the following steps:

    Pre-Fight: Initiative

    Skip this step when a trained thulhu fights a wildthulhu. Wild thulhu alwaysgo first!

    The two dueling Cultists threaten, pose, andbrag in an attempt to rattle the other intoa state where his anger or ego willundermine his strategy. This should beroleplayed!

    The youngest cultist rolls 3 dice, keeping any whichcome up equal to or less than his Talking TrashAbility, and discarding any others.

    His opponent does the same, rolling 3 dice and dis-

    carding all failures.

    The turn returns to the youngest, and theprocess continues until one player runs outof dice. When that happens, the playerwith dice left has won the initiative, and hispokthulhu will attack first. Each turnshould be accompanied by more role-played arguments.

    The Pokthulhu Adventure Game

    AspectsAspects are more than just physical (or energy-mani-

    fested) literal concepts. Theyre spiritual resonances.

    Its something to do with geometry; nobodys really

    figured it out yet! These are the eight Aspects knownto Pokthulhu science (and examples of popular thul-

    hu that have these Aspects):

    Decomposing: For dead/undead thulhu, or thulhu

    that just smell that way. Whip-Poor-Willis a

    Decomposing thulhu (cause shes a death spirit)

    Fishy: Speaking of smells! Swimmers and clawed

    beach-scuttlers alike are often Fishy. Dagongis a

    fishy thulhu.

    Fungous: Soft, squishy, yielding and mushy thulhu

    have this. Fungal Clusteris the most popular

    example.

    Icy: They come from cold planets and can freeze you

    solid! Pokthaqua is an Icy thulhu.

    Luminescent: For thulhu using strange energies.

    Randy Carters own cute little Pikathulhu is

    Luminescent.

    Non-Euclidean: For thulhu who warp in and out of

    space and time, or run at right angles to reality.

    Tindaloo is a Non-Euclidean puppy escaped from

    the Cheap Curry Dimensions.

    Squamous: The scaly, the slithery, the ophidian and

    the reptilian (and those who hang out with them)

    are Squamous, just like Scuttle.

    Sticky: The wet, the slimy, the elastic and tentacular

    are Sticky thulhu. Nine-Tentacled Ftaghn isnt just

    sticky, its especiallySticky.

    Pokthulhu can only say their

    names, or part of their names.

    Their alien language is very subtle

    and tonal. Or maybe theyre just stupid.

    Pikathulhus Trivia Box

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    The Fight!

    At the beginning of the fight, each Cultist reads aloudfrom his Poknomicon the name of his chosen thul-hu, while holding aloft the Shining Dodecahedronthat contains it, summoning it to the fight. The

    Cultist who losesthe initiative makes his choice first.Once both have chosen, the fight begins. Each roundgoes like this:

    The attacker chooses one of his thulhus four com-bat modes: Injure, Trap, Frighten, or Dodge, androlls the appropriate number of dice. [Exception: athulhu that begins its turn Trapped must try to breakfree; see below]

    The attacker chooses a single die out ofthose rolled to be his result die.Its successfulif its equal to

    or lower than both theCultists Pokthulhu Loreskill and the thulhusPower (for Injure andFrighten attacks) or Speed (forTrap and Dodge). The bestdice are those which roll high butstill succeed (see the results sec-tion, below).

    If there are no successful dice, the attackfails and the turn passes to the otherplayer, who becomes the newattacker (and so on). If the resultdie is successful, apply the resultsof the attack before the turn passes, including defens-es (if applicable).

    Weaknesses: If the pokthulhu being attacked has aweakness to the Aspect of the attack being used, theattacker gets to roll one extradie when making theattack!

    Results of Successful Attacks

    Injure: The target thulhu loses a number of HitPoints equal to the value of the result die. So, if the

    die reads 5, the target thulhu loses 5 Hit Points. Ifthis reduces the targets Hit Points to zero or less, thatpokthulhu mustDodge on his next turn. If, afterdodging, the thulhu still has less than 1 Hit Point, hehas fainted and loses the match.

    Frighten: If the value of the result die exceedsthe vic-tims current Hit Points, the victim is terrified andfaints, ending the battle immediately. Dodge wonthelp!

    Trap: The target thulhu cannot attack on its nextturn. It must try to beatthe result die (exceed it) witha 3d test against either Power or Speed (whichever isbetter). If this is successful, the thulhu is free but ittakes up its entire turn, and the thulhu who Trappedhim immediately goes again. If the thulhufailstobreak free, it remains trapped, and will have to tryagain on its next turn. A trapped thulhu cannot makeany attacks, including Dodges, which makes them

    easy prey! A trapped thulhu which isdouble trapped by a secondsuccessful Trap attack is immo-bilized and immediately losesthe fight.

    Dodge: This attack is usuallyused to undo damage from a pre-ceding Injure attack. A successfulDodge reduces damage taken inthe previous turn by an amountequal to the value of the resultdie. If there are any points leftover after undoing the dam-age, the Dodging thulhus

    trainer may immediately bouncethe dice again to initiate an Injure,

    Frighten, or Trap attack, treating

    the value of the leftover points asthe thulhus Power and Speed for that turn. Example:A result die of 7 that removes 3 points of damageleaves the thulhu with a Power and Speed of 4 forthat turn, regardless of its normal Power and Speedscore).

    Its entirely legal for a pokthulhu to Dodge even if itwasntinjured by its opponents last turn. Rather thanundoing damage, this results in a Speed Attack. Thesame rules apply, but since the entire result die willautomatically be leftover points (since theres nodamage to undo), the result die determines the thul-

    hus Power and Speed scores for that turn. This is arisky, but sometimes effective, way for a fast but weakpokthulhu to have a powerful attack, especially if histrainer has a high enough Pokthulhu Lore score totake advantage of extra-good results!

    The Pokthulhu Adventure Game

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    Switching Thulhu

    At the beginning of an attackers turn, the Cultistmay opt to switchthulhu, summoning a different mon-ster into a fight from the depths of an alternate crys-tal, and pulling the current thulhu out of the fight.

    This is always legal provided the Cultists currentthulhu isnt Trapped, and hasnt been injured to thepoint where its Hit Points are below 1 and it is beingforced to Dodge.

    The new thulhu appears instantly, and may act imme-diately, but mustuse the Dodge attack on the turn itappears (in other words, it must enter play with aSpeed Attack, since its being thrown into a frayunprepared).

    People Combat

    Sometimes, people fightpeople and peoplefight pokthulhu (wildthulhu like attacking humansand eating their souls and bonemarrow, remember). In one-on-onefights, the rules are the same as forthulhu fights, except:

    The pokthulhu always goes first, ifthere is one. For two humans, deter-mine initiative normally.

    Humans have only two attack choices:Injure (2 dice) and Dodge (2 dice). Their attackshave the Aspect shown on the humans CultistCard, and they attack against their current Phys Edscore, instead of Pokthulhu Lore and Power/Speed.

    Injure attacks against people reduce their Phys Edscore, which serves the same function (in this case)as Hit Points.

    Frighten attacks against people are compared to thedefenders Sanity, instead of Hit Points.

    If the fight isnt one-on-one, ignore the initiativeround entirely and just go around the table clockwise.Or roll dice or something. I mean, really. This is ajoke game.

    Healing

    Damage done to Hit Points and/or Phys Ed heals fair-ly quickly. When a fight scene is over, anyone

    who was injured may immediately roll a singleShining Dodecahedron and heal that manypoints from their injuries. After that, points

    heal at a rate of 1 per hour of rest, or 1 perday of activity. Other things (magic spells, a

    good hot meal, being tended by a nurse) can alterthis, as the Owner sees fit.

    Pages fromthe

    PoknomiconTo celebrate the release of the origi-nal Squishy Brain edition of

    Pokthulhu, we held a thulhudesign contest via the net (due to

    licensing restrictions, all designs had tobe adaptations from the television show orfilms). The outpouring of ridiculous evil

    was enough to bring tears to the eyes, andeverybody got into the spirit of things, adapting crea-tures from their favorite episodes. The three winnerswere chosen by peer vote, with a perfect tie for firstplace broken by Pokthulhuart-wizard John Kovalic.

    But every entry was good, and just because the con-test is over doesnt mean there isnt a lot morePoknomiconto explore! Once the second edition wasreleased, we opened up the submission-gates again,and most of the adaptations in this chapter (every onefully authorized andguaranteed evil) are from the fans.The winners of the original contest are noted.

    The Poknomiconexcerpts are taken from the rela-tively modernNew International Poknomicon(NIP),and specifically the 1981 NIP Study Grimoiremade available at the world convention for the studyof cuddly evil. The entries refer to episodes from thefirst four seasons of the show (1999-2002). This kindof contradiction is the sort of thing we just learn tocope with around here.

    The Pokthulhu Adventure Game

    Popular pokthulhu Hastursaur

    (who devolves into Hungarsaur)

    is enraged by the sound of his own

    name when anybody but him says it!

    Pikathulhus Trivia Box

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    BlhasturPower: 8 Speed: 6 Hit Points: 6Aspects: Squamous, LuminescentWeakness: Icy

    Injure: 3 dice (Lightning Tongue, Luminescent)

    Dodge: 2 dice (Shell Game, Squamous)Trap: 2 dice (Static Cling, Luminescent)Frighten: 2 dice (Arcing Bark, Luminescent)

    Poknomicon Excerpt:Rosie Bierce confronted Randyand friends with Blhastur in Episode #60: SaturdayNights All Right For Frightening. Team Eibon showed upwith Blhastur for the great New Sunnich PokthulhuTournament in Episode #85: Never SayAgain. Butit wasnt until Episode #119: The King Is Yellowthat awild Blhastur was shown on the Bal-Soggoth inCarcosa Bay. Blhastur is a nasty-tempered lightning-spitting tortoise pokthulhu and, like Hastursaur, they

    become enraged by the sound of their name whensaid by anyone else.

    CthonyxPower: 8 Speed: 2Hit Points: 10Aspects: Decomposing, StickyWeakness: Icy

    Injure: 2 dice (Tentacle Slap, Sticky)Dodge: 1 dice (Slippery Writhe, Decomposing)Trap: 3 dice (Icky Excretions, Sticky)Frighten: 3 dice (Screech of the Damned,

    Decomposing)

    Poknomicon Excerpt:The slime-covered Chthonyx isover 8 feet long, and leaves a translucent mucus trail2 feet wide. So, finding one in its natural habitat(often near rock quarries and stone circles) is far fromchallenging. Commonly sporting a dozen tentaclesand 5 eyes of almost-complete blackness, theChthonyx makes a formidable opponent in the wild.It is also rumored that an average adult Chthonyxhas a bird-like beak somewhere in what is laughinglyreferred to as its face, though most who have attempt-ed to prove this theory have been left in no state toconfirm or deny it.

    When Randy Carter stumbled across one in Episode#220: Eye Scream Sunday, he accidentally came tolearn of the Chthonyxs paralyzing dread of frozendairy products, especially the fearsome frozen yogurt.Team Eibon attempted to duplicate Randys successin scaring a wild Chthonyx by presenting it with avariety of health foods, but, alas, to no avail. The

    fumbling criminals were swallowed whole by thesnarling rock-beast, half-way through quoting theirfamous motto. They might have remained there wereit not for the Chthonyx finding them repugnant intaste, vomiting them up in ball of viscous ooze.

    DholetPower: 6 Speed: 9 Hit Points: 5Aspects: Squamous, StickyWeakness: Icy

    Injure: 2 dice (SwallowVictim, Squamous)Dodge: 3 dice (DigUnderground,Squamous)Trap: 3 dice (SpitGooey Slime, Sticky)Frighten: 1 dice (Surprise from

    Below, Squamous)

    Poknomicon Excerpt:In Episode#72: Dig This!Randy and his palsmeet up with a whole pack ofthese pale, slithering burrowers, whocome up under their camp at night andeat practically everything in sight! A nestof worm-like Dholets (and you neverfind just one!) can make Swiss cheeseout of any area of ground in a matterof minutes. Because they candive underground to hide

    they are darn hard tocatch, even for an experi-enced thulhu wrangler! Theycan also spit gooey slime a dozen yards, making anawful, sticky mess of any thulhu who happens to beon the receiving end and leaving it vulnerable to begobbled up in one gulp.

    Dreaming GuardianPower: 8 Speed: 2 Hit Points: 10Aspects: Fungous, StickyWeakness: Icy

    Injure: 3 dice (Tentacle Thrash, Sticky)Dodge: 2 die (Unassailable Flesh, Fungous)Trap: 3 dice (Engulf, Fungous)Frighten: 1 dice (Blasphemous Seething, Sticky)

    Poknomicon Excerpt:Dreaming Guardians are huge,bloated fleshy masses with roughly half a dozen tenta-cles spread over their bodies and a similar number ofeyes on the top of their shapeless heads. As their

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    name implies, they can sleep in one place for years,but even while sleeping they retain a minimal con-sciousness which allows them to interact with (read:fight) their environment. It is said that the right kindof music can awaken them for a short time . . . butwhat fool would perform such an act?

    A Dreaming Guardian was the feature pokthulhu ofEpisode #47: Where None May Tread. Having somehowgrown much larger than usual, the Guardian hadengulfed a small town, trapping Cindy, the famouspokthulhu master. Randy and his friends came tothe rescue, befriending a strange hermit who awak-ened the Guardian with a Spiral Flute. It fled into theshadowy night, carrying the screaming hermit with it,and the town was freed.

    Drek Maki (First Runner-Up)Power: 8 Speed: 7 Hit Points: 5

    Aspects: Fishy, StickyWeakness: Fungous

    Injure: 3 dice (TentaclesHot Like Wasabi, Fishy)Dodge: 1 die (Delivery,Sticky)Trap: 2 dice (Sticky Rice, Sticky)Frighten: 3 dice (Presentation Which is Everything,Fishy)

    Poknomicon Excerpt:Drek Maki is the proper namefor the dreaded Ichor Roll. A plate of Drek Maki

    appeared at the sushi bar in Episode #71: Miso Horny,but these pokethulhus were not mentioned by nameuntil they helped to clobber the Kimchigo twoepisodes later. Drek Maki are raw fighters, relyingless on skill than on their natural strength. Many frus-trated trainers have been forced to give up and askfor kelp with these thulhus. Although easily roused,Drek Maki are just as easily pacified with green teaand a slice of pickled ginger.

    DzyantPower: 8 Speed: 6 Hit Points: 6Aspects: Non-Euclidean, Luminescent

    Weakness: Sticky

    Injure: 3 dice (Blazing Sting of Ouchies,Luminescent)Dodge: 2 dice (Burrow Through Aether,Non-Euclidean)Trap: 1 dice (Collapse Reality Tunnel,Non-Euclidean)Frighten: 3 dice (Shadow Puppets, Luminescent)

    Poknomicon Excerpt: These insectoid pokthulhuwere featured in Episode #233: The Burrowers BeneathYour Butt. Young Whateley tried to use Dzyant toundermine Muskratonic University after theyrevoked his library privileges. Randy Carter trickedTeam Eibon into using Nine-Tentacled Ftaghn againstDzyant while they talked to the principal and hadYoung Whateleys library fines retracted. YoungWhateley and Dzyant also appeared briefly in Episode#341: Chattanooga Tcho Tcho.

    EldripPower: 8 Speed: 7 Hit Points: 5

    Aspects: Fishy, DecomposingWeakness: Luminescent

    Injure: 2 dice (Fish Slap, Fishy)Dodge: 3 dice (Slippery Fish Dance, Fishy)Trap: 1 dice (Bait and Hook, Fishy)Frighten: 3 dice (Dead Fishy Stink, Decomposing)

    Poknomicon Excerpt: Strange catfish/frog-likepokthulhu that inhabit the haunted bays and inletsnear Cape Dagon. Randy Carter first encounteredEldrip in Episode #142: The Deep Once in the hands ofObie Marsh, resident pokthulhu master of the area

    who challenged him to a duel for possession ofPikathulhu. Obie lost and Randy took Eldrip, buttraded him to Team Eibon to get back the librarycard they had stolen from him. No one likes to hangon to these undead fish-things for long. And who canblame them?

    HounderPower: 8 Speed: 5 Hit Points: 7Aspects: Squamous, DecomposingWeakness: Fishy

    Injure: 3 dice (Drop Dead Stare, Decomposing)

    Dodge: 2 dice (Leathery Bat Dance, Squamous)Trap: 1 dice (Bones to Jelly, Decomposing)Frighten: 3 dice (Flapping Up A Storm, Squamous)

    Poknomicon Excerpt:In the wild, these pokthulhuare found roaming ancient cemeteries and the back-issue boxes of comic shops. Randy Carter ran afoulof Hounder in Episode #305: Shaggai and Skoobaiwhenhe tried to stop his new friends from stealing Shining

    The Pokthulhu Adventure Game

    Its unwise to get too many

    Hastursauri in the same room!

    Pikathulhus Trivia Box

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    Dodecahedrons from the recently deceased. Hounderis a ghostly skeletal amalgamation wrapped in deadbats, who can fly with the aid of bat wings stapled tohis canine head.

    Icthypus

    Power: 5 Speed: 8 Hit Points: 7Aspects: Fishy, StickyWeakness: Fungous

    Injure: 3 dice (Sucker Punch, Sticky)Dodge: 2 dice (Slippery Squirm, Fishy)Trap: 3 dice (Tentacle Truss, Sticky)Frighten: 1 die (Really-Incredibly-Toothy-Smile,Fishy)

    Poknomicon Excerpt:Sonias second-triplet-older-cultist-sister (under a hormone spell) literally had acrush on Bloch (to Derleths annoyance) with her

    trained Icthypus in Episode #222: Lets Cuttle, Dear.Icthypi have a frightening Really-Incredibly-Toothy-Smile, but the coloring of their dorsal scales is friend-ly. While fair at dodging, they tend to be all armswith their Injure and Trap attacks.

    KadathPower: 7 Speed: 6 Hit Points: 7Aspects: Icy, Non-EuclideanWeakness: Fungous

    Injure: 3 dice (Brain-Freeze, Icy)Dodge: 2 dice (Strange-Angled Flipper Slip,

    Non-Euclidean)Trap: 3 dice (Hoary Frosting, Icy)Frighten: 1 dice (Cute Sidereal Shuffle-Walk,Non-Euclidean)

    Poknomicon Excerpt:Kadath are very rare pokthul-hu that inhabitthe coldwastes

    of remote Antarctica. They are valued highlybecause of their unusual natures and cute penguinantics. Randy Carter located Kadath in the coldwaste that bears their name in Episode #111: The Ice-Dream Manso that he could trade the rare pokthul-hu for a cure to a rare form of narcolepsy that

    Pikathulhu developed.

    Lllidorino (1st-Place Winner!)Power: 8 Speed: 4 Hit Points: 8Aspects: Squamous, Non-EuclideanWeakness: Luminescent

    Injure: 2 dice (Gaping Nameless Orifice, Squamous)Dodge: 2 dice (Leathery Wings Utterly UnlikeThose of a Bat, Squamous)Trap: 2 dice (Chrono-Spatial Paradox, Non-Euclidean)Frighten: 3 dice (Baleful, Slitted Eye Utterly Unlike

    That of a Snake, Squamous)

    Poknomicon Excerpt: The mysterious Lllidorinoseem to be extra-temporal pseudo-draconian nether-beings but, on any close examination, they displayfeatures utterly unlike that of any ordinary extra-tem-poral pseudo-draconian nether-beings. They inhabitboth the dark future and the dim mists of the past;their unfathomable intelligences (utterly unlike anyother unfathomable intelligences) conspire tounknown ends.

    Randy Carter ran into the Lllidorino when Team

    Ebion attempted to use them to in an ophidiomanticritual to temporarily transform all of the pokthulhuinto serpentine monstrosities (as seen in Episode #94:

    In The Future Everyone WillBe Squamous For Fifteen

    Minutes). Fortunately, littlePikathulhu broke free from

    the sunken city of gyratingstone that Ftaghn had lured

    him to, just in time to helpRandy foil the evil plan!

    Lllidorino are dangerous and dif-

    ficult to summon, and nobodyhas ever managed to capture one.

    Team Ebion used a combination ofultraterrestrial sorcery and a choco-late milkshake to invoke them, and

    even then, it seemed that the eerie entities (utterlyunlike any other eerie entities) were more than willingto be conjured. Maybe the just really liked the milk-shake. Who knows?

    The Pokthulhu Adventure Game

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    MbeotPower: 4 Speed: 11 Hit Points: 5Aspects: Non-Euclidean, IcyWeakness: Squamous

    Injure: 1 dice (Icy Winds, Icy)

    Dodge: 3 dice (Time Displacement, Non-Euclidean)Trap: 3 dice (Eternal Loop, Non-Euclidean)Frighten: 2 dice (Embarrassing Memories, Non-Euclidean)

    Poknomicon Excerpt:Mbeot appears as a shimmer-ing blue thread of pure cold, manifesting a stalk eyeand several small tentacles on each end. Its truepower comes from its twisting shape, which has butone side. This infinite loop give it limited power overtime, making it seem blindingly fast. They trap vic-tims in a loop of repeating their last twenty seconds,preventing them from fighting back or pursuing.

    The Mbeot was first seen in Episode #109: InfiniteLoop, Schminfinite Loop!in which one of the creatures

    trapped a whole town. The time manipulatingthulhu was seemingly unable to be hit, until

    the pattern or its timejumps was discovered,and Pikathulhu defeat-

    ed it, banishing itback to the icydimension fromwhence it came andfreeing the town.

    Mr. Mi-GoPower: 6 Speed: 9

    Hit Points: 5Aspects: Fungous,

    Non-EuclideanWeakness: Fishy

    Injure: 2 dice (Foul Wind,Fungous)Dodge: 1 dice (Confusing

    Pantomime, Non-Euclidean)Trap: 4 dice (Invisible Box, Non-Euclidean)Frighten: 1 dice (Glowing Head, Non-Euclidean)

    Poknomicon Excerpt:Randy Carter met and imme-diately took a strong disliking to one of these playfulwalking fungi in Episode #64: The Yutz from Yukky.Andno wonder! Once Mr. Mi-Go takes notice of you hebecomes an endless annoyance, creating non-Euclidian invisible boxes and summoning a foulwind against which the victim must struggle to walk,

    despite the fact that no one else can feel (or smell) themildest breeze. No wonder Randy spent most of theepisode trying to get rid of him! Fortunately for OurHero, Mr. Mi-Go decided he was fonder of Randysmother. She puts up with his mischief, renting out thepink, mushroom-like thulhu (whose head glows

    brightly in eerie, constantly-changing colors) to alocal disco as mood lighting.

    NyarlathopyPower: 5 Speed: 8 Hit Points: 7Aspects: Non-Euclidian, StickyWeakness: Luminescent

    Injure: 2 (Lick the Unknown, Sticky)Dodge: 3 (Transformation of Nyarlathopy, Non-Euclidian)Trap: 1 (Mucous Membrane, Sticky)Frighten: 3 (Howl at the Moon, Non-Euclidian)

    Poknomicon Excerpt:This is a Nyarlathopy in theform with three tongues that licks the unknown.Randy first encountered one in Episode #67: The BlackTournament, but that Nyarlathopy was in a differ-ent form. Nyarlathopies likes tochange form every day, becomingsomething new, different, andexciting. In Episode #112: MarcusMucusa Nyarlathopys three tonguesheld a rope bridge together for Randyas rushed to get to the Professorin time to save Yuggy! Later

    Randy realized that theProfessors pet pokthulhuwas in fact a Nyarlathopy inthe form of the Black Manta,and the Nyarlathopies hadhelped him because he was sonice to the Professors pet.

    PentacruelPower: 7 Speed: 7 HitPoints: 6Aspects: Sticky, FishyWeakness: Non-Euclidean

    Injure: 3 dice (Tight Squeeze, Sticky)Dodge: 2 dice (Slippery Fish Slime, Fishy)Trap: 2 dice (Tight Squeeze, Sticky)Frighten: 2 dice (Tentacle Wave, Fishy)

    Poknomicon Excerpt: Randy Carter first encounteredthese sticky, five-tentacled pokthulhu in his first tripto the Antarctic, Episode #111: The Ice-Dream Man.

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    Randy and Sonia barely managed to sneak past fiveof them in his search for Kadath. Team Eibon wasntso lucky and ran afoul of the thulhu when they triedto ambush Randy and steal Kadath. They laterappeared in Episode #167: Return of the Beach Boyswhen little Obie Marsh ambushed Sonia and chal-lenged her to a duel.

    Pentacruel can be found on remote beaches, in sew-ers, and in the occasional pickle barrel. Pentacruel are

    difficult to capture, and never make good housepetsas they are liable to hide in the pipes and consumewhatever they can get their sticky tentacles on.

    Shub-PoliwrathPower: 8 Speed: 4 Hit Points: 8Aspects: Non-Euclidean, StickyWeakness: Icy

    Injure: 2 dice (Dissolving Slimy Grasp, Sticky)Dodge: 1 die (Chest Swirl Displacement, Non-Euclidean)Trap: 3 dice (Chest Swirl Dimensional Banishment,

    Non-Euclidean)Frighten: 3 dice (Chest Swirl Display of Infinity,Non-Euclidean)

    Poknomicon Excerpt:Randy Carter first encounteredShub-Poliwrath while relaxing at a cult gathering inEpisode #113, The Infinite Goat. The night culminatedwith the cult summoning Shub-Poliwrath, Goat of aThousand Slimes, evolved form of Shub-Poliwhirl,only to be drawn into its chest swirl and flung intoanother dimension. Had Randy not been trying tokeep his Pikathuhu from eating his bicycle, he wouldhave been sucked in, too! When Team Eibon arrived

    and tried to capture it with their Nine-TentacledFtaghn, Shub-Poliwrath showed Team Eibon a littlebit of what infinity is like by using its chest, drivingthem temporarily insane and causing them to fleequite rapidly indeed. Randy tried to befriend it, but itsimply ignored him and went for a swim in theAtlantic Ocean. Randy hasnt seen it since.

    Skoobai-ThulhuPower: 7 Speed: 8 Hit Points: 5Aspects: Sticky, FungousWeakness: Icy

    Injure: 2 dice (Hungry-Tongue Grab and Bite, Sticky)

    Dodge: 3 dice (Cowardly Cut and Run, Fungous)Trap: 3 dice (Slobbery Tongue Slime, Sticky)Frighten: 1 dice (Pathetic Cowering andWhimpering, Fungous)

    Poknomicon Excerpt:The strange dog-like pokthul-hu that accompanies Randy Carters friend NorvilleShaggai Rogers is always hungry. Shaggai is forcedto offer it a specially formulated Skoobai-Snack just toget it to attack another pokthulhu. In Episode #305:Shaggai and Skoobaithe duo were stealing ShiningDodecahedrons from the recently deceased whenthey ran afoul of Hounder. Randy and Shaggai had

    to team up to defeat the wild pokthulhu afterSkoobai-Thulhu was captured. The duo returnedwith a group of other cultists trying to locate someghostly thulhus in Episode #333: The Mystery Machine.There are at least two other related pokthulhu thatmay be different evolutionary forms of Skoobai-Thulhu: the inscrutable Skoobai-Dm, and the dread-ed tiny but powerful Skrappai-Thulhu. Shaggai hasused both of them in addition to his trademarkedSkoobai-Thulhu. There is also said to be a rarely-encountered Gber that appears much the same butcan become invisible as well, but it may not be direct-ly related to the others.

    The Pokthulhu Adventure Game

    Norville Shaggai RogersAge: 15 Home Village: Otisburg Aspect: Fungous

    Abilities

    Grade Level: 8

    Phys Ed: 6

    Pokthulhu Lore: 6

    Sanity: 3

    Shoplifting: 2

    Talking Trash: 5

    Notes:A friend of Randy Carter. Hes old enough to

    wear a goatee and carries a pocketful of Skoobai-

    Snacks to feed both himself and his favorite

    pokthulhu. He is just as appetite-driven as the

    Skoobai-Thulhu he uses.

    r

    The Mi-Go-Go allergy to

    chicken-flavored snack crackers

    wasnt revealed until Season 4, so its

    up to the Owner to decide if the players

    are allowed to know about it!

    Pikathulhus Trivia Box

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    Slime PuppyPower: 5 Speed: 9 Hit Points: 6Aspects: Squamous, StickyWeakness: Icy

    Injure: 2 dice (Poison Puke, Squamous)

    Dodge: 3 dice (Slip-Slidin Away, Sticky)Trap: 2 dice (Tentacular Tongue, Sticky)Frighten: 2 dice (Hissy Fit, Squamous)

    Poknomicon Excerpt:Randy Carter and hisPikathulhu faced off against Dark Deacon Paul andPauls Slime Puppy in the first round of theMuskratonic Autumnal Great Summoning (Episode#25: There Goes Slimin Symon). What shouldhave been an easy victory for Randys cud-dly yellow thulhu turned into a nail-biterwhen the larval Puppy devolved into thehumongous Slob-Doggeroth.

    SyThuradyos (Second Runner-Up)Power: 11 Speed: 1 Hit Points: 8Aspects: Decomposing, FishyWeakness: Squamous

    Injure: 3 dice (Soul Shredding Blast,Decomposing)Dodge: 1 dice (Scintillating Ink, Fishy)Trap: 1 dice (Limitless Slurp, Fishy)Frighten: 3 dice (Belch of Reeking Decay,Decomposing)

    Pokenomicon Excerpt:SyThuradyae (the pluralform) are peaceful and quiet pokthulhu in their natu-ral habitat, being either a cold and watery cavern or awell lit shopping mall. The latter lair possesses manythings not typically associated with these giant ghost-ly eels, but they are quite willing to put up with thebuzzing of fluorescent lighting if there are a variety offine coffees available. Generally quite harmless, aswas seen early in Episode #317: Fire, Death and Seafood,when Randy Carter and his Pikathulhu stopped toread a map by the haunting green glow that emanat-ed from the hollow eye sockets of one of these spec-tral behemoths, drawn by curiosity to his sparkly beltbuckle. Team Eibon, however, was quick to discoverthat the space-time distorting abilities of some Non-Euclidean Thulhu are incredibly irritating to aSyThurados, leading to the unscheduled demolition

    of much of downtown Hemlock City by two of thecreatures driven into a furious rage by their trainedYTT.

    UltharPower: 5 Speed: 8 Hit Points: 7

    Aspects: Luminescent, Non-EuclideanWeakness: Sticky

    Injure: 1 dice (Brain-Sucking Stare, Luminescent)Dodge: 3 dice (Step Sideways Through Time, Non-Euclidian)Trap: 2 dice (Scratch in Reality, Non-Euclidean)Frighten: 3 dice (Warped-Doppler Screech, Non-

    Euclidean)

    Poknomicon Excerpt: Ulthar are playful,self-centered pokthulhu from somewhere in

    the shadowy parts of the moon. Randy Carter

    first encountered them in Episode #104:More Like the Father, when TeamEibons mascot, Nine-TentacledFtaghn, was trounced by one that had

    taken a shine to Sonia! Randy wasntable to capture Ulthar, but met over two

    hundred of them on the moon later that sea-son, enlisting their aid to help him capture a wildThree-Lobed Burning Eye in time for the bigtournament in Silver Key Cove! Ulthar are very

    social, and like to gather in large num-bers to groom, drift through the air in slow

    motion, and stare placidly at anyone passing by.

    YgollywogPower: 6 Speed: 9 Hit Points: 5Aspects: Luminescent, SquamousWeakness: Non-Euclidean

    Injure: 4 dice (Biting Hands, Squamous)Dodge: 1 dice (Human Disguise, Luminescent)Trap: 2 dice (Glakys Invokation, Luminescent)Frighten: 2 dice (Loom Menacingly, Squamous)

    Poknomicon Excerpt:Randy learns that reading isntalways fun-damental in Episode #108: Oops, Wrong

    Book!when he borrows something from a famousPokthulologists library only to find hes accidentallyread a passage from the Revelations of Glaky theWacky! Before you know it, here comes trouble frombehind a crumbling brick wall in the form of a mas-sive Ygollywog, the headless, glowing thulhu whosemother never taught him not to eat with his hands(which come equipped with maws full of razor-sharpteeth)!

    The Pokthulhu Adventure Game

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    Synopsis

    While on their way to Nameless Harbor, the Cultistsencounter Gemini, a Cultist their own age whosspoiling for a fight! After a few rounds of thulhu com-bat, Gemini tells them the realreasons shes fightingpassers-by for fun: shes bored, because she cantcross Cold Mountain. A bully named Joey Curwen isterrorizing the mountain road with his pack of TanJenkins, and traffic is halted! Can the Cultists breakthe roadblock and deal with the mysterious increasein storms?

    Scene One: None Shall Pass

    The Cultists are completing a journey from Lake Galito Nameless Harbor. Theres only one obstacle left the road through the heights of Cold Mountain,which looms ahead of them, a gray wedge of rockblotting out half the sky, covered in beautiful green firtrees and snow-capped. They pass over babbling

    brooks and past gibbering grownups; the latter diveinto the former at the sight of genuine PokthulhuCultists passing their way. The Cultists are used toadults being leery of them, but people on the Plateauseem especially skittish right now.

    The Cultists come to a short stone bridge spanning adeep, wooded gorge. Mists curl in the early morninglight, and birds twitter. On the bridge there is a small

    girl a pretty redhead about the same age as theCultists. They dont know it yet, but her name isGemini.

    When the Cultists step on the bridge to cross it (itsthe only way across the misty gorge)Gemini simply shakes her head andgoes mm-m to indicate that sheisnt going to let them cross with-out a fight. She raises a ShiningDodecahedron, and a gleam of lightruns across it. She smiles. Behind her,the Cultists notice that a lot of storm clouds are gath-

    ering over Cold Mountain.

    Shell lead with the Olaus Worm, swapping in anoth-er thulhu if necessary. If more than one Cultist insistson battling her at the same time, shell release herother thulhu as needed to keep a mix of one-on-onebattles going. Gemini will battle furiously and serious-ly, but her heart isnt really in it. After the fight isover, regardless of who wins, shell be a good sport

    The Pokthulhu Adventure Game

    Over Cold MountainA Pokthulhu Adventure for 3-5 Cultists and their Owner,

    in which pork and foul weather combine to bedevil our heroes, anddarkness is well-servd (with cole slaw).

    GeminiAge: 12 Home Village: Nameless Harbor

    Aspect: Fungous

    Abilities

    Grade Level: 8

    Phys Ed: 6

    Pokthulhu Lore: 6Sanity: 3

    Shoplifting: 2

    Talking Trash: 5

    Notes: Gemini is a young cultist itching for a fight.

    She has three Pokthulhu a Scuttle, a Drek Maki,

    and her favorite (since shes aspected towards

    Fungous thulhu) an Olaus Worm.

    z

    Pokthulhu Card

    -Power

    -Speed

    -Hit Points

    Name:

    Aspects:

    Weakness:

    Habitat:Smell:

    Fav. Showtune:

    Injure

    FrightenTrap

    Dodge

    Olaus WormSticky,FungousIcy

    LibrariesFrozen SpinachMaria

    7

    76

    3Spore SpritzFungous 3Rapid Coiling LeapFungous2Orange OozeSticky 1Smells like WetWorms, Fungous

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    about it and congratulate her opponents. Shell notonly let them cross the bridge, shell invite herselfalong to walk with them!

    Gemini lives in Nameless Harbor, and shes trying toget home. Shes been trapped on this side of ColdMountain for four days, though, because the road isblocked by a brat (her word for him) named JoeyCurwen is bullying travelers and not letting anyoneby. Shes been upset about it, so she decided to blowoff steam by fighting some passers-by of her own. Sheapologizes for her behavior and explains all this asthey wander.

    If they ask her more about JoeyCurwen:Shell get angry, but not atthem at Joey. I used to have a lovelyNine-Tentacled Ftaghn! shell sob.

    But I tried to fight Joey to get home,and those wierd Pokthulhu hes using . . .

    made it vanish! I havent been able to find it, andwhen I demanded he return my thulhu, he justlaughed! Hes a mean old bully of a brat! She does-nt know the name of the thulhu Joey had trained,but can describe them: weasel-like creatures withhumanoid (but furry) faces and hands. This is a rarethulhu; the Cultists will need to make a Really Hardtest of their Pokthulhu Lore ability to know thatshes talking about a Tan Jenkin, unless they happento have the Tan Jenkin entered into their personalPoknomicon. Gemini believes that Joey has severalofthe creatures; she defeated one, and he simply sum-

    moned a healthy duplicate to replace it!

    Optional Interlude: WildThulhu

    This adventure assumes that the Cultists have severalThulhu trained and ready to fight for them. If youthink they could use a few extra fodder thulhu forthe impending conflict with Joey Curwen, have themspot a few easy-to-catch wild thulhu along the forest-ed mountain road. Captured wild thulhu can be usedimmediately to fight (though without proper trainingtheir abilities wont be very good).

    Scene Two: Sturm & Drang

    The Cultists and their new friend Gemini are nearthe top of Cold Mountain, on the outskirts of ColdMountain Village. Its begun to rain, and clouds areboiling and churning in the skies overhead. Flashes oflightning are followed almost immediately by cracksof thunder. There are many villagers visible, but none

    of them are inthe village ahead. Theyre all gatheredin a crowd on the outskirts. A few opportunistic types

    have set up stalls selling drinks and snacks.

    The Cultists can speak to any of the villagers thatthey wish to. Most are simply scared scared of JoeyCurwen, and scared (to a much lesser degree) of theCultists. Theyll wail, moan, complain, and pull theirhair out in frustration. Joey Curwen is holding theirvillage hostage, and with it, the only passagewayacross the mountain. The villagers all know that Joeyis using Tan Jenkins to terrorize them Joey has beenbragging about it!

    The Cultists wont have much trouble finding Joey

    when they decide to face him; hell come out to meetthem if they dare cross into his new village. Hellcall them stupid for coming out in the rain, and tellthem to go home while they still have their pets.Hell keep a safe distance from the Cultists, summon-

    The Pokthulhu Adventure Game

    Joey CurwenAge: 10 Home Village: G'dharn

    Aspect: Non-Euclidean

    Abilities

    Grade Level: 4

    Phys Ed: 4

    Pokthulhu Lore: 10

    Sanity: 3

    Shoplifting: 4

    Talking Trash: 5

    Notes: He really is a brat, but hes also a savagely

    competent Thulhu trainer, and not very sane.

    a

    Pokthulhu Card

    -Power

    -Speed

    -Hit Points

    Name:

    Aspects:

    Weakness:

    Habitat:Smell:

    Fav. Showtune:

    Injure

    FrightenTrap

    Dodge

    Tan Jenkin (Mutant)Decomposing,

    Non-EuclideanLuminescent

    Emerald Dodec.Old atticsC'est Moi

    5105

    3Door to NowhereNon-Euclidean2Intestinal BurrowingNon-Euclidean

    1Chest-BurstDecomposing3Simply Failing to BeThere, Non-Euc.

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    ing up Tan Jenkins at need to defend himself andgenerally cause trouble. He has an unlimited supplyofTan Jenkins, due to a special, emerald-huedDodecahedron he stole from his Aunt Fitchs house

    (see the next scene for more on the GreenDodecahedron).

    These Tan Jenkins are the mutated creation of Joeysspecial Dodecahedron. The normal UnexpectedRotting Things, Decomposing Trap attack that wildJenkins use is replaced by the Door to Nowhere,Non-Euclidean, created by the Jenkin whirling in acircle, scraping a wound in the fabric of reality.

    Any Thulhu (or people!) defeated by this Trap powerwill simply vanish, and Joey will refuse to releasethem. He wont let on that he isnt sure howto releasethem . . . Hell simply be a brat about it and use it asan excuse to brag and make threats.

    If any of his own Thulhu are defeated, Joey will be apoor sport about it, and (whining loudly) summonmore Jenkins to attack. Hell keep going until hescaptured at least one of the Cultists thulhu with theDoor to Nowhere, and then hell attack yet again.

    During that next fight, however, something will hap-pen: the storm will intervene. Suddenly, the rain willfeel charged with energy, and the air fills with agreenish haze. Everybodys hair stands on edge, andthere is a sharp smell of ozone. Ask the Cultists how

    they react, and make it plain that they have only asplit-second to do so!

    BOOM!!! The lightning strikes, right in the middle ofthe fight. Everybody is scattered, and any people andfree (not stored in a crystal) Pokthulhu near the fightscene take a single point of damage (to their HitPoints, for the thulhu, and to their Phys Ed, for peo-ple). The two thulhu involved in the fight are blacked

    to a crisp (except for their eyes, which grow wide andblink a lot before collapsing onto a small pile ofashes). Both thulhu are permanently destroyed (excep-tion: Luminescent thulhu will survive, unconscious)and everybody else is singed a bit and knocked sever-al feet away from the center of the blast. When the

    Cultists come to their senses, the rain is harder, morelightning is striking nearby, and Joey is gone as arethe onlooking crowds. Everybody has scattered, seek-ing shelter, and the Cultists should, too, because itsstarting to hail!

    Scene Three: Schemes in theFitch House

    The hailstones start small, but they dont stay thatway. If the Cultists dont seek cover, and fast, theyllsoon be battered by falling chunks of ice or fried bylightning! The Cultists see several houses nearby; if

    the players seem extra-choosy, give them a choice offour colors (a brown house, a green house, a redhouse, and a white house). Whichever one theychoose, however, will be the house of Ledora Fitch,the Famous Witch . . . who also happens to be JoeyCurwens aunt, who also happens to be in NamelessHarbor running errands! In the Fitch house, theCultists will learn about whats going on.

    The Cultists first find shelter on the creaky old porch(the area numbered with a 1 on the map provided).Lots of hail can still reach them there, though, andthe door to the house (clearly abandoned) stands

    open. Let them explore the house in any way theychoose.

    1. Rickety Old Porch: The overhang here is fragile,and hail slants in on a driving wind. There are someold chairs sitting against the window, and the doorhangs open. Peering into either reveals only darkness.Gemini has a flashlight, and if the Cultists dont,shell share.

    2. Drafty Old Corridor: The benches and coat racksarent very menacing, but the stuffed Lllidorino headmight be. Its mounted on the west wall, to the right

    of the door (and its probably a fake, but still).Theres a quilt nailed to the east wall, decorated with

    The Pokthulhu Adventure Game

    Wizards & Witches:A handful

    of adults arent afraid of

    Pokthulhu . . . not because they

    have an unnaturally high Sanity, but

    because they have no Sanity at all. Some grown-upsmaintain ties to the realms of eldritch evil that

    amused them as a child, and so become wizards and

    witches, and completely lose their Sanity score.

    Wizards and Witches are immune to two things:

    being frightened, and rational behavior. Theyre all

    loopy as loons.

    Pikathulhus Trivia Box

    Jj

    rstu

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    22

    a stylized F that makes Gemini gasp. Ledora Fitch isfamous in Nameless Harbor for her potions made (itssaid) of boiled Pokthulhu parts! Gemini will be verynervous, but if the Cultists seem over-eager to leave thewitchs house, shell point out that a powerful witch (orsomething stolenfrom a powerful witch) can probably

    help them solve the Joey Curwen problem. Use Geminito keep them scared but driven (and besides, right now,the storm outside really isthe greater danger).

    Both doors are closed; neither is locked. From nowon, the Cultists will occasionally hear scrabbling,scratching noises from inside the walls.

    3. Musty Old Living Room: There are comfycouches, here, and a small table used to serve tea.Improvise other details as needed, with a stuffy,blue-haired old madwoman motif as your guide.There are, amid the random bric-a-brac, three itemsof real interest:

    A Shopping List:Its sitting on the tea-table witha dried ring of tea staining it. Its a list ofRandom Occult Ingredients (adders wort, blind-worms sting, etc) with the title Dont forgetthese in Nameless Harbor. At the bottom,theres further note-to-self: Remember to leavefrozen dinners for my sisters brat.

    Family Photographs:Lots of these hang on thewalls between little racks with porcelain pigs onthem. Many of the pigs have aprons on; all ofthem are cuter than the motley pack of relativescrowding in the photos. Several pictures featureFitchs sisters brat: her nephew, Joey Curwen!

    Remind the players of that scrabbling behind thewalls.

    The Mooning Pig:One of the pigs is facing thewall, and consequently flashing its littlecorkscrew tail at the room behind it. If the pig isgripped firmly and twisted, the concealed stair-way-door in the kitchen will open with an audi-ble snap. Nobody will notice the odd pig if theyarent taking the time to look; if a Cultist justasks for a general description of the knickknacks,include the mooning pig only if he succeeds at a(secretly-made) Really Hard test of his Grade

    Level. On the other hand, if somebodys specifi-cally searching for something secret or odd, thetest is merely Somewhat Tricky. Youllwant them to notice it eventuallyof course, but theres no hurryif they havent explored thekitchen yet. If they have,slyly insert the mooning piginto a description.

    The Pokthulhu Adventure Game

    The Fitch House237 West Avenue of the Trundledon

    Cold Mountain Village

    1 - Porch

    2 - Corridor/Foyer

    3 - LivingRoom

    4 - Kitchen

    5 - Secret Stair

    6 - Cluttered Attic

    7 - Inner Chamber

    d

    k

    j

    l

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    4. Nasty Old Kitchen: Here, the pig and mad-

    woman motifs marshal their forces for a full-fledgedassault on sense and sensibility, from the dancing-pigwallpaper to the pig-shaped toaster cover. Pig magnetsleer mockingly from the fridge door (inside, there arefrozen dinners for Joey pork chops, every one). Asquat, pig-shaped cookie jar stands like a wicked sen-tinel atop the microwave (inside that, a thawed porkchop dinner is slowly going bad). Theres a table andchairs for eating on. You can guess whats printed onthe tablecloth.

    The west wall is covered by pantry-shelves. One shelfis separate from the others (immediately noticeable if

    anyone looks closely); its a swiveling door leading tothe stairs. It wont open until the secret mechanism inthe living room is activated.

    5. Creaky Old Stairs: The secret door gives way tothis narrow stair, half lit by flashes of lightning in thewindow. Hail plinks urgently on the panes, and therunny shadows of the rain paint the steps in queasy,nightmare patterns that, mercifully, dont resemblepigs.

    6. Creepy Old Cobwebs: This musty, nasty room isused to store assorted rubbish. Recently, this includedJoey Curwen. Mrs. Fitch put out a cot, here for himto sleep on while hes visiting, but he prefers the livin-groom couch. The crates here are stuffed to the brim

    with dusty tools of evil magic; let the Cultists findanything that might interest or frighten them. If theytarry, Gemini will gasp loudly she hears movementbeyond the door to the south! Theres even a hint ofgreenish light seeping under the doorframe.

    7. Something New: Outside, thestorm rages worse than ever. Inhere, things are suddenly muchworse. As the cultists enterthis room, theyre immediatelyattacked by a pair of TanJenkins, bursting from bur-row-holes in the plasterwalls!

    Treat them as Wild Thulhuwith superior attributes. Notethat they have the traditionalTrap attack of the Jenkins, notthe souped-up Doorto Nowhere. Theyllfight to the bitterend; each willopen with aDodge (speedattack).

    This is Ledoras bedcham-ber and magical laborato-ry. There are plenty of fasci-nating items of parapherna-lia, here, but only one itemof vital importance: The Grimoire of Ezekiel Fitch, sittingopen on a squatting pedestal of black, gnarly wood.The Grimoirewas penned by Joeys grandfather(Ledoras dad) in his days as a powerful sorcerer(before he choked to death on a pork chop made justfor him by Ledora). Its open to a very telling pas-sage. The page reads:

    On the Uses of theGreen Dodecahedron

    . . . It is a portal to two dimensions. One containsan inexhaustible supply of the mutated Tan Jenkins,

    the other has a seemingly unfillable space in which tostore whatever the Jenkins capture for me. It is

    extremely powerful. Perhaps Ill conquer the worldwith it next week, after I finish my visit to Ledora

    here on Cold Mountain. Well see . . .

    Pokthulhu Card

    -Power

    -Speed

    -Hit Points

    Name:

    Aspects:

    Weakness:Habitat:

    Smell:

    Fav. Showtune:

    Injure

    FrightenTrap

    Dodge

    Tan JenkinDecomposing,

    Non-Euclidean

    LuminescentEmerald Dodec.Old attics

    Hello, Dolly

    5

    105

    3Unexpected RottingThings, Decomposing2Intestinal BurrowingNon-Euclidean

    1Chest-BurstDecomposing3Simply Failing to BeThere, Non-Euc.

    Coffee makes pokthulhu kind of

    gassy. Its up to the Owner if this

    provides a bonus to Frighten attacks.

    Pikathulhus Trivia Box

    Jj

    Ii23

    The Pokthulhu Adventure Game

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    24

    It might occur to the Cultists to turn the page. Thatwould make them smarter than Joey, who neverbothered. If it doesnt occur to them, hint (or have asudden draft do it for them):

    . . . I m concerned, though, about the Storm Demons.

    The more I fill the storage dimension, the more atten-tive they become. If I overdo it, I suspect theyll riseout of their black folds behind the walls of time anddestroy me (and any geography nearby). No matter.Ill just make a point of emptying the storage pocketregularly with the Ritual of Yug. And if anyone

    cheeses me off, brother, I hope they like rain ha ha.

    I should rest my pen; already I crave those pork chopsI smell. My daughters may hate me, but they surecan cook. I wonder what theyll do when I tell them

    Im leaving all the money to my parakeet? Stupid kids.There are no further entries in the Grimoire of EzekielFitch; the few remaining pages are mostly blank, withthe occasional cheerful doodle of a dancing pig. TheRitual of Yug is described earlier in the Grimoire; itcan be found with a Challenging Grade Level test.The Ritual requires the use of the GreenDodecahedron itself (as well as any amusing stat-uette of a barnyard animal, and the usual chantingand beseeching).

    Scene Four: Tame the Storm!

    Hail begins to rattle against the window so hard thata pane cracks, and the house begins to shudder.Through the cracked glass, the Cultists can see why:Joey is using a crowd of Jenkins to absorb all the hailthats falling on him using the Door to Nowherepower as . . . an umbrella! He strolls through thestreets of the village as if nothing were wrong, sneer-ing at anything that moves. As the pocket dimensionfills with hail, the storm grows ever more deadly.Lightning destroys a house across the street to punc-tuate the concept.

    Its finale time, and the Cultists must save the day.They can accomplish a satisfying conclusion in a vari-ety of ways, but it all boils down to two vital tasks:

    They must get the Green Dodecahedron fromJoey. They can do this by defeating him in battle,

    tricking him, or convincing him that hes endan-gering himself along with everybody else.

    They must perform the Ritual of Yug to emptythe pocket dimension and get the Storm Demonsto back off.

    Joey wont be a pushover. If need be, hell deliberate-ly endanger innocent villagers to distract the efforts ofthe Cultists, and he has no qualms about continuingto use the Jenkins for whatever purposes he mightdevise. Hell be very stubborn if they try to just talkhim down.

    However, over the course of the scene (wherever itleads) things will change to soften his hard noggin abit. Everytime he uses the Jenkins power to suck upsomething thulhu-sized or larger (or every few min-utes in any case, since hes still doing the umbrellatrick) two things will happen:

    The Tan Jenkins get snarlier and surlier, meanerand less obedient. Theyre willing servants ofJoey right now, but as they sense the arrival oftheir Storm Demon masters, their natural alle-giance will take over, and theyll become unpre-

    dictable.

    The storm itself gets deadlier and and deadlier,and even a clod like Joey will begin to suspectthat it isnt coincidence, especially if the Cultistshelpfully imply a connection. When the Jenkinsfinally grow disobedient enough to give up play-ing umbrella, Joey will be very very angry andthen very very scared in rapid turns. Hell bevulnerable, then so vulnerable that the Cultistsmight have to rescue himin order to get theGreen Dodecahedron!

    Let the village backdrop provide any props orscreaming innocents you may need. The scene canwork itself in any direction suited to the Cultists pre-ferred angle of approach.

    When it comes time to perform the Ritual of Yug, aHard test of Pokthulhu Lore is required. If the rollfails, the Cultist performing the ritual can keep tryingtil he gets it right, but every failure should up theante on Dangerous Storm Special FX, just to heighten

    The Pokthulhu Adventure Game

    In Pokthulhu: The Movie, the

    voice of Suddenly Randy

    Pikathulhu (which spawned the most

    controversial plush toy of 2000 and the

    line's first adults-only video game series in 2002) was

    provided by Pokthulhu CCGChampion Chris Reid.

    Pikathulhus Trivia Box

    Jj

    b

    g

    h

    k

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    25

    tension. You can also have things get randomlysucked into the nowhere dimension when the rollfails, to make it seem like there are dangerous conse-quences. Players are suckers for that kind of thing.

    When the ritual succeeds, the storm will melt awayinstantly, leaving a half-wrecked village ruffled gentlyby cool mountain breezes. Everything will be veryquiet. The shadow of a single, fluffy cloud will passover the scene, followed by sparkling sunlight.

    Five second later, the pocket dimensionwill disgorge its contents in a chaoticexplosion of Pokthulhu, furniture,squawking chickens, stray villagers,and a lot of hailstones.

    Huzzah!

    The Cultists and Gemini get backanything they lost to the pocket dimen-sion, including any Pokthulhu that werentzorched by the lightning blast. Those are still longgone, but a wild replacementor two (and any newThulhu the Owner throws in as a reward) wouldntbe out of the question. Joey had trapped a lot ofThulhu when playing around with the stolen gem,and some of them emerge from the chaos sleepingpeacefully (the rest scatter in terror almost immediate-ly).

    The Green Dodecahedron is irreparably cracked inthe Ritual of Yug the stresses of performing the ritu-al with the Storm Demons so close at hand were a bittoo much for it, so the souped-up Tan Jenkins aregone, at least for now. Mrs. Fitch will be very upsetwhen she gets home.

    Nameless Harbor awaits, and the Cultists have a newfriend, Gemini, to show them around!

    A Campaign SeedAlthough the Pokthulhu Adventure Gamemay beused for simple one-on-one pokthulhu fights orstandalone adventures, greater enjoyment of the gamecan be gained through extended campaigns. Owners

    interested in running extended roleplaying campaignsare encouraged to consultNightmares of Minewrit-ten by Kenneth Hite (Iron Crown Enterprises) and

    Narrators Toolkitfor the Star Trek RoleplayingGame(Last Unicorn Games) written by S. John Ross(yeah, the guy who wrote this game and no, its notthe only reason the book is recommended). Thesetwo books alone can greatly expand the talents of anew or experienced PokthulhuOwner.

    To help Owners get started, we have included a fewadventure seeds below. They are intended to be usedas the basis for roleplaying adventures and are in no

    way complete, fleshed-out scenarios. The seeds havebeen listed in an episodic order and Owners areencouraged to string the seeds together over severalgame sessions (throwing in some of their own devi-

    ous ideas, of course) in order to create aPokthulhucampaign.

    Episode One: ThePokthulhu Menace

    The characters begin the game with-out any pokthulhu. Dark Priest

    Maple, one of the few adults in theworld of Pokthulhuwho knows any-

    thing of the Dark Ones and isnt afraid ofthem (hes a genuine Wizard; see the Trivia

    Box on page 21) calls the characters to his lab. Heexplains to the young Cultists that he has studied andprotected thulhu since his childhood, as he assiststhem in each selecting one pokthulhu from his vastcollection. As the characters are acquainting them-selves with their new pokthulhu, several wildpokthulhu break into the lab and the characters areforced to fend off the surprise attack.

    Episode Two: Mi-Go-GoThe Mi-Go-Go have appeared in only a handful ofepisodes of the cartoon show but each appearancehas been a momentous occasion in the lives ofRandy, Sonia, and the cute little Pikathulhu.Unfortunately for the still inexperienced Cultists, theMi-Go-Go have returned.

    The Pokthulhu Adventure Game

    Ezekiel Returned? Smartass

    players might decide that Joey

    isnt Joey, exactly, but rather the

    ghost of Ezekiel Fitch, returned from the

    grave to exact revenge on his ingrate kids by control-ling and/or replacing his good-for-nothing

    grandspawn. This is especially true of smartass play-

    ers who read too much. Reward such insight by mak-

    ing it true, especially if it adds a wrinkle to the climac-

    tic scene!

    Pikathulhus Trivia Box

    Jj

    n

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    26

    The Mi-Go-Go are an extraterrestrial race much like thepokthulhu but they are from an entirely different areaof deep space and are far more evil. Can our heroesfight off the visiting Mi-Go-Go? Or will the home teampokthulhu faint and force the characters to scoop upthe creatures and run for their lives, giving the away

    team another win?

    Episode Three: Dr. Harold

    Westermore, Reanimator?

    Dr. Westermore is considered nothing more than a leg-end in the cartoon show, a Victor Von Frankensteinmyth of the pokthulhu world who supposedly takesdead thulhu and sews their severed limbs and organstogether into monstrosities best left to nightmares. InEpisode #217: Macho Ado About Nothing, Randy ran acrossMachostein who very nearly ended the his life as well asthat of his loyal (and abominably cute) Pikathulhu

    (which would have ended the show and ruined every-thing for the men raking in the cash). Afterwards, DarkPriest Maple told Randy a long story about Dr.Westermore at the end of the episode and hinted thatMachostein may very well be one of Westermores cre-ations. This was the first and last mention of Dr.Westermore in the cartoon show. Until now.

    The Cultists run across a dark tome similar in size andappearance to the Poknomicon. It appears to be the

    journal of Dr. Harold Westermore and inside they findinformation hinting about Dr. Westermores currentlocation and activities. The Owner should encourage thecharacters to track down the bad doctor where they pittheir pokthulhu against the undead creations of Dr.Westermore. If the doctors undead pokthulhu defeatall of the characters thulhu, the doctor steals the charac-ters fainted pokthulhu and flees into the night. If thecharacters thulhu win the battle, Dr. Westermore willescape, but not before vowing revenge againstthe characters. As Westermore flees(whether he won the battle or lost it) hehints theyll never defeat his supreme cre-ation, the undead wild thulhu known asBulba-Zhar.

    Episode Four: LibrarianLumli is missing!

    Oh no! Librarian Lumli, that cute librarian of the localCult Library, has gone missing. The Cultists discoverthis horrible news early one morning when they hit theLibrary to search for information on an elusive wildpokthulhu theyre trying to capture.

    The characters should alert the authorities (ConstableCarly will be especially interested in the missing librari-an) and then offer to join in the search for her (LibrarianLumli is the only one who can help them learn aboutBulba-Zhar). Questioning the locals quickly points themin the direction of the librarian, who was last seen being

    carried off by a giant wild thulhu toward the swamp atthe edge of town. The characters will have to track thebeast to its lair and then defeat it in battle before theycan rescue her. Once freed of captivity she is more thanwilling to assist her saviours and points them in thedirection of Bulba-Zhar.

    Episode Five: Bulba-Zhar

    Dr. Westermores Bulba-Zhar is quickly located by thecharacters once they act upon the information given tothem by Librarian Lumli (if they fail rescuing her inepisode four theyll have to find other clues to lead them

    to the undead thulhus lair).

    Upon entering the lair, Dr. Westermore appears andstarts taunting the Cultists, challenging them to apokthulhu fight, winner take all. I choose you, Bulba-

    Zhar, Westermore screams as the scariest pokthulhuthe cultists have ever seen bursts forth from his shiningdodecahedron!

    If they defeat Bulba-Zhar, Westermore once againescapes, shouting Youll rue the day! If the doctorwins, he taunts the cultists one last time and then rushesinto the black night with his undead creation and the

    Cultists thulhu.

    Further Episodes

    The Owner can choose to either continue the campaign(by having the Cultists pursue the Doctor, trying to cap-ture him or rescue their faithful thulhu before he canexperiment on them) or start a new one with completely

    new characters and thulhu. Continuing the campaignis the best choice, as it creates continuity and allowsthe players to increase their interest in the game.

    Will our heroes encounter Dr. Westermore again?

    When will the Mi-Go-Go attack next? How many dif-ferent pokthulhu are actually out there in the wilds ofthe world?

    Why do all of the Constable Carlys around the worldhave not only the same name but also the same appear-ance and knowledge?

    In future episodes the Cultists and Owner will no doubtanswer these questions and many more

    The Pokthulhu Adventure Game

    o

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    The Pokthulhu Adventure Game

    The Last Word?Third edition! Has it been that long already? When Squishy Brain Games released thefirst edition of the Pokthulhu Adventure Gamein 2000, the Pokthulhu craze wassweeping the globe, but the idea of a game like this struck many fans as absurd. Someof the hardcore fans insisted that, by opening up the universe to players and Owners

    to explore, we were ripping down a floodgate for non-canon creations that wouldsully the purity of the Pokthulhu we collect on DVD. The game appeared quietly atNameless Harborcon, and had modest sales. The fan mail started trickling in.

    By the time John Kovalic hosted Saturday Night Live a few months later andannounced that Dork Storm Press would be producing the 2nd Edition, we had beenso successful that we had a new office building, licenses for translated editions in 71

    languages, and a state-sponsored lottery system to organize our groupies.

    As the real-world Pokthulhu cult has waned, the hardcore fans have retreated intocliques for self-defense, and John, Phil, Russell and I have become de facto defendersof the faith. Search the archives of alt.binaries.pokethulhu and alt.binaries.pokethulhu-flood for the bootleg MP3s of some of the debates at Nameless Harborcon last year.

    Listen to the insults being slung at our beloved TV show at the convention meant to cele-brate it. Shallow? Silly? I mean, sure, some of the episodes are whimsical, but what about

    the drama? When Derleth faced up to her villainy being largely the result of the deathof her sister, that choked me the heck up.

    Anyway, I guess I dont need to preach to the choir, here. You have this gamebecause, like us, youve given up bathing to sit through six-day marathons of the show,

    youve gone to your mundane job wearing Elder Badges and Hax Glyphs, and whensomebody shouts Theyve got candy! Theyve got candy and your villainy STOPS RIGHTHERE . . . You get goosebumps.

    So, this is for you . . . the true fans. May we all be devoured; may we all be consumed.

    S. John RossPokthulhu Adventure Game World HQ

    Building One, Poknomicon Plaza

    Austin, Texas

    (H

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    That is not dead which can eternal lie,and with strange aeons even death may die!

    To bring down our masters on an icy night,And to claim the power when the stars are right . . .

    Derleth! Bloch! Team Eibon!Stand fast to resist our rage . . .

    Or flee to the safety of a new dark age!

    Amid the sagging gables of old New England, evil lurks . . .and squirms, and scuttles, and purrs. Grownups are fleeing in

    terror, hiding behind the Elder Sign.

    Youre 10 years old. Youre ourlast hope. Armed with a

    Shining Dodecahedron and theelder incantations to make it work,

    you capture the monsters and train

    them to use their power . . . Butnot for evil. For sport.

    Youve thrilled to the popular TV show. Now,you can play the game! Is your Shoplifting score

    good enough to sneak a page from your opponentsPoknomicon? Is your trained Jigglypolyp powerful enough to

    defeat a devolved Fungal Cluster? This is the world of

    Pokthulhu, and now its yours to save or conquer!

    Jja

    Creativity, Unbound

    TM

    http://www.cumberlandgames.com/http://www.cumberlandgames.com/http://www.cumberlandgames.com/http://www.cumberlandgames.com/
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    Pokthulhu Cultist

    Grade Level-

    Phys Ed-

    Pokthulu Lore-

    -Sanity

    -Shoplifting

    -Talking Trash

    Player:

    Cultist: Age:

    Home Village:

    Aspect:

    Notes & Unusual Curses:

    Pokthulhu Cultist

    Grade Level-

    Phys Ed-

    Pokthulu Lore-

    -Sanity

    -Shoplifting

    -Talking Trash

    Player:

    Cultist: Age:

    Home Village:

    Aspect:

    Notes & Unusual Curses:

    Pokthulhu Cultist

    Grade Level-

    Phys Ed-

    Pokthulu Lore-

    -Sanity

    -Shoplifting

    -Talking Trash

    Player:

    Cultist: Age:

    Home Village:

    Aspect:

    Notes & Unusual Curses:

    Pokthulhu Cultist

    Grade Level-

    Phys Ed-

    Pokthulu Lore-

    -Sanity

    -Shoplifting

    -Talking Trash

    Player:

    Cultist: Age:

    Home Village:

    Aspect:

    Notes & Unusual Curses:

    Pokthulhu Cultist

    Grade Level-

    Phys Ed-

    Pokthulu Lore-

    -Sanity

    -Shoplifting

    -Talking Trash

    Player:

    Cultist: Age:

    Home Village:

    Aspect:

    Notes & Unusual Curses:

    Pokthulhu Cultist

    Grade Level-

    Phys Ed-

    Pokthulu Lore-

    -Sanity

    -Shoplifting

    -Talking Trash

    Player:

    Cultist: Age:

    Home Village:

    Aspect:

    Notes & Unusual Curses:

    Printingmore

    than7,013ofthesesheetscanresultinspontaneousejectionfromEarthsgravity.

    DrinklotsofSpaceDewfirst.

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    Pokthulhu Card

    -Power

    -Speed

    -Hit Points

    Name:

    Aspects:

    Weakness:

    Habitat:

    Smell:

    Fav. Showtune:

    Injure

    FrightenTrap

    Dodge

    Pokthulhu Card-Power

    -Speed

    -Hit Points

    Name:

    Aspects:

    Weakness:

    Habitat:

    Smell:

    Fav. Showtune:

    Injure

    FrightenTrap

    Dodge

    Pokthulhu Card

    -Power

    -Speed

    -Hit Points

    Name:

    Aspects:

    Weakness:

    Habitat:Smell:

    Fav. Showtune:

    Injure

    FrightenTrap

    Dodge

    Pokthulhu Card

    -Power

    -Speed

    -Hit Points

    Name:

    Aspects:

    Weakness:

    Habitat:

    Smell:

    Fav. Showtune:

    Injure

    FrightenTrap

    Dodge

    Pokthulhu Card-Power

    -Speed

    -Hit Points

    Name:

    Aspects:

    Weakness:

    Habitat:

    Smell:

    Fav. Showtune:

    Injure

    FrightenTrap

    Dodge

    Pokthulhu Card

    -Power

    -Speed

    -Hit Points

    Name:

    Aspects:

    Weakness:

    Habitat:Smell:

    Fav. Showtune:

    Injure

    FrightenTrap

    Dodge

    Permission to serve evil granted. Printing lots of these will help.

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    i

    Dinner Music

    Trigger: Randys serenade toSonia at Lake GaliEffect: Any nearby thulhu getssuper-hungry and instantlyconsumes another nearby thulhu,permanently removing it from

    the game. This voids, by dis-qualification, any sporting com-petition the eaten thulhu mayhave been in at the time.

    i

    Somebody SayTreats?

    Trigger: The MisterSweetslush Jingle (one verse)Effect: A wild thulhu of anychosen species appears nearby.The thulhu will behave nor-mally (which may include asudden attack!) but it can becaptured and tamed, be usedas a diversion, etc.

    i

    Thulhumitosis!

    Trigger: Aunt Hydras victorygloat on Mount Sohlohr.Effect: Any nearby thulhuundergoes spontaneous dupli-cation. The duplicate is perma-nent and identical in everyway, including demeanor, loyal-ties, and abilities.

    i

    Rotten Luck

    Trigger: Archfiend Henrysusual complaintsEffect: A single portable objectof the players choice (a

    Shining Dodecahedron, abook, etc) is lost or otherwiseimpossible to find/reach for theremainder of the scene.

    i

    Blind Eye

    Trigger: Team Eibons chant

    Effect: Any grownup (includ-ing sporting officials) looksthe other way for the durationof a single naughty act on thepart of the player.

    i

    Dance ofDesperation

    Trigger: The Ritual of GleepEffect: The entity of the play-ers choice suddenly needs topee so badly that even speechis impossible. The charactercan do nothing but dance andpantomime and search for amoment of privacy. i

    Clouds of Fate

    Trigger: Blochs birthdaypoem (one verse)Effect: A gas, smoke, or eveninvisible vapor of some kind is

    suddenly present, and everyentity in contact with it is 50%likely to be violently allergic toit, rendered all but worthlessfor the rest of the scene. Onlythe player and the gauntlet areautomatically immune. i

    Luoch Nacha

    Trigger: Titus most embarass-ing secret longing (as he put it)

    Effect: A single nearby personis posessed by Luoch Nacha,the Mad Demon of PosessingOnly A Persons Left Leg andTrying To Get Him Killed, forthe remainder of the scene.

    iWhoever

    Smelt It ...Trigger: The Annual KadathBelch-A-Riffic AnthemEffect: A hole in space appearsnearby and disgorges 871pounds of smelts. i

    Whos There?

    Trigger: The dedication in theJohn Dee edition of thePoknomiconEffect: Any nearby person isutterly unable to resist answer-ing the next knock-knockjoke directed at him. i

    Rites ofPassage?

    Trigger: Any one of SoniasSixty-Six Rules of GrownupsEffect: Any nearby thulhu sud-denly sheds. A nearbygrownup slips and falls on theshedded skin/husk/slime/residue/etc. i

    Soothing

    JourneyTrigger: Pikathulhus favoritelullabye (one verse or refrain)Effect: Any number of nearbyentities drop violently througha hole in space, arriving safelyat the nearest shopping mall.

    iLike Royalty

    Trigger: The infamous BloatedCorpse JokeEffect: Any nearby entity orobject turns bright yellow; thislasts for the next 1-12 scenes (itcan overlap between game ses-sions if need be). i

    Change ofHeart

    Trigger: Randys