Appendix
This is the last chapter in the book and it’s almost entirely dedicated to incorporating the
Cthulhu Mythos into your D&D game. I suspect for a lot of people, this is the primary draw to CoC d20. We’re also provided with some information about the reverse; adding D&D monsters into your CoC campaign. That’s an idea with potential, since it bolsters the otherwise somewhat small CoC bestiary and a lot of D&D monsters are Lovecraftian to begin with.
The first segment for Lovecraftian D&D games involves embracing the nihilistic tone of cosmic horror wholesale. Clerics are all insane cultists who worship their mad gods and the world is a dark, bleak place where the forces of darkness are barely held at bay.
I will confess, this is a novel approach that I don’t think I’ve seen before. But I don’t think it’d be all that popular since players come to D&D with a very specific set of expectations and cosmic horror isn’t among them.
The alternative suggestion is to just add the Cthulhu Mythos into D&D and they’re just more monsters for you to kill and take their stuff. I suspect this will be more appealing to most groups than the former idea.
We get some information to convert CoC monsters and spells into D&D. I seriously doubt most D&D players will be interested in these spells, with perhaps the exception of Create Time Gate. It’s a 9th level Sor/Wiz spell
that costs 10,000 XP to cast! Holy shit!
We also get some info on incorporating the sanity system into D&D (you don’t want to do this) and we get a list of how much sanity loss various D&D monsters incur. I feel like the sanity system in the SRD will cover these needs just fine.
Next, we get stats for some of the Great Old Ones and Outer Gods. Normally, you’d wonder why they bother, but the book explicitly states these statblocks are for use in D&D:
Call of Cthulhu d20 wrote:The deities described in the Cthulhu Mythos are beyond mortal kin in the Call of Cthulhu game. They usually need no statistics, for they are beyond such things.
However, in DUNGEONS & DRAGONS, where player characters can cast wish spells and struggle against the powerful dragons, they can make formidable foes, whether as evil gods worshiped by insane clerics or extraordinarily powerful enemies that high-level characters do battle with (or both).
While I disagree with the idea that you shouldn’t bother giving these critters stats, I’m glad they recognize that a party of D&D adventurers might want to beat up Cthulhu and take his stuff.
I also want to point out that CoC d20 statting up the Great Old Ones/Outer Gods is something I see people bitch about a lot, but they never seem to realize that this was done for use in D&D and not CoC.
By the way, if you do use these statblocks for CoC d20, you’re not going to kill them. Ever. Even if you bring in shit from d20 Future, it’s not happening. All of these guys are epic level encounters, with Azathoth being the strongest at CR 50. So, the bitching about how the players in CoC d20 will just kill Cthulhu instead of losing d3 investigators a round are also entirely unfounded.
All of the entities here are also gods, which is odd to me since dudes like Cthulhu and Dagon aren’t supposed to be divine. All of these monsters use the rules from
Deities and Demigods, which are pretty goddamn awful. A prime illustration of this is that Cthulhu is a demigod. Under the
Deities and Demigods rules, a demigod is a full fledged god, albeit a weak one. Quasi-gods are the ones with “not quite a god but has a spark of divinity.” Fucking, fuckity, fuck!
Let’s go over a couple of these statblocks, shall we?
Cthulhu
Cthulhu is a CR 34 abomination with 882 HP, an AC of 47 and really pathetic melee attacks. If he grapples you, he can drain your ability scores or levels (DC 39 FORT save to negate) and he can cast any spell from the Evil, Death, Destruction and Water domains at will. His best strategy is to act like a high-level Wizard and cast Gate. Once he calls an 80 HD monster, he can sit back eating popcorn with his face tentacles while it beats your ass into the ground.
Hastur
Hastar is CR 37, but he actually has less HP than Cthulhu (600) and worse AC (43). No one could accuse the CR system of making sense. His melee attacks are a lot better, though, d100 + 13 damage. Hastur gets spells from the Chaos, Destruction, Evil and Madness domains. He can also drain d100 sanity points with a touch attack. Hastur also gets all Sorcerer spells and Alter Reality, so good luck fighting him.
Nyarlothotep
Nyarlothotep is CR 45 and has 650 HP and an AC of 32. If I’m not mistaken, he’s got the highest INT score of any D&D or CoC monster, a whopping 75. His melee damage also sucks. Nyarlothotep gets spells from the Chaos, Destruction, Madness, Magic and Trickery domains. You can only kill him for good if you’re actually a god of a higher divine rank. Not that you’ll ever kill him.
Because Nyarlothotep can cast any spell as a free action! What the fucking hell?! Reading this strictly RAW means he can cast as many spells in one round as he wants. You die if your DM has the faintest clue what they’re doing.
Cthugha
The Lord of Flame is CR 21, has 513 HP and an AC of 36. The only domain Cthugha gets spells from is Fire. Makes sense, but kind leaves him with limited options. Cthugha also can cast “any spell pertaining to summoning and binding with entities of flame” once per day. I’m sure with enough dumpster diving, you could come up with something badass but of the gods we’ve looked at so far, I think Cthugha is the most takeable.
Amusingly, despite mentioning Y’ Golonac in this chapter, they forget to provide a statblock for him and had to put one in the errata.
The last section of the book is about converting CoC investigators and monsters to d20. I’ve gotten some mileage out of the monster conversion rules, but they leave a lot of blanks that the GM has to fill in. What feats they get, for example, is completely up to the GM.
We get a recommended reading list and that’s the book.
Final Thoughts
Call of Cthulhu d20 is definitely worse than I remember it being. That’s probably because when I first read this book, I had rock bottom expectations whereas this time I was purposely looking for problems.
I do still like the system, despite its flaws, but rereading it did make me realize just how many houserule I used during the one shot I ran.
In the interest of positive criticism, I do have some suggestions for fixing CoC d20 (without rewriting the entire thing from scratch). It’s not all that hard, since you can just steal stuff from other d20 games.
Swap Speak Other Language for Decipher Script and handle languages the same way D&D 3.5 does. Consolidate the skill list. Implement E6 across the board. Maybe steal some content from
d20 Modern (the
Menace Manual has some interesting monsters).
I know some of you will ask why you would want to even bother fixing CoC d20 and that leads me neatly into my final point.
As flawed as
Call of Cthulhu d20 is, I don’t think it’s as bad as the BRP
Call of Cthulhu games. People want to play cosmic horror adventures in the early 20th century. But the games that do that are ass.
Of the CoC games that exist, are any of them actually better options than CoC d20?
Trail of Cthulhu is the only one I can think of and I know Gumshoe basically boils down to a walking simulator with heavy Magical Tea Party.
I’m painfully aware the best approach would be to use an entirely different system and adapt it for
Call of Cthulhu. Or to make your own system from scratch.
But of the actual CoC games we have, is
Call of Cthulhu d20 the best we’ve got? I’m honestly curious and if it is, that’s… really sad.