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Ghoul Island Saga (Acts 1-4)


Updated for v10+

Ghoul Island for 5e introduces the Cthulhu Mythos to your heroic fantasy campaign as only the mind that created the horror RPG genre can!  Ghoul Island is a full campaign, taking your adventurers from level 1 to level 15. 

Certain spells and monsters in this adventure come from Sandy Petersen's Cthulhu Mythos (SPCM) module (sold separately).  While it is possible to play the adventure without that material, some adjustment will be required. SPCM also contains the core mechanics of a Cthulhu Mythos game, including special skills, languages, races, and classes, rules for Dread and Insanity, and a full bestiary.  To get full enjoyment out of any Cthulhu Mythos adventure, SPCM is recommended (more information below).  

Act 1: Voyage to Farzeen

This first act (of four), Voyage to Farzeen, begins with a mutiny and ends in underground tunnels where our adventurers discover an ancient temple dedicated to a horror thought to have been vanquished long ago! Ghoul Island can easily be introduced into any 5E fantasy campaign and setting!  

Act 1 takes four to five characters from level 1 to 5.

Act 2: Ghoulocracy

The epic story of Ghoul Island continues with Ghoulocracy in which the adventurers investigate a subterranean temple of eldritch horror occupied by the necrophages of Farzeen. Narrowly escaping an encounter with the nascent elder influence of a Great Old One they emerge to find Farzeen nigh unrecognizable, and their allies have fled to the nearby jungles.  

The good islanders of Farzeen will not give up their home without a fight, and the adventurers infiltrate the walled city looking for arms and supplies for the impending battle to reclaim what was lost. Armed, trained, and led by the adventurers the act closes with the Battle for Farzeen! 

Act 2 takes four to five characters from level 5 to 8.

Act 3: Clean Up Crew

The time has come to press their advantage and drive the foul cult of Ghatanothoa from idyllic Farzeen. In act 3, Clean Up Crew, the adventurers do just that and in their investigations learn that their fight has just begun.  

Gaining entrance to the hastily constructed citadel proves to be a nearly insurmountable challenge, and the adventurers turn to the lava tubes riddling Farzeen for an answer. The subterranean path has its own host of challenges, but they fight through, learning more of the island’s true history in the process. When faced with the power of Ghatanothoa they experience their first taste of bitter defeat at the hands of its mummifying gaze. Fortuitously, a previously unknown ally provides the opportunity to escape, and they are able to warn their allies that the battle is far from over. 

Act 3 takes four to five characters from level 8 to 11. 

Act 4: Ghatanothoa Awakens

Ghatanothoa awakens and the end is nigh. The Great Old One is ascending and a plot, centuries in the making, is coming to fruition. The adventurers will travel to lands undreamed of to thwart horrors from their worst nightmares. The time for hard choices is at hand. Will the greater good be served? Or will the needs of the individual outweigh the lives of the many?  Act 4 takes four to five characters from level 11 to 15.

The journey ends with the adventurers thrust between two godlike forces, each intent on ending the other’s influence over Farzeen. Regardless of the decisions made, one thing is for certain, Farzeen will never be the same again.

This conversion for FoundryVTT includes

A Campaign’s Worth of Adventures that spans 21 beautiful, high-resolution, and originally designed maps optimized for web delivery. Each map features walls, windows, doors, and lighting that let your players truly explore without seeing anything they shouldn’t.

Play Instantly: All creatures printed in the adventure are fully built out for you and placed in the map where and how you’d expect them, and they include beautiful artwork and tokens.

Room-By-Room Detail: Descriptions are available for every area with a click, including links to other relevant areas, nearby creatures, and all the treasures your players can loot.

Expand Your World: Make use of over 120 monster stat blocks Sandy Petersen's Cthulhu Mythos (sold separately), dozens of which are Cthulhu Mythos monsters that have never been described for 5e, including new rules for interacting with the Elder Influences of 25 Great Old Ones and Outer Gods (they are much more than a simple encounter!).

Random Encounters: Tables you can click to roll on and then it’s just a drag-and-drop of those creatures to start combat!

Requirements: A licensed version of Foundry Virtual Tabletop and the DND5e – Fifth Edition System game system installed in Foundry.
Foundry Conversion: Clayton Thomson and Scott Kury.

Sandy Petersen’s Cthulhu Mythos: The Ultimate Guide to the Cthulhu Mythos in Roleplaying

Sandy Petersen’s Cthulhu Mythos is the most comprehensive guide to including Lovecraftian elements in your Roleplaying game, written by Sandy Petersen, the author of the groundbreaking Call of Cthulhu role-playing game, and developed primarily by James Jacobs and David N. Ross.

This massive work contains over 100 monster stat blocks, dozens of which are Cthulhu Mythos monsters that have never been described for Dungeons and Dragons 5e – including new rules for interacting with 25 different Great Old Ones and Outer Gods (they are much more than a simple encounter!).

This is much more than a mere bestiary, however. Inside you will find new rules for Insanity and Dreams; 40 new spells and 30 Rituals – a new magic ruleset; dozens of mythos items and artifacts; dozens of Mythos cults detailed; and four new player races from Lovecraft’s universe – Dreamlands Cats, Mythos Ghouls, Gnorri, and Zoogs – as well as new character options, professions, feats, and race options for them.

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