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Sandy Petersen's Cthulhu Mythos for Pathfinder

Created by Sandy Petersen

The definitive guide by Sandy Petersen. New rules and over 100 monsters for the Cthulhu Mythos plus tons of 28mm scale miniatures.

Latest Updates from Our Project:

Miniatures Sets Shipping Update!
over 7 years ago – Tue, Feb 21, 2017 at 08:34:37 PM

All,

We have a shipping update on the plastic miniatures. As we stated previously, the book is not quite ready, but the plastic miniatures are (except the painted gates, which will have to ship later).

The good news is that ALL miniature sets bound for ALL backers in the Western Hemisphere are about to arrive in Seattle on February 26th. These will then go through customs, which should not take too long (a week or so on the high end, if we hit some speed bump). Our fulfillment house is very near the port it is going to this time, and they believe they can get it all out the door in about a week once it gets to them.

For all miniature sets for Europe, Australia/NZ, and Asia, these will leave China around March 10th.

We apologize for this multi-wave shipping and added complexity. We were unable to perfectly coordinate the plastic mass production (which had to do with our Cthulhu Wars manufacturing), and the writing of the book. We will get you more updates regarding the book itself when we know more.

If you need to make a last minute address update for N. or S. America, please email support at petersen games dot com!

Brain Cylinder 83.7.1 (Arthur)

 

 

 

Morri about the Gnorri
almost 8 years ago – Fri, Feb 17, 2017 at 10:03:37 PM

This is not in layout yet, but we really wanted to share it today:

GNORRI: (Singular is “Gnor”)

Gnorri are 10 feet or longer, but are Medium creatures. On land, their tail curls and their back arches to make them about 7 feet tall. In water the gnorri are both finned and bearded. However, on land when they’ve dried they lose both beard and fins, like a pine tree losing its needles. As both the beard and fins are purely decorative, this has no effect on them when they return to the water. It typically takes about 1 to 3 days for the beard and fins to return while the gnor is submerged in water continuously. 

Gnorri have two to four arms. The four armed gnorri typically have a noticeably thinner build than two and three armed brethren. Gnorri have three genders which are usually indistinguishable by non-gnorri.

Gnorri ability score modifiers are based on how many arms they have:

Gnorri with two or three arms have: +2 Dexterity, +2 Wisdom, -4 Charisma.

Gnorri with four arms have: -2 Strength, +2 Wisdom, -4 Charisma.

All subtypes of Gnorri can have different numbers of arms – arm numbers do not denote different races. Likewise, gender or parentage plays no part in determining the number of arms a gnor has.

GMs are encouraged to allow the player to choose the number of limbs his character has. After all, part of the fun of playing a gnor is having more than two arms. If a player (or GM) would prefer to decide randomly, below is the table:

01% - 49% (49%) Two Arms

50% - 93% (44%) Three Arms

94% - 100% (7%) Four Arms

 Gnorri Racial traits vary depending on the sub-type of gnorri. This is explained below.

Gnorri come in various colors and racial subtypes depending on what environment they originate from. Their racial traits are also determined by their environment.

this is actually the red gnorri. You might need to get your eyes checked for color blindness if you thought blue.
this is actually the red gnorri. You might need to get your eyes checked for color blindness if you thought blue.

 

Blue gnorri, the ones most commonly encountered by land dwellers, live in the Sunlight (Epipelagic) Zone of the ocean, but hunt in the Twilight (Mesopelagic) Zone.

RACIAL TRAITS

  • Amphibious
  • Land Speed (30ft)
  • Swim Speed (30ft) Swim +8 Bonus
  • Low light vision
  • Hard to discern individuals of other races -2 on Sense Motive, Diplomacy, and Bluff Skills
  • Weapon Familiarity: Gnorri Racial Weapons
  • Group Grotto Making (3rd gender only)
  • Magical Pulses (magnified in large groups of gnorri)
  • Starting languages: Gnorri and Common
  • Legless: Gnorri have no legs, and cannot be tripped
He's just embarrassed Or maybe mad. He's actually a blue gnorri.
He's just embarrassed Or maybe mad. He's actually a blue gnorri.

Red gnorri live in the Midnight (Bathypelgic) Zone and often hunt in the Twilight Zone. Although more uncommon than blue gnorri, the red colored gnorri have been known to travel and explore land. The blue and red gnorri often trade with one another and even occasionally mate. The offspring of these encounters are typically red or blue, but some are a splendid mix of the two colors.

RACIAL TRAITS

  • Amphibious
  • Land Speed (20ft)
  • Swim Speed (30ft) Swim +8 Bonus
  • Low light vision
  • Dark Vision 60’
  • Hard to discern individuals of other races -2 on Sense Motive, Diplomacy, and Bluff Skills
  • Weapon Familiarity: Gnorri Racial Weapons
  • Group Grotto Making (3rd gender only)
  • Magical Pulses (magnified in large groups of gnorri)
  • Starting languages: Gnorri and Common
  • Legless: Gnorri have no legs, and cannot be tripped
The infamous rainbow gnorri!
The infamous rainbow gnorri!

 

Black gnorri, also called abyssal gnorri, live in the Abyss (Abyssopelagic) Zone. They are power magic users and culturally quite evil. They typically stay to themselves, but occasionally trade with red gnorri. Fortunately for land dwellers they rarely go ashore. 

RACIAL TRAITS

  • Amphibious
  • Land Speed (20ft)
  • Swim Speed (30ft) Swim +8 Bonus
  • Light Blindness
  • Can see underwater perfectly even in pitch black
  • Hard to discern individuals of other races -2 on Sense Motive, Diplomacy, and Bluff Skills
  • Weapon Familiarity: Gnorri Racial Weapons
  • Group Grotto Making (3rd gender only)
  • Magical Pulses (magnified in large groups of gnorri).
  • Deep Magic: +2
  • Xenophobic. Don’t get Common as an automatic starting language
  • Legless: Gnorri have no legs, and cannot be tripped
These guys are perpetually ill. So, they are legitimately green, but due to sickness all the time.
These guys are perpetually ill. So, they are legitimately green, but due to sickness all the time.

 

Brown-Green gnorri live in swamp areas and are referred to as swamp gnorri. Although not as strong as swimmers as their cousins, they are the most comfortable on land of all the gnorri.

RACIAL TRAITS

  • Amphibious
  • Land Speed (30ft)
  • Hard to discern individuals of other races -2 on Sense Motive, Diplomacy, and Bluff Skills
  • Weapon Familiarity: Gnorri Racial Weapons [As a selectable feat only]
  • Poison resistance:  +4 on saving throws against poison and poison-spell/spell like abilities
  • Toxic - Number of times per day equal to their constitution (min 1) can apply poison to a weapon through either saliva or blood as a swift action.
  • POISON: DC 10+½ users HD + con modifier frequency 1 round for 6 rounds , 1d2 con; cure 1 save
  • Camouflage (Swamps) +4 to Stealth checks within swamps and marshes.
  • Swamp Stride (Ex): A gnorri can move through difficult terrain at its normal speed while within a swamp. Magically altered terrain affects a gnor normally.
  • Legless: Gnorri have no legs, and cannot be tripped
The hoary gnorri!
The hoary gnorri!

 

White-grey gnorri live in artic areas and are typically only seen in their native habitat.

 RACIAL TRAITS

  • Amphibious
  • Land Speed (20ft)
  • Swim Speed (30ft) Swim +8 Bonus
  • Low light vision
  • Hard to discern individuals of other races -2 on Sense Motive, Diplomacy, and Bluff Skills
  • Weapon Familiarity: Gnorri Racial Weapons
  • Group Grotto Making (3rd gender only)
  • Magical Pulses (magnified in large groups of gnorri)
  • Starting languages: Gnorri and Common (other close by land dwelling race)
  • Energy Resistance cold 5
  • Heat vulnerability
  • Camouflage +4 to Stealth checks within snow and arctic water conditions
  • Swamp Stride (Ex): A gnorri can move through difficult terrain at its normal speed while within the snow. Magically altered terrain affects a gnor normally.
  • Legless: Gnorri have no legs, and cannot be tripped
Gnorri Party!
Gnorri Party!

 

Hadal gnorri live in the deepest trenches of the ocean. They are said to be truly monstrous; huge and mutated: the stuff of nightmares. Perhaps they are only legends among the gnorri themselves, never seen by land dwellers.

Rain forest gnorri are smaller, green versions of gnorri that live in non-tropical rainforests. 

- Brain Cylinder #67.23.8 (Ian)

Even Outer Gods have hearts
almost 8 years ago – Tue, Feb 14, 2017 at 09:45:32 PM

 

Shipping and Printing Update
almost 8 years ago – Sat, Feb 11, 2017 at 12:00:12 AM

All,

Shipping date of Miniatures: We have good news!  All the miniatures sets for USA and Canada backers are on their way across the Pacific, they should be arriving at your homes in mid March! The rest of the world’s miniatures sets will be shipping out of China in early March, and should arrive at your homes in April.

Book publishing date: Many have asked this very reasonable question – when will I get the book. Part of the reason we’ve had a bit of difficulty nailing this down is the accessibility of the leather we need, and far more relevantly, the 20% additional content. The latter isn’t just tacked onto the back of the book. Rather it’s spread throughout the book. This has caused additional layout, art, writing, etc. At this point it looks like the book should be in your hands in May, with the PDF delivered in March.  

In this update we’ll begin a focus on the gnorri, one of the least known mythos races in Sandy Petersen’s Cthulhu Mythos for Pathfinder.

In this update we’ll look a little at the weapons they use.

Gnorri Special Weapons:

Gnorri weapons are almost exclusively made out of the mithral-like bones of the Dahg Gahdohl (pronounced dag gadol) which are terribly vicious and dangerous large fish. These weapons, although made from bone, do not have the ‘fragile’ characteristic. Gnorri form their ‘sacred’ martial weapons from the unusually strong bones of these large sea creatures. It is considered taboo to sell the bones to non-gnorri, however finished weapons are in rare cases traded for things of value to the gnorri that owns the weapon. Also, another interesting characteristic of these bone weapons is that even after they are made and complete, they can be worked on further to become a masterwork weapon. 

Gnorri One-handed Shortspear: This spear is about 3 feet in length with about ½ it’s length being the blade. It is balanced (weight on the end) in such a manner to be suitable as a thrown weapon. 4gp 1d6, crit: 20/x2. Range: 15’. 6 Ibs. Piercing or Slashing. When thrown, damage is only piercing.

Gnorri Two-handed Long Spear: This spear is about 6-7 feet in length with about 3 feet its length being the blade. The spear is made completely of bone. It can be a reach or non-reach weapon in the hands of a gnorri with martial proficiency or someone with the exotic weapon feat for this weapon. 60gp 1d10, crit: 18-20 x2. Range: None. 10 Ibs. Piercing or Slashing. Can be Reach or Non-Reach. Deadly.

Gnorri One-Handed Short Sword: This 2 ½  foot weapon is slightly curved with a wide blade and jagged parts that tear the flesh.  It is considered a light weapon. 30gp 1d6, crit: 18-20 x2. Range: none. 4 Ibs. Slashing or Piercing. Deadly.

Gnorri One-Handed Sword: This 4 foot weapon has a slight curve with a wide blade and jagged parts that tear the flesh. If the character has Exotic Weapon Proficiency (Gnorri Sword) or is a gnorri with proficiency in gnorri sword then it is considered a one-handed weapon. Without the appropriate feat, it is a two-handed weapon.50gp 1d8, crit: 18-20 x2. Range: none. 8 Ibs. Slashing or Piercing. Deadly.

Gnorri Three-Handed Sword: Similar to the Gnorri One-Handed Sword, this 6 foot weapon has a greater curve with a wide blade and jagged parts that tear the flesh. It is unwieldy weapon that requires three hands to effectively use it.75gp 2d8, crit: 18-20 x2. Range: none. 12 Ibs. Slashing. Deadly.

Other Weapons Used By Gnorri:

Harpoon. 5gp 1d8, crit: 20 x3. Range: 10’. 16 Ibs. Piercing. Grapple.Typically used from the water to land to capture land creatures.

Underwater heavy crossbow: 100gp 1d10, crit: 19-20 x3. Range: 120’. 8 Ibs. Piercing

Underwater light crossbow: 75gp 1d8, crit: 19-20 x3. Range: 80’. 4 Ibs. Piercing

I hope you enjoy beginning to learn about Gnorri. More to come on them next week.

 - Brain Cylinder 67.23.8 (Ian)

An Introductory Essay and PC Races images
almost 8 years ago – Sat, Feb 04, 2017 at 12:25:37 AM

All,

A quick update this week. Wanted to show something a little different, first the 4 PC races together. This (or possibly a variant) is for the beginning of the PC Races chapter.

I'm actually a little confused why the ghoul looks so feral. Maybe they're just chaotic evil.
I'm actually a little confused why the ghoul looks so feral. Maybe they're just chaotic evil.

Sandy on Horror 

And here is something from the introduction chapter - essays from Sandy about things that may be useful for gamemasters in particular. 

 

 CLICK ON ME FOR A PDF!

Next week we might be able to show you the awesome, final cover. My poor brain likes it so much I can almost move inside my can with the force of my enthusiasm. 

 - Brain Cylinder #83.7.1.