Unusual Elements in Yig Snake Grandaddy

Unusual Elements in Yig Snake Grandaddy

Yig Snake Granddaddy is Petersen Games’ new roleplaying campaign for 5e, based on Lovecraft’s Cthulhu universe as found in Sandy Petersens Cthulhu Mythos. It brings players from Level 1 up to Level 14-20 over the course of several months of play. It comes in four acts, each 60-90 pages long, which combine into a single epic campaign, from the minds of Sandy Petersen and Matt Corley. This campaign is unusual for two reasons.

First, it features time travel, in that ancient creatures – clear back to the dinosaurs – are being brought to the present day to take over the world. This gives gamemasters a chance to feature extinct species and creatures. For example, dinosaurs and pterodactyls play a role in the campaign. Ancient now-vanished Lovecraftian beings, such as serpent men, elder things, and Yithians also make their appearance, and are fierce opponents, to say the least.

These beings are often less-used in Lovecraftian campaigns, because they’re hard to fit into the game world – Yithians should be controlling a world-spanning empire, not lurking in a dungeon, for instance. But this time-travel feature gives us an excuse to feature them. Spoiler – the Yithians do immediately take steps to establish that world-spanning empire!

Second, almost all the opponents are super-intelligent beings. The “stupidest” are the Serpent Men, who have an average INT of 18! The Elder Things and Yithians have average INTS of 23, and many are higher.

This leads to a problem for most gamemasters – how do you portray enemies who are smarter than humans? Smarter than the players, and for that matter, the gamemaster himself?! Well, the rules contain advice on how to do this very thing, and a summary of it is listed here, because it is useful in other situations and games.

Here are some tricks that I’ve used to play super-intelligent opponents.

  1. They almost always know when the PCs are approaching, because they’ve predicted it.
  2. They can instantly identify any equipment, gear, and magic items the PCs have visible. Even if they’ve never seen the item before, they can correctly work out what it does from its appearance. Remember: super-intelligent.
  3. As the gamemaster, listen to the players while they discuss possibilities of action. Then assume that the enemies have taken those player options into consideration.
  4. If the players pull off a coup of some sort, surprising you, you have two options. First, you can let it succeed. After all, wolves and even insects can sometimes surprise humans. Or if you feel your super-enemies would have figured this out, give them a contingency plan. Just pull it out of your butt – there is an escape pod, or a teleporting dinosaur, whatever. Don’t over use this though.
  5. If the enemy is defeated, figure out a way that they can work that defeat into their evil plan. You may not see how at first, but you might be able to figure out something by next week’s game night.
  6. Such enemies should rarely or never fall for an ambush.

Don’t despair – it’s okay if the PCs pull off victories. You’re not trying to “beat” the players. You just want their victory to feel like they beat entities who were smarter than they. This will give them a real feeling of accomplishment and make your game night a fun one.

About Sandy Petersen

Sandy got his start in the game industry at Chaosium in 1980, working on tabletop roleplaying games. His best-known work from that time is the cult game Call of Cthulhu, which has been translated into many languages and is still played worldwide.

He also worked on many other published projects, such as Runequest, Stormbringer, Elfquest and even the Ghostbusters RPG, and was instrumental in the creation of dozens of scenario packs and expansions. He also acted as developer on the original Arkham Horror board game.

In 2013 he founded Petersen Games which has released a series of highly successful boardgame projects, including The Gods War, Evil High Priest, and the much-admired Cthulhu Wars. His games have sold tens of millions of copies worldwide, and he has received dozens of awards from the game industry.

DESIGN CORNER: New Lord

DESIGN CORNER: New Lord

The Return to Planet Apocalypse Kickstarter will have some great new expansions for our much-praised board game while the RPG supplement will show you how to turn any fantasy world into a post-apocalyptic landscape where the heroes fight alongside surviving remnants to merely stymie the fiendish hordes.
Each week we are releasing a Design Corner from Sandy that gives you a sneak peek of art from these new projects.

 

 

Herne the Hunter

Herne is the Wild Hunter of Celtic and German myth. In the stories he flies through the sky or over the ground with his pack of demon hounds. His menace is prodigious — if the Hellhound is not in play, place it in Herne’s area!

He has Pack tokens and starts with tokens equal to the heroes. If his Pack drops below 3, he adds more in his Menace, up to a maximum of 6. If he has run out of Pack tokens, he places Fiends instead, so no matter what he has a sizable contingent accompanying him.

His Toughness is equal to 3 +1 per Pack.

So in a 5 player game, he’d start with a Toughness 8 which is pretty much unthinkably horrible. In addition, each Pack adds 1d12 to his attack (base 6d8). A Lord with Toughness 8 and 6d8+5d12 attack is lethal. Fortunately you can kill the Pack independently of Herne. Each Pack only has Toughness 1+1 and gives the killer 1 Courage.

While Herne also inflicts 1 damage on the hero with the highest Health when he attacks, his main threat is the Pack, so early on during the fight you are forced to kill his hounds, and only later do you target him directly. Of course you may also need to deal with a Hellhound and some Fiends.

DESIGN CORNER: New Hero

DESIGN CORNER: New Hero

Bruno Dawn

The idea behind Bruno is that I wanted to have a hero who was driven mad by the horrors of the apocalypse. He is a fun hero, because he’s crazy. His flaw is pretty bad — when he’s Captain no one else can use the Courage Pool.

But his start ability is highly entertaining — since he’s delusional, at game start he chooses any unused trooper type and places them by the others. Only Bruno can recruit these troopers. He gets to add 1 to his recruit die roll when getting his delusional troopers. This recruitment advantage of +1 to his die roll isn’t quite as good as it seems, because only he can take those troopers; i.e no one else can help set up these ambushes.

His certifiable ability lets him gain 1 Luck as team captain (so he can be a useful counterweight to Ashley’s Luck drain, but beware the Killakee). His Megalomania ability means he gains 3 Courage if he ends his turn in a 4th circle demon’s area, meaning he preferentially seeks out these horrors.

His advancement track moves from both ends towards the middle — I was trying to make it seem kind of schizoid. Anyway, like the other new heroes he works better if you plan a team strategy that uses him.

Still, it does let you get a few Texas Rangers or Hooligans in any region.

Update on The Anatomical Guide to Lovecraftian Horrors

Update on The Anatomical Guide to Lovecraftian Horrors

 

This project has been under development for over one year, and is now in the layout stage. We plan on releasing it in the first quarter of 2021.

What is the deep one skeletal structure? How does the byakhee hune organ allow them to travel through interstellar space? What organs and biological material make up the mysterious and ancient flying polyps?

These questions and more will be answered in Luis Merlo’s groundbreaking scientific study of the anatomy, biology, and ecology of more than two dozen Lovecraftian horrors! Luis Merlo, a doctor from Ecuador, turned his medical knowledge to analyzing the many beings from beyond he had encountered.

Knowing of Sandy Petersen’s knowledge and experience with such beings (being Cthulhu’s Van Helsing, if you will), he contacted Sandy with the intent to publicize and publish his esoteric findings. Unfortunately, through a series of mysterious events, Luis Merlo has been missing, but luckily his writings have been found and preserved to be published posthumously on his behalf. 

Return to Planet Apocalypse: Campaign Begins September 21!

Return to Planet Apocalypse: Campaign Begins September 21!

The rumors are TRUE! September 21 we will be not only releasing Planet Apocalypse 2, the board game, but also Planet Apocalypse the 5e sourcebook on Kickstarter!

The Return to Planet Apocalypse Kickstarter will have some great new expansions for our much-praised board game while the RPG supplement will show you how turn any fantasy world into a post-apocalyptic landscape where the heroes fight alongside surviving remnants to merely stymie the fiendish hordes.

Each week we are releasing a Design Corner from Sandy that gives you a sneak peek of art from these new projects.

Stay tuned! In a departure from our normal campaigns we will be offering a special gift for those who pledge in the first 48 hours. Stay tuned – we will release the details next week!

Using Game Elements to your Advantage in 8-Bit Attack

Using Game Elements to your Advantage in 8-Bit Attack

8-Bit Attack by Petersen Games is a game of manic cooperative battle, inspired by the old side-scrolling console games we all loved. Each player controls a gallant 8-bit hero who, with his friends, must take out a series of mini-bosses.

Power-up your heroes until they’re tough enough to take on the final boss- none other than Cthulhu himself! The five expansions to 8-Bit Attack add new final bosses in their own way as tough as Cthulhu.

You’ll need to apply both tactics and strategy as you work with your friends to defeat the fearsome foes. Three of the many game elements to assist with this are Ascension, Potions, and Runes.

A single Ascension is huge – you get an extra combat die, a new active ability, and a new passive ability. It’s terrific. Of course, it costs 2 medals. My son Lincoln always goes for Ascensions first. I’m not sure agree with his theory here.

I really like getting the potion sets. With a full set of potions, a hero can survive 2-3 extra rounds with the health potion, fire off 1-2 extra abilities with the energy potion, and then survive another 4-5 rounds PLUS fire off more abilities with the resurrection potion.

I think it’s better than an Ascension any day. Of course, it’s just one-use, as opposed to the Ascension’s permanent boost. Who’s right, me or Link? Hard to say. I think my plan of getting the potions is better if you then use those potions to take on a significantly higher Assault. In effect you’ve then paid 1 medal (for the potions) to earn perhaps 3 more. Well worth it, if you can pull it off.

But let’s talk Runes. Unlike an Ascension or set of potions, a single Rune won’t change everything, but it certainly makes a difference. It’s like an always-on buff in a sense. For example, look at this randomly drawn hero: Ava the Adventurous.

Her first Rune is HP+5. An extra 5 Hit Points typically lets her survive 2 more rounds of combat without needing a heal, depending on her enemies. She might last even longer against some foes. Two extra rounds mean two extra attacks for her, possibly enough to finish off an enemy or to get enough energy for another ability. 

Her second Rune is two slow armor. This is even better than the extra Hit Points, but only if she is being targeted by the right enemy. The King in Yellow champion for instance, only inflicts fast hits, so her armor is useless. But the Hellhound champion inflicts 2 slow hits in a counterattack, which means she can attack the Hellhound with impunity. That’s priceless. So, this Rune is situationally valuable. 

Her third Rune is an extra fast damage for every attack. It’s like rolling a whole extra die every turn – a predictable one! Most characters seem to manage to last 3-4 rounds in combat. This means the damage rune lets her inflict 3-4 extra damage, about half the hit points of a minion.

So, if she rolls into action without the damage rune, she’ll probably be able to kill 1 Minion in her 3-4 rounds of life. But with the damage rune, she can kill her own enemy quicker, and then kill off half of another player’s Minion. This has a snowball effect, letting all the players take less damage and finish their foes faster. Is it better than her two protective runes of Hit Points or Armor? It kind of depends on your play style. 

If you like precision, I’d go for the hit points. They’re reliable. If you’re a gambler, I’d go for the slow armor – it can be great vs. the right enemy. If you fall somewhere between these extremes, I’d say go for the fast attack. 

Or even more sensibly you could look and see what your fellows have for their abilities and boosts? If they are able to give everyone slow armor, you probably don’t need bonus slow armor on top of that. If they give everyone fast attacks, you may want your fast attack to add to it and make it even more effective. If they suck at healing, you may want the extra Hit Points for survival purposes.

The take home message is that you must craft your hero over the series of battles to get him or her tough enough to take on that final boss, and you have lots of choices in how to do this.

About Sandy Petersen

Sandy got his start in the game industry at Chaosium in 1980, working on tabletop roleplaying games. His best-known work from that time is the cult game Call of Cthulhu, which has been translated into many languages and is still played worldwide.

He also worked on many other published projects, such as Runequest, Stormbringer, Elfquest and even the Ghostbusters RPG, and was instrumental in the creation of dozens of scenario packs and expansions. He also acted as developer on the original Arkham Horror board game. In 2013 he founded Petersen Games which has released a series of highly successful boardgame projects, including The Gods War, Evil High Priest, and the much-admired Cthulhu Wars. His games have sold tens of millions of copies worldwide, and he has received dozens of awards from the game industry.