N is for Nurgle (Beasts of)

I have run The Oldenhaller Contract many times, usually at gaming conventions. It's amazing how different groups run through the same adventure. One thing that's not usually different, however, is how easily the group overcomes the last encounter: Nurgle cultists and the Beast of Nurgle.

The Beast of Nurgle is a 5 foot tall snail-like creature with suckers instead of a head. It also has a whip-like tail. It oozes a putrid slime behind it that can cause the rot. The suckers are said to be "immensely powerful," however, and here's where things start to fall apart, the creature only has a strength of 3...which is the strength of the average character.

What the beast does have going for it is that damage from the suckers ignores armor. Also, each sucker may cause paralyzation if the character fails a poison test. The whip-like tail is for lassoing paralyzed victims.

In my experience, the beast hardly hits the characters. It only has a weapon skill of 33. Combine that with only 15 wounds, and it usually only lasts a round against a group of PCs. This is if, and only if, the cultist in the last room finishes summoning it. In my experience, the PCs have disrupted the summoning, if not out-rightly killing the cultists, before the spell is finished.


JB said…
Nice. Big Nurgle fan, but a first time visitor to your blog (not sure how I missed it before).

While I own a lot of 1E WHFRP, I really haven't had the opportunity to play much...I've run the Oldenhaller Contract once or twice, and the characters never reached the end, so I had no idea how the Beast worked "in play." Your description makes it seem pretty darn anti-climactic (which is sad for an iconic daemon of a Great Power).

I see you've also played a number of other fantasy RPGs...ever do any Warhammer conversions to other systems? Throw a little Khorne love into the Shadowrun world? Set a D&D campaign on the Reik?

Sorry...don't mean to derail your A-Z posting. Just curious.
Roger said…
Khorne love into the Shadowrun world sounds like a great idea! I have not tried to do that myself.

The fight at the end has always been a little anticlimactic for me. It got to the point where I've changed it from cultists to skaven and from a Beast of Nurgle into a rat ogre. I may go back to cultist at some point and have the players enter at the exact moment they are completing the ritual. That and rereading the Beast's description could make the fight at the end interesting again.
Timothy Brannan said…
Aren't these the things that kept stealing Luna Lovegood's shoes in Harry Potter?

Oh wait. Those were Nargles.

Either way these things are cool.

Tim Brannan, The Other Side Blog
2015 A to Z of Vampires
Roger said…
Yeah, I'm starting to dig the "vorpal suckers" after rereading it.
JB said…
Definitely need to be beefed up. Granddaddy Nurgle can't be made to look foolish!

Popular posts from this blog

Current Thoughts on the OSR

Social Rules in RPGs