TRF’s Twelve Days of Christmas: Day 11, Cultists

On the Eleventh Day of Christmas
My GM gave to me,
Eleven cultists plotting,
Ten goblins singing,
Nine monstrous shoggoths,
Eight ghosts a-haunting,
Seven mi-go’s buzzing,
Six vampires drinking,
Five meepin’ ghouls!
Four terror birds,
Three planetvores,
Two orks choppin’,
And dread Cthulhu dreaming ‘neath the sea.

A hooded man stands in front of an altar with skulls

Oh cultists, where would be without you: probably at home in bed I expect. But what fun would that be? And I’m sure if we weren’t off ruining your plans for world domination and/or annihilation, I’m sure there’d be something less fun on the agenda like going to a University of Phoenix graduation.

As it is, cultists have generally been the TRF stand-in for stormtroopers. They crop up in Cthulhu games all the time of course, as well as in any fantasy game that goes on for more than a few sessions. Because let’s face it, sometimes there’s nothing more fun than finding someone who disagrees with you, is objectively wrong, and has no legal, moral, or even practical defense to your slings and arrows, much less slaughter accelerators and hand flamers.

Want to encounter them on TRF? You can find them in A Rune Awakening, Scary on the Choo-Choo, and The Wickerman

TRF’s Twelve Days of Christmas

Aser is a visually impaired attorney and assistive technology instructor that started playing RPGs shortly before the podcast's founding. He ran our games of The Strange and Night's Black Agents, and is an advocate for accessibility in gaming. His gaming interests tend towards mythos horror, investigation, espionage, and military role-playing games.

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