Showing posts with label Old School Lovecraftian Adventures. Show all posts
Showing posts with label Old School Lovecraftian Adventures. Show all posts

Thursday, April 16, 2020

Review & Commentary On CC5 Assault on R'lyeh By Frank Mentzer & Robert Kuntz A 'What If' Overview & Review Of A Greyhawk Adventure & Source book & Lovecraftian Campaign Setting Set Up For Advanced Dungeons & Dragons First Edition Or OSRIC

 "Cthulhu still lives, too, I suppose, again in that chasm of stone which has shielded him since the sun was young. His accursed city is sunken once more, for the Vigilant sailed over the spot after the April storm; but his ministers on earth still bellow and prance and slay around idol-capped monoliths in lonely places. He must have been trapped by the sinking whilst within his black abyss, or else the world would by now be screaming with fright and frenzy. Who knows the end? What has risen may sink, and what has sunk may rise. Loathsomeness waits and dreams in the deep, and decay spreads over the tottering cities of men. A time will come—but I must not and can not think! Let me pray that, if I do not survive this manuscript, my executors may put caution before audacity and see that it meets no other eye."
Weird Tales (vol. 11no. 2)  (February 1928)  edited by Farnsworth Wright

The CC5 The Assault on R'leyh is the big one! The one that your players have been waiting for! Well they would be if they came face to face with the alternative universe where  my friend James Panarella's Advanced Dungeons & Dragons source book  titles that we wish were real were being published! 
Frank Mentzer & Robert Kuntz have been working with Gary Gygax & your player's PC's have started with CC1 Against The Cult of Cthulhu, CC2 Maelstrom of Cthulhu, CC3 Fortress of The Cult of Cthulhu, CC4 Arie of the Deep Ones, & the incredible deadly CC5 Assault on R'lyeh. This whole adventure cycle takes the PC's from first to the highest levels of twentieth level.
All of this comes down to the PC raid on the corpse city of R'leyh after going through the grind of CC1 Against The Cult of Cthulhu, CC2 Maelstrom of Cthulhu, CC3 Fortress of The Cult of Cthulhu, & the quest for  the Silver Key of Portals. But the lead ins & keys were made by DM's making in roads into 'The Call of Cthlhu' source book. This book introduced new classes, adventure hooks,  much more & revealed some of the extent of the Elder Gods machinations on Greyhawk. 
Nothing like a Jeff Dee Deep One for that old school Advanced Dungeons & Dragons feel. Everything comes down to the events on Fomalhaut & Greyhawk. Without dealing with the dungeons on Fomalhaut or crossing the Silver Threshold. Nothing in the adventure moves forward. But the key here is the fact that the treasure itself is designed to slow the PC's down. This gives the Mi Go horrors time to take out the PC's especially in the middle of CC4 Arie of the Deep Ones when the PC's find the planar gateway too the heart of Fomalhaut & the final confrontation with the Deep Ones & the Mi Go.


The Mi Go having infiltrated the highest levels of Greyhawk government & royals with their surgically enhanced doppelgangers. The brilliance of James Ward & Gary Gygax was their ability to work together to put the brain power of the '87 dream team of TSR with Roger E.Moore & Ed Greenwood into pulling the ideas that had been spilled into Dragon Magazine. Tim Kask even while teaching still had his hand in the over all arch of the direction of product during this time. We can see that these lines of influence set things in motion to take PC's from first level all of the way up to the heights of twentieth beginning with the 1st through third adventure  CC1 Against The Cult of Cthulhu. The evil humanoids have fallen for the siren song of the cult of Cthulhu. There are viking style raids across Greyhawk are feeding the blood lust of the tribes of orcs, ogres, & especially their giant kind masters! All leading into the lair of dungeon horror in the minor head quarters of the Cult of Cthulhu. Gary Gygax with Frank Mentzer & Robert Kuntz take this to the next level with CC2 Maelstrom of Cthulhu. The PC's face down a the wizard 'Cothl the insane' & his Deep One hybrid minions who are behind stirring up the giants.  The Elder Priests lair is revealed in all of its horror in CC4 Arie of the Deep Ones where the underwater action shifts to cities of the Deep Ones & the PC's come face to face with Shoggoths in the depths!

All of this stirs the pot for the awakening of Cthulhu & it spelling disaster as the dangerous & M.C. Escher  insanity of the megadungeon of  the incredible deadly CC5 Assault on R'lyeh. The PC's must prevent the awakening of Cthulhu by killing off the remaining Elder Priests & their inner council of dark priests. This is no easy task! The PC's must avoid the star spawn of Cthulhu. Dodge cultists who become a ready meal for the star spawn. The literal hundreds of side rooms contain some very dangerous monsters & high level treasures. But the real draw of CC5 Assault on R'lyeh is the satisfying conclusion to years of actual play.  CC5 Assault on R'lyeh hooks back around to the Call of Cthlu source book & contains the forgotten but slightly altered Gary Gygax dungeons & ruins.The unexpected corners of Castle Greyhawk. And the tie ins to T1 The Village of Hommlet & B2 Keep on the Borderlands both of course by Gary Gygax.


Is CC5 Assault on R'lyeh By Frank Mentzer & Robert Kuntz good? Bottom line its an artifact of another time & place indicative of the classic era of TSR. A classic Greyhawk module by itself & a part of a series that we wish was real. 
Ten Ways To Use The Advanced Dungeons & Dragons first Edition CC5 Assault on R'lyeh adventure & source book in Your Home Game
  1. The DM should drop hints early in their games especially using Gary Gygax's T1 The Village of Hommlet for the set up for the CC cycle of modules. An elder priest as a side quest is a perfect way.
  2. The connections from WG4 The Forgotten Temple of Tharizdun into CC5 are very strong & these should be used to hint at the further outposts of the Elder priests temples of Lovecraftian Evil.
  3. The effects of the events of CC5 will echo into even the Forgotten Realms & these should be used to enhance the threat of the Elder Gods.
  4. Cults of the Elder Gods will be very much felt among the pirate clans of Greyhawk for generations & these should be exploited.
  5. The DM should take advantage of the horrors unleashed at the end of CC5 Assault on R'lyeh. This will impact a campaign of Greyhawk for years.
  6. PC death is an opportunity to introduce a Mi Go doppelganger but it takes a certain type of player to get into this with cooperation with the DM.
  7. The PC's could become stranded on a distant star during events of CC5 & this is the perfect time to get them involved in an interstellar campaign.
  8. Jeff Grub's AD&D planes book is perfect for a CC5 adventure run through especially any of the classic module's planar lead ins.
  9. Greyhawk is never gonna be the same for players after this series of modules. The outer fringes of Greyhawk are gonna hold some dangerous hold overs from CC5 & the other CC modules take full advantage of this for campaign plug ins
  10. One could use CC5 simply as a 'clock work' mechanism module with events happening by themselves but the PC's are not gonna get the full extent of the module's impact. But it could work


Friday, April 10, 2020

Robert Kuntz, Dr. Holmes, & The Lovecrafian Angles of Advanced Dungeons & Dragons Greyhawk Adventures

Today I want to step back from all of the 'alternative Earth publishing' of Advanced Dungeons & Dragons source books. I want to talk briefly about the Cthulhu Mythos in Deities & Demigods. At about four A.M. I sat down with the Zenopus Archives articles on the Cthulhu Mythos, Robert Kuntz  & Dr. Holmes here. 




When it comes to the sanity blasting goodness of the Cthulhu Mythos in Advanced Dungeons & Dragons first edition. I can't stress the dangerous aspect of one of the most glossed over & yet dangerous Lovecraftian races like the Elder Things & the Mi Go.
Elder Thing copyright & trade mark Wizards of the Coast.
Jeff Dee artwork used without permission.

All of this goes back to Dr.Holmes contributions or more like partial invention along with Robert Kuntz in the second part, "
Dr. Holmes and the Cthulhu Mythos, part II"

Recently I came across an article that Robert Kuntz had written for AFS magazine issue#2 on Facebook for his 'Three Lines Studio' facebook group;
""Advent of the Elder Ones: Mythos vs. Man in the Lake Geneva Original Campaign, 1973-1976"
(Originally appeared in AFS #2)
By Robert J. Kuntz
©2012, Robert J. Kuntz. All Rights Reserved. All trademarks and copyrights are property of their respective owners and are used for historical purposes only and as provided for by the Fair Use copyright clause.
In early 1973 I created the beginnings of an ever-expanding story arc involving the advent of the Elder Ones in the known planes of existence. That beginning grew to span most of my published career, has informed play from that point forward in its most granular aspects, and has been responsible as a launching point for so many projects, both published and unpublished that I now need a list to track the interrelatedness of it all. I have appended that list (with short descriptions) hereafter and will explore a selection from this in the main article (*asterisk notes the selections covered).
RPG Matter
*Lost City of the Elders: See entry below.
Zayene the Accursed: Plagued by his investigation of the Jungle of Huhm, Zayene (prn: Zay-Een) is driven mad and flees Kalibruhn for what he terms “The Gray Lands,” this with Mythos-like beings hot on his trail.
Fomalhaut: Off world adventure; very large, with many mythos beings described therein as well as creative expansion of new material; access point was in the Temple of the Latter Day Elder Ones.
Cosmodious: An intergalactic freebooter and scientist who is dead set on stopping the spread of the Elder Gods anywhere and at any time; major tech and dimension-hopping.
The Star Demon: First conceptually rendered as a totally alien outside force; then attached to adjunct matter for The Seven Cryptic Books of Hsan (q.v.).
Six (Mythos) Monsters: Note the material included about them in this volume.
The Seven Cryptic Books of Hsan: See the TOC for the adventure included in this work.
Tome of Black Mold: Original City of Greyhawk sub-level adventure; one more of those tomes that “one best not open.”
Bottle City: Many references to off world beings and entities; four new mythos-like demi-gods are referenced therein: Aza, Lalatha, Zirx and Phannon.
*Greyhawk City Sewers: Mythos aligned beings still have outposts here to secure underworld passages to and from the Temple of the Latter Day Elder Ones; their war with the Thieves & Assassin Guilds whom are attempting to control all underground traffic beneath the city.
*Temple of the Latter Day Elder Ones: Greyhawk City/Castle environs sub-level; access to ancient magic, mythos monsters and planar locales therein.
*The Annex: An experiment by the priests of the Temple of the Latter Day Elder Ones; this produced 3 different humanoid species that soon turned to warring with each other. Located near the aforementioned temple and accessed through it.
Maze of Zayene: #1 has a plant demon in the art gallery which was painted while Pynyck visited an unearthly plane of existence; #2 Baal’s Realm has many books relating to Mythos subject matter; Nym Sleevus’s first occurrence as chronicler of strange outside events; #4 has much latent Mythos matter, including the wizard, Zydelic, whose special crystal ball allowed him to access visions of nether realms (and for creatures there to access him).
Garden of the Plantmaster: located in the Lost City of the Elders (q.v.).
Tharzdu’un: Alien outer god conceived from CAS’s Thaisidon; 1.5 pages of typed matter given to EGG and used by him to create Tharizdun. Revisited in Dark Druids (q.v.).
Demonworld: Fraz-urb’luu’s lieutenant, Sahazruul, occupies a strange edifice it found abandoned that sinks and rises at peculiar times. Many more off world intrusion records, all ancient even by demon-kind reckoning.
Ancient and Dimensional Magic: 20-page treatise describing alien magic that is archetypal of Uerth’s.
Node Magic: Alien magic that drove Zayene insane and at the same time exposed him to those that guard it.
Daemonic & Arcane: Steps of Zayene artifact; found in the Jungle of Huhm; allows inter-dimensional access if used by those with knowledge of dimensional magic.
Dark Druids: Tharzdu’un story line.
Maure Castle: Worship of “Y” and other rites connected with many cross sections of powerful beings (some in disguised aspects); time manipulation brings them into confrontation with several converging power cycles wherein they are “Noticed” and finally dealt with; LCotE tie-in.
Whool Priests: World of Kalibruhn; they’ve encountered servants of the Elder Ones and have built complex technological devices to detect the formers’ entry to their home world.
Fictional Matter
The Flight of Marloc: short story; lost 1989; CAS-like; long abandoned temple raid by a lone thief who meets his end therein.
The Six Threads: World of Kalibruhn; full chapter-by-chapter novel treatment and first 3 chapters; Loz-Toron and the demon-haunted tower; the samite that summons an alien god that consumes the wizard.
The Jungle of Huhm: World of Kalibruhn; 90% completed short story; a younger Zayene’s adventure in an ancient, ruined city found deep within the Jungle of Huhm. He is driven insane by what he experiences there and manages to escape, with those seeking his destruction it hot pursuit. Precursor to his in-game fleeing WoK for the “Gray Lands.”
**********
H. P. Lovecraft and Clark Ashton Smith Influences
I’d like to note here, just to put speculation in abeyance, that I was influenced to create such matter by reading both H. P. Lovecraft and Clark Ashton Smith. I separate the overall influence thusly: Lovecraft’s stories rooted the matter behind-the-scenes with broadly building hints. I transferred parts of his style into play to build mystery and a rising tension. Smith’s style is the finalization of Lovecraft’s, as he willingly moves to pull back the curtain and reveal in stark detail what it is we see rather than what we feel. Both rooted you in the inexplicable.
But when it came to hands-on play, Smith’s “what we have feared has come to pass” was indeed the culminating point to it all. His influence became the “upper-cut” added to Lovecraft’s feints and jabs. And it was meant to be the knock out punch in game terms. There are similarities in both, especially for endings, but whereas Lovecraft released an unsustainable shock, Smith immersed one in bearable pre-ending imagery via quickly emerging events that ultimately engulfed his protagonists. One was unknown—zap! The other, yes we sort of know, but let’s see—zap! Their styles work well together, but in my opinion then and now, Smith’s work better within the D&D RPG framework. In his stories there is that lingering feeling of chance recovery (as almost occurred in The Seven Geases); and even though recovery never really manifested in their stories (with the exception of Dreamquest of Unknown Kadath, which was more of a break-even/escape for Carter), if it were to ever have occurred I sense it would have been in Smith’s tales.
In summary, I found in Smith’s stories a very fine tightrope that D&Ders in our shared campaign had been so carefully walking down. In his stories his “walkers” always fell. In game terms the PCs were always weighing that balance as they teetered one way or the other. Would they fall? One never knew for certain until all the steps had been taken. Even that last step was but 100% of what could happen if it went askew. Tightrope indeed.
**********
Lost City of the Elders: In very early 1973 I created an adventure now known in my collected works as the “Terrible Iron Golem.” This was later updated and expanded (albeit changed in some spots) to WG5 Mordenkainen’s Fantastic Adventure; and this then became updated to yet another incarnation of the original through its publication as Maure Castle. Confused yet? It gets better when folks started assuming that all of this was my original Castle El Raja Key (which it wasn’t, but I’ll reserve that topic for another time).
The gist of the “TIG” partial was to get Gary’s PCs involved in an off-world adventure (or more precisely, “out of campaign” adventure, as we had no real “world” then but shared the same outdoor environs via the Outdoor Survival map). That adventure was Lost City of the Elders, the very first planar adventure in D&D history and a precursor to my world as then envisioned, Kalibruhn. The original “TIG” adventure had within it coral tablets carved with reliefs upon them; and these corresponded to the places I had in mind for creating off-world, or Kalibruhn, adventures. These places were in turn accessed via the 8-pointed star puzzle. One of these places was LCotE. Gary’s party found the first bit for the 8-pointed star puzzle and was transported to the city near a waterfall; he made limited investigations of the city and then left, never to return. Ernie Gygax, many months later and while playing Tenser, followed in his father’s footsteps and spent some time investigating the city. Not much was deduced by either one of them mostly due their reticence to proceed below ground or to enter the many strange structures there. My impression is that they were in awe of the city’s sprawling grandness that now lay empty before them; and this (and rightly so) produced great doubt in both of these otherwise unshakeable adventurers. This was, of course, my intent.
It was only at an early Lake Geneva Gaming Convention that the LCotE came to be finally explored in depth and appreciated. A high level party tackled it, fighting many major encounters and discovering alien magic.
Tie-Ins: There is a major tie-in for an alien god who has been driven to the point of madness by outside sources that it tampered with. Some of these sources were uncontrollable i.e., such as Lamash the demon who feigned service when summoned to the Garden of the Plantmaster located in the city. Powers, etc., from Node Magic and Ancient and Dimensional Magic occur therein and as part of the many intersecting plots. Repositories of ancient magical formulas and rites and more otherworld knowledge is strewn throughout the city, most of it guarded by beings summoned through their use. This also (but briefly) ties into the Maure Family who had tampered with the time lines and through these manipulations found their way to the city, only to be pre-empted from discovering more about it by the signatures they had left throughout time and space. These fatal “planar foot prints” were to be used against them to unimaginable levels by the original city inhabitants, and just before the latter’s demise (that’s time manipulation for you). In all this represented a very involved plot in tune with an expansive, although alien, campaign setting. This was not just another “lost city.”
*Composite (Temple of the Latter Day Elder Ones; The Annex; Greyhawk City Sewers): There was a lot going on between these areas. The city sewers were a battle-zone for forces opposing the TotLDEO. The Thieves and Assassin Guilds attempted to maintain black market operations (including drug smuggling) while opposing the summoned forces of the Temple and Annex. There were more insidious plans afoot above ground (the opening of two gates to Demonworld, for instance).
The main intent of the Elder Ones in this area was complete control; and the replacement of the population in stages through their organic experimentation (as per The Annex). The Elder Ones had infiltrated many lofty stations in the city’s political structure. They disrupted the balance by manipulating gates in Demonworld, especially the timed one that their masters once resided at, this being Sahazruul’s Emerald Citadel.
The campaign was ripe for taking the PCs away from simple dungeon delving for treasure to a more involved atmosphere as I was presenting it via the city and its nearby environs. This overflowed to off world adventures, strange city intrigues and sub-city quests.
**********
All of the aforementioned listed matter was sluiced into the campaign at different times. I had a storehouse of resources and adventure hooks aplenty, eye-popping stories and roughly 20 maps. Some of this continued to evolve beyond 1976 (Maure Castle and LCotE, for instance); but the majority of it was created and tested during those play-test years of the original Dungeons & Dragons game.
In retrospect I had wanted to examine this to its greatest extent. But I was unable to do that for telling reasons. By 1977 I was no longer DMing in our original shared campaign and no longer working for TSR, as I had quit my position there. But I always imagined this: What if the Elder Ones had won? What would it have been like? Dying Earth? Night Land? These concepts forever tugged at me; and I always found them much more enticing than green fields, castles deep and strong, medieval clones and the whole Arthurian motif, no matter how well these had been done. Fantasy to me was about exploring the unknown, stirring up imaginative matter and investigating what was behind it all. It was about worlds, not just areas within them; and the stars, not just the faded matter that these squinted at.
And this is why Lovecraft and Smith held my attention then just as they still do to this very day. They did not squint at this type of matter, but saw it for what it was: pristine gems delicately mined from untold depths of the mind and thereafter offered to anyone who would appreciate the iridescent glory of the imagination.""

Please note in no way shape or form I'm I trying to violate the copyright nor trademark of Robert Kuntz. This post is for educational & entertainment purposes only to show that the Lovecraft Mythos has always had its history in D&D stretching back to OD&D.

Robert Kuntz brings the hammer down in this article by laying bare many of the behind the scenes secrets of his own campaigns & adventures. This ties back into the  Zenopus archives 

Dr. Holmes and the Cthulhu Mythos, part III.
What it means is that many of the deadly secrets that I speculated in 'Call of Cthulhu' - A 'What If' Overview & Review Of A Greyhawk Source book & Lovecraftian Campaign Setting Set Up For Advanced Dungeons & Dragons First Edition Or OSRIC.




The 'minor races' of Lovecraft are some of the most dangerous foes that a dungeon master can trot out in an Original Dungeons & Dragons or Advanced Dungeons campaign. But one thing thing bothers me still and that's Dalt. According to the Greyhawk Grognard blog entry Lovecraft & Greyhawk; "
 obscure god Dalt, “The forgotten lesser god of portals and enclosures” who gave the archmage Mordenkainen the Silver Key of Portals, as Mordenkainen’s Fantastic Adventure tells us. However, RJK gives us a bit of additional flavor that puts the lost god in a Lovecraftian perspective (from Dragonsfoot)"
My feeling is that Dalt is another aspect of the Elder God Hastur & this puts a whole other spin on his role in Greyhawk. There are many things to consider for my upcoming games


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Deities & Demigods Cthulhu entry on Hastur copyright & trademarked to Wizards of The Coast. This blog entry is for entertainment & educational purposes. All material is copyrighted & trademarked to their original writers. 

Thursday, April 9, 2020

'Call of Cthulhu' - A 'What If' Overview & Review Of A Greyhawk Source book & Lovecraftian Campaign Setting Set Up For Advanced Dungeons & Dragons First Edition Or OSRIC

"The other week James Ward made a pretty interesting and fiery post on his Facebook page (2/20/15). He said:
Deities & Demigods
Let me set the record straight on this again. I wrote the book Deities & Demigods with some slight help from others. In doing this work I included myths from H.P. Lovecraft's works and Elric of M. Moorcock works. Gary Gygax gave me M. Moorcock's address and I wrote him for permission and got it because I said it would renew peoples interests in his books. I wrote to Arkham House which was in my state of Wisconsin and also got the rights to Lovecraft's material. Going forward both groups sold their rights to Chaosium in California. Lawyers from Chaosium then sent a cease and desist letter to TSR. TSR had the permissions I gave them, but they had no money for lawyers at that time. So Brian Blume decided to take out those two sections. I went crazy. I had done my homework, I had gotten ironclad permission, and TSR wasn't going to fight it. I offered to replace the two sections with new ones and was told no. There was no copyright infringement. That was 30+ years ago. Every five years or so some idiot brings up the fact that TSR was in infringement on this book. Let me tell the people of the world who bring this up that they don't have their facts straight and it irritates the hell out of me." 

FRIDAY, MARCH 6, 2015

James Ward on Deities & Demigods 

Delta's D&D Hot Spot Blog 

Welcome to another round of an alternative Earth Advanced Dungeons & Dragons first edition source book overview & review based on the artwork done by my friend 
James Panarella's Advanced Dungeons & Dragons source book  titles that we wish were real 
This one hits right in my Lovecraftian backyard. 




Everything here begins in an alternative Nineteen Eighty one when Gary Gygax in the middle of the Satanic panic publishes the definitive Cthulhu mythos Advanced Dungeons & Dragons source book. This is of course based on the fact the TSR is trying to beat Chaosium's Call of Cthulhu rpg to market. The artwork of James Panarella's Advanced Dungeons & Dragons titles that we wish were real continues to haunt me. But this latest one hits very close to the Lovecraftian home fires. So let's begin with facts. Fact number one this book even from an alternative universe Earth this book would not exist without a revision of Holmes & Kuntz's earlier article in Dragon #12, was written by Holmes. All of this can be found in This Zenopus Archives article here. The Satanic Panic has done nothing but maintained an extensive advertising campaign that's allowed TSR to continue the spread of Advanced Dungeons & Dragons to players new & old across the world. The  dream writing & design  team of Gary Gygax, Ed Greenwood, Jeff Grub, James Ward,Ed Sullivan, Frank Mentzer,  & a bunch of the TSR illumine tackle making Greyhawk the front & center campaign world. Robert Kuntz is brought to the fore here & as one of Gary's co dungeon masters has some killer ideas for Greyhawk.


The threat of the giants acting as the minions for the Elder Gods is only one part & the other greater behind the scenes threat is of course the threat of the Elder Priests. The Advanced Dungeons & Dragons first edition 'Call of Cthulhu' source book not only updates & gives newer stats for the Cthulhu mythos gods, minor races, monsters, etc. from Kuntz & Ward's Deities & Demigods. But it also ties & plugs the mythos directly into Greyhawk through  Dalt, “The forgotten lesser god of portals and enclosures”. Much of this is taken from this Greyhawk Grognard blog post here. 
 Here's where Robert Kuntz, James Ward, & the others have us all taken into the inner workings of Greyhawk's Lovecraftian deity cults. These are the true threat to Greyhawk. Of course this book would be completely over shadowed with Erol Otis,, Russ Nicholson, Jeff Easily, Jeff Dee, & many other TSR classic artists. 


Erol Otis artwork from the classic Deities & Demigods

The true threat of  WG4 The Forgotten Temple of Tharizdun comes off as the cult priests try to raise R'lyeh & the Deep Ones begin to assault the local ports of Greyhawk. The gloves are off in the epic 'Call of Cthlhu' sourcebook for the PC's. This book contains the forgotten but slightly altered Gary Gygax dungeons & ruins.The unexpected corners of Castle Greyhawk. And the tie ins to T1 The Village of Hommlet & B2 Keep on the Borderlands both of course by Gary Gygax.
 So what I'm I basing all of this one for the Advanced Dungeons & Dragons Call of Cthlhu book?! A post in the original Dungeons & Dragons forums by Grodog here from 2018 ;
"- RJK on HPL @ lordofthegreendragons.blogspot.com/2009/03/phnglui-mglwnafh-cthulhu-rlyeh-waghnagl.html
- RJK on Tharizdun's origins @ www.canonfire.com/cf/modules.php?name=Downloads&d_op=getit&lid=183 which is reprinted in whole in the Chaotic Henchmen reprint of Dark Druids @ www.chaotichenchmen.com/p/dark-druids-by-robert-j-kuntz.html
- RJK on the Cthulhu Mythos in "Advent of the Elder Ones: Mythos vs. Man in the Lake Geneva Original Campaign, 1973-1976" in AFS#2 (OOP for the moment) @ hallsoftizunthane.blogspot.com/2012/12/afs-issue-2-is-released.html

Rob alludes to further HPL-inspired gods in Bottle City (from Black Blade), as well as in the Maure Castle adventures (in Dragons 112, 124, and 139; see also the Paizo boards @ paizo.com/threads/rzs2h0bz?More-Maure-Mysteries and paizo.com/threads/rzs2ncjv?And-the-true-name-of-Y-is for some teasers/hints from Rob), and the El Raja Key Archive @ www.tlbgames.com/collections/archive offers more Lovecraftian lore research options, too.

All of the in-print products I mention above will be available from Black Blade in our booth if you're attending GaryCon or NTX this year, too: www.facebook.com/BlackBladePublishing/ Rob's follow-up is at lordofthegreendragons.blogspot.com/2009/03/mood-in-original-campaign-essay-into.htm
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Yes, the Advanced Dungeons & Dragons first edition 'Call of Cthulhu' book would be an epic & deadly campaign. Frank Mentzer & Robert Kuntz would follow these up with five modules edited by James Ward & given final approval by Gary Gygax. Ernie Gygax would head up play testing. These include CC1 Against The Cult of Cthulhu, CC2 Maelstrom of Cthulhu, CC3 Fortress of The Cult of Cthulhu, CC4 Arie of the Deep Ones, & the incredible deadly CC5 Assault on R'lyeh.
Nothing like a Jeff Dee Deep One for that old school Advanced Dungeons & Dragons feel.

In the end this is another Advanced Dungeons & Dragons sourcebook that I wished existed. There are any number of OSR & even some old school sources that could easily do the job of this source book. But nothing could come close to a Gary Gygax & TSR classic era staff Lovecraftian source book like the 'Call of Cthulhu'. I'd probably give it a five out outta five because I'm wishing so hard it was real. 
Ten Ways To Use The Advanced Dungeons & Dragons first Edition 'The Call of Cthulhu' source book in Your Home Game
  1. A war between the cults of Elemental Evil & the Elder Gods boils over into the underworld of Greyhawk threatening the Flanaess.
  2. The Elves of The Duchy of Ulek warn that conjuncture of evil stars will soon occur allowing R'lyeh to rise again & threaten all of Greyhawk. 
  3. The ports of several Greyhawk nations are cut off as the Deep Ones begin to cement their holds on Greyhawk. Entire fishing villages vanish & others are not heard from as the threat of Cthulhu comes true. 
  4. The events of WG4 The Forgotten Temple of Tharizdun kick off the release of certain entities not seen on Greyhawk for centuries such as the Mi Go. This ties into Gary Gygax's 'Journey to the Stars'
  5. Long forgotten cults of horrific gods begin to appear in the wilds of Greyhawk. This ties in with the ascendance of R'lyeh in Greyhawk's waters. 
  6. A spawn of Hastur appears in some of the most areas of Greyhawk prompting the appearance of I7: Baltron's Beacon alight again after the events of the adventure. 
  7. The spawn of Shub Niggurath lead a crazed mob of dark druids in one of the sacred groves of Greyhawk. The player's PC's must destroy them or this will be one of the wheels to the appearance of Cthulhu. 
  8. The gods call upon their paladins to investigate the appearance of the cults of the elder gods in the Greyhawk countryside. This leads to the events of the 'Call of Cthulhu' sourcebook. 
  9. The cults of the elder gods are looking to cement their holds on the kingdoms of Greyhawk & only the PC's can prevent a 'war of assassins' among the royals. 
  10. The Dwarves of Greyhawk have found an artifact & only the PC's have the keys to it. This is one of the 'wheels of Tharizdun' leading to the events of 'the Call of Cthulhu' source book.