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Thursday, April 26, 2012

This will probably happen in Carcosa...



I get the feeling this is eventually gonna happen in my Carcosa campaign.
It has been a very long time since I saw this movie. I only thought about it because I remembered the mini-volcano shaped hot springs and was gonna add them to my game at some point.
Looked up the scene and thought, yep soon as I add those at least one of the characters is gonna boil a dinosaur egg in it.

Friday, April 13, 2012

So ran my first Carcosa game tonight. OK, it wasn't OD&D. It was my heavily modified Runequest/Stormbringer/Call of Cthulhu inspired rule system I have been working on for a while.

Was a short introduction adventure more than anything. After seeing what type of characters got rolled up, I decided to place the characters in the yellow man village "People of the Consumed God" (from Fungoid Gardens of the Bone Sorcerer adventure)
Since one of the characters was a Yellow Man I had decided on that setting. The other two characters were an Irrationalist Alien (one of the most difficult to roll random races on my list.) and a Blue Man. The Irrationalist Alien had developed psionics and escaped from his people before they could kill him. On the way he activated a robot to take with him that had not been repaired completely and was insane.
(The insane robot companion was a result of the character background rolled.) The robot was an NPC that I portrayed as the love child of Gir (Invader Zim) and 343 Guilty Spark (Halo) and was a flying eye that was most likely used as an interpreter by the aliens when they needed to talk to humans.
Then there was the Blue Man.
His background rolled was "Sex Slave". To fit these two characters into the introduction setting, I decided that “The Incomparable Crown” was experimenting with his sexuality and purchased the sex slave from some other village. Over time he was allowed to wander the village and not be killed as he was owned by the tribal chief.
The Irrationalist Alien was going to be a sacrifice but proved valuable when he used his psionics and healed a wound of one of the villagers who was preparing him for being sacrificed. "The Incomparable Crown" decided to spare him so he could learn more about other space aliens.
In the first adventure the Blue Man decided to sneak up to the edge of the pit that the “The Consumed God” resided and try to
get a snack from whatever "food excretions" may still be left before the god woke up. The Alien's robot sees him sneaking by in
the night and follows. The Yellow Man (who had rolled skills comparable to a theif) was casing a nearby set of huts when the robot
floated past him, getting his attention.
The Blue Man found a few snacks and the robot pretended to eat some of the scraps by rolling in it. The Yellow Man hid behind a
hut and watched the events while the Irrationalist Alien tried to retrieve the robot before it got itself (and him) into trouble.
Then the gurgling noise of "The Consumed God" sent the character's into a panic. The non-yellow men of the group had been there long enough to know what resided in the pit. It was night at this point and time for the creature to rise. The rest of the villagers were in hiding to avoid the madness of seeing the god. The Irrationalist Alien grabbed the robot and ran with it like it was a football back to
his hut. The Blue Man crawled on top of the most sturdy nearby structure that he could try looking at the creature and the Yellow
Man did the same but from peaking behind a building. Somehow both characters managed to not lose sanity from the experience.
The Yellow Man however began puking when he realized the food he and the other villagers have been eating was essentially the
God taking a crap. After the God finally sunk back down and it was safe once again, the Blue Man rushed to get a huge supply
of fresh "God Excrement" for his food supply.
The next day the Blue Man plotted to gain more favor with his master and offered to create a wondrous work of art near the sacrificial pit. Succeeding in convincing "The Incomparable Crown", he managed to steal some art supplies from the Irrationalist Alien (The stuff the Alien used to disguise himself with.) and began work on his project. His roll to do the art was extremely terrible. It was so bad that I rolled a chart I had for reactions to fumbled skills. Dice are funny things. I managed to roll a result that made "The Incomparable Crown" think the terrible art was actually divinely inspired. Rolled for the crowd and got same result. Made a secret roll for "The Consumed God" when it was to rise the next night and perceive the terrible art, and it got the same result.
(I started thinking my dice were broken at that point.) I decided that the god had the ability to gift those it found favor with and that character got to roll on the custom positive mutation chart. He got the ability to make fungus. Player had never seen the chart before and I watched his roll. It just fit so perfectly.
The Yellow Man, so disgusted that he had been eating "God Excrement" for years, decided to leave the village and headed to the Oasis a few miles away. He heard a large creature approaching over the sand dunes and he dove for cover in the sand. He tried to conceal himself but failed. He looked up to find a Purple Man riding an Allosaurus. The Allosaurus was drooling and would have eaten him, though the Purple Man wanted to toy with the Yellow Man. The dino-riders hate the nearby Yellow Men because they worship Great Old Ones. In a conversation he realized the Yellow Man had left the village in disgust and that he had obviously renounced his god. The dino-rider made him the offer of either become the meal of his hungry Allosaurus mount, or become his servant. The Yellow Man gladly joined him and was thrown rations.
It was a short game and no actually combat occurred. We had to stop at that point. Though hopefully next week I plan on getting the characters on the way to the Fungoid Gardens of the Bone Sorcerer.

Friday, March 30, 2012

The Goar

Since most usual domestic animals don't exist on Carcosa, I have started making some that would be more suitable to the setting.

Please forgive my art. I have not actively drawn by hand since the mid 90s. (and my poor paint shop skills at coloring in the scanned in image.)

I have not run DnD for years and like I have mentioned before am converting Carcosa to a home brew system. I will be providing  some simple stats for someone to work with for ODnD since most of the people who play in the Carcosa setting will most likely be using those rules.

Goar
Armor Class: 5 [13]
Hit Dice: 3-4
Attack: bite (1D8) or claw (1D6)
Special: None
Move: 14
The Goar appear to be evolved from synapsids. It shares reptilian and mammal traits.

It has a reptilian body, rodent like incisors, boar like tusks and horns like a goat.(plus a few other smaller horns) They also have tufts of thick fur on their chins. Some villagers have domesticated Goars as riding animals. They can move rather fast when they need to. The illustration only an example. There are many subspecies who possess different patterns and colors. Like rodents, Goars need to gnaw on wood or bones to grind down their incisors. These creatures are omnivores, though prefer meat.

Carcosa Calendar

Last night I decided to throw together a calendar system for Carcosa.
This is a work in progress. As I am a bit tired so I might have gotten the moon cycles a bit off. Please let me know if you see any errors with it and feel free to use this in your games if you wish.

Days of the Week: (5 days of week)
Thalda
Naoda
Uohda
Haida
Thothda

Months: (12)
Cesto - 1st, winter begins, Solstice
Ybrii -
Hassak -
Kaydaro - 1st, spring begins, Equinox
Mullus -
Obera -
Eysu - 1st, summer begins, Solstice
Lobra -
Tymoy -
Myrro - 1st, fall begins, Equinox
Lhada -
Sathoth - 34th veil thinnest between dreamlands and world.

408 days per year

Moon Cycles:
@ = full followed by M1 or M2
M1 = Camillia, orbits every 24 days
M2 = Cassilda, orbits every 42 days

Just click the pics for larger calendar images.
Beginning of Year 2...
Wanted to make a framework to design special events, like alignment of planets, eclipses, etc... or rituals that must be done with specific moon cycles.

Wednesday, March 28, 2012

Purple People Edits

So after I discovered the Carcosa supplement I immediately began looking for more information on it. Many of the blogs I discovered had fun photoshop images of actors in exotic Carcosa colors.
I loved this so here are a couple purple people edits.

Purple woman drives her chariot across a dangerous pteradactyl hunting ground near an old volcano.

A purple axe man in the high altitude cold forests of the Thaggasoth Peaks.

EDIT- Ok, well they are actually more violet, but well just blame that on the lighting from the twin suns.



Tuesday, March 27, 2012

Mad Spire! (work in progress...)

Located in Hex 2205 is the living city of Mad Spire.
Mad Spire is, as the name implies a spiral structure, 720 feet tall (219.4 meters) and is 1850 feet (563.8 meters) across at it's widest point. Some areas of the spire overlap, forming shaded network of caves. Buildings are constructed on the rising incline areas and within the large caves beside them. Some parts of Mad Spire never see sunlight due to the dense collection of buildings obstructing sunlight from within these caves.
Between the levels in the cliff face are various carvings. Some of human nature, some much older and alien. Some individuals make home in the smaller cave structures in the sides that go further into the rock exoskeleton of the living city. Many of these are home to ancient terrors yet to be discovered.


Mad Spire has the largest population (and diversity) of humans on the world of Carcosa.
Nearly two hundred years ago a number of intense threats led to the tribes of the area to form an alliance to survive. The details seem lost, though the tribes built a society together in the ancient ruins of a Serpent Man city.
When the major threat to the various tribes passed, many of the people moved on to their usual distant paranoid village lives. However many stayed and to this day fight for control of the city.
Mad Spire serves as a trade hub for the known world and for characters of different tribes of man to meet up. This of course still does not mean the characters will trust or like each other.
 
It didn't take long after settling that the tribes learned the city itself was alive, as it slowly began to open mouth pits to consume houses and people. This would have driven off the population had they not learned that these mouths only existed in certain locations on the city. The people began to use these pits as ways of disposing of waste, dead bodies and criminals. Over the decades the city has improved in appearance as it's health continues to grow from being actively fed.
The pit mouths have unusual alchemical properties that Alchemists and Sorcerers may find useful, if they can extract samples without being eaten alive.
Another trait of the pit mouths are that they release a smell that tricks those who smell it into thinking something favorable exists nearby. This is how it used to lead prey to it for consumption. For the inhabitants of Mad Spire, this feature makes for the most pleasant smelling of garbage dumps. This can also lead new arrivals to the city to unfortunate accidents...
The living city also has another positive feature. It pumps up water from underground and out of "springs". Most these are very small, though there are five major springs that flow out and form water falls and provides for a nice oasis surrounding the city.

The city is currently ruled by a Sorcerer named Raxsust Krad'toumn. He has ruled for nearly 130 years and seems not to age. This may be an illusion though. Over time he and his minions have gained access to a wide variety of Zeta (Space Alien) technology, including a few vehicles they have managed to learn how to pilot and numerous reprogrammed robots. Part of this advantage is that Raxsust recruits people who have escaped from Zeta run arcology cities and other areas that Zeta's oversee human populations. Many of these people have experience with the language and technologies, which of course makes them useful. It is also believed he has given a number of Zeta irrationalists safe haven in exchange for knowledge.

Over population, criminals and other undesirables are dealt with by Lord Krad'toumn by capturing and selling these individuals off as slaves. Some are sold in markets to caravan traders, while the rest are sold directly to Moon-Beast slavers. (more details on this at a future point.)




Mad Spire has no King! It is considered blasphemous to say anyone is actually King of the city. Lord Kard'toumn publicly executes anyone who refers to him as "King".
This may be superstition, though Lord Kard'toumn has declared "There is no King but the King who dwells in Carcosa" (in reference to the city of Carcosa). Most speculate that this has been the only reason Mad Spire has existed as long as it has without falling to the Avatar of Hastur.
Though it is not only illegal to declare anyone king in the city (even in jest), the locals will react in terror to anyone declaring such a thing and mob up and kill the one who spoke such. Claims of people speaking such things has led to many a "Witch Hunt" in the city.

Mad Spire has it's own minted coins. This is rare in the world of Carcosa. For my campaign the Mad Spire silver piece is the trade standard for equipment. Though most villages will use barter/trade instead of currency.

Numerous tribal gangs fight for control over sections of the city. Lord Kard'toumn tolerates this as long as the farmer's gardens are not destroyed, the water ways are not poisoned and the major roads are not blocked. When this happens, or the wars get out of hand, he sends in his minions armed with Zeta weapons and ends the conflict.

Work in Progress for the 1st Elevation section of the Mad Spire map:

Monday, March 26, 2012

"The Yellow Jester does not play, but gently pulls the strings. He smiles as the puppets dance, in the Court of the Crimson King."