Showing posts with label carcosa. Show all posts
Showing posts with label carcosa. Show all posts

Friday, February 17, 2017

Flumphs of Carcosa [Flumph Friday February]

Today I add flumphs to Geoffrey McKinney’s Carcosa. The specific version of Carcosa I’m using comes from McKinney’s four Carcosa AD&D modules, not the core Carcosa book. These gazetteers (which you should go buy) make use of traditional AD&D classes and alignments. They also make references to the Elder Gods and other forces of Good on Carcosa. I think fumphs fit in nicely.


Flumphs, Carcosan
Flumphs are floating, jellyfish-like aliens stranded on Carcosa after their home planet was destroyed 2000 years ago by intergalactic minions of the Great Old Ones. They now make their home in hidden enclaves and monasteries nestled underground or hidden within mountains. Flumphs are completely devoted to the Elder Gods and are one of the few powers of Good on Carcosa. They are generally distrustful of Men, but are willing to help any heroes dedicated to destroying the Great Old Ones.


Flumph, Ulfire
Number Appearing: 1-4
Armor Class: Upper surface: 0; Underside: 8
Move: 6”
Hit Dice: 5-7
Number of Attacks: 1
Damage/Attack: 1-8 plus 2d6 acid
Special Attacks: Holy fluid spray, spells
Special Defenses: none
Magic Resistance: standard
Intelligence: High
Alignment: Lawful Good
Size: M (4’ diameter)
Ulfire flumphs acts as the leaders and spiritual guides of flumph society. They have dedicated their lives to the Elder Gods and can cast spells and turn undead like a lawful cleric with a level equal to their Hit Dice.
 
An ulfire flumph attacks with the acid-laced spikes hidden within it’s tentacles. Once per day, it can also spray a pearlescent fluid in a 60’ arc with a range of 20 feet. This emission functions much like holy water, and inflicts 2d6 points of damage on any undead or Spawn of Shub-Niggurath that fails a save vs. poison.


Flumph, Dolm
Number Appearing: 2-8
Armor Class: Upper surface: 0; Underside: 5
Move: 9”
Hit Dice: 4-5
Number of Attacks: 1 or 2
Damage/Attack: 1-8 plus 1-4 acid or by weapon
Special Attacks: Paladin abilities
Special Defenses: Paladin abilities
Magic Resistance: standard
Intelligence: Average
Alignment: Lawful Good
Size: M (3’ diameter)
Dolm flumphs form the militant arm (tentacle?) of flumph society. They act as bodyguards to the ulfire flumphs and conduct raids against minions of the Great Old Ones. A dolm flumph has all the powers of paladin (except for Summon Warhorse) with a level equal to their Hit Dice.
 
Dolm flumphs are the only flumphs trained in the use of weapons. They can hold two two-handed weapons in their tentacle masses (usually spears or pole arms) and can attack with both. Without weapons, a Dolm flumph can still attack with the acid-laced spikes hidden within its tentacles. It lacks the stink-spray attack of normal flumphs.


Flumph, Jale
Number Appearing: 1
Armor Class: Upper surface: 0; Underside: 8
Move: 6”
Hit Dice: 4-9
Number of Attacks: 1
Damage/Attack: 1-6 plus 1-4 acid or by spell
Special Attacks: spells
Special Defenses: none
Magic Resistance: 25%
Intelligence: High-Genius
Alignment: Chaotic Good
Size: M (2’ diameter)
Aside from their color, jale flumphs are distinguished by their third eyestalk. Their over-sized, multi-faceted third eye allows the jale flumph to see invisible objects or beings within 120 feet.
 
Jale have dedicated themselves to the study of sorcery and are exceedingly rare. While other flumphs see them as heretics for aligning themselves with Chaos, their devotion to Good is without question. Still, no flumph enclave will tolerate more than one of these magic-users in their midst.
 
Jale flumphs have weaker spikes and acid than other flumphs, and have given up their stink-spray ability. However, they can cast spells like a Magic User with a level equal to their Hit Dice.


Lurffamyrm Sanctuary (3720)
Flumph Citadel
Population: 37 normal flumphs (from the Fiend Folio), 3 ulfire flumphs, 7 dolm flumphs, 1 jale flumphs
Alignment: LG
Resources: Fungal Spices
Leader: Barniabos (7HD ulfire flumph)
Significant NPCs: Korbuurn (5HD dolm flumph), hawkish leader of the Dolm Spears; T’odd (7HD jale flumph), chatty sorcerous researcher.
 
Lurffamyrm Citadel is a citadel made of metallic, interconnected dome-like structures nestled within the mountains. There are no paths leading to the citadel (the floating inhabitants don’t need them) and is very difficult to reach on foot. The citadel is home to 64 flumphs, led by a ulfire flumph named Barnibos and his two under-priests. 37 normal flumphs perform daily benedictions to the mysterious Elder Gods and tend to the cavernous spice middens beneath the citadels. The Sanctuary is guarded by a troop of dolm flumphs called The Dolm Spears. Their leader, Korbuurn wants to take a more pro-active stance against the green men in the Grotto of Azathoth (3718). He has a space alien plasma rifle (5-30 damage) that he believes will give his warriors the edge they need. T’odd, the jale flumph Magic User, keeps a library of dangerous lore in a disused storeroom near the spice middens. He will gladly “talk shop” with any visiting good-aligned magic users--an all-too rare opportunity.

Tuesday, May 12, 2015

Carcosa's Thirteen Races of Man

The psychotronic and savage world of Carcosa is home to 13 races of Man, all of various colors (three of which are quite alien). Geoffrey McKinney’s Carcosa leaves the details of 13 races of Man mostly undefined. There are no mechanical differences between the races. Their cultures, traditions, and physiologies are left to the individual GMs.


Hacking Carcosa to other game systems has been an ongoing pet project of mine. The two game systems I’m most interested in converting Carcosa to are Fate and Barbarians of Lemuria. To properly use aspects and stunts in Fate, and to properly assign boons and flaws in BoL (or, at least, the way I want to do it), we need to have more information about these races.


Thankfully, that kind of stuff is fun to write.


Red Men
The Red Men of Carcosa have lean lanky builds with high foreheads and long legs. Their skin tone ranges from bright scarlet, to dusky rust, to dark crimson. Their hair tends to be several shades darker than their skin, approaching almost-black in crimson-skinned individuals. Their limbs and faces are often decorated with shimmering, geometric tattoos made from ink distilled from golden fire-cacti.


Red Man tribes live as wandering bands in the great desert wastes of Carcosa. They make no permanent settlements but follow the migration of the great stegosaurus herds they hunt. Red Men have a great resistance to heat and sun, and require only half the water of other Men. Due to their nomadic lifestyle, Red Men encounter a greater variety of Carcosan Men than other colors, very often in semi-peaceful trade. As such, the language of the Red Men has become a kind of “common tongue” for the Men of Carcosa.  


The Red men have a complicated and multi-layered system of ancestor worship. A Red Man believes the spirits of all his ancestors for the last seven generations reside within his body, and that the spirits of his ancestors’ ancestors reside within their spirit bodies, and so on and so forth. Red Men often wear the elaborately decorated skins of their ancestors as clothing. This often takes the form of sturdy and surprisingly artistic leather armor.

Yellow Men
The skin of the Yellow Men ranges from a bright lemon color to a sickly, diseased hue like old parchment. Their hair usually matches their skin tone, but takes on a metallic, golden sheen as they age. Their eyes are like beads of amber with no visible pupils or irises. Their ears come to leaf-like points. While not especially tall or short, Yellow Men to be heavy-set and gain weight easily. Unlike all other races of Carcosan Man, Yellow Women do not lay eggs, but birth their young live.


Yellow Men are the only race of Man that makes common use of watercraft. Yellow men are accomplished sailors, and often attack coastal settlements. They are feared sea raiders, and their great, fungus-hulled, wing-masted ships are visions of terror to other Men of Carcosa. Yellow Men build their villages in protected quays in small archipelagos.


With their inauspicious color and their affinity for seas and lakes, many suspect that the Yellow Men are somehow connected to Hastur (The King in Yellow). These suspicions are not unfounded. Indeed, many Yellow Men believe they are descended from the Unnamable One. More than one Yellow warlord has taken the title “The Yellow King.” None have died peacefully or well.

Purple Women
The Purple Women of Carcosa are an all-female race. The skin tone of these amazons ranges from dusky lavender to deep plumb. They are tall and athletic, and their lips and gums are black, as is their blood. Purple Women must mate with other races in order to procreate. Children from these unions are always Purple Women. The clothing, gear, and armor of Purple Women are often decorated with the bones or teeth of their mothers and grandmothers.


Purple Women live in the rolling hills and valleys of Carcosa, where they herd and breed various breeds of dinosaur. These dinosaurs are used as mounts or beasts of burden, and Purple Women are expert dino-wranglers. Raptors, triceratops, and ankylosaurs are especially favored. The Infinite War Queen of Stars is said to have rode a laser-breathing tyrannosaurus. Purple villages are usually protected by earthen walls and ruled by the most proficient warrior.


Purple Women live in fear of their ancestors’ angry ghosts. Their religious rituals and sacrifices are designed to appease these spirits. “Grandmother Ghosts” still long for battle, even after death. By wearing the bones of their ancestors into combat, the Purple Women hope to satisfy these spirits’ bloodlust.

Black Men
The Black Men of Carcosa are tall and powerfully built. A six-foot-tall Black Man is considered short by his peers, and many stand well over seven-feet-tall, approaching eight. Their skin is jet black, ranging from glossy like onyx to matte like charcoal. The eyes of a Black Man are like orbs of onyx with white or purple pupils. Their teeth are dark gray and their blood is silver. Their bodies, both male and female, are utterly hairless.


Black Men prefer to make their settlements in mountains. They inhabit caves or build small keeps of unmortared stone. Such keeps often use tamed giant scorpions as guards.


Black Men revere and worship thunderstorms, and call themselves “Children of The Violent Skies” in their own tongue. Initiate shamans are lashed to tall poles on storm battered mountain peaks and left there until they are struck by lighting. If they survive, they are considered to be blessed by the Storms Favor. Their scorched bodies and lightning-addled brains give them the gifts of prophecy.

White Men
The subterranean White Men of Carcosa are small and wiry. Few White Men ever reach the height of five feet, and their stooped posture makes them appear even smaller. Despite this, they are quick and agile. A White Man has long, dexterous hands with six four-knuckled fingers on each. White Men have large eyes, easily twice the size of a normal Man’s, that rarely blink and see well in the dark. Their skin is a dull white like chalk, but is often marred with dirt and scars. Their this hair tends towards a pale bone-yellow tint.


White Men make their homes in tunnels and caverns deep underground where light rarely shines. Sometimes these are natural caverns, sometimes they are dug by monsterous worms, sometimes they are excavated by White Men and their slaves. Many White men are supernaturally fearful of the open sky. The stars and sun terrify them.


White Men revere the great worms of Carcosa. Though they do not worship them, they respect the worms’ tenacity, hunger, and industry. As a rite of adulthood, a White Man places 40 flesh-gnawing maggots on his skin, allowing the creatures to chew spiraling scars and patterns across his skin. It is said that a grub-shaman can read a White Man’s future in these scars.

Orange Men
Carcosa’s Orange Men have sharp, angular features with prominent bone structures and knobby joints. There is little variance in their coloration, and most are a uniform candy-corn-orange. Their hair is the same shade as their skin, and facial hair is unknown among them. Orange men all share a strange, familial resemblance to each other, and other races tend to have trouble telling one Orange Man from another.


Orange Men have a weird affinity for Space Aliens and their technology. They display an almost instinctive ability for salvaging and using alien devices. Most Orange communities make their homes in the ruins of old, abandoned alien facilities or even crashed flying saucers. Some Orange Man settlements willing ally themselves with the Space Aliens, pledging their loyalty, service, and genetic stock to the aliens in exchange for protection, tutoring, and augmentation.


Orange Men revere no gods, but often worship some unfathomable piece of alien machinery. More than one Orange tribe has dedicated itself to an insane super-computer or atomic super-weapon. Some monastic gnostic sects of Orange Men revere the very concept of “knowledge” itself. The Orange language is composed of monosyllabic words that each have a mathematical value.


Blue Men
The Blue Men are widely considered the most beautiful of the races of Carcosa. They are uniformly healthy and attractive and retain their vitality well into old age. Blue Men show the greatest variety in skin tone of all the races of men. Light sky blue, rich turquoise, electric cyan, dusty slate, to deep indigo can all be found among the cities of the blue men. Hair, skin, and eye color are usually all different hues. A not-uncommon genetic mutation sometimes causes Blue men to be born with white, orange, green, or purple hair. These individuals are believed to be destined for greatness or infamy.


Blue Men are strict carnivores and have trouble digesting plant matter. Their teeth are all sharp and predatory, and Blue Men take great pride in their care. Blue courtship and sex is a violent affair. Both males and females count their lovers by the bite scars they leave hidden on their flesh.


Blue Men are the only race of Man to build large cities, sometimes housing over a thousand blue men and slaves. These are dangerous, decadent settlements of tiered manses and narcotic gardens, where the pleasures of Blue Men and Women is all-important. These cities are maintained by slaves, either broken into submission or drugged into supplication. Small armies of brain-washed slave-soldiers protect their Blue Man overlords.


Blue Men worship no gods, spirits, or monsters. Indeed they find the entire idea distasteful.

Green Men
The Green Men live in the deep, steamy jungles of Carcosa. They are androgynous hermaphrodites, possessing the sexual organs and characteristics of both males and females. Their skin tone ranges from a dark pine green, to avocado, to an almost neon lime. The skin of most Green Men is mottled with multiple shades, giving them a kind of natural camouflage in their jungle homes.


Green Men make their homes on platforms high in the branches of mighty jungle trees. Larger villages may actually carve out homes and spaces inside the trunks of huge, ancient trees. These villages are only accessible by rope ladders or elaborate and secret climbing paths that twist from branch to branch.


The Green Men venerate a number of animal totems, especially insects. In addition to each individual’s personal totem, each village reveres a communal totem, which gives the tribe its name. In combat, Green Men often wear masks and mantles that depict their totem creature. Thanks to their jungle homes, Green Men are one of the few races that have regular access to wood for their crafts.

Brown Men
Brown Men are stocky and barrel-chested with thick limbs and strong hands. The skins of young Brown Men are light brown, only a little darker than brown paper. Their skin darkens as they age, eventually becoming a deep mahogany in late adulthood. Brown Men have yellow, goat-like eyes with square pupils.


Brown Men make their secluded villages in cold fens and marshes. These villages are usually unwalled, but guarded by numerous watchtowers with sharp-eyed scouts. Brown settlements are lead by the tribe’s greatest hunter. This distinction is made once a year by a tribunal and vote of all the village warriors and hunters. They are the only race of Men that knows how to forge steel. Brown Men have also developed crude form of black powder explosive crafted from charcoal and the rennet of Fen-Shugs, dangerous semi-mineral ogre-like beasts that haunt the cold marshlands. Brown Men use a style of primitive matchlock musket that fires a stone or crystal slug.


Brown Men have a proud oral tradition and revere a wide variety of culture heroes and legendary ancestors. Brown Man children are usually named after some past village hero whose feats their parents hope they emulate. Brown men are famous for being blunt and honest, almost to the point of rudeness. Lying is almost unknown to them. Sentences in the sing-song language of the Brown Men are structured as phonetic palindromes, which does not translate well to other languages.

Bone Men
Bone Men have transparent skin, flesh, viscera, and blood. Only their bones are opaque and visible. They are utterly hairless. The flesh of sick or very old Bone Men sometimes takes a yellowish cast, giving them a weird topaz look. Bone Men are vain, and tend to shun all but the most essential of clothing, to better show off their lovely bones. Some Bone Men will undergo painfully invasive deep-flesh tattooing to carve and decorate their bones.


Bone Men live in swamps and bogs where other races of Men dare not go. Mud and dirt does not stick to their weird, transparent flesh, and Bone Men remain remarkably clean even in the worst quagmire. Bone Man villages consist of low, round-topped houses raised over the ground on stilts. Such villages are rarely walled, but often protected by labyrinthine moats, channels full of tamed eels, and tar traps.


Bone Men are shunned and mistrusted by the other races of men. A Bone Man changes his name every morning, when he wakes up, dedicating himself to whatever he hopes to accomplish that day. This constant shifting of names does not help endear them to other Men. Bone shamans collect noxious swamp gas in thin bladders, which they then inhale to create prophetic hallucinations.

Jale Men
Jale Men are tall--usually well over six-feet tall--but thin, with mannerisms uncomfortably reminiscent of mantises or stick-insects. Their eyes are lusterless orbs of cosmic darkness. They are utterly genderless, and the very concept is alien to them. At irregular times in their life, a Jale Man will grow a crystalline cyst within their abdominal cavity. When the cyst grows to the size of coin, the Jale Man cuts the cyst out of their torso, usually with a special ritual knife. Within the gem-like Jale-colored cyst, one can see the black, tadpole-like Jale embryo, like a fly in amber. The embryo can remain suspended like this indefinitely. If the crystal cyst is placed into the living body another Man--either orally, surgically, or otherwise--the cyst dissolves, and the embryo awakens and rapidly grows, devouring its host from the inside out. Less than five minutes later, an adolescent Jale Man busts out of its hosts ruptured body.


Jale Men have a disturbing affinity for sorcery, psionics, and the alien science of the Serpent Men. Given their unnatural reproductive practices, it is widely believed that the Jale Men artificial creatures, created wholly by the Serpent Men. Tribes of Jale Men seem subconsciously drawn to Serpent Man ruins, and most Jale communities settle in ancient citadels and temples.


Jale Men revere snakes, honoring them for their cunning, wisdom, and mastery of alchemy and poisons. Given their predilection for sorcery, it should not be surprising that many Jale men devote themselves to the Great Old Ones and other alien gods.

Dolm Men
Dolm Men are squat but powerfully built, and rarely stand much taller than five feet. Their teeth are flat and blunt, and they have no visible ears. Each hand has three fingers and two thumbs, one on each side of the palm. Almost all Dolm Men are male. Each community has but one female, a massive and bloated “queen” who is mother to all the males of tribe. The Dolm Queen has no mate, instead producing her children through strange parthenogenesis. Dolm men have functional sex organs, but given the nature of Dolm Queens, no one is sure why.


Dolm Men make their villages in the fungal forests of carcosa. They build homes in the hollow trunks of massive toadstools and other fungi, trusting in the natural poisons to ward off most predators and foes. The manse of the Dolm Queen is always in the center of the village, where her best and most capable sons guard and attend to her needs. Due to their close association with fungal toxins, Dolm Men are especially resistant to poisons and narcotics of all sorts.


Dolm Men worship no gods or spirits, instead focusing all their devotion onto their queen and their community. The Queen can live for centuries and serves as a living goddess, dispensing her wisdom and guidance in return for her son’s devotion and obsequience. Dolm Men are ritual cannibals. When one of their brothers die, they tribe cooks and devours his flesh, so he will live on through them.

Ulfire Men
Ulfire Men vary drastically in size depending on their gender. Females remain small and stocky, rarely standing much over four feet tall, while the lean males stand over six feet. Both genders sport think, mane-like hair, but are otherwise hairless. Jale Men ritually etch their skin with acid, recording their achievements and failures with hieroglyphic scars so they will not be forgotten. Ulfire Men do not have blood. The flesh their shimmering skin has been compared to plant matter.


Ulfire Men make their homes in the icy wastes and cold northern climes of Carcosa. Their sprawling, communal houses are surrounded by protective walls of stone or ice and guarded by razorbirds. No matter where they are built, Ulfire villages always have a clear view of the great open sky. Ulfire settlements are led by a counsel of tribal elders who have proven themselves through a life of wise deeds.


Ulfire men are famed for their knowledge of astrology and divination. They have made great studies of the stars and planets and can predict how the dread heavens will influence the life of a man and his descendants for generations to come. Ulfire men do not generally worship entities, but instead revere the stars and the fates the influence. The worship of Ithaqua has always been a popular heresy among the Ulfire Men.

Tuesday, October 21, 2014

LotFP "Summon" Spell in Carcosa

I've got Carcosa on my mind lately...

I've been playing in an online Carcosa campaign for about a year now. For most of that time I've played a sorcerer. It's been fun, but to be honest, my PC never felt very sorcerous. A Carcosan sorcerer is, for the most part, just a fighter with a higher XP requirement, some slightly different saving throws, and the ability to maybe, maybe, cast one or two rituals over the course of their career. The ability to read the language of the Snake Men is occasionally useful, and my GM gave sorcerers a "Lore" skill that was handy, but without the ability to cast spells, sorcerers don't feel very magical. Sure, a sorcerer has access to rituals, but given the complex and specific conditions required to cast a single ritual even once, I can't imagine PC sorcerers ever get to use much actual sorcery.

So, how do we fix this while still keeping the right flavor for our Carcosan sorcerer?

We could let them cast spells like a regular D&D Magic User, but I don't like that. I don't envision The Fate of Eternal Midnight tossing fireballs and magic missiles like Raistlin. The magic rituals of Carcosa specifically deal with summoning, binding, and banishing horrible monsters and alien beings.

Well now, that certainly sounds like the Summon spell from Lamenations of the Flame Princess, doesn't it?

A sorcerer dedicates himself to learning how to manipulate beings of terrible alien power. But before they can master these powerful rituals, a sorcerer must start small. The Summon spell lets a sorcerer call up a minor servitor of the Great Old Ones and (if he's lucky) bind it to his will for a short time. Ritual sacrifice makes this spell easier, which gives the neophyte sorcerer plenty of practice in being professionally unpleasant. 

My Proposal: A Carcosan sorcerer can cast Summon a number of times per day equal to his "Lore" skill (or half his level, rounded down, if there is no such skill in your campaign). This will allow a PC sorcerer to actually sorcer once in a while. It lets them feel like more than just a learned fighter, and justifies their high XP requirements. 

Given the inherent dangers of the Summon spell, a GM might decide to allow sorcerers to cast the Summon as often as they like. A sorcerer is very likely to get eaten before he breaks reality. 

As an aside, if you're going to use the Summon spell (in any setting) I highly recommend +Ramanan S's Summon Spell Web App. It cuts down on a lot of rolling.


Tuesday, October 7, 2014

The Vaults of Man (an adventure locale for Carcosa!)

I haven't talked much about Geoffrey McKinney's Carcosa on this blog, but I absolutely love Carcosa, thanks in no small part to the excellent game +Doyle Tavener has been running on Google Hangouts for the past year.

I ran a one-shot of Carcosa for my home group a while ago, using a mini-map I made for this blog. This weekend I redrew the map and rewrote and expanded my game notes. Now I'm going to share it with you!

The Vaults of Man is a short little adventure location that can be dropped just about anywhere in Carcosa. It was designed to give the PCs a chance to find some weird things, fight some goopy monsters, suffer some traps, and maybe get a bit of treasure.

The entire adventure is below. You can also Download the PDF from Google Drive.



The Vaults of Man

For use with Geoffrey McKinney’s Carcosa Weird Science-Fantasy Horror Setting

The Vaults of Man can be placed in any underground locale on Carcosa. The place the PCs are leaving lies west of the Vaults. The place the PCs need to be lies east of the Vaults. To get from one place to the other, the PCs must pass by the Vaults of Man as well as the lair of Rama-Mekhet and his minions.

The Vaults of Man are the resting place for thirteen ancient human heroes. No mortal being remembers their names, their deeds, or how they came to be buried here. Recently, the mummy Rama-Mekhet made his home in the chambers near the Vaults. In his solitude he continues his occult research and performs his obscene rituals to Nyarlathotep. He has little interest in the contents of the Vaults and has investigated them only slightly.


1) The Vaults of Man
The Vaults of Man consist of thirteen tombs sealed with stone doors of different colors. The individual vaults vary in their exact dimensions but tend towards 16 feet wide by 24 feet long with 8 foot ceilings. The doors are heavy and thick but somewhat brittle with age. Each door requires a standard “Open Doors” roll to batter down. Characters can make multiple attempts to open a door, but each attempt takes one turn. Battering down a door is noisy and has a chance of attracting 1d4 of Rama-Mekhet’s Diseased Guardians.

The chance of attracting Diseased Guardians starts at 1-in-6. If a roll indicates that Guardians do not show up, the chance on the next roll goes up by one (2-in-6 on the next roll, 3-in-6 on the next, etc.). Once the wandering monster roll is successful, the chance drops back down to 1-in-6. Rama-Mekhet commands eighteen Diseased Guardians in total.

A) Red Door
The skeleton of a Red Man lies on a plain stone plinth. He wears bone chain mail. A matched pair of bone short swords lie at his sides. If a character has a way to analyze the armor and swords’ material, they will discover that the bone originally came from this very Red Man, although his skeleton seems complete.

B) Blue Door
The desiccated body of a Blue Woman rests on a slab of baked clay. She wears a cloak of velociraptor feathers but is otherwise unadorned.

C) Yellow Door
An alien plant grows out of the skeleton of Yellow Woman lying in the rubble of a broken slab. A jeweled bronze longsword (worth 150gp) and spiked bronze shield are tangled up in the plant’s roots. The plant attacks anyone who comes near.

Alien Plant
HD: 3
AC: 16
Attack: (Thorn Lash x2) +3 to hit, 1 die of damage.
Move: 0’ (but its thorny vines can reach anywhere in the room)
A wounded character must save vs. poison or be implanted with seeds. These seeds will germinate in 2-8 weeks, bursting through the host’s abdomen, killing them painfully.

D) Green Door
The body of a Green Man lies on the bare ground, bound in elaborately-knotted ulfire twine. The man’s head has been removed and is placed at his feet. If rejoined to his body, the head shrieks the formula to Canticle of the Crawling God, allowing any sorcerer present to instantly learn that ritual. A non-sorcerer hearing this shriek suffers 1 die of psychic damage (save vs. sorcery for half damage). After shrieking, the body dissolves into powerful acid (3 dice of damage to anyone in contact).

E) Purple Door
The mummified body of a Purple Hermaphrodite lies on a baked clay slab. Their yellow silk wrappings have mostly rotted away, but the iron helmet with brass wings they wear is still in serviceable condition.

F) Orange Door
The preserved body of an Orange Man lies in a glass coffin filled with honey. He wears only a loincloth and holds an iron staff. Descent of the Six Thousand Steps is tattooed across the entirety of his skin.

G) Brown Door

The door to this room was battered down ages ago. The tomb is entirely empty.

H) White Door
The desiccated body of White Man in rotten cloth armor lies in a rusted iron coffin. If touched, the body instantly falls to dust and releases mutagenic spores. Everyone in the room must save vs. poison or suffer a mutation rolled from the GM’s favorite mutation table. The disintegrated body leaves behind two pearls worth 50gp each (the White Man’s gizzard stones).

I) Black Door
The rotting body of Black Man with four arms rests on a low wooden table. He clutches a lead-lined iron box holding a chunk of radioactive thorium to his chest.

J) Bone Door
The body of Bone Woman in rotten leather armor lies on a wicker bier. Her once-clear flesh is now milky and yellow with decay. Three plasma grenades hang from a rusted chain bandolier across her chest. The grenades inflict 3 dice of fire damage in a 10 foot radius (save vs. device for half). Each grenade has 1-in-4 chance of being a dud.

K) Dolm Door
The left half of one Dolm Man has been crudely stitched to the right half of a different Dolm Man. The composite body has been strangely mummified and lies on jagged slab of basalt. The body’s conjoined brain is still alive, immortal, non-psychic, and thoroughly insane.

L) Ulfire Door
The body of a Ulfire Woman, perfectly preserved, lies on an ornately carved plinth of pink marble. She wears a bikini made of gold coins (worth 100gp).

M) Jale Door
The decayed body of Jale Man lies in a nest of iron spikes. He wears lizard-skin trousers and clutches an obsidian-tipped spear to his chest. A ruby worth 150gp is hidden inside his abdominal cavity.

2) The Sanctum of Rama-Mekhet
The door to Rama-Mekhet’s chambers is made of dark green metal etched with golden pictograms in the ancient style of the Snake Men. The door will only open for someone possessing one of the weird seventeen-sided medallions of green metal carried by the mummy and his Diseased Guardians. Anyone wearing one of these medallions can pass through the metal door as if it were jelly.


3) Plague Chamber
A fire of jale flame burns in a pit in the center of this circular chamber. Rama-Mekhet’s eighteen Diseased Guardians (minus any already killed by the PCs) mill about the fire, wailing and gurgling alien songs in their pseudo-voices. They attack any interlopers.

Any food cooked over the jale flame becomes fatally toxic (no save).

Diseased Guardians (Carcosa page 82)
HD: 1-1
AC: 12
Attack: (Claws) +1 to hit, 1 die of damage. Save vs poison to avoid rotting disease.
Each Diseased Guardian wears an etched, seventeen-sided medallion of green metal that allows passage through the door to Rama-Mekhet’s sanctum.

4) Rama-Mekhet’s Laboratory
Rama-Mekhet’s lab is a collection of thaumaturgical devices and weird Snake Man technology, all beyond the ken of mortal men. An intricate wire apparatus hangs from the ceiling like a deformed metal spider. From this apparatus dangle thirty of the Snake Men’s multicolored lenses, used in The Many Octacled Binding. The mummy originally had ten Diseased Guardians bound to him. The other eight were created by the Guardians’ infectious attacks.

Rama-Mekhet is a haughty and arrogant mummy of middling power and influence. He mostly desires solitude and is outraged at the PCs' intrusion. He will allow the PCs to leave his sanctum unmolested if they agree to to give him one of their number to replace the Diseased Guardians they have most likely slain (“Quite the generous bargain, I’m sure you’ll agree!”). Rama-Mekhet wears regal robes of shimmering ulfire silk and wears a golden ring with a large blue gem worth 300gp. His leathery gray skin gives no clue towards his original color, and he has long forgotten.

The complete skins of a Brown Man and a Green Man are stretched and dried on frames hanging on the wall. The rituals Summon Diseased Guardians and The Many Octacled Binding are tattooed on these skins (brown and green, respectively). Diligent looters can find a canister of 1d4 alien health pills that heal all damage and illness when swallowed but require a save vs. poison to avoid mutation.

Rama-Mekhet, Mummy (Carcosa page 93)
HD: 3 + 1
AC: 12
Attack: (Bronze Sword) +3 to hit, 1 die of damage
Psionics: Mind Control, Telepathy
Rituals: Summon Diseased Guardians, The Many Octacled Binding

5) Shrine to Nyarlathotep
An obsidian statue or Nyarlathotep in his aspect of the Bloody Tongue rests on a squat stone pedestal. The statue weighs 120 lbs and is worth 500gp to a chaotic sorcerer. Lawful characters who sleep in the same room as the statue will be plagued by sinister whispers and distressing nightmares which prevent restful sleep and natural healing.

6) Chasm of Eyes
Narrow bridges of natural stone span this wide chasm. No one knows how deep the night-black chasm is, and characters who plummet into its depths are never seen again. Crossing the bridge isn't difficult in and of itself, but can be become a perilous combat location if the PCs are on the run from Rama-Mekhet and his minions.

Once one or more characters get about half-way across the chasm, a gigantic three-lobed yellow eye peers up from the abyssal depths, tracking the characters’ movement. The eye takes no other action and disappears if anything falls into it.

7) Lair of the Cybersnail
The caverns on the eastern side of the Chasm of Eyes are the territory of a steel-shelled Cybersnail, a bizarre bio-weapon from a strange age. The bear-sized mollusk never crosses the Chasm and Rama-Mekhet avoids its territory. The Cybersnail attacks anyone who invades its turf.

Cybersnail
HD: 4
AC: 16
Move: 30’
Attack: (Laser Cannon) +4 to hit, 2 dice of damage
Salvageable Treasure: 23 feet of braided gold wire worth 230gp, one power cell, 200 lbs of edible snail meat.

Monday, March 31, 2014

Carcosan Tunnel [Mini-Map Monday]

A quick and fairly linear dungeon for use in what may be my first eventual Carcosa game.
To escape the War Apes of Carcosa, the heroes must flee through the tunnels under the Zhornavog Mountians. Therein they will pass the Vaults of Man--thirteen crypts that hold the remains of a hero from each race of man. Two bridges span the Chasm of Eyes, a mighty abyss from which stare giant inhuman eyes. Watch out for the cyber-snail!