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Post by crusssdaddy on Feb 21, 2023 22:56:02 GMT -6
This animated short movie could perhaps take place in some of the wilder parts of Carcosa, or perhaps some strange world on the farther side of an eldritch portal: youtu.be/6J6Z67elnDoThat channel is great!
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Post by crusssdaddy on Mar 24, 2021 12:45:45 GMT -6
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Post by crusssdaddy on May 28, 2020 23:19:12 GMT -6
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Post by crusssdaddy on Apr 22, 2020 11:40:13 GMT -6
Love the map style, like something included in the box of an early '80s computer game. Really draws you into the setting.
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Post by crusssdaddy on May 3, 2019 22:12:34 GMT -6
That's amazing. Looks like a Planet Algol campaign.
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Post by crusssdaddy on Jan 13, 2017 18:39:19 GMT -6
Nice writeup! Have you used it in your game? No, no game currently. These are all just ideas for a potential campaign.
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Post by crusssdaddy on Jan 11, 2017 20:43:59 GMT -6
SPECIES 32123 are shape-shifting humanoids from a galaxy outside our own. This race is steadfastly opposed to the Space Aliens and likewise opposed by them, for eons successfully pitting their bizarre mimicry against the superior technology of their foe. Species 32123 appear to tolerate humans enough to occasionally operate in concert with them. However, it is unknown whether they also collaborate with other races, as witnessed instances of cooperation may simply be clever charades involving multiply shape-shifted agents.
Species 32123 (Level Title, Experience Points Necessary to Attain, and Hit Dice)
1st – Protean / 0 / 1 2nd – Mimic / 2500 / 2 3rd – Changeling / 5000 / 3 4th – Doppelganger / 10,000 / 4 5th – Thing / 20,000 / 5 6th – Arch Protean / 40,000 / 6 7th – Clone / 80,000 / 7 8th – Infiltrator / 160,000 / 8 9th – Replicant, 9th Level / 320,000 / 9
Saving Throw Matrix / S32123 Level 1-3 / S32123 Level 4-6 / S32123 Level 7-9
Death Ray or Poison 12 10 8 Wands, Polymorph, Paralysis 13 11 9 Petrifaction 14 12 10 Dragon Breath 15 13 10 Staves & Spells 16 14 12
Alignment: Neutral or Chaotic.
Prime Requisite: Constitution.
Weapons and Armor: Any weapon, any armor.
Attack: As Fighting-Men.
Sorcery: Species 32123 regardless of current form are unsuitable for successful use in sorcery rituals, and they'll be very upfront about that to the head Sorcerer in charge prior to any ritual initiation.
Shape-Shifting Abilities by Level: Species 32123 must observe closely a living sample subject to initiate transformation, which requires 20 minus CON score in turns to complete. Doubling observation time provides a 50% chance to move up one level in accomplishment, for that transformation only. Shape-shifting ability is determined by level as follows (progression is cumulative):
1st Level – Crude depiction of studied humanoid form, effective only from a distance or in very low light; movement inauthentic, may appear robotic, disabled, or mutated; grossly disturbed vocal characteristics. 2nd Level – Sometimes passable copy with assistance from bulky clothing, obscured face, static posture; voice still uncanny. 3rd Level – Largely identical copy of studied individual, hair may be wrong, height or weight off, face may appear subtly reconstructed; voice will fool non-acquaintances; physical inaccuracies evident on close examination. 4th Level – Identical copy of studied individual, including voice; externally perfect, internal medical examination reveals bizarre variations from norm. 5th Level – Able to create convincing variations of study subject, e.g. study Blue Man and take convincing form of Green Woman, create new voice, significantly alter height, weight, appearance to create a distinct identity. 6th Level – Capable of crude depiction of simple near-humanoid forms, limited to those similar in overall bulk to humans (e.g. Primordial Ones, Mi-Go...). 7th Level – Precise depiction of simple near-humanoid forms. 8th Level – Unconvincing imitation of non-humanoid and supremely outre forms similar in overall size to humans (e.g. Giant Jungle Ants, Weird God, Foul Putrescence...). 9th Level – Master of mimicry, may God help us all.
Shape-shifting does impart general abilities of the assumed form. Shape-shifting does not impart special powers, abilities, or characteristics that may be supernatural in origin. But, of course this is all negotiable. Does taking the form of a Mi-Go allow flight through outer space? Yes, I think. Does taking the form of a B'yakhee allow teleportation anywhere? Eh, debatable. Does taking the form of a Mummy Brain allow at-will sorcery? I think we can probably agree not. Have a talk with your players about what's allowed and what's not, then afterward clasp hands and declare in unison, “Now we know!”
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Post by crusssdaddy on Dec 1, 2016 12:18:34 GMT -6
Comments welcome.
MUMMIES are sorcerous devotees of Nyarlathotep, risen from entombment beneath the sands or elsewhere to conduct missions in furtherance of their god's inscrutable aims (note: PC aims may be scrutable, if desired). They indulge endless study of sorcery and the nourishment of chaos in the world around, though often their stratagems are intensely obscure.
Mummies (Level Title, Experience Points Necessary to Attain, and Hit Dice) 1st – Servant of the Crawling Chaos 0 1+1 2nd – Unclean One 4000 2 3rd – Withered Seer 8000 3 4th – Corpse Pharaoh 16,000 4 5th – Chaos Champion 32,000 5+1 6th – Elder Thing 64,000 6 7th – Mummy Lord 128,000 7+1 8th – Chosen of Nyarlathotep 256,000 8+2 9th – Mummy Sorcerer, 9th Level 512,000 9+3
Saving Throw Matrix Mummy Level 1-3 Mummy Level 4-6 Mummy Level 7-9 Death Ray or Poison 8 6 3 Wands, Polymorph, Paralysis 13 11 9 Petrifaction 13 11 9 Dragon Breath 19 17 15 Staves & Spells 15 12 9
Alignment: Chaotic only.
Prime Requisite: Intelligence.
Weapons and Armor: Any weapon, no armor.
Attack: As Fighting-Men.
Healing: Mummies do not heal as do the living. Repair is accomplished via diligent application of various restorative balms, preservative wrappings, and esoteric meditations. Assuming ingredients and requirements for such are readily available, complete repair of any injury regardless of severity can be enacted in 24 hours of uninterrupted care.
Invulnerability to Physical Attack: Physical attacks against Mummies suffer a -1 penalty per die to damage rolls.
Vulnerability to Fire: Fire attacks (including lasers) cause a +1 bonus per die to damage rolls.
Dead Like Us: As beings preserved in death, Mummies are immune to normal diseases, illnesses, and toxins, including the various lotus preparations. They do not respirate or bleed, nor do they require sleep. They are immune to Charm and Sleep effects. They are unaffected by other conditions and statuses in a manner consistent with already being dead.
Sorcery: As Sorcerer of equal level. Sorcery rituals must be discovered and learned as normal per the CARCOSA supplement.
Additional Powers by Level: Mummies gain additional powers and abilities as follows: 1st Level – Read Languages, at will as the spell. 2nd Level – Bestow curse, 1 time/week as disease, affliction, or persistent misfortune. 3rd Level – Charm Person, 1 time/day as the spell. 4th Level – Reproduce effect of an Elder Sign, also affecting all Spawn of Shub-Niggurath. 5th Level – Dimension Door, 1 time/day as the spell. 6th Level – Sorcery rituals can be conducted in half the time required. 7th Level – Magic Jar, used ceremonially as the spell. 8th Level – Geas, 1 time/week as the spell. 9th Level – Commune with Nyarlathotep, as the spell.
Ultimate Advancement: Certain Mummies, those that combine unique longevity and determined studies with an especial aspect of the diabolical, graduate to become Mummy Brains. Of course we'll have rules for that, eventually.
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Post by crusssdaddy on Nov 19, 2016 11:22:55 GMT -6
One of several potential new classes, not play tested, suggestions welcome. Original recipe rules used (OD&D), not LotFP.
MORLOCKS are humans who by prolonged habitancy beneath the surface of Carcosa are altered into species apart from normal men. Morlocks can be any of the traditional races of Carcosan Man, however they are a distinctly paler hue (mauve, pink, mantis, periwinkle, gray, etc.) and all body hair is very light blonde. These creatures are typified by aggressive primitivism, worship of the Great Old Ones, and ecstatic cannibalism (of both normal men and fellow Morlocks). And some, I assume, are good people.
Morlocks (Level Title, Experience Points Necessary to Attain, and Hit Dice)
1st – Darkling 0 1+1 2nd – Lurker 1500 2+2 3rd – Brute 3000 3+3 4th – Pitspawn 6000 4+4 5th – Manslayer 12,000 5+5 6th – Cannibal Chief 24,000 6+6 7th – Dark Dervish 48,000 7+7 8th – Night Champion 96,000 8+8 9th – Morlock Lord, 9th Level 192,000 9+9
Saving Throw Matrix Morlock Level 1-3 Morlock Level 4-6 Morlock Level 7-9
Death Ray or Poison 10 8 6 Wands, Polymorph, Paralysis 11 9 7 Petrifaction 12 10 8 Dragon Breath 13 11 9 Staves & Spells 14 12 10
Alignment: Morlocks may be any alignment, although vanishingly few are Lawful.
Prime Requisite: Strength.
Weapons and Armor: Any (however, see Technology Restriction below).
Attack: As Fighting-Men.
Accustomed to the Underworld: Morlocks have Infravision 60', as the spell; this ability functions normally in Mythic Underworlds. In daylight or equivalent lighting, Morlocks suffer a -1 penalty to all to-hit rolls and saves.
Fine Young Cannibals: Morlocks heal at twice the normal rate each day they consume fresh human or Morlock flesh.
Sorcery I: Morlocks of any hue are unsuitable for successful use in sorcery rituals. If disaster in casting is desired, they are preeminently suitable.
Sorcery II: Morlocks of 6th Level and higher may conduct sorcery rituals as a Sorcerer of 1st Level; these individuals are typically regarded as witch doctors, shamans, diabolists and the like. They never advance naturally in sorcery ability, although certain magical items may increase their proficiency. Sorcery rituals must be discovered and learned as normal per the CARCOSA supplement.
Technology Restriction: Morlocks by their primitive nature have difficulty comprehending devices of advanced technology, including Space Alien technology. Unless instruction is received by an experienced user, they may not use such devices or equipment.
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Post by crusssdaddy on Nov 19, 2016 9:11:16 GMT -6
The Temple of the Sea Demon by Gabor Lux, in Fight On! #7. Gabor's Fomalhaut setting shares many themes and characteristics with Carcosa, his adventures always translate well. This one needs minor adjustments to take it out of an urban area and also to re-skin some magic items, but the atmosphere of dread, superstition and unknown peril otherwise match perfectly. Ten Foot Pole guy also reviewed it and has some interesting thoughts: tenfootpole.org/ironspike/?p=686Found here: www.fightonmagazine.com/FOMag_Issue007.php
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Post by crusssdaddy on Nov 18, 2016 17:53:37 GMT -6
As a matter of fact, I do. The Compilation includes the first 6 installments/levels of the dungeon. Everything but the Pools of Pus, which was just published in issue #7. Monk (Alexey) You know, this was spurred by me going through older items I purchased that I hadn't taken a closer look at... and I have Beneath the Ruins from Psychedelic. I'll go through it again.
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Post by crusssdaddy on Nov 16, 2016 14:08:45 GMT -6
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Post by crusssdaddy on Nov 16, 2016 11:45:57 GMT -6
Isles on an Emerald Sea III by Gabor Lux (known here as Melan), in Knockspell #4. Isles excerpts are also in issues #1, #2 and #6, all very good, but Isles III stands out for perfect thematic/atmospheric match with Carcosa and no need to change any monsters. It's got a lost city of the ancients, Snail God worshipers, slimes and oozes running wild, and a handful of sandboxy additional island locations. Found here: www.drivethrurpg.com/product/93700/Knockspell-4?src=also_purchased
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Post by crusssdaddy on Nov 16, 2016 11:42:02 GMT -6
Share adventures suitable for Carcosa, with an emphasis on material that needs little to no modification or adaptation.
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Post by crusssdaddy on Jul 10, 2016 11:14:50 GMT -6
These are great! What's the story behind the purple head on a cylinder? Is it alive, or is it a totem or machine?
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Post by crusssdaddy on Jul 10, 2016 11:09:30 GMT -6
Just ordered. LULU25 worked for me.
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Post by crusssdaddy on Jun 22, 2016 19:35:36 GMT -6
I'm in.
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Post by crusssdaddy on Dec 14, 2015 20:04:43 GMT -6
I will third that sentiment. Why is that? Terminal Space is more influenced by Lovecraft than Star Wars, so the default flavor is more attractive to me. It offers OD&D authenticity -- S&W is just different enough to give me pause. I appreciate the DIY aesthetic -- Terminal Space feels more like a project than a product.
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Post by crusssdaddy on Dec 6, 2015 19:44:39 GMT -6
I like it better than "White Star." I concur sir. I will third that sentiment.
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Post by crusssdaddy on Aug 10, 2015 21:57:58 GMT -6
That's pretty cool, I hope he decides to do the sector map.
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Post by crusssdaddy on Jun 4, 2015 8:37:56 GMT -6
Geez, I can't believe how much they stole from Tolkien.
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Post by crusssdaddy on Sept 4, 2014 22:15:13 GMT -6
My only question is: how do you use this to make a session more fun?
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Post by crusssdaddy on Aug 26, 2014 18:02:02 GMT -6
I remember that house. LOL Back in school, the buses I took used to take me along Interstate 280, as Highway 101 tends to be congested. We used to debate what that giant pointing statue of Father Serra was pointing at (treasure or the like), or we joked about how he "want you to pull his giant finger" or "is about to blast you with his magic death bolt!" That takes me back! LOL WOW! They painted it orange! Back in the '80s and '90s, it was bleach white. I guess they got tired of the building looking like Flintstone's house form the cartoon. Orange of all things!? Here are some more organic architecture. Brief threadjack. Used to pass Father Serra on the way from San Jose to Candlestick, our group always supposed he was throwing dice. On some Sundays, fans would outfit him in 49ers bling, usually big medallions in red & gold and hats and stuff. Never saw him sport Giants gear. Good times, but now Candlestick is derelict
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Post by crusssdaddy on Aug 16, 2014 14:06:35 GMT -6
The original Carcosa has only 400 hex items, the first one in each of the LotFP hexes. I believe the only other differences are the original uses level titles, original names for some monsters (Green Slime, Ochre Jelly, etc...), does not have the single-hex adventure, accomplishes saving throws and movement per OD&D, lacks Geoffrey's essay about Men on Carcosa, and none of the art... I think that's it.
I think it's only available now for purchase on the secondary market.
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Post by crusssdaddy on Aug 2, 2014 8:40:07 GMT -6
I think even allowing those 10 artists to express themselves individually -- think Otus and Holloway and Elmore and Willingham -- would be a huge improvement. I don't think any of those guys are great artists, but they certainly had a distinctive and immediately recognizable style that successfully elevated the brand. The 5E art looks like each artist receives a thick document that details in withering precision exactly how their art for WotC should look, instructions on composition, etc., and even the work of different artists comes out looking largely the same.
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Post by crusssdaddy on Aug 2, 2014 8:21:35 GMT -6
In the beginning, D&D pilfered gleefully from myth and literature for most of its monsters and the TSR artists depicted them based upon the source material -- Titans and Medusae "looked" Greek, the Balrog was Tolkien's Balrog, the Ogre Mage was Japanese, etc. Now, WotC has its own identity for these and all of its monsters and the artists depict them according to the corporate formulation, and I overwhelmingly find 5E's visual aesthetic lame.
I contrast this with Games Workshop from the '80s and '90s, which put its own artistic spin on borrowed monsters and material. I liked their take on Orcs and Goblins and Vampires back then (less so now) and their formulation and aesthetics had definitive, unique appeal.
Maybe D&D 5E will luck out and find another Tony DiTerlizzi to illustrate a setting that departs from the Forgotten Realms standard, but what they have now I find uniformly uninspiring and I don't think it stands out in a very crowded marketplace.
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Post by crusssdaddy on Aug 1, 2014 16:03:28 GMT -6
Every picture looks very carefully composed according to a set of finely tuned "best practices" rules. I think this art reflects the writing and "feel" of 5E with absolute precision.
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Post by crusssdaddy on Jul 31, 2014 14:14:43 GMT -6
play someone who struggles against a hostile environment filled with predators and humanity struggling to civilized and reclaim some control over their destiny. I agree that the PCs are agents of resistance and perhaps even change, but I view the overwhelming majority of Carcosan humanity as utterly alien and savage. Humanity at large is powerless against the forces arrayed against it and has ceded control of destiny in exchange for simple, day-to-day survival. Their motives and morality would appear to us -- or visitors from Greyhawk, Forgotten Realms, or even Dark Sun -- as incomprehensible, arbitrary, conflicting, bizarre, frightening. Humanity does not struggle to reclaim civilization, because the concept is utterly unknown. The only valid moral stance is one that allows survival, the requirements for which could change at any moment. I envision the PCs as evolved into a mindset that understands there are possibilities beyond mere survival and that there are avenues to control destiny, or escape Carcosa to more civilized (or controllable) surroundings. This may arise from exposure to high technology, sorcerous learning, knowledge of predecessor races, etc. But the PCs understand they are different from the rest of humanity. Accordingly, PCs would never expect a warm reception from the typical village or citadel or castle, just as we wouldn't expect to be welcome in a pride of lions. PCs might wait for night to enter a village and steal what they need. They might intimidate with a show of force. They might, after a very careful and controlled first contact, find a way to make a limited exchange of goods and services. But they're not going to find a "home base" like Hommlet, unless they somehow pacify the community and install themselves as leaders. So, for me, having a clear delineation between the PCs and the rest of humanity is key to running the setting as written. Geoffrey's example in the LotFP edition is of the Skull Island denizens, who would be very difficult to roleplay by virtue of their savagery and alien mindset.
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Post by crusssdaddy on Jul 15, 2014 13:57:38 GMT -6
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Post by crusssdaddy on Jul 2, 2014 10:31:43 GMT -6
In a Carcosa context, I've proceeded under the assumption that "castle" means built by humans and "citadel" non-human built and in most cases only partially occupied and understood.
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