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Post by cooper on Jun 22, 2014 23:55:25 GMT -6
B2 Keep on the Borderlands
A keep of 244 white men out in the middle of a wasteland ruled by a Lawful 6th level fighting-man known only as, "The Castellan" who is assisted by a 5th level lawful sorcerers who only know banishment rituals and a 3rd level short jale man with psionics. In a nearby hex lives a chaotic sorcerer and his bodyguard fighting-man. The sorcerer has 8 apprentices who know no rituals. He has created 78 zombie slaves from white lotus flower. Within the cave complex live an assortment of degenerate men who have lost almost all technology and who universally worship the sorcerer and occasionally pays him tribute. The sorcerer owns a primordial mutation inducer which he has used on various men through his time in the caves.
27 green men (goblins) led by a 2nd level fighting-man 58 orange men (kobolds) led by a 2nd level fighting-man who are all quite diseased and sickly 38 black men (orcs) who are riven by strife by the battle between two 3rd level fighting-men who are both vying for control of the tribe. 31 red men (hobgoblins) led by a 3rd level fighting-man.
The mutated men are grouped into two bands having slunk away from from the unmutated villages above. twelve 3rd level mutated men (gnolls) sixteen 3rd level mutated men (bugbears)
one 6th level chaotic fighting man in a suit of power armor (+5hit/+11 dmg/carry 900lbs), he is insane after being mutated by the sorcerer (lumpy misshapen semi-human 1/2 mvt.) (minotaur) one large 4 HD humanoid robot that can be bargained with (ogre) one 3 HD arthropodal spawn of shun-niggurath (wight) who attacks with a bite (1 dmg), touch causes sickness (-1 con per day until dead). and a 4 HD arthropodial spawn of shub-niggurath that looks like a woman with a waving mass of cilia for hair, the sight of which causes insanity.
Out in the valley: 13 white men led by a 2nd level fighting-man have resorted to banditry. 3 poisonous arachnoid spawn of shun-niggurath (spiders) 13 deep ones live in a swamp (lizard men)
and a quite insane, but neutral 3rd level sorcerer called the "hermit" lives with a large 3+3 HD cat.
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Post by strangebrew on Jun 23, 2014 5:50:01 GMT -6
and a quite insane, but neutral 3rd level sorcerer called the "hermit" lives with a large 3+3 HD cat. Nice work, I'm really digging the concept. Not sure about the "cat" bit. Perhaps a giant beetle, or some kind of reptilian parasite? Or perhaps the "hermit" is actually an Earth man who crashed landed on Carcosa decades ago. Naturally he went completely mad, but the weird radiations also lent him bizarre psychic abilities. One of which was that his delusions of his childhood pet, an Earth creature called a "cat", manifested as some ectoplasmic cat-like entity. Or maybe it's just a cat, that's cool too. I'd contribute something more substantial but all my self is about 6,000 mi away. :-(
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Post by cadriel on Jun 23, 2014 6:38:54 GMT -6
Given that Carcosa was written by our own geoffrey, it figures that B1 In Search of the Unknown would probably be the easiest module to convert. Just throw out all of the monsters and treasures and replace them with Carcosa-appropriate equivalents.
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Post by Malcadon on Jun 23, 2014 10:56:24 GMT -6
The Isle of Dread (X1) is another good one. It has that Skull Island (from King Kong) vibe about it, but with some Carcosan elements thrown in (sans the obligatorily D&D stuff), then it would make a great sub-setting for Carcosa.
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Post by kesher on Jun 23, 2014 12:00:43 GMT -6
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Post by geoffrey on Jun 23, 2014 17:32:50 GMT -6
D2: Shrine of the Deep Ones
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Post by Finarvyn on Jun 23, 2014 18:13:30 GMT -6
I'll bet that most of the old TSR "monochrome" era adventures would convert well. Carcosa has that old-tyme feel to it.
Maybe some of the newer DCC modules as well. Many of them have a simlilar feel.
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Post by cooper on Jun 23, 2014 20:32:54 GMT -6
I'll bet that most of the old TSR "monochrome" era adventures would convert well. Carcosa has that old-tyme feel to it. That's what struck me. B1, B2, X1 (totally X1 that is definitely going on my map), D2 (ha! Shrine of the Deep Ones). Even D3 Vault of the Drow seems that it could be repurposed without too much effort; I mean it's an underground citadel of Black Men who worship a vile god... (perhaps even repurposed as the lost city of Carcosa). I just thought that it would be nice to drop a module into carcosa and the more I thought of it, except for the tolkien elves and goblins, the whole premise of the world in most modules could be conceived of as a blasted and inhospitable wasteland. It could just be the mood I'm in now, but it seems like the modules only benefit by removing words like "goblin" "orc" and "elf" from them because they come packed with so much preconceived ideas i.e. you know that they're cannon fodder meant to be slain or that they love trees and use bows and arrows. I've looked at the Temple of Elemental Evil and that might be fun as well. Q1 queen of the demonweb pits is almost too easy given the appearance of the space ship. The alternate dimensions can be taken care of with a Spatial Transference Void or Temporal Transcendence Gulf of the Great race (depending on if you want the alternate planes to be other worlds, or just other times on Carcosa. Judges Guild "Glory Hole Dwarven Mine". Seems another likely candidate. A bunch of men digging for precious ores uncover an extradementional fiend. Bonus points that the list of artifacts that can be found include a flashlights, geiger counters, and pistols. The true beauty of carcosian locales however is their "tie in" with ritual ingredients and what not, giving players reasons to go places other than to just slaughter the native inhabitants. That requires more work than just renaming goblins as green men. The benefit of B2 I guess is easy access to multiple colors of men. Edit: lets see here... Take The Primal Formula of the Dweller Ritual. There is an ornate black plate armor suit buried in hex 1807 that is required material component. Who's to say that the "glory hole mine" can't be where the suit is buried?! (if the god Myreautog is still hanging around the hole, before attaining TPFotD, it might behove a sorcerer to learn a banishment, or imprisoning ritual for him before going down there...) Hex 0202 has an "underground pool" where a sickle used for Dessicating Slime of the Silent Halls needs to be dipped. This pool could be at the center of D2 shrine of the deep ones instead of just (as I first imagined) an unguarded pool waiting for the PC sorcerer to walk up and use. Works well with the temple of Cthulhu nearby in hex 0208. Hex 1410 exists caverns where a sorcerer wishing to Imprison the Foul Putrescene must immerse himself in the "Pale Fungus Garden" that exists in the caverns nethermost pits. This is a great spot for at least sections 8-19 of A4 Dungeons of the Slave Lords with it's myriad myconid farms. Hex 0211 "The black Abomination of Narylathotep" whose spire reaches 1600' into the sky. This could be a repurposed Temple of Elemental Evil. The Tentacled Desiccating One conjuration ritual can only be performed within a temple dedicated to the "Suckered Abomination". Let's put that on the Yochlol room Deck E room #31 on Lolth's spaceship in Q1 Queen of the Demonweb pits which we can bury in hex 1113 right underneath the corpse of the space alien in reflective armor. In Hex 0202 exists an abandoned and buried base of long dead Space aliens. This is where S3 Expidition to Barrier Peak could go. Within exists an underground pool that is a requirement for the ritual Sundering of the Primal Glob
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Post by geoffrey on Jun 25, 2014 18:42:26 GMT -6
Good stuff. I like the connections you're making.
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Post by Lorgalis on Jun 27, 2014 20:52:15 GMT -6
T1 - The Village of Meolh'Ta
Bn'Eru the sorcerer and his undead homunculus guard Fs'Uru rule over the village dolm folk dedicated to a forgotten god - I'zu. Not far away sits a decaying stronghold. It is the home of the cult of the flame eye led by Ral'eth the priest, all white men,
Looks like trouble.
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monk
Level 5 Thaumaturgist
Posts: 237
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Post by monk on Jun 29, 2014 9:42:45 GMT -6
This is my favorite thread!
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Post by tkdco2 on Aug 21, 2014 4:17:32 GMT -6
I know this adventure is in OD&D Blackmoor rather than Classic, but has anyone run Temple of the Frog in Carcosa?
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Post by burningtorso on Aug 21, 2014 17:41:18 GMT -6
I have not yet, but have thought about it. Took me a few years to track down another good quality copy of that since I lost the one I had when I was younger. City of the Gods would be another good one to use if the characters got into one of the space alien cities.
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Post by tkdco2 on Aug 21, 2014 20:19:04 GMT -6
City of the Gods. I think I have that adventure. Good idea!
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Post by burningtorso on Aug 23, 2014 14:01:16 GMT -6
If I remember right, instead of trying to map out the place, I think they had a rough guideline and flowchart. I think that was for traveling the turbolifts or gravcars. It's been too long since I looked at it so might be wrong on that.
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