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Showing posts with label Carcosa. Show all posts
Showing posts with label Carcosa. Show all posts

Tuesday, April 14, 2015

Artifact April #14: The Herald of the Night of Burning Stars [D&D/Carcosa]

[Dungeons & Dragons]

The Herald of the Night of Burning Stars appears to be an astrolabe composed entirely of mummified animal parts — paws, legs, digits, and the like.  It is considered sacred to the mummies of the Radioactive Desert, as well as any who worship Nyarlathotep, as it is believed to be an artifact of the eventual ascendance of the Crawling Chaos.

The Herald requires a short invocation chant to activate (although some claim it can also be activated by destroying it, as well).  When activated, the user can summon a meteor swarm, as per the spell.  The Herald of the Night of Burning Stars only works once, becoming inert thereafter.

(For anybody wanting D&D 4e rules, activating the Herald allows the user to make an area burst within 20 attack at +18 vs. Reflex.  The Herald causes 5d6 fire damage (half on a miss).  This is a consumable object, and only works once.)

Persistent rumor places the Herald of the Night of Burning Stars within the armory of a crashed Space Alien vessel somewhere in hex 1804 on the Carcosa map.  There is another rumor that a party of adventurers from Sigil accidentally activated and destroyed the device, but who knows if either of those rumors are true?

Friday, January 2, 2015

The Obligatory Update: 2015 Edition

Sadly, not a whole lot happening on the gaming front.  (At least, not anything truly blog-worthy.)

I'm still running that Dungeon World game.  I don't have much DIY stuff for it, though, because the PCs' responses to most things are Hack and Slash and Volley (usually with intensely graphic descriptions).  They are exceedingly efficient at murdering Scandshar.  I have a couple of extra monsters and magic items, but those will likely stay under wraps for now.  (Although, if you missed The Wendigo compendium class, there's that.)

It looks like Nicole and I are about to play a spot of D&D 5e.  I already have a sorcerer in mind; I don't know what she'll play.

Spelljammer has returned to my headspace and still won't let go after a year and a half; it now comes complete with a character creation document (still in progress, of course).

The current plan is to run A Single, Small Cut and Death Frost Doom at Madicon this year, as a sequel to the Death Love Doom run from two years ago.

A friend of mine wants me to run Rifts, which would require me to read any Palladium book; I have several, but I've never had cause to read them.  I suppose this is just cause.

The Carcosa megadungeon continues to lay fallow.  I think my New Years' resolution should be to get that underway.

I have been playing more video games, however.  I'm currently absorbing Dragon Age: Origins, Dragon Age II, and D&D: Daggerdale.  As I'll likely be playing Dark Souls next, I clearly only play video games that start with "D" anymore.  I think that's why Spelljammer has returned to my headspace; fantasy immersion brings me back to AD&D.  (Plus it helps that Dragon Age is a little sandbox-y, as that's completely what I want for Spelljammer.)

Monday, March 17, 2014

Old Country for No Men, Session 0

(Interested parties may read about the whole thing here.)

The Planar Trade Consortium contacted the Shields of the Sorrowfell (from Khaldun) and the Mourners of Saerun Road (from Eberron) to clear the top level of Skyfall delve so as to expand the settlement there.

She of the Dying Light
Local tribal leader, She of the Dying Light, met with the outlanders before sending them on their way.  She mentioned the name of one Iathacl the Storyteller, a fellow Purple Man tribesman who apparently recovered a suit of power armor from the armory before disappearing; whether he fled for other domains or was simply killed and devoured is unknown.

The Shields of the Sorrowfell and the Mourners of Saerun Road encountered several creatures — tribes of bulbous-headed savages, mummies searching for holy relics, oozes, sorcerers comprising hordes of worms, and suchlike.  Notably, the Shields of the Sorrowfell accidentally activated the relic the mummies sought, summoning a meteor storm.  The ensuing tremor apparently attracted a dolm worm from the caverns below, although the Shields managed to slay the beast.  However, the hole it made in the floor of the ship's armory provides a convenient place to delve into the lower levels of Skyfall.

Cathorso, now deceased
The Mourners of Saerun Road came upon a tribe of Green Men performing salvage in the upper reaches of Skyfall delve, and briefly allied with them.  Their leader, Cathorso, indicated they were sent on behalf of a sorcerer named the Traveler of Roads Untrod.  Cathorso suggested that their leader would wish to meet any off-worlders, and the Mourners agreed.  When they reconvened with the Shields of the Sorrowfell, they all traveled to meet with the Traveler.

The Traveler of Roads Untrod
Of course, when the outlanders met with the Traveler of Roads Untrod, he revealed that he wanted to used them as experimental components in his summoning rituals.  When pressed, he used some piece of Space Alien technology to flee for parts unknown, although his cultists (including Cathorso) and his summoned black pudding all perished at the hands of the off-worlders.

With the top level of Skyfall delve cleared, it seems likely that the Planar Trade Consortium will begin publicly advertising the place through the appropriate channels, particularly some of the common rooms and pubs in the Snail Quarter.

The Consortium has no way of spreading rumors about such things throughout Carcosa, but Carcosan adventurers have a habit of finding these sorts of places on their own, with or without advertising.

Addendum: There is a rumor among the Purple tribesmen that one of the outlanders was seen going off with She of the Dying Light one evening, and they did not return until late the next morning.

Wednesday, March 5, 2014

The Carcosa Sessions

My D&D 4e group is just about finished in Carcosa, so I might as well post the encounters.  All told, there are fourteen encounters, most of which are with different groups of monsters (four encounters include Space Aliens, and two encounters include Green Men; the others are unique).  Some of these are homebrewed, some of them are reskinned 4e monsters, and some are from the 4e version of Gamma World.  You can direct any questions to the comments section of this post.

Check out the Encounters here.

Monday, February 3, 2014

Mysteries of the Gods (1977)

Another day of blogging links to other things, as gaming continues to be a trifle slow for a moment before exploding again.

Today, we have Mysteries of the Gods, a 1977 documentary based upon the works of Erich von Däniken and hosted by William Shatner.  I include it here because ancient astronauts are a major part of the backstories of BlackmoorCall of Cthulhu, and Carcosa, as well as a fair number of modern occult campaigns.

Probably worth watching if you have about ninety minutes to waste.  (Or ninety minutes in which you can do something and have Mysteries of the Gods playing in the background.)

Wednesday, January 29, 2014

Wednesday, January 22, 2014

Ask Chaaths-Neb, the Eternal Pharaoh

What's the deal with space aliens? — Casey Garske

WHAT IS THIS FOOLISH MORTAL, WHO WISHES TO LEARN THE SECRETS OF THE OUTLANDERS?  HEAR A TALE OF PATHETIC WRETCHES TOO WEAK TO SURVIVE ON ANY WORLD: FOR UNTOLD MILLENNIA, THE INVADERS FROM THE SKY HAVE COME TO CARCOSA TO PILLAGE ITS BOUNTY.  THEIR BULBOUS HEADS LACK THE SECRETS OF SORCERY OR THE CAPACITY FOR PSIONICS.  THEIR TECHNOLOGY CANNOT PENETRATE THE PSYCHIC BARRIERS I HAVE ERECTED AROUND MYSELF.  THEY MINE, THEY EXPERIMENT, BUT THEY ARE CHILDREN BEFORE THE MIGHT OF THE MUMMIES OF THE RADIOACTIVE DESERT OR OF THE OLD ONES THAT SLUMBER WITHIN CARCOSA.  THE WILL AND WISDOM OF NYARLATHOTEP WILL FORCE THE BULBOUS-HEADED SKY-MEN TO FLEE FROM SAVAGE CARCOSA.  SURELY, THE DOOM OF FALLING STARS WILL SCOUR THEIR GREY PLAGUE FROM THIS LAND.

THEY ARE DOOMED TO EXTINCTION, JUST AS THE SERPENT MEN BEFORE THEM.

****************************************

Dear C-N,

I'm having some problems with my coworkers. We run a cleaning and home repair service and we were hired to clean up this old abandoned structure. We kicked out the squatters, patched up some electrical problems, scrubbed up some slime, nothing out of the ordinary. It's taking time, but we're getting the job done. Then some people came over and everybody slowed down. This one guy, real cold and stiff sort, tried to slip out while no one was paying attention. Two of my crew decided to lie down on the job rather than help clear out the room. Personally, I don't think it's appropriate or professional for the team leader to "take a dirt nap" with the only woman on the team. And plus, the one chain smoker in the group decided to step out into the hall, light one up, and broke this old jar with some nasty fluid inside. It made a huge mess all over the hall. I've been with most of these guys since we were in the military and I'd trust them with my life, but I just don't know what to do anymore.

Scaled and Frustrated in Carcosa

YOU ARE A DICK.

Friday, January 17, 2014

ADVICE FROM CHAATHS-NEB

BEHOLD THE ETERNAL PHARAOH, CHAATHS-NEB
So I've been running two 4e groups through the first level of my Carcosa megadungeon in preparation for finalizing it and running it on Google+ (probably in Labyrinth Lord), and one of the adventuring parties encountered a bombastic mummy brain called Chaaths-Neb.

Despite the fact that they killed him, he lives on eternally — because I think he's going to start an advice column:

IMPUDENT MORTALS, BOW BEFORE THE MIGHT AND COLLECTED WISDOM OF CHAATHS-NEB, THE ETERNAL PHARAOH OF THE RADIOACTIVE DESERT.  THE HERALD OF NYARLATHOTEP AND THE OMNISCIENT SEER OF FALLEN STARS AND BARREN WASTES CALLS UPON MILLENNIA OF FORBIDDEN WISDOM AND LORE.  BRING YOUR PATHETIC QUERIES BEFORE THE MIGHT OF THE ETERNAL PHARAOH, AND PERHAPS HE SHALL MERCIFULLY GIFT YOU WITH SOME OF HIS BOUNDLESS KNOWLEDGE.

(If you ask for advice in the comments, Chaaths-Neb will respond over time.  If I get enough of a response, this might become a regular feature.  Feel free to submit your queries in "Dear Abbey" fashion, signed with a descriptive anonymous tag.)

Monday, January 13, 2014

The Lost Cosmo-Apes of Carcosa

So, the other day, this amazing thing appeared on my Facebook feed:

Monkey-Rocket to Mars!
Unsurprisingly, this immediately spawned visions of space apes loose on Carcosa.  (A note: I found that a similar concept to the one I'm about to present exists in the cartoon Captain Simian & the Space Monkeys.  I've never seen it, although I'm going to go out on a limb and say that a cartoon called Captain Simian & the Space Monkeys and featuring the voice talents of Michael Dorn and Malcolm McDowell is worth watching.)

The Bion satellite program was a Soviet program (and later a joint U.S.-Soviet program) to investigate the interactions of life science and astronomy.  Between December 14, 1983, and January 7, 1997, Bion 6 through 11 used rhesus monkeys as test subjects in unmanned space flights.

Publicly, that is the USSR's only foray into primate research.  However, many records have been buried regarding the former USSR.  No doubt buried in some old GRU warehouse, there may exist records of a failed test rocket flight from the 1950s.  The exact cause of failure is unknown, but the capsule was not recovered, and all primates on board were presumed dead.

It is not clear whether the capsule froze, placing the apes in some sort of cryogenic stasis, or whether the capsule hit a wormhole or was somehow flung at relativistic speeds, but whatever the case, the capsule made its way to Carcosa.  At least some of the primates survived.

And now they're crash-landed on Carcosa.

So You Want to Play a Primate in Carcosa?

These rules assume you're using Carcosa with Lamentations of the Flame Princess: Weird Fantasy Role-Playing.  If you're not, you'll have to do a little finagling.  (Incidentally, if you're using any third edition resources, there are rules for playing orangutans in Dungeon #94.)

If you're playing any large ape (orangutan, gorilla, maybe even a big chimp) you progress as a Dwarf.  If you're a smaller monkey (rhesus, spider monkey, whatever), go ahead and progress as a Halfling.  You start with no money.

Ability score generation is modified: you roll 3d6 for Constitution and Wisdom, 4d6 for Dexterity and Strength, and 2d6 for Charisma and Intelligence.

As with dwarfs and halflings, your primate starts with a skill at 3 in 6 and progresses as you level up.  Unlike dwarfs and halflings, you get two skills, and they're the same whether you're a monkey or an ape: Bushcraft and Climbing.  These skills progress at the same rate as Architecture for dwarfs and Bushcraft for Halflings.  (As such, they hit 4-in-6 at level 4, 5-in-6 at level 7, and 6-in-6 at level 10.)

The big drawback is that primates can't read or write, and they don't understand Common (they understand some basic commands in Russian).  With Referee approval, your Carcosan ape might eventually learn to understand Common, and may even be able to communicate with a rudimentary sign language, but you probably won't start out that way.  (Maybe make a Languages check every time you level up; success indicates you've learned to understand Common, while a second success lets you develop a sign language.  If your low Intelligence drops you to a 0 in Languages, you can roll two dice and succeed if you roll snake eyes, if your Referee is generous.)

Primates can use tools, and so can use equipment if they can scrounge any.  (The Referee is free to impose penalties if s/he thinks the particular tool is outside the realm of typical primate knowledge.)

Finally, primates have an innate slam (or kick, or claw, or bite, or whatever) attack.  Apes deal 1d6 with their innate melee attack, whereas monkeys deal 1d4 with theirs.

And there you go.  Your Referee can drop your Soviet wreckage in a random Carcosan hex, and you're ready to go.  Go play that drunken monkey one shot you never knew you wanted to play.

Update (12-09-2016): Goblinoid Games has released Apes Victorious, an old school RPG that riffs off Planet of the Apes.  It includes character classes representing sapient, humanoid monkeys and apes, and so is probably relevant here.

Monday, August 26, 2013

Inaugural

Earlier this month, my 4e group had the opportunity to become the first adventurers to enter Skyfall delve, my Carcosa megadungeon.

For interested parties, the Shields of the Sorrowfell from Khaldun and the Mourners of Saerun Road from Eberron entered the Skyfall delve with the intention of clearing the top level to make the first floor habitable, allowing the Planar Trade Consortium to create a settlement for future adventurers to mount expeditions into the depths.

So far, the Shields of the Sorrowfell have retrieved a golden statuette of Cthulhu.  No word yet on what the Mourners of Saerun Road found.

She of the Dying Light told the Shields and the Mourners that one of their number, Iathacl the Storyteller, obtained a suit of powered armor and disappeared into Skyfall delve.  Whether he went exploring and died or pulled a Colonel Kurtz and went up river is unclear.

Interested parties may read more details here.

Once both parties clear the top level, the goal is to open up the dungeon to ConstantCon, probably using Labyrinth Lord.  Any updates or relevant information about the megadungeon of Skyfall delve can be found on this blog by way of the #fourthworldproblems tag.  I will also try to whip the Obsidian Portal page into shape relatively soon.

Wednesday, October 17, 2012

Persons of Interest: Loturik the Bound, Kolyarut

Loturik the Bound

Loturik the Bound is one of the Inevitables, order-aligned extraplanar constructs originating from Mechanus (and thusly making them spiritual kin to the Modrons).  Specifically, Loturik is a Kolyarut, a type of Inevitable that hunts oathbreakers.  They are known to be the most personable of the Inevitables because they will actually deign to speak to their chosen prey, and may even attempt to negotiate a settlement (so, rather than killing the oathbreaker, they may simply convince the person to uphold the broken bargain).

In this case, Loturik the Bound is occasionally seen around Sigil, and is identified as a member of the Planar Trade Consortium.  Scholars can think of no reason why a Kolyarut would willingly serve any authority less than its duty, but rumors suggest that Loturik, as his moniker suggests, is bound to the will of the Planar Trade Consortium.

Rumors suggest that no less authority than Estevan himself (an oni mage and a key leader of the Consortium) tricked this rogue Kolyarut into forging an oath with the wily magus.  If this is true, Loturik is bound to serve because it cannot break its own oath without defying its base nature.

Loturik is currently thought to be gathering adventuring parties to help cultivate the town called Skyfall in a grim and distant Prime Material World known as Carcosa.  Special attention is to be paid to the ruins below the town, as there is apparently wealth to be had down there.

(Also, the above image was found on http://www.themistway.com/Ravenloft-Session14-DMC.html at the phrase, "human-shaped clockwork automaton.")

An Auspicious Time for Megadungeons

I go silent for a week and a half, and a bunch of stuff happens.  The OSR blogosphere (yes, I hate that Web 2.0 Newspeak as much as you do, but sharks die if they stop swimming*) has been blowing up with things regarding megadungeons, largely because of the perceived failure of James Maliszewski's Dwimmermount (truly, you're just best off reading about the whole debacle on The Other Side, because he gathers several of the salient links for your perusal).

For my part, I don't really have an opinion on the matter.  I supported the project, but I have no real issue with the delays ("Do you want the job done right, or do you want it done fast?").  And I don't have an opinion on the "empty space" thing because I haven't read the digital materials Autarch has been releasing, mostly because I've just been that busy.

Ah, well.

Anyway, this is humorous because I received several parcels on Monday.  One was a blotter pad of graph paper so I can start sketching the first few levels of my Carcosan megadungeon.  Another was a miniature of a Kolyarut (here's the D&D 3.x version and the Pathfinder version) whom I plan on using to represent a Planar Trade Consortium agent with business regarding that very same megadungeon.  Finally, my copies of Barrowmaze I and II arrived that very same day.  I haven't had the chance to read through them yet, but still, megadungeons.

Monday, July 9, 2012

Return of the Son of Remnant

Ladies and gentlemen, meet E. M. Lamb's newest Carcosa character:

David Bowie and Sean Connery had a crotch-bulge-off.
Who won?  The viewers.
Why does he need a new one?  Well, I'll put the whole story up on Obsidian Portal shortly, but it was the most pimp-ass thing I've seen in a long while.

His character (Shako of the Wastes) and Nicole's character (Lilimuth Yogthoth) go to visit The Incomparable Crown to establish some sort of accord, not realizing it's a village of secret cultists.  They eat, the food is poisoned, Lilimuth falls asleep in her stew, Shako doesn't.  Immediately, he's on his feet — he grabs The Incomparable Crown and holds the fork to his neck.  The Incomparable Crown doesn't put up any resistance as Shako tells him to start walking.  Shako's child-slaves are dragging Lilimuth's unconscious body.  There's a little knot of people forming around them, and before Shako can react, one of them lashes out with a spear, killing him instantly.

Lilimuth manages to escape with the help of his slaves, and then both she and his new character die in the caverns beneath Remnant.

And that's how E. M. Lamb lost two characters in one game session.  So next time, he'll be playing the Green Hornet up there with a shiny new raygun.

Friday, June 22, 2012

Persons of Interest: She of the Dying Light

Original photograph from: http://undercheese101.deviantart.com/art/Cave-Girl-Test-83913843

She of the Dying Light (a Neutral 4th-level Fighter) is the young leader of a small tribe of Purple Men.  Forced from their native village after the attack of a giant dolm ooze, covered in scaly eyespots and with a single, cytophagous maw, they fled to the mountains west of the Blighted Lands and south of the Radioactive Desert.

Somehow avoiding the tender mercies of mad Azathoth cultists, ravenous spawn of Shub Niggurath, and the Jale followers of the Omnipotent King, the ragtag tribesmen managed to find a cavern which has apparently formed around the ruins of a crashed Space Alien ship.  Strange monsters and degenerate, mutated Space Aliens haunt the ruins, so they have not moved too far into the ship's bulk.  They have managed to scrounge some alien technology and set up some loose barricades, so they remain hidden and defended for the moment.

She of the Dying Light was chosen for the role of tribal chieftain due to her psychic talent (a family trait) and vibrant red hair, which marks her as chosen of the Sun.  Although She of the Dying Light lost her mother in the ooze's attack (her mother was among the first to react, and immediately lunged at the creature with her spear — many believe her decisive action and noble sacrifice allowed so many to escape), her aged father is still among the living.  A potent sorcerer and psychic, the old man is blind — those who gaze into his eyes might see the afterimage of the Sun's corona, indicating that he stared at an eclipse.  Among the tribe, they believe this contributes to his sorcerous power.

In the upper levels of the ruined vessel, the tribesmen have found a strange, alien gate.  There is a rumor that the tribe has established contact with an extradimensional civilization, but no one knows for certain.

Spawn of Shub Niggurath Bonus: The nameless creature that attacked their village still lives, as the natives' Stone Age technology was no match for its impenetrable blubber.  If encountered, the creature is a large, scaly, dolm ooze.  It bears four eyespots and a single circular gaping maw.  It is immune to normal weapons.  Its relevant statistics are AC 12, MV 120′ [land], HD 5, and it is Chaotic.  She of the Dying Light would probably be grateful to any who can defeat the creature that killed so many of her brethren, including her mother.

Evil Sorcery Bonus: Here are some Carcosan sorcerers from Gorgonmilk.

Thursday, June 14, 2012

Friday, June 1, 2012

Magic in Carcosa

Forgive a spot of rambling, but I have this Carcosa megadungeon in mind.

Don't get all excited.  I don't know when I'll be ready to run, and this is the same megadungeon I noted back in January.  Since I'd almost assuredly open it to FLAILSNAILS, that means I have to consider Clerics and Magic-Users that might arrive from other games.

Is it absolutely necessary to change the magic rules?  Probably not.  However, I would like to highlight the weirdness that is Carcosa, and accentuate the fact that native Carcosans are probably the best equipped to handle Carcosa (although I really like the persistent idea that some planeswalker will arrive and start organizing the populace like John Carter of Mars or Lawrence of Arabia).

Here's the thing, though.  To tackle this subject, we have to consider D&D magic — after all, Crusssdaddy already wrote a post about this on the Doomed World CARCOSA (and one for magic-users), so why am I doing it again?

Simple.  I really like the concept, but the magic works differently in my head.  Here's where I'm coming from.

(Also, as an aside, I might not keep these rules, but here's my current thought.)

Clerics

Clerics are fanatics and faithful who pray to the divine and are rewarded for their efforts.  That's really simplistic, but the bottom line is that clerics devote themselves to the divine, and so the divine devotes itself to clerics.  Whatever the particulars (some clerics pray to multiple deities while others only revere one), there's a give-and-take relationship present.

Clerics may not specifically pray for spells, but it's obvious their devotion grants them a pipeline to the gods.  In order for their magic to work, they have to maintain that open channel.

Carcosa interferes with this in two ways.

First, as noted in the Doomed World CARCOSA post, "The Old Ones dominate CARCOSA and the other Gods of the multiverse aren’t too keen on intruding."  I agree, although I'd also point out that Carcosa has a limited connection with the spirit world, suggesting the people are more familiar with corporeal things.  I'm inclined to keep the divine spell failure rules posited in that blog post: "Cleric spells have a base 50% chance of failure, modified downward by 5% per level of the caster (ex. a 3rd level Cleric has a 35% chance of failure, an 8th level Cleric has a 10% chance of failure, at 10th level and above the chance of failure is removed).  A failed spell counts as spent."

Second, as noted, "Praying for spells can be dangerous and calls to distant Gods are prone to attract unwelcome attention."  However, the some of the rules and comments in the article seem to imply that the Old Ones are divine and hold dominion over the gods.  In my head, as in Call of Cthulhu, they're not.  They're physical entities, and for all his power, Great Cthulhu with 57 HD is just a variation (albeit a weird variation) on a Fighting Man around level 57.  Power level has nothing to do with it; although the world's greatest boxer might be able to physically defeat the Grey God of Lightning and Tailors, one's a god and the other is not (although a Fighting Man at 57th level is hardly just a normal human anymore, either, he's not divine).

As such, casting cleric spells doesn't risk drawing the Old Ones' wrath.  However, it does draw their notice: a cleric must save vs. spells/magic at +2 or else have the expenditure of power be noticed by one of the Old Ones.  Within 1-10 days, the servitors of one of the Old Ones will arrive to investigate and likely kill the cleric.  Which Great Old One notices the expenditure of divine power (and subsequently sends servitors) is up to the DM, who is free to use the d10 chart on the above blog post.  Common sense may also apply — if you're in the middle of the desert, Cthulhu probably isn't going to send deep ones after you.

Unlike Crusssdaddy's post, I assume that turning only works on undead, and that spells tend to work the same, albeit with some Carcosa trappings.  Clerics seen casting spells are considered to be sorcerers, mutants, or stranger things, and so will be treated accordingly.

Magic-Users

Arcane Vancian magic is a strange animal, typically abstracted in D&D and its incarnations.  As D&D is implicitly post-apocalyptic (and some settings imply magic is modular and almost technological in its origin; see this Jeff's Gameblog post on sufficiently advanced magic for an example), magic is typically seen as a lost art.  Its heyday has passed, and only shadows of once-great power remain — Chaucer even writes about long-gone days of magic in The Wife of Bath's Tale, saying, "In th' olde dayes of the kyng arthour, / Of which that britons speken greet honour, / Al was this land fulfild of fayerye. / The elf-queene, with hir joly compaignye, / Daunced ful ofte in many a grene mede. / This was the olde opinion, as I rede; / I speke of manye hundred yeres ago. / But now kan no man se none elves mo."

-C at Hack & Slash recently tackled Vancian magic in his post, "On a Change in View."  As noted in the post, the best summation of Vancian magic is, "The design of this mosaic we cannot surmise; our knowledge is didactic, empirical, arbitrary."  Vancian magic is vague because even the wizards don't understand it — they merely understand how to access it.

But what if Vancian magic is vague not because it's dense but because it's unsafe?  Carcosa, pg. 111 states, "At the height of their powers, the Snake-Men destroyed themselves by releasing ultratelluric forces impossible to control."  What if that powerful ancient magic from the histories messes with the same fundamental forces as the Snake-Men's sorcery?  What if civilizations with powerful magic are rare (almost every D&D setting shows magic in decline) because they tend to destroy themselves — see the Doomsday argument and Fermi Paradox for real-world theories regarding the same problem.

Whatever the case, it is assumed that arcane magic taps into the fundamental forces of the cosmos without divine intercession.  The magus is the intercessor, and he has to deal whatever happens.

In Carcosa, that means he has to deal with the leftover energy from the Snake-Men's disaster.  Those ultratelluric forces are still available, and wreak havoc on the fabric of magic.  Unlike clerics, who become more adept at contacting their patrons from anywhere in the multiverse, this never gets easier for magic-users. Low-level magic-users cannot adequately prevent backlash, although they tend to throw less power around.  High-level magic-users become much better at preventing backlash, but channel more magical power.  The problems of control and efficiency effectively cancel each other out.

As such, whenever a magic-user casts an arcane spell, the player should roll a d20.  Nothing happens most of the time, but if he rolls a "1," the caster is struck by a backlash of cosmic force.  The DM should roll 1d10 and consult the following table:

1 - The magic-user is subject to unnatural aging, aging from 1-5 years instantly (roll on the Unnatural Aging chart).

2 - The magic-user takes 1 die of damage.

3 - The magic-user gains a random mutation.

4 - The spell fails, and the magic-user can cast no more spells that day.

5 - The magic-user acts randomly, as if affected by confusion.

6 - The magic-user goes insane as if struck by an insanity weapon.

7 - The magic-user loses a level, to a minimum of 0.

8 - The magic-user takes a number of dice of damage equal to the level of the spell.

9 - The magic-user summons a random creature.  The creature appears within the caster's line of sight, almost as if summoned by a summon monster spell.  This creature is not predisposed to like the caster and will likely attack.  The DM should determine such a creature by either rolling on a local encounter table or by generating a random Spawn of Shub-Niggurath.

10 - The spell goes awry, with twisted effects: attack spells hit allies, or even the caster; healing spells deal damage; protection spells grant vulnerabilities; and so forth.

Astute observers will note that incurring backlash does not necessarily cause the spell to fail.  Even if backlash kills the caster, he will cast the spell unless the particular backlash in question contradicts this claim.

Conversely, if the magic-user rolls a "20," something unexpected (but positive) should occur.  Roll 1d10 and consult the following table:

1-4 - The magic-user does not expend a spell slot by casting the spell.

5-7 - The spell's variable effects are maximized.

8-9 - The spell's effects (range, duration, damage, etc.) are doubled.

10 - Instead of the spell the magic-user intended to cast, the magic-user casts a random spell from the magic-user spell list.  This spell is always appropriately targeted — attacks hit enemies and protection spells target friends — but can otherwise be any spell from the list.  Yes, your Level 1 Magic-User might cast wish, although that's probably just more trouble than it's worth.

Friday, May 11, 2012

The Forgotten Commands

The Forgotten Commands by Adeptus Uaaru forms the most complete accounting of grim Carcosa known to the Sorrowfell Plains.  A travelogue of sorts, The Forgotten Commands describes Uaaru's knowledge of Carcosa, presented for a non-native audience.  As with most works, it is woefully incomplete, compiled as it is by one person who was trying to survive in Carcosa.

Nevertheless, she records her experiences with scholarly attention.  She opens with history, which is unfortunately spotty — old legends have led her to understand that Shub-Niggurath is likely the source of all life on the planet.  She further understands that the Snake-Men destroyed themselves, although she does not know that they created the races of Men as slaves and ritual components (she suspects that Men are constructs, but considers the Great Race or Primordial Ones to be more likely candidates).  She then moves into geography, which indicates someone who is well-traveled but still has gaps in her knowledge.  She can recreate a relatively accurate map of Carcosa's regions, although it is not to scale and lacks details.  The book finally closes with a bestiary (truly, a naturalist's journal) detailing the creatures of Carcosa.  This forms the largest portion of the book.  It details all forms of lotus and all races of Men, going into some detail regarding the other races.  Professor Uaaru notes information regarding the Space Aliens (she refers to them as "Sky-Men" in her papers, considering them Men who come from the stars), as well as vague information on B'yakhee, Deep Ones, the Great Race, Mi-Go, Primordial Ones, and Shoggoths.  She has information on some of the more common creatures, such as gelatinous creatures (like oozes and puddings) and beasts of burden (such as dinosaurs and lizard-wolves).  She also has another glaring error — she lists any Spawn of Shub-Niggurath as individual races of which she has only seen one specimen, not realizing that they are likely unique.

Professor Uaaru also notes information regarding sorcery in The Forgotten Commands, although she does not detail any spells.  Instead, any creature that can be affected by sorcery is noted in its description.  Those in the know suggest that her descriptions of sorcery suggest familiarity with the subject, and many suspect she was a sorcerer in Carcosa.  Indeed, her facility with ritual magic further implies this connection.

As one might suspect, this tends to make those who are knowledgeable of such things rather nervous about Professor Uaaru.

There always seems to be some scuttlebutt regarding a potential Carcosa expedition by Wizard's Tower personnel, but nothing has yet materialized.

Author's Note: So, I had the idea of writing a Carcosan professor into my D&D game.  Oddly enough, the other night, I was messing around with Wampus Country's d100 Arcane Books table, and rolled "forgotten," "commands," and "travel to a distant planet."  Rather than interpreting this as some form of gate-book, I decided this meant a travelogue of some other world.  Carcosa immediately sprang to mind.

And then I remembered the professor I was brainstorming.  Serendipity.

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