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

Monday, March 26, 2012

Dim Carcosa, or darn that Shub-Niggurath...

...in dim Carcosa.
About 10 days ago I managed to run a G+ session of Geoffrey McKinney's Supplement V: Carcosa, now available in a gorgeous edition bound in human skin...er, some sort of extremely tactile substance. Sadly, my own copy is a printed-out version of the original edition, as it were, but as soon as I become independently wealthy, I'll spring for the Finlandian volume.

I've wanted to game in Carcosa ever since it first came out, but seeing as how at the time my oldest son was usually playing in our sessions, I needed to bide my time. G+ sessions are by there temporal nature (for me at least) kid-unfriendly, so I finally got my wish. I grabbed the Carcosan Grimoire (extremely helpful, and I believe its contents are included in the current edition), hunted down my copy of Fight On! #4, containing Geoffrey's Carcosan intro adventure (also now included in the revised edition), and was ready to go. Will and Shane joined me online, having already created basic characters (both Fighting Men--no Sorcerers this time out). I decided on the ODD rules, but with the stat bonuses from Labyrinth Lord, just 'cause. I also started them both out at second level, since there were only two of them. We Carcosa'd them by choosing color and, from the Grimoire, by adding names and a specific item of clothing for each, which gave us:

  • He of Mercy, Neutral Green Warrior, wearing Translucent Chains. (Will)
  • The Unanswerable Wind, Lawful Ulfire Warrior, wearing Precious Chains. (Shane)
I started them right on the southern edge of the desert, spending the night in burnt-out ruins while in search of treasure. They swiftly encountered a gigantic flying edifice shaped like a kneeling woman clutching at her veiled face, which loomed out of the black night and settled next to their campsite. A being inside sent them on a dream flight across the desert and into caves on the far side, where they viewed a disturbing statuette of greenish-black stone, somewhat reminiscent of a Great Old One whose name rhymes with "Hulu". The entity suggested they retrieve the statue, and waking to find the edifice gone, they decided to comply.

Thence followed the gathering of dried Black Lotus leaves from an enigmatic statue; a quick and brutal fight with some yellow cannibals; more antagonism involving White Lotus zombies and the death of The Unanswerable Wind; the discovery of a heretofore unnoticed captive of the zombies, a Chaotic Blue Warrior named Uttermost Grace of War; the drinking of a potion in an alchemist's lab which promptly turned UGoW into a green man (much to the delight of He of Mercy); an avoidance of a group of Deep Ones; and the final death of both Warriors in battle with a foul Spawn of Shub-Niggurath in the form of a bone-white arachnid creature with burning yellow eyes and plethora of small fanged mouths as they back-tracked through a storage room. Thus the adventure ended, though not before rolling up two new characters:

  • The Uttermost Ravishment, Orange Warrior, wearing a Leather Robe
  • Shining Life of the Eyes, Orange Warrior, wearing Tight Weapons (?)
Immediate synopsis: We had a blast! It's such a weird setting, I don't think any of us really knew what to expect from encounter to encounter. The wacky dice-rolling turned out to be a lot of fun. In fact, I'm pretty sure I'll use this type of dicing whatever version of ODD I'm running. It's great because it really makes combat uncertain and actually exciting, and you're throwing all the dice all the time, which is always fun.

I'm excited to run it again, and in the quest to find some character sheets, I was tipped off to a limited-edition Carcosan game-aid, which I'll share more about as soon as it arrives in the mail...

Wednesday, June 30, 2010

You are standing in a field...


Otherness: Session 12 was held this last Sunday at the Fantasy Flight Games Event Center, which is a really great place to game. The staff was friendly and accommodating, and someone actually took a picture of Will's whitebox and LBBs, along with my copies of Greyhawk and Gods, Demigods, & Heroes---they claimed their friends wouldn't believe that someone was still playing with these rules. :) Carl was, unfortunately, working there, but he was at least able to catch some of what was going on.

So, I had a last minute inspiration and started the group out "standing in a field, west of a white house." Those of you as old as me may well remember those opening lines to Zork, the venerable text adventure game from Infocom. I think Will was the only one who picked up on it right away, but it was worth it. I didn't stick slavishly to all the details, but the main stuff was in there (D&Dized, of course) as noted on the map above. Once they opened the trap door in the living room, it led, not into the Great Underground Empire, but instead the somewhat less-whimsical Long Tombs.

I created the map for the Long Tombs using this random dungeon generator. AFAIC, it's the best out there. And, we decided to give up on mapping, so I just plunked it down on the table, showed them where they were, and they chose where they wanted to go. I noticed no angst.

As for characters, Will played Aldmore, 3rd lvl MU; Susan played Sydney, 1st lvl Fighting Girl (or Battle Maiden, as we started referring to her); Jesse, returning to game with us again after an absence, played Treehorn the 1st lvl MU; Trevor played his 2nd lvl MU Narpet, as well as running Ashley's cast-off FG (whose name is currently escaping me), and Max played a 2nd lvl three-headed dog named, of course, Rex.

Some Highlights

  • The mailbox contained a mummified hand holding a piece of parchment that read, "Go not into the Long Tombs."
  • The characters found a brass lanthorn that, once polished, produced a warm, golden light that seemed to be the only thing that dispelled the oppressive darkness in the attic---all other light sources guttered out as the steps were mounted.
  • Trevor's FG was attacked by something in the darkness of the attic. A Grue? 
  • Sydney claimed a sword from the living room display case with old Elvish writing on the blade stating, Strike Once Slay Thrice.
  • In the Long Tombs, they ran into a hideous, giant, scarlet amoeba with three glaring eyes and a fanged sphinctermouth. This was rolled up using Geoffrey McKinney's excellent supplement Carcosa. I've been itching to use the random Spawn of Shub-Niggurath generator for some time now... Even at 7 HD, they managed to kill it AND take its eyeballs...
  • At the very end of our adventuring time, they ran into four dwarves, possibly another party of adventurers. Jesse decided to roll the Black Die of Fate (otherwise known as as 30-sided die given to me on my last birthday.) All were informed that a roll of one would be horrendous, and a roll of 30 would be wondrous. He rolled a 9, and another dwarf came around the corner, carrying a crossbow. He panicked at the sight of Rex, and fired. The bolt missed Rex; however, Treehorn was standing right behind him, and was hit for maximum damage (right between the eyes!), killing him instantly. Fate is indeed a fickle mistress...
  • Jesse has introduced four characters to Otherness in two sessions, and three of them have died. That's oldskool, baby!