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

Wednesday, November 12, 2025

[Actual Play] The World of Tomorrow, Session 12: I’m going deeper underground / there’s too much panic in this town

Back to dungeoneering!

 

  • Psamtek, the psionic Grey pilot (Halfling 4)
  • Keteus, the dark prophet or something (Magic-User 4 with Space Age Sorcery spells)
  • Ugazum, the gladiator (Fighter 3)
  • Phireus, priest of the Mountain Mother (Cleric 4)
  • + Rex, riverboat captain (Fighter 3, NPC follower)

 

The party waited for the next anti-light phase, then moved out. Rex led them up the south ziggurat. They just barely avoided a Black Sun paladin patrol and reached the top platform. Here, nestled between a bricolage of latter-era habitats, they found a large round concrete platform and a small concrete building (which looked like the creepy abandoned building where Demi Moore picks up her doses in The Substance). They forced the door, cleaned out some rubble, then forced another door (its code lock without power) and found an elevator. This too was without power, so they opened a hatch in its floor, climbed down and managed to reach the ladder in the side of the shaft.

The descent was LONG, at least 500’. At one point, they disturbed a flock of small flying creatures, and Ugazum fell off the ladder. Keteus saved him with a Wand of Flying (they had picked this up back in the Spire of Iron & Crystal, an ivory wind with wings carved into it, they thought it might be for flight, but weren’t sure…).


At the bottom of the shaft, they dropped into a concrete-walled complex. In the first room, they flipped a switch and restored auxiliary power (small red lights along the corridors and door keypads online), but decided not to bring on full power just yet.

They explored the west-bound corridor and ran into a closed door marked “Workshop”. They tried 1312 (ACAB!) at the keypad to no effect.

They turned around and took the stairs at the intersection. At the upper level, the north-bound corridor was closed off with yellow-black “Danger!” tape, so they went east to another door.

They examined the keypad to see if any of the buttons were particularly worn: yes, 1, 2 and 4.

[For the keypads, I generated the codes by rolling 4d10, one for each digit. For this door, I rolled 1412 :D So I handwaved it that if they put in 1312 again, it would be close enough]

They entered the room, a storage area for tools, equipment, spare parts, etc. The north wall of the place had caved in, opening into a moldy underground tunnel.

Psamtek picked up some weird psychic vibrations from one of the crates. He managed to commune with a hive-mind. They opened the crate and found a formicarium with psionic ants! They decided to leave them be for now and marched into the moldy tunnel.

Tuesday, November 11, 2025

Appendix N for The World of Tomorrow

The World of Tomorrow, our science fantasy campaign, is pretty much built with a kitchen-sink approach. The initial pitch can basically double as the Appendix N: “moebius jodorowsky tangerine nightmare oranssi mutant pazuzu heavy metal barsoom carcosa acid police surf”

The main rules are: If it could be published as a DAW book or an ACE Double… if you can imagine it on a sick space/psych/prog rock album cover… if there is a conspiracy theory about it… then it fits.

Due to its eclectic and expansive nature, I could probably list off every piece 1960s-1970s sci-fi and dystopian fiction and every krautrock album ever. But that would defeat the purpose. So I will try to limit myself to a couple of key entries for each category.

Books: the biggest influence is Fred Saberhagen’s “Empire of the East” series. It’s chock-full of COOL SHIT that you can steal for your post-apoc sci-fant games. “The Elephant”? A must. Radar stations as scrying magic. Nuclear demon lords and their satraps. Good stuff. Read them if you can. The main protagonist is kinda bland… But the world is great. Add Lin Carter, Leigh Brackett, Poul Anderson's early stuff...

Movies: oh boy… Logan’s Run, Planet of the Apes + Beneath the Planet of the Apes, 2001: Space Odyssey… Hard to narrow this down. Phase IV too, for sure.

Comics/art: yeah, Moebius is the big one here. No explanation necessary. Mike Grell's Warlord, another great hollow earth weird fiction title. A lesser known entry would be the stuff from Planet Comics, in particular "The Lost World" which ran in #21-69 (1942-1952).

Other RPG stuff: McKinney’s Carcosa (I use a bunch of tables for robots, weapons…), Gamma World, Mutant Crawl Classics – actually, from these last two, I borrow very little specifics, but definitely lean into the same atmosphere.

Computer games: Fallout 1 & 2, for sure. The most powerful motif for me is the Vault suit, which always marks the wearer as either/or a weirdo, a demigod, a target.

Last, but not least: history/non-fiction… I use my science-fantasy Frankentable extensively, so many characters have names from ancient cultures (Egyptian, Akkadian, Greek…). There are lot of ziggurats, statues, artifacts, stuff that comes from my academic interests. And my non-academic interests in weird shit, conspiracies, cults.


In collage form.



Wednesday, November 5, 2025

[Actual Play] The World of Tomorrow, Session 11: Seriously, who needs a SIXTH ziggurat?

We’re back in the World of Tomorrow, baby! Can’t stop the science fantasying. 

  • Psamtek, the psionic Grey pilot (Halfling 4)
  • Keteus, the dark prophet or something (Magic-User 4 with Space Age Sorcery spells)
  • Ugazum, the gladiator (Fighter 3)
  • Phireus, priest of the Mountain Mother (Cleric 4)

So, back in Cryopolis (proud city of the five ziggurats, sixth under construction), the party found a lot had changed in their absence.

Investigating their storage container, they found that it was entered through a ventilation shaft, by a clawed creature.

They found a place to stable the Stegosaurus for a month.

They spent some downtime identifying magic items: Ugazum’s ring-mail shirt (with electric circuits) has actually bonded to his body, but at least it provides ample protection and DOUBLE healing rate. The crystal tablets found in the dragon cave have genetic sequences encoded on them, which can be fed into a machine to cause targeted beneficial mutations.

More Moebius! Because OF COURSE.

Next, they went to the market to find replacement armor for Psamtek (we blamed the loss of the previous armor on the draconic acid breath, but, turns out, it was lost in a battle with skeletons – stop blaming the dragons for everything!!). Luckily, the market had a shop with kids’ size flak jackets (which says a lot about the state of this world). While getting Psamtek’s measurements, the armorer was ready to engage in some light banter: rumor has it that Zalter made a pact with the Black Sun Cult, and convinced the cultists to get rid of his rival, Ayesha.

Ugazum was still in debt to Zalter, the zombiemancer crime-lord, so the party went over to Zalter’s HQ at the north ziggurat. Only Ugazum and Psamtek were let in (and only because Ugazum said Psamtek is his servant/weapon-bearer). They were led to Zalter’s office to meet the big man himself. And he is big indeed, and not just a man, but also a giant toad thing. Ugazum paid up the 100 sp. Zalter proved to be quite well-informed, and kept asking weirdly pointed questions about Ugazum’s recent exploits, where he is staying in town, and especially whether he works for anybody in particular.

At Zalter’s place, they saw one of Ayesha’s men – turned into a mindless zombie drone…

After leaving, the party suspected that Zalter will surely have them followed.

So, instead of going back to their storage/home, they went to a fancy hotel and got themselves two rooms. On the rooftop terrace, they chatted with incense-trader Ipy of the Purple Sea, who shared some tasty “Turkish delights” and more rumors. He also shared info on the two main caravan routes (the North and the West). When asked about any places with constant thick fog covering a caldera (this had been shown to them in a vision, as the hiding place of the arch-enemy of the god-computer ETERNAL 6000). Ipy ventured that this might be in the dangerous volcanic mountains to the north-west.

Later, to shake off any potential tails, the party used ropes to climb off this rooftop, instead of exiting through the main door.

And they went back to their storage container.

Here, a mysterious figure was waiting for them: Rex, river barge captain, one of Ayesha’s trusted men (see Session 3). Rex told them that most of the gang was captured and imprisoned – they are likely to be sacrificed to the Black Sun during the next great constellation. Ayesha evaded capture and is on the run. Earlier, she had told Rex about an underground tunnel system under the city, and that in case of shit going down, that would be the place for the gang to reconvene.

The party agreed to go and explore these tunnels.

To be continued!

Tuesday, September 16, 2025

[Actual Play] The World of Tomorrow, Sessions 4 – uh, like, 10?

I’m hopelessly behind on session reports for our science fantasy campaign, The World of Tomorrow! The thing is, we played two more online sessions, then we met up, holed up in our summer house for four days, and PLAYED A LOT OF D&D. A LOT. “Sessions” flowed into each other. So here’s a non-comprehensive re-cap of where the campaign’s at right now.

Session 4 was still online.

The party delved into the Salt-Encrusted Shrine of the Immortal Wave Cult (AKA Dank Cave of the Immoral Weed Gang), a cool little dungeon I wrote. They explored the main hall, caught a glimpse of a red glowing idol, encountered a giant crab, then met with the local cultists, decided NOT to join the cult just yet. They explored the complex, deciphered some reliefs, found the magical Seaweed Orb, then a secret door too, which gave them access to a hidden room. In this chamber, they found the high priest of the cult, dormant in a stasis pod. With a countdown timer set to about 60 years or so. They also gained access to the main temple. And they found a way to lower themselves into the idol chamber: gathered most of the loose treasure, but shied away from grabbing the large crystal from inside the idol. They fled the complex and went back to the city of Cryopolis.

Session 5 was for downtime and city crawling. They managed to hide some of the loot from their boss and divvied up the rest. Then they gathered some rumors. And rented a storage container for their stuff. They went to the Fighting Pits and gambled, winning some money on the gladiator fights. But their main reason to go there was to hire one of the gladiators. So that they have more muscle. They hired Ugazum the Fighter. Then, back at the Atomic Kitten, they got a new quest from their crime boss Ayesha. To go and find a weird dungeon complex in the Thunder Mountains. She assigned a guide and a porter with a pack Stegosaurus to them.

Ultimately, we ended up generating two more player characters: the gladiator and the guide.

So now the party consists of

  • Psamtek, the psionic Grey pilot (Halfling 3)
  • Keteus, the dark prophet or something (Magic-User 3 with Space Age Sorcery spells)
  • Ugazum, the gladiator (Fighter 2)
  • Phireus, priest of the Mountain Mother (Cleric 2)

 

Then we had all those long sessions of live play. IT IS SO GOOD TO PLAY D&D FACE-TO-FACE WITH YOUR FRIENDS. Ugh!

 

So, the party of four plus the Stego and the porter went on a big wilderness track through the labyrinthine canyons of Thunder Mountain. There were dangerous pits, undead dragonflies, etc. Then they reached a valley with tour giant crystal eggs.

Cue THE SPIRE OF IRON AND CRYSTAL by Matt Finch.



Saturday, July 5, 2025

[Actual Play] The World of Tomorrow, Session 3: Exploring Cryopolis

We continued our science fantasy game. Session 1 was a dungeon crawl, session 2 was a trek through the wilderness, so it is only fair for session 3 to concentrate upon hanging out in the big city!

The characters are:

Psamtek, the psionic Grey pilot (Halfling 3)

Keteus, the dark prophet or something (Magic-User 3 with Space Age Sorcery spells)

Soundtrack: "Nuits de Printemps Avec Abdou El Omari" by Abdou El Omari


At the end of the last session, they reached, via ferry, Cryopolis, the city of the five black ziggurats. Their entry point was at the docks near the southern ziggurat. So instantly they were plunged into the bustling cosmopolitan atmosphere of the harbor quarter. As this was just the beginning of the light phase, there were a lot of dock workers carrying stuff, loading barges, merchants disembarking, etc.

The other passengers of the ferry (the zombies and the school field trip) all headed north towards the center of the city.

Keteus and Psamtek decided to hang out here a bit, find a place to stay, pick up some rumors, maybe find a job to earn money.

The architecture of the area proved to be quite eclectic. The main feature, the black three-tiered ziggurat, had clearly been built during an earlier period and was now covered with newer buildings: shacks, towers… So the levels of the ziggurat became like city streets. The river partially flows under the ziggurat.

Moebius... Why, what did you expect?

They headed towards the local watering hole, the Atomic Kitten tavern. Which is a two-storey metal building: Psamtek identified it as the repurposed habitation module of an ancient generation ship.

The Atomic Kitten at this time was rather underpopulated, as most of its patrons were busy at the docks. So Keteus and Psamtek ordered some drinks (Keteus can drink through his mouth, Psamtek has suckers on their fingers to suck up liquids from a sponge).

They chatted with the bartender and expressed a wish to get some sort of a job. The bartender took them up to the second floor to introduce them to his boss. He knocked at an inconspicuous door.

Psamtek managed to overhear a door opening and closing in that room. However, once in the room, they couldn’t see any other exit, so they surmised that there must be a secret passage here somewhere.

They met AYISHA, an older lady with rust-red hair and creepy fangs. Turns out, she is the boss of the whole harbor area.

Wednesday, July 2, 2025

[Actual Play] The World of Tomorrow, Session 2

The science fantasy campaign continues! (see the session 1 write-up here)

 

The characters are:

Psamtek, the psionic Grey pilot (Halfling 3)

Keteus, the dark prophet or something (Magic-User 3 with Space Age Sorcery spells)

 

After exiting the sanctuary of ETERNAL-6000, the duo took some time to examine the World around them, using the binoculars pilfered from the stocks of the sanctuary.

Off in the far-far distance, they noted a floating isle, a large chunk of earth with mountains and perhaps ruins on top of it. It seemed to move on its own volition.

They tried to scout out the way down to the city, but that was not easy. They did get a better understanding of the valley below, though: a river flows through it from east to west, empties into the sea. The city stands on the river and is made up of five large ziggurats/step pyramids: one in the middle, four on each corner.

After this reconnaissance, the party started their descent. Pretty soon they got lost between the rocks and in the narrow canyons.

After some time, they reached a larger flat area with an interesting feature: a GIANT SKULL embedded in the cliff-face! Small offerings (flowers, cups, simple pieces of jewelry) had been lain out before the skull on a stone platform.

Psamtek threw up a grappling hook and climbed up to the left eye socket. Beyond, they saw a small grotto with a pool of water inside. They climbed in and noticed many inscriptions carved into the inside of the skull. Keteus joined them and read the inscriptions: most of them were vows and prayers to the MOUNTAIN MOTHER. They didn’t touch any of the offerings and continued the way down the mountain.

They were still quite lost, and couldn’t find a way directly down towards the city. However, this off-the-beaten-path journey led them to another interesting discovery.

They noticed the sounds of metal against rock and soon reached an open-air quarry. The workforce was about 30 people, who chipped away tirelessly at the black basalt. The chunks of stone were then collected by a giant robotic walker and loaded onto a double-tracked vehicle… PULLED BY GIANT QUADREPEDAL LIZARDS! These brontosauri had some sort of mechanisms attached to their heads, probably for control.

Dinotopia!


Psamtek and Keteus descended into the quarry.

The workers didn’t seem to notice them. The robotic vehicle, however, turned towards them, opened its back hatch. A large, tattooed, four-armed person got out from inside.

Wednesday, June 18, 2025

[Actual Play] The World of Tomorrow, Session 1

I ran a game yesterday for my best friends. Hopefully the start of a casual campaign?

The pitch was dead simple:

“moebius jodorowsky tangerine nightmare oranssi mutant pazuzu heavy metal barsoom carcosa acid police surf”


Moebius, duhh


I asked them in advance to create a 3rd level LotFP character each: just the stats, class, skills and hp. No name or concept. They rolled up a Magic-User and a Halfling.

At the start of the session, the characters were woken up from a long formless darkness by a distant, glitchy voice. The voice told them that “there has been an accident… but your personality, memories and body will soon be re-integrated… please watch these short promotional videos and signal if you see anything you recognize as your own memory…”

In the memory fragments, the Magic-User saw themselves:

  1. Hurriedly grabbing everything from a library with crystal books, storing all the treasure in a vault (and remembering how to open it again!); then emerging to the surface only to see the ideal city swallowed by the ocean
  2. Putting on a mask and conducting human sacrifice on top of a black pyramid; only for the gift of the dark gods to be stolen by an interloper
  3. Performing elaborate magic tricks on a stage in a 1920s theater, feeding off of the adoration of the audience; getting sawn into two halves, but emerging again from behind the curtains, while the mutilated body was carted off-stage.

The Halfling saw themselves:

  1. Riding through an ice age wasteland atop a woolly mammoth, controlling the beast with their mind; then a small flying lizard landed (hunting hawk style) on their outstretched left hand
  2. Piloting a spaceship, exiting hyperspace, crashlanding on a blue planet (remembering the place of the crash!); only to be taken captive, probed, interrogated by men in white coats; then blowing up their brains with psionic powers
  3. Crawling through underground tunnels, in total darkness, but seeing everything perfectly, breaking through to a large hall of the sewers, and knowing that the dwellers of the depth will rise again and they are to be their leader.

The Magic-User picked the sacrificial priest option and became KETEUS, a mummified sorcerer. With spells from Space Age Sorcery. The Halfling picked the Roswell option and became PSAMTEK, the psionic pilot. With psi powers cobbled together from various sources (Carcosa, LotFP, Realms of Crawling Chaos).

Thus Keteus and Psamtek emerged from their cryo-pods and found themselves in a depressing concrete room. There were old decorations hanging from the ceilings and walls, little festive flags, and a sign that read “WELCOME TO THE WORLD OF TOMORROW!!”, with a couple of letters already faded.

One other cyro-pod contained a dead body… And a fourth cryo-pod’s glass top was broken, with clawmarks on the inside of the pod.

Sunday, June 1, 2025

[Solo] The Prussian Infantry Marches to Carcosa, Turn 3: Dinner Invitation

Continuing the adventures of the Prussians on Carcosa. See Turn 1, Turn 2.

The Detachment:

  • Captain Friederike “Freddy” Krüger, a woman who entered service disguised as a man, but is by now accepted as she is
  • Brother Paul, Augustine monk and scholar
  • Dr. Krowitz, field surgeon
  • 20 disciplined Infantrymen with muskets

Turn 3

Day 2, dawn
Location: Hex 0410, Forest
Weather: 7, Neutral
Encounter: 1, Daytime: 58, 3 Mummies. Party surprise: 1, yes. Encounter surprise: 1, yes. Encounter distance: 100’. Encounter reaction: 7, Neutral

                    Soundtrack: "Mummified Fragment of Everyday" by Zofie Siege


With sunrise, the blackness of night first shifts into an indescribable blue iridescence, then into a purple haze. Light filters through the black leaves. The infantrymen lay wrapped in their cloaks, huddled together for warmth.

Four sentries sit, leaning on their rifles. The last shift was trying, the alien forest full off invisible insects and bizarre whispers. But they persevered – driven by discipline… or fear? 

///

But something else stirs in the forest.

Three dark, gaunt, sickly thin figures stalk between the trees. Their joints seem bloated, yet their movements are fluid. Ribbons and thin veils float behind them. Their gazes are trained downwards. From time to time they examine the leaves of certain trees.

Sunday, May 25, 2025

[Solo] The Prussian Infantry Marches to Carcosa, Turn 2: Prussians in the Mist

Continuing the adventures of the Prussian on Carcosa. See Turn 1 here.

The Detachment:

  • Captain Friederike “Freddy” Krüger, a woman who entered service disguised as a man, but is by now accepted as she is
  • Brother Paul, Augustine monk and scholar
  • Dr. Krowitz, field surgeon
  • 20 disciplined Infantrymen with muskets
© Helene Schmitz. Alabama Fields. Digigraphie, 108 x 134 cm


Turn 2

Day 1, dusk to night
Location: entering Hex 0410, Forest
Weather: 7, Neutral
Encounter: 11, None

                    Soundtrack: "Aqua" by Edgar Froese 


Time seems to move in an unnatural way. The march towards the forest takes much longer than anticipated, the dark mass of vegetation seems just a few steps away, then snaps back into the unreachable distance the next heartbeat. Strange mirages flicker and the air vibrates around the Detachment. Perhaps a trick of the uncanny light emanated by the multitude of celestial spheres that chase each other through the sky.

Finally, the violet sun sets. The skyline lights up with an orange glow, then goes black. One of the twin moons rapidly wanes into just a narrow segment. The air grows colder and moist.

It is under the cover of this sudden darkness that the Detachment reaches the forest.

But what a strange forest it is. Lush, dense. Roots, branches, vines. The abundance of growth doesn’t feel healthy and natural: it’s a forest choking under its own weight. And this is only the edge of it; it seems to get denser in the deeper parts, but it is hard to make it out in the darkness.

Friederike leads the way, slashing at vines with her sabre. Her blade gets stuck. When she grabs the branch to pull back the weapon, the bark feels spongy and rugose.

However unlikely that seems, they eventually reach a clearing. For some reason, the trees don’t grow in this depression, just crowd around it somberly like mourners around the uncovered grave.

A fine white mist covers the ground.

“Careful, men. Probe ahead of you with your rifles,” Friederike warns her troops.

But it’s too late. The silence is broken by a scream as one soldier slips and disappears. There is an audible crack of bone breaking… Then the screams resume, coming from deep down.

Wednesday, May 21, 2025

[Solo] The Prussian Infantry Marches to Carcosa, Turn 1

I played a solo session today. A Prussian infantry detachment is somehow transported to Carcosa circa 1810. I was very much inspired by this cool session report by Underground Adventures: an Into the Odd one-shot for a single player, about a group of Napoleonic soldiers on Carcosa.

The Detachment:

  • Captain Friederike “Freddy” Krüger, a woman who entered service disguised as a man, but is by now accepted as she is
  • Brother Paul, Augustine monk and scholar
  • Dr. Krowitz, field surgeon
  • 20 disciplined Infantrymen with muskets
(Carcosa art by Rich Longmore)

How I play:

I rolled a random starting hex (0311).
Procedure: 1 Turn = 1 Day
For weather: 2d6 Reaction roll
Wandering encounter: 2-in-12 chance, 1 is daytime, 2 is nighttime


Turn 1

Location: Hex 0311, Wasteland
Weather: 7, Neutral
Encounter: 11, None

...Once the electrified mist disperses, the Detachment finds itself in a strange landscape, a purple wasteland. A violet-crowned sun hangs menacingly above and twin moons race through the light blue sky. The soldiers are nearly blinded by the alien hues.

Friederike checks her compass. The needle whirls around like a madman. It’s useless. So Friederike tries to get her bearings by the strange celestial objects.

Wednesday, November 1, 2023

Painting my first miniature (after a 16-year hiatus)

And it feels good to be back! Ah, the familiar smells...

I decided to pick up miniature painting again. It's something I'd enjoyed a lot in the past. Converting, painting, kitbashing. Playing I enjoyed too, especially skirmish stuff like Mordheim.

For now, I just plan to concentrate on returning to the artistic/creative side. I need a hobby that isn't connected to a computer screen :)

I picked up some supplies and a an assortment of figurines. I went with Wargames Atlantic, because some of the models spoke to me --- especially the Classic Fantasy Lizardmen! You know it's the good kind of classic fantasy when the lizardmen come with assault rifles and gas masks...

For my first effort, I chose a lizard dude with an open pose and a blade. I dropped it once and broke the index finger... Here's the result! There are still some rough patches, but overall, it was a fun process, and I'm satisfied with the result! Beware the Newt-men of Carcosa!



Thursday, January 13, 2022

Ulfire Tablets #1 - a sword, planet & sorcery roleplaying zine - out now!

 


It's alive!!!

Finally, the first issue of the science fantasy/planetary romance zine Ulfire Tablets is done and public! Huge thanks to all the authors, it was fun to edit your stuff. 

In the future, I hope to expand to other planets and settings, and new contributors are welcome: get in touch here or see my other contacts in the zine itself.

Get it here: https://eldritch-fields.itch.io/ulfire-tablets-1

It's free!

Read it on your screen or print it at home as a neat 32-page booklet + cover.


Table of contents and a short overview:

  • The Chessmen of Carcosa is a chess variant. You cannot have a proper planetary romance setting without a chess variant. In this boardgame, you sacrifice pawns, summon beasts from the outer dimensions, and fight to defeat the opposing sorcerer king! We wrote this together with a friend (we often collaborate on weird shit) and playtested over the summer. It's a fun, over the top game, give it a spin!
  • M.W. Hess contributed two awesome pieces: a write up of Mushroom Mans (sic!) of otherworldly colors; and a quick overview of faithful dinosaur mounts. 
  • In true old school fanzine spirit, there is a piece of short fiction, recorded to cuneiform holodisk straight from a sorcerer king's mind!
  • I love random generators, so I included one for coming up with arcane technological/magical artifacts. There are six ready-to-go examples in there as well.
  • Dan St. Cyr gave us 20 fighting styles for post-apocalyptic barbarians!
  • And there is a review of Xuhlan, a pretty cool sword & weird science setting!

Friday, October 29, 2021

Three science fantasy locations for weird sandbox settings

Three locations for science fantasy hexcrawls/sandboxes. These are based on output from the generator I put together in Inspiration Pad Pro. I just took the results and fleshed them out a bit, to make more sense. This whole thing took about 15 minutes (and the many hours poured into creating the generator ahahahahah). I will include the original output of the generator below in the comments so you can compare.

Soli

Village, population 150

Ruled by a noble family, the Turquoise Clan

The village used to be surrounded by a stone wall, which is now in ruins. The only part left standing is an archway above the main road, but it isn’t maintained either: the locals think it is a dread memento of an ancient horror, walk around it (never under it), and soil it with garbage and obscene graffiti.

Locations:

  • The Atomic Abode of the Electronic Red Dragon, a lively tavern surrounded by standing stones

Seeds:

  • The village is plagued by swarms of robotic mosquito – actually blood-collecting nanobots emerging from an ancient laboratory buried under the nearby swamps
  • Nefertiry of the Turquoise Clan (a very religious person) is telling everybody that Orges, her identical twin brother, disappeared – actually she killed him because she was afraid that he might replace her completely

 

Corcyra

Town, population 700

Ruled by council of elders

A heavily fortified settlement, with four prism towers that can fire deadly lasers at each corner. The streets are patrolled by the local militia, the Corcyra Rangers. Despite the dry ground, most buildings are on stilts, so that the inhabitants can pull up the ladders at night for extra protection.

Locations:

  • Smithy. An ancient laboratory that was repurposed as a workshop. Mostly produces regular tools and weaponry, but for the right price the blacksmith (Lightning Ape is his name) offers equipment made out of the weird alloys that remain in the laboratory’s repository
  • Corcyra Rangers’ Station. A seedy-looking building, stinks like a gym, this is where the local militia hangs out and trains new recruits.
  • Church of the Giggling Goddess. This temple is almost in ruins now, as the worship of this deity is discouraged by the council & militia. A single priestess (Thelma) struggles to keep the church in shape.
  • Fane of the Awful Goddess. This temple is favored by the council members. “Yes, the Awful Goddess is Awful, but only an Awful power can protect us in these troubling times!”

Seeds:

  • Trechus the sell-sword wants to burglarize the rich rat-catcher’s mansion (Oeobazus the rat-catcher is a council member and has monopoly on vermin control).
  • It is rumored that there is a sealed-off dungeon under the Fane of the Awful Goddess, where the essence of the deity resides – the rumor is true, but the Awful clergy tries to suppress it.

 

 

Kallipolis

City, population 2250

Governed by Gotarzes, Bastard of Uhhaziti, a prominent & paranoid merchant

Clouds of fumes emerging from rotating chimneys hang ominously above the city. The main industry is a bunch of chemical factories, most owned by Gotarzes or his associates. Many of the locals are poor and suffer from the poisonous fumes emerging from the factories. The city feels crowded and is full of seedy establishments and dark back alleys.

Locations:

  • Temple of the Blazing Cape. A radiant piece of cloth, which belonged to the mythical founder of the city, is venerated here. Worshippers who spend many nights kneeling before it attain a phosphorescent glow (they are known as the Brotherhood of the Blazing Cape).
  • The Hexman Sisters’ Mortuary is the best place to get a proper burial; and ask about their family discounts!
  • City Library. And old establishment, with stacks as dark, labyrinthine and smelly as the city’s back alleys.
  • Sleaze & Heal Music Hall. A popular establishment with live music and deadly drinks.

 

Seeds:

  • The most popular person in the city is Paris, the hairy wrestler, undefeated champion. Many would love to see him leading the city in Gotarzes’ stead…
  • Ex-crime lord nicknamed the Pro-Consul is hiring assassins to kill Gotarzes. Pro-Consul used to be an important man, but the current mayor’s machinations led to his downfall and the gang war left him shell-shocked.
  • The Brotherhood of the Blazing Cape want to embark on a sacred mission to a ruined castle. They think the soul of the city founder is imprisoned there.
  • Some say there are valuable books hidden between all the trash in the City Library.


Art by Rich Longmore


Thursday, August 20, 2020

[Actual Play] A Delve into the Outpost of Stone & Silver [Carcosa / OD&D]

Yesterday I ran the Outpost of Stone & Silver for two players (as a quick and dirty one-shot when the regular game was called off). They grabbed two characters each from R. Sivaranjan's generator and off we went!

Kahlo (He of the Fabulous Eye-Brow), Red Fighting-Man 1

Steel of Woe, Green Fighting-Woman 1, one-armed and psionic

Luu, Orange Fighting-Man 1

Ranko (She of the Superior Hit Point Pool), Brown Fighting-Woman 1


Our ragtag group of adventurers, all outcasts of their respective tribes, learned about the existence of a sorcerous or scientific outpost, with shining metal walls built into the purple rock. They set out with high hopes: perhaps their tribes would take them back if they came bearing treasures...

They arrived to the place with their pack-lizard and cart. They saw two entrances: one set in a niche, and another set between two tower-like edifices. The bravest, Luu, approached the first one, and noticed that it had no door - but the passage was barred by a flickering curtain of light. He threw some objects at it, trying to match his projectile with the on/off phase of the curtain, but learned that all objects just bounce back, cause electric discharges, and overheat when connecting with the field.

He was about to head back, when he noticed some sounds from beyond the curtain, but he couldn't see the source, as the corridor was only slightly illuminated by the twin suns.

To his surprise, he received an answer in a child-like voice. The friendly creature on the other side invited him to join a knife-throwing contest. Luu was wary, and called a group meeting. In the meantime, they could hear that the contest commenced inside. There were sounds of knives hitting the wall, and the disappointed murmurs of a small crowd. And then, finally, a cheer -- and, to their surprise, together with the cheer, the curtain of light dissipated! 

Tuesday, August 18, 2020

[Dungeon] Outpost of Stone & Silver, science fantasy adventure for OD&D/Delving Deeper

Temple of the Berserkers received a very warm welcome, so here's a follow-up! Outpost of Stone & Silver is in the same format: dungeon map + keys that fit on one page (or two pages, if you want larger font). It's a science fantasy adventure, in the spirit of Gamma World or Carcosa. A mysterious science outpost/laboratory, built into a mountain - who knows what lies in its depths?

This time, instead of the OD&D booklets, I used the guidelines of Delving Deeper, a great iteration of the 0e rules.

To achieve the science fantasy feel, I re-skinned all fantasy regulars. Goblins became bug-eyed monsters, skeletons became flayed androids, giant snakes and spiders turned into robot arms and patrol drones*. I must admit that I'm kinda proud of turning the "Red Dragon, Hatchling" entry into a flamethrower turret... And if the dragon is asleep, then the turret is just "on hold"...

So yeah, I had a lot of fun. Aaaand I added a reference of something that'd made a big impression on me in my childhood. That's always nice.

Download PDF with map & key!*

* 2020.08.24 - now with a player map, with secret doors and labels hidden!



* Technically, Delving Deeper has stats and even descriptions for robots, cyborgs, etc. (unlike OD&D, where the "Robots, Golems, Androids" are "self-explanatory monsters which are totally subjective as far as characteristics are concerned"...). But those monsters are too strong, I wanted something weaker. + Re-skinning is more fun.

Have fun, and, as always, let me know what you think!


Sunday, February 9, 2020

Tribes of Carcosa - a PBeM game concept

A concept I don't have the time or resources to develop... but which sounds very cool to me.

This is a play-by-e-mail (PBeM) strategy game with roleplaying elements. It uses Carcosa as the basic setting, and adds in the tribe management mechanics from Wolf-Packs & Winter Snow.

Fantastic Planet, 1973

Each player controls a "tribe" that lives on the doomed planet of Carcosa. "Tribe" in this case denotes a range of communities, and is used for the sake of convenience. Because an important feature of this game would be the diversity of these communities. Some are small and mobile, others are numerous but settled. Some are technologically advanced, others are in the stone age. Maybe some are space aliens, others are one of the many types of humans of Carcosa. Their resource base, social hierarchy (or the lack of hierarchy), their religion, their traditions are all different. These features are created using a mix of rules, random tables, and free-form descriptions.

Fortunately, there are many resources out there to aid the creation process.

For example, the amazing collections of the Hyadian Schism project are a great starting point. The zero level character generator could be taken as the base for a community/tribe generator.

Another inspiring resource is the blog of Will B., Rogues Repast, with lots of instantly gameable background materials for Carcosa. I love their Carcosan community generator.

Each round (which is probably a week in real-time, and represents a month of game-time), the player describes what the tribe does, using the work and role distribution mechanics from Wolf-Packs & Winter Snow, and also in general terms, interacting with whatever events they face or locations they have around them.

The Game Master describes the outcomes, and describes developments, triggers new events, rolls on random tables, etc. These can relate to the inner workings of the tribe (a new challenger for the role of the leader emerges; somebody commits a terrible crime - how do you judge and punish them?; crops are blighted), developments in nearby locations (the Monolith of the Unnamed Ones two hexes away is reactivated, what do you do?; a new tribe settles next to you) and so on.

Of course, this needs a lot of planning, and a lot of dedication and effort to maintain, even with a small number of players (6?). But the idea itself is alluring.

Thursday, December 12, 2019

[Monster] Spawning Spawns with Footprints #24

The January 2019 issue of Footprints (#24), the e-zine of the AD&D community Dragonsfoot, includes a random generator for Spawns of Shub-Niggurath, written by Marco Caravagna. I love creature generators, so let's see how this compares to the Spawns of Shub-Niggurathizer that comes with Carcosa.

The generator takes up 5 pages (21-25) and takes you through a series of tables, as usual. The author warns us that "due to the complexity of the tables, it is recommended that the DM prepare spawn well ahead of time," well, yes, this takes up some time to roll up and interpret. The Spawns generated are TOUGH. 4+ attacks easily, lots of special attacks... There is a nice variety, a wide range of possible stuff...

And even if you don't need a monstrous HD 17 aberration, you can always spice up one of your regular monsters with just a few rolls on select tables.

E.g., you have a simple, boring orc, but with just two rolls on the body features table, your orc now has an exposed skeleton (flesh appears partly melted from bones) and an extra sucker-like mouth (potential extra attack, but at -3 to hit due to inconvenient location, 1-4 damage; blood drain for 1-4 HP per round). Simple boring orc no more! And it smells like... *roll roll roll* Perfume!! uhh... (wonderful smell detected to 100’; 10% chance of pheromones: if save vs. poison fails, victim refuses to harm spawn (but will defend against it))

Anyways, here's a full Spawn:

SPAWN OF SHUB-NIGGURATH

FREQUENCY: Very rare (common near Shub-Niggurath)
NO. APPEARING: 1 (3-36 near Shub-Niggurath)
ARMOR CLASS: 4 [18]
MOVE: 3"
HIT DICE: 17 (!!!)
% IN LAIR: 10%
TREASURE TYPE: Nil
NO. OF ATTACKS: 6 (fangs / tusks / sucker / antlers / ovipositor / whip tail)
DAMAGE/ATTACK: Varies
SPECIAL ATTACKS: sucker, web spinneret
SPECIAL DEFENSES: Varies
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-, animal, or semi
ALIGNMENT: Chaotic
SIZE: L
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: ?

Locomotion: Flopping, 3"
Integument: Exoskeleton (AC 4 [18 in LotFP])
Limbs: zero
Eyes: 1
 > Black hole!
Mouths: 3
 > Fanged, 1-8
 > Tusked, 2 tusks, 2-8, worth 200 sp each
 > Sucker (e.g. as lamprey or leech), 1-4; blood drain for 1-4 HP per round
Other sensory apparatus: zero
Head features: 4
 > Bald
 > Ornamented: startling when flared; spawn gets 1 extra segment’s worth of attacks if it surprises enemies
 > Crest or comb
 > Antlers, damage 2-8 total
Tails: 3
 > Spiked Ovipositor damage 1-4; lays eggs that kill host in 4-32 turns; cure disease kills larvae
 > Spinneret fling webs 20’ as spell every other round
 > Whip, damage 1-4
Body features: 2
 > Leaves any color
 > Exposed organs, suffers double damage in combat
No scent, secretion, infestation or immunity :(



Wednesday, July 17, 2019

Neural Network Generated Hexcrawl

Talk to Transformer is awesome. I already collaborated with this text-writing neural network to create a dungeon adventure, called The Tomb of the Daughter. Nowadays I am using Transformer to create hex descriptions. It started out when I fed it some fragments from Carcosa... then it became pretty much its own thing. I'm slowly compiling materials for a post-apocalyptic science fantasy world. It's fun. It's also much harder to control than just the dungeon. I try to edit as little as possible, and most text still comes from Transformer's outputs, but I have to link them together on the editor-level so that it makes more sense. I'm also going deeper and generating mini-dungeons for a couple of hexes.

Guodong Zhao

The hexcrawl has humans on the rainbow specter and more (the heritage from those Carcosa prompts), but also dwarves, elves, insect people...

A handful of examples:


SALTWATER SPRING

Trolls of the monstrous Trollpaw tribe appear on the western shore, fighting together to control a spring of seawater.
This spring has been known to grow more dangerous by nightfall. The spirits wander the area looking to drink, and cause problems for others in the night. It's a curse from a deity who made this particular spring; at night it contains powerful acid which breaks down barriers to spirits.


CAVERN OF THE KUPO

The hex is inhabited by a race of reptilian humanoid insects known as the Kupo.
The Kupo have very sharp wings and no tail, though they do have a very sharp sparrow-like mandibles. Their eyes are black, and they resemble a bird's, and are shaped like what looks like a long tail. They are usually accompanied by drooling, wingless monkeys.
They live in a vast underground cavern that reaches beneath the ocean. The Kupo are generally quite peaceful, but their presence causes alarm to the other races of the underground. The Kupo sometimes use traps to capture monsters and eat creatures found in their tunnels. They eat the most interesting things, including humans.
The Kupo are very fast, able to fly long distances without the use of their arms.


DROMUND KAAS ENCLAVE

A small, ancient, magical enclave of Dwarves and Elves sits in a small circular cove called Dromund Kaas. Some of their numbers are fugitives from King Kommr. King Kommr was feared because of a smallpox epidemic that had plagued his country, and Kommr's sons were blamed for it because they carried the plague with them.
The inhabitants of Dromund Kaas are known to lurk around the island with their strange magic, and when they can, they travel through the mountains and into the interior of the island in search of treasure.
The place is guarded by an old-style swordswoman named Aelian with a mysterious curse: she was killed by a magical dagger sheathed in her heart, but she is very much alive. To kill her, one must use this enchanted dagger.


GORE-CAVE OF THE HALF-GOAT

The ruins of a small town, whose inhabitants were all murdered at birth.
The current resident of the ruins is a monstrous, grotesque half-goat. The half-goat lives in secret in a small, enchanted cave made of stone. It feeds only on living humans and has been so for centuries.
The half-goat has a human face that hides itself from its eyes but is able to see through humans and their clothing. Its hair is black-like blue, and it is able to grow new parts of its body every so often.

1. FROZEN PITS The first chamber is located on the northern side of the cave, just beyond the entrance. Inside the cave are six gigantic pits. Here in the first pit, a human corpse lay frozen for months, until its bones became stuck to a frozen ice block. It was left to decay there for so long, it was nearly entirely gone as of the last time it was dug up.
The corpse is inhabited by a bloated redhead humanoid, who we don't know if it is human, or if it is a creature of the dark. It looks vaguely human in that form, but this thing has no eyes or ears. And it's talking. When it's talking, it's speaking in a different tone. The creature gives this weird, creepy hum. It's almost human-in-a-possible-other-form thing, but it's a lot tougher. Its mouth is wide open, almost a mouth-like gape. The creature attacks with one or both of the following attacks: A slow, stabbing growl from the top of its head or a piercing, piercing growl from the bottom of its head. It wants nothing more than to see its own reflection in the water and then see if they can trust it.

2. TREASURE CHAMBER The second cavern is also located on the northern side of the cave. This is the oldest cavern in the entire Half-goat's world. This is also where a young Ogre was killed, although he died from his injuries, rather than from frostbite.
The half-goat’s treasure is hidden in the second cavern:
a. A stone ball filled with dark energy which causes everybody to bleed profusely, a crystal tablet contains blood plasma to control the body's natural defences (from heat, cold/therapeutic radiation and blood pressure) and the ability to stop a virus from spreading if implanted into a body;
b. a book of magical lore about a pair of wizards, each of which has developed a certain form of mind magic and which will also have a particular ability in the area of a given time period, and will also know how to summon spirits and other magical beings that work in those areas. The book ends with an interview with the two wizards.
c. a wand of invisibility and a scroll of silence.

3. REGENERATION PITS The third chamber on the other side is a narrow corridor that must be crawled through, with one wall blocked off. In the third chamber there are nine gigantic pits, filled with ichor which is dried out, ready to receive water. The half-goat submerges itself into these pits to regenerate.



Wednesday, June 19, 2019

[Actual Play / Solo] Return to the Tunnels of Melcha the Ghastly [Carcosa / LotFP]

For the second foray, I repopulated the dungeon using the Wandering Monsters table (rolled 1d6 for each room previously explored; on a 1 rolled on the Wandering Monster table to see what abomination moved in during the week).

I added henchmen and retainers to the crew, random generation courtesy of Meatshields! - http://www.barrowmaze.com/meatshields!

The Henchpeople
The Veterans



Last time, our heroes bravely retreated from the Tunnels of Melcha the Ghastly. Their survival was only possible because their carnivorous ape foes were scared away or engaged by an even scarier monster, a telepathic shoggothoid, the Otyugh.

Next week, after some healing and rest, they recruited a rag-tag group of 5 Men-at-Arms, a Cleric (who ran away with a circus), and a stuttering Torch-Bearer who hates orcs. And back to the cave they went!

Entering the first cavern, they realized that other creatures have found the place while they were gone. About 40 feet from the entrance, two blobby, but vaguely human creatures were digging through the debris on the floor. The demonic duo was alerted by the approach of the adventurers – now a 12-strong army. The monsters hesitated for a second, then, against all odds, swung into action and bumbled towards the adventurers!

Derix, one of the Men-at-Arms, discharged his crossbow at one of the monsters, but missed – looks like the wineskin he was swigging added to his courage, but not to his aiming skills! The rest of the group (except Colgos the Torch-Bearer, who only hated Orcs, but these were not Orcs, so he decided to stay out of the fight) charged the blobby things with assorted weaponry. Of the army of Henchpeople, only Meretta managed to land a proper hit with her mace. The veteran adventurers were not much better, although Naki Green gave a good pummeling to the same devil with his staff.

But the creature’s goopy flesh started reconstituting itself before their very eyes!!

The monsters' counterattacks were slow, but unstoppable, and Meretta and Naki suffered some injuries.

Despite witnessing the uncanny healing ability of the monsters, the Men&Women-at-Arms stood their ground, and piled upon the creature that was already hurt. After all, if they cause enough damage, then maybe it won’t have the time to restore itself? Right? Right?..
Well, the combined assault of the veteran adventurers and the henchmen was enough to reduce one of the devils to a quivering mass of flesh on the ground!

“Look, it’s coming back together,” cried out Waylon, the chivalrious youth – only to be silenced forever by the hit of the second monster

And indeed, the first monster’s body was slowly reconstituting itself

Colgos the Torch-Bearer lit a torch, and proceeded to burn the flesh – but the uncanny demonic body didn’t catch fire!

In the meantime, the others tried to dogpile on the active monster: all four veteran adventurers managed to land solid blows, and so did two of their junior companions. This was just enough to put down the second monster as well For the time as its chunks of flesh started healing straight away.

Panicking, the adventurers started mangling the bodies and piling debris and rocks on them to slow down the seemingly inevitable process of regeneration...

Then they quickly moved on into the next cavernous room. It was, once again, void of creatures or treasure – however, this time the group was more attentive to the decorations, and discovered that one of the walls had an interesting mural. It depicted, strangely, more cavernous rooms, a few of which resembled the very spaces they’ve just visited.

Aleph touched one of the paintings in disbelief – and instantly disappeared!!

She found herself back in the entrance area, right next to the slowly regenerating monsters. Her companions were greatly surprised when she soon rejoined them, running out from behind their backs

They decided not to linger (the threat of the monsters coming back to life growing stronger with every second), and moved over to the neighbouring room, the abode of the carnivorous apes. The apes were absent – likely massacred and devoured by the Otyugh.

However, coiled around the apes’ idol, there was now a giant snake, seemingly asleep

The group didn’t want to fight this creature, but they also knew that under the idol there was a stash of the apes’ treasure


As slowly and silently as possible, the adventurers approached the monstrosity, and started hooking ropes around it. But as soon as the second rope touched its body, the snake stirred, hissed, and started rapidly uncoiling! Holding on to the already attached ropes, the adventurers tried to pull it back on the ground, but even their combined strengths was not enough to subdue the constrictor.

The tried-and-true tactic of piling on the enemy was employed once more. No battlecry was uttered out of fear of raising the Otyugh again But there was plenty of pummeling and slashing, and the constrictor suffered plenty of damage.

In such closed confines, however, the group had little chance of avoiding the snake’s body and not one, but TWO henchmen – Derix and Hemwyn – were trapped by the gigantic coils. Their spines snapped instantly.

Colgos the Torch-Bearer fled instantly, but Narloc, Meretta and Frela continued the fight. Of their numbers, Meretta and Frela proved successful (perhaps driven by righteous rage?), as both hit the snake. The creature was finally finished off by a killing blow, delivered by Naki Green!

The snake hissed one last time and collapsed. The adventurers glanced around in fear --- but nor the Otyugh, nor the goopy devils were in sight.

Finally, they were able to check what was hidden under the idol And found a small, but rather pleasant heap of treasure: lots of ancient coins, a tiara made of a silverish metal, and an expensive jade necklace. The veteran adventurers appraised the hoard to be worth around 7000 silver pieces!

To be continued?

Losses:
Waylon, killed by Lemure
Derix and Hemwyn, spine snapped by Constrictor Snake

Gains:
7000sp worth of treasure