Carcosan Grimoire
Carcosan Grimoire
Carcosan Grimoire
THE CARCOSAN
GRIMOIRE!
GRIMOIRE!
TABLE OF CONTENTS
Random Situations for Carcosa Villages ................................................ 4
Carcosa Revised, Again......................................................................... 6
Carcosan Ethnology Random Tables: Customs..................................... 7
Carcosan Ethnology Tables: Architecture .............................................. 9
Carcosan Ethnology: Clothes............................................................... 11
Carcosan Ethnology: Body Modifications ............................................. 13
Infernal Pigments ................................................................................. 15
Monster: YixCaahl ............................................................................... 16
Monster: Enslaver ................................................................................ 16
Monster: The Omniscient Oracle of the Refulgent Maze...................... 16
Predatory Mantis .................................................................................. 17
Swamp Fell .......................................................................................... 17
Nameless Folk ..................................................................................... 18
Artifact: Rejuvenating Bath................................................................... 18
Magic Item: The Plains of Whispering Glass........................................ 18
NPC: The Witch ................................................................................... 19
New PC Class: The Brothers of the Skull............................................. 22
Carcosan Name/Title Generator .......................................................... 37
Wilderness Wandering Monster Table ................................................. 42
Underworld Wandering Monster Table................................................. 45
Monsters .............................................................................................. 47
FAQ...................................................................................................... 57
FOREWORD
Herein lies a wealth of imaginative and horrific material for use in D&D campaigns, especially those campaigns inspired by Supplement V: CARCOSA.
Everything herein is, of course, entirely optional. That said, nothing held between the covers of this tome would I hesitate to use in a D&D campaign.
What weird ceremonies occur in that squat stone village beneath twisted and
bloated trees? What incomprehensible customs do the men practice, and in
what sort of alien architecture do they lurk? All such questions can be easily
answered with the aid of the treasures in your hands.
Also included are bizarre pigments, new monsters (suitably terrifying), new
mutations, new artifacts, new eldritch locations, new character types (the apothecarial witch and the implacable Brothers of the Skull), various random tables (including encounter tables), and more. None of the contents of The Carcosan Grimoire adds complexity to the rules. Instead, everything is calculated
to make the referees thankless job easier, and to provide greater variety for
the referees and their players.
Lastly, the kind originator of this volume, Cameron DuBeers, has seen fit to
include some of my comments regarding Carcosa, gleaned from various
places on the internet going back over three years. Anyone reading this section will discover that my conceptions of Carcosa have mutated over the
years, and they continue to mutate. I hope that this invaluable booklet will
help all our D&D campaigns mutate in extraordinary and unsuspected directions.
Enjoy!
Geoffrey McKinney
June 5, 2009
2.
3.
4.
5.
6.
7.
8.
9.
The villagers have suffered predations from a local (same hex) band of
bandits. The bandits are men of a different color and the villagers will be
extremely suspicious at best or outright hostile to visitors of that same
color.
The village is run by Amazons, who will attempt to enslave men of the
same race and slay other men. Women of the same color will be recruited into the fold if willing, while women of other colors will be allowed
to go in peace. Men of any color without mutations or other physical flaws
may find themselves conscripted into the village leader's man-harem.
Villagers worship a local god (1-2 Spawn of Shub-Niggurath 3-4 horribly
malfunctioning Robot 5-6 other) and a sacrifice is due soon.
Villagers work a small mine of a random element. If the element is not
hostile to the locals their spears and knifes will be composed of the stuff.
If the element is hostile to the locals the leader of the village will have a
sword or axe with a blade made of it.
The village contains many mutants (1-2 sizable minority 3-4 majority 5-6
all inhabitants) and there's a 1 in 6 chance that the mutation is due to
some local condition (background radiation, strange elements in the water, etc.) that might affect the PCs.
The inhabitants of the village hate mutants, going so far as to expose
infants with obvious mutations and drive off or kill inhabitants who mutate
later in life. Strangers with obvious mutations will be attacked on sight.
The ruler of the village is a cyborg with an addiction to fresh organic
parts. Some villagers are missing eyes, limbs, kidneys, etc. The ruler will
attempt to harvest the PCs for spare parts if possible, not being picky
about color if a particularly strong arm or sharp eye can be appropriated.
A rumor is going around the village of a secret sorcerer among their own.
Sorcerous village leaders will want the rival eliminated but also greatly
desire any books or paraphernalia in their possession.
In addition to the stated inhabitants he village has a racial minority of
another color equal to about 10% of the main populace. 50% of the time
10.
11.
12.
13.
14.
15.
16.
17.
18.
19.
20.
21.
22.
23.
24.
25.
26.
27.
28.
29.
30.
believe they know the location of the lair of their foe, and 3d6 of them are
planning a counter-attack.
The leader of the village is a dying old man, not expected to last more
than 4d6 days. The leaders d4+1 children are all vying to be the next
ruler and some of them might try to enlist the aid of the party.
A wandering unholy man has taken up residence in the village, preaching
a new law of blasphemy and pain.
The villagers are cannibals. Either men of different color will be considered food or else they have a taboo restricting them to eating members of
their own race. 50/50 chance.
Part of the economy of the village comes from fishing a nearby lake,
river, etc. A minority of villagers are members of a Deep One cult, with a
2 in 6 chance of the village leader being a cultist.
Either the leader of the village or a local "witch" (50% chance each) possesses psionic powers. Strangers will be subjected to psionic surveillance to determine their intentions.
7 The children
2 Elders
8 The chieftain
3 Men
9 A lone maniac
4 Women
10 A particular family
5 A sect
11 Slaves
6 A secret society
12 A high priest
2 Eat
9 Prohibit
3 Worships
10 Are fond of
4 Sacrifices
11 Purify
5 Ignores
12 Burn
6 Hate
13 Drown
7 Mummify
14 Bury
8 Avoid
1 All
6 Thin
7 Diseased
3 Big
8 Mutant
4 Small
9 Radioactive
5 Fat
10 Tentacled
2 Women
9 Trees
3 Men
10 Insects
4 Elders
11 Plants
5 Dinosaurs
12 Drugs
6 Insects
13 Fungi
7 Aliens
14 Snakes
8 Rocks
1 Logical
7 Rational
2 Irrational
8 Unknown
3 Mystical
9 Astrological
4 Religious
10 Secret
5 Mathematical
11 Ancestral
6 Historical
12 Fun
7 Foreigners
2 Aristocrats
8 Priests
3 Slaves
9 A Sorcerer
4 Women
10 Deads
5 Men
11 Dinosaurs
6 The chief
12 Hunters
1 Subterranean
6 Spherical
2 Square
7 Long
3 Round
8 Fungi-like
4 Big
9 Pyramidal
5 Small
10 Translucent
4 Caves
2 Huts
5 Cells
3 Towers
6 Bunkers
5 Carved
2 Erotic
6 Cryptic
3 Translucent
7 Beautiful
4 Large
8 Scary
7 Symbols
2 Bones
8 Mirrors
3 Curtains
9 Walls
4 Paintings
10 Lamps
5 Ponds
11 Plants
6 Chimneys
12 Jars
Example: In a blue village, priests lives in round houses with cryptic ponds
(maybe for weird rituals), while aristocrats like in subterranean towers with
large windows (such as light pits) . Men form the common lives in long caves,
probably around their lords towers, and got cryptic lamps in their homes
(probably a religious symbol) while foreigners are let in the surrounding
caves, in the fungi towers with curtains of their own colors. Dead bodies are
put in big houses outdoor, with scary windows letting appear their decaying
corpses.
10
7 Children
2 Men
8 Slaves
3 Women
9 Widows
4 Elders
10 Chiefs
5 Priests
11 Courtesans
6 Warriors
12 Hunters
6 Tight
2 Translucent
7 Leather
3 Large
8 Feathery
4 Erotic
9 Precious
5 Colored
10
7 Pants
2 Jewels
8 Cloaks
9 Bones
4 Shirts
10 Belts
5 Robes
11 Armor
6 Skirts
12 Weapons
11
5 At night
2 Outdoor
6 At war
3 For ceremonies
7 When in mourning
If you want to explain strange features, you can use the reasons table from
the Customs tables.
For example, a village of blue men roll for 5 features :
1.
2.
3.
4.
5.
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5 Belly button
2 Ear
6 Nose
3 Cheek
7 Nipple
4 Lip
8 Genitals
Scarification (1d10)
1 Full body
6 Leg
7 Hand
3 Head
8 Foot
4 Face
9 Chest
5 Arm
10 Back
4 Left Half
2 Lower Half
5 Front Half
3 Right Half
6 Back Half
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4 Bitten
2 Burnt
5 Clawed
3 Acid
6 Anything at hand*
*This group will use anything and everything to create the scars, as that is
what's important to them, the scars themselves, not the method. Lasers,
Rocks, Weapons, Animals, etc.
Amputation (1d12)
1 Arm
7 Ear
2 Hand
8 Nose
3 Leg
9 Lips
4 Foot
10 Genitalia (partial)
5 Eye
11 Toe
6 Tongue
12 Finger
Tattoos
This one could actually be a whole section on to itself. Everything from placement, type, materials used (making pigments out of the Jale, etc), size, meaning. . .
14
Infernal Pigments
Contributed by Chris Robert
As a result of centuries of prejudice and persecution, the Bone Men have developed an assortment of colored pastes (one for each of the colored races)
to be used as a means of disguise. 'Infernal Pigments' is a catchall moniker
used by the other races in stories passed down over generations - Bone Men
refer to the pigments by a number of different names based upon their color,
eg. 'Crimson Skulk' (red), 'Midnight's Secret' (black), etc.
Crafted from naturally occurring dyes and stains, these pigments have been
rendered into an oil-based paste which can be quickly applied to bare skin.
After about thirty minutes, the paste is completely absorbed into the skin, and
the Bone Man so treated will be effectively indistinguishable from a member
of the matching race. Only chirurgical, sorcerous or advanced technological
examination will reveal the physical deception.
Once applied, Infernal Pigments will retain their effectiveness for 2D-3 days
(minimum 1 day), and are not affected/diminished by weather, activity, etc.
For the final six hours of 'effectiveness', the color will fade markedly and the
ruse will be evident to any observer. Prior to use, they may be stored indefinitely in any sealed container.
Combining different pigments simultaneously in the same Bone Man provokes
an immediate roll on the Mutation Table.
If a Bone Man disguised by Infernal Pigments is used in any part of the casting of a sorcerous ritual, the ritual will automatically fail in the most spectacularly disastrous manner possible for both the Bone Man and the Sorcerer.
For the special effects of element-based weaponry, any Bone Man affected
by Infernal Pigment is treated as being of the race of the color in question.
Bone Men will deny the existence of Infernal Pigments to all outsiders. Within
the Bone Men communities, Infernal Pigments are rare and precious commodities and are generally not available for purchase, but bartered for in exchange for some great service or need of the community. They are usually
saved for times of great travail, when the community must pick up and leave
hastily to avoid extermination.
Ironically, while the Infernal Pigments were developed as a defensive measure to help avoid persecution, as the use of such products has trickled into
legend and superstition, fear and hatred of the Bone Men has only grown.
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Monster: YixCaahl
Contributed by Terje Nordin
This Great Old One is a ten feet tall biped with six arms and neither head nor
face. Its body is composed of ruby red crystal and from within its depths
shines a soft vermillion glow. YixCaahl lives by consuming the spiritual substance of sentient beings. It only needs to touch its victims skin to suck its
spirit out unless the target makes a saving throw against Dragon Breath. If the
attack is successful the victims body dies instantly. Within the Great Old Ones
crystal body one can see the tormented faces of the spirits that are currently
trapped within its digestive system. One soul will give YixCaahl nourishment
for one week. If it has not found a new prey after that period it will go into a
state of torpor where it will be completely immobile until some curious fool
lays his or her hand upon it. YixCaahl retains all memories from all spirits that
it has eaten and therefore possesses knowledge of many things. It is quite
willing to give truthful answers to any questions in return for sacrifice, one
sentient being per question. It only takes half damage from normal weapons
but magical and high tech weapons make their usual damage. AC 1 Move 12
HD 25
Monster: Enslaver
Contributed by Terje Nordin
This is a microorganism that infects the brain of humans and turns them into
raging beasts. The disease spreads through body fluids, such as blood and
saliva, often through wounds. Anyone who is hurt by the bite of an Enslaved
must make a saving throw against Poison or be infected. That is one saving
throw for every hit that does damage. An Enslaved will lose control over his or
her own body and turn into a feral predator that attacks all other humans encountered. The transformation starts within an hour after being infected and
rarely takes more than five minutes. The victim retains consciousness and
can control facial expressions and speech. Enslaved humans will often cry out
for help or try to warn their victims and tell them to run away. After a week or
two the face becomes devoid of expression, the eyes become empty and
nothing but growling and whimpering rises from the throat. The Enslaved
have the same values as ordinary humans.
If healing magic (or technology) is available in the campaign an Enslaved can
be cured by a spell or device or potion equivalent with Cure Disease. It is
likely that the possibility to save the Enslaved will make it a whole lot worse
when one is being attacked by them.
Monster: The Omniscient Oracle of the Refulgent Maze
Contributed by Terje Nordin
In an underground cavern lies a labyrinth of mirrors that are the earthly shape
of an otherwise incorporeal intelligence. The entity can use the mirrors as
eyes to see anyone that enters the labyrinth, but also as mouths to feed from
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anyone whose reflection is caught by the mirrors. Each turn all characters in
the labyrinth of mirrors must make a successful saving throw against spells or
suffer one die of damage. The god can be killed by destroying all 313 mirrors
in the labyrinth. The Omniscient Oracle will teach arcane secrets by showing
images in the mirrors, but only if first appeased with the sacrifice of a loved
one that is interned in the labyrinth for one whole night.
Psionics: 1-4 powers up to four times per day
To invoke: Reflections from beyond the Gate of Death
Predatory Mantis
Contributed by: Doc
Number Appearing: 1-4
Armor Class: 4
Hit Dice: 5
Move: 21
The Predatory Mantis, also knows as the Emerald Nightmare, is a huge insect
the size of a horse. Despite its size, it is incredibly agile and can move quickly
over land and water with equal grace. It is a cold, utterly ruthless killing
machine that attacks with both pincers in a round. If it scores two hits on an
opponent, it is trapped in the mantis grasp. The next round the mantis makes
a mandible attack for 2d6 points of damage. If it rolls more than five above
what it needs to in order to strike, then it has bitten the head off of its prey.
Swamp Fell
Contributed by: Doc
Number Appearing: 1
Armor Class: 3
Hit Dice: 8
Move: 12
The Swamp Fell is a hulking humanoid creature looming nearly ten feet tall
with muddy bronze skin pulled taut over a powerful frame and hideous leering
features. It is an ancient creature, perhaps the last of its kind, and fancies
itself a godling. It has powerful psionic ability, usable 1d6+4 times per day,
that it uses to dominate lesser creatures into submission and giving it tribute
(usually virgin girls, whom it defiles then consumes). In addition to psionics, it
attacks with a great shrieking sword that does +4 damage due to its inhuman
strength. The Swamp Fell revels in causing pain and discord and is strongly
aligned to Chaos.
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Nameless Folk
Contributed by: Doc
Number Appearing: 2d10
Armor Class: 7
Hit Dice: 1-5
Move: 15
The Nameless Folk are a race of strange Men who originate in great swamps,
forests, or other areas far from the prying eyes of civilization. They have no
natural skin coloring, but instead are able to change the appearance of their
skin to any color they desire, allowing them to walk amongst any type of Man
unnoticed. They are able to move with great stealth, remaining silent and
unseen at a base 75% chance. They are a race of slavers and cannibals, their
weapons including cruel hooks and swords with jagged edges that rend flesh
in great bloody chunks. They care little about Law or Chaos.
For every Nameless Folk tribe there will be a Blood Chief of 6 hit dice who
possesses the ability to alter his appearance to appear exactly like a specific
other person. This ability is psionic in origin, creating a visual illusion, and
does not give access to armor, hit dice, or items that the chieftain does not
actually possess.
Artifact: Rejuvenating Bath
Contributed by Terje Nordin
This artifact of the Primordial Ones consists of a large chamber full of biomechanical machinery at the centre of which there is a vat filled with jale slime. A
damaged character that is put in the vat will heal two hit dice for each turn
spent in the slime. A recently dead character that is put in the vat for three
turns will either be revived and restored to 1 HD (70%) or turned into a Diseased Guardian (30%). For each turn a character spends in the Rejuvenating
Bath there is a 10% risk of being mutated. If someone uses the machine without a proper understanding of how to operate it the patient in the vat will be
dissolved into slime.
Magic Item: The Plains of Whispering Glass
Contributed by Terje Nordin
Many square miles of multicoloured fluorescent glass. Any character with
psionic powers entering this area while having access to the telepathic ability
will sense strange voices whispering blasphemous secrets. After listening to
the voices for an entire night the character can experience nothing in particular (50%), have his or her sanity permanently shattered (40%) or learn one
random sorcerous ritual.
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The referee is free to decide what form (liquid, solid, powder) the concoction
will take, a list of effects is enumerated below.
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.
Charm
Coma
Cure Disease
Daze
Enhance Hearing
Enhance Sense of Smell
Enhance Sense of Taste
Enhance Sense of Touch
Enhance Sight
Feeblemind
Frenzy
Haste
Healing Elixir
Increase CHA
Increase CON
16.
17.
18.
19.
20.
21.
22.
23.
24.
25.
26.
27.
28.
29.
30.
Increase DEX
Increase INT
Increase Psionic Ability
Increase Psionic Power
Increase STR
Increase WIS
Memory Restoration
Mutation Removal
Neutralize Poison
Purify Food and Water
Radiation Treatment
Sleep
Slow
Suggestion
Truth
For ease of adjudication, the spell-like effects listed above should conform to
the spells of similar name or effect from Book One.
Most witches will have 2d4+2 flasks of healing elixir (restores one hit die) on
hand; asking price is 100 GP per flask. The healing elixir taxes the body and
no human may imbibe more than 3 flasks in any 24 hour period. Additional
doses will have no effect and may even have a 10% of inflicting 1d4 dice of
damage.
The concoctions for increasing ability scores should add 1d4+1 to the users
base score for one hour, no ability score may exceed human norm (18). The
various sensory enhancements (numbers 5-9) also last an hour and can take
various forms (for example, infravision, eagle eyes, sharp hearing).
Increase psionic ability adds one ability to the characters list for the day,
whereas increase psionic power moves the character one step in level of
ability (thus a 3rd level psionic would move up one step and cast his or her
ability as a 5th-6th level character). Multiple doses within a 24 period have no
additional effect.
Memory restoration is useful for restoring drained levels or erased memory.
Memory restoration, mutation removal, and radiation treatment all require 1d4
days of treatment and rest in order to be effective; all have a limited window
during which to work their curative effects. A character has 1 month to seek
treatment for memory loss (level drain), mutation, and radiation sickness; for
every additional week there is a 25% chance treatment will be to no avail and
after 2 months, no treatment is possible.
20
It must be noted that some of the medicines could be used offensively, and
the brewing or obtaining of various poisons (including poisons, toxins, and
venoms) certainly falls within the witchs lore. Most witches observe the
simple law Insofar as possible, do no harm but chaotic witches, or witches
in extremis could surely do a lot of harm. Most witches wear necklaces of
hollowed out bones (blowguns) filled with charm, coma, or daze powder for
selfdefense and if a person were able to convince her of a dire need, she
might sell some. Referees should note that most of the items above can be
reversed for baneful effect, and though a witch would produce these items if
need were upon her, for the most part a witch will eschew doing harm to
another living being.
The referee should feel free to add or remove from this list as campaign
needs dictate. From a historical point of view, the witch was conceived
because Carcosa is a bleak, unfriendly world. Having access to limited
healing was a way to increase player survival without altering the tone of this
campaign world.
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land of Ghentheras, has made him a major historical figure. There are older
and more potent Brothers than Dorn even, though they keep their names and
true identities secret as there are many Sorcerers and demonic deities who
want them dead.
Becoming a Brother
Applicants must present themselves at the Fortress of Skulls in groups of four
termed a Receptacle, as it contains four souls. They may be of any level and
of either existing class and must pass a physical and spiritual examination
(add Str, Dex, Con and 1 dice per level and get a score of 50 or over) and are
required to undergo a surgical sterilisation. If any member of the Receptacle
fails or refuses, all are told to leave. Those who passed the physical exam
can reapply in a new group of four, those who failed cannot take it again until
they have gained a level.
Once admitted to the Fortress as Oblates, none can leave until two rituals
have been completed. If one member of the Receptacle tries to leave at this
point, all four are slain.
The First Ritual of Infinity takes several months and involves a programme of
self-criticism, self-denial, and ritual humiliation designed to drive the subjects
to suicide. Once one of the four has killed himself, the remaining three consume part of his body and his cleaned and preserved skull is added to the
fabric of the Fortress as part of the First Tower. Upon completion all surviving
members of the Receptacle gain one point in Intelligence, Wisdom or Charisma, depending on which was their deceased comrades highest of these
three statistics. (This ritual can be role-played, or roll 1 dice plus Wisdom for
lawful characters, 1 dice plus Wisdom/2 for neutrals and just one dice for chaotics; those non-lawfuls who survive must roll 8 dice and score under their
Wisdom plus Charisma or change alignment to lawful).
The Second Ritual of Infinity can be short or long, depending on the participants. One of the three surviving members of the Receptacle must be murdered by one or both of the others. Since no weapons and no armour are
allowed to Oblates this means cunning and ruthlessness play more of role
than weaponry. Again there is a cannibalistic ritual feats and the cleaned skull
of the victim is added to the Second Tower, and again the survivors gain one
point in Intelligence, Wisdom or Charisma, depending on their deceased comrades stats.
The two survivors are now Novices of the Brotherhood and may leave the
Fortress if they wish, may stay and persuade the hierarchy to teach them yet
more of the Rituals of Infinity, and will become 1st Level Brothers of the Skull.
They retain all their old hit dice and fighting ability, but do not progress until
their Brother level passes their current class level.
The Third Ritual of Infinity occurs when a third member of the Receptacle
dies. The last member must seek out and retrieve part of the deceased mem-
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bers body, preferably the skull, and take it to the Fortress. The cause of
death may be anything, but no Brother may directly or indirectly procure another Brothers death after the first two Rituals have been got out of the way.
Once the Third Ritual is complete the last member of the Receptacle no
longer ages, and shaves his head, the hair never regrowing. He is immortal
from now on, bar violence, poison, disease, being eaten by Old Ones etc. and
again gains one point in Intelligence, Wisdom or Charisma.
There are numerous Rituals that may be learned, many requiring quests to be
performed for the Order and knowledge of other more basic rituals. One may
not teach the rituals one knows until 12th level is reached, and the Third Ritual
completed. These rituals are detailed in a series of grimoires kept in the most
secret and secure vaults of the Order. Many of the books are no longer intelligible, many are so ancient and fragile that they cannot be touched and some
Rituals do not seem to have been written down. The Red Book of the Skull,
so called because of its binding of red-man skin, is a list enumerating the titles
all those currently known, and admits to many gaps in the knowledge that the
Order once commanded.
Hit points and fighting ability are as the standard D&D Fighter and Brothers of
the Skull may use any armour or weapon, though as they progress and learn
certain rituals they may take on some limitations in weapon use return for
bonuses in other areas.
Level
Experience Points
1 Novice
2 Initiate
2,500
3 Brother
5,000
4 Battle-Brother
10,000
5 Brother Superior
20,000
6 Disciple
40,000
7 Knight
80,000
8 Commander
160,000
9 Crusader
320,000
10 Master
480,000
11 Grand Master
640,000
12 Elder
800,000
Those who have passed the Third Ritual of Infinity get to add Immortal to
their title, eg Immortal Knight, Immortal Commander and so on.
24
Saving Throws:
Death Ray
Poison
Wands
Stone
Dragon
Breath
Spells
1-2
12
13
14
15
16
3-4
11
12
13
15
15
5-6
10
11
12
14
14
7-8
10
11
12
12
8-9
10
10
10
10-11
12-13
14+
Level
The Rituals
The Rituals of Infinity are taught at the discretion of the Immortal Elders, usually in return for carrying out a specific mission on behalf of the order or making a gift of some precious object to the treasury at the Fortress of the Skull.
Factions have built up around certain Elders who act as patrons of their own
sub-group of Brothers, but no internecine fighting or splits in the Brotherhood
have ever occurred, or if it has it is not recorded anywhere in the archives.
Certain rituals are mutually exclusive and certain schools favouring one approach to ultimate herodom over others have arisen.
There are 129 rituals listed in the Red Book of the Skull (so-called because it
is bound in Red Man-skin), including a number which are now lost. The Red
Book contains details of only the first three, the rest are written in other grimoires of the order or are passed on only by oral transmission. The Red Book
states that there are in fact an infinite number of Rituals of Infinity, and that
the creativity and genius of man will eventually uncover them all. The Order
also has books containing certain sorcerous rituals used as reference by researchers examining the methods of the Enemy and seeking to thwart their
dark designs. These are kept in a highly secret library somewhere in the Fortress of Skulls.
25
Brief Description
1 None
2 None
3 None
4 Lost ritual
7 Vomition of Taint
8 Detestation of Taint
Detection of mutants
12 Chromatic Transition
13 Lost Ritual
26
Brief Description
20 Vow of Lasers
Resistance to Psionics
25 Lost Ritual
26 Lost Ritual
27 Elixir of Foeti
28 Eye of Xygon
29 Ear of Xygon
30 Voice of Xygon
31 Soul of Victory
33 Voice of Mankind
34 Rite of Iron
35 Tempering of Steel
27
Brief Description
42 Lost Ritual
43 Encapsulation of Venom, aka Causes any systemic poison to be enThe Wisdom of Toads
capsulated in a wart on the skin and
removed
44 Exudation of Beneficent
Slime
50 Dissolution of the Deep Ones Uses an acidic sweat or saliva to protects against or assault Deep Ones
28
29
one adult person per month of tank time required. As a side effect the person
cured loses 1dice years of physical age.
8. Detestation of Taint.: Immortal Elder Vagrus knows of another rite he will
perform on those who are willing to go into the Blighted Lands, Radioactive
Desert and Mutated Forest in pursuit of mutants on his behalf. This requires
one minim of the Grey Goo, an elixir found in small quantities in medical facilities in Grey domed bases (in fact a suspension of microscopic nanites). The
Goo is processed by Vagrus to create Pink Goo, which is then injected into
the thighbones of the brother to be protected. The nanites then supplement
the action of his own immune system, seeking out and eliminating mutated
cells and rewriting their DNA as it is damaged, giving +2 to any save vs radiation or mutation, doubling the healing rate of radiation burns and sickness and
enabling superficial mutations to revert to normality over time.
9. Eye of the Taint: Another speciality of Immortal Elder Vagrus, this requires
a dye compounded from phosphorous, fluoride salts from the flats of the
Blighted Lands and tar from the oil seeps under the Swamps of the Black
Delta. This phosphorescent yellow dye is injected into the aqueous humour of
one eye rendering it blind to normal light, but turning it into a biological scintillation counter. If any radioactive particle hits it there is a flash of bright light,
and the Brother soon learns to recognise the intensity and frequency of
flashes that indicate dangerous radiation. The flashes also continue while the
eyes is closed and the Brother is trying to sleep, so they often make a lead
lined eye-patch to block out the effect when not wanted. Having one eye
blinded reduces the chances to hit with missile weapons by 2.
10. Finger of the Taint: It sometimes happens that mutants infiltrate villages of
the Pure in the hope of passing their corruption on to others, but a Brother
who has the Finger of the Taint can counter this. Again under the supervision
of the invaluable Immortal Elder Vagrus the flesh of the index finger of the
right hand is removed and a hole drilled in the final phalange into which half a
minim of Pink Goo (see the Eighth Ritual) is placed along with a delicate electronic device crafted from Titanium, Osmium and Tantalum and a red light
emitting diode scavenged from a piece of Grey technology. The flesh is regrown through use of the Azure Tank or one of the other methods of regeneration known to the Brotherhood. The finger is simplicity itself to use, the
Brother scratches the suspected mutant with the sharp pen-nib-like fingernail
on his index finger, if the blood deviates too far from the human norm the Pink
Goo activates to correct it, passing an electric current to the LED which then
glows under the skin of the finger tip. The intensity of the glow indicates the
degree of mutation and thus the amount of torture required before the mutant
is publicly burnt at the stake. This device also detects disguised Bone Men.
12. The Chromatic Transition: A Brother who has studied the Green Book of
the Skull and has never used the 16th Ritual can learn to change his skin
colour to any other except Bone by using this ritual over a period of three
days meditation and fasting. To learn it he must spend at least one month
living as each of the other colours, using a pint of blood from a person of the
30
colour transformed. The rules of the ritual stipulate that the blood must be
donated freely, but some Brothers take sanguinary shortcuts and seem to get
away with it. Once a Brother has moved through all 12 colours and returned
to his own he can change over three days to any colour he pleases without
the blood sacrifice. As the skin colour changes the personality also changes
subtly, and once a Brother has experienced all the options he may decide he
prefers to be a different colour to the one he was born into. On completion of
the ritual roll 3 dice and if the score is under the Brothers Wisdom he gains
one Charisma through greater empathy with his fellow men of whatever colour. Each time a colour transformation is made there is a 1% chance of a
mutation resulting in the skin becoming permanently transparent. This can
only be corrected by replacement of the skin.
14. The Emulation of the Serpent: A Brother who has mastered the Twelfth
Ritual may learn this one, which enables him to shed his skin like a snake
over a period of six hour. This refreshes the complexion, removes scars, even
those involving the loss of tissue from a fleshy part of the body such as a
cheek, ear or the tip of the nose and whole skin thickness burns. The new
skin is very tender for a week after shedding and AC is reduced by 1 and rolls
to resist disease and contact poisons are reduced by 2 until it matures. It also
reduces the physical age of the Brother by one dice years to a minimum of
twenty years younger than his true age, or 18 whichever is the higher. Each
use involves a save vs Death Magic or lose one point of Constitution permanently.
15. The Rite of Flaying: Once a Brother has mastered The Fourteenth Ritual
he may learn this variant. He may skin a captive alive and preserve their skin
and blood in a jar containing an extract of the leaves of a Liver Tree from the
Mutated Forest. This will only keep it fresh for a day or so, so the Brother
must act quickly to perform the Fourteenth Ritual, donning the flayed skin as
soon as his own has been shed. He then sits in a darkened room for a week,
drinking the blood of the skinned victim and chanting over their skull; if he
emerges into sunlight at this point the stolen skin will die and he will be left
skinless. At the end of this period their skin will become his and he will look
and sound exactly like them until such time as he repeats the 12th Ritual and
regrows a skin of his own. This cannot be used on a victim of the opposite sex
and does not work with the skins of Bone Men.
16. Emulation of the Saurian: This ritual is detailed in the Jale Book of the
Skull and can only be used by female, hermaphrodite and syncarp Brothers
(see the 17th ritual below) who have never used the 12th Ritual. The ritual
must begin in the Temple of the Tyrant Lizard in the ruined city of the serpent
men with the sacrifice of a hadrasaur or ceratopsian by laser fire to the brain.
The Brother is subsequently seized with a great hunger and over the next
three months he/she/it? must eat five times the normal amount of food or go
into a feeding frenzy lashing out and eating anything that comes into reach
including comrades. The Brother, grossly overweight, then lapses into a
coma, and is taken to the Hall of Transovulation in the Fortress of Skulls
where they spend the next six months wasting away while a great leathery
31
dinosaur-like egg forms within them. They then awake and lay the egg, inevitably dying in the process. The egg hatches after a further months care in the
Hall, and the brother is reborn as a baby. The child has all the memories and
knowledge of the original brother, but only one point in each characteristic. It
grows quickly, gaining one year of chronological age per month and one point
of each stat per month up to the Brothers original total, but obviously discounting any penalties due to ageing incurred in the previous body. The new
body eventually become identical to the old, but those Brothers who know the
17th ritual can choose which gender they are reborn as, and any biomechanical enhancements such as those granted by the 8th, 9th, 10th, 24th, 28th and
other such rituals are lost, and any mutations, scars, illnesses, lost or maimed
limbs are now corrected and renewed. There is a 1% chance that the
Brothers eyes will be of reptilian appearance with slit pupils after this ritual
and that their skin will show faint scaling. This will result in the gain of +1 AC
and a penalty of -2 to any save vs Cold attacks. These mutations are permanent and cannot be corrected by any means, resulting in the expulsion of the
Brother. The author of the Jale Book says that there is a variant of this ritual
that enables a Brother to lay a clutch of four eggs, each of which will hatch
into a clone of the original brother but of lesser spiritual stature (ie half level),
but does not say how this is done.
17. The Vagary of the Hermaphrodite: This ritual from the Jale Book of Skulls
enables the Brother to change sex. The initial ritual involves consumption of
an elixir concocted of several fungi, lichen and moulds from the Caves of the
Scaled Ones, the Blighted Lands and the crevasses of the Thaggasoth Mountains. The Brother then eats a special diet for the next six months, gradually
changing gender as they do so. Eating meat from male animals will turn the
Brother from female to male, meat from female animals changes form male to
female, a mix of both results in development of hermaphrodite traits and a
vegetarian diet results in the Brother becoming a neuter with no distinctive
sexual characteristics. This ritual can only be used by those who have never
altered colour via the 12th Ritual. The anonymous author of the Jale book
states that Red and Blue Men can only become males or females, in his opinion indicating the primitive nature of these colours which he regards as ancestral to the other ten. He also says that by using other dietary regimes Ulfire
and Green men can become hipes or syncarps, two extra sexes, in his
opinion presaging the humanity to come which will all be naturally four-sexed.
He neglects to mention the diet required however, and the physical appearance and attributes of these sexes.
18. Emulation of the Dust Devil: Allegedly passed down to the Brotherhood
from an ancient tribe of Orange desert nomads, this is as much a combat
technique as a magical ritual. The Emulator must walk, alone, across the
Stinging Desert from the Monolith of Jahaleer to the Wadi of Kumsh, dressed
only in a loincloth and equipped only with a length of hellthornwood. If they
succeed in surviving the scorpions, pteranodons, sandstorms and heat exhaustion they gain +1 AC as the scars and abrasions on their body heal into a
mystical pattern written by the desert. They also double their armour bonus
from high Dexterity and for each level they gain after completing the ritual
32
they gain another +1 AC. These benefits are all lost if they use any from of
armour other than a shield, lose the pattern due to changing their skin or renewing their body or using ritual 24.
20. The Vow of Lasers: This vow covers more than just lasers, it is a blanket
declaration that the Brother will use no craft or technology not developed by a
human; in the current state of Carcosa that means being limited to iron age
equipment and even abandoning those rituals and rites of the Brotherhood
that utilise technology recovered from the Greys such as Rituals 7-10, 24 and
28-30. The Brother practices all the more intensely with his current weapons
and chooses one category to specialise in from: swords, daggers, axes,
maces and clubs, staff, spears and bows. The Brother gets +level/3 (rounded
up) to hit when using a weapon he specialises in, with a minimum of +1.
24. Emulation of the Droid: The Immortal Elder Haghadar and his master
smiths at the Fortress of Skulls can take a plate of Manganese- Cobalt doped
with crystalline Yttrium and Technetium and vapour-plated with microfibrils of
Germanium and create an armour plate which will bond directly with human
skin. These metals are not exactly easy to come by and the usual procedure
is to make small scales and graft them in a pattern that allows for expansion
once more material is obtained. Very occasionally a Grey warbot will be found
that has a casing made of this alloy and a whole slab can be crafted and
grafted on. A complete covering of this armour confers an AC of -3, lesser
coverings give proportionately lesser protection. In addition for each 3 AC
worth of armour gives a bonus of +1 save vs electrical, laser, X-ray attack due
to the conductive and reflective properties of the armour, but -1 vs microwaves, and the Brother loses one Dexterity.
32. The Triumph of the Will: A Brother can use this ritual once per year at the
Winter solstice to permanently reduce his Charisma by one in return for a gain
of one Wisdom point. To learn it one must return the skull of a sorcerer of at
least sixth level sheathed in lead to the Fortress for inclusion in the Chapel of
Detestation of the Loathsome Traitors to Mankind, and then memorise the 32
verse Hymn to Harden the Cortex, found in the Black Book of the Skull and
taught by some masters of the order. One must then make thirty-two successful saves vs Spells, following each one with a stanza from the hymn, and
upon completion of the last stanza, one become able to enter the necessary
trance state. The only limit to this ritual is when the Charisma reaches one
reducing the Charisma to zero will make the person a semi-catatonic schizophrenic with no emotional affect or ability to empathise. Wisdom may go as
high as one pleases, with ever increasing benefits in resisting mental magic
and the fear induced by supernatural monsters.
Further rituals all involve some form of personal transformation, rejuvenation
and healing. The elders of the Order are apparently physically perfect youths
with detached and abstracted personalities and eyes that speak of millennia
of warfare against sorcerers.
33
NPCs
Tranak
Disciple of the Skull (level 6), Colour: White, Age: Physical 45 Actual 52
Str 12 Int 21 Wis 8 Dex 12 Con 18 Cha 1
AC 3 HD 6+6
Rituals of Infinity
5 The Lesser Purging, 12 The Chromatic Transition, 14 Emulation of the Serpent, 31 Soul of Victory, 35 Tempering of Steel
Sorcery
Banish the Nighted Essence, The Glyphs of the Ebon Lake, Canticle of the
Crawling God
Equipment
Plate Armour, Double-handed sword, Logic Blaster pistol, 45 charges, emitter, logic
Ganak
Disciple of the Skull (level 6), Colour: Black, Age: Physical 37 Actual 52
Str 19 Int 13 Wis 18 Dex 10 Con 14 Cha 4
AC 3 HD 6
Rituals of Infinity
12 The Chromatic Transition, 14 Emulation of the Serpent, 9 Eye of the Taint,
10 Finger of the Taint, 23 Wall of the Skull, 32 Triumph of the Will, 34 Rite of
Iron
Equipment
Plate Armour, Double-handed sword, 30 point Force Field, 4 Acid grenades
Tranak and Ganak are two survivors of a set of Blue quadruplets who joined
the Brotherhood as a Receptacle. Neither is yet immortal, but will become so
upon the death of his brother. Tranak is deep into the rite of the Soul of Victory and is a hard faced tactician who gives not a damn about the lives of any
individual human, not even that of his brother, not even his own, but weighs
all with an eye to the ultimate victory of humanity over the alien. Ganak is not
much better, a dedicated warrior but arrogant and abrasive, forcing people
into following his brothers heartless plans by bullying and threatening them.
On the other hand they stopped Faghahan the Foul from calling up the
Nighted Essence to aid his campaign to become Autarch of the city of Vaskemanie, and helped obliterate three hundred Deep Ones and half-Deep Ones
in the Purging of Kvansch, so they cant be all bad. Currently conducting
purges of mutants in the fringes of the Radioactive Desert, looking for a threeeyed skull to allow Tranak to perform the 21st Rite, the Gap in the Skull.
34
35
The relationship between Pithekoi and man is very close. Slave merchants in
Ghulhulane have cross bred Pithekoi and humans to create a low intelligence
but thickly muscled hybrid which is fertile and breeds among its own kind,
though rarely breeding true. These beasts fortunately inherit the peaceable
nature of the Pithekoi and make poor soldiers.
Other pseudo-monastic orders of Carcosa
The Brothers are not the only Carcosan organisation to superficially resemble
a terrestrial monastic or chivalric order. There are communities of followers of
Nyarlathotep which follow a hierarchical system or novices, brothers and masters, usually surrounding the tomb-like home of a group of mummies. Another
group are the Psionic Monks of the Cephalic order, dedicated to extending
and enhancing the use of mental powers, and the Bone Men are alleged to
have an order dedicated to studying deception, political manipulation and
assassination. A more militaristic group are the Adjudicators of the Norm,
whose scared text defines the true nature of man and all other beasts and
declares all humans not born a Red Man as lesser species to be expunged.
All of these are dire enemies of the Brotherhood of the Skull and of each
other.
36
4-7
8-12
37
35 Gracious
69 Piercing
2 August
36 Grand
70 Predominant
3 Beauteous
37 Heart's
71 Preponderant
4 Beautiful
38 High
72 Purest
5 Beneficent
39 Humble
73 Raucous
6 Blooming
40 Illustrious
74 Redoubtable
7 Blossoming
41 Imperious
75 Refulgent
8 Bountiful
42 Implacable
76 Regnant
9 Bright
43 Inapproachable
77 Resplendent
44 Incomparable
78 Sagacious
10 Brightest
11 Brilliant
45 Indulgent
79 Screaming
12 Celestial
46 Inestimable
80 Serene
13 Clear
47 Inexorable
81 Shimmering
14 Constant
48 Iridescent
82 Shining
15 Coruscating
49 Jade
83 Silent
16 Crystalline
50 Lustrous
84 Sovereign
17 Cunning
51 Magisterial
85 Splendorous
18 Day's
52 Magnificent
86 Stainless
19 Deep
53 Masterful
87 Stern
20 Delicate
54 Meek
88 Superior
21 Desirous
55 Merciful
89 Supreme
22 Dominant
56 Mighty
90 Swift
23 Eloquent
57 Most
91 Total
24 Eternal
58 Mystic
92 Tranquil
25 Ever-Full
59 Night's
93 Transcendent
26 Exalted
60 Omnipotent
94 Unanswerable
27 Falling
61 Omnipresent
95 Unapproachable
28 Final
62 Omniscient
96 Unbearable
29 Flowering
63 One True
97 Uncircumscribed
30 Foremost
64 Overflowing
98 Utter
31 Gentle
65 Pale
99 Uttermost
32 Gibbering
66 Paramount
00 Worm
33 Glittering
67 Peerless
34 Glorious
68 Perpetual
38
35 Gemstone
69 Poignancy
2 Advocate
36 Glory
70 Pool
3 Apotheosis
37 Grace
71 Power
4 Arbiter
38 He/She/It
72 Preceptor
5 Attendant
39 Heart
73 Preponderancy
6 Autocrat
40 Illumination
74 Presence
7 Autocrator
41 Illustriousness
75 Prince/Princess
8 Baron/Baroness
42 Infinitude
76 Protector
9 Bestower
43 Intellect
77 Provider
10 Brightness
44 Jewel
78 Puissance
11 Captain
45 Joy
79 Radiance
12 Chief
46 Joy-Giver
80 Rain
13 Chieftain
47 Judge
81 Ravager
14 Commander
48 King/Queen
82 Ravishment
15 Crown
49 Lawgiver
83 Reflection
16 Death
50 Life
84 Servant
17 Dew
51 Light
85 Shield
18 Diadem
52 Listener
86 Soul
19 Dominance
53 Lord/Lady
87 Sovereign
20 Dominator
54 Lover
88 Speaker
21 Dominion
55 Master/Mistress
89 Spring
22 Duke/Duchess
56 Mind
90 Star
23 Effulgence
57 Mirror
91 Sun
24 Elegance
58 Night
92 Superior
25 Emperor/Empress
59 Obliteration
93 Thought
26 Enthroned
60 Ocean
94 Totalitor
27 Essence
61 One
95 Tyrant
28 Excellency
62 Overking/queen
96 Vault
29 Eyes
63 Overlord/Overlady
97 Voice
30 Flower
64 Overseer
98 Wielder
31 Foundation
65 Pearl
99 Will
32 Fountain
66 Perfection
00 Wind
33 Fullness
67 Plenipotentiary
34 Gem
68 Plumage
39
Table 4
3-4
Table 5
5-6
Table 6
11 of All Truths
12 of Autumn
3 of (Adjective) Countenance
13 of Benedictions
4 of All
14 of Defense
5 of All Excellences
15 of Dreamers
6 of All Gifts
16 of Dreams
7 of All Graces
17 of Glory
18 of Humility
19 of Invincibility
20 of Lords
11 of Stones
2 of Many Hues
12 of Sublime Wisdom
3 of Many Shades
13 of Summer
4 of Mercy
5 of Peace
6 of Radiance
16 of the Air
7 of Sleepers
8 of Small Petals
18 of the Awake
9 of Splendor
19 of the Bringer
10 of Spring
20 of the Dead
40
11 of the Stars
2 of the Elements
12 of the Sun
3 of the Eyes
13 of the Waves
14 of True Men
5 of the Gatherer
15 of War
6 of the Hills
16 of Winds
7 of the Master
17 of Winter
8 of the Moon
18 of Wisdom
9 of the Morn
10 of the Seas
41
Terrain
Waste
Jungle
Loch
Mountain
Swamp
Probability
1 in 6
2 in 6
2 in 6
2 in 6
3 in 6
Men
Men
Men
Men
Men
Flyers
Flyers
Flyers
Flyers
Flyers
Spawn
Spawn
Spawn
Spawn
Spawn
Slime
Slime
Slime
Slime
Slime
Insects
Insects
Insects
Insects
Insects
Dinosaurs
Dinosaurs
Dinosaurs
Flyers
Swimmers
Burrowers
Burrowers
Swimmers
Burrowers
Men
Men
Men
Swimmers
Men
Insects
Undead
Undead
Undead
Undead
Undead
10
Men
Insects
Men
Men
Insects
11
Dinosaurs
Swimmers
Swimmers
Burrowers
Slime
12
Men
Insects
Men
Undead
Insects
MEN
Typical
Jungle
Swamp
Raiders
Slavers
Cannibals
Slavers
Cannibals
Barbarians
Cannibals
Barbarians
Mutants
Nomads
Mutants
Barbarians
Mutants
42
SPAWN (2d6)
2
Great Race
3 Deep Ones
4 Mi-Go
5 B'yakhee
6-8
FLYERS (2d4)
9 Shoggoths
10
10 Primordial Ones
11
11 Spawn of Yog-Sothoth
12
12 Space Aliens
SLIME (1d6)
Primordial Ones
Mi-Go
4-5
Pterodactylus
Pteranodon
B'yakhee
Space Aliens
INSECTS (1d6)
Ochre Jelly
Giant Centipedes
Black Pudding
Giant Scarabs
Green Slime
Giant Locusts
Gray Ooze
Killer Hornets
Yellow Mold
Giant Botflies
DINOSAURS (1d12)
1
Velociraptor
Iguanadon
2 Gallimimus
8 Allosaurus
3 Bactrosaurus
9 Camarasaurus
4 Saichania
10
10 Triceratops
5 Stegosaurus
11
11 Tyrannosaurus
6 Corythosaurus
12
12 Brachiosaurus
43
Burrowers (2d6)
Undead (2d6)
2 2 Mummy Brain
5-7 Ghouls
11 11 Diseased Guardians
12 12 Amphibious Ones
Swimmers
Typical (1d6)
Jungle (1d4)
Swamp (1d4)
1 Ichthyosaurus
Ichthyosaurus
Lake Monster
2 Lake Monster
Elasmosaurus
Kraken
3 Deep Ones
Giant Leech
Giant Leech
4 Elasmosaurus
Giant Snake
Giant Snake
5 Kraken
6 Giant Octopus
44
Table 1
Table 2
Table 3
Table 4
Table 5
Table 6
1-3
4-5
1-2
3-4
5-6
2-3
4-5
4-5
2-3
4-5
6-7
3-2
4-6
8-9
2-4
5-6
10+
1-3
If a monster marked with an asterisk is rolled, there is a 50% chance that the
next wandering monster (on that level) will be of the same type.
Table 1
Table 2
1 Giant Scarabs
1 Tomb Robbers*
2 Giant Centipedes
2 Species 23750
3 Giant Botflies
3 Zombies
4 Barbarians*
4 Mutants*
5 Skeletons
5 Cannibals*
6 Deep Ones*
7 Giant Worms
8 Random Spawn of ShubNiggurath (HD 3)
45
Table 4
Table 3
1 Giant Jungle Ants *
1 Gray Ooze
2 Giant Snake
2 Mummies
3 Ghouls*
3 Unquiet Worms
4 Mi-Go*
4 Amphibious Ones
5 Diseased Guardians
5 Ochre Jelly
Table 5
Table 6
1 Great Race*
1 Purple Worms
2 Black Pudding
2 Primordial Ones*
3 Mummy Brain
3 Shoggoths*
46
MONSTERS
Contributed by Mattias Wikstrm
MEN
# Appearing
AC
Move
HD
% In
Lair
Treasure
Cannibals
1-100
12
50%
Barbarians
1-100
12
1+1
50%
Mutants
3-36
12
25%
Nomads
3-36
12/18
25%
Raiders
1-100
12
25%
Slavers
6-36
25%
Tomb Raiders
3-18
1-5+1
Nil
# Appearing
AC
Move
HD
% In
Lair
Treasure
Pteranodon
1-4
6/24
10%
Pterodactylus
1-12
6/24
10%
# Appearing
AC
Move
HD
% In
Lair
Treasure
Giant Botflies
1-20
3/24
1 HP
Nil
Nil
Giant Centipedes
1-10
Nil
Giant Locusts
100-1,000
3/24
1 HP
Nil
Nil
Giant Scarabs
1-10
Nil
Killer Hornets
1-100
3/24
1 HP
25%
# Appearing
AC
Move
HD
% In
Lair
Treasure
Ghouls
2-24
12
50%
Giant Worms
1-6
2*
Nil
FLYERS
INSECTS
BURROWERS
47
# Apearing
AC
Move
HD
% In
Lair
Treasure
Allosaurus
1-6
18
3-5
20%
Bactrosaurus
1-10
18
20%
Brachiosaurus
1-6
12
12+2
20%
Camarasaurus
1-6
12
20%
Corythosaurus
1-6
12
20%
Gallimimus
1-12
24
20%
Iguanadon
1-8
12
20%
Saichania
1-8
12
4+1
20%
Stegosaurus
1-6
12
8+2
20%
Triceratops
1-4
12
9+2
20%
Tyrannosaurus
1-2
18
8+1
20%
Velociraptor
3-18
24
20%
SWIMMERS
# Apearing
AC
Move
HD
% In
Lair
Treasure
Elasmosaurus
1-6
20%
Ichthyosaurus
2-24
18
Nil
Nil
Giant Leech
2-12
Nil
Nil
Giant Octopus
1-4
18
20%
Giant Snake
1-4
12
50%
18
8-12
50%
DINOSAURS
Kraken
48
MUTATION
There is a 5% chance that any monster (except men) will be suffering from
some kind of mutation. Use the mutation table in Supplement V and the one
below for ideas.
Roll Mutation (1d20)
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.
16.
17.
18.
19.
20.
49
MEN
You can use this table to randomly determine the color of men. Usually all
men in a group are of the same color, but there is small chance accounted in
the table for a mixed group of men.
Roll
Type of Man
Roll
Type of Man
1-7
Black
50-56
Orange
8-14
Blue
57-63
Purple
15-21 Bone
64-70
Red
22-28 Brown
71-77
Ulfire
29-35 Dolm
78-84
White
36-42 Green
85-91
Yellow
43-49 Jale
Notes on table:
Black: ebony skin
Bone: transparent to the bone
White: chalk white skin
*or if a group of men, roll for each individually
CANNIBALS: Usually very degenerate and primitive men, who for some reason (religious, philosophical, physiological, practical) have decided that they
must eat other men. Over time many devolve and become Ghouls. Cannibals
have bad morale and try to take their opponents prisoner (for the big feast).
There is a small chance (1 in 6) that the Cannibals are more civilized, which
usually means that they are better equipped and more organized in their evil
ways.
BARBARIANS: A broad category for all the primitive men inhabiting the
wastelands of Carcosa. They are usually highly protective of their territory and
are fierce warriors (+1 to hit), with exceptional morale (most will fight to the
death).
MUTANTS: Mutants are shunned by all men and so they form their own diverse groups and settlements. They usually have no pity for normal men.
Note: Psionic abilities are by most men considered a sign of mutation.
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far behind the neck. The wings are membranous and are extensions of the
forearms with three fingers with talons at the halfway point. The legs have
strong claws and are used to grab prey. When on the ground the Pteranodons
movement is quadrupedal.
PTERODACTYLUS: A smaller pterosaur, with a wingspan of 8 ft. The Pterodactylus is very reminiscent of the larger Pteranodon, but prefers to hunt fish
and rarely attacks any of the larger land based animals.
INSECTS
GIANT BOTFLIES: A large hairy fly, 5 inches in length, that lays its eggs in
living creatures. The botflies bite does no damage, but a save against wands
is required or the botfly manages to lay its eggs under the skin of the host.
The host loses 1 HP and develops a fever as the eggs grow under the following 26-48 hours (-1 to all rolls unless of strong constitution). After this incubation period the eggs hatch and the botfly larvae eats its way out (the host
loses 1-3 HP). The larvae drop off the host and complete the pupal stage in
soil.
It is possible to cut out the eggs before they hatch, but the host loses 1 HP for
every incision. No wounds can heal until the eggs or larvae are removed. It
takes 13-24 hours for the fever to pass.
If the eggs hatch, there is a 5% chance that the larvae will consume the hosts
testes or ovaries, leaving the host sterile.
GIANT CENTIPEDES: Colorful centipedes 2-3 ft in length. They have a mildly
poisonous bite and do 1 die of damage unless a successful save against Poison is made.
GIANT LOCUSTS: A swarm of these 6 inch locusts can strip a man to the
skeleton in a couple of minutes. 2 bites equal 1 HP lost. Luckily the swarm
usually whips up a dust storm and thus there may be some advance warning
of the impending doom.
GIANT SCARABS: These beetles are the size of a large dog and feed on
feces. Thus they are common wherever dinosaurs roam. They store the feces
for future consumption by rolling it into large balls (3 ft in diameter). They are
not especially aggressive, but can attack if they believe someone is trying to
make off with their dung balls.
KILLER HORNETS: These highly aggressive 3 inch hornets, blind their prey
by spitting acid in their eyes (lose 1 HP and save against Dragon Breath, or
become permanently blind). The acid contains pheromones that attract 1-50
nearby hornets in 1-6 rounds.
Having blinded their opponent, the hornets use their stingers to finish the job.
2 stings equal 1 HP lost. The hornets can follow their prey for miles.
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DINOSAURS
ALLOSAURUS: This bipedal predator is usually between 30 to 40 ft in length.
The Allosaurus has a large skull with dozens of razor sharp teeth (2 dice damage). The arms are small compared to the legs, but both hands and feet are
equipped with sharp talons (1 die damage). The body is balanced by a long
and heavy tail.
Allosauruses are devious and social and hunt in packs.
BACTROSAURUS: This herbivore is 20 ft long, 7 ft high and weighs 3 tons. It
has a long tail and neck and large spines protruding from the vertebrae. The
Bactrosaurus can switch between bipedal and quadrupedal movement.
BRACHIOSAURUS: The Brachiosaurus is the largest of the dinosaurs, at 90
ft in length and 80 tons in weight. Its neck is almost as long as its entire body
and tail combined and it can lift its head to a height of 50 ft.
Brachiosauruses are herbivores and move in herds. They have little to fear of
any predators because of their size (4 dice stomping damage).
CAMARASAURUS: This quadrupedal herbivore is 60 ft in length and weighs
20 tons. It has a long neck and tail and the inner toes of the feet have a large
claws for self defense (2 dice damage). The skull is arched and square, with a
blunt snout.
CORYTHOSAURUS: This duck-billed dinosaur bears a large colorful crest on
its head. In other aspects it resembles the Bactrosaurus, except that it is
longer (30 ft) and heavier (4 tons).
The Corythosaurus loud, low pitched cries can be heard far over the wasteland.
GALLIMIMUS: This lithe, ostrich-like predator is 20 ft long and slightly taller
than a man. It weighs about a ton and has a long tail and neck. Its head is
small, with large eyes and a sharp beak. The short forelimbs are clawed, as
are the more powerful hind legs. The Gallimimus can switch between bipedal
and quadrupedal movement.
IGUANADON: Similar to the Corythosaurus this slightly smaller herbivore
bears no crest and has a more blunt, rounded snout. Its hands have five fingers and the thumb is shaped like a large spike for use in self defense (1+1
die damage). The little finger is elongated and dexterous and can be used to
manipulate objects.
SAICHANIA: This 20 ft long herbivore is shaped like a rhinoceros and its
back, tail and head is covered with thick, spiked armor. The tail has a heavy
club-like end piece which the Saichania can use for self defense.
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It takes at least 6 months for a man to turn into a Ghoul. Make a save against
Poison once per month and consult the table below if failed:
First failure
Second
Third
Fourth
Fifth
Sixth
SWIMMERS
ELASMOSAURUS: A water dwelling giant predator, 46 ft long and weighing
almost 5 tons. Its massive body has four large flippers and the neck is over
half its length, with over 70 vertebrae. The head is relatively small, with sharp
teeth (2 dice damage).
ICHTHYOSAURUS: A 7 ft long fish-like predator, that looks like a crossbreed
between a swordfish and a barracuda. It has large flippers and is a quick
swimmer. Its sharp beak can be used for stabbing as well as biting.
GIANT LEECH: This 3 ft leech can easily drain a man of blood (1 HP per
round). Once attached they are very difficult to get off without a red hot iron or
some other extreme heat source. If a blow is aimed at an attached leech, all
excess damage will hit the victim of the leech.
GIANT OCTOPUS: A huge rubbery mass with 8 suckered arms. The 30 ft
long Giant Octopus can travel through small cracks by stretching and molding
its bodyl, the sharp beak is the only limiting factor. It can also change its skin
color for camouflage and to fit different moods.
The Giant Octopus is highly intelligent and curious. It will usually hold its prey
and squeeze it with the tentacles (see the Giant Snakes constriction) and then
bite it (2 dice damage). It is impossible to escape from its grasp before it is
dead.
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GIANT SNAKE: This 40 ft long snake can swallow small dinosaurs. Its jaws
can, if given enough time to expand, accommodate almost any creature
shorter than the snake itself.
The Snake is very agile on both land and in water. It will try to wrap itself
around its prey to constrict it (save against Paralyzation). Very strong men
might have a small chance of breaking free, but usually the victim dies of asphyxiation. The Snakes bite is painful, but not venomous.
Once the prey is still the Snake will proceed to swallow it. Depending on the
size of the meal, this can take several hours. Once the Snake is full it will be
quite docile and usually will not move until the meal is digested, which can
take a couple of weeks.
KRAKEN: The Kraken is a type of Colossal Squid. It is between 60 and 80 ft
long, has a very large mantle and two huge eyes (2-3 ft across). It has eight
suckered arms and two longer, suckered tentacles and all of the suckers have
sharp hooks.
The Kraken can attack with all of its arms and tentacles separately and they
each have 2 HD. The tentacles constrict as Giant Snakes (1 die damage from
the hooks on the first round) and once per round any prey caught in the arms
or tentacles will be moved to the beak for a bite as well (2 dice damage).
The Kraken is very intelligent and can live in any type of water (sea, loch or
swamp) and any temperature.
UNDEAD
Zombies and Skeletons exist, their statistics are as in Monsters & Treasure.
Zombies can be magical, diseased (those bitten by a Zombie, become Zombies) or radioactive (a weird radiation animates the dead).
Skeletons are actually old Zombies whose flesh has rotted off (be as gross as
you like).
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2.
3.
Those are great questions! My favorite thing about Carcosa is ShubNiggurath and its spawn. Following are some notes regarding the six regular
spawn of Shub-Niggurath and how they differ from Lovecraft's descriptions.
Primordial Ones: Their mighty civilization is long, long gone. All that remains
are ruins and scattered artifacts. The Primordial Ones that currently exist on
Carcosa are in small bands of 1-10, a majority of them without the benefit of
high-tech. They hold all other intelligent life in utter contempt. They think
everything should be their slaves. They especially hate the Shoggoths. Unlike
Lovecraft's version, Primordial Ones on Carcosa are psionic.
Shoggoths: Lovecraft was pretty vague about these things. They obviously
are incapable of forming a civilization. They utterly hate the Primordial Ones.
Shoggoths will occasionally cooperate with Deep Ones, but other than that do
not like the other regular spawn.
Mi-Go: Lovecraft's Mi-Go are brilliant scientists. Not so Carcosa's. They have
an average I. Q. score of about 70. They never established a civilization, instead having a level of culture similar to that of cavemen. They are psionic,
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however. They do not interact with the other five main spawn.
The Great Race: Like the Primordial Ones, the mighty civilization of the Great
Race is long gone. Only ruins and scattered artifacts remain. The remaining
members of the Great Race live in small groups of 1-12, and they only rarely
have high-tech. They tend to avoid the other main spawn.
The Deep Ones: These are about 50% Lovecraftian and about 50% Kuo-Toa.
Lovecraft's Deep Ones lived in cities found only on ocean shelves. Carcosa's
live throughout the ocean, as well as in damp caverns. Lovecraft's Deep Ones
lived in mighty cities. Those on Carcosa live in small communities of no more
than 100. Also, Lovecraft's Deep Ones could wipe-out humanity if they cared
to. Carcosa's Deep Ones (like the Kuo-Toa) are a race in steep decline. They
avoid the other main spawn of Shub-Niggurath, except for occasionally employing Shoggoths. Some particularly degenerate groups will even worship a
Shoggoth.
When Deep Ones interact with humans, contact is minimal. You'll never find a
Deep One in a pub, for example. The Deep Ones interact with humans only to
spread the cult of the Old Ones (expecially of Cthulhu) and (less often) to
interbreed with human women. Such women are sometimes outright raped,
and other times pressured into it by their society. Some of the most jaded and
perverse of women, bored with human males, actually welcome the exotic
embraces of the Deep Ones. In any case, there is no question of
"relationships" between the Deep Ones and human women. It's just sex. The
Deep Ones flap from their lairs, do the deed, and then slink back.
B'yakhee: These are a creation of August Derleth, and I don't remember them
being anything other than magic transports that come at the call of a whistle.
In any case, they never formed civilizations. They are fanatically loyal servants of Hastur, and will certainly not come like a dog to a whistle. They serve
humans only when it furthers Hastur's goals, or when forced by sorcery to do
so. They are psionic. They are aloof from the other six main spawn.
In short, the only interaction between any of the six main spawn is between
Deep Ones and Shoggoths, and that is rather rare. None of them are numerous or widely influential. They are all well past their heydays. Eventual extinction seems their lot.
The Primordial Ones used to conduct big biological experiments. Undoubtedly
these experiments created the semi-intelligent humanoid snakes that later
(after the destruction of the civilization of the Primordial Ones) evolved into
the Snake-Men.
The Primordial Ones also undoubtedly created the man-apes from which the
races of humans were much later bred by the Snake-Men.
What does a pulse range pattern mean? Think of hand-held blasters in Star
Wars. When you pull the trigger, a "pulse" of whatever (literally 3 inches long)
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shoots out of the barrel. Contrast that with beam projections. A beam is a
continuous line stretching from the barrel all the way to the thing it hits. Thus
(for example) a beam weapon hitting a guy 200' away will actually have a 200'
long beam stretching between the weapon and its target.
What kind of damage do the various explosive weapons do? Grenades,
bombs, mini-missiles, and missiles have a VERY wide range of damage. A
minor grenade might do only 1 die of damage, while a massive bomb or missile might do 200 dice of damage. How much damage each individual weapon
of these types does is up to the referee.
What do you think of having only one class on Carcosa? It would be
easy to do. Instead of having only sorcerers able to work sorcery, have every
human being (with the proper preparation) able to perform sorcerous rituals.
That's one of the things I love about OD&D: It's easy to change things. :)
Personally, I would not like to lose the sorcerer class. Having sorcerous rituals
open to all feels too like the Call of Cthulhu RPG to me. I know that James
and many others love the CoC game, but it's never been my cup of tea.
I simply must have D&D magic-users in my Carcosa campaign! Do you
have any advice for me? it would be EASY to play a Carcosa game with
magic-users and clerics in it. Just tack on the sorcerous rituals and allow
spell-casters who properly research them to perform them in addition to their
normal spells. Or do that in your home campaign. Yet another option is to
include sorcerers as a new character class alongside all the other classes.
If I decide to included OD&D classes in my campaign, how should I roll
their hit dice?
Important pages for this type of consideration are pp. 17-18 of Men & Magic.
1.
2.
3.
In the case of a thief, I'd use the magic-users' table, since in Supplement I:
GREYHAWK both thieves and magic-users use 4-sided dice for hit points.
Of course, one can modify the above three tables as desired.
CARCOSA's dice conventions can be used without alteration by using this
method of determining HD for additional classes.
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Which version of OD&D should I use with Carcosa? The original three
booklets plus which supplements? CARCOSA builds upon the 3 little
brown booklets and nothing else. It ignores the first four D&D supplements.
Carcosa seems to be inspired by Gamma World; how would you go
about combining the two settings? You are right on track. When I started
my Carcosa campaign in early 2006, I used a hybrid of 1st edition GW and
1st edition AD&D as my rules base.
What if I were to be handed Supplement V: CARCOSA and the 1st edition Gamma World rulebook and told to play with those two books and
nothing else? Most of CARCOSA could be used unchanged. Here are the
handful of changes I'd make:
1.
2.
And I think that would be it. Carcosa could very easily be ran using the GW
rules.
What were your other inspirations for Carcosa?
Some inspirations for Carcosa:
The Cthulhu Mythos in the AD&D Deities & Demigods Cyclopedia is the single biggest inspiration. In fact, Carcosa started as my attempt to make a D&D
campaign world based on these pages of DDG. The Mythos stories of Lin
Carter, August Derleth, and H. P. Lovecraft (amongst others) also influenced
me. I have over 3' of Mythos books on my shelf.
The Elric stories (especially the early ones) inspired the sorcerer class.
The Wilderlands inspired the variously colored races of men.
Prof. M. A. R. Barker's Tekumel was a big influence for its bizarre sciencefantasy.
Blackmoor and Gamma World contributed to my inclusion of high-tech items
in the setting.
Gary's D trilogy of AD&D modules (particularly the Shrine of the Kuo-Toa) is a
big influence on Carcosa's "feel". The Kuo-Toa influence is behind having
Deep Ones on Carcosa who "live in watery and damp cave complexes deep
beneath the earth" (Supplement V: CARCOSA, p. 43).
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Okay, I think Im getting a good idea of what Carcosa includes, but what
is not included in this setting?
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.
16.
17.
18.
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