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

Saturday, December 21, 2013

Naked Under The Stars! OD&D Klingon Carcosa Actual Play Adventure


Earlier today I was going through a box of rpg material and stumbled upon my old Fasa Star Trek rpg Klingon race books including Klingon Star Ship Recognition Manual. I've haven't seen these books in months. They included a series of notes I had made last Christmas about using the OD&D Star Trek PDF supplement and Carcosa. Specifically, about running an adventure using the Imperial Klingons from the Fasa material upon Carcosa.

The OD&D Star Trek Supplement can be found right over HERE


 After making some addition notes and rereading what I'd written, I was pretty convinced that I could run a one shot game using this material.
The following is based partially on the Fasa Star Trek Material : 
A K- 4 (Enforcer) Class II Gun boat ( manufactured at the Gnuu Re' ship yards) is on a routine patrol in the Triangle. On board are six Imperial Klingon space marines( Imperial Klingons are like a cross between old Soviet Russian forces with a dash of samurai warrior, they're a far cry from the Next Generation watered down Klingons) in hyper sleep. A space time gate appears in front of the ship and sucks it in! The Klingon ship reappears in Carcosa space!
Instruments frozen, warp core breached, deflector shields failing, and their going to crash! The ship crashes into alien jungle floor! Two months later the cryo tubes wake up the marines now stuck on an alien planet. The rest of crew dead, eaten, or worse. The PCs set out to find out about their fellow warriors and crew mates!
They exit the ship into a world of Lovecraftian horror! 


After making a quick series of calls this afternoon I was able to get a hold of my buddy Peter whose an old Trekker  Fasa head from way back and into OD&D as well. His brothers were in Torrington visiting with him. I've played with these folks way,way, back when. So it was an easy fit to get them to play especially when I mentioned an all Klingon warrior party. These were 3rd level fighters armed with Lev'ek knives and disruptors MK ones each with 10 shots each (sounds like a lot but this is Carcosa folks and they went through those like a hot knife through butter). 
The first thing that the PC's recovered was cooling undergarment for their armored suits. The Klingon Imperials don't really do well in hot jungle conditions. They began to take in their new world and were almost attacked by green multi tendril monkey type Lovecraftian spawn things. These small two hit point things made thing especially difficult but were easily dispatched with disruptor fire.
 The ruined interior of the gunboat would be the base for the party for now. Exploration of the surroundings near their ship lead the PC's to a nearby Green man village. The PC's witnessed the sacrifice of a maiden to a local multi tentacled god. The PC's were far more interested in the energy beam weapon the village had then some frail thing being sacrificed to the local 'god'.
They attacked and managed to disrupt the ceremony. They were able to find spare energy cells, and get an amulet with a small shield generator built into it.
The maiden was eaten but they did get their hands on the technology. One of the PC's did bite the dust while trying to get his hands on a disruptor mark II during play by being dissolved by a green slime that was being used  by the village as a garbage pit .
 The warriors fled after the place was attacked by a wizard in a giant war machine. The exact quote from one of the players went something along the lines of 'One does not fight in a burning building."
The PC's made it to another crashed section of their ship and except for the eye ball like parasites that infest parts of that ship.
The PC's were able to up grade to the disruptor Mar II from stores after defeating a whole bunch about giant leeches with multiple human eyes implanted along's is surface. It too the patty about 22 minutes to dispatch the monsters and search this section of the ship. They found the energy weapons they were looking for.
 Further exploration found the group facing down that same wizard who wanted to add the PC's to his collection of oddities.
 The party wasn't about to tangle with the monster war machine this NPC was living in. The party made it on to the war machine and were taken to the underground environment of the  wizard Calri' Fen.
Fen had a collection of alien warriors in suspended animation including the PC's ship mates and warriors from the past.
The PC's were to be flash frozen and put on display. They managed to take out some of the robotic horrors the wizard was using as guards.
Two sonic grenades and they escaped from the wizard's tower to regroup and check out the booty they gained for Klingon Empire! One of the PC's managed to wound the wizard causing him to flee! The war machine crashed into a nearby set of ruins and thus began the Klingon  warriors guided tour of Carcosa after they killed the wizard!

1d10 Random Cowardly Wizard's Booty Table 
  1. A small case of twenty two rock crystal prisms. Each one has a small pornographic image inside. 
  2. A tendril whip capable of dealing 1d4 points of damage and very free with its advice. 
  3. A slightly burned up wizard's staff and rod combo. These items of local manufacture and have the names of thousands of deities carved into it. There is a 5 % chance of this Lovecraftian fiend hearing its name. 
  4.  An ulfire lens that focuses the energies of damaged and depraved into an alignment changing beam of madness. 
  5. A small brass key to a modern temple of ancient madness. The owners will know immediately that the key has been located and will seek out the new owners to try to eat them. 
  6. A small jade stature of a sea god. This trinket is of local manufacture and the deep ones will seek out the owner and try to murder him. 
  7. This small statue of Cthulhu is actually a star spawn locked in form. The thing will try to whisper secrets of a horrid nature to the new owners of this trinket. Many have simply buried it only to have the thing return. It acts as a cursed item but once per day it can cast a second level magic user spell. 
  8. A small Mark II disruptor with lots of carbon scoring and a dead cell.
  9. A lens of the Outer Ones. This lens shows every last detail of an Outer God's realm and will try to teleport a PC's into range of the thing's beaked mouth.
  10.  A statue of  Yog Shagoth that enables one to command any of the spawn of Sub Niggerith with a 40 yard range for 1d4 rounds after which the spawn will try to eat the owner of this object. They will actively hunt down the owner of this object. 

 
  

Friday, August 31, 2012

Preying Mantis Awareness Week On Carcosa




File:Angkor46.jpg
The Mantis Temples of Herrbra  Where stalks the Green Death & its varieties 

The jungles of Carcosa are home to all types of alien predators but none more deadlier then the Green Death family of Mantis. Originally imported in by the Serpent men eons ago these fierce predators have spread throughout the jungles of Carcosa.

The unstable genetic structure of the family allows the mutant mantis to breed rapidly & adapt to changing conditions within  the xeno environments of Carcosa's biosphere.
Number appearing :1d4
Armor Class : 4
Hit dice 5
Special : Psi Mantis 1d4 random psi powers or 1d4 spells 1st level

File:Manthesoudan.jpg
Pictured is a Psi Mantis on the hunt. 
 There are several unusual mutations that have appeared within recent months upon Carcosa. This includes the Psi Mantis. A very unusal specimen that gains magic or psi powers from eating the whole prey. It gains access to 1d4 random psychic powers that were within the victim & also access to recent memories.
These are used to trap further victims. They possess a keen weird logic intellect  & are able to move through parties of natives & explores with easy. They retain these abilities for 1d4 days after consumption.
File:Insect camouflage PP08338.png

The Head Taker  Mantis, this fast moving predator slices the heads from prey with a wick attack of  its claws doing 1d4 points of damage with each strike.  It feeds on the body while taking the head back to its nest. It surgically separates the various systems from the humanoid mind & rewires them as psionic guardians for its young. There will be 1d6 heads at any time guarding its eggs. These will have 1d4 random psionic powers. Many Mythos races covet these artifacts & it is thought that the mantis sprays them with a naturally occurring preservative from within itself.
 File:Mantis Hymenopus coronatus 5 Luc Viatour.jpg
The Ancestor Beast - These mantis form rough tribes of 1d8 individuals & work in concert to bring down prey. They will be of max hit points & often use pack tactics. These monsters are semi intelligent are often immune to many psionic powers making them all of the more deadly. Certain parts of prey are saved & modified to be traded with other races. These include Deep Ones & Swamp folk. If at anytime the trade partner shows weakness of any type they are know to attack without mercy. They may trade with adventurers if the right spells are known & communication can be established or any incursion into their turf will be met with pure malice.
File:Mantis Hymenopus coronatus 6 Luc Viatour.jpg
 It is known that several alien races export these species to other planets. They may be found within any game world where a tropical climate exists.

All stats are taken from The Carcosan Grimoire available right Here

Friday, May 25, 2012

The Tanar Class Salvage Star Ship - An Upgrade Of The Icarus Design - For High Tech Mysticism & High Caliber Adventure


Your most exalted excellence as per your request we have acquired the upgrade space craft from the purchasing agent. She is a most intriguing craft sire. Her lines & handling are more inline with your tastes sire. These craft have been in operation for thousands of years & we have investigated at least three different dealers of these craft.
 As we have said else where these crafts may have originated upon Old Earth before the Atomic Wars sire. This model "The Tanar" holds between 3-9 crew members & given this design's record of service it is most impressive.
 The craft uses the same Contra gravitic generators as the Icarus design but these are built with a much more industrial application in mind. Their is some alpha particle & radiation venting for more long voyages but for your applications sire the craft are quite robust. These craft are quite sturdy & amazingly quick for a salvage vessel.
 Our own Contra gravitic systems may benefit from an upgrade of the sort we've seen in these craft. There are literally thousands of variations of these craft within the galactic community sire. In closing are my notes on those upgrades to our own craft 
Details about the Icarus can be found Right here!
See your Icarus & Tanar agent today!
The Tanar class ships use the latest in A.I. technologies allowing the vessel to be crewed by one within an emergency situation sire. The primary computer core is shut down & the systems return to the pilot's station 

The craft have 5  or more decks allowing the storage of salvage without disturbing the crew's life at all. 


There are at at least 23 different varieties of the Tanar class that have been produced. This one has the usual lines for the class but has the addition of Vishnu Contra gravitic pods pushing the craft into the Zeta spectrum of operation! This gives 50% more power to the system. 

The crew has a total of 8 sleeper pods on board as standard & additional room for a total of 12 enabling round the clock handling of duties. 

Advantages of The Tanar Class Break Down 
  • Larger Contra Gravitic pods enabling faster response & handling time. 
  • Better Drive systems & more power for those bigger jobs 
  • 5 different beam/emitter systems giving a wider variety of job opportunities 
  • Optional extra reactor unit for more systems check dealer for details 
  • Matter/Transporter/ Teleporter systems -Industrial grade up to 2 1/2 tonnes of matter instantly at your finger tips 
  • Little Junior science lab with stasis field for those rare specimens 
  • There are 5 decks on the Tanar for all of your needs with room for expansion. 

Type: Tanar  Class Salvage Ship 
Crew :3-5 
Hit Points: 90 
Armor Class :6 unless optional force field installed 


Weaponry : Primary Zeta Cannons Light setting 1d4 
Medium 1d6 
Heavy 1d10 Laser cutters 1d4 
Proton slicers under craft 1d3 
Atomic emitters/beamers 1d8 
Range :1 light year complete 360 degree rotation around craft 
Reactor: Neutronic Beureullum Core Sphere II +3 to all engineering rolls 
Minor Drives : Anti gravitic Repulsion Systems +1 to all maneuvering & piloting rolls 
Major Drive Systems : Space Time Gate Generators +4 to Hyper Space 
+2 to for accessing Space & Star Gates 
Interrocitor Mark IV 
Stellar Scope V 
Psi Enhancement crystal rig enabling +2 to all navigation rolls but the navigator may not take any other actions 

2nd level Bio genesis lab 
Second level science stations same as the Icarus 
Additional levels may be customized according to the client's wishes 

 

Notes about the Tanar 
  1. The Tanar is perfect for a larger group of players & I'm using this saucer for my Mutated Empires game with 9 people 
  2. No one is completely sure where the design of the Icarus & Tanar models originated. They've been found throughout the universe on countless worlds.. Dm plot hook! 
  3. There is a Red code  warning - There is a 1d4 radiation damage check that needs to be made to those standing within a 80 yard radius when the Tanar makes a landing. The owners of this blog are not responsible for any injuries sustained when using the time gate drive within your star system. Alien abductions, strange time related manifestations, etc these are all products of your imagination