TEXT:  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
       Book of Rules Options for the Original  
       Fantasy Role-Playing Game Published in 1974 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
                                             Supplement V 
         CARCOSA 
   
           GEOFFREY MCKINNEY 
   
   
   
  
  Notes 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Supplement V 
   
  CARCOSA 
   
   
   
  BY 
   
  GEOFFREY MCKINNEY 
   
   
   
   
   
   
   
   
   
  COVER ILLUSTRATION BY GEOFFREY MCKINNEY 
   
   
   
   
   
   
   
   
   
   
   
   
  © 2008 – GEOFFREY MCKINNEY 
  1st Edition, October 2008 
  Printed in U. S. A. 
   
  96 
  
  thing that caused the man’s transformation will arrive with his sensual Purple 
  lover. They plan to feast on the exotic dolm fruit that the tree will bear. 
   
  2511 
  In damp natural caverns is a shrine to the Slime God. The caverns are filled 
  with puddings, oozes, slimes, and jellies, none of which will attack any of the 
  eight Green cultists of the Slime God, nor their leader, a chaotic Conjuror 
  who has mastered only the Weird Ascent of the Diseased Slime ritual. Any 
  sorcerer who will join the cult of the Slime God will be taught the ritual after 
  three months. 
   
  2512 
  Spawn of Shub-Niggurath (AC 4, MV 24, HD 1, Chaotic): a smooth-skinned, 
  orange ichthyoid with fly-like eyes and a mouth like a small pur. worm. Since 
  it radiates fear, all within 50’ of it must save vs. spells or flee. It is immune to 
  heat and fire, and it is surprised only on a 1. 
   
  2513 
  Village of 290 Blue Men ruled by ―the Wielder of the Sapphire Scepter‖, a 
  neutral Hero 
   
  2514 
  1 Spawn of Yog-Sothoth 
   
  2515 
  Village of 220 Dolm Men ruled by ―the Grand Adept of Dreamers‖, a neutral 
  Myrmidon 
   
  2516 
  8 hideously twisted and misshapen Styracosaurs 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Along the shore the cloud waves break, 
   
   
  The twin suns sink behind the lake, 
   
   
  The shadows lengthen 
   
   
   
   
           In Carcosa. 
   
   
   
  Strange is the night where black stars rise, 
   
   
  And strange moons circle through the skies, 
   
   
  But stranger still is 
   
   
   
   
           Lost Carcosa 
   
   
   
  Songs that the Hyades shall sing, 
   
   
  Where flap the tatters of the King, 
   
   
  Must die unheard in 
   
   
   
   
           Dim Carcosa 
   
   
   
  Song of my soul, my voice is dead, 
   
   
  Die thou, unsung, as tears unshed 
   
   
  Shall dry and die in 
   
   
   
   
           Lost Carcosa 
   
   
   
   
   
  --Robert W. Chambers 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  94 
  
  from the surface of the grave, a sorcerer can learn the Summation of the 
  Twelve Tinctures ritual if he lies throughout a night in the hole he has dug. 
  There a worm that has fed upon the Dead God will enter the sorcerer’s nose 
  or ear and squirm into his brain, thus imparting to him knowledge of the 
  ritual. 
   
  2315 
  Village of 350 Jale Men ruled by ―the Tranquil Mirror‖ a neutral 10th-level 
  Lord 
   
  2316 
  A mysterious garden about half a mile in diameter is overgrown with the 
  gaudiest and most gorgeous tropical blossoms. A close inspection will reveal 
  that the flowers’ creepers very slowly move and writhe. If humans enter the 
  garden for more than 5 minutes, they must make a saving throw vs. dragon 
  breath. Those who fail become intoxicated by the sweet, thick scents of the 
  blooms. Such unfortunates are then swiftly entwined by the resilient 
  creepers, which pierce the skin and enter the orifices. Within a few minutes 
  the victims are completely transformed into flowering creepers. 
   
  2401 
  Inside a 3 mile diameter impact crater is an airless and sunless waste. No 
  matter the time of day, the sun is never visible within the crater. Ten times 
  more stars can be seen than on the clearest night, and the stars do not 
  twinkle. 
   
  2402 
  Partially buried is the petrified skeleton of a 120-legged creature over one 
  mile long. 
   
  2403 
  In a depression grows a riotously-colored fungus forest covering about 1 
  square mile. Within are incomprehensible Fungus-Men carrying out 
  unintelligible tasks. 
   
  2404 
  In a low hill is a 3’ diameter natural tunnel that leads to a small, underground 
  fane. The cavern is filled with 1’ of water, and within the cavern are many 
  natural shelves and steps. Upon the shelves are various small idols (carved 
  from many sorts of nonprecious stones) of caecilians and eocaecilians. 
  Further, hundreds of caecilians and eocaecilians squirm, crawl, and swim 
  throughout the fane. 
   
  2405 
  Village of 330 Purple Men ruled by ―the Ascendant Master‖, a chaotic 
  Swashbuckler 
   
  2406 
  Village of 320 Yellow Men ruled by ―the Crowned of the Magisterial Diadem 
  of the Air‖, a neutral Myrmidon 
   
  2407 
  Village of 300 White Men ruled by ―the High Lord Plenipotentiary‖, a neutral 
  12th-level Lord 
   
  2408 
  52 Deep Ones 
   
  2409 
  Village of 280 Purple Men ruled by ―the Imperious Emperor‖, a chaotic 
  Swashbuckler 
   
  MEN & SORCERY 
   
  CHARACTERS: 
   
  Two classes exist on the world of Carcosa: 
  Fighting-Men 
  Sorcerers: 
  Can use any weapon and wear any armor as fighting-men 
   
   
  Prime requisite: intelligence 
   
   
   
  HD as fighting-men 
   
   
  Attack as fighting-men 
   
   
   
  Those who delve into the arts of sorcery devised ages ago by the extinct Snake-Men 
  are called sorcerers. They can perform any sorcerous ritual they know as often as 
  they desire. Beginning 1st-level sorcerers do not know any rituals. All rituals must be 
  found during the course of play. Sorcerous rituals banish, conjure, invoke, bind, 
  torment, or imprison entities such as the Old Ones and their spawn. All rituals (except 
  for rituals of banishment) require human sacrifice, and all except banishings require 
  long ceremonies (typically at least an hour) to perform along with much 
  paraphernalia. Sorcerers will travel hundreds of miles for a single component (―the 
  purple fungus that swells only in the Cracks of Dslath‖, for example). Many rituals can 
  be performed only in a specific place and/or time. Performing rituals is often 
  dangerous for the sorcerer. 
   
  1. Banishing rituals dispel entities so that they flee from the sorcerer. 
   
  2. Conjuring rituals summon entities. Note that these rituals typically do not grant the 
  sorcerer any control over the conjured being, though sometimes it will arrive well-
  disposed towards the sorcerer. 
   
  3. Invoking rituals contact mysterious entities, typically to obtain information from 
  them so that the sorcerer can obtain the knowledge necessary to perform other 
  rituals. 
   
  4. Binding rituals force entities to obey the sorcerer. Unless otherwise noted, the 
  referee rolls a die to determine how many days a ritual of binding is effective. The 
  sorcerer will know the result 50% of the time, and the other 50% of the time he will not 
  know how many days the entity will be bound to him. 
   
  5. Imprisoning rituals keep entities confined to a certain space. This confinement can 
  typically be ended only by a sorcerer freeing it with a ritual of conjuration. 
   
  6. Tormenting rituals cause great pain to entities imprisoned by a sorcerous ritual. 
   
  Entities get a saving throw vs. any sort of ritual, except against rituals of conjuration. 
  The higher the level of the sorcerer, the more difficult an entity’s saving throw (save at 
  -1 for rituals performed by 6th-10th level sorcerers, -2 for rituals performed by 11th-15th 
  level sorcerers, and -3 for rituals performed by sorcerers of 16th or higher level). An 
  entity that is imprisoned cannot be  released by a conjuration ritual unless it makes its 
   
  92 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
                                    5              
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
  
  2202 
  Spawn of Shub-Niggurath (AC 7, MV 18 [swimming], HD 1, Chaotic): a red 
  insectoid with five eyes and no mouth. It is covered with serrated suckers. 
   
  2203 
  58 Space Aliens 
   
  2204 
  Castle of 46 White Men led by a neutral Hero 
   
  2205 
  In shallow underground caves lives a wretched tribe of Brown cannibals. 
  Feral and naked, they are barely recognizable as human. 
   
  2206 
  6 Triceratops, able to shoot energy beams (4 dice damage, save vs. wands 
  for half) from their eyes three times per day with a range of 100’ 
   
  2207 
  1 Och. Jelly 
   
  2208 
  Citadel of 73 Ulfire Men led by a neutral 8th-level Sorcerer 
   
  2209 
  Village of 160 Bone Men ruled by ―the Servant of the Gatherer‖ a lawful 
  Swashbuckler 
   
  2210 
  Here is a shrine to I’thaqua, carved from the very ice. A small tribe of 
  degenerate Yellow Men, clad always in light gray garments, serves the 
  shrine. 
   
  2211 
  Barely visible under 8 feet of ice is a 6’ diameter stone disk. Carved thereon 
  are the runes for the ritual of the Measureless Chimes of the Uttermost Rim. 
  It requires 11-20 hours of study and contemplation. 
   
  2212 
  Spawn of Shub-Niggurath (AC 9, MV 6/12, HD 4, Chaotic): a yellow, gray, 
  and blue batrachian covered with suckers and with a great suckered mouth. 
  Its gaze causes confusion (save vs. spells). 
   
  2213 
  2 individuals of Species 23750 
   
  2214 
  Low, domed stone structures peak out of the sands. They extend for miles, 
  and after each windstorm some are completely covered while others are 
  newly exposed. They are entrances to a lost and abandoned city of the 
  Great Race. 
   
  2215 
  Beneath the desert sands is a crypt of a Snake-Man sorcerer. Clutched in its 
  mummified claws is an orb (8‖ in diameter), black as outer space. A sorcerer 
  who dribbles his own blood upon the orb while holding it will begin to hear 
  sibilant whispers. If the sorcerer continues to grip the orb for longer than a 
  minute, his mind will be violently pulled into strange black dimensions while 
  his body goes into a catatonic state. If the sorcerer makes a saving throw vs. 
  stone, he will awaken after two days with knowledge of the ritual, Icy Wrack 
  of the Void. If he fails his saving throw, he will awaken a screaming 
  madman. He will gradually regain his sanity after 30 days, but for each of 
  those 30 days he will age 1 year. 
   
   
  Skin color is pronounced and vivid. A Green Man’s skin, for example, is as green as 
  grass. Black Men have inky black skin. Bone Men are transparent, with only their 
  bones opaque. 
   
  Black, Brown, and White Men have dark brown to black hair and eyes. Bone Men 
  have transparent hair and eyes. The other nine races of Men have black hair and 
  eyes, with tints in direct light of the same color as their skin. 
   
  The thirteen races tend to regard each other with suspicion, and the Bone Men are 
  especially shunned by others. 
   
  None of the thirteen races can interbreed with the others. 
   
  Jale men are reputed to be the most adept at sorcery. 
   
  Character Alignment, Including Various Monsters and Creatures: Alignment on 
  the planet of Carcosa is defined solely by one’s stance towards the Great Old Ones. 
  Nothing else is considered. All behaviors, including the most noble and altruistic as 
  well as the most vile and despicable, are found amongst all three alignments. 
  Similarity of alignments does not necessarily indicate friendship, and opposite 
  alignments does not necessarily indicate enmity. For example, nothing is unusual in a 
  lawful man and a chaotic man joining forces to defeat a lawful foe. 
   
  Law is the alignment of those who oppose the Great Old Ones. This opposition need 
  not be (and is usually not) active. If, however, an Old One were to be released from 
  imprisonment, those of lawful alignment would fight against it. 
   
  Neutrality is the alignment of those who neither oppose nor serve the Great Old 
  Ones. If an Old One were to be released from its prison, those of neutral alignment 
  would simply seek to avoid it. 
   
  Chaos is the alignment of the Great Old Ones and their servants. If an Old One were 
  to be released from its imprisonment, its servants would aid it. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   90 
   
   
   
   
   
   
   
   
   
   
   
   
   
                          
   
   
                    7
   
   
   
                   
   
   
                                                                    
   
   
   
   
   
   
   
  
  1916 
  Village of 290 Jale Men ruled by ―the Fountain of Wisdom‖, a lawful 9th-level 
  Sorcerer 
   
  2001 
  Citadel of 16 Jale Men led by a lawful Swashbuckler 
   
  2002 
  Spawn of Shub-Niggurath (AC 6, MV none, HD 5, Chaotic): a brown 
  octopoid with a smooth hide, two eyes, and seven mouths. It grabs a victim 
  on a successful to hit roll, and each round thereafter does 1 die of automatic 
  damage from biting. It can attack each round with all seven of its tentacles. It 
  is immune to poison. 
   
  2003 
  2 Stegosaurs with tentacles instead of legs 
   
  2004 
  5 phosphorescent Allosaurs 
   
  2005 
  Village of 370 Yellow Men ruled by ―the Incomparable Crown‖, a chaotic 
  Swashbuckler 
   
  2006 
  3 Unquiet Worms 
   
  2007 
  Citadel of 98 White Men led by a neutral Warrior 
   
  2008 
  Castle of 58 Jale Men led by a lawful Tormentor 
   
  2009 
  Village of 180 Purple Men ruled by ―He beyond All Superlatives‖, a neutral 
  9th-level Lord 
   
  2010 
  6 Spawn of Shub-Niggurath (AC 9, MV 12, HD 5, Chaotic): dolm-feathered 
  ichthyoids with two mouths. They are immune to cold. 
   
  2011 
  At the edge of the ice is a fearsome totem pole of unknown feathered 
  creatures. 
   
  2012 
  77 Space Aliens 
   
  2013 
  9 bright red Ankylosaurs 
   
  2014 
  Spawn of Shub-Niggurath (AC 6, MV 12, HD 4, Neutral [unintelligent]): a 
  scaly blue slime. 
   
  2015 
  Castle of 44 Red Men led by a neutral Myrmidon 
   
  2016 
  Village of 360 White Men ruled by ―the Stainless Mind‖, a neutral 10th-level 
  Lord  
   
  2101 
  5 Mi-Go 
   
  2102 
  A cyborg (AC 3, MV 18, hp 70) with a body that is 60% robotic arachnid and 
  40% biologic black octopoid. In addition to its running speed, it can jump 10’ 
  (giving  it a  +1 to initiative  when  it  leaps).  Its  offensive  systems include a 
   
  LEVELS AND NUMBER OF EXPERIENCE POINTS NECESSARY TO ATTAIN 
  THEM: 
   
  Sorcerers_______________      _ 
  Summoner 
   
  0 
  Conjuror  
   
  3000 
  Invoker  
   
  6000 
  Banisher  
   
  12000 
  Binder 
   
   
  24000 
  Imprisoner 
   
  48000 
  Tormentor 
   
  96000 
  Sorcerer  
   
  180000 
  Sorcerer, 9th Level 
  360000 
   
  SAVING THROW MATRIX: 
   
   
   
   
   
  All Wands— 
   
   
   
   
  Including 
  Class &  
  Death Ray 
  Polymorph or 
   
  Dragon 
  Staves 
  & 
  Level______ 
  or Poison_ 
  Paralyzation_ 
  Stone 
  Breath_      _Spells_ 
  Sorcerer 1-3 
         12  
            13  
    13 
        15 
            15 
  Sorcerer 4-5 
         10  
            11  
    12 
        13 
            14 
  Sorcerer 6 
         10  
            11  
    11 
        13 
            12 
  Sorcerer 7-9 
           8  
             9  
    10 
        10 
            12 
  Sorcerer 10 
           6  
             7  
      8 
          8 
            10 
  Sorcerer 11-12 
           6  
             7  
      8 
          8 
              8 
  Sorcerer 13-15 
           4  
             5  
      5 
          5 
              8 
  Sorcerer 16+ 
           4  
             5  
      5 
          5 
              3 
   
  PSIONICS 
   
  Every beginning 1st-level fighting man or sorcerer with a high enough intelligence, 
  wisdom, and/or charisma gets to roll to see if he possesses mind powers known as 
  psionics. Consult the following tables: 
   
  Intelligence Score 
  Percentile Chance for Psionics 
  15 
   
   
  1% 
  16 
   
   
  2% 
  17 
   
   
  3% 
  18 
   
   
  4% 
   
  Wisdom Score  
  Percentile Chance for Psionics 
  15 
   
   
  0.5% 
  16 
   
   
  1% 
  17 
   
   
  1.5% 
  18 
   
   
  2% 
   
   
   
   
   
  88 
   
   
   
   
   
   
   
   
   
   
   
   
   
                                
   
   
        9
  
  1715 
  Half-fallen and partially buried obelisks are covered with Snake-Men 
  hieroglyphs that reveal the secret of the ritual of Chaining of the Formless 
  Aspect. 
   
  1716 
  In the depths of this foreboding lake writhes Nyarlathotep, the Crawling 
  Chaos. Around the lake are temples and archives of blasphemous 
  knowledge. 
   
  1801 
  Castle of 2 Dolm Men led by a neutral Banisher 
   
  1802 
  1 Shoggoth 
   
  1803 
  A fissure in a mountain’s rocky face allows one to crawl on hands and knees 
  for 200’ to reach a dimly green-litten cave. Upon the ceiling are engraved 
  sorcerous glyphs. After a number of hours (20 minus the sorcerer’s level, 
  with a minimum of 3 hours) study, a sorcerer will be able to perform the ritual 
  to Dispel the Watery Death. 
   
  1804 
  Dug into the side of an active volcano is the Topaz Temple of Cthugah. The 
  granite surfaces in the temple are rich with low-grade topaz (worth only half 
  as much as gold). Two dozen Orange worshippers in yellowish orange 
  vestments keep continual fires burning within. 
   
  1805 
  Castle of 35 White Men led by a neutral Hero 
   
  1806 
  Citadel of 16 Yellow Men led by a chaotic Swordsman 
   
  1807 
  10 Primordial Ones 
   
  1808 
  Village of 290 Orange Men ruled by ―the Shimmering Curtain of Glory‖, a 
  lawful 9th-level Lord 
   
  1809 
  3 individuals of Species 23750 
   
  1810 
  Village of 280 White Men ruled by ―the Servant of the Bringer‖, a neutral 
  Superhero 
   
  1811 
  Spawn of Shub-Niggurath (AC 3, MV 15, HD 1, Chaotic): a yellow annelidoid 
  covered in suckers. It has four blue eyes and a maw like a pur. worm’s. 
   
  1812 
  Citadel of 86 Ulfire Men led by a neutral Swashbuckler 
   
  1813 
  Upon a low cliff-face is engraved a vast panorama of a battle between two 
  armies of humans. Close inspection reveals flecks of paint that indicate that 
  the battle was between Green Men and Ulfire Men. 
   
  1814 
  On a natural stone outcrop is a 2’ high statue of Hastur, made of an 
  indestructible dull black stone. In front of it is a human skeleton. If anyone 
  touches the statue,  he will be cursed  to carry the  40 pound  statue with him 
   
   
  Precognition: This allows the user to tell what will happen only to himself if he were 
  to do something. No more than 1 minute into the future can be seen. 
   
  Telekinesis: As the magic spell.  
   
  Telepathy: Direct mind-to-mind communication with intelligent beings, transcending 
  language. Telepathic contact with an Old One is foolish, and the referee will probably 
  require a saving throw to avoid madness and/or horror. 
   
  DICE CONVENTIONS 
   
  DETERMINING TYPE OF DICE TO ROLL 
   
  Often the three rulebooks (as well as this supplement) will instruct the referee to roll 
  dice, but will not specify what sort of dice to roll. The two most obvious examples are 
  hit dice (whether for characters or for monsters) and dice to determine damage in 
  combat. In such cases where the referee is unsure which dice to roll, he may roll on 
  the following table to determine which dice to use: 
   
  Roll 
  Type of Dice 
  1-2 
   4-sided 
  3-4 
   6-sided 
  5-6 
   8-sided 
  7-8 
   10-sided 
  9-0 
   12-sided 
   
  ROLLING HIT DICE 
   
  At the beginning of each combat, each player/character rolls on the above table. He 
  then rolls the indicated type of dice for his hit points. For example, Yogthag the Binder 
  (who has 5+1 hit dice) is attacked. He rolls a ―7‖ on the table, indicating that he rolls 
  five 10-sided dice for his HD for that combat. He rolls them with the following results: 
  0 (read as ―10‖) 
  8 
  5 
  3 
  3 
  He leaves the dice lying on the table as rolled. 
   
  A character with a constitution of 15 or higher gets +1 per die, and a character with a 
  constitution of 6 or lower has a -1 penalty per die (with a minimum score of 1 on any 
  die). When such a character rolls his hit dice, he must manually adjust each of his hit 
  dice. Suppose Yogthag the Binder has a constitution of 15. The player of Yogthag 
  would manually adjust the HD to read as follows: 
  11 
  9 
  6 
  4 
  4 
   
   
  86 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
                    11 
  
  1509 
  Citadel of 20 Yellow Men led by a chaotic Imprisoner 
   
  1510 
  A small society of Irrationalist Space Aliens lairs in a natural cave system 
  where they worship the Great Old Ones. As a result of prolonged exposure 
  to the weird radiations of their cavern home, these Space Aliens have 
  developed psionics (1-4 powers up to 4 times per day). They eschew their 
  race’s technology, though they will use the technology of the Primordial 
  Ones and of the Great Race. Other Space Aliens will exterminate these 
  Irrationalists on sight. 
   
  1511 
  5 Giant Crocodiles 
   
  1512 
  Castle of 54 Purple Men led by a lawful Conjuror 
   
  1513 
  Yel. Mold 
   
  1514 
  5 Mummies 
   
  1515 
  Castle of 57 Blue Men led by a chaotic Superhero 
   
  1516 
  61 Deep Ones 
   
  1601 
  1 Mummy Brain 
   
  1602 
  Village of 370 Dolm Men ruled by ―the Final Falling Star‖, a chaotic Hero 
   
  1603 
  Glyuathk'th is a giant (21 hit dice), tentacled patch of light-blue fungus which 
  predates humanity by billions of years. Its first worshippers found it in the 
  underground fissure in which it grows. To those who supply human 
  sacrifices to Glyuathk'th, it grants them hallucinatory visions of weird 
  landscapes and forbidden treasures. Some report that they have learned in 
  such visions that spores of Glyuathk’th have infested other worlds. 
   
  1604 
  Village of 380 White Men ruled by ―the Blanket of Defense‖, a neutral 11th-
  level Lord 
   
  1605 
  Castle of 9 Dolm Men led by a neutral Hero 
   
  1606 
  See hex 1406. 
   
  1607 
  1 Bl. Pudding 
   
  1608 
  Nothing lives or grows within a half mile of the cursed stone tomb of a 
  chaotic sorcerer. 
   
  1609 
  Citadel of 83 Bone Men led by a chaotic Myrmidon 
   
  1610 
  Village of 370 Red Men ruled by ―the Lover of Peace‖, a lawful Binder 
   
  1611 
  Castle of 38 Black Men led by a chaotic Hero 
   
  Let us suppose that the wounded Yogthag decided to leave the dungeon in search of 
  healing. On the way he is ambushed by a Swordsman. Yogthag would roll on the 
  table on page 11, and let us say he rolls a ―0‖, indicating that he gets to roll 12-sided 
  dice for his hit dice this combat. Unfortunately, he has only three hit dice left. He 
  trades his three 10-sided dice in for three 12-sided dice, and rolls them: 
  11 
  5 
  3 
   
  He would then manually adjust his dice for his constitution bonus: 
  12 
  6 
  4 
   
  Combat would then ensue. 
   
  HEALING WOUNDS 
   
  Each week of complete rest will restore two hit dice. Each day of complete rest will 
  restore 1 hit point. For example, a Super Hero has 8+2 hit dice. Suppose he lost all 
  his hit dice and 1 of his hit points (being reduced therefore to a single hit point). It 
  would take him 29 days of rest to be fully healed: Four weeks (28 days) to restore his 
  8 HD, and one more day to restore his additional hit point. 
   
  COMMENTS 
   
  The above system of rolling hit dice and damage dice gives an overall average of 4.5 
  hit points per die. The system allows for greater uncertainty in the game. Cthulhu has 
  57 hit dice. Perhaps the players will be lucky and Cthulhu will get mere 4-sided hit 
  dice when they attack. Or perhaps the lowly peasants will get lucky and have 12-
  sided hit dice when the greedy player characters attempt to rob them of their few 
  copper pieces. In short, many hit dice do not necessarily mean many hit points, and 
  few hit dice do not necessarily mean few hit points. Characters can be hopeful even 
  against monsters with high numbers of hit dice, and at the same time cautious about 
  attacking even those with only 1 hit die. Only after combat ensues will anyone (either 
  players or referee) know what sort of hit die everyone involved gets to roll for that 
  combat. 
   
  The same idea holds for doing damage. From round to round one’s weapon will be 
  doing different ranges of damage. On some rounds, he will be reading the 4-sided 
  die. On other rounds, he will be reading the 8-sided die. Etc. The pitchfork held by 
  that lowly peasant could do as little as 1 point of damage in a given round, or as much 
  as 12 points of damage. 
   
   
   
   
   
   
   
   
  84 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
                                  13
  
  1305 
  An ancient and decaying fane of Brown headhunters is 90% overgrown by 
  the jungle. 
   
  1306 
  Village of 280 White Men ruled by ―the Crystalline Thought‖, a lawful 
  Imprisoner 
   
  1307 
  Village of 310 Purple Men ruled by ―the One True Voice‖, a neutral 
  Superhero 
   
  1308 
  Spawn of Shub-Niggurath (AC 4, MV 12, HD 8, Chaotic): a colorless ooze 
  with six eyes and a sucker-like mouth. 
   
  1309 
  9 Tyrannosaurus Rexes with fungoid growths swelling from their bodies 
   
  1310 
  A narrow cleft in the stony hills leads 20’ inwards to a 50’ diameter cavern. 
  Inside lairs the Green Ooze Pool. In the pool is a beautiful and naked female 
  Green Banisher enslaved by the pool. 
   
  1311 
  Spawn of Shub-Niggurath (AC 8, MV 3/12 [swimming], HD 1, Chaotic): a 
  grey amoeboid covered with eyes and with a beaked mouth. It is immune to 
  heat and fire. 
   
  1312 
  Citadel of 79 Purple Men led by a chaotic Swashbuckler 
   
  1313 
  Castle of 79 Bone Men led by a chaotic Hero 
   
  1314 
  Yel. Mold 
   
  1315 
  Village of 250 Purple Men ruled by ―the Lustrous King‖, a chaotic 11th-level 
  Lord 
   
  1316 
  Citadel of 74 Brown Men led by a neutral Myrmidon 
   
  1401 
  3 Quetzalcoatlus, able to breathe radiation (save vs. poison or be stricken 
  with a mutation) three times per day with a range of 120’ 
   
  1402 
  Spawn of Shub-Niggurath (AC 8, MV 12/9 [swimming], HD 7, Chaotic): a 
  black hexapod with five eyes and a gaping maw. It is immune to heat and 
  fire.  
   
  1403 
  The ruin of a gargantuan crashed starship of the Space Aliens has long 
  since been converted by them into a thriving city. 
   
  1404 
  1 Gr. Slime 
   
  1405 
  Castle of 99 Brown Men led by a chaotic Myrmidon 
   
  1406 
  The land within several miles of the still, black waters of Lake Hali is gray 
  wasteland completely devoid of animal or plant life. Within the wasteland are 
   
   
   
  14. Manifestation of the Putrescent Stench 
  15. The Shambler of the Endless Night 
  16. Summon the Amphibious Ones 
  17. Summon Diseased Guardians 
  18. The Tentacled Desiccating One 
  19. Weird Ascent of the Diseased Slime 
   
  Rituals of Binding 
  1. Adjure the Fungoid One 
  2. The Blasphemous Sacrifice 
  3. The Final Crimson Sacrifice 
  4. The Ineluctable Name 
  5. The Ineluctable Pallid Commandment 
  6. The Mad Domination of the Void 
  7. The Many-Octacled Binding 
  8. The Ninety-Six Chants of the Leprous One 
  9. The Primal Formula of the Dweller 
  10. The Primal Name of the Worm 
  11. Sacrifice of the Pendent Fungus 
  12. The Secret Name of the Devourer 
  13. The Secret Rune of the Dripping One 
  14. Serpentine Whispers of the Blue-Litten Pillars 
  15. Susurration of the Purple Cavern 
  16. The Thirteenth Discipline of Entrapment 
   
  Rituals of Imprisoning 
  1. The Accursed Pits of Sighing 
  2. Chaining of the Empty Maze 
  3. Chaining the Formless Aspect 
  4. Consign to the Lightless Lake 
  5. Enshacklement of the Rotted Chain 
  6. Entombment in the Pyloned Hall 
  7. The Entombment of the Fearful Monolith 
  8. Formula of the Geometries of the Pit 
  9. Geometries of the Labyrinthine Spaces 
  10. Imprisonment of the Angled Labyrinth 
  11. The Mad Chiming of the Vacuum 
  12. The Pillar of Awful Aspect 
  13. Ritual of the Pale Fungus Garden 
  14. The Sunless Watery Blight 
  15. Tomb of the Writhing One 
   
  Rituals of Tormenting 
  1. Accursed Sorcelling of the Poisoned One 
  2. Affliction of the Buried God 
  3. The Curse of the Heaving Mass 
  4. The Curse of the Violet Mist 
  5. Dirge of the Outer Dark 
  6. Eldritch Chants of Transmutation 
  7. The Exoteric Consuming 
   
   
  82 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
                   15
  
  1105 
  4 ulfire-feathered Iguanodons 
   
  1106 
  Village of 330 Red Men ruled by ―the Voice of the Ant-God‖, a neutral 
  Myrmidon. They worship the Giant Jungle Ants in hex 1205. 
   
  1107 
  Citadel of 15 Brown Men led by a chaotic Swordsman 
   
  1108 
  Citadel of 75 Red Men led by a neutral Myrmidon 
   
  1109 
  On the northern slopes of the mountains are the yawning pits that lead down 
  to the infamous and deadly Putrescent Pits of the Amoeboid Gods. 
   
  1110 
  Village of 270 Green Men ruled by ―the Meek Servant of All‖, a chaotic 
  Imprisoner 
   
  1111 
  Spawn of Shub-Niggurath (AC 7, MV 18, HD 10, Chaotic): a four-footed 
  ichthyoid covered in ulfire scales with a beaked mouth. It is harmed only by 
  fire. 
   
  1112 
  Village of 300 Orange Men ruled by ―She of Deep Wisdom‖, a 9th-level Lord 
   
  1113 
  In a pure white chamber is the perfectly preserved corpse of a Space Alien 
  wearing a suit of reflective armor that protects against the following types of 
  weapons: 
  microwave, 
  yellow 
  laser, 
  dysprosium, 
  polonium, 
  nickel, 
  neptunium, cesium, strontium, radon, aluminum, boron, mercury, thulium, 
  protactinium, niobium, and helium. 
   
  1114 
  Castle of 52 Bone Men led by a neutral Hero 
   
  1115 
  Village of 220 Ulfire Men ruled by ―the Incomparable Excellency‖, a neutral 
  10th-level Lord 
   
  1116 
  Village of 290 Purple Men ruled by ―the Duke of Stones‖, a neutral 
  Champion 
   
  1201 
  Castle of 31 Green Men led by a lawful Swordsman 
   
  1202 
  Spawn of Shub-Niggurath (AC 2, MV 15, HD 2, Chaotic): a blue-scaled 
  anthropoid with one entirely black eye and a suckered mouth. 
   
  1203 
  3 Pur. Worms 
   
  1204 
  Citadel of 26 Dolm Men led by a neutral Invoker 
   
  1205 
  Once every 5-50 years the colony of Giant Jungle Ants (numbering 813 now) 
  swarms from its nest in numbers approaching 100,000. They utterly 
  consume all animal matter in the jungle before the mass die-off a few weeks 
  later when the colony returns to its normal number of fewer than 1,000. 
   
   
   
   
  The Approach of the Farthest Rim: This six-hour ritual can be performed only in the 
  lost fane in hex 2401. Within the fane is a vast, ever-burning fire pit. On the night of 
  the winter solstice, the sorcerer must bring young Blue females as sacrifices. After the 
  chanting is concluded, a sacrifice must be cast alive into the fire pit. With her death, 
  the sorcerer can ask a question of an extragalactic intelligence that dwells at the rim 
  of the galaxy. With each additional sacrifice thrown into the pit, the sorcerer may ask 
  one more question. Questions after the first are perilous, however. The sorcerer must 
  save vs dragon breath with each such question. Failure indicates that he has cast 
  himself into the fiery pit. If prevented from doing so, he will with single-mindedness 
  seek to cast himself into the pit at the first opportunity. This insanity will remain with 
  the sorcerer until he achieves his death in the pit. 
   
  Banish the Nighted Essence: This two-minute ritual is effective only on clear days 
  with the sun within two hours of noon. The sorcerer casts a white diamond (of at least 
  10,000 g.p. value) at the Lurker amidst the Obsidian Columns. On a successful to hit 
  roll, both the diamond and the Lurker shatter into infinitesimal fragments. The Lurker 
  then sullenly reassembles in its lair in the Obsidian Ruins. 
   
  Banishment of the Lightless Chasm: This fifteen-minute ritual requires the sorcerer 
  to slay a venomous snake with a sickle made of hammered metal taken from any of 
  the Idols of the Eight Hundred Gods (in a subterrene adytum in hex 2501). The 
  Squamous Worm will be violently pulled by invisible forces into the narrow Lightless 
  Chasm far below the earth. 
   
  The Blasphemous Glyphs of the Night Ocean: This ritual takes only five minutes to 
  complete. The sorcerer must travel to the subterranean Night Ocean in hex 0507, 
  there to study the nightmarish glyphs carven upon the dark, wave-lapped pillars of 
  basalt. After 2-5 hours of intense study, the sorcerer will either comprehend the 
  formula for banishing the Fetor of the Depths back to its lair, or the sorcerer (if a save 
  vs. spells is failed) will become a raving lunatic, doomed to lurk and starve in the 
  Night Ocean. 
   
  The Blasphemous Sacrifice: This ritual cannot be performed on its own, but only as 
  an adjunct to the Summon the Amphibious Ones ritual (cf.). It adds an hour to the 
  time required to complete the ritual (thus twelve hours total). The sacrifice is further 
  subjected to an hour of unspeakable tortures before being slain. At the end of the 
  rituals, the sorcerer will have complete control over the horde of Amphibious Ones for 
  24 hours. 
   
  The Call of the Gelatinous Caverns: This two-hour ritual can be performed only in a 
  cavern that contains either a huge gr. slime (50 or more hit dice) or a colony of 
  dozens of them dripping from the ceiling. The sacrifice is a single Green Man, who 
  must be tied down on his back and kept from being turned into gr. slime until the two 
  hours of chanting is finished. Then the slime must be allowed to drip onto him, turning 
  him to gr. slime. The sorcerer must stay in the cavern until thirty hours later when he 
  will fall into a delirium in which he will seem to himself to wander amongst the 
  decayed Gelatinous Caverns at the planet’s center, home to all manner of slime and 
  ooze. There the Amoeboid Gods will speak with him. 
   
   
   
   
  80 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
     17               
  
  0907 
  Castle of 84 Ulfire Men led by a chaotic Swashbuckler 
   
  0908 
  Spawn of Shub-Niggurath (AC 5, MV 12 [land]/12 [flying]/9 [swimming], HD 
  1, Chaotic): a blue crustacean with fin-like wings, entirely covered in 
  suckers. It has one large eye and a toothed mouth. 
   
  0909 
  The river flows out from subterranean depths. Surrounding the river for its 
  first 1,500’ after it emerges from underground are 100’ tall stone sculptures 
  of Primordial Ones. 
   
  0910 
  Lying unconcealed upon the ground is a bag with its contents half spilled-
  out: a set of eight onyx figurines (each about 3‖ long) of the Great Old Ones 
  worth 100 g.p. each. Simply possessing them makes one feel uneasy, and 
  one’s dreams at night will be disturbing. Such dreamers will awake 
  exhausted, and all their to hit rolls and saving throws will be made at -1. 
   
  0911 
  Castle of 29 Black Men led by a neutral Swashbuckler 
   
  0912 
  Spawn of Shub-Niggurath (AC 7, MV 12/9 [swimming], HD 10, Chaotic): an 
  orange, brown, and gray amoeboid with a large ulfire eye and a gaping, 
  circular maw. It is immune to heat and fire. 
   
  0913 
  A small spring here bubbles with lukewarm, reddish water. Drinking at least 
  a mouthful makes one sick for 1-2 days (no combat possible). After 
  recovering, sorcerers will know the ritual of the Invocation of the Maroon 
  Dwelling. 
   
  0914 
  Beneath the still waters of the lake can be glimpsed a temple complex over 
  300’ in diameter. 
   
  0915 
  Amongst the forest is a stand of several dozen trees that are warm and 
  supple to the touch. They moan from small mouths and ooze deep purple 
  ichor. A sorcerer who kisses these small mouths and drinks of the ichor will 
  be thrown into an ecstasy lasting for 8-12 hours. He will come to himself with 
  the knowledge of The Oozing Column ritual. 
   
  0916 
  Village of 350 Yellow Men ruled by ―the Yellow Prince of Winds‖, a chaotic 
  9th-level Lord 
   
  1001 
  1 Bl. Pudding 
   
  1002 
  In a squat, unadorned pagoda dwell monks devoted to Nyarlathotep. The 
  dozen or so Ulfire Men are completely cloaked in inky black. Their leader is 
  an 8th-level Sorcerer whose body is so horribly disfigured with growths as to 
  be barely recognizable as human anymore. This cult ritually feeds on flesh 
  cut from their leader’s body. Any visitors will be allowed to stay if they will 
  partake of the ritual. Each such participation requires a saving throw vs. 
  spells. Those who fail will become fervent devotees of Nyarlathotep and will 
  join the monks’ brotherhood. 
   
   
   
  state. When the Foul Putrescence appears it will consume the bodies. Let the 
  sorcerer beware: If one of the six types of fungus is incorrect, the Foul Putrescence 
  will attack the sorcerer. (If more than one is incorrect, the ritual simply will not work.) 
   
  Conjuration of the Inky Crawler: This ritual takes two hours to complete. It requires 
  regurgitated giant tadpoles from hex 1213, a fertile Green human mother, a stone 
  dagger, an urn made from the blue granite in hex 1705, and a quart-sized portion of a 
  dead bl. pudding. The ritual can be performed only in subterranean chambers or at 
  night. The sorcerer must draw a 6’ protective circle with the regurgitated tadpoles. To 
  complete the summoning he must slay the human sacrifice with the stone dagger and 
  pour from the urn the bl. pudding upon her. The Inky Crawler will then thrust itself up 
  from the depths. It the sorcerer steps outside the circle or if the circle is broken, the 
  Inky Crawler will consume the sorcerer and return from whence it came. 
   
  Conjure the Squamous Worm of the Pit: This eight-hour ritual can be performed 
  only on nights of the new moon during the winter. The sorcerer must have the swollen 
  worms from a slain Unquiet Worm as well as seven of the small rustless iron plates 
  pried from the pillar standing lone in the Icy Waste in hex 2311. Four Dolm males are 
  the required sacrifice, to be slain by an iron dagger immersed in melted ice from the 
  Icy Waste. At the ritual’s completion, the Squamous Worm will burst up from the Pit. 
  All within 50’ must make a saving throw vs. stone or take a die of damage from 
  getting hit by the large chunks of earth thrown by the Squamous Worm’s ascent. 
   
  Consign to the Lightless Lake: This ritual takes nine hours to complete. The 
  sorcerer must inhale the burning fumes of the pale green incense that focuses the 
  mind with singular clarity upon a sole chosen task, and must crush and burn the violet 
  incense that grants sexual stamina. (Both of these incenses are found only in the 
  desert in and around hex 2205.) Then he must rape a Jale female virgin, at the 
  completion of which he must plunge into her heart a curved dagger of obsidian. This 
  will imprison the Inky Crawler in the Lightless Lake, an isolated cavern filled with 
  water in the bowels of the earth. 
   
  The Curse of the Heaving Mass: While the Fetor of the Depths is imprisoned in the 
  Geometries of the Pit (cf. Formula of the Geometries of the Pit), the sorcerer can 
  perform this ritual. It must be performed in the lair of the Fetor of the Depths in hex 
  0416. The sorcerer must bind a sacrifice (of any sort) within the cave so that it 
  devolves into an Oracle of the Fetor of the Depths (cf. the ritual called The Fetor of 
  the Depths). Then the sorcerer must enter the cave and chant the curse for one hour. 
  He must afterwards spend half an hour slicing the Oracle with a razor-sharp steel 
  knife, causing it to heave and mewl horribly. This accomplished, the Fetor of the 
  Depths will be bound to the sorcerer for 61 days. Seeing and hearing the torment of 
  the Oracle will make the sorcerer suffer nightmares for 61 days. As a result, if a 
  saving throw vs. stone is not made each day, the sorcerer will not naturally heal any 
  hit points for that day. 
   
  The Curse of the Violet Mist: This ritual can be performed only in the desert area of 
  hex 2116 where stand a few stones (the last remnants of a vast tower) rounded 
  smooth by the winds and the sands. The sorcerer must obtain the weird copperish 
  metal of the Snake-Men that, when melted, is merely warm to the touch. He must 
  bind the sacrifice (a Purple female virgin of no more than 13 years and no less than 9) 
   
   
  78 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
      19               
  
  0704 
  3 Spawn of Shub-Niggurath (AC 9, MV 12 [swimming only], HD 4, Chaotic): 
  brown amoeboids covered with suckers, eyes, and mouths. They are 
  surprised only on a 1. 
   
  0705 
  6 Mummies 
   
  0706 
  Village of 330 Red Men ruled by ―the Brightest Day‖, a neutral Swashbuckler 
   
  0707 
  Village of 260 Blue Men ruled by ―the Splendorous Gemstone‖, a neutral 
  11th-level Lord 
   
  0708 
  Citadel of 80 Orange Men led by a neutral Champion 
   
  0709 
  Village of 330 White Men ruled by ―the Blinding Void‖, a chaotic Champion 
   
  0710 
  Village of 280 Bone Men ruled by ―the Uttermost Command‖, a neutral 
  Banisher 
   
  0711 
  2 Shoggoths 
   
  0712 
  Village of 290 Bone Men ruled by ―the Supreme Elegance‖, a lawful 10th-
  level Lord 
   
  0713 
  Citadel of 35 Blue Men led by a neutral Binder 
   
  0714 
  Ruins of the Snake-Men peak above the ground. Within can be found the 
  pale green powders that can cast a sorcerer’s mind into the far places where 
  he can learn the ritual of The Mad Domination of the Void. 
   
  0715 
  In a small cave stands an altar to Hastur. In front of the altar is a Red Man 
  punished for daring to blaspheme He Who Must Not Be Named. The Red 
  Man is completely petrified save for his eyes and his brain. His mouth is 
  frozen in a scream. After centuries in this state, he is quite insane. 
   
  0716 
  63 Amphibious Ones 
   
  0801 
  Village of 290 Bone Men ruled by ―the Master of All the Living‖, a neutral 
  Superhero 
   
  0802 
  Castle of 44 Blue Men led by a neutral Banisher 
   
  0803 
  Hidden in a copse is a shiny metallic sphere about 15’ in diameter, its bottom 
  third buried in the ground. Touching the sphere with a bare hand will cause a 
  doorway to open in it. Inside is empty with room for ten men. After two 
  minutes the doorway will close. If anyone is inside the metallic sphere when 
  the doorway closes, it will silently glide straight up to dock one hour later with 
  an unmanned and fully-automated Space Alien space station orbiting in 
  geosynchronous orbit 200 miles above the surface. 
   
   
   
   
  The Ecstatic Rites of the Subterrene Blasts: These rites make possible the 
  contacting of a primal and feral subterranean god. The sorcerer must obtain a Dolm 
  virgin female of 14 years as the sacrifice. He must also acquire the erotic drugs and 
  learning scribed by the Snake-Men in their forbidden tomes. Lastly, the sorcerer must 
  find twelve assistants (all of them male sorcerers of lower level than himself) and 
  instruct them in the ways of the ritual. In an underground cavern the sorcerer, his 
  assistants, and the sacrifice inhale the drugs and begin the rite. The sorcerer and his 
  assistants practice the debased sexual acts prescribed by the Snake-Men upon the 
  sacrifice, which will lead to her death in 21-26 hours. During this time the sorcerer can 
  receive revelations from this feral god. 
   
  Eldritch Chants of Transmutation: When the Watery Death is imprisoned within the 
  Geometries of the Labyrinthine Spaces (q. v.), the sorcerer may attempt to force it to 
  his will with this ritual. While intoning the hour-long chant, an Ulfire Man must be 
  boiled alive in a cauldron of water. Afterwards the sorcerer mingles the sacrifice’s 
  blood with the boiling water and spits forth the concluding syllables of the curse. This 
  causes the Watery Death to be partially transmuted into steam, causing it untold 
  agony. The Watery Death will be 35% (plus 5% per level of the sorcerer) likely 
  thereafter to perform a task set it by the sorcerer. If the Watery Death is conjured 
  within four hours of this torment, it will arrive with only 3 hit dice. 
   
  The Encrusted Glyphs of the Deep: In hex 0108 beneath 100’ of water is a sunken 
  temple. Engraved upon an altar therein are large, blocky glyphs heavily encrusted. If 
  cleaned and meditated upon for an hour, the sorcerer will learn the secret of 
  banishing the Leprous Dweller Below. The ritual itself requires five minutes to perform 
  as well as the sacrifice of any non-human mammal. 
   
  Enshacklement of the Rotted Chain: This ritual takes twelve hours to complete. It 
  can be performed only on a summer’s day in a tomb of undead mummies in the 
  Radioactive Desert. At least one mummy in the tomb must be slain and crushed into 
  powder. Two Yellow Men in the advanced stages of a fatal disease must be burned 
  alive and the mummy powder sprinkled over their burning pyres. After the ritual’s 
  completion and as the rim of the sun disappears behind the horizon, the Leprous 
  Dweller Below will be imprisoned in a primordial city in the Radioactive Desert (off the 
  map), bound to a block with an unbreakable, rotted chain. 
   
  Entombment in the Pyloned Hall: This fifteen-hour ritual can be performed only in 
  the swampy areas in the southern region of the Carcosa map included in this booklet, 
  in the vicinity of ruins of the Snake-Men. A stone coffin of the Snake-Men is required, 
  as well as a Bone Man as sacrifice. The sacrifice is placed within the coffin, which is 
  then sunk into the bog. The completion of the ritual must occur during a starless night. 
  If the ritual succeeds, It of the Fallen Pylons will be imprisoned in the Pyloned Hall of 
  the Snake-Men far below the surface. 
   
  The Entombment of the Fearful Monolith: This imprisonment ritual takes an hour to 
  complete. Heavy slabs of the gray slate quarried from hex 0607 must be kept damp 
  by assistants throughout the ritual. The blood of two freshly-slain Blue males is 
  poured from a gray granite cup upon the slate slabs at the ritual’s conclusion, at 
  which time the Desiccating Slime of the Silent Halls is cast within the Fearful Monolith 
  (which is submerged in a lake to the north of the Carcosa map found in this booklet). 
   
   
  76 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
      21              
  
  0501 
  Here stands an abandoned temple of dull white stones shaped into the head 
  and upper torso of a great toothed ape. Many have claimed to have heard 
  (especially by night) or even to have glimpsed large, shambling ape-like 
  creatures in and around the temple. 
   
  0502 
  Citadel of 83 Yellow Men led by a neutral Myrmidon 
   
  0503 
  A large boulder nearly 100’ in diameter will occasionally bleed, and small 
  areas of the rock will turn into living viscera for upwards of a minute before 
  returning to stone. 
   
  0504 
  Spawn of Shub-Niggurath (AC 5, MV 6, HD 7, Chaotic): a dolm insectoid 
  with three eyes and a beaked mouth. It is surprised only on a 1. 
   
  0505 
  Citadel inhabited by a neutral Red Hero 
   
  0506 
  Village of 220 Blue Men ruled by ―the Eyes That See in the Dark‖, a neutral 
  Superhero 
   
  0507 
  A cliff runs for several hundred feet along the seashore. Twenty feet below 
  the level of the water a large door has been built into the side of the cliff. 
  Within is a chamber holding a submarine built by the Space Aliens, which 
  can hold up to twelve men. It is relatively simple to operate. 
   
  0508 
  Citadel of 17 Purple Men led by a chaotic Swashbuckler 
   
  0509 
  9 Apatosaurs with poisonous bites 
   
  0510 
  1 Och. Jelly 
   
  0511 
  Citadel of 28 Black Men led by a lawful Imprisoner 
   
  0512 
  Village of 270 Ulfire Men ruled by ―the Beauteous Celestial Barque‖, a 
  chaotic Champion 
   
  0513 
  Village of 210 Blue Men ruled by ―the August Overking‖, a neutral Superhero 
   
  0514 
  Spawn of Shub-Niggurath (AC 8, MV 12 [land]/6 [flying]/12 [swimming], HD 
  4, Chaotic): a gray quadruped covered in suckers and eyes, with a suckered 
  mouth. 
   
  0515 
  Village of 390 Ulfire Men ruled by ―the Uncircumscribed Puissance‖, a 
  neutral 10th-level Sorcerer 
   
  0516 
  Yel. Mold 
   
  0601 
  2 Lake Monsters 
   
  0602 
  Village of 280 Ulfire Men ruled by ―the Mystic One‖, a chaotic Myrmidon 
   
   
   
  material required, to cut the heart from a living Red warrior (or from a loved one of the 
  sorcerer, which makes the Desiccating Slime of the Silent Halls save vs this binding 
  ritual at -4). As the sorcerer crushes the heart within his right fist, he makes his 
  demands upon the Desiccating Slime. 
   
  Forbidden Knowledge of the Subterrenes: In deep caverns below hex 0301 is a 
  shrine of 60 demigods of the depths. Their statues are set in two rows of thirty. Within 
  this 32,000-year old temple, the sorcerer can perform the three-hour ritual to invoke 
  these demigods’ secret wisdom. He must shackle a fair White virgin female upon the 
  altar, burn costly incense (at least 8,000 g.p. worth) in the censers, and plunge into 
  the sacrifice’s heart a dagger or knife that has already slain at least twelve other 
  sacrifices in sorcerous rituals. Following this the sorcerer must sleep within the fane, 
  and the demigods will speak to him in dreams. 
   
  Formula of the Geometries of the Pit: This six-hour ritual can be performed only 
  when the winter or summer sun is in a clear sky, and only on a beach or in a sandy 
  desert. Sixty-one human sacrifices (of any sort) are required, and the throat of each 
  must be slit with a flint knife that is at least 100 years old and has never been used to 
  shed human blood. Let the sorcerer beware, for many sources of this ritual indicate 
  that only sixty sacrifices are required. Upon slaying the sixtieth sacrifice, the sorcerer 
  will realize that he must have a sixty-first sacrifice. He has six minutes to sacrifice 
  another human, or be himself consigned to the awful place he thought to imprison the 
  Fetor of the Depths: The Geometries of the Pit. Far underneath the earth is a vast 
  labyrinth of radiant, radioactive rock. While the radiations are unpleasant to the Fetor 
  of the Depths, they are fatal to men. 
   
  Geometries of the Labyrinthine Spaces: With fifty pounds of the intricate and clear 
  quartz crystals taken from the underground watery grotto in hex 701, the sorcerer 
  must spend an hour softly chanting and arranging the crystals into a tortuous maze. 
  The required pattern will appear in his mind’s eye as he inhales the stale odors of the 
  burning noxious gray flowers found only along the shores of alpine tarns. A Dolm 
  pregnant woman must then be strangled and her body cast into the water wherein is 
  the Watery Death. With that the Watery Death will be consigned to wander a prison of 
  complex, web-like fractures within a layer of quartz miles below the surface. 
   
  The Glyphs of the Ebon Lake: This ritual takes 15 minutes to complete. The Inky 
  Crawler is banished to untold depths beneath the earth when, at the conclusion of the 
  chanting, the sorcerer smashes with an iron hammer a chunk of talc taken from the 
  northernmost of the Damned Isles in hex 0308. The only way to learn this ritual is for 
  the sorcerer to find the indecipherable glyphs chiseled from a lone pylon rising from 
  the inky blackness of the Ebon Lake found deep underground in hex 0614. There the 
  sorcerer must fast and meditate alone upon the glyphs for nine days, illumined only 
  by the phosphorescent purplish fungus found elsewhere in the extensive 
  subterranean caverns. 
   
  The God of the Primal Void: This ritual takes two hours to finish, and it can be 
  performed only in lightless subterranean regions. The sorcerer must have some way 
  of seeing in pitch blackness, such as ingesting the green phosphorescent beetles 
  found in the caverns beneath the Thaggasoth Peaks. He must also have as a 
  sacrifice a virginal Black  male of at least 20 years of age who was born during a night 
   
   
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     23             
  
  0216 
  Spawn of Shub-Niggurath (AC 7, MV 18, HD 6, Chaotic): a brown 
  quadruped with a smooth hide, three eyes, and a suckered mouth. Does no 
  damage but its touch turns victim to slime (save vs. poison to avoid). 
   
  0301 
  1 Spawn of Yog-Sothoth 
   
  0302 
   A 120’-long trireme (complete with sails and oars) sits in the middle of the 
  plain, miles away from the nearest water. Inside are 170 skeletons chained 
  to their rowing stations, their hands still upon their oars. 
   
  0303 
  1 Mummy Brain 
   
  0304 
  Castle of 61 Jale Men led by a neutral Swashbuckler 
   
  0305 
  Castle of 53 Orange Men led by a chaotic Swashbuckler 
   
  0306 
  Within a clearing stand nearly 100 totem poles painted in dark hues, 
  grotesquely carved with cephalopod motifs. 
   
  0307 
  27 Diseased Guardians 
   
  0308 
  Each of the Damned Isles has a secret and blasphemous name. Every day 
  as the sun sets, a sweet and faintly melancholic music can be heard on the 
  southernmost isle. Those who fail to save vs. magic at -3 will see illusions of 
  exquisitely beautiful cities beneath the waves, inhabited by pleasing and 
  friendly humans who beckon their viewers to come to them. Unless violently 
  restrained, those hallucinating will drown themselves in the sea. 
   
  0309 
  Village of 430 Green Men ruled by ―the Speaker of all Truths‖, a neutral 
  Swashbuckler 
   
  0310 
  Castle of 85 Orange Men led by a lawful Hero 
   
  0311 
  A smashed and melted cyborg with a steel-coated human skull and a human 
  brain lies paralyzed on the ground. It is deranged and can do nothing other 
  than call down cryptic curses upon those it sees. 
   
  0312 
  Village of 400 Green Men ruled by ―the Peerless Will‖, a neutral Superhero 
   
  0313 
  13 giant lizards 
   
  0314 
  A 6’ diameter granite sphere is covered in inscriptions. A sorcerer who 
  studies these engravings for 2-5 weeks will learn to perform the Summon the 
  Amphibious Ones ritual. 
   
  0315 
  Spawn of Shub-Niggurath (AC 3, MV 3, HD 4, Chaotic): a black ooze with 
  four eyes and a large, toothed mouth. 
   
  0316 
  1 Gr. Slime 
   
   
   
  gemstone lamp, in conjunction with the ritual’s chant and gestures, will produce 
  fumes intolerable to the Violet Mist, sending it howling back to its lair in the 
  Phosphorescent Vault. 
   
  Imprisonment of the Angled Labyrinth: This twelve-hour ritual can be performed 
  only in one of two artificial subterranean labyrinths built by the Snake-Men (found in 
  hexes 0215 and 1416). Twelve female virgins (six Orange and six Purple) must be 
  slain as sacrifices. Only one of the priceless gemstone knives of the Snake-Men can 
  be used to slay the sacrifices. As the last one dies, the Violet Mist will be imprisoned 
  in the extradimensional Angled Labyrinth. 
   
  The Ineluctable Name: Eight feet under the muck in the westernmost of the 
  Bottomless Lochs is a tablet broken in two, engraved with the eldritch sigils of the 
  extinct Snake-Men. After three months of continuous study, the sorcerer will know the 
  secret and unspeakable name of the Slime God, as well as the method for binding it. 
  Thirteen non-virgin Brown Men must be sacrificed with a corroded and diseased 
  dagger during the six-hour ritual, at the end of which the Slime God will be bound to 
  the sorcerer’s will for 24 hours. 
   
  The Ineluctable Pallid Commandment: This ritual is found only in a prehistoric tome 
  preserved in a buried ruin of the Snake-Men in hex 1415. Six weeks of study is 
  required to comprehend the magical formulae. The required sacrifice is a Yellow male 
  of keen intelligence and great learning. At the culmination of the twelve-hour ritual, 
  the sorcerer slits the sacrifice’s throat and speaks the word of command. This will 
  bind the Suckered Abomination to the sorcerer’s will. 
   
  The Inner Hieroglyphs of Dissolution: This seven-hour ritual can be performed only 
  directly after the ritual of the Outer Hieroglyphs of Affliction. The sorcerer must first 
  collect and piece together the small Hieroglyphed Pyramid (pieces hidden in hexes 
  0413, 1815, and 2407). The assembled Pyramid must be scrutinized for one month. 
  Thereafter the sorcerer can obtain two Red Men (one male, one female) and at least 
  a pint of molten metal. As the molten metal is poured down the throat of the second 
  sacrifice, fiery hieroglyphs appear inside It of the Fallen Pylons. Its saving throw is at  
  -2. This ritual leaves It of the Fallen Pylons with only 2 HD. 
   
  Invocation of the Maroon Dwelling: In the heart of a distant maroon-colored star 
  resides a malevolent entity. A sorcerer can attempt to contact it with this ten-hour 
  ritual. It can be performed only on the shores of the ocean, and the ritual must be 
  completed as the sun is setting into the sea. Three Red Men and three Brown Men 
  are the required sacrifices. They must be bound within a wooden shack, and several 
  handfuls of the maroon dust of the Snake-Men must be cast upon their naked bodies. 
  Near the ritual’s end, the sorcerer sets fire to the shack with a torch. As the fires burn 
  maroon, the setting sun glows ruddily, and the sacrifices are consumed, the sorcerer 
  can peer through the flames and into the desired entity’s star. 
   
  It of the Fallen Pylons: Only in the topmost chamber of the buried tower of the lost 
  Snake-Men in hex 1515 can this three-hour ritual be performed. Therein is a nighted 
  mirror of polished obsidian. Utterly featureless and void, the mirror must be gazed into 
  by the sorcerer during the chanting. If he fails a saving throw vs. spells at -4, his mind 
  is sucked  away from his  body to wander  the endless gulfs between galaxies,  which 
   
   
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     25             
  
  0101 
  Miles of twisted and sharp beams of a charred black metal are all that 
  remain of a pre-human city. Each full day spent in the ruins requires a 
  successful saving throw vs. poison. Failure indicates mutation. 
   
  0102 
  Village of 270 Black Men ruled by ―the Overking of All the Lands‖, a chaotic 
  Champion 
   
  0103 
  1 Cthugah’s Flame Creature 
   
  0104 
  Village of 240 Black Men ruled by ―the Servant of the Master‖, a neutral 
  Myrmidon 
   
  0105 
  On a gibbet hangs a human skeleton in the merest tatters of clothing. The 
  skeleton’s skull has been replaced with the skull of a vaguely-equine alien 
  creature.  
   
  0106 
  Spawn of Shub-Niggurath (AC 6, MV 9 [swimming], HD 6, Chaotic): a gray-
  furred arachnoid with six eyes and a toothed mouth. 
   
  0107 
  Spawn of Shub-Niggurath (AC 7, MV 9 [swimming], HD 8, Chaotic): an 
  orange octopoid covered with suckers. It has three eyes and a beaked 
  mouth. 
   
  0108 
  12 mosasaurs with transparent skin 
   
  0109 
  Village of 320 Orange Men ruled by ―His Beneficent Dominance‖, a neutral 
  Superhero 
   
  0110 
  Spawn of Shub-Niggurath (AC 9, MV 3/21, HD 1, Chaotic): a translucent and 
  colorless scaled avioid, with no eyes and a toothed mouth. It is harmed only 
  by fire. 
   
  0111 
  Village of 210 White Men ruled by ―the Mistress of Small Petals‖, a neutral 
  9th-level Lord 
   
  0112 
  8 giant tarantulas 
   
  0113 
  On moonless nights a sourceless sound like the rattling of bones can be 
  heard. 
   
  0114 
  An orange and ulfire-feathered tyrannosaurus rex is gasping out its life, 
  displaying several wounds from an energy-weapon. Underneath the 
  dinosaur is a dead Brown Man with a tellurium beam rifle with 16 charges. 
  Careless adventurers will get splashed with this mutant tyrannosaurus’s 
  blood, which causes 1 die of damage. 
   
  0115 
  Castle of 6 Jale Men led by a chaotic Tormentor 
   
  0116 
  In the swamp is an empty catacomb containing ancient coins and jewelry, 
  curious  figurines  made  of  precious metals,  and  similar  treasures  (with a 
   
   
  The Lurker of the Putrescent Pits: This two-hour ritual can be performed only on 
  the rim of a pit at least 200’ deep. Three human sacrifices (of whatever sort) must be 
  cast to their deaths into the pit. At the end of the ritual, the Lurker will ooze up from 
  the pit. The sorcerer must be standing within a ring of salt, or the Lurker will attack 
  him. Unfortunately, most grimoires fail to mention this detail. 
   
  The Mad Chiming of the Vacuum: This ritual takes ten hours to complete. The 
  sorcerer must acquire one of the bizarre metals created by the Great Race, and from 
  it forge a set of hand-held chimes. As he performs the complex chant, he occasionally 
  strikes the chimes. This drives the sacrifices (nine Black males) ever more insane 
  until at the ritual’s finish they scream forth their lives as the God of the Primal Void is 
  imprisoned in an empty interspatial pocket dimension. 
   
  The Mad Domination of the Void: This ritual takes six hours to finish. The sorcerer 
  must have a technological light source of the Great Race as well as six Black Men as 
  sacrifices, who must be cast alive into a great pyre. As their dying screams fall into 
  silence, the God of the Primal Void will be bound to the sorcerer’s will for six days. 
   
  The Mad Ensorcelled Inscriptions: On a sheer cliff wall in hex 1804 is a shallow 
  cave, the walls of which are inscribed with sanity-bending swirls and whorls. The 
  sorcerer must spend two days daubing the freshly-spilled blood of Green females 
  within the inscriptions. Depending on how careful he is with the blood, it will take the 
  blood of 1-3 Green females to complete the task. At the end of this rite the sorcerer 
  must save vs. wands or become a zealous guardian of this cave, residing within and 
  allowing no one else entrance. If his save is successful, his mind wanders for nine 
  hours along the inscriptions on the walls, in communion with bizarre gods. 
   
  Manifestation of the Putrescent Stench: This three-hour ritual can be performed 
  only in swamps on hot days. It requires at least five White Men sacrifices, 
  disemboweled by the sorcerer. At the end of the ritual, the Putrescent Stench will 
  arrive, centered upon the heaped pile of corpses. The sorcerer must take pains to 
  avoid having to breathe inside the Putrescent Stench. 
   
  The Many-Octacled Binding: This ritual can be performed only in conjunction with 
  the Summon Diseased Guardian ritual (cf.). It adds two hours to the performance time 
  (thus a total of five hours). The sorcerer must have at least 3 (and, ideally, 108) of the 
  Snake-Men’s curious translucent and variously colored lenses called octacles. These 
  are arranged in complex patterns, suspended from wires over and around the 
  sacrifices. For every three octacles the sorcerer has, one of his summoned Diseased 
  Guardians will be bound to his will. Thus if the sorcerer had 39 octacles and 
  summoned 18 Diseased Guardians, thirteen of the monsters would be bound to his 
  will. The other five would be 50% likely to attack the sorcerer. 
   
  Measureless Chimes of the Uttermost Rim: This five-minute ritual requires eight 
  musical chimes made of meteoric metal. The sorcerer must strike the weird notes 
  (said to echo the unhuman melodies of ultragalactic space) upon the chimes to drive 
  the Putrescent Stench off of the planet. 
   
  The Ninety-Six Chants of the Leprous One: This ritual takes a little over three 
  hours to complete.  Thirteen Yellow (non-virgin)  females of at  least  60  years old are 
   
   
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     27               
  
  made to absorb the flesh of any organism within 300’ of it (save vs. dragon breath to 
  avoid). 
   
  Mutation Inducer: This spiked and bulky contraption is vaguely rifle-shaped. It fires 
  (with a range of 2,000’) a nearly invisible beam that causes its target to mutate (save 
  vs. poison at -5). In the hands of a human this mutation will be random, but when 
  operated by a Primordial One the mutation can be selected by the Primordial One. 
  The Mutation Inducer has a limitless number of charges. 
   
  The Primal White Jelly: This is a substance very like a jellyfish in consistency, but 
  pure white in color and slightly translucent and phosphorescent. For each hour that it 
  is within 5’ of a creature, it must save vs. poison or be inflicted with a random 
  mutation. Those who discover the secret of the Primal White Jelly can grow from 
  even a small piece of the jelly nearly any type of organism desired. This requires the 
  facilities of one of the breeding pits of the Primordial Ones. Note that the generated 
  organism will not be under the control of its creator. 
   
  Proto-Shoggoth: This is the semi-transparent ooze that was originally a part of the 
  Primal White Jelly but was halted by the Primordial Ones very early in its 
  development into a Shoggoth. The Proto-Shoggoth is mindless, quiescent until a 
  strong will comes to dominate it. A human who discovers the secret of commanding 
  the Proto-Shoggoth will have a servant that is able to follow simple orders, and which 
  can shape itself into the rough semblance of any living substance—animal, plant, 
  fungus, etc. While the Proto-Shoggoth’s mimicry cannot fool anyone, it is accurate 
  enough that there is never any doubt as to what it is mimicking. In any event, the 
  Proto-Shoggoth will typically have the natural abilities (excluding psionics and 
  sorcery) of whatever it is mimicking (unless it is mimicking a Great Old One). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  four cardinal points surrounding the pillar. During the four-hour ritual, the sorcerer 
  must impale the four sacrifices (Black fighting-men) on the tusks. At the ritual’s 
  completion, the Lurker amidst the Obsidian Ruins will be seen as a cloud of small 
  black shards that flies into the pillar, thus being imprisoned therein. 
   
  The Primal Formula of the Dweller: Buried in hex 1807 is an ornate suit of black 
  plate armor that confers an AC of 2 on its wearer. More importantly, it is covered with 
  indestructible dark maroon sigils of the vanished Snake-Men. With 2-4 months of 
  study, a sorcerer will discover the secret formula to bind the Lurker amidst the 
  Obsidian Ruins. The sorcerer must find or dig a large pit with walls and floor of coal. 
  The sacrifices—101 Dolm children—must then be bound and flung into the pit. The 
  two-hour ritual requires the sorcerer to don the above-mentioned armor and climb into 
  the pit and slay each sacrifice with an obsidian axe. Afterwards he fires the pit. As the 
  fiery holocaust ascends into the night sky, the Lurker will be bound to the sorcerer’s 
  will for the next 66 nights. Note that anyone wearing this armor of sigiled black plate 
  will be hated and feared by all Dolm Men. 
   
  The Primal Name of the Worm: This one-hour ritual requires the sorcerer to stand in 
  cold, waist-deep water and to there drown a Jale male baby. He must rend the corpse 
  with his own hands and spill the blood upon a stone taken from the phosphorescent 
  cave in hex 0607. Then he spits forth the Primal Name of the Squamous Worm, 
  which will then allow him to bind it. The Primal Name can be discovered only in the 
  nether Cavern of Eddies in hex 0707. There the sorcerer must consume three of the 
  venomous white spiders (save vs. poison or die), which will ―open his eyes‖ to the 
  chaotic patterns of swirls, whorls, and eddies engraved into the stone walls. After 2-7 
  days of wandering through the Cavern of Eddies in a hallucinatory daze, the 
  sorcerer’s brain will be impressed with the horrible Primal Name. After performing this 
  ritual, the Primal Name vanishes from the sorcerer’s mind. 
   
  Ritual of the Pale Fungus Garden: This three hour ritual can be learned in only one 
  way: The sorcerer must descend into the nethermost pits of the caverns in hex 1410, 
  there to immerse himself in the semi-liquescent molds and fungi. There the inhalation 
  of the spores will throw his mind into weird realms of a bizarre, fungoid beauty. After 
  2-4 days of this, and assuming the sorcerer survives (save vs. poison each day), he 
  will know how to imprison the Foul Putrescence. Infallibly selecting the correct molds 
  and fungi from the caves, he must then acquire a Jale female virgin between the ages 
  of 10 and 12. The ritual can be performed only in the caverns, where the sorcerer 
  must deflower the virgin amidst the liquescent molds, such that his ecstasy is mingled 
  with her suffocation. With the sacrifice’s death, the Foul Putrescence will be 
  imprisoned in those weird, fungoid realms. 
   
  Sacrifice of the Pendent Fungus: This seven-hour ritual can be performed only in 
  the vile cave found in the swamps of hex 1513. This cave is covered with mold 
  several feet thick. Suspended from the ceiling is a carnivorous fungus, quiescent until 
  human blood is spilled in the cave. Seven Orange Men must have their abdomens 
  slit, one by one, as the Pendent Fungus oozes down to devour them one at a time. 
  Each time it comes to devour a sacrifice, there is a 5% chance that it will devour the 
  sorcerer instead (no to hit roll necessary). Treat as getting swallowed by a pur. worm. 
  After the last sacrifice is consumed, the Fetor of the Depths will be bound to the 
  sorcerer. 
   
   
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     29               
  
  Great Race fashioned a shapeless blot upon space. In appearance the Spatial 
  Transference Void is a roughly 15’ diameter blacker than black hole in existence 
  itself, with indeterminate edges. Any man standing within 30’ of it will feel impelled to 
  cast himself into it (save vs. spells at +4). Touching the artifact will cause 1 die of 
  damage because of its intense cold. There is no known way to destroy the Spatial 
  Transference Void since it does not exist as such (instead being a hole in existence). 
  The Great Race used it to instantaneously travel to any precise point in all of infinite 
  space. The most understanding that a human can gain of it is the knowledge of how 
  to use it to travel to any particular cosmic body (planet, moon, star, asteroid, quasar, 
  etc.). Such travelers must be careful that they do not appear in an environment fatal 
  to human life (such as a planet with a surface temperature of 50 kelvins). The one 
  operating the artifact must save vs. spells, or one or more of the space travelers will 
  find himself in deep space rather than at his destination. Travelers through the Spatial 
  Transference Void can return to the presence of the artifact by intensely 
  concentrating for five minutes. 
   
  Temporal Transcendence Gulf: This bizarre conglomeration of forms, contours, and 
  lineaments is over 10’ in diameter and weighs several tons. Its primary compositional 
  materials are preserved brain matter from psionic spawn of Shub-Niggurath as well 
  as an unknown magnetic ore. Simply being within 40’ of the artifact makes one feel 
  lightheaded and displaced. Everything (including oneself) will seem relatively unreal 
  and insubstanstial, while the Temporal Transcendence Gulf will seem to dominate its 
  surroundings. This is because the artifact was constructed to exist in all times, 
  whereas virtually everything else has only momentary existence in time. Because of 
  this, the Temporal Transcendence Gulf is practically indestructible. Only by 
  destroying it at each moment of its existence within time’s infinity can it be finally 
  destroyed. Unsurprisingly, some degenerates worship it as a god. Its proper operation 
  will enable those in the artifact’s presence to travel to any point in time, whether in the 
  future or in the past. The best that a human’s fumbling efforts can do is to travel to 
  approximate times, give or take a thousand years. Note that this time traveling is 
  inherently dangerous. Perhaps the spot where the Temporal Transcendence Gulf is 
  found was a pool of lava 400 million years ago, and the time travelers will suffer 
  instant death by plunging therein. Further, each time a human operates the Temporal 
  Transcendence Gulf, the operator must save vs. spells or one or more of the time 
  travelers will find his existence scattered throughout many times. Such an unfortunate 
  is forever lost. 
   
  TECHNOLGICAL ARTIFACTS OF THE PRIMORDIAL ONES 
   
  The remaining advanced technological items of the vanished civilization of the 
  Primordial Ones are so extraordinarily rare that many such items are unique. Unlike 
  the high-tech of the Space Aliens which humans find relatively easy to grasp, the 
  artifacts of the Primordial Ones are nearly incomprehensibly inhuman. The lost 
  technology of the Primordial Ones is concerned primarily with the biological sciences. 
  Many of their artifacts seem to be living things, or a hybrid of living and nonliving 
  substances, or perhaps even a third category other than life or non-life. A Primordial 
  One can utilize one of their race’s ancient artifacts about as easily as a human can 
  use the high-tech of the Space Aliens. Humans, however, find it almost impossible to 
  use these outré objects. Only humans with an intelligence of at least 17 can even 
  possibly do so.  After each month of continuous study,  such a human has a 5% (non- 
   
   
  fellow player character of the sorcerer will do), who must be drowned in the waters of 
  the pool. At the ritual’s end, the sorcerer’s mind will seem to swim in dark waters, and 
  will feel the Tentacled One’s voice deep within. 
   
  Stench of the Liquescent Amoeba: This ritual takes but two minutes to complete. 
  The sorcerer must have one of the nine small clouded glass bottles made by the 
  Snake-Men for the banishing of It of the Fallen Pylons. Most of these bottles are 
  hidden within buried ruins in the swampy, southern part of the Carcosa map included 
  in this booklet. The ritual causes It of the Fallen Pylons to be assailed by the 
  unendurable stench of the Liquescent Amoeba, which causes It of the Fallen Pylons 
  to flee back into the outer voids. 
   
  Summation of the Twelve Tinctures: This ritual must be performed in the presence 
  of the Colorless Ooze while it is in its sorcerous prison (cf. Chaining the Formless 
  Aspect). It requires twelve Bone Men for sacrifice as well as the following: 
  Aquamarine chips (at least 2,000 g.p. worth) 
  Cyan crushed stone from the mountains in and around hex 1804 
  Indigo blood of a deep forest adder 
  Emerald chips (at least 5,000 g.p. worth) 
  Malachite moss from beneath the sea 
  Burnt ulfire petals of a flower of the Radioactive Desert 
  Mauve powder of a subterranean toadstool 
  Jale incense from the desert in and around hex 2205 
  Magenta blood of a mutant dinosaur 
  Carmine berries that grow only in the jungle in and around hex 1205 
  Saffron incense from the desert in and around hex 2205 
  Dolm blossoms from mobile flowers of the Mutated Forest 
  Each sacrifice must be anointed upon the forehead with one of the twelve tinctures, 
  and then swiftly slain. At the conclusion of the six-hour chant the twelve colors will 
  have been inflicted upon the Colorless Ooze, leaving it with only 4 HD and cowed, 
  willing to do the bidding of the sorcerer for the next twelve days. 
   
  Summon the Amphibious Ones: This eleven-hour ritual can be completed only on a 
  fog-shrouded night. The sorcerer must obtain the root of potency found only in ruined 
  apothecaries of the Snake-Men. The sacrifice is a virgin White girl eleven years old 
  with long hair. The sorcerer, after partaking of the root, must engage in sexual 
  congress with the sacrifice eleven times, afterwards strangling her with her own hair. 
  As her life leaves her body, 10-100 of the Amphibious Ones will coalesce out of the 
  mists. 
   
  Summon Diseased Guardians: This ritual takes three hours to complete and can be 
  performed only underground. Fourteen youths (seven males and seven females) of 
  the White and/or the Yellow Men between the ages of 12 and 18 are the required 
  sacrifices. At the end of the ritual 6-36 Diseased Guardians burst up from the earth 
  and cannibalize the sacrifices. If not bound by the Many-Octacled Binding (cf.), the 
  Diseased Guardians will 50% of the time slay their summoner before loping off to 
  wreak havoc. 
   
  Sundering of the Primal Glob: Only if the Desiccating Slime of the Silent Halls is 
  imprisoned within the Fearful Monolith can this ritual be performed. The sorcerer must 
   
   
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      31              
  
  Sub-Table 7a: Types of Defensive Systems 
  1-2: 
  Force field 
  3-4: 
  Absorption field 
  5: 
  Self-repair (1-3 hp per round) 
  6: 
  Invisibility (as the spell) 
  7: 
  Repulsor beam (can keep any one target from reaching the robot) 
  8: 
  Armor (all attacks on robot are at -1 to -4 to hit) 
  9: 
  Illusion generator (makes robot appear to be displaced by 5’: -4 to hit) 
  10: 
  Smoke screen generator (-2 to hit) 
   
  Table 8: Special Detection Systems (roll 1-4 times, re-rolling duplicates) 
  1: 
  Radar 
  2: 
  Sonar 
  3: 
  Night vision 
  4: 
  X-ray vision 
  5: 
  Infrared 
  6: 
  Long-distance vision (up to 2-20 miles) 
  7: 
  Motion detector 
  8: 
  Chemical identifier 
  9: 
  Geiger counter 
   
  Further Systems 
  Some other technological systems that the referee might desire to give to robots: 
  Self-destruct mechanism (explosion causing damage to all within range) 
  Interchangeable parts (appendages, weaponry, etc.) 
  Morphology that can be radically changed 
  Linguistic module (can understand and translate any language) 
  Teleportation 
  Magnetic body and/or rays 
  Vivisectionist appendages 
  Etc. 
   
  Re-Programming Robots 
   
  Characters can attempt to re-program robots, one attempt per character per robot. 
  Roll on the following table: 
   
  1-8: 
  No effect. 
  9: 
  Robot goes haywire, attacking every living thing. 
  10: 
  Robot now a servant of its re-programmer. 
   
  Cybernetic Organisms (Cyborgs) 
   
  The Space Aliens are adept at modifying organisms with robotics, as well as at 
  enhancing robots with biological material. While the majority of cyborgs are roughly 
  50% robotic and 50% biological, they vary widely (such as 95% robotic and 5% 
  biological [e. g., a robot with a biological brain], or 5% robotic and 95% biological [e. 
  g., an animal with a violet laser ray implant], etc.). A simple way to determine the 
  characteristics of a specific cyborg is to randomly generate a spawn of Shub-
  Niggurath  (pp. 37-41) and then roll  some robotic characteristics for it on the Random 
   
   
  Torment of the Undying Worm: This ritual takes only an hour to finish. The sorcerer 
  must acquire two stone blocks from the buried and ruined city of the Snake-Men in 
  hex 1213. Between these blocks he must crush the head of a pre-adolescent Ulfire 
  child. If the sacrifice is male, the Leprous Dweller Below’s saving throw is made at -1. 
  Upon the death of the sacrifice, the imprisoned Leprous Dweller Below (cf. the 
  Enshacklement of the Rotted Chain) will be tormented with an immortal tomb worm, 
  which writhes through the Leprous Dweller Below’s body, feeding. After two days of 
  this, the Leprous Dweller Below will serve the sorcerer until the next full moon, at 
  which time it gets a saving throw every day to be released from the sorcerer’s service. 
   
  Transmutation of the Slime God: When the Slime God is imprisoned within the 
  Sunless Watery Blight, the sorcerer can attempt to torment it with this ritual. It can be 
  performed only on the easternmost of the Damned Isles that are in hex 0207. The 
  sorcerer must have at least a fist-sized glob of a Shoggoth slain within the last thirty 
  days, as well as thirty-six warriors of the Brown Men as sacrifices. One by one the 
  sorcerer must carve the heart out of a living sacrifice with an ornate ceremonial knife, 
  ingest a bite out of the heart, and throw the corpse over the cliff into the ocean below. 
  The ceremony takes ten hours to complete, during which time the imprisoned Slime 
  God is subjected to excruciatingly painful transformations. At the end of the ritual, the 
  Slime God will be bound to the sorcerer’s will for 72 hours. 
   
  Weird Ascent of the Diseased Slime: For eighteen hours the sorcerer must stand 
  by the diseased pit in hex 2511 while uttering the eldritch chants. At the beginning of 
  the ritual a bound Dolm woman (not a virgin) must be cast into the pit, where the 
  mutating viruses twist her body into inhuman contortions. After the eighteen hours, 
  the woman must be retrieved and thrown upon the ground. The Slime God will ooze 
  up through the earth and envelop the sacrifice’s body. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  64 
   
   
   
   
   
   
   
   
     
   
   
   
   
   
   
   
   
   
     33             
  
  Healing Doses: These come in several sorts. Some cure 1-3 HD per dose, while 
  others are antidotes to poison. 
   
  Night Vision Goggles: These allow the wearer to see in darkness. 
   
  Grenades: Grenades can be thrown 100’, and they have a blast radius of 30’. When 
  they detonate they can release any type of weaponized electromagnetic radiation, 
  element, or anything from Table 6: Special Projections. They can also release various 
  types of smoke or gas (poison, choking, caustic, hallucinatory, obscuring, sleep, etc.). 
   
  Grenade Launchers: These have a range of 250’. 
   
  Bombs: With the same variety as grenades, bombs have a blast radius ranging from 
  50’ to 1,500’. 
   
  Mini-Missiles: These shoulder-launched weapons have as great a variety as do 
  grenades. Range is up to 1 mile, and blast radius is 40’. 
   
  Missiles: These weapons are constructed in all the types as are grenades. Their 
  range can be as little as 1 mile to as great as 12,000 miles. Blast radius varies from 
  300’ to 2,000’. 
   
  RANDOM ROBOT GENERATOR 
   
  The Space Alien roboticists seem to disapprove of mass production. Most robots are 
  unique. The following random tables are provided for the referee as a starting point in 
  creating robots. 
   
  Table 1: Morphology 
  1-10: 
  Humanoid 
  11-12: 
  Spherical with retractable appendages 
  13-14 
  Arachnid/insectile 
  15-16 
  Myriapod 
  17-18: 
  Serpentine 
  19: 
  Coil-shaped (―walks‖ end-over-end) 
  20: 
  Bizarre 
   
  Table 2: Armor Class 
  1: 
  5 
  2-3: 
  4 
  4-5: 
  3 
  6-10: 
  2 
   
  Table 3: Hit Points (divide hp by 4.5 to determine HD for the robot’s to hit rolls) 
  1: 
  10-30 
  2-4: 
  20-50 
  5-16: 
  40-70 
  17-20: 
  80-100 
   
   
   
   
  Monster  
   
  # Appearing AC  Move     HD         % in Lair     Treasure  
  Amphibious Ones  
     10-100         8 
    18 
  1 
        Nil 
             Nil 
  Diseased Guardians 
       6-36         9 
     9 
  1-1 
        98%            Varies 
  Green Ooze Pool  
         1 
          9 
     -- 
  15 
      100%            Nil 
  Mummies 
   
       1-12         9 
    12      1+1 & up        75%            A 
  Mummy Brains 
   
         1 
          9 
     --       8+2 & up      100%            A 
  Unquiet Worms 
   
       1-4 
          9 
     9 
   4 
        90%            D 
  Lake Monsters 
   
       1-4 
          9 
   6/24 
  1 to 12       Nil 
             Nil 
  Giant Jungle Ants  
    1-1,000        6 
    15 
  1 
        50%            Nil 
  Space Aliens 
   
      1-100         9 
    12 
  1-1 
        80%     High-Tech 
  Species 23750 
   
       1-6 
          5 
     6 
  1 
        Nil 
             Nil 
   
  MONSTER DESCRIPTIONS: 
   
  CTHULHU: At least 100’ tall, no known living man has seen Cthulhu. Its 
  representations typically are of ―a monster of vaguely anthropoid outline, but with an 
  octopus-like head whose face was a mass of feelers, a scaly, rubbery-looking body, 
  prodigious claws on hind and fore feet, and long, narrow wings behind. This thing, 
  which seemed instinct with a fearsome and unnatural malignancy, was of a somewhat 
  bloated corpulence, and squatted evilly on a rectangular block or pedestal covered 
  with undecipherable characters. The tips of the wings touched the back edge of the 
  block, the seat occupied the centre, whilst the long, curved claws of the doubled-up, 
  crouching hind legs gripped the front edge and extended a quarter of the way clown 
  toward the bottom of the pedestal. The cephalopod head was bent forward, so that 
  the ends of the facial feelers brushed the backs of huge fore paws which clasped the 
  croucher's elevated knees.‖ (H. P. Lovecraft, ―The Call of Cthulhu‖, section II) 
   
  The very sight of Cthulhu is so horrible that those who fail their saving throw vs. stone 
  die of fright. It does 25 dice of damage per round. Cthulhu regenerates 2 HD per 
  round. It can summon 1-100 Deep Ones, which are its primary servants. Some 
  particularly debased chaotic humans also worship this Old One. 
   
  Cthulhu is imprisoned in R’lyeh, a sunken stone city of non-Euclidean geometry: 
  "Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn." (―In his house at R’lyeh dead 
  Cthulhu waits dreaming.‖) 
   
  Psionics: All powers up to ten times per day 
   
  HASTUR THE UNSPEAKABLE: One of the Great Old Ones, Hastur lies imprisoned 
  in a crypt submerged beneath the black waters of Lake Hali, whereon is the island 
  upon which is built the alien city of Carcosa. Hastur is 600’ tall, has a humanoid body 
  covered with suckers and small writhing tentacles, and has a reptilian head. Any 
  creature seeing Hastur must make a saving throw vs. spells or flee in fear. Whenever 
  the name ―Hastur‖ is spoken, 25% of the time 1-3 B’yakhee will appear and attack the 
  one who pronounced the forbidden name. In combat Hastur does 20 dice of damage, 
  it regenerates 1 HD per round, and it can summon 5-20 B’yakhee. 
   
  Psionics: All powers up to ten times per day 
   
   
   
   
  62 
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
     35              
  
  Table 6: Special Projectiles 
  1: 
  Acid 
  2: 
  Bl. Pudding/Gr. Ooze/Gr. Slime/Och. Jelly (equal chance of each) 
  3: 
  Cold 
  4: 
  Fire 
  5: 
  Hardening foam 
  6: 
  Insanity 
  7: 
  Lightning bolt 
  8: 
  Logic 
  9: 
  Paralyzation 
  10: 
  Plasma 
  11: 
  Polymorph 
  12: 
  Shrinking 
  13: 
  Sonic 
  14: 
  Stun 
  15: 
  Teleportation 
  16: 
  Webs (as a staff of wizardry) 
   
  Notes on the effects of special projections: 
   
  Bl. pudding, gr. slime, gr. ooze, or och. jelly weapons have a range of only one-
  tenth the norm. They do not cause any damage other than that caused by contact 
  with the specific type of slime, ooze, etc. 
   
  Hardening foam weapons have a range of only one-fifth the norm. Those hit must 
  save vs. paralyzation or be immobilized in the hardened foam. 
   
  Insanity weapons cause no damage. They instead wreak havoc with their target’s 
  neuron configuration. Those struck must save vs. wands or fall into gibbering insanity 
  for 1-6 hours. 
   
  Lightning bolts do an extra die of damage to those wearing metal armor. 
   
  Logic beams, rays, etc. do no damage. Any sorcerer struck by one during the 
  performance of a sorcerous ritual will have the ritual ruined. 
   
  Paralyzation weapons do no damage. Those struck must save vs. paralyzation or be 
  unable to move for 2-5 hours. 
   
  Polymorph weapons cause those who fail their saving throw vs. wands to be 
  changed into whatever the weapon is designed to change targets into. Each weapon 
  has a single setting. For example, one weapon might turn targets into stones, another 
  weapon might turn targets into snails, etc. 
   
  Shrinking rays, pulses, etc. do no damage. Instead, they cause those struck to 
  shrink to one-tenth size for 24 hours (save vs. wands to avoid). 
   
  Sonic weapons do base damage plus they will knock unconscious for 10-30 minutes 
  any victim who fails his saving throw vs. wands. 
   
   
   
  save vs. spells or flee in abject fear. In combat it does 13 dice of damage per round. 
  Yog-Sothoth can instantly teleport itself anywhere in the universe. Most horribly, Yog-
  Sothoth will sometimes rape human females, each of whom nine months later gives 
  birth to a spawn of Yog-Sothoth. 
   
  Psionics: All powers up to ten times per day 
   
  SPAWN OF YOG-SOTHOTH: These monstrosities are born to human females raped 
  by Yog-Sothoth. Their birth invariably slays their mother. The spawn are invisible 
  (treat as AC 2) unless sorcery or high technology renders their true form visible: 
  smaller (20’ diameter) versions of Yog-Sothoth. Anyone seeing one must save vs. 
  spells or be shaken (all attacks and saving throws at -2). They do 3 dice of damage 
  per round. 
   
  SHUB-NIGGURATH: Perhaps the greatest of the Old Ones, Shub-Niggurath dwells 
  in the vast cave system beneath Mount Voormith’adreth. It is a pool of vile 
  protoplasm, 200’ in diameter, constantly churning and heaving. Mouths, eyes, 
  tentacles, feelers, limbs, and all manner of growths continually form and deform in 
  Shub-Niggurath’s bulk. Anyone seeing it must save vs. spells or flee in terror. Every 
  minute 10-100 of the spawn of Shub-Niggurath are created out of itself, half of which 
  are momentarily devoured by Shub-Niggurath. The others ooze, flap, lurch, or 
  otherwise leave Shub-Niggurath’s cavern and find their way all over the planet of 
  Carcosa. As this has been occurring for billions of years, Shub-Niggurath’s spawn are 
  the most common monsters encountered. Some of the sages of the Snake-Men 
  theorized that Shub-Niggurath is the oldest entity on the planet. 
   
  In addition to the riot of spawn it creates, Shub-Niggurath has also spawned six races 
  of beings: B’yakhee, Deep Ones, the Great Race, Mi-Go, Primordial Ones, and 
  Shoggoths. Whenever enemies approach within 1200’ of Shub-Niggurath, it produces 
  an individual of one of these six races (determined randomly) each minute. They will 
  seek to destroy the approaching enemies. 
   
  Anyone within 50’ of Shub-Niggurath will be attacked with a tentacle. A hit means that 
  the victim has been grabbed and has a 90% chance of being pulled immediately into 
  the unclean pool and becoming a part thereof, and a 10% chance of breaking free of 
  the tentacle. 
   
  Psionics: All powers up to ten times per day 
   
  SPAWN OF SHUB-NIGGURATH: These are the innumerable and typically unique 
  monsters that continually emerge from Shub-Niggurath, distinct from the six species 
  that Shub-Niggurath spawns. These disparate spawn are the most common type of 
  monster on the planet of Carcosa. To aid the referee in generating the particulars of 
  these creatures, the following random generation tables are provided. 
   
  Table 1: Unique or Part of Group 
  1-19: 
   
  unique 
  20: 
   
  roll on Table 2 
   
   
   
   
  60 
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
     37              
  
  Table 5: Element 
  1: 
  Hydrogen (double damage to Red Men) 
  2: 
  Helium (double damage to Green Men) 
  3: 
  Lithium (half damage to Yellow Men) 
  4: 
  Beryllium (half damage to Orange Men) 
  5: 
  Boron (double damage to Ulfire Men) 
  6: 
  Carbon (half damage to Purple Men) 
  7: 
  Nitrogen (double damage to Jale Men) 
  8: 
  Oxygen (half damage to Blue Men) 
  9: 
  Fluorine (half damage to Ulfire Men) 
  10: 
  Neon (double damage to Ulfire Men) 
  11: 
  Sodium (half damage to Yellow Men) 
  12: 
  Magnesium (half damage to Ulfire Men) 
  13: 
  Aluminum (double damage to White Men) 
  14: 
  Silicon (double damage to Red Men and to Blue Men) 
  15: 
  Phosphorus (double damage to Blue Men and to Brown Men) 
  16: 
  Sulfur (half damage to White Men) 
  17: 
  Chlorine (half damage to Red Men) 
  18: 
  Argon (double damage to Blue Men) 
  19: 
  Potassium (double damage to Bone Men, half damage to Orange Men) 
  20: 
  Calcium (double damage to Ulfire Men) 
  21: 
  Scandium (double damage to White Men) 
  22: 
  Titanium (double damage to Jale Men and to Dolm Men) 
  23: 
  Vanadium (double damage to Yellow Men) 
  24: 
  Chromium (half damage to Purple Men) 
  25: 
  Manganese (half damage to Dolm Men) 
  26: 
  Iron (half damage to Brown Men) 
  27: 
  Cobalt (double damage to Brown Men) 
  28: 
  Nickel (half damage to Ulfire Men) 
  29: 
  Copper (half damage to Bone Men) 
  30: 
  Zinc (half damage to Red Men) 
  31: 
  Gallium (double damage to Orange Men) 
  32: 
  Germanium (half damage to Green Men) 
  33: 
  Arsenic (half damage to Black Men) 
  34: 
  Selenium (double damage to Brown Men) 
  35: 
  Bromine (half damage to Brown Men) 
  36: 
  Krypton (double damage to Red Men) 
  37: 
  Rubidium (double damage to White Men) 
  38: 
  Strontium (double damage to Dolm Men) 
  39: 
  Yttrium (half damage to Orange Men) 
  40: 
  Zirconium (half damage to Blue Men) 
  41: 
  Niobium (half damage to Brown Men) 
  42: 
  Molybdenum (half damage to Jale Men) 
  43: 
  Technetium (double damage to Purple Men) 
  44: 
  Ruthenium (half damage to Red Men) 
  45: 
  Rhodium (double damage to Yellow Men) 
  46: 
  Palladium (double damage to Black Men) 
  47: 
  Silver (half damage to Yellow Men) 
  48: 
  Cadmium (double damage to Orange Men) 
  49: 
  Indium (half damage to Bone Men) 
   
   
  Table 6: % in Lair 
  1-16: 
   
  Nil 
  17: 
   
  10% - 40% 
  18: 
   
  30% - 60% 
  19: 
   
  50% - 80% 
  20: 
   
  70%- 100% 
   
  Table 7: Alignment 
  1-6: 
   
  Chaotic 
  7: 
   
  Neutral (intelligent) 
  8: 
   
  Neutral (unintelligent) 
   
  Table 8: Body Type 
  1-2: 
   
  ooze/slime 
  3: 
   
  insectoid 
  4: 
   
  ophidioid 
  5-6: 
   
  octopoid 
  7: 
   
  anthropoid 
  8: 
   
  quadruped 
  9: 
   
  hexapod 
  10: 
   
  arachnoid 
  11: 
   
  icthyoid 
  12: 
   
  batrachian 
  13: 
   
  avioid 
  14: 
   
  fungoid 
  15: 
   
  arboreoid 
  16: 
   
  plant 
  17-18: 
   
  amoeboid 
  19: 
   
  annelidoid 
  20: 
   
  crustacean 
   
  Table 9: Color 
  1: 
   
  colorless 
  2: 
   
  white 
  3: 
   
  black 
  4: 
   
  blue 
  5: 
   
  purple 
  6: 
   
  red 
  7: 
   
  orange 
  8: 
   
  yellow 
  9: 
   
  green 
  10: 
   
  dolm 
  11: 
   
  ulfire 
  12: 
   
  jale 
  13: 
   
  brown 
  14: 
   
  gray 
  15-16: 
   
  multi-colored (roll 2-4 times on this chart, rerolling duplicates) 
   
   
   
   
   
  58 
   
   
   
   
   
   
   
                  
   
   
   
   
   
   
   
   
   
     39                  
  
  SORCEROUS ITEMS 
   
  None of the magic items in the 1974 rulebook are present in the world of Carcosa. 
  The following sections give an overview of the types of sorcerous items and high-tech 
  items that can be found instead. 
   
  DESERT LOTUS 
   
  The desert lotus is found in many different colors, such as pallid blue, bone white, 
  sickly green, nightmarish jale, and deep black. After undergoing a week-long 
  alchemical process, they become powerful drugs when ingested or inhaled. Desert 
  lotuses grow in shady areas of deserts, where they thrive in the light of the moon. 
  They can also be found in some subterranean areas. 
   
  Black Lotus Powder: The deadliest poison known, it will instantly kill anyone who 
  does not make a saving throw vs. poison at -6. 
   
  Blue Lotus Powder: This causes a deep sleep and a state of stasis, in which the 
  slumberer physically ages merely an hour for every year slept. The only way to 
  awaken one under the sleep of the blue lotus is to place a single particle of black 
  lotus powder on his tongue (which would typically be fatal for anyone else). This will 
  awaken the sleeper 90% of the time, and kill him 10% of the time. Sleepers 
  awakened after a long time often have strange personality traits, as blue lotus 
  sleepers dream. Years of dreaming, unpunctuated by any contact with reality, can 
  unhinge even the most stolid of minds.  
   
  Green Lotus Powder: A victim of the green lotus powder falls into an unconscious 
  trance for 9-12 hours, then awakens in a state of extreme weakness and sickness. He 
  can do little other than speak sparingly, recline, and eat and drink. The green lotus 
  sickness does not directly cause death, but the body becomes very thin and the mind 
  prone to despair. Eventual suicide is common among victims of the green lotus. 
   
  Jale Lotus Powder: This induces beautiful though nightmarish hallucinations for 9-12 
  hours. Those who fail their saving throw vs. poison will afterwards be shrieking 
  madmen (75% chance) or dead (25% chance). 
   
  White Lotus Powder: A person who fails his saving throw vs. poison will become a 
  mindless zombie, enslaved to the will of the first one to peremptorily issue commands 
  to him. Such unfortunates lose all sorcerous and psionic abilities. Regardless of 
  former level, they forever after attack and make saving throws as 1st-level fighters, as 
  well as being reduced to 1 hit die. 
   
  SPACE ALIEN TECHNOLOGY 
   
  This section covers only the tip of the iceberg of Space Alien technology. The Space 
  Aliens possess a highly advanced technology (all the sorts of things found in 1950s 
  science fiction and in Silver Age comic books [particularly Kirby]: robots, giant robots, 
  flying saucers, rockets, intelligent computers, cyborgs, ray guns, powered suits, anti-
  gravity devices, teleporters, jet packs, orbital space stations, domed undersea cities, 
  etc.).  Because  of   the  Space  Aliens’  physical  similarity  to  humans,  Space  Alien 
   
   
  Table 14: Special Defenses 
  1-10: 
  none 
  11: 
  immune to poison 
  12: 
  immune to normal weapons 
  13: 
  immune to heat/fire 
  14: 
  immune to cold 
  15: 
  immune to surprise 
  16: 
  surprised only on a 1 
  17: 
  regenerate 1 HD every 1-3 rounds 
  18: 
  invisible 
  19: 
  harmed only by fire 
  20: 
  roll twice, rerolling duplicates 
   
  PRIMORDIAL ONES: These creatures "are eight feet long all over. Six-foot, five-
  ridged barrel torso three and five-tenths feet central diameter, one foot end 
  diameters.  Dark gray, flexible, and infinitely tough. Seven-foot membranous wings of 
  same color, found folded, spread out of furrows between ridges. Wing framework 
  tubular or glandular, of lighter gray, with orifices at wing tips. Spread wings have 
  serrated edge.  Around equator, one at central apex of each of the five vertical, stave-
  like ridges are five systems of light gray flexible arms or tentacles found tightly folded 
  to torso but expansible to maximum length of over three feet. Like arms of primitive 
  crinoid. Single stalks three inches diameter branch after six inches into five sub-
  stalks, each of which branches after eight inches into small, tapering tentacles or 
  tendrils, giving each stalk a total of twenty-five tentacles.  
   
  "At top of torso blunt, bulbous neck of lighter gray, with gill-like suggestions, holds 
  yellowish five-pointed starfish-shaped apparent head covered with three-inch wiry 
  cilia of various prismatic colors. Head thick and puffy, about two feet point to point, 
  with three-inch flexible yellowish tubes projecting from each point.  Slit in exact center 
  of top probably breathing aperture. At end of each tube is spherical expansion where 
  yellowish membrane rolls back on handling to reveal glassy, red-irised globe, 
  evidently an eye. Five slightly longer reddish tubes start from inner angles of starfish-
  shaped head and end in saclike swellings of same color which, upon pressure, open 
  to bell-shaped orifices two inches maximum diameter and lined with sharp, white 
  tooth-like projections--probably mouths. All these tubes, cilia, and points of starfish 
  head, found folded tightly down; tubes and points clinging to bulbous neck and torso. 
  Flexibility surprising despite vast toughness. 
   
  ‖At bottom of torso, rough but dissimilarly functioning counterparts of head 
  arrangements exist. Bulbous light-gray pseudoneck, without gill suggestions, holds 
  greenish five-pointed starfish arrangement. Tough, muscular arms four feet long and 
  tapering from seven inches diameter at base to about two and five-tenths at point. To 
  each point is attached small end of a greenish five-veined membranous triangle eight 
  inches long and six wide at farther end. This is the paddle, fin, or pseudofoot which 
  has made prints in rocks from a thousand million to fifty or sixty million years ago. 
  From inner angles of starfish arrangements project two-foot reddish tubes tapering 
  from three inches diameter at base to one at tip. Orifices at tips. All these parts 
  infinitely tough and leathery, but extremely flexible. Four-foot arms with paddles 
  undoubtedly used for locomotion of some sort, marine or otherwise. When moved, 
  display suggestions of exaggerated muscularity. As found, all these projections tightly 
   
   
  56 
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
      41             
  
  UNQUIET WORMS: "The nethermost caverns are not for the fathoming of eyes that 
  see; for their marvels are strange and terrific. Cursed the ground where dead 
  thoughts live new and oddly bodied, and evil the mind that is held by no head. Wisely 
  did Ibn Schacabao say, that happy is the tomb where no wizard hath lain, and happy 
  the town at night whose wizards are all ashes. For it is of old rumour that the soul of 
  the devil-bought hastes not from his charnel clay, but fats and instructs the very worm 
  that gnaws; till out of corruption horrid life springs, and the dull scavengers of earth 
  wax crafty to vex it and swell monstrous to plague it. Great holes secretly are digged 
  where earth's pores ought to suffice, and things have learnt to walk that ought to 
  crawl." (H. P. Lovecraft, ―The Festival‖, last paragraph) 
   
  Sometimes the worms that feed on a dead sorcerer’s brain will assimilate the 
  sorcerer’s memories and sorcerous and psionic powers. Such worms swell to thrice 
  their normal size and assemble in a horrid, vaguely humanoid shape that walks as a 
  man. Unquiet worms retain all of the dead sorcerer’s knowledge of sorcery, but they 
  all fight as 4 HD monsters. These undead beings usually lair in tunnels that they dig 
  surrounding the dead sorcerer’s tomb. 
   
  LAKE MONSTERS: These great beasts can be found in both salt and fresh waters, 
  though they are most commonly found in the Bottomless Lochs. They are essentially 
  giant specimens of the Tullimonstrum gregarium (Tully Monster). In shape they are 
  wormish with flat tails, a humped body, two anterior parapodia, and a long, slender 
  neck. Typically blackish-gray in color, they range from 1’ to 70’ in length, and they can 
  extend themselves up to 150% of their normal length and contract themselves down 
  to 66% of their normal length. Lake monsters spend most of their time squirming 
  through the muck on lake bottoms, feeding upon any organic matter therein. At times 
  (more often on rainy and/or foggy days) they will swim through the waters and even 
  be visible above the surface of the water. Very rarely (and only on cool, damp nights) 
  they will lumber about along the shore. Though they are usually not aggressive, they 
  can be provoked by loud noises. They attack with a bite that causes 1 to 3 dice of 
  damage, depending upon the lake monster’s size. If slain on land, a lake monster’s 
  body will completely evaporate in sunlight in a matter of hours. (For more information 
  on these beasts, see F. W. Holiday’s The Great Orm of Loch Ness and The Dragon & 
  the Disc.) 
   
  GIANT JUNGLE ANTS: Found only in hot jungles, these 2’ long insects can be of 
  any shade of red. They live in colonies of up to tens of thousands of ants in low 
  mounds that extend far below the surface. Aggressive and voracious, giant jungle 
  ants will attack unless they are otherwise engaged in an important task. They have a 
  painful sting that causes 2 dice of damage (save vs. poison for half damage). 
   
  SPACE ALIENS: Roughly human in shape and size, though unmistakably alien, 
  these invaders from outer space have hairless, light gray bodies. They tend to be 
  slender, and they have unblinking, bulbous eyes with black irises. Thousands of years 
  ago, an armada of them made a hard landing on the planet of Carcosa. Since then, 
  others of their race have come and gone while establishing bases on the planet—
  undoubtedly for some nefarious purposes. The Space Aliens possess a highly 
  advanced technology, though they mostly lack such things as art, emotions, religion, 
  philosophy, etc. 
   
   
   
  less inimical to humanity than are the other main spawn of Shub-Niggurath, being 
  motivated primarily by a disinterested acquisition of knowledge. 
  Psionics: 5-8 powers up to eight times per day 
   
  DEEP ONES: Deep Ones are one of the six main spawn of Shub-Niggurath. They are 
  immortal fish-men (6’ tall) covered with light green scales, sporting fins on their heads 
  and on the backs of their forearms and lower legs. They can function equally well on 
  either land or in the water. All Deep Ones have infravision and a strength score of 18. 
  They have cities on the ocean floor, from ocean shelves near the shore to the 
  deepest trenches. Some Deep Ones estranged from their ocean-dwelling kin live in 
  watery and damp cave complexes deep beneath the earth. The Deep Ones worship 
  the Old Ones in general and Cthulhu in particular. They spread these vile cults among 
  men, tempting them with treasures gathered from the floor of the sea. The Deep 
  Ones will even interbreed with human females, producing infants of human 
  appearance who gradually and completely transform into Deep Ones after the age of 
  20. 
   
  B’YAKHEE: These creatures are one of the six main spawn of Shub-Niggurath, and 
  they are servants of Hastur. Standing over 18’ tall, they are black-furred, bat-like 
  creatures with clawed humanoid legs. They can teleport anywhere in the universe, 
  even when carrying people. B’yakhee are intelligent and telepathic. They will obey 
  any cultist of Hastur or anyone carrying one of the rare Elder Signs. Sorcerers who 
  are devoted to Hastur are taught by their god a ritual that conjures 1-3 B’yakhee. 
   
  Psionics: 2-4 powers up to four times per day 
   
  FETOR OF THE DEPTHS: This god is a 500-pound misshapen toad, covered in 
  warts, knobs, and all manner of protuberances. General color is puke green. This 
  sleepy-eyed, large-mouthed toad does 2 dice of damage. Its offensive reek causes all 
  those within 100’ to make a saving throw vs. dragon breath each round or be unable 
  to do anything that round other than cough and wretch. The Fetor of the Depths 
  dwells at the bottom of a deep pit found in the back of a cave in hex 0416. 
   
  to conjure: The Fetor of the Depths 
  to banish: The Blasphemous Glyphs of the Night Ocean 
  to bind: Sacrifice of the Pendent Fungus 
  to imprison: Formula of the Geometries of the Pit 
  to torment: The Curse of the Heaving Mass 
   
  SLIME GOD: This putrid glob of slime combines all the horrid qualities of bl. pudding, 
  gr. ooze, gr. slime, and och. jelly. About the only types of weapons effective against it 
  are various hi-tech ones such as lasers, bombs, missiles, etc. Further, 24 hours after 
  physical contact with the Slime God, a saving throw vs. poison must be made. Failure 
  indicates that the victim has been afflicted with a rotting disease that will rot him away 
  at the rate of 1 HD per day until he dies. 
   
  Psionics: 3-6 powers up to five times per day 
   
   
   
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  each round once a successful attack is made), thus rendering him invisible, silent, 
  and odorless as well. 
   
  to conjure: Conjuration of the Colorless Ooze 
  to banish: Litany of the Lightless Sea 
  to bind: The Secret Name of the Devourer 
  to imprison: Chaining the Formless Aspect 
  to torment: Summation of the Twelve Tinctures 
   
  WATERY DEATH: This malevolent entity appears as an amorphous sheet of 
  translucent gray water, and it is unable to exist outside of water. Its only attack is 
  filling its victim’s lungs with some of its watery body. It can attack only one victim at a 
  time. On a successful hit, the Watery Death fills its victim’s lungs. Each round the 
  victim must save vs. paralyzation or drown. Since most of its body remains outside its 
  victim’s lungs, it can be attacked while it is attempting to drown its victim. Killing the 
  Watery Death prevents any further chance of drowning. 
   
  to conjure: Litany of the Endless Ascent 
  to banish: Dispel the Watery Death 
  to bind: The Thirteenth Discipline of Entrapment 
  to imprison: Geometries of the Labyrinthine Spaces 
  to torment: Eldritch Chants of Transmutation 
   
  DESICCATING SLIME OF THE SILENT HALLS: This 10’ diameter monster is 
  mucus-like and of a sickly tan color. It attacks by enveloping its victim and sucking all 
  the moisture out of it, causing 2 dice of damage per round. For every die of damage it 
  causes, it regenerates one HD. Its domicile of the Silent Halls is an utterly lightless 
  and soundless labyrinth of halls carven from the black rock miles below the planet’s 
  surface. 
   
  to conjure: The Desiccating Slime of the Silent Halls 
  to bind: The Final Crimson Sacrifice 
  to imprison: The Entombment of the Fearful Monolith 
  to torment: Sundering of the Primal Glob 
   
  SQUAMOUS WORM OF THE PIT: This eyeless 30’ long worm is covered in 
  overlapping scales stronger than plate mail. Its great, circular maw is filled with sharp, 
  triangular teeth that drip venom. Anyone bitten by the Squamous Worm must save vs. 
  poison at -1 or die. 
   
  to conjure: Conjure the Squamous Worm of the Pit 
  to banish: Banishment of the Lightless Chasm 
  to bind: The Primal Name of the Worm 
  to imprison: Chaining of the Empty Maze 
  to torment: The Sixteen Forbidden Tortures 
   
  AMPHIBIOUS ONES: These gelatinous monsters appear as misshapen, pale, semi-
  translucent green frogs. In daylight they attack and save at -1, while in rain or mist 
  they attack and save at +1. When slain they burst with a sickening squelching sound. 
   
   
   
  CRAWLING GOD: This chitinous myriapod is of unknown length. Its extraordinarily 
  long, 1’ diameter body is always twisted through labyrinthine tunnels barely wide 
  enough to hold it. In those places where a relatively small segment of its body is 
  exposed within a larger tunnel or within a cavern, it is subject to attack. The Crawling 
  God itself attacks with its venomous, spiked legs (1 die damage, plus save vs. poison 
  or die). 
   
  to invoke: Canticle of the Crawling God 
   
  LEPROUS DWELLER BELOW: This shambling hulk appears as a 10’ tall headless 
  giant with leprous skin hanging off of it. It does 2 dice of damage in combat. Every 
  time the Leprous Dweller Below is hit in melee a cloud of dust is released from its 
  body, and all those in melee with it must save vs. poison or be afflicted with a horrible 
  wasting disease. Each day after a man is infected, he must make another saving 
  throw. If he fails it, he loses a point of constitution. When reduced to 2 points of 
  constitution, he can no longer engage in combat. When reduced to 1 point, he can do 
  nothing but lie down. When reduced to 0 points, he is dead. 
   
  to conjure: The Leprous Dweller Below 
  to banish: The Encrusted Glyphs of the Deep 
  to bind: The Ninety-Six Chants of the Leprous One 
  to imprison: Enshacklement of the Rotted Chain 
  to torment: Torment of the Undying Worm 
   
  SHAMBLER OF THE ENDLESS NIGHT: The Shambler is an 8’ tall deformed 
  humanoid made of swamp muck and weeds. It can exist only in marshy areas. It 
  moves silently and thus surprises on a roll of 1-4. Its touch is corrosive to flesh, doing 
  2 dice of damage. A being touched by the Shambler will have a slimy residue left on 
  him that will automatically do 2 dice of damage for the next 3-6 rounds. The residue 
  can only be burned off (1 die of damage). Normal weapons do no damage to the 
  Shambler, simply passing through its body. Fire will hurt it. Lasers are highly 
  recommended. 
   
  to conjure: The Shambler of the Endless Night 
  to banish: The Chambered Vaults of Wandering 
  to bind: The Secret Rune of the Dripping One 
  to imprison: The Accursed Pits of Sighing 
  to torment: Affliction of the Buried God 
   
  INKY CRAWLER: It appears as a quickly writhing and darting irregular column of 
  glossy black ooze over 15’ tall. It continually grows and retracts sinuous tentacles and 
  feelers out of its mass. The Inky Crawler twice each round lashes out with blinding 
  speed at its opponents, attempting to ensnare them in its tentacles and draw them 
  into its acidic mass. Being grabbed by a tentacle causes no damage, but its acidic 
  body causes 3 dice of damage per round. 
   
  to conjure: Conjuration of the Inky Crawler 
  to banish: The Glyphs of the Ebon Lake 
  to imprison: Consign to the Lightless Lake 
  to torment: The Exoteric Consuming 
   
   
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  LURKER OF THE PUTRESCENT PITS: This large ooze is colorless and nearly 
  invisible (surprises on 1-5). It is immune to all forms of attack except for slashing and 
  piercing weapons. The Lurker dissolves living matter, doing 3 dice of damage. It can 
  ooze through cracks as small as ¼‖. 
   
  to conjure: The Lurker of the Putrescent Pits 
  to banish: Dispelling the Primordial Flow 
   
  WEIRD GOD: In hex 0602 is a forgotten fane to the incomprehensible Weird God, 
  which resides in extradimensional planes. Shapeless and imageless because of its 
  existence in 29 dimensions, the stone idol of the Weird God in this particular fane is a 
  sanity-blasting blasphemy of inconceivable aspects. Anyone looking upon the idol 
  must save vs. dragon breath or fall into catalepsy for a number of days (roll a single 
  die to determine exact number). In certain circumstances (cf. the sorcerous ritual, 
  Liquescent Aspect of the Weird God) the idol will melt into a flowing and pulsating 
  mass of liquid rock, in appearance rather like dull gray mercury. In this form the Weird 
  God will (with a successful to hit score) envelop a victim, who must thereafter save 
  vs. stone each round he is enveloped. Failure indicates that the victim has been 
  sucked into the Weird God’s body, which will then revert to an idol. The victim is then 
  consumed by the Weird God in the 29 dimensions. Weapons do no damage to the 
  Weird God. Torches do 1 die of damage. Splashing it with oil and then setting the oil 
  aflame will cause it to release any victim it is enveloping and to return to its idol form. 
  Note that this description of the Weird God’s combat abilities is for its liquescent 
  aspect only. Killing its liquescent aspect merely destroys the idol. The multi-
  dimensioned Weird God will be unaffected save for losing one of its ―feeders‖ on this 
  planet. Other aspects of the Weird God can be found in other places on the planet of 
  Carcosa, and indeed on other planets, other galaxies, and other dimensions. 
   
  to invoke: Liquescent Aspect of the Weird God 
   
  VIOLET MIST: This sentient and malevolent cloud is roughly 30’ diameter with a 3‖ 
  crystalline polygon wafting about in its midst. The Violet Mist attacks by enveloping 
  victims in itself. Everyone enveloped must save vs. poison each round or die. The 
  sole way to temporarily defeat the Violet Mist is by striking with a weapon the 
  crystalline polygon in the monster’s midst. Only a roll of a natural 20 allows one to hit 
  and shatter this polygon. Doing so dissipates the Violet Mist for 3-30 days. Thereafter 
  the Violet Mist will appear again (with the polygon reformed), enraged, to slay the one 
  who shattered the crystal. The only way to destroy the Violet Mist is to somehow get it 
  in an utterly lightless area (such as a black cave), in which case it will cease to exist. 
   
  to conjure: The Haunter of the Phosphorescent Vault 
  to banish: Impediment of the Iridescent Fume 
  to bind: Susurration of the Purple Cavern 
  to imprison: Imprisonment of the Angled Labyrinth 
  to torment: The Curse of the Violet Mist 
   
  GOD OF THE PRIMAL VOID: This god is an immaterial entity that can manifest itself 
  only in darkness. When it is present the only forms of attack that affect it are light-
  based.  Torches do 1 die damage, and electromagnetic weapons do full damage. The 
   
   
   
  touch of the God of the Primal Void is that of the icy cold of space. Anyone touched 
  must save vs. paralyzation or die. 
   
  to conjure: The God of the Primal Void 
  to banish: Cast into the Icy Vacuum 
  to bind: The Mad Domination of the Void 
  to imprison: The Mad Chiming of the Vacuum 
  to torment: Icy Wrack of the Void 
   
  TENTACLED ONE: This is a giant mutated cephalopod that can attack with thirty of 
  its tentacles per round. Any hit with a tentacle that kills its opponent is assumed to 
  have grabbed him and thrust him into the Tentacled One’s great maw. It gathers the 
  treasures of sunken ships into its undersea lair. This primordial god knows many 
  secrets of the aqueous depths. Sorcerers who have traveled to its lair sometimes 
  return with terrible arcane knowledge, sometimes they return as cringing lunatics, and 
  most often they return not at all. 
   
  to invoke: The Sixth Undulation of the Tentacled One 
   
  FOUL PUTRESCENCE: A lumpy mass of grayish-yellow mold, the Foul Putrescence 
  has such a powerful reek that all to hit rolls and saving throws are at -4 within 50’ of it. 
  It attacks by touching exposed skin, which causes no damage but requires the victim 
  to save vs. poison at -4 or die. 
   
  to conjure: Conjuration of the Foul Putrescence 
  to bind: Adjure the Fungoid One 
  to imprison: Ritual of the Pale Fungus Garden 
  to torment: Accursed Sorcelling of the Poisoned One 
   
  SUCKERED ABOMINATION: This god is a roughly 10’ diameter sphere of countless 
  writhing tentacles with a single protruding eye. It levitates itself about. Its gaze causes 
  one character per round to become a mindless zombie (save vs. spells at -2 to avoid). 
  Such victims then walk into its mass of tentacles to be sucked dry in two rounds by 
  the tiny suckers covering the tentacles (results in death). The Suckered Abomination 
  can, instead of using its gaze attack, send a blast of pure mental energy against all 
  within 50’. Those failing their saving throw vs. spells will be overcome by fear and will 
  flee. Such unfortunates in the future must automatically make a saving throw when 
  encountering the Suckered Abomination or flee in fear. 
   
  Psionics: 1-3 powers up to three times per day 
   
  to conjure: The Tentacled Desiccating One 
  to banish: Obstruction of the Suckered Abomination 
  to bind: The Ineluctable Pallid Commandment 
  to imprison: Tomb of the Writhing One 
  to torment: Dirge of the Outer Dark 
   
  COLORLESS OOZE: This is a large, invisible bl. pudding. It makes no noise and has 
  no odor.  It always surprises and attacks by enveloping  its victim  (automatic damage 
   
   
   
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  to conjure: Weird Ascent of the Diseased Slime 
  to banish: Descent of the Six Thousand Steps 
  to bind: The Ineluctable Name 
  to imprison: The Sunless Watery Blight 
  to torment: Transmutation of the Slime God 
   
  LURKER AMIDST THE OBSIDIAN RUINS: Appearing as an ever-shifting pile of 
  sharp shards of obsidian, the Lurker’s one form of attack is turning opponents into 
  obsidian statues by touching them (save vs. stone to avoid, -2 on the dice at night). 
  Its treasure consists solely of black gems. 
   
  to conjure: The Lurker amidst the Obsidian Ruins 
  to banish: Banish the Nighted Essence 
  to bind: The Primal Formula of the Dweller 
  to imprison: The Pillar of Awful Aspect 
  to torment: The Oozing Column 
   
  DEEP GIBBERING MADNESS: Miles below the sunlit surface is a noisome pit of 
  utter blackness. Within gibbers and raves the Deep Gibbering Madness. This ever-
  churning, ever-mutating, protean horror causes madness in those who look upon it 
  (save vs. spells to avoid). A second saving throw is also required vs. spells to avoid 
  fleeing and shrieking in fear. Its attacks vary from round to round, as it is a shapeless 
  mass of eyes, mouths, and appendages that swell and are absorbed by the moment. 
  Each round it does 2-5 dice of damage. 
   
  to invoke: Evocation of the Deep Gibbering Madness 
   
  PUTRESCENT STENCH: This monster is an invisible odor covering a 100’ diameter 
  circle. Those within it can do nothing but gag and attempt to escape or dispel the 
  stench. Every ten minutes within the Putrescent Stench requires a saving throw vs. 
  poison. Failure means death. The only known form of attack that will injure the 
  monster is the detonating of a special phosphorus compound made by the Snake-
  Men (and replicable by the Space Aliens). Each pound detonated within it does 2 dice 
  of damage. 
   
  to conjure: Manifestation of the Putrescent Stench 
  to banish: Measureless Chimes of the Uttermost Rim 
   
  IT OF THE FALLEN PYLONS: This god is a vaguely humanoid hulk, about 20’ tall 
  and partially scaled. No one has ever clearly seen it since palpable darkness 
  emanates from its body. It does 3 dice of damage in combat, plus everyone within 30’ 
  of it takes 1 die of damage each round from the crushing feel of oppression that 
  accompanies it. 
   
  to conjure: It of the Fallen Pylons 
  to banish: Stench of the Liquescent Amoeba 
  to bind: Serpentine Whispers of the Blue-Litten Pillars 
  to imprison: Entombment in the Pyloned Hall 
  to toment: The Outer Hieroglyphs of Affliction 
  to torment: The Inner Hieroglyphs of Dissolution 
   
   
  to conjure: Summon the Amphibious Ones 
  to bind: The Blasphemous Sacrifice 
   
  DISEASED GUARDIANS: In appearance feral and filthy White Men, Diseased 
  Guardians are typically summoned by sorcerers to guard treasures since (being 
  ageless) they can guard a treasure literally forever. They attack with teeth and claws. 
  In addition to causing 1 die of damage, a successful attack requires its victim to make 
  a saving throw vs. poison. Failing the save indicates that the victim has been infected 
  with a rotting disease that will prove fatal in 31 to 50 months. Failing three such 
  saving throws in a 24-hour period will transform the victim into a Diseased Guardian, 
  bound to the sorcerer who conjured the Diseased Guardians which transformed him. 
   
  to conjure: Summon Diseased Guardian 
  to bind: The Many-Octacled Binding 
   
  GREEN OOZE POOL: This telepathic pool is 50’ in diameter and 5’ deep, rippling 
  and undulating. It is very warm and smells sickly sweet. While the Green Ooze Pool 
  can lash with pseudopods (causing 1 die damage) formed from its slimy bulk, it 
  prefers to snatch victims with its pseudopods. Though snatching a victim causes him 
  no damage, the victim is pulled into the pool where he must make a saving throw vs. 
  spells at -4 or become the pool’s willing slave. The pool must be destroyed to break 
  the spell. 
   
  MUMMIES: Mummies are sorcerous devotees of Nyarlathotep entombed beneath the 
  ground in various places, most notably beneath the vast Radioactive Desert. Their 
  appearance is similar to that of the unwrapped Boris Karloff in the 1932 film, The 
  Mummy: slender humans with extremely wrinkled and dry skin. They typically dress in 
  rotting hierophantic robes. The mummies of the world of Carcosa are not mindless, 
  shambling things wrapped in bandages! Rather, they are dead sorcerers whose 
  services to Nyarlathotep have earned them the state of being undead. They retain all 
  their knowledge and abilities (including psionics) that they had when alive. Thus, 
  mummies range from Summoners to high-level Sorcerers. Fire-based attacks cause 
  +1 per die of damage against them, though all other physical attacks cause -1 per die 
  of damage against them. Though most of their tombs are in the Radioactive Desert, 
  mummies have traveled far across the planet. 
   
  MUMMY BRAINS: As millennia pass, the dry bodies of mummies gradually crumble 
  to dust. Usually the living brains of mummies rot away upon the dissolution of a 
  mummy’s body. But a few of the brains of mummies who are of 8th or higher level and 
  have an 18 intelligence score continue to think and exist. They appear simply as 
  immobile but obviously alive human brains. Their long meditations and esoteric 
  studies of the unimaginable nature of reality allow them to perform any sorcerous 
  rituals they know, even without their bodies or any sacrifices or any of the material 
  paraphernalia so typically required in sorcery. Mummy brains must only concentrate 
  for the duration of time required for the ritual in order to perform it. Normal weapons 
  (including Space Alien weaponry), poison, fire, and cold have no effect on mummy 
  brains. These most feared of the undead are, fortunately, vanishingly rare. 
   
  Psionics:  3-7 powers up to six times per day 
   
   
   
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  fold over pseudoneck and end of torso, corresponding to projections at other end.‖  
  (H. P. Lovecraft, At the Mountains of Madness, section II) 
   
  The Primordial Ones are one of the six main spawn of Shub-Niggurath. For over one 
  billion years they had a scientifically advanced civilization on the planet of Carcosa, 
  which was finally destroyed by the Shoggoths. While the Primordial Ones prefer to 
  attack with high-tech weapons, they can also attack with their tentacles. They hate 
  and seek to eradicate all intelligent life other than their own race. 
   
  Psionics: 2-5 powers up to five times per day 
   
  SHOGGOTHS: These 15’ diameter amoebae are almost transparent. They can form 
  nearly any shape from their bodies, whether tentacles, legs, feelers, mouths, eyes, 
  weapons, or whatever. Shoggoths are one of the six main spawn of Shub-Niggurath. 
  For hundreds of millions of years the Primordial Ones enslaved them, until finally the 
  Shoggoths rebelled and destroyed the civilization of the Primordial Ones. Few in 
  number, the remaining Shoggoths tend to lurk in the crumbled remains of the former 
  cities of the Primordial Ones. They sometimes aid the servants of Cthulhu or of other 
  Old Ones. Their intelligence is somewhat less than man’s. 
   
  MI-GO: One of the six main spawn of Shub-Niggurath, Mi-Go are ―pinkish things 
  about five feet long; with crustaceous bodies bearing vast pairs of dorsal fins or 
  membranous wings and several sets of articulated limbs, and with a sort of 
  convoluted ellipsoid, covered with multitudes of very short antennae, where a head 
  would ordinarily be.‖ (H. P. Lovecraft, ―The Whisperer in Darkness‖, section I) They 
  are closer to being fungoid creatures than animals. 
   
  Mi-Go can actually fly through outer space, being immune to the effects of cold, 
  radiation, and vacuum. They do not need light in order to see. Their intelligence is 
  somewhat less than man’s. 
   
  Psionics: 1-4 powers up to two times per day 
  GREAT RACE: The Great Race are ―enormous, iridescent cones, about ten feet high 
  and ten feet wide at the base, and made up of some ridgy, scaly, semi-elastic matter. 
  From their apexes projected four flexible, cylindrical members, each a foot thick, and 
  of a ridgy substance like that of the cones themselves. These members were 
  sometimes contracted almost to nothing, and sometimes extended to any distance up 
  to about ten feet. Terminating two of them were enormous claws or nippers. At the 
  end of a third were four red, trumpetlike appendages. The fourth terminated in an 
  irregular yellowish globe some two feet in diameter and having three great dark eyes 
  ranged along its central circumference. Surmounting this head were four slender grey 
  stalks bearing flower-like appendages, whilst from its nether side dangled eight 
  greenish antennae or tentacles. The great base of the central cone was fringed with a 
  rubbery, grey substance which moved the whole entity through expansion and 
  contraction.‖ (H. P. Lovecraft, ―The Shadow out of Time‖, section IV) 
  The Great Race is one of the six main spawn of Shub-Niggurath. For hundreds of 
  millions of years their highly advanced scientific and psionic civilization existed on the 
  planet of  Carcosa before  their civilization  was  finally  destroyed.  The Great Race is 
   
  SPECIES 23750: The Space Alien biologists have collected and cataloged an 
  astronomical number of species from all over the galaxy. This is one of them. Species 
  23750 is a stone gray worm 2’ long and 6‖ thick. They have no visible sense organs, 
  but have a large maw filled with sharp teeth. These monstrosities burrow into the 
  viscera of dead victims and there perish. Two days later the host corpse bursts 
  asunder as a number of newly-born worms crawl forth from it. (Roll a die to determine 
  exact number.) Note: The Space Alien biologists’ classification system is extremely 
  detailed and intricate. The label ―Species 23750‖ is merely an abbreviation of its full 
  classification code. 
   
  DINOSAURS: These animals are not uncommon in the world of Carcosa, though 
  they are not of the sort one would find in a textbook on dinosaurs. Rather, imagine 
  mundane dinosaurs mutated by mysterious forces for tens of millions of years. 
  Dinosaurs on the planet of Carcosa tend to have one or more unusual characteristics 
  such as: being feathered, brightly colored, misshapen, poisonous, phosphorescent, 
  covered in spikes, able to breathe radiation, able to shoot energy from their eyes, etc. 
  All dinosaurs, even the plant-eaters, tend to be aggressive. 
   
  BEASTS OF BURDEN: No horses or other mundane beasts of burden exist in the 
  world of Carcosa. When humans want to travel, they typically walk or travel by water. 
  This does not preclude any fantasic beasts of burden desired by the referee, such as 
  giant lizard mounts, mutant pterosaurs, weird insectoids, etc. 
   
  SNAKE-MEN: For tens of millions of years the civilizations of the Snake-Men were 
  mighty upon the planet of Carcosa. They delved deeply into the arcane mysteries and 
  laid the foundations of the systematic practice of sorcery. From shambling man-apes 
  the Snake-Men bred the various races of humans to be sacrifices efficacious for their 
  sorcery. At the height of their powers, the Snake-Men destroyed themselves by 
  releasing ultratelluric forces impossible to control. The human races have since 
  dabbled in the sorcery of the Snake-Men, achieving a mere fraction of the proficiency 
  of their extinct masters. 
   
  Many giant versions of certain real-world animals (but usually not giant birds or giant 
  mammals) exist in the world of Carcosa. The only specific monsters from the 1974 
  rules that are found on the planet of Carcosa are the following: 
   
  Pur. Worms 
  Och. Jelly 
  Bl. Pudding 
  Gr. Slime 
  Gr. Ooze 
  Yel. Mold 
   
   
   
   
   
   
   
   
   
   
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  Table 10: Hide 
  1-4: 
   
  smooth 
  5-8: 
   
  suckered 
  9-10: 
   
  scaled 
  11: 
   
  feathered 
  12: 
   
  furred 
   
  Table 11: Eyes 
  1: 
   
  none 
  2: 
   
  one 
  3: 
   
  two 
  4: 
   
  three 
  5: 
   
  four 
  6: 
   
  five 
  7: 
   
  six 
  8: 
   
  multiple/insectile 
   
  Table 12: Mouth 
  1: 
   
  none 
  2: 
   
  multiple 
  3: 
   
  toothed 
  4: 
   
  beaked 
  5: 
   
  suckered 
  6: 
   
  circular gaping maw 
   
  Table 13: Special Attacks 
  1-84: 
   
  none 
  85: 
   
  poisonous 
  86: 
   
  touch causes paralysis 
  87: 
  touch causes sickness (lose 1 point of constitution per day until 
  dead) 
  88: 
   
  sight of it drives insane 
  89: 
   
  touch turns to slime 
  90: 
   
  sight of it makes opponents flee in fear 
  91: 
   
  2-9 heads 
  92: 
   
  spew/breath weapon 
  93: 
   
  surprises on 1-4 
  94: 
  blood drain (after successful attack, automatically does 1 die 
  damage per round) 
  95: 
  shoots/flings spikes (1 die damage) 
  96: 
  gaze causes confusion 
  97: 
  heat generation (1 die damage per round to all within 20’) 
  98: 
  cold generation (1 die damage per round to all within 20’) 
  99: 
  psionic (1-8 powers 1-8 times per day) 
  100: 
  randomly select two special attacks 
   
   
   
   
   
   
   
  technology is much more comprehensible to mankind than is the lost technology of 
  the Primordial Ones or of the Great Race. 
   
  Projectile Weapons 
   
  The Space Aliens construct thousands of types weapons based on elemental, 
  electromagnetic, or any of a number of other principles. The following charts are 
  provided for the referee’s convenience in determining specifics of such weapons: 
   
  Table 1: Type 
  1-7: 
  Pistol (range: 300’, base damage: 1 die, charges: 100) 
  8-13: 
  Rifle (range: 1,000’, base damage: 2 dice, charges: 50) 
  14-17: 
  Bazooka (range: 3,000’, base damage: 3 dice, charges: 25) 
  18-19: 
  Cannon (range: 20 miles, base damage: 5 dice, charges: 15) 
  20: 
  Tank (range: 10 miles, base damage: 4 dice, charges: 15) 
   
  Table 2: Projection Pattern 
  1-3: 
  Pulse (3‖-long pulses) 
  4-7: 
  Beam (line-shaped) 
  8-9: 
  Ray (cone-shaped) 
  10: 
  Emitter (two settings: 180 degrees and 360 degrees) 
   
  Table 3: Projection Type 
  1-6: 
  Electromagnetic (roll on Table 4) 
  7-9: 
  Elemental (roll on Table 5) 
  10: 
  Special (roll on Table 6) 
   
  Table 4: Electromagnetic Radiation 
  1: 
  Radio 
  2: 
  Microwave 
  3: 
  Infrared 
  4: 
  Laser (roll on Sub-Table 4a) 
  5: 
  Ultraviolet 
  6: 
  X-ray 
  7: 
  Gamma Radiation (add 1 die to base damage) 
  8: 
  Cosmic Radiation (add 2 dice to base damage) 
   
  Sub-Table 4a: Spectral Color 
  1: 
  Jale 
  2: 
  Red 
  3: 
  Orange 
  4: 
  Yellow 
  5: 
  Green 
  6: 
  Blue 
  7: 
  Violet 
  8: 
  Dolm 
  9: 
  Ulfire 
  10: 
  White 
   
   
   
   
  40 
   
   
   
   
   
   
   
   
     
   
   
   
   
   
   
   
   
   
     57             
  
  Table 2: Number Appearing 
  1-5: 
   
  1-2 
  6-9: 
   
  1-3 
  10-12: 
   
  1-4 
  13-15: 
   
  1-6 
  16-17: 
   
  1-8 
  18-19: 
   
  1-10 
  20: 
   
  2-12 
   
  Table 3: Armor Class 
  1-4: 
   
  9 
  5-8: 
   
  8 
  9-11: 
   
  7 
  12-13: 
   
  6 
  14-15: 
   
  5 
  16-17: 
   
  4 
  18-19: 
   
  3 
  20: 
   
  2 
   
  Table 4: Types of Movement 
  1-9: 
   
  land only (roll once on Sub-Table 4a) 
  10-12: 
   
  land and flying (roll twice on Sub-Table 4a) 
  13-15: 
   
  land and swimming (roll twice on Sub-Table 4a) 
  16-17: 
   
  swimming only (roll once on Sub-Table 4a) 
  18-19: 
   
  land, flying, and swimming (roll thrice on Sub-Table 4a) 
  20: 
   
  none 
   
  Sub-Table 4a: Move 
  1: 
   
  3 
  2-3: 
   
  6 
  4-7: 
   
  9 
  8-12: 
   
  12 
  13-15: 
   
  15 
  16-17: 
   
  18 
  18-19: 
   
  21 
  20: 
   
  24 
   
  Table 5: Hit Dice 
  1-3: 
   
  1 
  4-6: 
   
  2 
  7-9: 
   
  3 
  10-11: 
   
  4 
  12-13: 
   
  5 
  14-15: 
   
  6 
  16-17: 
   
  7 
  18: 
   
  8 
  19: 
   
  9 
  20: 
   
  10 
   
   
   
   
  50: 
  Tin (double damage to Yellow Men, half damage to Black Men) 
  51: 
  Antimony (half damage to Blue Men) 
  52: 
  Tellurium (half damage to Dolm Men) 
  53: 
  Iodine (double damage to Purple Men) 
  54: 
  Xenon (half damage to Purple Men) 
  55: 
  Cesium (half damage to Jale Men) 
  56: 
  Barium (half damage to White Men) 
  57: 
  Lanthanum (half damage to Red Men) 
  58: 
  Cerium (double damage to Red Men) 
  59: 
  Praseodymium (half damage to Green Men) 
  60: 
  Neodymium (half damage to Jale Men, double damage to Bone Men) 
  61: 
  Promethium (half damage to Green Men) 
  62: 
  Samarium (half damage to Jale Men) 
  63: 
  Europium (double damage to Purple Men) 
  64: 
  Gadolinium (half damage to Black Men) 
  65: 
  Terbium (half damage to White Men) 
  66: 
  Dysprosium (double damage to Dolm Men) 
  67: 
  Holmium (half damage to Yellow Men, double damage to Brown Men) 
  68: 
  Erbium (double damage to Ulfire Men) 
  69: 
  Thulium (double damage to Green Men, half damage to Brown Men) 
  70: 
  Ytterbium (half damage to Black Men) 
  71: 
  Lutetium (half damage to White Men) 
  72: 
  Hafnium (half damage to Orange Men) 
  73: 
  Tantalum (double damage to Bone Men) 
  74: 
  Tungsten (double damage to Jale Men) 
  75: 
  Rhenium (half damage to Bone Men) 
  76: 
  Osmium (double damage to White Men) 
  77: 
  Iridium (half damage to Dolm Men) 
  78: 
  Platinum (double damage to Orange Men) 
  79: 
  Gold (double damage to Purple Men) 
  80: 
  Mercury (double damage to Jale Men) 
  81: 
  Thallium (half damage to Purple Men) 
  82: 
  Lead (double damage to Dolm Men) 
  83: 
  Bismuth (half damage to Green Men) 
  84: 
  Polonium (double damage to Green Men) 
  85: 
  Astatine (double damage to Green Men) 
  86: 
  Radon (double damage to Yellow Men) 
  87: 
  Francium (double damage to Orange Men) 
  88: 
  Radium (double damage to Black Men) 
  89: 
  Actinium (double damage to Blue Men) 
  90: 
  Thorium (half damage to Blue Men) 
  91: 
  Protactinium (half damage to Ulfire Men) 
  92: 
  Uranium (double damage to Black Men) 
  93: 
  Neptunium (half damage to Dolm Men) 
  94: 
  Plutonium (double damage to Black Men) 
  95-00: 
  Re-roll 
   
   
   
   
   
   
  38 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
     59              
  
  AZATHOTH: In the vast caverns at the planet’s center is Azathoth, ―the mad faceless 
  god, howl[ing] blindly in the darkness to the piping of two amorphous idiot flute-
  players‖ (―The Rats in the Walls‖, H. P. Lovecraft). This mindless Old One is a 
  shapeless mass over 1,000’ in diameter. Anyone entering its caverns will go 
  irretrievably mad (save vs. spells at -5). If attacked, it attacks with numberless 
  pseudopods, doing 18 dice damage. The cultists of Azathoth are all insane. 
   
  Psionics: None, but completely immune 
   
  NYARLATHOTEP: One of the lesser Old Ones, Nyarlathotep is known as ―the 
  Crawling Chaos‖. Uncounted millennia ago, the viscid bulk of Nyarlathotep washed 
  down the river into the lake in hex 1716. A pale, quivering glob roughly 5’ in diameter, 
  Nyarlathotep continually grows and reabsorbs mouths, eyes, tentacles, and feelers. 
  Those with 2 HD or less are automatically stunned with detestation, such that they 
  become mindless slaves of Nyarlathotep. All others must save vs. magic at -4 or be 
  charmed. Charmed chaotics will intelligently serve and worship Nyarlathotep, while 
  those of other alignments will behave in a purely destructive manner (insanity, 
  murder, suicide, war, etc.). No animals will harm Nyarlathotep, and it can assemble 
  an army of 100 animals and/or mindless humans within an hour. In combat 
  Nyarlathotep does 4 dice of damage, and the 4 dice are added to Nyarlathotep’s HD. 
   
  Psionics: 1-4 powers up to three times per day 
   
  I’THAQUA: One of the less powerful of the Old Ones, I’thaqua appears as a huge 
  cloud of blinding snow with two glowing red eyes. It does 8 dice of damage in combat, 
  and it can control the weather (typically causing howling blizzards). Everyone within 
  100’ of I’thaqua takes 3 dice of damage each round from the intense cold it 
  emanates. It dwells in the Icy Wastes where the natives worship it with human 
  sacrifices. These sacrifices are taken alive by I’thaqua to an unknown destination. 
  Sometimes their frozen bodies are found years later. 
   
  Psionics: 2-4 powers up to four times per day 
   
  CTHUGAH: One of the Old Ones, Cthugah is a giant amoeba (over 200’ in diameter) 
  wreathed in flame. It attacks with tentacles of flame, doing 8 dice of damage per 
  round. Cthugah also radiates intense heat that does 4 dice of damage per round to 
  everyone within 300’. It is immune to all attacks involving fire or heat. Lasers can 
  harm it, but nuclear blasts do not. It can summon 2-20 of Cthugah’s flame creatures 
  per day. It resides in a vast active volcano. 
   
  Psionics: All powers up to ten times per day 
   
  CTHUGAH’S FLAME CREATURES: These appear as 50’ diameter versions of 
  Cthugah. Their tentacles do 2 dice of damage. The heat they radiate also does 2 dice 
  of damage to everyone with 50’. 
   
  Psionics: 1-4 powers up to three times per day 
   
  YOG-SOTHOTH: One of the greatest of the Old Ones, Yog-Sothoth is a 45’ diameter 
  clump of eyes,  mouths,  tentacles,  legs, and hideous organs.  Anyone seeing it must 
   
   
  Stun weapons do no damage. They knock unconscious for 1-3 hours those who fail 
  their saving throw vs. wands. 
   
  Teleportation weapons cause no damage. They teleport each individual affected 10-
  100 miles away in a random direction (save vs. wands to avoid). 
   
  Other Space Alien Items 
   
  Power Cells: Fully-charged power cells for pistols have 100 charges, rifle cells have 
  50 charges, bazooka cells have 25 charges, and cells for cannons and tank guns 
  have 15 charges. 
   
  Telescopic Sight: Gives a weapon a +3 to hit in lighted conditions only. 
   
  Nightvision Sight: Gives a weapon a +3 to hit, even in lightless conditions. 
   
  Reflective Armor: Each suit of reflective armor prevents the wearer from taking any 
  damage at all from 1-20 types of elemental weapons and 1-4 types of 
  electromagnetic weapons. (If a given suit reflects lasers, it reflects 1-10 spectral 
  colors.) 
   
  Battle Armor: These suits of attack armor come in an indefinite number of types. In 
  addition to providing its wearer AC 2, a suit of battle armor will typically be equipped 
  with 1-4 types of weapons (beam, ray, pulse, emitter, grenade launcher, and/or mini-
  missiles). In addition, each suit will be 20% to 50% likely to possess each of the 
  following capabilities: 
  Anti-grav flight (speed 24) 
  Cloud giant strength 
  Operational in a vacuum 
  Operational underwater 
  Force field of 20 to 50 hit points 
   
  Space Suit: A space suit makes its wearer immune to the effects of a vacuum, heat, 
  and cold (though heat and cold weapons will affect the wearer). 
   
  Force Fields: Small devices typically worn on belts, they generate a nearly-invisible 
  (save for a slight flickering) force field surrounding the wearer at a distance of 1’. 
  Typical force fields take from 10-100 hp damage before being destroyed. If the force 
  field is destroyed, the projection device will have to be repaired before it will function 
  again. 
   
  Absorption Fields: As force fields, but they also have a special property regarding 2-
  12 select types of elemental and/or electromagnetic weapons. Strikes by such 
  weapons actually replenish the field, on a one-to-one basis (i. e., if struck for 10 hp 
  damage, the field gains 10 hp). The field can be strengthened up to twice its normal 
  number of full hit points. 
   
  Communicators: Small, hand-held devices that enable two-way communication with 
  anyone else within 10,000 miles who also has a communicator. 
   
   
   
  36 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
       
   
   
      61               
  
  MONSTERS & TREASURES 
   
  MONSTER REFERENCE TABLE 
   
  Monster  
   
  # Appearing AC  Move     HD         % in Lair     Treasure  
  Cthulhu  
   
            1         8 
  15/36      57       100% 
             H 
  Hastur  
   
            1         6 
    24 
  57 
  100% 
             H 
  Azathoth  
   
            1         2 
    -- 
  60 
  100% 
             Nil 
  Nyarlathotep 
   
            1         6 
     9 
  56 
  99% 
             H 
  I’thaqua  
   
            1         2 
    36 
  55 
  50% 
             Nil 
  Cthugah  
   
            1         6 
     9 
  55 
  90%      10-100 Gems 
  Cthugah’s 
    Flame Creatures 
          1-3         7 
     6 
  12 
  Nil 
             Nil 
  Yog-Sothoth 
   
            1         6 
    15 
  58 
  40% 
             Nil 
  Spawn of Yog-Sothoth 
            1         6 
    12 
  16 
  50% 
             Nil 
  Shub-Niggurath  
            1         6 
    -- 
  59 
  100% 
             Nil 
  Spawn of Shub-Niggurath      All variable--------------------------------------------------------- 
  Primordial Ones  
          1-10       5 
  12/18 
  9 
  98% 
             Nil 
  Shoggoths 
   
           1-3         6 
     9 
  18 
  85%                  Nil 
  Mi-Go 
   
   
          3-12       8 
  9/24 
  2 
  60% 
             Nil 
  Great Race 
   
          1-12       6 
    12 
  7 
  98% 
             Nil 
  Deep Ones 
   
        1-100       5 
  9/24 
  1+1 
  85% 
             B 
  B’yakhee 
   
           1-3         9 
  9/24 
  4 
  10% 
             Nil 
  Fetor of the Depths 
            1         6 
     9 
   20 
  100% 
             H 
  Slime God 
   
            1         6 
     6 
  20 
  Nil         10-100 Gems 
  Lurker amidst the 
    Obsidian Ruins  
            1         3 
    12 
  15 
  99% 
   20-50 Gems 
  Deep Gibbering Madness           1         6 
     9 
  16 
  99% 
             Nil 
  Putrescent Stench 
            1         -- 
    24 
  12 
  Nil 
             Nil 
  It of the Fallen Pylons 
            1         2 
    12 
  20 
  95% 
             Nil 
  Crawling God 
   
            1         2 
    18 
  30 
  100% 
             Nil 
  Leprous Dweller Below 
            1         7 
     9 
  9 
  90% 
  10-60 Gems 
  Shambler of the Endless 
    Night 
   
   
            1         9 
     9 
  16 
  Nil 
             Nil 
  Inky Crawler 
   
            1         5 
    24 
  15 
  99% 
             Nil 
  Lurker of the 
    Putrescent Pits  
            1         9 
    12 
  12 
  90% 
             Nil 
  Weird God 
   
            1         9 
    15 
  17 
  100% 
             B 
  Violet Mist 
   
            1         -- 
    24 
  -- 
  90% 
             Nil 
  God of the Primal Void 
            1         9 
    12 
  12 
  100% 
             Nil 
  Tentacled One 
   
            1         6 
    24 
  19 
  95% 
             H 
  Foul Putrescence  
            1         9 
     3 
  16 
  99% 
             D 
  Suckered Abomination 
            1         7 
    12 
  14 
  95% 
             E 
  Colorless Ooze 
   
            1         6 
     6 
  15 
  Nil 
             Nil 
  Watery Death 
   
            1         8 
    12 
   7 
  85%   10-40 B.Pearls 
  Desiccating Slime 
    of the Silent Halls 
            1         7 
    12 
  13 
  70% 
             H 
  Squamous Worm of the Pit           1         2 
     9 
  11 
  45% 
             H 
   
   
  Table 4: Type(s) of Movement 
  1-5: 
  1 type (roll once on Sub-Table 4a) 
  6-8: 
  2 types (roll twice on Sub-Table 4a, re-rolling duplicates) 
  9-10: 
  3 types (roll thrice on Sub-Table 4a, re-rolling duplicates) 
   
  Sub-Table 4a: Movement in Media 
  1-6: 
  land, surface (roll on Sub-Table 4b) 
  7: 
  subterranean/burrowing 
  8: 
  water, surface (50% can also move through the watery depths) 
  9: 
  atmospheric flight (from a movement rate of 24 up to supersonic speeds) 
  10: 
  deep space flight (sublight speeds) 
   
  Sub-Table 4b: Land (Surface) Movement Type 
  1: 
  Legs 
  2: 
  Treads 
  3: 
  Wheels 
  4: 
  Tentacles 
  5: 
  Hovering 
  6: 
  Jumping (10’ to 40’) 
   
  Table 5: Speed (roll once for each type of non-flight movement) 
  1: 
  6 
  2-3: 
  9 
  4-10: 
  12 
  11-14: 
  15 
  15-17: 
  18 
  18-19: 
  21 
  20: 
  24 
   
  Table 6: Number of Offensive Systems 
  1-2: 
  1 
  3-5: 
  1-3 
  6-9: 
  2-4 
  10: 
  5+ 
   
  Sub-Table 6a: Types of Offensive Systems 
  1-10: 
  Projectile Weapon (Roll on the charts beginning on p. 57.) 
  11-12: 
  Grenade launcher 
  13-14: 
  Mini-missile launcher 
  15-16: 
  Gas (poison, choking, caustic, hallucinatory, obscuring, etc.) 
  17: 
  Nets 
  18: 
  Grappling lines 
  19: 
  Tractor beam 
  20: 
  Tentacles (1 or 2 dice damage) 
   
  Table 7: Number of Defensive Systems 
  1-10: 
  None 
  11-16: 
  1 (roll on Sub-Table 7a) 
  17-19: 
  2 (roll twice on Sub-Table 7a, ignoring duplicates) 
  20: 
  3 (roll thrice on Sub-Table 7a, ignoring duplicates) 
   
   
  34 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
     63               
  
  have a cleaver, axe, sickle, or scythe that has been at one time plunged into the 
  underground pool in hex 0202. Thirteen sacrifices (of any sort) must be bound with 
  iron cord. After an hour and a half of chanting while drugged by the yellow lotus root, 
  the sorcerer will find that he can make his demands of the Desiccating Slime. Then 
  the sorcerer decapitates a sacrifice, which weakens the Desiccating Slime by one 
  HD. If the Desiccating Slime makes its saving throw, the sorcerer must decapitate 
  another sacrifice, etc. until the saving throw is failed or no sacrifices remain. Each 
  decapitated sacrifice weakens the Desiccating Slime by one HD. When its saving 
  throw is failed, the sorcerer can free the Desiccating Slime from the Fearful Monolith 
  and bring it directly into his presence, where he can order it to perform a single task of 
  no more than one month’s duration. Any sacrifices still living will be consumed by the 
  Desiccating Slime. 
   
  The Sunless Watery Blight: This ritual takes eight hours to complete. At least a 
  gallon of water from the ocean must be taken to the Icy Waste and there frozen and 
  later melted. With this water the sorcerer can perform the ritual on a night with a new 
  moon during the winter. Four old Brown women must be strangled with a rusty iron 
  cord after they drink all of the prepared water. With the last sacrifice’s death, the 
  Slime God will be imprisoned in the subterranean Sunless Watery Blight. 
   
  Susurration of the Purple Cavern: This seven-hour ritual can be performed only in 
  crystalline caves which have naturally-occurring amethysts amongst the crystals. The 
  sorcerer must sacrifice nineteen Purple virgin females with a jagged knife of rainbow 
  quartz. As the sacrifices die, their screams remain as a haunting susurration that 
  seduces and deludes the Violet Mist into willing bondage to the sorcerer. The 
  susurration accompanies the sorcerer for 2-4 days, at which time the Violet Mist is no 
  longer bound and will probably attack the sorcerer. 
   
  The Tentacled Desiccating One: This eight-hour ritual can be completed only within 
  a temple dedicated to the Suckered Abomination. A minimum of 63 human sacrifices 
  (of any sort) is required. At the end of the ritual, the temple’s idol will in fact turn into 
  the Suckered Abomination, which will then proceed to consume all the sacrifices. 
  Afterwards it will be inclined to listen to the sorcerer’s requests. 
   
  The Thirteenth Discipline of Entrapment: When the Watery Death is within a body 
  of water no farther than 100’ away from the sorcerer, he can perform this discipline to 
  bind the Watery Death to his will. The ritual takes thirty minutes to perform. The 
  sorcerer must slay with an ornate knife (carved from flint quarried beneath water at 
  least 10’ deep) two Ulfire infants and fling the corpse of one into the water and hold 
  the other one over the water, and then pronounce his demands. The Watery Death 
  will then be bound to the sorcerer’s will until the next new moon. 
   
  Tomb of the Writhing One: This six-hour ritual can be accomplished only by a 
  certain large pit in hex 0701. No fewer than 43 human sacrifices (of any sort) are 
  required. The sorcerer must cast the sacrifices one by one into the pit, which is 
  magically transformed during the ritual into a hellish, suffocating tomb that crushes 
  those within. At the ritual’s end, the Suckered Abomination will be imprisoned within a 
  lightless extradimensional tomb. For every ten sacrifices in addition to the minimum 
  43, the Suckered Abomination’s saving throw has a penalty of -1. 
   
   
   
  Robot Generator, or (conversely) to randomly generate a robot and then roll some 
  biological characteristics for it on the spawn of Shub-Niggurath tables. 
   
  TECHNOLOGICAL ARTIFACTS OF THE GREAT RACE 
   
  The remaining advanced technological items of the vanished civilization of the Great 
  Race are so extraordinarily rare that many such items are unique. Unlike the high-
  tech of the Space Aliens which humans find relatively easy to grasp, the artifacts of 
  the Great Race are nearly incomprehensibly inhuman. The lost technology of the 
  Great Race is concerned primarily with space, time, and mind. A member of the Great 
  Race can utilize one of their ancient artifacts about as easily as a human can use the 
  high-tech of the Space Aliens. Humans, however, find it almost impossible to use 
  these outré objects. Only humans with an intelligence of at least 17 can even possibly 
  do so. After each month of continuous study, such a human has a 5% (non-
  cumulative) chance of understanding the item well enough to make some use of it. 
  The artifacts given here represent only a small sampling. 
   
  Crystalline Psionics Chamber: This chaotic conglomeration of cloudy white, ulfire, 
  and yellow natural crystals has a roughly cone-shaped chamber within (10’ high and 
  10’ diameter at the base). Any psionic creature that steps within the chamber will 
  activate it, causing its body and especially its head to be pressed hard against the 
  sharp crystals (1 die of damage). The crystals will glow with a soft, inner radiance and 
  emit a low hum barely on the threshold of hearing. While in the chamber, the entity’s 
  psionic ability will be greatly increased. He will be able to use all eight psionic powers, 
  and he will be able to use these powers ten times more often than he normally would. 
  Further, the range of each is increased ten-fold, mental blast causes 10 dice of 
  damage, saving throws vs. mind control are at -5, and precognition can be used to 
  see 10 minutes into the future. This is all so draining that when the user leaves the 
  chamber he must save vs. wands or permanently lose all his psionic abilities. 
   
  Scrying Glass of the Old Ones: This is a jagged chunk of obsidian-like rock, roughly 
  18‖ square and 4‖ thick, weighing about 100 pounds. If one grasps it in his hands and 
  gazes in its direction in utter darkness, the Scrying Glass of the Old Ones reveals its 
  true nature. The stone becomes visible (only to the one touching it) as a deeper 
  blackness than its surroundings, and dolm, ulfire, violet, and jale motes and swirls of 
  light appear (with the impression of great depth) within the rock. If the holder of the 
  rock does not look away, the lights within the rock will coalesce into visions of the 
  domain of one of the Great Old Ones (such as R’lyeh, or Hastur’s crypt beneath Lake 
  Hali, or the vast caverns in which raves Azathoth, etc.). The observer at this point 
  must make a saving throw vs. spells or be unable to look away from the images in the 
  rock. After 30-60 minutes time, the appropriate Great Old One itself will be glimpsed, 
  and it will be aware of its observer. The Old One will bend its will towards the holder 
  of the Scrying Glass, and if the holder fails his save vs. spells at -5 he will become an 
  ardent devotee of that Old One. A successful save indicates that he has released the 
  stone, thus ending the visions. Sometimes those fortunate enough to make their save 
  come away from their viewings with fragments of knowledge of the arcane secrets of 
  the glimpsed Old One and/or of its lair. 
   
  Spatial Transference Void: Over 100 million years ago a meteor from the deepest 
  gulfs of space  fell upon the planet of  Carcosa.  From  its unique,  uncanny metal  the 
   
   
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     65              
  
  The Secret Name of the Devourer: High in a clear tarn in hex 1903 is a weed-
  encrusted white marble pyramid 12’ high, submerged under 20’ of water. Spending a 
  total of 8-32 hours studying the runes engraven upon the pyramid will reveal to the 
  sorcerer the secret name of the Colorless Ooze. Armed with this name, the sorcerer 
  can attempt to bind it. He must chain four Bone Men to the pyramid, one to each side. 
  Then from the shore the sorcerer performs the hour-long chant, at the end of which 
  the secret name has power to bind the Colorless Ooze to the sorcerer’s will. 
   
  The Secret Rune of the Dripping One: In the desert area of hex 2405 is an empty 
  crypt of cold gray stone far under the surface. A horribly intricate rune covers the 
  ceiling. If a sorcerer lies on his back and meditates upon the rune for 24 hours, he 
  has to make a saving throw or go mad. If he is successful, he will know the secret of 
  binding the Shambler of the Endless Night. Thirty-four Ulfire males of varying ages 
  are the required sacrifices. They must be placed in a large circle and have fires built 
  atop each of their bodies as the sorcerer stands within the circle and chants, holding 
  aloft a shackle made of pure black diamond. The entire ritual takes two hours. As the 
  last sacrifice dies, the Shambler will be bound to the sorcerer’s will. 
   
  Serpentine Whispers of the Blue-Litten Pillars: This six-hour ritual can be 
  performed only at night in the midst of one of four circles of blue menhirs erected by 
  the Snake-Men (found in hexes 0314, 1011, 1116, and 1714). Six Orange Men must 
  be crushed between stone slabs during the ritual. In addition, another sorcerer 
  (whether an apprentice or a colleague) must similarly slay six more Orange Men at 
  the same time in another one of the four circles of blue menhirs. As the gore from the 
  Orange Men is smeared upon the menhirs, the stones will faintly glow if the ritual is 
  successful in binding It of the Fallen Pylons. 
   
  The Shambler of the Endless Night: This five-hour ritual can be performed only in a 
  swamp at night under the full moon. Wearing a robe of the flayed skin of a Red Man, 
  the sorcerer must sacrifice four Ulfire males by feeding them alive to crocodilians. The 
  sorcerer must stand within a protective circle of the glowing red sulfur powder found 
  only in the Mutated Forest. Four 7’ tall wrought iron stands holding censers atop them 
  must smolder with a radioactive yellow incense from the Radioactive Desert. Finally, 
  the sorcerer must hold in his hands the fresh brain of a Deep One. At the ritual’s 
  conclusion, the Shambler will appear out of the muck of the swamp. 
   
  The Sixteen Forbidden Tortures: This four-hour ritual requires the sorcerer to cast 
  out of copper sixteen various and assorted hand-held devices such as clappers, 
  tongs, a rod, a bell, cymbals, a triangular chime, etc. The iron must come from the 
  Thaggasoth Peaks. Additionally, sixteen Dolm female virgins must be slain with 
  intricate and terrible tortures. After each virgin is slain, the sorcerer sounds one of the 
  copper instruments. This causes the Squamous Worm imprisoned in the Empty Maze 
  to twist violently in pain. At the end of the ritual, the Squamous Worm of the Pit is 
  reduced to 3 HD and to servility. 
   
  The Sixth Undulation of the Tentacled One: One of dozens of rituals that invoke 
  the terrible wisdom of the Tentacled One, this rite takes two hours to complete. The 
  sorcerer must read the inhuman runes carved upon the walls of a vast subterranean 
  pool under the mountains in hex 0908. The waters are cold and black, and the runes 
  must be studied for 18 hours.  The required sacrifice is one of the sorcerer’s friends (a 
   
   
  cumulative) chance of understanding the item well enough to make some use of it. 
  The artifacts given here represent only a small sampling. 
   
  The Carven Rim: Over 82 million years ago a comet bearing microorganisms 
  crashed into the planet, creating a crater nearly 2 miles in diameter. Strange fumes 
  have ever since risen from the crater. The Primordial Ones fashioned the crater’s rim 
  into an outré control center to manipulate the biological fumes perpetually shrouding 
  the crater. Weird forms of gaseous life were thereby engineered by the Primordial 
  Ones, but even these inhuman scientists had only sporadic success in controlling the 
  things they created. A mere human foolish enough to dabble with the Carven Rim 
  long enough to create a life form will be attacked by the alien and incomprehensible 
  thing to which he gave rise. Anyone within 50’ of the gaseous entity has a 40% 
  chance of himself dissolving into gas (no saving throw), a 20% chance of being 
  poisoned (save at -1 to -4), a 20% chance of being stricken with 1-3 mutations, and a 
  20% chance of falling deathly ill. Any who become sick will remain incapacitated by 
  sickness for a number of days (roll 1 die to determine exact number) and then must 
  make a saving throw vs. poison. Success indicates recovery, failure indicates death. 
   
  Elder Signs: Very few of these small greenish stones have survived. Each is shaped 
  like a thick coin, 4‖ in diameter and 1‖ thick, with a swastika-like symbol shallowly 
  inscribed thereon. If strongly presented, they will drive off all Deep Ones (no saving 
  throw). Elder Signs are almost impervious to being damaged, though persistent 
  efforts to destroy them with advanced technological weaponry will succeed. 
   
  Fecund Protoplasmic Pit: This vile pit full of quivering and bubbling dolm ooze is 50’ 
  in diameter. Entirely surrounding its 157’ circumference is a low panel of some 
  unknown metallic stone covered with biomechanical knobs, buttons, levers, etc. 
  Primordial One scientists used this pit to create many and varied forms of life. A 
  human with some understanding of the Fecund Primordial Pit can once per day 
  manipulate the controls to induce the artifact to produce a living thing: 
   
  1-44: 
   immobile, organic goo 
  45-88: 
   bl. pudding, gr. ooze, gr. slime, or och. jelly (equal chance of each) 
  89-94: 
   a spawn of Shub-Niggurath that wanders away 
  95-97: 
   a spawn of Shub-Niggurath that attacks 
  98-00: 
   a spawn of Shub-Niggurath that will serve and obey its creator 
   
  Living Monolith: This abomination is a vast column (10’ thick, over 100’ high) of an 
  amalgam of an untold number of types of organic material. All within 300’ of it feel 
  disoriented and fearful. The monolith seems to not be perpendicular to the floor, but it 
  is the monolith that seems to be straight up-and-down, while everything else (the very 
  ground beneath one’s feet included) seems askew. All to hit rolls and saving throws 
  are made at -2 within the Living Monolith’s range of influence. Ichor randomly streams 
  down the monolith’s sides, and at times it seems to take breaths or to quiver, and it 
  will occasionally scream. (Roll a die to determine how many turns between screams.) 
  When it screams a saving throw vs. wands must be made. Any who fail flee in fear. 
  Those who penetrate the secret of the Living Monolith will be able to extract from its 
  bulk flesh of any desired type. This flesh (when treated in the spawning pits of the 
  Primordial Ones) can be grown into a fully-developed organism of the appropriate 
  type.  Such  organisms  will obey  their  creator.  Further,  the Living  Monolith  can be 
   
   
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     67             
  
  the required sacrifices. The sorcerer must slay each by smothering her with a bag 
  made from the leathery bark of a particular mutant tree in the Mutated Forest. Also 
  required is a chain at least 12’ long and at least 1,000 years old. Upon the ritual’s 
  completion the Leprous Dweller Below will be bound to the sorcerer’s will for seven 
  days. 
   
  The Ninth Tracing of the Measureless Void: This five-hour ritual can be performed 
  only in the buried ruins of the sanctum of a Snake-Man sorcerer in hex 1116. Within 
  this old domicile is an 8’ diameter floating disk of utter blackness (a gateway to 
  intergalactic space). This ritual is unusual in that during it the sorcerer is completely 
  silent while he traces arcane patterns in the air with his fingertips. The sorcerer must 
  have nine Orange Men as sacrifices. If the sorcerer is an Orange Man, he must wear 
  a black hooded robe or he will himself be taken into the void. Throughout the ritual an 
  irresistible force will occasionally pull a sacrifice into the disk. After the last sacrifice is 
  taken, the sorcerer will be able to peer into the disk and see and communicate with 
  the weird entities beyond the galaxy. 
   
  Obstruction of the Suckered Abomination: In an exposed outcropping of rock in 
  hex 1103 is a layer of white crystal. A handful of it must be powdered fine for use in 
  this one-minute ritual which can succeed only when the sun is visible in the sky. The 
  sorcerer must get close enough to the Suckered Abomination to throw the powdered 
  crystal upon it, which will drive it back to its unknown lair. 
   
  The Oozing Column: This four-hour ritual can be performed only in hex 2515 near 
  the Pillar of Awful Aspect (cf. the ritual of the same name). The sorcerer must 
  transport there two blocks of the black stone found only in the hills of hex 2002, each 
  one weighing at least a ton. There he must crush to a pulp between the blocks four 
  beautiful Black women of childbearing age. As each one is slain, a colorless ichor will 
  run down the pillar from its top, evidence of the unbearable suffering of the Lurker 
  amidst the Obsidian Ruins imprisoned within the pillar. At the ritual’s end, the Lurker 
  will be bound to the sorcerer’s will for the next 99 nights. 
   
  The Outer Hieroglyphs of Affliction: This five-hour ritual is to be used to torment It 
  of the Fallen Pylons when it is imprisoned in the Pylon Hall (cf. Entombment in the 
  Pyloned Hall). The sorcerer must study for one month the hieroglyphs of the Snake-
  Men engraved upon the sunken stone in hex 0913. Then he must obtain the venom of 
  six different species of black cobra, as well as five Red Men sacrifices. Each Red 
  Man must be slain with an iron dagger dipped in the venom of one of the cobras. 
  Finally, the sorcerer must scratch his breast with the dagger dipped in the venom of 
  the sixth cobra (save vs. poison or die). This ritual causes painful, burning hieroglyphs 
  to appear on the body of It of the Fallen Pylons (causing 6 dice of damage). If it 
  makes its saving throw against this ritual, the sorcerer can consider employing the 
  Inner Hieroglyphs of Dissolution. 
   
  The Pillar of Awful Aspect: In hex 2515 is a stained and rustless pillar of an 
  unknown metal. It is impervious to all forms of destruction, including nuclear 
  explosions. (The Great Old Ones may be able to damage the pillar at the referee’s 
  discretion.) The sorcerer must help slay two large woolly mammoths and carve the 
  four tusks with the Snake-Men hieroglyphs that power this ritual. The sorcerer, with 
  the summer’s sun high in the clear sky,  must  fix a tusk into the ground at each of the 
   
   
  ADVENTURES IN THE UNDERWORLD 
  AND WILDERNESS 
   
  MUTATIONS 
   
  Exposure to some of the weird radiations of the planet of Carcosa can cause physical 
  organisms to mutate. When a living thing is thus exposed, it must save vs. poison. 
  Failure indicates that it has mutated. The following table is intended as merely a 
  starting point for an undoubtedly longer list of mutations that the referee will use in his 
  campaign: 
   
  Roll 
   
  Mutation 
  01-04 
   
  1-4 limbs turn into tentacles 
  05-09 
   
  1-8 additional eyes open on random parts of the body 
  10-14 
   
  1-4 additional mouths open on random parts of the body 
  15-19 
   
  Fungoid growths all over body 
  20-24 
   
  All hair lost 
  25-28 
   
  Legs fused together into a worm-like lower body 
  29-32 
  Flexible snake-like jaws: Mouth can open wide enough to engulf a 
  human head 
  33-36 
   
  Adverse to sunlight (-1 to hit and saving throws) 
  37-40 
  Amphibious, but can be out of water only 1-6 hours at a time, or 
  lose 1 HD per 2 hours 
  41-44 
   
  Venomous bite/nails/skin (equal chance of each) 
  45-49 
   
  Eyes become unblinking and bulging 
  50-53 
   
  Eyes melt away (1 die damage and blindness) 
  54-58 
  Body becomes semi-gelatinous (third time with this mutation, 
  become a puddle of slime) 
  59-63 
   
  Vile odor (chance of surprising reduced to 1) 
  64-67 
   
  Teeth become sharp like a carnivore’s (1 die damage with bite) 
  68-72 
   
  Cannibal/man-eater: Can digest only human flesh 
  73-77 
   
  Tongue turns into tentacle 
  78-82 
   
  Hair on head becomes a mass of waving cilia 
  83-86 
   
  Hemophilia: wounds that cause bleeding do double damage 
  87-91 
  Become a lumpy, misshapen, semi-humanoid (movement cut in 
  half) 
  92-96 
   
  Skin transparent—charisma 3 
  97-00 
   
  Wounds take twice as long to heal 
   
  CARCOSA CAMPAIGN MAP ONE HEX DESCRIPTIONS 
   
  The center pages of this book contain a map of a small portion of the planet of 
  Carcosa. As the distance between two parallel sides of a hex is 10 miles, the map 
  covers an area approximately 160 miles north to south and 218 miles east to west 
  (34,880 square miles). Only the most pronounced of features are drawn on the map. 
  Most of the blank hexes are certainly not featureless land. To aid the referee, each of 
  the 400 hexes on the map is given a point of interest. Of course, these encounters 
  are only the merest fraction of what can be found in the lands represented on the 
  map. 
   
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     69              
  
  leaves the sorcerer’s body a living vegetable. Eight Red Men must be sacrificed by 
  casting them into the mirror. A protective circle of black flame must surround the 
  sorcerer, with the mirror outside the circle. At the ritual’s end, It of the Fallen Pylons 
  emanates through the mirror to stand outside the circle. 
   
  The Leprous Dweller Below: This six-hour ritual requires the sorcerer to breath 
  deeply of the burning fumes of the pale yellow hallucinogenic incense found only in 
  the desert in and around hex 2205. The sacrifice is a leper of the Yellow Men. The 
  sorcerer must rend the sacrifice with his bare hands and consume his flesh. The 
  effects of the yellow incense will allow the sorcerer a prodigious appetite. (Note that 
  performing this ritual has a 5% chance of infecting the conjuror with leprosy.) At the 
  end of the ritualistic feast, the Leprous Dweller Below will push its way up through the 
  ground before the sorcerer. If the sorcerer performs obeisance before it, the Leprous 
  Dweller Below will be well-disposed to its summoner. 
   
  Liquescent Aspect of the Weird God: This one-hour ritual can be performed only in 
  the Weird God’s fane in hex 0602. As the sorcerer spits forth the twisted and nearly 
  unpronounceable syllables of the chant, he is immune to the idol’s effects of catatonia 
  (cf. the entry for the Weird God on p. 46). At the ritual’s end, the idol will become 
  liquescent and envelop the sorcerer, who temporarily becomes a part of the Weird 
  God’s liquescent aspect. As such, the sorcerer must devour one of his companions 
  (not a captive slave) in the fane. The sorcerer may then ask questions of the Weird 
  God. Afterwards, the sorcerer will be restored to his own mind and body. Note that 
  none of the grimoires of the Snake-Men mentions that the price to be paid for this 
  ritual is one of the sorcerer’s own companions. 
   
  Litany of the Endless Ascent: This ritual takes two hours to perform. It requires six 
  black pearls of a minimum value of 100 g.p. each, the hand of a Deep One, and two 
  Blue infants. The litany can be accomplished only in the presence of a body of water 
  at least 20’ in diameter and 4’ deep. At its completion, the pearls, hand, and the two 
  infants must be cast into the water. The Watery Death then finishes seeping up from 
  its deep subterrene waters to the place of summoning where it claims everything the 
  sorcerer cast into the waters. 
   
  Litany of the Lightless Sea: This ritual takes but five minutes to perform. The 
  sorcerer must have the powdered roots of the black poisonous root vegetables that 
  grow in the hills in and by hex 0104. Upon the completion of the ritual, the sorcerer 
  blows the dark powder from a tube. The powder will rush upon the Colorless Ooze, 
  thus rendering it visible for several moments. While it is visible, the sorcerer can 
  sternly command it to sink through the earth down to where it was spawned in the 
  Lightless Sea. 
   
  The Lurker amidst the Obsidian Ruins: Only on clear nights of the new moon can 
  the Lurker be summoned by this four-hour ritual. The sorcerer must bind four Black 
  adult males to four pure obsidian columns at least 8’ high and 2’ in diameter. He is 
  required to slit the throats of two with a knife of obsidian. When the Lurker 
  materializes from the four columns, it touches each sacrifice to turn him into obsidian. 
  The Lurker will be 30% likely to attempt to turn the conjuror into obsidian also. 
   
   
   
   
  combined value of 10,000 g.p.). If taken, the thieves will be unerringly 
  tracked down in 3-6 days by the 3 mummies which inhabit the catacomb. 
   
  0201 
  A technetium ray pistol with 27 charges is barely visible from within a small 
  pit crawling with poisonous myriapods (+4 on the save vs. poison).  
   
  0202 
  All that is visible of an abandoned and buried base of the Space Aliens is an 
  intermittently blinking orange light. 
   
  0203 
  Village of 310 Green Men ruled by ―the Jade Emperor‖, a neutral Myrmidon 
   
  0204 
  Citadel of 16 Orange Men led by a neutral Warrior 
   
  0205 
  Castle of 7 Ulfire Men led by a neutral Superhero 
   
  0206 
  Village of 190 Black Men ruled by ―the Master of all Seas‖, a chaotic 
  Champion 
   
  0207 
  Each of the Damned Isles has a secret and blasphemous name. The 
  westernmost isle is inhabited by about 40 degenerates in rotted wooden 
  shacks. They worship and interbreed with the Deep Ones. Upon the 
  midmost island is a temple of Cthulhu. 
   
  0208 
  Village of 320 Red Men ruled by ―the Peerless Will‖, a chaotic Tormentor 
   
  0209 
  Spawn of Shub-Niggurath (AC 7, MV 15/12, HD 1, Chaotic): a black and 
  dolm hexapod with a smooth hide, one eye, and a beaked mouth. It is 
  immune to cold. 
   
  0210 
  Village of 180 Blue Men ruled by ―the Omnipotent Blue Emperor‖, a neutral 
  12th-level Lord 
   
  0211 
  The Black Abomination of Nyarlathotep is a black spire of rustless metal 
  reaching 1,600’ into the sky. 
   
  0212 
  Spawn of Shub-Niggurath (AC 9, MV 15 [land]/9 [flying]/9 [swimming], HD 4, 
  Chaotic): a winged yellow ophidioid with no eyes and four mouths. Its skin is 
  covered with suckers. It is surprised only on a 1. 
   
  0213 
  Spawn of Shub-Niggurath (AC 7, MV none, HD 4, Chaotic): a yellow 
  annelidoid growing out of the ground. This spawn is covered in suckers and 
  has a suckered mouth. It is immune to cold. 
   
  0214 
  Spawn of Shub-Niggurath (AC 8, MV none, HD 10, Chaotic): a colorless, 
  translucent fungus covered with suckers and insectoid eyes, with a great 
  beaked mouth. 
   
  0215 
  Castle of 6 Brown Men led by a neutral Swashbuckler 
   
   
   
   
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      71              
  
  of the new moon. When the God of the Primal Void manifests itself, it freezes the still-
  living sacrifice to death. 
   
  The Hanging Azure Madness: North of the Bottomless Lochs (a little off the map) in 
  the forest is a unique deciduous tree, pure azure in color, and obscenely bloated and 
  twisted. This ritual requires a sorcerer to sacrifice himself by having an iron stake 
  driven through his left forearm high into the trunk of the tree, and to hang therefrom 
  (eating and drinking nothing save the azure sap that oozes from the tree where the 
  spike pierced it) for three days. This ordeal causes one die of damage, and the 
  sorcerer’s constitution score will determine if he survives: 
  Constitution 13 or higher: Will survive 
  Constitution 12: 90% chance of surviving 
  Constitution 11: 80% chance of surviving 
  Constitution 10: 70% chance of surviving 
  Constitution 9: 60% chance of surviving 
  Constitution 8: 50% chance of surviving 
  Constitution 7: 40% chance of surviving 
  Constitution 6: 30% chance of surviving 
  Constitution 5: 20% chance of surviving 
  Constitution 4: 10% chance of surviving 
  Constitution 3: 1% chance of surviving 
  After the three days, the sorcerer (if alive) will gibber in madness as his mind makes 
  contact with a filthy and pestilential pterosaurian demon of the poisonous upper 
  atmosphere. Afterwards the sorcerer can do nothing but rest for two full days. 
   
  The Haunter of the Phosphorescent Vault: This one-hour ritual can be performed 
  only when a rainbow is in the sky. (Alternately, it can also be performed near the 
  poles with the Aurora Borealis or the Aurora Australis visible.) Nine young female 
  virgins (one each of the following races: Purple, Blue, Green, Yellow, Orange, Red, 
  Ulfire, Jale, and Dolm) must be drowned in clear water as sacrifices. This will conjure 
  the dreaded Violet Mist. The sorcerer must then yield to it as gifts one each of the 
  following nine gemstones (each with a minimum value of 1,000 gp): purple amethyst, 
  blue sapphire, green emerald, yellow diamond, orange topaz, red ruby, ulfire 
  clinohumite, jale andalusite, and dolm beryl. Failure to do so will result in the Violet 
  Mist attacking the sorcerer. 
   
  Icy Wrack of the Void: This ritual takes two hours to complete, and it can be 
  performed only at night in the Icy Waste. The sorcerer must acquire seven Black 
  females of age seven or less. These he must expose, naked, to the elements during 
  the ritual. If any remain alive at the end of the two hours, he must plunge into their 
  hearts a blade of obsidian quarried during a moonless winter’s night. With the ritual 
  finished, the God of the Primal Void, imprisoned within its pocket dimension (cf. The 
  Mad Chiming of the Vacuum), will be wracked with pangs of cold found not even in 
  the depths of space. The God of the Primal Void will thereafter be bound to the 
  sorcerer’s will for nine days. 
   
  Impediment of the Iridescent Fume: This ritual of banishment can be performed in 
  only two minutes. The sorcerer must have a mixture of crushed gemstones of a total 
  value of at least 15,000 g.p. These must then be burned in one of the gemstone 
  lamps  (small   lanterns  that   burn  only  gemstones)  of   the  lost   Snake-Men.  The 
   
   
  0401 
  7 Mi-Go 
   
  0402 
  Here looms the great and extinct black volcanic Mount Voormith’adreth, 
  honeycombed with weird and outré caverns, and beneath which bubbles and 
  heaves Shub-Niggurath. 
   
  0403 
  Spawn of Shub-Niggurath (AC 9, MV 9 [swimming], HD 1, Chaotic): a 
  yellow, ulfire, gray, and orange-scaled crustacean with five eyes and four 
  mouths. This spawn can attack with two of its mouths each round. It is 
  immune to cold. 
   
  0404 
  Village of 200 Jale Men ruled by ―the Flowering Tree of Sublime Wisdom‖, a 
  neutral Swashbuckler 
   
  0405 
  Village of 240 Dolm Men ruled by ―the Commander of the True Men‖, a 
  neutral Swashbuckler 
   
  0406 
  Castle of 85 Green Men led by a neutral Myrmidon 
   
  0407 
  A raft floats here carrying a single Yellow Man near death. With intense fear 
  he whispers of the terrors of the monsters of the deep sea before expiring. 
   
  0408 
  Castle of 17 Purple Men led by a neutral Swordsman 
   
  0409 
  2 of the Great Race 
   
  0410 
  In a wooded depression are dozens of pits about 8’ deep. Each is filled with 
  a different mist. One mist gives a feeling of fear, another envelops one in 
  utter silence, yet another prevents one from breathing, a fourth induces 
  audial hallucinations, etc. 
   
  0411 
  Castle of 48 Orange Men led by a neutral Superhero 
   
  0412 
  The ground for several miles consists of vitrified sand, melted into huge 
  glossy sheets of pale white glass. 
   
  0413 
  389 Giant Jungle Ants 
   
  0414 
  Here is a catacomb of dozens of tombs of inanimate Snake-Men mummies. 
  The inside of one of their coffins has been inscribed with the ritual for the 
  Imprisonment of the Angled Labyrinth. Over the course of 2-4 weeks, a 
  sorcerer can daub the inscriptions with his own blood, thus learning the 
  ritual. Another tomb has a dinosaur-skin scroll containing the ritual for The 
  Lurker amidst the Obsidian Ruins. 
   
  0415 
  Spawn of Shub-Niggurath (AC 6, MV 6, HD 10, Chaotic): a smooth green 
  ophidioid with a suckered mouth. It is immune to poison. 
   
  0416 
  7 Giant Frogs 
   
   
   
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     73                
  
  Evocation of the Deep Gibbering Madness: This ritual can be performed only in a 
  wooden human structure of at least 1200 square feet, in which madness and murder 
  have dwelt. (One such building, used in the past for this very rite, is in hex 1304.) The 
  sorcerer must acquire thirteen human sacrifices (of any sort), bring them to the 
  structure, and slowly drive them mad with the unspeakable mental tortures devised 
  for this purpose by the depraved Snake-Men. After the sacrifices have received 6 to 
  11 months of this treatment, the sorcerer can contact the Deep Gibbering Madness, 
  which will speak to the sorcerer through the ravings of the mad. Note that the sorcerer 
  can, after the initial 6-11 month timespan, continue the torment and thus be able to 
  evoke the god on a monthly basis. 
   
  Evocation of the Nameless Sea: This four-hour ritual can be performed only on the 
  banks of a subterranean river that flows into the Nameless Sea. (All underground 
  rivers in the area covered by the Carcosa hex map included in this booklet eventually 
  flow into the Nameless Sea.) Females of any race are acceptable sacrifices. At the 
  end of the ritual, the sacrifice must be bound and have at least 6,000 g.p. worth of 
  gems placed into her mouth (which must then be sewed or otherwise sealed shut to 
  prevent the gems from falling out). Each such sacrifice cast into the river will afford 
  the sorcerer one question of the vile and slimy things that slither and swim through 
  the Nameless Sea. The questions can be asked after 1-4 days, and the sorcerer must 
  remain by an underground river during that entire time. 
   
  The Exoteric Consuming: This ritual takes four and a half hours to complete. The 
  sorcerer must gather the razor-sharp shells of the 1’ poisonous clams sometimes 
  found in the autumn 20’ to 80’ from the seashore. One such shell is then placed upon 
  the bound body of each of the sacrifices: one female virgin of each of the following 
  races: Red, Orange, Yellow, Green, Blue, Purple, Jale, Dolm, and Ulfire. The naked 
  sacrifices have to be bound and gagged in silk of the same color as their skin. Once 
  every thirty minutes during the ritual, the sorcerer slices the throat of one of the 
  sacrifices with the shell placed upon her. As each one is slain, the Inky Crawler in its 
  prison in the Lightless Lake has a bite taken out of it by an invisible force (each bite 
  causing 1 die of damage). After the last sacrifice, the sorcerer may make his 
  demands of the Inky Crawler. 
   
  The Fetor of the Depths: This ritual takes but an hour to complete. It can be 
  performed only within the lair of the Fetor of the Depths in the subterranean pit in hex 
  0416. The sorcerer must bind a human sacrifice (any will do) to the deep red stone 
  near to the pit. Fumes from the pit threaten the mental balance of any within the cave. 
  After each 30 minutes spent in the cave, a saving throw must be rolled. Failure 
  indicates that the person’s mind has become that of a slavering animal, which will not 
  leave the cave. The bound sacrifice over the course of a day will gradually turn into a 
  stinking, shapeless lump of human flesh covered with patches of hair. From its one 
  remaining orifice it will mewl hideously in a partly-human, partly animal fashion. Many 
  sorcerers believe that these mewlings contain vast secrets, and thus the thing is 
  called the Oracle of the Fetor of the Depths. Approximately 24 hours after the ritual is 
  completed, the Fetor of the Depths will hop near to the cave entrance. 
   
  The Final Crimson Sacrifice: This ritual takes two hours to complete. The sorcerer 
  must be clad only in garments of deepest crimson, or be naked and covered with the 
  blood of a Red Man slain  in the  desert.  A plain  and rude flint  knife is the only  other 
   
   
  0603 
  Spawn of Shub-Niggurath (AC 9, MV 12, HD 7, Chaotic): a smooth-skinned 
  ulfire annelidoid with two eyes and a suckered mouth. 
   
  0604 
  Here towers a crystalline-domed city of the Space Aliens. The highly 
  technological towers of the city hold several thousand Space Aliens. The 
  crystalline dome is impervious to human weaponry. 
   
  0605 
  The radiation from several giant black crystals causes mutations to all who 
  approach within 10’ (save vs. poison to avoid). 
   
  0606 
  Castle of 35 Yellow Men led by a neutral Banisher 
   
  0607 
  The top of a squat tower 30’ tall glows pearlescent when the stars appear. 
  Shortly thereafter a flat and seemingly insubstantial beam of light forms 
  between the tower and the edge of the sea. Those in the tower (only) can 
  walk on this beam. 
   
  0608 
  Citadel of 92 Purple Men led by a neutral Myrmidon 
    
  0609 
  Village of 330 Green Men ruled by ―the Magnificent Effulgence‖, a neutral 
  Myrmidon 
   
  0610 
  Spawn of Shub-Niggurath (AC 6, MV 12, HD 6, Chaotic): a blood red and 
  pale green amoeboid covered with suckers and eyes. 
   
  0611 
  Citadel of 46 Black Men led by a lawful Champion 
   
  0612 
  Citadel of 82 Red Men led by a neutral Champion 
   
  0613 
  Village of 300 Orange Men ruled by ―the Resplendent Sun‖, a lawful 9th-level 
  Lord 
   
  0614 
  19 Diseased Guardians 
   
  0615 
  Village of 340 Ulfire Men ruled by ―the Unbearable Poignancy‖, a chaotic 
  Champion 
   
  0616 
  A 4’ tall humanoid lizard, ornately armed and armored, sits astride a giant 
  lizard. At the sight of anyone the mount and its rider run swiftly (movement 
  24) into the swamp. 
   
  0701 
  3 Lake Monsters 
   
  0702 
  2 Lake Monsters 
   
  0703 
  Near the edge of the southernmost of the Bottomless Lochs is a hidden 
  grotto with walls completely covered with obviously linguistic scratches. If 
  somehow translated, they tell the tragic story (told by the last survivor) of a 
  tribe of White Men eradicated by the Lake Monsters. 
   
   
   
  22 
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
     75              
  
  to one of the stones and cover her naked body with the melted metal. Over the next 
  2-3 days the sorcerer intermittently chants and performs cryptic signs while the desert 
  sun claims the sacrifice. With her torments, the Violet Mist in its prison of the Angled 
  Labyrinth is also tormented. When the sacrifice finally dies, the Violet Mist is cowed to 
  the sorcerer’s will. 
   
  The Depthless Rite: With this ritual the sorcerer attempts to contact the vile 
  subterranean gods at the planet’s core. The sorcerer must sire an infant upon a 
  female 22 years old. Before the infant’s first birthday, the sorcerer must take the infant 
  to the bottomless underground pit in hex 1308. There the sorcerer chants for an hour 
  over the infant, and rubs the infant’s body with the costly perfumes that originate in 
  the desert in and around hex 2205. Then he drops the infant into the pit. For the next 
  1 to 3 days, the sorcerer will be lost in waking dreams, and then he will be mentally 
  contacted by the subterrene gods. 
   
  Descent of the Six Thousand Steps: The sorcerer must obtain one of the Thirty-
  Three Sunstones crafted eons ago by the Snake-Men. He boldly thrusts it towards the 
  Slime God and shouts the four-minute formula. This sends the Slime God fleeing 
  down through the pores in the ground to mysterious regions far below the earth. 
   
  The Desiccating Slime of the Silent Halls: This ritual takes four hours to complete. 
  It requires at least a pound of sand from the desert centered upon hex 2214, twelve 
  earrings wrought of the ultra-telluric iron found in the crater in hex 2401, and six 
  human sacrifices (of any type). Only when the sun burns brightly in the sky, and only 
  when the sorcerer stands upon the desert sands, can this ritual be performed. The 
  blood of the naked and earringed sacrifices must be spilled upon the hot sands, and 
  from this the Desiccating Slime will arise from its Silent Halls. 
   
  Dirge of the Outer Dark: This five-hour ritual attempts to torment the Suckered 
  Abomination while it is imprisoned within the Tomb of the Writhing One (cf. the ritual 
  of the same name). The ritual can be performed only in the lightless fane found in hex 
  1406. The sorcerer must be garbed in a black cowl made of the fibers of a plant that 
  has not grown for ages. The tiny black seeds of the plant can be found in some of the 
  ruined dwellings or tombs of long-dead Snake-Men sorcerers (such as in the tomb 
  found in hex 0811). Eighteen human sacrifices (of whatever sort) must be slain by the 
  sorcerer with a blackened dagger or knife. At the end of the ritual, the Suckered 
  Abomination will be bound. 
   
  Dispel the Watery Death: This ritual takes ten minutes to complete. It requires a 
  copper brazier, any mammal for the sacrifice, and a handful of powdered lead from 
  the Thaggasoth Peaks. The sorcerer must burn the sacrifice alive in the brazier, and 
  then cast the powdered lead into the body of water that the Watery Death inhabits. 
  The Watery Death will then vanish. 
   
  Dispelling of the Primordial Flow: This ritual takes two minutes to complete. The 
  sorcerer must have a razor of pure iridium. (Note that since iridium’s brittleness 
  makes it difficult to work, mankind does not have the technology to create an iridium 
  razor. The sorcerer will have to acquire one made by the Snake-Men or by the Space 
  Aliens.) At the ritual’s end, the Lurker of the Putrescent Pits will retreat back into 
  those far subterranean pits. 
   
   
  0804 
  Village of 340 Brown Men ruled by ―the Prince of the Air, the Earth, and the 
  Seas‖, a neutral Champion 
   
  0805 
  4 Cave Bears 
   
  0806 
  Village of 260 Brown Men ruled by ―the Unmovable‖, a chaotic 10th-level 
  Lord 
   
  0807 
  Filling this hex and hex 0808 are the ruins of a city of the Primordial Ones 
  over 100 million years old. Those in the ruins have a 50% chance per day of 
  encountering one or more Shoggoths 
   
  0808 
  See hex 0807. 
   
  0809 
  Spawn of Shub-Niggurath (AC 9, MV 12, HD 2, Chaotic): a jale plant 
  covered with eyes and mouths. It can attack twice each round and cannot be 
  surprised. 
   
  0810 
  Citadel of 26 Ulfire Men led by a neutral Swordsman 
   
  0811 
  Citadel of 55 Bone Men led by a neutral Imprisoner 
   
  0812 
  Village of 280 Orange Men ruled by ―His Preponderancy‖, a chaotic 9th-level 
  Lord 
   
  0813 
  Spawn of Shub-Niggurath (AC 3, MV 3/18 [swimming], HD 10, Chaotic): a 
  brown amoeboid covered in eyes with a gaping maw. 
   
  0814 
  Spawn of Shub-Niggurath (AC 4, MV 21 [swimming], HD 4, Chaotic): a jale 
  slime with a single red eye and a suckered mouth. 
   
  0815 
  Village of 430 Blue Men ruled by ―the Gentle and Humble Flower‖, a neutral 
  Tormentor 
   
  0816 
  Citadel of 24 Black Men led by a neutral Binder 
   
  0901 
  Here is an underground shrine to Yog-Sothoth served by 30 Blue Men. Their 
  idol of Yog-Sothoth is of pure gold with red gemstone eyes. 
   
  0902 
  Citadel of 66 Dolm Men led by a neutral Champion 
   
  0903 
  Village of 190 Jale Men ruled by ―the Eloquent Wind‖, a chaotic Superhero 
   
  0904 
  Village of 300 Green Men ruled by ―the Unanswerable Obliteration‖, a lawful 
  Champion 
   
  0905 
  Village of 200 Bone Men ruled by ―the Pale Death‖, a lawful Champion 
   
  0906 
  Village of 350 Jale Men ruled by ―the Plumage of Many Colors‖, a chaotic 
  9th-level Lord 
   
   
  20 
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
     77              
  
  Canticle of the Crawling God: This chant takes three hours to completely intone. 
  The sacrifice is a White warrior who must be bound on the earth deep in a jungle. The 
  sorcerer’s cacophonous chanting agitates all the insects, arachnids, and myriapods 
  within 600’. They inexorably converge upon the sacrifice and consume him. If the 
  sorcerer does not make his save vs. spells, the arthropods will consume him as well. 
  Otherwise, the sorcerer can hear the Crawling God’s voice in the clicking and 
  chittering of the arthropod swarms. 
   
  Cast into the Icy Vacuum: This ritual takes 10 minutes to complete. At the end of 
  the chant, the sorcerer must throw at least a quart of lava on the God of the Primal 
  Void, which will banish it to outer space. Note that finding a container that can hold 
  lava without melting will be no easy task. Perhaps something could be found amongst 
  the high technology of the Space Aliens, or in the inhuman technology of either the 
  Great Race or of the Primordial Ones. 
   
  Chaining of the Empty Maze: Once every 56 years in the night skies of the planet of 
  Carcosa is a certain triple planetary conjunction. During this night this six-hour ritual 
  can be performed. Sixty Blue Men must be shackled in iron chains and burned alive 
  on a huge pyre. Amidst their screams the sorcerer shouts the final phrases of the 
  chant into the night sky. The Squamous Worm of the Pit will then be imprisoned, 
  doomed to wander ceaselessly through the Empty Maze far to the north. 
   
  Chaining the Formless Aspect: The sorcerer must procure a pound of the 
  powdered roots of the black poisonous root vegetables that grow in the hills in and by 
  hex 0104. This he must put in an apertureless glass (or other colorless and 
  transparent material) cylinder or orb of at least 113 and no more than 268 cubic feet 
  of volume (such as a sphere 6’ to 8’ in diameter). Eight children of the Bone Men 
  must be slain by the sorcerer with a knife of white or colorless quartz, and their blood 
  poured upon the black cylinder or orb at the end of the ritual’s two-hour chant. The 
  Colorless Ooze will then be imprisoned within the container. 
   
  The Chambered Vaults of Wandering: To complete this five-minute ritual, the 
  sorcerer needs a pound of the ever-malleable gray clay found only in the area 
  surrounding the Bottomless Lochs. From this he fashions a crude humanoid that 
  grows to the size of the Shambler of the Endless Night, which then pummels the 
  Shambler for several minutes until the Shambler melts into swamp muck, thus 
  returning to wander the extradimensional vaults until summoned again. 
   
  Conjuration of the Colorless Ooze: This ritual takes five hours to complete. The 
  sorcerer must have at least half a gallon of water from the lake in hex 1716 and 
  sixteen Bone Men as sacrifices. It is imperative that the sorcerer dip his left index 
  finger into the water and draw a protective circle on the stone ground. Otherwise, the 
  Colorless Ooze will certainly attack the sorcerer when summoned. As the ritual is 
  completed, the sorcerer must pour the water upon the sixteen sacrifices bound just 
  outside of the protective circle. Then the Colorless Ooze will consume the sacrifices. 
   
  Conjuration of the Foul Putrescence: This ritual takes two hours to perform. It 
  requires six specific types of fungus found only in the damp, moldy caverns near the 
  river in hex 1410. In addition, before the ritual is performed the sorcerer must himself 
  poison  six  Purple Men and  allow their  bodies to  putrefy  till  they  are in a most  vile 
   
   
  1003 
  Spawn of Shub-Niggurath (AC 4, MV 12/15, HD 5, Chaotic): a red-feathered 
  quadruped with no eyes and eight mouths. It attacks at -2. 
   
  1004 
  Village of 260 Dolm Men ruled by ―the Infinitude of Humility‖, a neutral 
  Champion 
   
  1005 
  Village of 190 Orange Men ruled by ―the Piercing Intellect‖, a lawful 
  Champion 
   
  1006 
  Village of 280 Jale Men ruled by ―the Inexorable Judge‖, a lawful Superhero 
   
  1007 
  Here stands the lone tower of an Orange Imprisoner. He seeks solitude. 
  Those who interrupt him can atone for their intrusion by retrieving for him an 
  object from the dead city of the Primordial Ones in hexes 0807 and 0808. 
   
  1008 
  Spawn of Shub-Niggurath (AC 8, MV 9/15 [swimming], HD 4, Chaotic): a 
  black octopoid covered with suckers, a single purple eye, and a beaked 
  mouth. It is immune to poison. 
   
  1009 
  Citadel of 79 Blue Men led by a chaotic Swashbuckler 
   
  1010 
  Citadel of 11 Orange Men led by a chaotic Swordsman 
   
  1011 
  Village of 270 Bone Men ruled by ―the Swift and Silent Beginning‖, a lawful 
  11th-level Lord 
   
  1012 
  Village of 220 Brown Men ruled by ―the One‖, a neutral Champion 
   
  1013 
  Village of 310 Ulfire Men ruled by ―the Unapproachable Radiance‖, a neutral 
  Imprisoner 
   
  1014 
  Castle of 18 Green Men led by a chaotic Banisher 
   
  1015 
  Village of 400 Bone Men ruled by ―the Autocrator‖, a lawful Myrmidon 
   
  1016 
  10 Gorgosaurs with tentacles for tongues which can grab prey up to 20’ 
  distant 
   
  1101 
  Spawn of Shub-Niggurath (AC 9, MV 21, HD 5, Chaotic): an orange and 
  brown annelidoid covered with suckers and small mouths, with a large 
  mouth like a pur. worm. 
   
  1102 
  Spawn of Shub-Niggurath (AC 5, MV 6, HD 4, Neutral [intelligent]): a gray, 
  purple, and white land octopus with smooth skin, five eyes, and a beaked 
  mouth. 
   
  1103 
  Citadel of 73 Red Men led by a chaotic Superhero 
   
  1104 
  Deep rifts run for miles. Smoke continually rises from the invisible depths. 
  Hideous, semi-human screams and chants can be heard far below. 
   
   
  18 
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
     79              
  
  8. Icy Wrack of the Void 
  9. The Inner Hieroglyphs of Dissolution 
  10. The Oozing Column 
  11. The Outer Hieroglyphs of Affliction 
  12. The Sixteen Forbidden Tortures 
  13. Summation of the Twelve Tinctures 
  14. Sundering of the Primal Glob 
  15. Torment of the Undying Worm 
  16. Transmutation of the Slime God 
   
  EXPLANATION OF SORCEROUS RITUALS 
   
  The Accursed Pits of Sighing: This four-hour ritual will imprison the Shambler of the 
  Endless Night in interdimensional pits. The sorcerer must perform the ritual while 
  standing within a boat 10’ to 20’ long and shaped like a miniature longship. The boat 
  must be floating on the waters in a swamp and be made of the rare reddish wood that 
  is as hard as iron found in hex 0509. From its stern must hang a lit lantern with a 
  globe made of ruby (10,000 g.p. minimum value). At the ritual’s end the sorcerer must 
  disembowel a Jale boy and slide his corpse into the waters. 
   
  Accursed Sorcelling of the Poisoned One: This ritual can be completed in but an 
  hour. Two Purple Men are the sacrifices, who must be scalded to death with lava. As 
  the sacrifices writhe in pain, so does the Foul Putrescence (when imprisoned in the 
  Pale Fungus Garden) as its body is similarly burned. At the ritual’s end, the Foul 
  Putrescence will be reduced to 8 HD and to subservience for 21-40 days. 
   
  The Accursed Sounding of the Void: This four-hour ritual attempts to contact the 
  inhuman intelligences that brood in the deepest intergalactic gulfs. Two Ulfire youths 
  (one male and one female, neither a virgin) are the required sacrifices. On a clear, 
  moonless night, the sorcerer must inflict upon the sacrifices the complex and intricate 
  tortures devised by the Snake-Men using a set of implements made of black opal. 
  (Such will have a value of at least 10,000 g.p.) The sorcerer’s piercing shouts, 
  accompanied by the screams of the sacrifices, open the voids so the sorcerer can 
  hear the thoughts of the intergalactic minds. Note that the sacrifices need not be 
  killed, and can be reused. 
   
  Adjure the Fungoid One: This ritual takes seven hours to perform, and it can be 
  performed only on nights of the full moon. The pale blue carnivorous fungus found in 
  the forested part of hex 1302 is required, as is an ounce of the venom of cobras. 
  Thirteen Purple Men are the requisite sacrifices, who must be poisoned with the 
  cobra venom. At the ritual’s end, the Foul Putrescence will obey the sorcerer until the 
  new moon, becoming ever more recalcitrant as the moon wanes. 
   
  Affliction of the Buried God: A sorcerer may perform this ritual when the Shambler 
  of the Endless Night is imprisoned within the Accursed Pits of Sighing. The sacrifice is 
  a Green male in the prime of life. The sorcerer must obtain an undead mummy’s 
  burial shroud and cut it into strips. With these the sacrifice is completely enwound and 
  allowed to sink alive into the quicksand of a marsh. The sorcerer chants for two hours 
  and then sits silently and motionless for six more. During this time the Shambler will 
  suffer oppressive torments, and will at the end of the ritual be bound to the sorcerer. 
   
   
  1206 
  A pit is filled with insects, myriapods, and arachnids. If a sorcerer casts 
  himself into the pit, the arthropods will swarm over him and enter all his 
  orifices. While this causes excruciating pain, it is not fatal (though the ordeal 
  will cause madness if the sorcerer fails his saving throw vs. poison at +4). 
  After several minutes the pain will cease and the sorcerer will know the 
  Canticle of the Crawling God ritual. 
   
  1207 
  Village of 240 Red Men ruled by ―He of Clear Countenance‖, a chaotic 
  Imprisoner 
   
  1208 
  1 Gr. Ooze 
   
  1209 
  Village of 280 Yellow Men ruled by ―the Glittering Glory‖, a neutral 9th-level 
  Lord 
   
  1210 
  A band of 8 Ulfire slavers is poling down the river on barges with 20 young 
  Yellow slave girls. 
   
  1211 
  Village of 310 Bone Men ruled by ―the Implacable Lawgiver‖, a neutral Hero 
   
  1212 
  Here stands a sorcerer’s grove approximately 300’ in diameter. All flora 
  within is both alive and made of variously-colored metals. Any plants taken 
  from the grove will deteriorate into heavy dust in 7-10 days. 
   
  1213 
  Half submerged and buried in the Poisonous Swamps is a prehuman temple 
  of the Snake-Men dedicated to a mysterious pantheon of ophidian deities. It 
  is crawling with snakes. 
   
  1214 
  33 Deep Ones 
   
  1215 
  When a wind strong enough to ripple the surface of the 10’ by 20’ pool of 
  mercury blows, the pool releases an otherworldly music of deadly beauty. All 
  who hear it must save vs. death ray or die in a mingling of ecstasy and 
  agony. 
   
  1216 
  A 10th-level Lord in gleaming black plate that completely covers his body will 
  forbid anyone passage south. He is mounted on an aggressive giant lizard 
  with dark dolm skin. If the Lord is slain, his armor will be found empty. 
   
  1301 
  Spawn of Shub-Niggurath (AC 5, MV 18/9, HD 8, Chaotic): a purple 
  amoeboid with smooth hide, five eyes, and a suckered mouth. It is surprised 
  only on a 1. 
   
  1302 
  Village of 310 Brown Men ruled by ―the Essence of Invincibility‖, a chaotic 
  Superhero 
   
  1303 
  Village of 360 Blue Men ruled by ―the Purest Joy-Giver‖, a neutral Myrmidon 
   
  1304 
  Village of 260 Ulfire Men ruled by ―the Gracious, the Merciful, the Stern‖, a 
  neutral Champion 
   
   
  16 
   
   
   
   
   
   
   
   
     
   
   
   
   
   
   
   
   
   
      81              
  
  SORCEROUS RITUALS TABLE 
   
  Rituals of Banishing 
  1. Banish the Nighted Essence 
  2. Banishment of the Lightless Chasm 
  3. The Blasphemous Glyphs of the Night Ocean 
  4. Cast into the Icy Vacuum 
  5. The Chambered Vaults of Wandering 
  6. Descent of the Six Thousand Steps 
  7. Dispel the Watery Death 
  8. Dispelling of the Primordial Flow 
  9. The Encrusted Glyphs of the Deep 
  10. The Glyphs of the Ebon Lake 
  11. Impediment of the Iridescent Fume 
  12. Litany of the Lightless Sea 
  13. Measureless Chimes of the Uttermost Rim 
  14. Obstruction of the Suckered Abomination 
  15. Stench of the Liquescent Amoeba 
   
  Rituals of Invoking 
  1. The Accursed Sounding of the Void 
  2. The Approach of the Farthest Rim 
  3. The Call of the Gelatinous Caverns 
  4. Canticle of the Crawling God 
  5. The Depthless Rite 
  6. The Ecstatic Rites of the Subterrene Blasts 
  7. Evocation of the Deep Gibbering Madness 
  8. Evocation of the Nameless Sea 
  9. Forbidden Knowledge of the Subterrenes 
  10. The Hanging Azure Madness 
  11. Invocation of the Maroon Dwelling 
  12. Liquescent Aspect of the Weird God 
  13. The Mad Ensorcelled Inscriptions 
  14. The Ninth Tracing of the Measureless Void 
  15. The Sixth Undulation of the Tentacled One 
   
  Rituals of Conjuring 
  1. Conjuration of the Colorless Ooze 
  2. Conjuration of the Foul Putrescence 
  3. Conjuration of the Inky Crawler 
  4. Conjure the Squamous Worm of the Pit 
  5. The Desiccating Slime of the Silent Halls 
  6. The Fetor of the Depths 
  7. The God of the Primal Void 
  8. The Haunter of the Phosphorescent Vault 
  9. It of the Fallen Pylons 
  10. The Leprous Dweller Below 
  11. Litany of the Endless Ascent 
  12. The Lurker amidst the Obsidian Ruins 
  13. The Lurker of the Putrescent Pits 
   
   
  numerous caverns wherein are dark fanes of Hastur, officiated over by the 
  Old One’s blue-cloaked priests. 
   
  1407 
  See hex 1406. 
   
  1408 
  Spawn of Shub-Niggurath (AC 8, MV 6, HD 6, Chaotic): a green land 
  octopoid covered with suckers, three eyes, and five mouths. It can attack 
  with all eight of its tentacles per round. A successful hit indicates that the 
  victim has been snatched. On each following round the victim will take one 
  die damage from biting. 
   
  1409 
  Village of 270 Dolm Men ruled by ―the Ocean of Mercy‖, a neutral Superhero 
   
  1410 
  Spawn of Shub-Niggurath (AC 8, MV 15/12, HD 1, Neutral [intelligent]): a 
  winged, gray quadruped with a large maw. It is invisible until it attacks. 
   
  1411 
  Village of 310 Brown Men ruled by ―the Heart’s Ravishment‖, a neutral 
  Binder 
   
  1412 
  Village of 270 White Men ruled by ―His Serene Grace‖, a neutral Champion 
   
  1413 
  Spawn of Shub-Niggurath (AC 8, MV 12 [swimming only], HD 10, Neutral 
  [intelligent]): a mouthless gray octopoid covered with spiny suckers and with 
  a single large green eye. 
   
  1414 
  Spawn of Shub-Niggurath (AC 9, MV 3, HD 7, Neutral [intelligent]): a red 
  amoeboid covered in suckers and mouths. It has four ulfire eyes. 
   
  1415 
  1 Pur. Worm 
   
  1416 
  Village of 160 Black Men ruled by ―the Worm King‖, a chaotic 9th-level Lord. 
  They sacrifice to and worship the pur. worm in hex 1415. 
   
  1501 
  Castle of 18 Bone Men led by a chaotic Swordsman 
   
  1502 
  Spawn of Shub-Niggurath (AC 7, MV 15, HD 6, Chaotic): an orange fungoid 
  creature covered in suckers and eyes, with a toothed mouth. It is immune to 
  normal weapons. 
   
  1503 
  Castle of 97 Green Men led by a chaotic Swashbuckler  
   
  1504 
  1 Och. Jelly 
   
  1505 
  13 Giant Centipedes 
   
  1506 
  See hex 1406. 
   
  1507 
  On a lifeless island of black stone stands the alien city of Carcosa. 
   
  1508 
  See hex 1406. 
   
   
  14 
   
   
   
   
   
   
   
     
   
   
   
   
   
   
   
   
   
   
     83               
  
  (To indicate that a 10-sided die reads ―11‖, simply leave it reading ―0‖ and place a 4-
  sided die on top of it. This method will work for all types of HD save for 4-sided dice. 
  To indicate that a 4-sided die reads ―5‖, simply leave it reading ―4‖ and place a 6-
  sided die underneath it.) 
   
  Of course, a character with a constitution score of 6 or lower who rolls a 1 on a given 
  hit die would leave that die unchanged. 
   
  At many levels, a character has an addition to his hit dice, such as Yogthag the 
  Binder with 5+1 hit dice. Such hit points can be represented by any marker desired, 
  such as poker chips, with each chip representing 1 hit point. 
   
  Each player rolls as an individual to determine his HD type in any given combat. The 
  players do not roll as a group. Thus they will typically have differing HD types from 
  each other. Monsters of a given type are usually treated as a group. Unique monsters 
  or special individuals are typically rolled for separately. For example, for a mixed 
  group of six Diseased Guardians, four Deep Ones, and the Inky Crawler, the referee 
  would roll three times to determine HD types: once for the six Diseased Guardians, 
  once for the four Deep Ones, and once for the Inky Crawler. 
   
  ROLLING DAMAGE 
   
  Each time that a character or a monster does 1 die of damage, a handful of six dice 
  (one of each type: 4-, 6-, 8-, 10-, 12-, and 20-sided) is rolled. The 20-sided die (which 
  must be numbered 0-9 twice) is read and the chart above is consulted to determine 
  which of the other rolled dice indicates the actual damage done. For example, 
  suppose the 20-sided die reads ―3‖, which indicates on the table that the damage die 
  is 6-sided. The 6-sided die already rolled reads ―5‖, which is the actual amount of 
  damage done in the attack. The other four dice are ignored. 
   
  Each time that a monster or a character does 2 or more dice of damage with an 
  attack, the referee or the player rolls on the above chart to determine which sort of 
  dice to roll for damage. For example, suppose a monster which does 3 dice of 
  damage hits a character. The referee rolls on the chart and gets a ―9‖, indicating that 
  the damage dice will be 12-sided for this attack. The referee then rolls three 12-sided 
  dice and totals them to find the actual damage done by the attack. 
   
  GETTING WOUNDED 
   
  As damage is done, dice are taken away or reduced in value, always starting with the 
  highest die. Suppose that in the course of combat with a group of Deep Ones, 
  Yogthag the Binder took a total of 24 points of damage. The referee would have 
  literally taken away Yogthag’s hit dice that read: 
  11 
  9 
  The referee would also have turned the highest of Yogthag’s three remaining HD from 
  ―6‖ to ―2‖, thus leaving him with three hit dice that read: 
  2 
  4 
  4 
   
   
  1612 
  Village of 210 Yellow Men ruled by ―the Enthroned upon the Polychromatic 
  Butterfly Throne‖, a chaotic 10th-level Sorcerer 
   
  1613 
  Village of 310 Orange Men ruled by ―the Most Desirous One‖, a chaotic 
  Myrmidon 
   
  1614 
  Citadel of 68 Jale Men led by a neutral Myrmidon 
   
  1615 
  Spawn of Shub-Niggurath (AC 6, MV 12/15, HD 2, Chaotic): a membrane-
  winged hexapod with smooth dolm skin, insectile eyes, and a beaked mouth. 
   
  1616 
  Citadel of 33 Jale Men led by a lawful Hero 
   
  1701 
  15 Giant Snakes (non-poisonous) 
   
  1702 
  Castle of 41 White Men led by a neutral Champion 
   
  1703 
  Here is a pit approximately 400’ in diameter which is filled with huge single-
  celled organisms between 1’ and 2’ in diameter. 
   
  1704 
  Village of 400 Green Men ruled by ―the Light by Whom All See‖, a neutral 
  Champion 
   
  1705 
  Village of 280 Dolm Men ruled by ―the Delicate Dew of the Morn‖ a chaotic 
  Champion 
   
  1706 
  Village of 240 Green Men ruled by ―the Bright and Constant Star‖, a neutral 
  Myrmidon 
   
  1707 
  Village of 320 Dolm Men ruled by ―the Glory of the Frozen Lightning‖, a 
  neutral Superhero 
   
  1708 
  Citadel of 92 Blue Men led by a chaotic Swordsman 
   
  1709 
  Village of 390 Black Men ruled by ―the Sagacious Light‖, a neutral 9th-level 
  Sorcerer 
   
  1710 
  11 Saber-Toothed Tigers 
   
  1711 
  Spawn of Shub-Niggurath (AC 7, MV 12, HD 8, Chaotic): a white amoeboid 
  with two orange eyes and a gaping maw. 
   
  1712 
  Spawn of Shub-Niggurath (AC 6, MV 9 [land]/9 [flying]/12 [swimming], HD 5, 
  Chaotic): a yellow annelidoid covered with suckers. It has one ulfire eye in 
  the center of its body, and at each of its ends is a mouth. This spawn can 
  attack with both mouths each round. It is immune to heat and fire. 
   
  1713 
  Citadel of 2 Black Men led by a lawful Champion 
   
  1714 
  21 Space Aliens 
   
   
  12 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
     85               
  
  Charisma Score  
  Percentile Chance for Psionics 
  15 
   
   
  1.5% 
  16 
   
   
  3% 
  17 
   
   
  4.5% 
  18 
   
   
  6% 
   
  The above tables are cumulative. Thus a character with a score of 18 in all three 
  abilities would have a 12% chance of being psionic. 
   
  At the beginning of each day, a human with psionics rolls a 4-sided die to see how 
  many of the eight psionic powers he has available to himself that day. After 
  determining this number, the referee will randomly determine which specific powers 
  these are. Some days, for example, a man with psionics will be able to use ESP and 
  telekinesis, other days he might be able to use only mind control, and so on. 
   
  The following table shows how many times a man can use his psionic powers in a 
  single day: 
   
  Level 
   
  Times per Day Psionics May Be Used 
  1st-2nd   
  1 
  3rd-4th 
   
  2 
  5th-6th 
   
  3 
  7th-8th 
   
  4 
  9th + 
   
  5 
   
  As an example, suppose at the start of a given day an 8th-level character with 
  psionics rolls a 3 on a 4-sided die, indicating that he can call upon three psionic 
  powers that day. The referee randomly determines that these three powers for that 
  day are clairvoyance, mental blast, and telepathy. Since the character is 8th-level, he 
  can use those three powers up to four times that day in any combination. He could 
  use mental blast four times that day, thus exhausting his psionic powers. Or he could 
  use clairvoyance twice, mental blast once, and telepathy once. Etc. 
   
  EXPLANATION OF PSIONIC POWERS: 
   
  Clairaudience: As the magic spell. 
   
  Clairvoyance: As the magic spell. 
   
  ESP: As the magic spell. 
   
  Mental Blast: This attack of pure mental energy causes 3 dice of damage. Creatures 
  possessing psionic powers can save vs. spells to avoid the damage. 
   
  Mind Control: Similar to the charm person spell, this psionic power can work on any 
  intelligent creature for as long as the user intensely concentrates (no fighting or even 
  walking). A saving throw vs. spells negates the effect. Animals are immune, as are 
  the Old Ones. Attempting to mind control one of the Old Ones will cause the user to 
  fall unconscious for a number of hours (roll a single die to determine how many) 
  unless he saves vs. dragon breath. 
   
   
  always. The only way to lift the curse is to give the statue to a willing 
  recipient, but no one wants the vile thing. 
   
  1815 
  Village of 330 Ulfire Men ruled by ―the Perfection of All Graces‖, a chaotic 
  9th-level Lord 
   
  1816 
  In the ruined domicile of one of the Snake-Men sorcerers is a stone tablet 
  inscribed with the hieroglyphs revealing the secret of the ritual of the 
  Serpentine Whispers of the Blue-Litten Pillars. It can be mastered in twelve 
  hours. 
   
  1901 
  12 Mummies 
   
  1902 
  Citadel of 85 Purple Men led by a neutral Binder 
   
  1903 
  Insane cultists (of various races) of Azathoth dwell in twisted and narrow 
  caverns. Deep within is the unspeakable shrine of the Old One. The cultists 
  rave that their caverns ultimately lead to the vast cavern at the planet’s core 
  in which is the madness that is Azathoth. 
   
  1904 
  Village of 250 Jale Men ruled by ―the Omnipotent King‖, a chaotic Champion 
   
  1905 
  Castle of 39 Blue Men led by a chaotic Myrmidon 
   
  1906 
  Spawn of Shub-Niggurath (AC 7, MV 12/12, HD 5, Chaotic): an ulfire-
  feathered crustacean with no eyes and a large maw. 
   
  1907 
  Village of 270 Yellow Men ruled by ―the Ever-Full Pool‖, a neutral Myrmidon 
   
  1908 
  Citadel of 15 Brown Men led by a neutral Swashbuckler 
   
  1909 
  1 Bl. Pudding 
   
  1910 
  2 B’yakhee 
   
  1911 
  Citadel of 65 Brown Men led by a neutral Swashbuckler 
   
  1912 
  Village of 370 Yellow Men ruled by ―the Coruscating Celestial Vault‖, a 
  neutral Champion 
   
  1913 
  Village of 210 Brown Men ruled by ―the Perpetual Spring‖, a neutral 
  Champion 
   
  1914 
  Village of 240 Yellow Men ruled by ―the Fullness of Benedictions‖, a chaotic 
  10th-level Lord 
   
  1915 
  A 5’ diameter spherical robot (AC 5, MV 12, hp 30) that moves by rolling. It 
  can project 10’ diameter nets with a range of 20’, and it has a retractable 
  violet laser ray bazooka. Special detection systems: night vision, infrared, 
  and motion detector. 
   
   
  10 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
     87               
  
  Law______ _       Neutrality________________  _  Chaos___________________ 
  Space Aliens 
  Spawn of Shub-Niggurath (25%)   Cthulhu 
   
   
  Great Race 
   
              Hastur 
   
   
  Amphibious Ones  
              Azathoth 
   
   
  Lake Monsters 
   
              Nyarlathotep 
   
   
  Giant Jungle Ants  
              I’thaqua 
   
   
  Species 23750 
   
              Cthugah 
   
   
  Dinosaurs 
   
              Cthugah’s Flame Creatures 
   
   
   
   
   
              Yog-Sothoth 
   
   
   
   
   
              Spawn of Yog-Sothoth 
   
   
   
   
                            Shub-Niggurath 
   
   
   
   
   
              Spawn of Shub-Niggurath (75%) 
   
   
   
   
   
              Primordial Ones 
   
   
   
   
   
              Shoggoths 
   
   
   
   
   
              Mi-Go 
   
   
   
   
   
              Deep Ones 
   
   
   
   
   
              B’yakhee 
   
   
   
   
   
              Fetor of the Depths 
   
   
   
   
   
              Slime God 
   
   
   
   
   
             Lurker amidst the Obsidian Ruins 
   
   
   
   
   
              Deep Gibbering Madness 
   
   
   
   
   
              Putrescent Stench 
   
   
   
   
   
              It of the Fallen Pylons 
   
   
   
   
   
              Crawling God 
   
   
   
   
   
              Leprous Dweller Below 
   
   
   
   
   
              Shambler of the Endless Night 
   
   
   
   
   
              Inky Crawler 
   
   
   
   
   
              Lurker of the Putrescent Pits 
   
   
   
   
   
              Weird God 
   
   
   
   
   
              Violet Mist 
   
   
   
   
   
              God of the Primal Void 
   
   
   
   
   
              Tentacled One 
   
   
   
   
   
              Foul Putrescence 
   
   
   
   
   
              Suckered Abomination 
   
   
   
   
   
              Colorless Ooze 
   
   
   
   
   
              Watery Death 
   
   
   
   
   
         Desiccating Slime of the Silent Halls 
   
   
   
   
   
              Squamous Worm of the Pit 
   
   
   
   
   
              Diseased Guardians 
   
   
   
   
   
              Green Ooze Pool 
   
   
   
   
   
              Mummies 
   
   
   
   
   
              Mummy Brains 
   
   
   
   
   
              Unquiet Worms 
   
   
   
   
   
   
   
   
   
  cosmic radiation pulse rifle, a tractor beam, a carbon pulse bazooka, a 
  choking gas grenade launcher (makes victims unable to do anything other 
  than choke and cough for 1-6 rounds unless a save vs. poison is made),  
  and a gamma radiation beam rifle. As defensive measures the cyborg is 
  invisible (as the spell) and has a smoke screen generator. Its two special 
  detection systems are radar and a motion detector. The cyborg’s biologic 
  enhancements include eight octopoid tentacles, all eight of which can attack 
  per round. A hit causes no damage, but the victim is pulled to the cyborg’s 
  suckered mouth and takes an automatic 1 die of damage per round. 
   
  2103 
  1 Cthugah’s Flame Creature 
   
  2104 
  Behind a small rocky ridge is a fully-charged stationary gadolinium pulse 
  cannon embankment. It can swivel 90 degrees, from northwest to southwest. 
   
  2105 
  Village of 280 Black Men ruled by ―the Utter Totalitor‖ a chaotic Superhero 
   
  2106 
  Half-buried in the desert sands is a mausoleum of the Black Men, containing 
  the tombs and elaborate coffins of past rulers. 
   
  2107 
  1 Gr. Ooze 
   
  2108 
  Village of 380 Orange Men ruled by ―the Inestimable Height of Splendor‖ a 
  neutral 10th-level Lord 
   
  2109 
  Castle of 53 Green Men led by a chaotic Tormentor 
   
  2110 
  2 B’yakhee 
   
  2111 
  9 Woolly Mammoths 
   
  2112 
  Village of 310 Jale Men ruled by ―the Apotheosis of All Excellences‖ a 
  chaotic 10th-level Sorcerer 
   
  2113 
  Village of 280 Red Men ruled by ―the Lustrous Bestower of All Gifts‖, a 
  neutral Binder 
   
  2114 
  Spawn of Shub-Niggurath (AC 4, MV none, HD 4, Chaotic): a brown-
  feathered insectoid with two eyes and a toothed mouth. It regenerates 1 HD 
  every round. 
   
  2115 
  12 of the Great Race 
   
  2116 
  Village of 220 Red Men ruled by ―His Illustriousness‖, a neutral Champion 
   
  2201 
  Here wanders a chaotic 10th-level Bone Man Sorcerer armed with a two-
  handed sword of unbreakable metal the color of bleached bone. Every time 
  the sword hits, its wielder gains a temporary (up to 24 hours) hit die in 
  addition to his other hit dice. Also, each time the sword hits a human 
  opponent it has a 50% chance of draining a level from the person wounded. 
   
   
  8 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
     89              
  
  saving throw (save at +1 if the conjuration is performed by a 6th-10th level sorcerer, at 
  +2 if the conjuration is performed by an 11th-15th level sorcerer, and at +3 if the 
  conjuration is performed by a sorcerer of 16th or higher level). 
   
  The referee must make the being’s saving throw in secret. If a ritual does not work, 
  the sorcerer does not know why: 
   
  1. The ritual itself might be defective and thus will never work. 
  2. The sorcerer might not have performed the ritual correctly. 
  3. The entity might have made its saving throw. 
   
  Unnatural Aging: The alien forces of the universe exact a price on sorcerers. 
  Performing a sorcerous ritual (other than rituals of banishing) requires the sorcerer to 
  save vs. spells or physically age one or more years. Roll on the following table to 
  determine the exact number of years aged: 
   
  Roll 
   
  Years Aged 
  1-9 
   
  1 
  10-14 
   
  2 
  15-17 
   
  3 
  18-19 
   
  4 
  20 
   
  5 
   
  Thirteen races of men exist on the planet of Carcosa: 
  Black Men (ebony skin) 
  Blue Men 
  Bone Men (transparent to bone) 
  Brown Men 
  Dolm Men 
  Green Men 
  Jale Men 
  Orange Men 
  Purple Men 
  Red Men 
  Ulfire Men 
  White Men (very pale) 
  Yellow Men 
   
  The planet of Carcosa has two additional primary colors: ulfire and jale. ―The sense 
  impressions caused in [an observer] by these two additional primary colors can only 
  be vaguely hinted at by analogy. Just as blue is delicate and mysterious, yellow clear 
  and unsubtle, and red sanguine and passionate, so he felt ulfire to be wild and 
  painful, and jale dreamlike, feverish, and voluptuous.‖ (David Lindsay, A Voyage to 
  Arcturus, chapter 6: ―Joiwind‖) 
   
  Dolm ―stand[s] in the same relation to jale as green to red.‖ It is ―a compound of ulfire 
  and blue‖. (David Lindsay, A Voyage to Arcturus, chapter 18: ―Haunte‖) 
   
   
   
   
   
  2216 
  700 s.p. and 200 g.p. lay in small heaps inside a ring of dark blue standing 
  stones. Those who are within the ring for more than a minute will be 
  teleported to a random hex. Any coins such unfortunates possess will be left 
  behind in the ring of stones. 
   
  2301 
  Village of 260 Brown Men ruled by ―the Inapproachable Presence‖ a neutral 
  11th-level Sorcerer 
   
  2302 
  Piercing the sky is the enigmatic monument known only as The Shards. 
  These sharp spires of an unknown dark gray metal rise a mile above the 
  surface. The Shards are completely impervious to any known force, 
  including nuclear blast. 
   
  2303 
  Citadel of 51 Red Men led by a neutral Swashbuckler 
   
  2304 
  The Temple of Nine Hundred Forty One Abominations is a single-story stone 
  edifice housing the idols of 941 gods of terrible aspect: insectoid gods, 
  cephalopod gods, arachnid gods, myriapod gods, protean gods, etc. No 
  regular clergy serves the temple. 
   
  2305 
  Citadel of 92 Yellow Men led by a neutral Swordsman 
   
  2306 
  9 Giant Scorpions 
   
  2307 
  On the lone mountain stands the castle of an Ulfire mad scientist. Aided only 
  by his deformed henchman, he unceasingly experiments upon molding and 
  melding life, producing crossbreeds, making cyborgs, keeping brains alive in 
  liquid-filled vats, etc. His laboratory is filled with massive electrical 
  machinery. 
   
  2308 
  Village of 250 Dolm Men ruled by ―the Transcendent Illumination‖, a neutral 
  Myrmidon 
   
  2309 
  Village of 290 Red Men ruled by ―the Exalted Brightness‖, a neutral 10th-level 
  Lord 
   
  2310 
  4 Primordial Ones 
   
  2311 
  Spawn of Shub-Niggurath (AC 9, MV 12, HD 2, Chaotic): a jale fungoid 
  creature with three eyes and a suckered mouth. It radiates intense cold (1 
  die damage per round to all within 20’), and it is surprised only on a 1. 
   
  2312 
  Citadel of 20 White Men led by a lawful Myrmidon 
   
  2313 
  Village of 260 Black Men ruled by ―the Night’s Dominion‖, a neutral 
  Imprisoner 
   
  2314 
  Outside of the desert is the long-forgotten grave of the Dead God. Nothing 
  remains of the Dead God’s body save for fatted worms which have absorbed 
  fragments  of the Dead God’s  consciousness.  By  digging down at  least  2’ 
   
   
  6 
   
   
   
   
   
   
   
   
            
   
   
   
   
   
   
   
   
   
      91              
  
  INDEX 
   
   
  MEN & SORCERY 
   
  Characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  5 
   
   
  Character Alignment, Including Monsters . . . . . . . . . . . . . . . . . . .  7 
   
  Levels and Number of Experience Points Necessary to Attain Them . . . . .  9 
   
  Saving Throw Matrix  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  9 
   
  Psionics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  9 
   
  Explanation of Psionic Powers  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  10  
   
  Dice Conventions  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .   11 
   
   
  Determining Type of Dice to Roll  . . . . . . . . . . . . . . . . . . . . . . . .   11 
   
   
  Rolling Hit Dice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .   11 
   
   
  Rolling Damage  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .   12 
   
   
  Getting Wounded  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  12 
   
   
  Healing Wounds  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  13 
   
   
  Comments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  13 
   
  Sorcerous Rituals Table  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  14 
   
  Explanation of Sorcerous Rituals  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 
   
  MONSTERS & TREASURES 
   
  Monster Reference Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34 
   
  Monster Descriptions  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35 
  Carcosa Campaign Map One . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  48-49 
   
  Sorcerous Items  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56 
   
  Desert Lotus  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  56 
   
  Space Alien Technology  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  56 
   
  Random Robot Generator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  62 
   
  Technological Artifacts of the Great Race . . . . . . . . . . . . . . . . . . . . . . . . .  65 
   
  Technological Artifacts of the Primordial Ones  . . . . . . . . . . . . . . . . . . . . .  66 
   
  ADVENTURES IN THE UNDERWORLD AND WILDERNESS 
   
  Mutations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  69 
   
  Carcosa Campaign Map One Hex Descriptions . . . . . . . . . . . . . . . . . . . .   69 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  2410 
  Spawn of Shub-Niggurath (AC 4, MV 12/12, HD 6, Chaotic): a white 
  amoeboid with a large, toothed mouth. It is immune to cold. 
   
  2411 
  Citadel of 40 Yellow Men led by a chaotic Invoker 
   
  2412 
  Spawn of Shub-Niggurath (AC 4, MV 15/18, HD 5, Chaotic): a winged, green 
  annelidoid covered with suckers, three eyes, and a huge, circular maw. 
   
  2413 
  1 individual of Species 23750 
   
  2414 
  Citadel of 47 Dolm Men led by a chaotic Swordsman 
   
  2415 
  A humanoid robot (AC 2, MV 12, hp 50) that fires a xenon pulse pistol from 
  its right palm and a hallucinatory gas (10’ spherical cloud, 10’ range) from its 
  left palm. It has a 44-point force field, and it can fire a repulsor beam from its 
  chest. Special detection system: chemical identifier. 
   
  2416 
  14 Giant Leeches 
   
  2501 
  Standing desolate upon the rocky waste are seven steps leading up to an 
  altar flanked by two 12’ tall pillars, all carved out of the very stone of the 
  earth. The tops of the two pillars are engraved with sigils of the Snake-Men. 
  On the middle stair stands an iron urn. If the urn is unstoppered a green gas 
  will flow out and solidify into a horrid four-armed entity with a bare ribcage 
  and cilia in place of a mouth under its bulging eyes. It will slay those who 
  release it unless they give the entity worship and human sacrifice. 
   
  2502 
  Village of 200 Brown Men ruled by ―the Overlord of Lords‖, a lawful 9th-level 
  Sorcerer. He is a servant of the god in hex 2501. 
   
  2503 
  Deep within the forest is a fane of Shub-Niggurath in caverns deep under the 
  earth. There naked Brown Men engage in their orgiastic and bloody rites. 
   
  2504 
  Here smolders the recent wreckage of a flying saucer. Within are two badly 
  burned corpses of Space Aliens. Nothing is salvageable. 
   
  2505 
  Village of 240 Purple Men ruled by ―the Iridescent Glory of the Eyes‖, a 
  lawful Superhero 
   
  2506 
  12 Pteranodons, bony spikes growing from all over their bodies 
   
  2507 
  Castle of 23 Ulfire Men led by a lawful Swordsman 
   
  2508 
  2 Unquiet Worms 
   
  2509 
  56 Amphibious Ones 
   
  2510 
  A horror-stricken man has already been half-transformed into a fruit tree. He 
  is rooted to the spot, and in two weeks the transformation will be complete. 
  At  that  time the chaotic  Blue 9th-level  Sorcerer  who conjured  the arboreal 
   
   
   
   
   
   
   
   
   
   
   
  93              
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Notes 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  95              
  
SOURCE: textdata/thevault/Carcosa/Supplement 5 Carcosa (white cover, digest print format).pdf