TEXT:   
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  A CARCOSA COMMUNITY PROJECT 
   
  WITH AN INTRODUCTION BY GEOFFREY MCKINNEY 
  AUTHOR OF SUPPLEMENT V: CARCOSA 
  THE CARCOSAN    
  GRIMOIRE
  GRIMOIRE
  GRIMOIRE
  GRIMOIRE!!!! 
  
  2 
  TABLE OF CONTENTS 
   
  Random Situations for Carcosa Villages................................................ 4 
  Carcosa Revised, Again......................................................................... 6 
  Carcosan Ethnology Random Tables: Customs..................................... 7 
  Carcosan Ethnology Tables: Architecture .............................................. 9 
  Carcosan Ethnology: Clothes............................................................... 11 
  Carcosan Ethnology: Body Modifications............................................. 13 
  Infernal Pigments ................................................................................. 15 
  Monster: Yix’Caahl ............................................................................... 16 
  Monster: Enslaver ................................................................................ 16 
  Monster: The Omniscient Oracle of the Refulgent Maze...................... 16 
  Predatory Mantis .................................................................................. 17 
  Swamp Fell .......................................................................................... 17 
  Nameless Folk ..................................................................................... 18 
  Artifact: Rejuvenating Bath................................................................... 18 
  Magic Item: The Plains of Whispering Glass........................................ 18 
  NPC: The Witch ................................................................................... 19 
  New PC Class: The Brothers of the Skull............................................. 22 
  Carcosan Name/Title Generator .......................................................... 37 
  Wilderness Wandering Monster Table ................................................. 42 
  Underworld Wandering Monster Table................................................. 45 
  Monsters .............................................................................................. 47 
  FAQ...................................................................................................... 57 
  
  3 
  FOREWORD 
   
  Herein lies a wealth of imaginative and horrific material for use in D&D cam-
  paigns, especially those campaigns inspired by Supplement V: CARCOSA. 
  Everything herein is, of course, entirely optional. That said, nothing held be-
  tween the covers of this tome would I hesitate to use in a D&D campaign. 
  What weird ceremonies occur in that squat stone village beneath twisted and 
  bloated trees? What incomprehensible customs do the men practice, and in 
  what sort of alien architecture do they lurk? All such questions can be easily 
  answered with the aid of the treasures in your hands. 
   
  Also included are bizarre pigments, new monsters (suitably terrifying), new 
  mutations, new artifacts, new eldritch locations, new character types (the apo-
  thecarial witch and the implacable Brothers of the Skull), various random ta-
  bles (including encounter tables), and more. None of the contents of The Car-
  cosan Grimoire adds complexity to the rules. Instead, everything is calculated 
  to make the referee’s thankless job easier, and to provide greater variety for 
  the referees and their players. 
   
  Lastly, the kind originator of this volume, Cameron DuBeers, has seen fit to 
  include some of my comments regarding Carcosa, gleaned from various 
  places on the internet going back over three years. Anyone reading this sec-
  tion will discover that my conceptions of Carcosa have mutated over the 
  years, and they continue to mutate. I hope that this invaluable booklet will 
  help all our D&D campaigns mutate in extraordinary and unsuspected direc-
  tions. 
   
  Enjoy! 
   
   
   
   
   
   
  Geoffrey McKinney 
  June 5, 2009 
  
  4 
  Random Situations for Carcosa Villages  
  Contributed by Jeff Rients 
   
  Here's a typical village from the sandbox section of Geoffrey McKinney's awe-
  some Carcosa: 
   
  I love, love, love the evocative titles assumed by most of the leaders in the 
  world of Carcosa, as it lends an air of opulent decadence to what would other-
  wise be just another village boss-man. But there's just not quite enough in 
  those village write-ups for me to grab hold of. Thus was born an idea for a 
  random chart to give each village a little individual character.  
   
  Roll 1d30  
   
  1. 
  The villagers have suffered predations from a local (same hex) band of 
  bandits. The bandits are men of a different color and the villagers will be 
  extremely suspicious at best or outright hostile to visitors of that same 
  color. 
  2. 
  The village is run by Amazons, who will attempt to enslave men of the 
  same race and slay other men. Women of the same color will be re-
  cruited into the fold if willing, while women of other colors will be allowed 
  to go in peace. Men of any color without mutations or other physical flaws 
  may find themselves conscripted into the village leader's man-harem. 
  3. 
  Villagers worship a local god (1-2 Spawn of Shub-Niggurath 3-4 horribly 
  malfunctioning Robot 5-6 other) and a sacrifice is due soon. 
  4. 
  Villagers work a small mine of a random element. If the element is not 
  hostile to the locals their spears and knifes will be composed of the stuff. 
  If the element is hostile to the locals the leader of the village will have a 
  sword or axe with a blade made of it. 
  5. 
  The village contains many mutants (1-2 sizable minority 3-4 majority 5-6 
  all inhabitants) and there's a 1 in 6 chance that the mutation is due to 
  some local condition (background radiation, strange elements in the wa-
  ter, etc.) that might affect the PCs. 
  6. 
  The inhabitants of the village hate mutants, going so far as to expose 
  infants with obvious mutations and drive off or kill inhabitants who mutate 
  later in life. Strangers with obvious mutations will be attacked on sight. 
  7. 
  The ruler of the village is a cyborg with an addiction to fresh organic 
  parts. Some villagers are missing eyes, limbs, kidneys, etc. The ruler will 
  attempt to harvest the PCs for spare parts if possible, not being picky 
  about color if a particularly strong arm or sharp eye can be appropriated. 
  8. 
  A rumor is going around the village of a secret sorcerer among their own. 
  Sorcerous village leaders will want the rival eliminated but also greatly 
  desire any books or paraphernalia in their possession. 
  9. 
  In addition to the stated inhabitants he village has a racial minority of 
  another color equal to about 10% of the main populace. 50% of the time 
  Village of 430 Green Men ruled by "the Speaker  
  of all Truths", a neutral Swashbuckler. 
  
  5 
  this minority is a repressed underclass, the other 50% they're outright 
  slaves to the majority. 
  10. The main agricultural product of the village is a local fruit that is deadly 
  poison to another race of men (1-3) or a specific monster type (4-6). 
  11. At least half of the village is ill to some degree or another. Rumours 
  abound that someone has been poisoning the well. 
  12. The villager has a very skilled healer. Under the ministrations of this per-
  son wounds heal at twice normal rate and other harmful conditions can 
  be relieved at the referee's option. It is 50% likely that the ruler of the 
  village considers the healer a political threat. 
  13. The village has had some success domesticating a species of dinosaur 
  to serve as beasts of burden. Because of the enormous agricultural 
  benefits the dinosaurs provide they will part with these creatures only for 
  powerful artifacts or other great boons. 
  14. The power in the village is a Space Alien Computer that advises the ruler. 
  15. Somewhat friendlier than many villages, the folks here are willing to trade 
  with men of any color. Because they are willing to work with wandering 
  traders many different types of goods might be found for sale here and 
  the citizens enjoy a better standard of living than most places. 
  16. Other visitors are in the village, perhaps an NPC party seeking their own 
  adventures, traders on business, or a sorcerer up to no good. 
  17. The village is in cahoots with a band of slavers. Visitors will be captured 
  in the night and held in a root cellar or iron cage for 2d6 weeks until the 
  slavers return looking for wares to buy. 50% chance that a party consist-
  ing entirely of the same race as the villagers will be safe. 
  18. The villagers have a local supply of one type of lotus. Only the leader of 
  the village and d4-1 elders will know the secret of making the raw plant 
  into working lotus dust. 
  19. The villagers are all gone. Where did they go? Will they return? 
  20. The village is built amongst the sprawling ruins of ancient inhuman city. A 
  handful of villagers know of a secret entrance to the strange tunnels be-
  low the ruins. 
  21. The leader of the village is a different color of man than the other inhabi-
  tants. An ancient law of the village requires each leader of the village to 
  be a different color in turn. Randomly determine the next color leader the 
  people are expecting. If any of the PCs are of the proper color the leader 
  will consider him a threat while at least some of the villagers will greet 
  their new savior with open arms. 
  22. One of the villagers (5% chance all of them!) is afflicted with a curse and 
  when the stars are wrong turns into a horrible leprous monstrosity. 
  23. A local festival is set to begin in d6-1 days. The party is welcomed to stay 
  and participate. During the drunken orgies any male party members of 
  the same color as the villagers will be surreptitiously married off to suit-
  able brides. New husbands will be expected to stay. 
  24. The village possesses d4+1 working artifacts of alien technology, some 
  of which might even be useful. 
  25. The village has suffered a very recent attack (d6-1 days) from either 
  other men (1-3) or some sort of monster (4-6). The men of the village 
  
  6 
  believe they know the location of the lair of their foe, and 3d6 of them are 
  planning a counter-attack. 
  26. The leader of the village is a dying old man, not expected to last more 
  than 4d6 days. The leaders d4+1 children are all vying to be the next 
  ruler and some of them might try to enlist the aid of the party. 
  27. A wandering unholy man has taken up residence in the village, preaching 
  a new law of blasphemy and pain. 
  28. The villagers are cannibals. Either men of different color will be consid-
  ered food or else they have a taboo restricting them to eating members of 
  their own race. 50/50 chance. 
  29. Part of the economy of the village comes from fishing a nearby lake, 
  river, etc. A minority of villagers are members of a Deep One cult, with a 
  2 in 6 chance of the village leader being a cultist. 
  30. Either the leader of the village or a local "witch" (50% chance each) pos-
  sesses psionic powers. Strangers will be subjected to psionic surveil-
  lance to determine their intentions. 
   
   
  Carcosa Revised. Again. 
  Contributed by Max Davenport. 
   
  A Bold New Take on the World of Carcosa 
   
  First came the controversial original. Then came The Expurgation. But now 
  comes the most shocking Carcosa yet. Can you survive the horror, the mad-
  ness, the hours of fun and laughter that is.... 
   
  Carcosa Mad Libs 
   
  "Summon the Adjective Ones: This number hour ritual can be completed only 
  on a adjective related to weather night. The sorcerer must obtain the kind of 
  food found only in ruined kind of shop, plural of the Snake-Men. The sacrifice 
  is a noun number years old with noun. The sorcerer, after partaking of the 
  kind of food, must verb the sacrifice number times, afterwards verb-ing it with 
  its own noun. As it verb-s, 10-100 of the Adjective Ones will verb out of the 
  mists." 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  7 
  Carcosan Ethnology Random Tables: Customs 
  Contributed by Nicolas Dessaux 
  Additional material by Jeff Rients and Bill Ellis 
   
  I tinkered a random table to create customs for Carcosan societies. Each time 
  you need a new villages, roll 1d6 to know the number of customs, then: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Step 1:  Roll 1d12 
  1 Everybody 
  7 The children 
  2 Elders 
  8 The chieftain 
  3 Men 
  9 A lone maniac 
  4 Women 
  10 A particular family 
  5 A sect 
  11 Slaves 
  6 A secret society 
  12 A high priest 
  Step 2: Roll 1d6+1d8 
  2 Eat 
  9 Prohibit 
  3 Worships 
  10 Are fond of 
  4 Sacrifices 
  11 Purify 
  5 Ignores 
  12 Burn 
  6 Hate 
  13 Drown 
  7 Mummify 
  14 Bury 
  8 Avoid 
    
  1 All 
  6 Thin 
  2 Color (pick one randomly) 
  7 Diseased 
  3 Big 
  8 Mutant 
  4 Small 
  9 Radioactive 
  5 Fat 
  10 Tentacled 
  Step 3: Roll 1d10 
  
  8 
   
   
   
   
   
   
   
   
  So, as a example, in a village of blue men, with (1d6) 3 main customs: 
   
  3, 4, 4, 14, 4 Men sacrifice small snakes for mathematical reasons 
  5, 12, 8, 9, 3 A sect burns mutant trees for mystical reasons 
  1, 13, 4, 10, 7 All drown small insects for rational reasons 
   
  It lets the DM (and the players) a wide range of interpretation, but makes the 
  villages very different from one to another. And you know PCs should beware 
  of mutants trees and cultists there... 
  Step 4 : roll 1d4+1d10 
  2 Women 
  9 Trees 
  3 Men 
  10 Insects 
  4 Elders 
  11 Plants 
  5 Dinosaurs 
  12 Drugs 
  6 Insects 
  13 Fungi 
  7 Aliens 
  14 Snakes 
  8 Rocks 
    
  1 Logical 
  7 Rational 
  2 Irrational 
  8 Unknown 
  3 Mystical 
  9 Astrological 
  4 Religious 
  10 Secret 
  Step 5 : Roll 1d12 for reasons 
  5 Mathematical 
  11 Ancestral 
  6 Historical 
  12 Fun 
  
  9 
  Carcosan Ethnology Tables: Architecture 
  Contributed by Nicolas Dessaux 
   
   
   
   
   
  1 Everybody 
  7 Foreigners 
  2 Aristocrats 
  8 Priests 
  3 Slaves 
  9 A Sorcerer 
  4 Women 
  10 Deads 
  5 Men 
  11 Dinosaurs 
  6 The chief 
  12 Hunters 
  Step 1: Who (1d12) 
  1 Subterranean 
  6 Spherical 
  2 Square 
  7 Long 
  3 Round 
  8 Fungi-like 
  4 Big 
  9 Pyramidal 
  5 Small 
  10 Translucent 
  Step 2: Where, Adjective (1d10) 
  1 Houses 
  4 Caves 
  2 Huts 
  5 Cells 
  3 Towers 
  6 Bunkers 
  Step 3: Where, Noun (1d6) 
  
  10 
   
  Example: In a blue village, priests lives in round houses with cryptic ponds 
  (maybe for weird rituals), while aristocrats like in subterranean towers with 
  large windows (such as light pits) . Men form the common lives in long caves, 
  probably around their lords towers, and got cryptic lamps in their homes 
  (probably a religious symbol) while foreigners are let in the surrounding 
  caves, in the fungi towers with curtains of their own colors. Dead bodies are 
  put in big houses outdoor, with scary windows letting appear their decaying 
  corpses. 
   
   
   
   
  1 Colored (roll randomly) 
  5 Carved 
  2 Erotic 
  6 Cryptic 
  3 Translucent 
  7 Beautiful 
  4 Large 
  8 Scary 
  Step 4: Décor, Adjective (1d8) 
  1 Windows 
  7 Symbols 
  2 Bones 
  8 Mirrors 
  3 Curtains 
  9 Walls 
  4 Paintings 
  10 Lamps 
  5 Ponds 
  11 Plants 
  6 Chimneys 
  12 Jars 
  Step 5: Décor, Noun (1d12) 
  
  11 
  Carcosan Ethnology: Clothes 
  Contributed by Nicolas Dessaux 
   
  The basic clothes in Carcosan societies are loincloths and boots, with leather 
  cloaks or furs in harsh climates. But some groups or peoples wears different 
  clothes. Roll 1d6 for the number of features for each village / tribe: 
   
   
   
   
   
   
  1 Everybody 
  7 Children 
  2 Men 
  8 Slaves 
  3 Women 
  9 Widows 
  4 Elders 
  10 Chiefs 
  5 Priests 
  11 Courtesans 
  6 Warriors 
  12 Hunters 
  Step 1: Who (1d12) 
  1 Small 
  6 Tight 
  2 Translucent 
  7 Leather 
  3 Large 
  8 Feathery 
  4 Erotic 
  9 Precious 
  5 Colored 
  10  Nothing (skip step 3) 
  Step 2: What, Adjective (1d10) 
  1 Chains 
  7 Pants 
  2 Jewels 
  8 Cloaks 
  3 Veil on their head 
  9 Bones 
  4 Shirts 
  10 Belts 
  5 Robes 
  11 Armor 
  Step 3: What, Noun (1d12) 
  6 Skirts 
  12 Weapons 
  
  12 
   
  If you want to explain strange features, you can use the ‘reasons’ table from 
  the Customs tables. 
   
  For example, a village of blue men roll for 5 features : 
   
  1. 
  Men wear precious belts at war (for irrational reasons) 
  2. 
  Slaves wear feathery chains at war (for rational reasons) 
  3. 
  Elders wear feathery shirts until they're married (for mathemathical rea-
  sons) [which probably means they marry very late, for demographical 
  reasons, and there is some relationship between marriage and slavery) 
  4. 
  Widows wear tight cloaks when on mourning (for mystical reasons) 
  5. 
  Priests wear tight skirts at night (for secret reasons) 
   
   
  Step 4: When (1d8) 
  1 Every day 
  5 At night 
  2 Outdoor 
  6 At war 
  3 For ceremonies 
  7 When in mourning 
  4 When (1-3 on 1d6) or Until (4-
  6 on 1d6) they’re married 
  8 When (1-3 on 1d6) or Until (4-6 
  on 1d6) they’re Initiates 
  
  13 
  Carcosan Ethnology: Body Modifications 
  Contributed by Bill Ellis 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Use Ethnology Tables (above) for rolling Who and Why. 
   
   
  Step 1: Type (1d4) 
  1 Piercing 
  2 Scarification 
  3 Amputation 
  4 Tattooing 
  Piercing (1d8) 
  1 Tongue 
  5 Belly button 
  2 Ear 
  6 Nose 
  3 Cheek 
  7 Nipple 
  4 Lip 
  8 Genitals 
  1 Full body 
  6 Leg 
  2 Partial body (see Sub-Table) 
  7 Hand 
  3 Head 
  8 Foot 
  4 Face 
  9 Chest 
  5 Arm 
  10 Back  
  Scarification (1d10) 
  Scarification Sub-Table (1d6) 
  1 Upper Half 
  4 Left Half 
  2 Lower Half 
  5 Front Half 
  3 Right Half 
  6 Back Half 
  
  14 
   
  *This group will use anything and everything to create the scars, as that is 
  what's important to them, the scars themselves, not the method. Lasers, 
  Rocks, Weapons, Animals, etc. 
   
   
   
  Tattoos 
   
  This one could actually be a whole section on to itself. Everything from place-
  ment, type, materials used (making pigments out of the Jale, etc), size, mean-
  ing. . . 
   
   
  Scarification Method (1d6) 
  1 Cut 
  4 Bitten 
  2 Burnt 
  5 Clawed 
  3 Acid 
  6 Anything at hand* 
  1 Arm 
  7 Ear 
  2 Hand 
  8 Nose 
  3 Leg 
  9 Lips 
  4 Foot 
  10 Genitalia (partial) 
  5 Eye 
  11 Toe 
  Amputation (1d12) 
  6 Tongue 
  12 Finger 
  
  15 
  Infernal Pigments 
  Contributed by Chris Robert 
   
  As a result of centuries of prejudice and persecution, the Bone Men have de-
  veloped an assortment of colored pastes (one for each of the colored races) 
  to be used as a means of disguise. 'Infernal Pigments' is a catchall moniker 
  used by the other races in stories passed down over generations - Bone Men 
  refer to the pigments by a number of different names based upon their color, 
  eg. 'Crimson Skulk' (red), 'Midnight's Secret' (black), etc. 
   
  Crafted from naturally occurring dyes and stains, these pigments have been 
  rendered into an oil-based paste which can be quickly applied to bare skin. 
  After about thirty minutes, the paste is completely absorbed into the skin, and 
  the Bone Man so treated will be effectively indistinguishable from a member 
  of the matching race. Only chirurgical, sorcerous or advanced technological 
  examination will reveal the physical deception. 
   
  Once applied, Infernal Pigments will retain their effectiveness for 2D-3 days 
  (minimum 1 day), and are not affected/diminished by weather, activity, etc. 
  For the final six hours of 'effectiveness', the color will fade markedly and the 
  ruse will be evident to any observer. Prior to use, they may be stored indefi-
  nitely in any sealed container. 
   
  Combining different pigments simultaneously in the same Bone Man provokes 
  an immediate roll on the Mutation Table. 
   
  If a Bone Man disguised by Infernal Pigments is used in any part of the cast-
  ing of a sorcerous ritual, the ritual will automatically fail in the most spectacu-
  larly disastrous manner possible for both the Bone Man and the Sorcerer. 
   
  For the special effects of element-based weaponry, any Bone Man affected 
  by Infernal Pigment is treated as being of the race of the color in question. 
   
  Bone Men will deny the existence of Infernal Pigments to all outsiders. Within 
  the Bone Men communities, Infernal Pigments are rare and precious com-
  modities and are generally not available for purchase, but bartered for in ex-
  change for some great service or need of the community. They are usually 
  saved for times of great travail, when the community must pick up and leave 
  hastily to avoid extermination. 
   
  Ironically, while the Infernal Pigments were developed as a defensive meas-
  ure to help avoid persecution, as the use of such products has trickled into 
  legend and superstition, fear and hatred of the Bone Men has only grown. 
  
  16 
  Monster: Yix’Caahl 
  Contributed by Terje Nordin 
   
  This Great Old One is a ten feet tall biped with six arms and neither head nor 
  face. Its body is composed of ruby red crystal and from within its depths 
  shines a soft vermillion glow. Yix’Caahl lives by consuming the spiritual sub-
  stance of sentient beings. It only needs to touch its victims skin to suck its 
  spirit out unless the target makes a saving throw against Dragon Breath. If the 
  attack is successful the victims body dies instantly. Within the Great Old Ones 
  crystal body one can see the tormented faces of the spirits that are currently 
  trapped within its digestive system. One soul will give Yix’Caahl nourishment 
  for one week. If it has not found a new prey after that period it will go into a 
  state of torpor where it will be completely immobile until some curious fool 
  lays his or her hand upon it. Yix’Caahl retains all memories from all spirits that 
  it has eaten and therefore possesses knowledge of many things. It is quite 
  willing to give truthful answers to any questions in return for sacrifice, one 
  sentient being per question. It only takes half damage from normal weapons 
  but magical and high tech weapons make their usual damage. AC 1 Move 12 
  HD 25 
   
   
  Monster: Enslaver 
  Contributed by Terje Nordin 
   
  This is a microorganism that infects the brain of humans and turns them into 
  raging beasts. The disease spreads through body fluids, such as blood and 
  saliva, often through wounds. Anyone who is hurt by the bite of an Enslaved 
  must make a saving throw against Poison or be infected. That is one saving 
  throw for every hit that does damage. An Enslaved will lose control over his or 
  her own body and turn into a feral predator that attacks all other humans en-
  countered. The transformation starts within an hour after being infected and 
  rarely takes more than five minutes. The victim retains consciousness and 
  can control facial expressions and speech. Enslaved humans will often cry out 
  for help or try to warn their victims and tell them to run away. After a week or 
  two the face becomes devoid of expression, the eyes become empty and 
  nothing but growling and whimpering rises from the throat. The Enslaved 
  have the same values as ordinary humans. 
   
  If healing magic (or technology) is available in the campaign an Enslaved can 
  be cured by a spell or device or potion equivalent with Cure Disease. It is 
  likely that the possibility to save the Enslaved will make it a whole lot worse 
  when one is being attacked by them. 
   
  Monster: The Omniscient Oracle of the Refulgent Maze 
  Contributed by Terje Nordin 
   
  In an underground cavern lies a labyrinth of mirrors that are the earthly shape 
  of an otherwise incorporeal intelligence. The entity can use the mirrors as 
  eyes to see anyone that enters the labyrinth, but also as mouths to feed from 
  
  17 
  anyone whose reflection is caught by the mirrors. Each turn all characters in 
  the labyrinth of mirrors must make a successful saving throw against spells or 
  suffer one die of damage. The god can be killed by destroying all 313 mirrors 
  in the labyrinth. The Omniscient Oracle will teach arcane secrets by showing 
  images in the mirrors, but only if first appeased with the sacrifice of a loved 
  one that is interned in the labyrinth for one whole night. 
   
  Psionics: 1-4 powers up to four times per day 
   
  To invoke: Reflections from beyond the Gate of Death 
   
   
  Predatory Mantis 
  Contributed by: Doc 
   
  Number Appearing: 1-4 
  Armor Class: 4 
  Hit Dice: 5 
  Move: 21 
   
  The Predatory Mantis, also knows as the Emerald Nightmare, is a huge insect 
  the size of a horse. Despite its size, it is incredibly agile and can move quickly 
  over land and water with equal grace. It is a cold, utterly ruthless killing     
  machine that attacks with both pincers in a round. If it scores two hits on an 
  opponent, it is trapped in the mantis’ grasp. The next round the mantis makes 
  a mandible attack for 2d6 points of damage. If it rolls more than five above 
  what it needs to in order to strike, then it has bitten the head off of its prey. 
   
   
   
  Swamp Fell 
  Contributed by: Doc 
   
  Number Appearing: 1 
  Armor Class: 3 
  Hit Dice: 8 
  Move: 12 
   
  The Swamp Fell is a hulking humanoid creature looming nearly ten feet tall 
  with muddy bronze skin pulled taut over a powerful frame and hideous leering 
  features. It is an ancient creature, perhaps the last of its kind, and fancies 
  itself a godling. It has powerful psionic ability, usable 1d6+4 times per day, 
  that it uses to dominate lesser creatures into submission and giving it tribute 
  (usually virgin girls, whom it defiles then consumes). In addition to psionics, it 
  attacks with a great shrieking sword that does +4 damage due to its inhuman 
  strength. The Swamp Fell revels in causing pain and discord and is strongly 
  aligned to Chaos. 
   
   
  
  18 
  Nameless Folk 
  Contributed by: Doc 
   
  Number Appearing: 2d10 
  Armor Class: 7 
  Hit Dice: 1-5 
  Move: 15 
   
  The Nameless Folk are a race of strange Men who originate in great swamps, 
  forests, or other areas far from the prying eyes of civilization. They have no 
  natural skin coloring, but instead are able to change the appearance of their 
  skin to any color they desire, allowing them to walk amongst any type of Man 
  unnoticed. They are able to move with great stealth, remaining silent and  
  unseen at a base 75% chance. They are a race of slavers and cannibals, their 
  weapons including cruel hooks and swords with jagged edges that rend flesh 
  in great bloody chunks. They care little about Law or Chaos. 
   
  For every Nameless Folk tribe there will be a Blood Chief of 6 hit dice who 
  possesses the ability to alter his appearance to appear exactly like a specific 
  other person. This ability is psionic in origin, creating a visual illusion, and 
  does not give access to armor, hit dice, or items that the chieftain does not 
  actually possess.  
   
  Artifact: Rejuvenating Bath 
  Contributed by Terje Nordin 
   
  This artifact of the Primordial Ones consists of a large chamber full of biome-
  chanical machinery at the centre of which there is a vat filled with jale slime. A 
  damaged character that is put in the vat will heal two hit dice for each turn 
  spent in the slime. A recently dead character that is put in the vat for three 
  turns will either be revived and restored to 1 HD (70%) or turned into a Dis-
  eased Guardian (30%). For each turn a character spends in the Rejuvenating 
  Bath there is a 10% risk of being mutated. If someone uses the machine with-
  out a proper understanding of how to operate it the patient in the vat will be 
  dissolved into slime. 
   
  Magic Item: The Plains of Whispering Glass 
  Contributed by Terje Nordin 
   
  Many square miles of multicoloured fluorescent glass. Any character with 
  psionic powers entering this area while having access to the telepathic ability 
  will sense strange voices whispering blasphemous secrets. After listening to 
  the voices for an entire night the character can experience nothing in particu-
  lar (50%), have his or her sanity permanently shattered (40%) or learn one 
  random sorcerous ritual. 
   
   
   
   
  
  19 
  New NPC: The Witch 
  Cameron DuBeers 
   
  The term Witch may be, perhaps, a bit of a misnomer for this profession, but 
  the Carcosan word translates poorly into English and witch is the best ap-
  proximation available. Witches are always crones (post-menopausal women, 
  the word "crone" is not an insult on Carcosa) due to the many years of study 
  and apprenticeship necessary to accumulate the vast amounts of lore needed 
  to fulfill her duties. Though there may be males with some of the knowledge a 
  witch possesses, a male will not be taken as an apprentice by a female, nor 
  will they be give the benefit of the generations of accumulated knowledge and 
  lore. Carcosan witches are not spell-casters in any sense of the word; they 
  are instead a combination of alchemist, chirurgist, midwife, and healer. A 
  witch commands respect from the members of her community because of the 
  weal she brings to them; she is feared because her abilities are so advanced 
  beyond common knowledge to appear magical. To the majority of Carcosans, 
  magic means sorcery and sorcerers are both feared and reviled by the com-
  mon man; and rightly so. 
   
  Due to the needs of her profession, a witch will usually have skill in at least 
  one of the following professions: brewer, distiller, glass blower, or potter. 
  Witches may take secondary apprentices in these skills, these apprentices 
  may be of either sex and of any color (though it should be noted few commu-
  nities in Carcosa are not segregated by color). Witches will also have 1-3 
  witch apprentices at any one time. These primary apprentices will serve in 
  various capacities, most often as gatherers of raw materials needed to brew 
  their mistress’ medicines or nurses as need dictates. All witches learn to read 
  and write as part of the training. 
   
  Carcosan communities tend to be insular in nature; the personality of the 
  witch will reflect this. Witches take their perceived responsibility to the com-
  munity at large very seriously. As a result, she will be quick to lend her skills 
  in supporting them in any conflict with outsiders. Adventurers, particularly 
  those of different color to her own, will initially be regarded with suspicion. 
  This suspicion can often be overcome with gold and treasure, or perhaps with 
  the gift of rare alchemical ingredients. 
   
  Skills: witches excel at using natural ingredients to make substances that will 
  alter the function of the human body. These natural ingredients include ani-
  mal, vegetable, and mineral substances; these elements will be variously 
  brewed, distilled, decanted, rendered, reduced, and so on into her medicines. 
  Medicines will be in all the forms familiar to the players, and all are non-
  magical in nature: elixirs (potions), pills, powders, crèmes, salves, unguents, 
  poultices, teas, draughts, and balms.  Note that elixir is used in preference to 
  potion in order to avoid confusion with magical brews of healing, the healing 
  elixirs Carcosan witches brew is not magical In nature.  
   
   
   
  
  20 
  1. 
  Charm 
  2. 
  Coma 
  3. 
  Cure Disease 
  4. 
  Daze 
  5. 
  Enhance Hearing 
  6. 
  Enhance Sense of Smell 
  7. 
  Enhance Sense of Taste 
  8. 
  Enhance Sense of Touch 
  9. 
  Enhance Sight 
  10. Feeblemind 
  11. Frenzy 
  12. Haste 
  13. Healing Elixir  
  14. Increase CHA 
  15. Increase CON 
  16. Increase DEX 
  17. Increase INT 
  18. Increase Psionic Ability 
  19. Increase Psionic Power  
  20. Increase STR 
  21. Increase WIS 
  22. Memory Restoration  
  23. Mutation Removal 
  24. Neutralize Poison 
  25. Purify Food and Water 
  26. Radiation Treatment 
  27. Sleep 
  28. Slow 
  29. Suggestion 
  30. Truth 
  The referee is free to decide what form (liquid, solid, powder) the concoction 
  will take, a list of effects is enumerated below. 
  For ease of adjudication, the spell-like effects listed above should conform to 
  the spells of similar name or effect from Book One. 
   
  Most witches will have 2d4+2 flasks of healing elixir (restores one hit die) on 
  hand; asking price is 100 GP per flask. The healing elixir taxes the body and 
  no human may imbibe more than 3 flasks in any 24 hour period. Additional 
  doses will have no effect and may even have a 10% of inflicting 1d4 dice of 
  damage. 
   
  The concoctions for increasing ability scores should add 1d4+1 to the user’s 
  base score for one hour, no ability score may exceed human norm (18). The 
  various sensory enhancements (numbers 5-9) also last an hour and can take 
  various forms (for example, infravision, eagle eyes, sharp hearing). 
   
  Increase psionic ability adds one ability to the characters list for the day, 
  whereas increase psionic power moves the character one step in level of 
  ability (thus a 3rd level psionic would move up one step and cast his or her 
  ability as a 5th-6th level character). Multiple doses within a 24 period have no 
  additional effect. 
   
  Memory restoration is useful for restoring drained levels or erased memory. 
  Memory restoration, mutation removal, and radiation treatment all require 1d4 
  days of treatment and rest in order to be effective; all have a limited window 
  during which to work their curative effects. A character has 1 month to seek 
  treatment for memory loss (level drain), mutation, and radiation sickness; for 
  every additional week there is a 25% chance treatment will be to no avail and 
  after 2 months, no treatment is possible. 
  
  21 
  It must be noted that some of the medicines could be used offensively, and 
  the brewing or obtaining of various poisons (including poisons, toxins, and 
  venoms) certainly falls within the witch’s lore. Most witches observe the 
  simple law “Insofar as possible, do no harm” but chaotic witches, or witches 
  in extremis could surely do a lot of harm. Most witches wear necklaces of 
  hollowed out bones (blowguns) filled with charm, coma, or daze powder for 
  selfdefense and if a person were able to convince her of a dire need, she 
  might sell some. Referees should note that most of the items above can be 
  “reversed” for baneful effect, and though a witch would produce these items if 
  need were upon her, for the most part a witch will eschew doing harm to 
  another living being. 
   
  The referee should feel free to add or remove from this list as campaign 
  needs dictate. From a historical point of view, the witch was conceived 
  because Carcosa is a bleak, unfriendly world. Having access to limited 
  healing was a way to increase player survival without altering the tone of this 
  campaign world. 
  
  22 
  The Brothers of the Skull 
  By Baz Blatt 
   
  The Brothers of the Skull are Carcosa’s answer to monks and paladins. Any-
  one can join the Brothers if they are lawful, are not a Bone Man, are not 
  psionic, have no mutations and are willing to swear a dire oath never to use a 
  sorcerous ritual not sanctioned by the order. On occasion interlopers try and 
  infiltrate the Brotherhood, and former sorcerers lapse, but they have various 
  methods for sorting the wheat from the chaff and never fail to take revenge on 
  backsliders and infiltrators. Women may join, but must apply in an all female 
  Receptacle and are still called Brothers.  
   
  The Brothers are based in the Fortress of Skulls, a delightfully grim edifice at 
  the head of a rugged canyon in the Mountains of Mankind. Much of the struc-
  ture is made of skulls, and the mortar that holds them together contains 
  ground bone. The outer walls are made of heat-fused basalt boulders, sur-
  mounted with a more conventionally constructed basalt wall with skull shaped 
  merlons with embrasures in the eyes for archers. 
   
  The Brothers do not have a deity of their own. They know that there is no su-
  pernatural ally humanity can call on to oppose the Old Ones and their min-
  ions, and should the Old Ones actually appear personally on Carcosa even 
  the mightiest warriors of the Brotherhood would be squashed pretty quickly. 
  However they do have faith that humanity can eventually overcome these 
  cosmic foes by dint of developing their own potential and by eliminating the 
  sorcerers who allow these cosmic horrors to come forth into the mundane 
  world. 
   
  The founding of the Brotherhood is shrouded in mystery, but their current 
  base is about 2000 years old, created after they were exiled from the short 
  lived Brown Lance Empire. There are about 250 people resident at the For-
  tress, 30 brothers including five resident Immortal Elders, 60 ordinary soldiers 
  and servants of the Order and their dependants. There is room for over a 
  thousand and the ruins of walled villages and towns further down the Valley of 
  the Brothers of the Skull, but these have not been inhabited for centuries. 
   
  There are perhaps 100 more Brothers roaming the lands of Carcosa fighting 
  the cults of the Old Ones and the wretched Sorcerers who attempt to use 
  them to further their own ambitions. A few of the larger and more organised 
  lawful towns and cities have Brothers as counsellors to their lords and leaders 
  of their armies. 
   
  The Immortal Elders really are immortal. The rituals of the order stop aging 
  and even reverse it (see below), and the leaders all look like physically perfect 
  youths, though their eyes betray their long history of unending warfare against 
  mind-warping foes. The senior-most Elder at the Fortress of Skulls is Brother 
  Dorn, 1541 years old and of 29th level. Stories abound of the foes he has 
  fought and the massacres he has perpetrated. His role in the infamous Third 
  Bone Crusade, which attempted to exterminate all the Bone Men from the 
  
  23 
  land of Ghentheras, has made him a major historical figure. There are older 
  and more potent Brothers than Dorn even, though they keep their names and 
  true identities secret as there are many Sorcerers and demonic deities who 
  want them dead. 
   
  Becoming a Brother 
   
  Applicants must present themselves at the Fortress of Skulls in groups of four 
  termed a ‘Receptacle’, as it contains four souls. They may be of any level and 
  of either existing class and must pass a physical and spiritual examination 
  (add Str, Dex, Con and 1 dice per level and get a score of 50 or over) and are 
  required to undergo a surgical sterilisation. If any member of the Receptacle 
  fails or refuses, all are told to leave. Those who passed the physical exam 
  can reapply in a new group of four, those who failed cannot take it again until 
  they have gained a level. 
   
  Once admitted to the Fortress as Oblates, none can leave until two rituals 
  have been completed. If one member of the Receptacle tries to leave at this 
  point, all four are slain. 
   
  The First Ritual of Infinity takes several months and involves a programme of 
  self-criticism, self-denial, and ritual humiliation designed to drive the subjects 
  to suicide. Once one of the four has killed himself, the remaining three con-
  sume part of his body and his cleaned and preserved skull is added to the 
  fabric of the Fortress as part of the First Tower. Upon completion all surviving 
  members of the Receptacle gain one point in Intelligence, Wisdom or Cha-
  risma, depending on which was their deceased comrades highest of these 
  three statistics. (This ritual can be role-played, or roll 1 dice plus Wisdom for 
  lawful characters, 1 dice plus Wisdom/2 for neutrals and just one dice for cha-
  otics; those non-lawfuls who survive must roll 8 dice and score under their 
  Wisdom plus Charisma or change alignment to lawful). 
   
  The Second Ritual of Infinity can be short or long, depending on the partici-
  pants. One of the three surviving members of the Receptacle must be mur-
  dered by one or both of the others. Since no weapons and no armour are 
  allowed to Oblates this means cunning and ruthlessness play more of role 
  than weaponry. Again there is a cannibalistic ritual feats and the cleaned skull 
  of the victim is added to the Second Tower, and again the survivors gain one 
  point in Intelligence, Wisdom or Charisma, depending on their deceased com-
  rade’s stats. 
   
  The two survivors are now Novices of the Brotherhood and may leave the 
  Fortress if they wish, may stay and persuade the hierarchy to teach them yet 
  more of the Rituals of Infinity, and will become 1st Level Brothers of the Skull. 
  They retain all their old hit dice and fighting ability, but do not progress until 
  their Brother level passes their current class level. 
   
  The Third Ritual of Infinity occurs when a third member of the Receptacle 
  dies. The last member must seek out and retrieve part of the deceased mem-
  
  24 
  ber’s body, preferably the skull, and take it to the Fortress. The cause of 
  death may be anything, but no Brother may directly or indirectly procure an-
  other Brother’s death after the first two Rituals have been got out of the way. 
  Once the Third Ritual is complete the last member of the Receptacle no 
  longer ages, and shaves his head, the hair never regrowing. He is immortal 
  from now on, bar violence, poison, disease, being eaten by Old Ones etc. and 
  again gains one point in Intelligence, Wisdom or Charisma. 
   
  There are numerous Rituals that may be learned, many requiring quests to be 
  performed for the Order and knowledge of other more basic rituals. One may 
  not teach the rituals one knows until 12th level is reached, and the Third Ritual 
  completed. These rituals are detailed in a series of grimoires kept in the most 
  secret and secure vaults of the Order. Many of the books are no longer intelli-
  gible, many are so ancient and fragile that they cannot be touched and some 
  Rituals do not seem to have been written down. The Red Book of the Skull, 
  so called because of its binding of red-man skin, is a list enumerating the titles 
  all those currently known, and admits to many gaps in the knowledge that the 
  Order once commanded. 
   
  Hit points and fighting ability are as the standard D&D Fighter and Brothers of 
  the Skull may use any armour or weapon, though as they progress and learn 
  certain rituals they may take on some limitations in weapon use return for 
  bonuses in other areas. 
   
   
  Those who have passed the Third Ritual of Infinity get to add ‘Immortal’ to 
  their title, eg Immortal Knight, Immortal Commander and so on.  
  Experience Points 
  1 Novice 
  0 
  2 Initiate 
  2,500 
  3 Brother 
  5,000 
  4 Battle-Brother 
  10,000 
  5 Brother Superior 
  20,000 
  6 Disciple 
  40,000 
  7 Knight 
  80,000 
  8 Commander 
  160,000 
  9 Crusader 
  320,000 
  10 Master 
  480,000 
  11 Grand Master 
  640,000 
  12 Elder 
  800,000 
  Level 
  
  25 
   
  Saving Throws: 
   
   
   
   
  The Rituals 
   
  The Rituals of Infinity are taught at the discretion of the Immortal Elders, usu-
  ally in return for carrying out a specific mission on behalf of the order or mak-
  ing a gift of some precious object to the treasury at the Fortress of the Skull. 
  Factions have built up around certain Elders who act as patrons of their own 
  sub-group of Brothers, but no internecine fighting or splits in the Brotherhood 
  have ever occurred, or if it has it is not recorded anywhere in the archives. 
  Certain rituals are mutually exclusive and certain ‘schools’ favouring one ap-
  proach to ultimate herodom over others have arisen. 
   
  There are 129 rituals listed in the Red Book of the Skull (so-called because it 
  is bound in Red Man-skin), including a number which are now lost. The Red 
  Book contains details of only the first three, the rest are written in other gri-
  moires of the order or are passed on only by oral transmission. The Red Book 
  states that there are in fact an infinite number of Rituals of Infinity, and that 
  the creativity and genius of man will eventually uncover them all. The Order 
  also has books containing certain sorcerous rituals used as reference by re-
  searchers examining the methods of the Enemy and seeking to thwart their 
  dark designs. These are kept in a highly secret library somewhere in the For-
  tress of Skulls. 
   
   
   
   
   
  Level 
  Death Ray 
  Poison 
   
  Wands 
   
  Stone 
  Dragon 
  Breath 
   
  Spells 
  1-2 
  12 
  13 
  14 
  15 
  16 
  3-4 
  11 
  12 
  13 
  15 
  15 
  5-6 
  10 
  11 
  12 
  14 
  14 
  7-8 
  9 
  10 
  11 
  12 
  12 
  8-9 
  8 
  9 
  10 
  10 
  10 
  10-11 
  7 
  8 
  8 
  8 
  9 
  12-13 
  6 
  7 
  7 
  6 
  8 
  14+ 
  5 
  6 
  6 
  5 
  7  
  
  26 
  A partial list of the Rites of the Brotherhood 
  Brief Description 
  1 None 
  Rite of suicide and cannibalism associ-
  ated with entering the brotherhood 
  2 None 
  Rite of murder associated with entering 
  the brotherhood 
  3 None 
  Rite that confers immortality on last sur-
  vivor of the Receptacle 
  4 Lost ritual 
  Never written down, allegedly known 
  only to the founder of the Order and his 
  first circle of followers 
  5 The Lesser Purging  
  Rite required of all sorcerers who wish 
  to join the order 
  Ordinal Number & Ritual Title 
  6 The Greater Purging 
  Enhanced version of the Lesser Purging 
  7 Vomition of Taint 
  Reverses mutation in self 
  8 Detestation of Taint 
  Gives resistance to radiation 
  9 Eye of the Taint 
  Enables detection of radiation 
  10 Finger of the Taint 
  Detection of mutants 
  11 Expurgation of the Taint 
  Only the title now known, but allegedly a 
  method was known to remove radiation 
  poisoning from an area 
  12 Chromatic Transition 
  Enables a brother to change the colour 
  of his skin 
  13 Lost Ritual 
  Was allegedly part of the Jale Book of 
  the Skull, pages now ripped out for rea-
  sons unknown 
  14 Emulation of the Serpent 
  Enables shedding of the skin and reju-
  venation 
  15 The Rite of Flaying 
  Enables taking on the skin of another 
  and their appearance 
  16 Emulation of the Saurian 
  Enables rebirth into a new body 
  
  27 
   
  Brief Description 
  17 Vagary of the Androgyne 
  Enables the Brother to change sex 
  18 Emulation of the Dust Devil 
  Enhances dodge ability 
  19 Emulation of the Newt 
  Regrow lost limb or digit 
  20 Vow of Lasers 
  Give up use of laser technology, en-
  hance use of other simpler weaponry 
  Ordinal Number & Ritual Title 
  21 Gap in the Skull 
  Gives ESP-like abilities to spot liars and 
  cheats 
  22 Reverberation of the Skull 
  Enables master of ritual 20 to extend 
  detection to psionicists 
  23 Wall of the Skull 
  Resistance to Psionics 
  24 Emulation of the Droid 
  Attach plates of armour to ones own 
  flesh 
  25 Lost Ritual 
  No clues as to nature of this ritual 
  26 Lost Ritual 
  No clues as to nature of this ritual 
  27 Elixir of Foeti 
  Enables reversal of ageing, but requires 
  a very unpleasant sacrifice 
  28 Eye of Xygon 
  Gives Infra-Red vision 
  29 Ear of Xygon 
  Gives enhanced hearing 
  30 Voice of Xygon 
  Can broadcast radio 
  31 Soul of Victory 
  Trades Charisma points for Intelligence 
  32 Triumph of the Will 
  Trades Charisma points for  
  Wisdom 
  33 Voice of Mankind 
  Trades Intelligence for Charisma 
  34 Rite of Iron 
  Adds 1 point to any physical stat 
  35 Tempering of Steel 
  Reduces Charisma but adds to Constitu-
  tion and Strength 
  36 Forging of the Skull 
  Reduces Intelligence but adds to 
  Strength and Constitution 
  37 The Running Rite 
  Reduces Strength, adds to Dexterity 
  
  28 
   
  Ordinal Number & Ritual Title 
  Brief Description 
  38 The Taste of Vengeance 
  Enables a Brother to track a lapsed 
  colleague by scent and taste 
  39 The Thrice Thirteenth Ritual 
  According to the Red Book of Skulls 
  the carved human pelvic bone on 
  which this ritual was inscribed was 
  thrown into a volcano, no reason re-
  corded 
  40 Forging of the Bone Sword 
  Creates a weapon from one of the 
  Brother’s own bones 
  41 Moulding of the Carapace 
  Creates a piece of armour from the 
  Brother’s own bones 
  42 Lost Ritual 
  Elders speculate that this ritual in-
  volved further manipulation of bone 
  and muscle from the brother into useful 
  tools. 
  43 Encapsulation of Venom, aka 
  The Wisdom of Toads 
  Causes any systemic poison to be en-
  capsulated in a wart on the skin and 
  removed 
  44 Exudation of Beneficent 
  Slime 
  Uses extracts of slimes to enhance 
  healing of flesh wounds and stop 
  bleeding 
  45 Breath of the Frog 
  Allows underwater absorption of oxy-
  gen through slime on skin 
  46 Path of the Slug 
  Allows walking up vertical surfaces 
  through use of sticky slime 
  47 The Great Encapsulation 
  Allows use of a cocoon of slime to en-
  ter a state of suspended animation as 
  per the Australian lungfish 
  48 The Little Encapsulation 
  Details lost, but apparently allowed the 
  brain to survive even where the rest of 
  the body withered and died 
  49 Chant Against the Grey 
  Enables sonic assaults on Greys using 
  a brain scrambling noise 
  50 Dissolution of the Deep Ones Uses an acidic sweat or saliva to pro-
  tects against or assault Deep Ones 
  
  29 
  Detailed descriptions of selected rituals 
   
  5. The Lesser Purging: Required of any Sorcerer who applies to the Brother-
  hood upon his entry to the Fortress. Unless the Sorcerer has carried out this 
  ritual he is not allowed to take part in the Second Ritual, and if he refuses 
  then he and all members of his Receptacle are slain. The Oblate tattoos his 
  name on the skin of his left little finger, then it is flayed, the skin being re-
  moved without anaesthetic by the Immortal Elder in charge. The finger is then 
  flensed and the tissue macerated with volcanic sand in a pestle and mortar 
  and the bones torn off one by one and ground similarly. From the resultant 
  paste a tiny stylised human statuette is made and clothed in the flayed skin. 
  This is set in a niche in the wall of the Chapel of Fraternal Vigilance and 
  should the ex-Sorcerer brother ever use sorcery again the statuette will weep 
  tears of blood alerting the Elders of his lapse. 
   
  6. The Greater Purging: Some especially hard line Elders will require ex-
  Sorcerers to use this ritual to eliminate all their knowledge of sorcery before 
  teaching them the more powerful rites of the Brotherhood. The Brother enters 
  the Chapel of Detestation of the Loathsome Traitors to Mankind at the For-
  tress of Skulls and sits naked and unmoving for three days and nights while 
  he is scourged and spat on by his brethren. He then dons a collar made of 
  Niobium, Zirconium and Molybdenum alloy and proceeds to the Crypt of Pur-
  gation where he lays himself on a guillotine and pulls a lever to sever his own 
  head. He then has twenty seconds grace granted by the collar to recover it 
  and place it back on his body. Unless he saves vs Death Magic he will fail and 
  die, but he can be assisted by fellow Brothers who have undergone the same 
  rite, each giving +2 to the save. The knowledge of the sorcery will have left his 
  brain along with the blood he spilt in the process and he will have lost one 
  point of Intelligence and all memory of 1 dice years of his life around the time 
  he learnt the ritual as well. The spilt blood must be soaked up in volcanic ash, 
  and the place where it lay on the floor of the chamber cleaned with soap 
  made from the fat of the Spawn of a Shub-Niggurath and water from the Bot-
  tomless Lochs. All residue is then thrown into the volcano Thyroth at the 
  southern end of the Mountains of Mankind. The process must be repeated for 
  each ritual known, one being removed at random each time. Note that in 
  some cases aggrieved demons may take the opportunity to get their revenge 
  on a sorcerer who has abused them in the past once they know that their foe 
  has lost the knowledge to harm them. 
   
  7. Vomition of Taint: If a Brother for any reason acquires a mutation he stops 
  acquiring experience and must either return to the Fortress of Skulls to be 
  cleansed or renounce his membership of the Brotherhood and face their 
  wrath. The Rite of Vomition is known only to Immortal Elder Vagrus and takes 
  place in the Crypt of the Azure Tank. The Azure Tank is an artefact of Grey 
  technology which causes all cells which have damaged DNA to die and be 
  replaced by clones of healthy cells, a process requiring several months in all 
  but the most superficial cancer or radiation burn. It also requires many com-
  plex nutrients which the Brotherhood lacks the knowledge of Bio-alchemy to 
  make synthetically as the Greys do. They get by with liquidised human tissue, 
  
  30 
  one adult person per month of tank time required. As a side effect the person 
  cured loses 1dice years of physical age. 
   
  8. Detestation of Taint.: Immortal Elder Vagrus knows of another rite he will 
  perform on those who are willing to go into the Blighted Lands, Radioactive 
  Desert and Mutated Forest in pursuit of mutants on his behalf. This requires 
  one minim of the Grey Goo, an elixir found in small quantities in medical facili-
  ties in Grey domed bases (in fact a suspension of microscopic nanites). The 
  Goo is processed by Vagrus to create Pink Goo, which is then injected into 
  the thighbones of the brother to be protected. The nanites then supplement 
  the action of his own immune system, seeking out and eliminating mutated 
  cells and rewriting their DNA as it is damaged, giving +2 to any save vs radia-
  tion or mutation, doubling the healing rate of radiation burns and sickness and 
  enabling superficial mutations to revert to normality over time.  
   
  9. Eye of the Taint: Another speciality of Immortal Elder Vagrus, this requires 
  a dye compounded from phosphorous, fluoride salts from the flats of the 
  Blighted Lands and tar from the oil seeps under the Swamps of the Black 
  Delta. This phosphorescent yellow dye is injected into the aqueous humour of 
  one eye rendering it blind to normal light, but turning it into a biological scintil-
  lation counter. If any radioactive particle hits it there is a flash of bright light, 
  and the Brother soon learns to recognise the intensity and frequency of 
  flashes that indicate dangerous radiation. The flashes also continue while the 
  eyes is closed and the Brother is trying to sleep, so they often make a lead 
  lined eye-patch to block out the effect when not wanted. Having one eye 
  blinded reduces the chances to hit with missile weapons by 2. 
   
  10. Finger of the Taint: It sometimes happens that mutants infiltrate villages of 
  the Pure in the hope of passing their corruption on to others, but a Brother 
  who has the Finger of the Taint can counter this. Again under the supervision 
  of the invaluable Immortal Elder Vagrus the flesh of the index finger of the 
  right hand is removed and a hole drilled in the final phalange into which half a 
  minim of Pink Goo (see the Eighth Ritual) is placed along with a delicate elec-
  tronic device crafted from Titanium, Osmium and Tantalum and a red light 
  emitting diode scavenged from a piece of Grey technology. The flesh is re-
  grown through use of the Azure Tank or one of the other methods of regen-
  eration known to the Brotherhood. The finger is simplicity itself to use, the 
  Brother scratches the suspected mutant with the sharp pen-nib-like fingernail 
  on his index finger, if the blood deviates too far from the human norm the Pink 
  Goo activates to correct it, passing an electric current to the LED which then 
  glows under the skin of the finger tip. The intensity of the glow indicates the 
  degree of mutation and thus the amount of torture required before the mutant 
  is publicly burnt at the stake. This device also detects disguised Bone Men. 
   
  12. The Chromatic Transition: A Brother who has studied the Green Book of 
  the Skull and has never used the 16th Ritual can learn to change his skin 
  colour to any other except Bone by using this ritual over a period of three 
  days meditation and fasting. To learn it he must spend at least one month 
  living as each of the other colours, using a pint of blood from a person of the 
  
  31 
  colour transformed. The rules of the ritual stipulate that the blood must be 
  donated freely, but some Brothers take sanguinary shortcuts and seem to get 
  away with it. Once a Brother has moved through all 12 colours and returned 
  to his own he can change over three days to any colour he pleases without 
  the blood sacrifice. As the skin colour changes the personality also changes 
  subtly, and once a Brother has experienced all the options he may decide he 
  prefers to be a different colour to the one he was born into. On completion of 
  the ritual roll 3 dice and if the score is under the Brother’s Wisdom he gains 
  one Charisma through greater empathy with his fellow men of whatever col-
  our. Each time a colour transformation is made there is a 1% chance of a 
  mutation resulting in the skin becoming permanently transparent. This can 
  only be corrected by replacement of the skin. 
   
  14. The Emulation of the Serpent: A Brother who has mastered the Twelfth 
  Ritual may learn this one, which enables him to shed his skin like a snake 
  over a period of six hour. This refreshes the complexion, removes scars, even 
  those involving the loss of tissue from a fleshy part of the body such as a 
  cheek, ear or the tip of the nose and whole skin thickness burns. The new 
  skin is very tender for a week after shedding and AC is reduced by 1 and rolls 
  to resist disease and contact poisons are reduced by 2 until it matures. It also 
  reduces the physical age of the Brother by one dice years to a minimum of 
  twenty years younger than his true age, or 18 whichever is the higher. Each 
  use involves a save vs Death Magic or lose one point of Constitution perma-
  nently. 
   
  15. The Rite of Flaying: Once a Brother has mastered The Fourteenth Ritual 
  he may learn this variant. He may skin a captive alive and preserve their skin 
  and blood in a jar containing an extract of the leaves of a Liver Tree from the 
  Mutated Forest. This will only keep it fresh for a day or so, so the Brother 
  must act quickly to perform the Fourteenth Ritual, donning the flayed skin as 
  soon as his own has been shed. He then sits in a darkened room for a week, 
  drinking the blood of the skinned victim and chanting over their skull; if he 
  emerges into sunlight at this point the stolen skin will die and he will be left 
  skinless. At the end of this period their skin will become his and he will look 
  and sound exactly like them until such time as he repeats the 12th Ritual and 
  regrows a skin of his own. This cannot be used on a victim of the opposite sex 
  and does not work with the skins of Bone Men. 
   
  16. Emulation of the Saurian: This ritual is detailed in the Jale Book of the 
  Skull and can only be used by female, hermaphrodite and syncarp Brothers 
  (see the 17th ritual below) who have never used the 12th Ritual. The ritual 
  must begin in the Temple of the Tyrant Lizard in the ruined city of the serpent 
  men with the sacrifice of a hadrasaur or ceratopsian by laser fire to the brain. 
  The Brother is subsequently seized with a great hunger and over the next 
  three months he/she/it? must eat five times the normal amount of food or go 
  into a feeding frenzy lashing out and eating anything that comes into reach 
  including comrades. The Brother, grossly overweight, then lapses into a 
  coma, and is taken to the Hall of Transovulation in the Fortress of Skulls 
  where they spend the next six months wasting away while a great leathery 
  
  32 
  dinosaur-like egg forms within them. They then awake and lay the egg, inevi-
  tably dying in the process. The egg hatches after a further months care in the 
  Hall, and the brother is reborn as a baby. The child has all the memories and 
  knowledge of the original brother, but only one point in each characteristic. It 
  grows quickly, gaining one year of chronological age per month and one point 
  of each stat per month up to the Brother’s original total, but obviously dis-
  counting any penalties due to ageing incurred in the previous body. The new 
  body eventually become identical to the old, but those Brothers who know the 
  17th ritual can choose which gender they are reborn as, and any biomechani-
  cal enhancements such as those granted by the 8th, 9th, 10th, 24th, 28th and 
  other such rituals are lost, and any mutations, scars, illnesses, lost or maimed 
  limbs are now corrected and renewed. There is a 1% chance that the 
  Brother’s eyes will be of reptilian appearance with slit pupils after this ritual 
  and that their skin will show faint scaling. This will result in the gain of +1 AC 
  and a penalty of -2 to any save vs Cold attacks. These mutations are perma-
  nent and cannot be corrected by any means, resulting in the expulsion of the 
  Brother. The author of the Jale Book says that there is a variant of this ritual 
  that enables a Brother to lay a clutch of four eggs, each of which will hatch 
  into a clone of the original brother but ‘of lesser spiritual stature’ (ie half level), 
  but does not say how this is done. 
   
  17. The Vagary of the Hermaphrodite: This ritual from the Jale Book of Skulls 
  enables the Brother to change sex. The initial ritual involves consumption of 
  an elixir concocted of several fungi, lichen and moulds from the Caves of the 
  Scaled Ones, the Blighted Lands and the crevasses of the Thaggasoth Moun-
  tains. The Brother then eats a special diet for the next six months, gradually 
  changing gender as they do so. Eating meat from male animals will turn the 
  Brother from female to male, meat from female animals changes form male to 
  female, a mix of both results in development of hermaphrodite traits and a 
  vegetarian diet results in the Brother becoming a neuter with no distinctive 
  sexual characteristics. This ritual can only be used by those who have never 
  altered colour via the 12th Ritual. The anonymous author of the Jale book 
  states that Red and Blue Men can only become males or females, in his opin-
  ion indicating the primitive nature of these colours which he regards as ances-
  tral to the other ten. He also says that by using other dietary regimes Ulfire 
  and Green men can become ‘hipes’ or ‘syncarps’, two extra sexes, in his 
  opinion presaging the humanity to come which will all be naturally four-sexed. 
  He neglects to mention the diet required however, and the physical appear-
  ance and attributes of these sexes. 
   
  18. Emulation of the Dust Devil: Allegedly passed down to the Brotherhood 
  from an ancient tribe of Orange desert nomads, this is as much a combat 
  technique as a magical ritual. The Emulator must walk, alone, across the 
  Stinging Desert from the Monolith of Jahaleer to the Wadi of Kumsh, dressed 
  only in a loincloth and equipped only with a length of hellthornwood. If they 
  succeed in surviving the scorpions, pteranodons, sandstorms and heat ex-
  haustion they gain +1 AC as the scars and abrasions on their body heal into a 
  mystical pattern ‘written by the desert’. They also double their armour bonus 
  from high Dexterity and for each level they gain after completing the ritual 
  
  33 
  they gain another +1 AC. These benefits are all lost if they use any from of 
  armour other than a shield, lose the pattern due to changing their skin or re-
  newing their body or using ritual 24.  
   
  20. The Vow of Lasers: This vow covers more than just lasers, it is a blanket 
  declaration that the Brother will use no craft or technology not developed by a 
  human; in the current state of Carcosa that means being limited to iron age 
  equipment and even abandoning those rituals and rites of the Brotherhood 
  that utilise technology recovered from the Greys such as Rituals 7-10, 24 and 
  28-30. The Brother practices all the more intensely with his current weapons 
  and chooses one category to specialise in from: swords, daggers, axes, 
  maces and clubs, staff, spears and bows. The Brother gets +level/3 (rounded 
  up) to hit when using a weapon he specialises in, with a minimum of +1. 
   
  24. Emulation of the Droid: The Immortal Elder Haghadar and his master 
  smiths at the Fortress of Skulls can take a plate of Manganese- Cobalt doped 
  with crystalline Yttrium and Technetium and vapour-plated with microfibrils of 
  Germanium and create an armour plate which will bond directly with human 
  skin. These metals are not exactly easy to come by and the usual procedure 
  is to make small scales and graft them in a pattern that allows for expansion 
  once more material is obtained. Very occasionally a Grey warbot will be found 
  that has a casing made of this alloy and a whole slab can be crafted and 
  grafted on. A complete covering of this armour confers an AC of -3, lesser 
  coverings give proportionately lesser protection. In addition for each 3 AC 
  worth of armour gives a bonus of +1 save vs electrical, laser, X-ray attack due 
  to the conductive and reflective properties of the armour, but -1 vs micro-
  waves, and the Brother loses one Dexterity. 
   
  32. The Triumph of the Will: A Brother can use this ritual once per year at the 
  Winter solstice to permanently reduce his Charisma by one in return for a gain 
  of one Wisdom point. To learn it one must return the skull of a sorcerer of at 
  least sixth level sheathed in lead to the Fortress for inclusion in the Chapel of 
  Detestation of the Loathsome Traitors to Mankind, and then memorise the 32 
  verse Hymn to Harden the Cortex, found in the Black Book of the Skull and 
  taught by some masters of the order. One must then make thirty-two success-
  ful saves vs Spells, following each one with a stanza from the hymn, and 
  upon completion of the last stanza, one become able to enter the necessary 
  trance state. The only limit to this ritual is when the Charisma reaches one – 
  reducing the Charisma to zero will make the person a semi-catatonic schizo-
  phrenic with no emotional affect or ability to empathise. Wisdom may go as 
  high as one pleases, with ever increasing benefits in resisting mental magic 
  and the fear induced by supernatural monsters. 
   
  Further rituals all involve some form of personal transformation, rejuvenation 
  and healing. The elders of the Order are apparently physically perfect youths 
  with detached and abstracted personalities and eyes that speak of millennia 
  of warfare against sorcerers. 
   
   
  
  34 
  NPCs 
   
  Tranak 
  Disciple of the Skull (level 6), Colour: White, Age: Physical 45 Actual 52 
  Str 12 Int 21 Wis 8 Dex 12 Con 18 Cha 1 
  AC 3 HD 6+6 
   
  Rituals of Infinity 
  5 The Lesser Purging, 12 The Chromatic Transition, 14 Emulation of the Ser-
  pent, 31 Soul of Victory, 35 Tempering of Steel 
   
  Sorcery 
  Banish the Nighted Essence, The Glyphs of the Ebon Lake, Canticle of the 
  Crawling God 
   
  Equipment 
  Plate Armour, Double-handed sword, Logic Blaster – pistol, 45 charges, emit-
  ter, logic 
   
  Ganak 
  Disciple of the Skull (level 6), Colour: Black, Age: Physical 37 Actual 52 
  Str 19 Int 13 Wis 18 Dex 10 Con 14 Cha 4 
  AC 3 HD 6 
   
  Rituals of Infinity 
  12 The Chromatic Transition, 14 Emulation of the Serpent, 9 Eye of the Taint, 
  10 Finger of the Taint, 23 Wall of the Skull, 32 Triumph of the Will, 34 Rite of 
  Iron 
   
  Equipment 
  Plate Armour, Double-handed sword, 30 point Force Field, 4 Acid grenades 
   
  Tranak and Ganak are two survivors of a set of Blue quadruplets who joined 
  the Brotherhood as a Receptacle. Neither is yet immortal, but will become so 
  upon the death of his brother. Tranak is deep into the rite of the Soul of Vic-
  tory and is a hard faced tactician who gives not a damn about the lives of any 
  individual human, not even that of his brother, not even his own, but weighs 
  all with an eye to the ultimate victory of humanity over the alien. Ganak is not 
  much better, a dedicated warrior but arrogant and abrasive, forcing people 
  into following his brother’s heartless plans by bullying and threatening them. 
  On the other hand they stopped Faghahan the Foul from calling up the 
  Nighted Essence to aid his campaign to become Autarch of the city of Vaske-
  manie, and helped obliterate three hundred Deep Ones and half-Deep Ones 
  in the Purging of Kvansch, so they can’t be all bad. Currently conducting 
  purges of mutants in the fringes of the Radioactive Desert, looking for a three-
  eyed skull to allow Tranak to perform the 21st Rite, the Gap in the Skull. 
   
   
   
  
  35 
  Hagranai the Skull-Siren 
  Immortal Battle-Brother of the Skull (Level 4), Colour: Orange,  
  Age: Physical 18, Actual 40 
   
  Str 14 Int 6 Wis 12 Dex 12 Con 10 Cha 18 
  AC 5 HD 4 
   
  Rituals of Infinity 
  16 Emulation of the Saurian, 17 Vagary of the Androgyne, 20 Vow of Lasers, 
  33 Voice of Mankind, 40 Forging of the Bone Sword 
   
  Equipment 
  Chainmail, Two bone-swords made from her own tibiae, +1 to hit from Vow of 
  Lasers, +1 to hit and +1 damage from being bone-swords, riding beast 
  (Pithekoi). 
   
  Can use two weapons in combat at -2 to hit 
   
  Hagranai was originally male, but has become female through the 17th Ritual, 
  and is leading a gang of bandits in the district of the town of Ghulhulane, 
  whose ruler, The Flesh-Sculptress of the Plasmatic Temple, is oppressing her 
  populace and encouraging the worship of Shub-Niggurath. Hagranai has 
  been captured and dismembered by this tyrant for sedition, but was rescued 
  by her followers and regrew from the egg via the 16th Ritual and stole back 
  her severed limbs to create two bone swords which she wields together. Little 
  does the Flesh-Sculptress know that Hagranai was originally one of her own 
  Sons of the Mighty Arm, who escaped from her clone pens before he could be 
  grafted with the arm of a Pithekoi and lobotomised. 
   
  Pithekoi 
  Number Appearing: 4-16 AC 8 HD 4 % in Lair: nil Treasure: nil 
   
  The Pithekoi roam wild in the southern plains and woodlands and are some-
  times domesticated and used as pack and riding beasts. They are great ape-
  like beings that walk on two bowed hind legs and two long arms with huge 
  hands and horny knuckles. They are covered in sparse fur, predominantly 
  dark blue, though other colours exist, and have large human-like eyes of deep 
  mournful brown. They stand five feet high at the shoulder when hunched over, 
  ten or more if they stand upright.  
   
  In the wild they are nomadic, wandering through places far from human habi-
  tation eating roots and fruits. Riding domesticated ones is not too difficult in 
  ordinary circumstances, but when they face danger the ungelded males tend 
  to rear up into an upright stance, beat their chests and holler. War trained 
  Pithekoi will even punch and cuff enemies for two dice damage, but their rid-
  ers must be very skilled and using a war-saddle with straps to hold them on. 
  Pithekoi will even use huge clubs for three dice damage under the direction of 
  a rider, but they are basically peaceable creatures and will retreat if wounded 
  or even if their opponent manages to shout louder than they can. 
  
  36 
  The relationship between Pithekoi and man is very close. Slave merchants in 
  Ghulhulane have cross bred Pithekoi and humans to create a low intelligence 
  but thickly muscled hybrid which is fertile and breeds among its own kind, 
  though rarely breeding true. These beasts fortunately inherit the peaceable 
  nature of the Pithekoi and make poor soldiers. 
   
  Other pseudo-monastic orders of Carcosa 
   
  The Brothers are not the only Carcosan organisation to superficially resemble 
  a terrestrial monastic or chivalric order. There are communities of followers of 
  Nyarlathotep which follow a hierarchical system or novices, brothers and mas-
  ters, usually surrounding the tomb-like home of a group of mummies. Another 
  group are the Psionic Monks of the Cephalic order, dedicated to extending 
  and enhancing the use of mental powers, and the Bone Men are alleged to 
  have an order dedicated to studying deception, political manipulation and 
  assassination. A more militaristic group are the Adjudicators of the Norm, 
  whose scared text defines the true nature of man and all other beasts and 
  declares all humans not born a Red Man as lesser species to be expunged. 
  All of these are dire enemies of the Brotherhood of the Skull and of each 
  other. 
   
   
  
  37 
  Carcosan Name/Title Generator 
  Contributed by Andrew Byers  
   
  To me, one of the subtle aspects of Carcosa that brings home the alienness 
  of the setting is the fact that none of the non-player characters presented ap-
  pears to have a personal name.  Instead, we know them only through what 
  we might at first glance identity as the overblown titles of petty lords and tribal 
  chieftains.  But what if the residents of Carcosa don’t have personal names as 
  we understand them?  What if everyone is known by one of these titles?  
   
  Whether or not you assume that Carcosans have (hidden?) personal names 
  as well as titles, the following random generator will help you generate new 
  titles for NPCs.  These titles would seem to work best for leaders – religious 
  or secular – but if you want a particularly outlandish setting, the PCs can just 
  as easily encounter a scullery maid with the moniker “Grand Princess of 
  Dreamers.”  
   
  GMs are certainly welcome to select elements from the following tables, or 
  they may randomly determine names.  If random generation is desired, first 
  roll to determine the structure of the name (Table 1), then roll individually for 
  each element and combine, discarding and re-rolling any that don’t work well 
  together.  
   
  Examples: 
   
  The GM needs a name for a Jale Man tribal overlord the PCs are about to 
  encounter on their wanderings.  He rolls a 3, indicating a two element name.  
  His first roll is 87 (Stern), second roll is 77 (Provider).  Assembling these re-
  sults provides “The Stern Provider,” which may evoke a certain personality or 
  role for the Jale Man.  
   
  The GM also needs a name for a Brown Man Swordsman who is working 
  against the PCs (and has, in fact, just loosed a horror from beyond the stars 
  on them; they will want to seek revenge against him if they survive).  He rolls 
  a 9, indicating a three element name.  His first roll is 40 (Illustrious) and his 
  second roll is 49 (Lawgiver).  To determine the third element, he first rolls a 4 
  on Table 3, indicating that he should roll on Subtable 5.  The last roll is 12 (of 
  Subtle Wisdom). Assembling these results provides “The Illustrious Lawgiver 
  of Subtle Wisdom.”  
   
   
  Table 1: Number of Elements in Names (d10) 
   
   
  1-3 
  Two elements (Adjective + Noun) 
  4-7 
  Three elements (Adjective + Noun + Description) 
  8-12 
  Two elements (Noun + Description)  
  
  38 
   
  1 Ascendant 
  35 Gracious 
  69 Piercing 
  2 August 
  36 Grand 
  70 Predominant 
  3 Beauteous 
  37 Heart's 
  71 Preponderant 
  4 Beautiful 
  38 High 
  72 Purest 
  5 Beneficent 
  39 Humble 
  73 Raucous 
  6 Blooming 
  40 Illustrious 
  74 Redoubtable 
  7 Blossoming 
  41 Imperious 
  75 Refulgent 
  8 Bountiful 
  42 Implacable 
  76 Regnant 
  9 Bright 
  43 Inapproachable 
  77 Resplendent 
  10 Brightest 
  44 Incomparable 
  78 Sagacious 
  11 Brilliant 
  45 Indulgent 
  79 Screaming 
  12 Celestial 
  46 Inestimable 
  80 Serene 
  13 Clear 
  47 Inexorable 
  81 Shimmering 
  14 Constant 
  48 Iridescent 
  82 Shining 
  15 Coruscating 
  49 Jade 
  83 Silent 
  16 Crystalline 
  50 Lustrous 
  84 Sovereign 
  17 Cunning 
  51 Magisterial 
  85 Splendorous 
  18 Day's 
  52 Magnificent 
  86 Stainless 
  19 Deep 
  53 Masterful 
  87 Stern 
  20 Delicate 
  54 Meek 
  88 Superior 
  21 Desirous 
  55 Merciful 
  89 Supreme 
  22 Dominant 
  56 Mighty 
  90 Swift 
  23 Eloquent 
  57 Most 
  91 Total 
  24 Eternal 
  58 Mystic 
  92 Tranquil 
  25 Ever-Full 
  59 Night's 
  93 Transcendent 
  26 Exalted 
  60 Omnipotent 
  94 Unanswerable 
  27 Falling 
  61 Omnipresent 
  95 Unapproachable 
  28 Final 
  62 Omniscient 
  96 Unbearable 
  29 Flowering 
  63 One True 
  97 Uncircumscribed 
  30 Foremost 
  64 Overflowing 
  98 Utter 
  31 Gentle 
  65 Pale 
  99 Uttermost 
  32 Gibbering 
  66 Paramount 
  00 Worm  
  33 Glittering 
  67 Peerless 
    
  34 Glorious 
  68 Perpetual 
    
  Table 2: Adjective Elements (d00) 
  
  39 
   
  1 Adept 
  35 Gemstone 
  69 Poignancy 
  2 Advocate 
  36 Glory 
  70 Pool 
  3 Apotheosis 
  37 Grace 
  71 Power 
  4 Arbiter 
  38 He/She/It 
  72 Preceptor 
  5 Attendant 
  39 Heart 
  73 Preponderancy 
  6 Autocrat 
  40 Illumination 
  74 Presence 
  7 Autocrator 
  41 Illustriousness 
  75 Prince/Princess 
  8 Baron/Baroness 
  42 Infinitude 
  76 Protector 
  9 Bestower 
  43 Intellect 
  77 Provider 
  10 Brightness 
  44 Jewel 
  78 Puissance 
  11 Captain 
  45 Joy 
  79 Radiance 
  12 Chief 
  46 Joy-Giver 
  80 Rain 
  13 Chieftain 
  47 Judge 
  81 Ravager 
  14 Commander 
  48 King/Queen 
  82 Ravishment 
  15 Crown 
  49 Lawgiver 
  83 Reflection 
  16 Death 
  50 Life 
  84 Servant 
  17 Dew 
  51 Light 
  85 Shield 
  18 Diadem 
  52 Listener 
  86 Soul 
  19 Dominance 
  53 Lord/Lady 
  87 Sovereign 
  20 Dominator 
  54 Lover 
  88 Speaker 
  21 Dominion 
  55 Master/Mistress 
  89 Spring 
  22 Duke/Duchess 
  56 Mind 
  90 Star 
  23 Effulgence 
  57 Mirror 
  91 Sun 
  24 Elegance 
  58 Night 
  92 Superior 
  25 Emperor/Empress 
  59 Obliteration 
  93 Thought 
  26 Enthroned 
  60 Ocean 
  94 Totalitor 
  27 Essence 
  61 One 
  95 Tyrant 
  28 Excellency 
  62 Overking/queen 
  96 Vault 
  29 Eyes 
  63 Overlord/Overlady 
  97 Voice 
  30 Flower 
  64 Overseer 
  98 Wielder 
  31 Foundation 
  65 Pearl 
  99 Will 
  32 Fountain 
  66 Perfection 
  00 Wind  
  33 Fullness 
  67 Plenipotentiary 
    
  34 Gem 
  68 Plumage 
    
  Table 2: Adjective Elements (d00) 
  
  40 
  Table 3: Description Elements (d6) 
   
   First determine which Description Element Table to roll on: 
   
   
   
   
   
   
   
  1-2 
  Table 4 
  3-4 
  Table 5 
  5-6 
  Table 6  
  1 beyond All Superlatives 
  11 of All Truths 
  2 by Whom All See 
  12 of Autumn 
  3 of (Adjective) Countenance 
  13 of Benedictions 
  4 of All 
  14 of Defense 
  5 of All Excellences 
  15 of Dreamers 
  6 of All Gifts 
  16 of Dreams 
  7 of All Graces 
  17 of Glory 
  8 of All the Seas 
  18 of Humility 
  9 of All the Lands 
  19 of Invincibility 
  10 of All the Living 
  20 of Lords  
  Table 4: Description Elements Sub-Table 1 (d20) 
  1 of Many Colors 
  11 of Stones 
  2 of Many Hues 
  12 of Sublime Wisdom 
  3 of Many Shades 
  13 of Summer 
  4 of Mercy 
  14 of the (Adjective) God 
  5 of Peace 
  15 of the (Adjective) Sceptor 
  6 of Radiance 
  16 of the Air 
  7 of Sleepers 
  17 of the Air, the Earth, and the Seas 
  8 of Small Petals 
  18 of the Awake 
  9 of Splendor 
  19 of the Bringer 
  10 of Spring 
  20 of the Dead  
  Table 5: Description Elements Sub-Table 2 (d20) 
  
  41 
   
  1 of the Earth 
  11 of the Stars 
  2 of the Elements 
  12 of the Sun 
  3 of the Eyes 
  13 of the Waves 
  4 of the Frozen Lightning 
  14 of True Men 
  5 of the Gatherer 
  15 of War 
  6 of the Hills 
  16 of Winds 
  7 of the Master 
  17 of Winter 
  8 of the Moon 
  18 of Wisdom 
  9 of the Morn 
  19 That See(s) in the Dark 
  10 of the Seas 
  20 upon the (Adjective) Throne 
  Table 6: Description Elements Sub-Table 3 (d20) 
  
  42 
  WILDERNESS WANDERING MONSTER TABLE 
  Contributed by Mattias Wikström 
   
   
   
   
  Terrain 
  Waste 
  Jungle 
  Loch 
  Mountain 
  Swamp 
  Probability 
  1 in 6 
  2 in 6 
  2 in 6 
  2 in 6 
  3 in 6 
  1 
  Men 
  Men 
  Men 
  Men 
  Men 
  2 
  Flyers 
  Flyers 
  Flyers 
  Flyers 
  Flyers 
  3 
  Spawn 
  Spawn 
  Spawn 
  Spawn 
  Spawn 
  4 
  Slime 
  Slime 
  Slime 
  Slime 
  Slime 
  5 
  Insects 
  Insects 
  Insects 
  Insects 
  Insects 
  6 
  Dinosaurs 
  Dinosaurs 
  Dinosaurs 
  Flyers 
  Swimmers 
  7 
  Burrowers 
  Burrowers 
  Swimmers 
  Burrowers 
  Men 
  8 
  Men 
  Men 
  Swimmers 
  Men 
  Insects 
  9 
  Undead 
  Undead 
  Undead 
  Undead 
  Undead 
  10 
  Men 
  Insects 
  Men 
  Men 
  Insects 
  11 
  Dinosaurs 
  Swimmers 
  Swimmers 
  Burrowers 
  Slime 
  12 
  Men 
  Insects 
  Men 
  Undead 
  Insects 
  MEN 
  Typical 
  Jungle 
  Swamp 
  1 
  Raiders 
  Slavers 
  Cannibals 
  2 
  Slavers 
  Cannibals 
  Barbarians 
  3 
  Cannibals 
  Barbarians 
  Mutants 
  4 
  Nomads 
  Mutants 
   
  5 
  Barbarians 
   
   
  6 
  Mutants 
   
   
  
  43 
   
   
   
   
   
   
   
   
   
  2 
  Primordial Ones 
  3 
  Mi-Go 
  4-5 
  Pterodactylus 
  6 
  Pteranodon 
  7 
  B'yakhee 
  8 
  Space Aliens 
  FLYERS (2d4) 
  SPAWN (2d6) 
  2 
  Great Race 
  3 
  3 Deep Ones 
  4 
  4 Mi-Go 
  5 
  5 B'yakhee 
  6-8 
  6-8 Random Spawn of 
  Shub-Niggurath 
  9 
  9 Shoggoths 
  10 
  10 Primordial Ones 
  11 
  11 Spawn of Yog-Sothoth 
  12 
  12 Space Aliens 
  1 
  Green Ooze Pool 
  2 
  Ochre Jelly 
  3 
  Black Pudding 
  4 
  Green Slime 
  5 
  Gray Ooze 
  6 
  Yellow Mold 
  SLIME (1d6) 
  INSECTS (1d6) 
  1 
  Giant Jungle Ants 
  2 
  Giant Centipedes 
  3 
  Giant Scarabs 
  4 
  Giant Locusts 
  5 
  Killer Hornets 
  6 
  Giant Botflies 
  DINOSAURS (1d12) 
  1 
  Velociraptor 
  7 
  Iguanadon 
  2 
  2 Gallimimus 
  8 
  8 Allosaurus 
  3 
  3 Bactrosaurus 
  9 
  9 Camarasaurus 
  4 
  4 Saichania 
  10 
  10 Triceratops 
  5 
  5 Stegosaurus 
  11 
  11 Tyrannosaurus 
  6 
  6 Corythosaurus 
  12 
  12 Brachiosaurus 
  
  44 
   
   
   
   
  Burrowers (2d6) 
  1-2 Unquiet Worms 
  3-4 Giant Worms 
  5-7 Ghouls 
  8-10 Species 23750 
  11-12 Purple Worm 
  Undead (2d6) 
  2 2 Mummy Brain 
  3-4 3-4 Mummies 
  5-7 5-7 Skeletons 
  9-10 8-10 Zombies 
  11 11 Diseased Guardians 
  12 12 Amphibious Ones 
  1 Ichthyosaurus  
  Ichthyosaurus  
  Lake Monster 
  2 Lake Monster 
  Elasmosaurus 
  Kraken 
  3 Deep Ones 
  Giant Leech 
  Giant Leech 
  4 Elasmosaurus 
  Giant Snake 
  Giant Snake 
  5 Kraken 
   
   
  Swimmers  
  6 Giant Octopus 
   
   
   Typical (1d6) 
  Jungle (1d4) 
  Swamp (1d4) 
  
  45 
  UNDERWORLD WANDERING MONSTER TABLE 
  Contributed by Mattias Wikström 
   
   
  If a monster marked with an asterisk is rolled, there is a 50% chance that the 
  next wandering monster (on that level) will be of the same type. 
   
   
   
  Level 
  Table 1 
  Table 2 
  Table 3 
  Table 4 
  Table 5 
  Table 6 
  1 
  1-3 
  4-5 
  6 
  — 
  — 
  — 
  2 
  1-2 
  3-4 
  5-6 
  — 
  — 
  — 
  3 
  1 
  2-3 
  4-5 
  6 
  — 
  — 
  4-5 
  — 
  1 
  2-3 
  4-5 
  6 
  — 
  6-7 
  — 
  — 
  1 
  3-2 
  4-6 
  — 
  8-9 
  — 
  — 
  — 
  1 
  2-4 
  5-6 
  10+ 
  — 
  — 
  — 
  — 
  1-3 
  — 
  1 Giant Scarabs 
  2 Giant Centipedes 
  3 Giant Botflies 
  4 Barbarians* 
  5 Skeletons 
  6 Random Spawn of Shub-
  Niggurath (HD 2) 
  Table 1 
  Table 2 
  1 Tomb Robbers* 
  2 Species 23750 
  3 Zombies 
  4 Mutants* 
  5 Cannibals* 
  6 Deep Ones* 
  7 Giant Worms 
  8 Random Spawn of Shub-
  Niggurath (HD 3) 
  
  46 
   
  1 Giant Jungle Ants * 
  2 Giant Snake 
  3 Ghouls* 
  4 Mi-Go* 
  5 Diseased Guardians 
  6 Random Spawn of Shub-
  Niggurath (HD 4) 
  Table 3 
  1 Gray Ooze 
  2 Mummies 
  3 Unquiet Worms 
  4 Amphibious Ones 
  5 Ochre Jelly 
  6 Random Spawn of Shub-
  Niggurath (HD 5) 
  Table 4 
  Table 5 
  1 Great Race* 
  2 Black Pudding 
  3 Mummy Brain 
  4 Random Spawn of Shub-
  Niggurath (HD 7) 
  1 Purple Worms 
  2 Primordial Ones* 
  3 Shoggoths* 
  4 Green Ooze Pool 
  5 Spawn of Yog-Sothoth 
  6 Random Spawn of Shub-
  Niggurath (HD 9) 
  Table 6 
  
  47 
  MONSTERS 
  Contributed by Mattias Wikström 
   
   
  MEN 
  # Appear-
  ing 
  AC 
  Move 
  HD 
  % In  
  Lair 
  Trea-
  sure 
  Cannibals 
  1-100 
  9 
  12 
  1 
  50% 
  C 
  Barbarians 
  1-100 
  7 
  12 
  1+1 
  50% 
  B 
  Mutants 
  3-36 
  7 
  12 
  1 
  25% 
  C 
  Nomads 
  3-36 
  7 
  12/18 
  1 
  25% 
  B 
  Raiders 
  1-100 
  7 
  12 
  1 
  25% 
  B 
  Slavers 
  6-36 
  5 
  9 
  1 
  25% 
  A 
  Tomb Raiders 
  3-18 
  5 
  9 
  1-5+1 
  Nil 
  A 
   
   
   
   
   
   
   
   
  FLYERS 
  # Appear-
  ing 
   
  AC 
   
  Move 
   
  HD 
  % In  
  Lair 
  Trea-
  sure 
  Pteranodon 
  1-4 
  7 
  6/24 
  4 
  10% 
  B 
  Pterodactylus 
  1-12 
  9 
  6/24 
  1 
  10% 
  C 
   
   
   
   
   
   
   
   
  INSECTS 
  # Appear-
  ing 
   
  AC 
   
  Move 
   
  HD 
  % In  
  Lair 
  Trea-
  sure 
  Giant Botflies 
  1-20 
  9 
  3/24 
  1 HP 
  Nil 
  Nil 
  Giant Centipedes 
  1-10 
  9 
  6 
   ½ 
  Nil 
  C 
  Giant Locusts 
  100-1,000 
  9 
  3/24 
  1 HP 
  Nil 
  Nil 
  Giant Scarabs 
  1-10 
  6 
  9 
  ½ 
  Nil 
  C 
  Killer Hornets 
  1-100 
  9 
  3/24 
  1 HP 
  25% 
  C 
   
   
   
   
   
   
   
   
  BURROWERS 
  # Appear-
  ing 
   
  AC 
   
  Move 
   
  HD 
  % In  
  Lair 
  Trea-
  sure 
  Ghouls 
  2-24 
  9 
  12 
  1 
  50% 
  B 
  Giant Worms 
  1-6 
  9 
  6 
  2* 
  Nil 
  C 
  
  48 
   
   
  Half HD monsters do one half die of damage and 1 HP monsters do 1 point of 
  damage unless otherwise stated in the description. 
   
   
  DINOSAURS 
  # Apear-
  ing 
   
  AC 
   
  Move 
   
  HD 
  % In  
  Lair 
  Trea-
  sure 
  Allosaurus 
  1-6 
  6 
  18 
  3-5 
  20% 
  B 
  Bactrosaurus 
  1-10 
  7 
  18 
  3 
  20% 
  C 
  Brachiosaurus 
  1-6 
  4 
  12 
  12+2 
  20% 
  C 
  Camarasaurus  
  1-6 
  6 
  12 
  8 
  20% 
  C 
  Corythosaurus  
  1-6 
  6 
  12 
  6 
  20% 
  C 
  Gallimimus  
  1-12 
  7 
  24 
  2 
  20% 
  C 
  Iguanadon  
  1-8 
  6 
  12 
  5 
  20% 
  C 
  Saichania 
  1-8 
  3 
  12 
  4+1 
  20% 
  C 
  Stegosaurus  
  1-6 
  5 
  12 
  8+2 
  20% 
  C 
  Triceratops 
  1-4 
  5 
  12 
  9+2 
  20% 
  C 
  Tyrannosaurus 
  1-2 
  6 
  18 
  8+1 
  20% 
  A 
  Velociraptor 
  3-18 
  7 
  24 
  ½ 
  20% 
  B 
   
   
   
   
   
   
   
   
  SWIMMERS 
  # Apear-
  ing 
   
  AC 
   
  Move 
   
  HD 
  % In  
  Lair 
  Trea-
  sure 
  Elasmosaurus 
  1-6 
  6 
  9 
  6 
  20% 
  B 
  Ichthyosaurus 
  2-24 
  7 
  18 
  1 
  Nil 
  Nil 
  Giant Leech  
  2-12 
  7 
  6 
  ½ 
  Nil 
  Nil 
  Giant Octopus  
  1-4 
  9 
  18 
  8 
  20% 
  B 
  Giant Snake  
  1-4 
  7 
  12 
  4 
  50% 
  A 
  Kraken 
  1 
  7 
  18 
  8-12 
  50% 
  A 
  
  49 
  MUTATION 
   
  There is a 5% chance that any monster (except men) will be suffering from 
  some kind of mutation. Use the mutation table in Supplement V and the one 
  below for ideas. 
   
  Roll Mutation (1d20) 
   
  1. 
  Breath Weapon (fire, poison gas, sleep gas, etc) 
  2. 
  Rotting Carcass (unbearable stench) 
  3. 
  Frog Tongue (snatch at 10-100 ft and pull to mouth for bite) 
  4. 
  Radiation Gaze (use the projectile weapons tables in Supp. V) 
  5. 
  Laser Gaze (use the projectile weapons tables in Supp. V) 
  6. 
  Radioactive (cause damage or mutations at 10-100 ft) 
  7. 
  Teleportation (can move 100-2000 ft instantaneously) 
  8. 
  Psionic Power (use the psionics rules in Supp. V) 
  9. 
  High Body Temperature (dangerously hot to touch) 
  10. Low Body Temperature (dangerously cold to touch) 
  11. Acid Blood (destroys weapons, etc) 
  12. Crossbreed (combine special characteristics of two species) 
  13. Change in Diet (herbivore is carnivore, etc) 
  14. Friendly (will only attack in self defense, may be helpful) 
  15. Too Friendly (will want to mate) 
  16. Evil (normally animals are not evil) 
  17. Spit Weapon (spits green slime, puddings, etc) 
  18. Glows in the Dark 
  19. Exudes Mist (may be poisonous) 
  20. Regeneration (rapid healing, destroyed body parts grow back) 
   
   
   
   
   
   
   
   
  
  50 
  MEN 
   
  You can use this table to randomly determine the color of men. Usually all 
  men in a group are of the same color, but there is small chance accounted in 
  the table for a mixed group of men. 
   
  Notes on table:   
  Black: ebony skin 
  Bone: transparent to the bone 
  White: chalk white skin 
  *or if a group of men, roll for each individually 
   
  CANNIBALS: Usually very degenerate and primitive men, who for some rea-
  son (religious, philosophical, physiological, practical) have decided that they 
  must eat other men. Over time many devolve and become Ghouls. Cannibals 
  have bad morale and try to take their opponents prisoner (for the big feast). 
   
  There is a small chance (1 in 6) that the Cannibals are more “civilized”, which 
  usually means that they are better equipped and more organized in their evil 
  ways. 
   
  BARBARIANS: A broad category for all the primitive men inhabiting the 
  wastelands of Carcosa. They are usually highly protective of their territory and 
  are fierce warriors (+1 to hit), with exceptional morale (most will fight to the 
  death). 
   
  MUTANTS: Mutants are shunned by all men and so they form their own di-
  verse groups and settlements. They usually have no pity for normal men. 
   
  Note: Psionic abilities are by most men considered a sign of mutation. 
   
   
   
   
   
  Roll 
  Type of Man 
  Roll  
  Type of Man 
  1-7 
  Black 
  50-56 
  Orange 
  8-14 
  Blue 
  57-63 
  Purple 
  15-21 Bone 
  64-70 
  Red 
  22-28 Brown 
  71-77 
  Ulfire 
  29-35 Dolm 
  78-84 
  White 
  36-42 Green 
  85-91 
  Yellow 
  43-49 Jale 
  92-100 Roll Again* 
  
  51 
  NOMADS: The proud nomads have succeeded in domesticating dinosaurs 
  and use them as mounts (Allosauruses, Bactrosauruses, Corythosauruses, 
  Gallimimuses, Iguanadons and Pteranodons). They are highly secretive con-
  cerning their techniques and will never reveal them to outsiders. Some men 
  who have befriended the nomads have received dinosaur mounts as gifts. 
   
  Nomads have good morale and are a accomplished warriors (+1 to hit). 
   
  RAIDERS: Rough and ruthless men, who have decided to prey on their own 
  kind. Armed with whatever they can get their hands on, a raiders life consists 
  only of murder, pillage and rape. Raiders usually have bad morale and they 
  take no prisoners. 
   
  Larger groups are usually led by a substantially stronger individual (HD 2+) 
  with chain-mail and perhaps even a Space Alien weapon. 
   
  SLAVERS: Slavers roam the wastelands to capture men and sell them to the 
  highest bidder. Some slaves serve in the households of the more fortunate, 
  but most perish quickly in mines, quarries or doing other hard labor. 
   
  Slavers are disliked by most men, but they are well organized and usually 
  very well equipped. For every 5 slavers there will be 1D10 slaves, chained 
  together by their feet or necks. The slaves will usually be pulling small carts 
  filled with provisions. 
   
  Slavers will of course try to capture their opponents alive and for this they 
  utilize bolas, nets, tranquilizing darts and sometimes even Space Alien tech-
  nology. 
   
  TOMB ROBBERS: These men are usually only a danger when encountered 
  in some ancient ruin or tomb, as they do not like competition. Their profession 
  being highly dangerous they are of course skilled fighters (+1 to hit), well 
  equipped and have good morale. 
   
  Adjust the Tomb Robbers HD according to the underworld level. 1 HD on the 
  first level, 2 HD on the second and so on. 
   
  There is a 50% chance that the party of Tomb Robbers will be led by a Sor-
  cerer in search of some ingredient for a ritual. 
   
  FLYERS 
   
  PTERANODON: The largest of the flying pterosaurs, with a wingspan of 30 ft. 
  The Pteranodon is strong enough to carry larger prey than men and it is not 
  uncommon for them to swoop down and carry away the careless. Pterano-
  dons are especially common near large bodies of water and prefer to nest on 
  high mountain tops. 
   
  The Pteranodon has a long, sharp, toothless beak and the skull is elongated 
  
  52 
  far behind the neck. The wings are membranous and are extensions of the 
  forearms with three fingers with talons at the halfway point. The legs have 
  strong claws and are used to grab prey. When on the ground the Pteranodons 
  movement is quadrupedal. 
   
  PTERODACTYLUS: A smaller pterosaur, with a wingspan of 8 ft. The Ptero-
  dactylus is very reminiscent of the larger Pteranodon, but prefers to hunt fish 
  and rarely attacks any of the larger land based animals. 
   
  INSECTS 
   
  GIANT BOTFLIES: A large hairy fly, 5 inches in length, that lays its eggs in 
  living creatures. The botflies bite does no damage, but a save against wands 
  is required or the botfly manages to lay its eggs under the skin of the host. 
   
  The host loses 1 HP and develops a fever as the eggs grow under the follow-
  ing 26-48 hours (-1 to all rolls unless of strong constitution). After this incuba-
  tion period the eggs hatch and the botfly larvae eats its way out (the host 
  loses 1-3 HP). The larvae drop off the host and complete the pupal stage in 
  soil. 
   
  It is possible to cut out the eggs before they hatch, but the host loses 1 HP for 
  every incision. No wounds can heal until the eggs or larvae are removed. It 
  takes 13-24 hours for the fever to pass. 
   
  If the eggs hatch, there is a 5% chance that the larvae will consume the hosts 
  testes or ovaries, leaving the host sterile. 
   
  GIANT CENTIPEDES: Colorful centipedes 2-3 ft in length. They have a mildly 
  poisonous bite and do 1 die of damage unless a successful save against Poi-
  son is made. 
   
  GIANT LOCUSTS: A swarm of these 6 inch locusts can strip a man to the 
  skeleton in a couple of minutes. 2 bites equal 1 HP lost. Luckily the swarm 
  usually whips up a dust storm and thus there may be some advance warning 
  of the impending doom. 
   
  GIANT SCARABS: These beetles are the size of a large dog and feed on 
  feces. Thus they are common wherever dinosaurs roam. They store the feces 
  for future consumption by rolling it into large balls (3 ft in diameter). They are 
  not especially aggressive, but can attack if they believe someone is trying to 
  make off with their dung balls. 
   
  KILLER HORNETS: These highly aggressive 3 inch hornets, blind their prey 
  by spitting acid in their eyes (lose 1 HP and save against Dragon Breath, or 
  become permanently blind). The acid contains pheromones that attract 1-50 
  nearby hornets in 1-6 rounds. 
   
  Having blinded their opponent, the hornets use their stingers to finish the job. 
  2 stings equal 1 HP lost. The hornets can follow their prey for miles. 
  
  53 
  DINOSAURS 
   
  ALLOSAURUS: This bipedal predator is usually between 30 to 40 ft in length. 
  The Allosaurus has a large skull with dozens of razor sharp teeth (2 dice dam-
  age). The arms are small compared to the legs, but both hands and feet are 
  equipped with sharp talons (1 die damage). The body is balanced by a long 
  and heavy tail. 
   
  Allosauruses are devious and social and hunt in packs. 
   
  BACTROSAURUS: This herbivore is 20 ft long, 7 ft high and weighs 3 tons. It 
  has a long tail and neck and large spines protruding from the vertebrae. The 
  Bactrosaurus can switch between bipedal and quadrupedal movement. 
   
  BRACHIOSAURUS: The Brachiosaurus is the largest of the dinosaurs, at 90 
  ft in length and 80 tons in weight. Its neck is almost as long as its entire body 
  and tail combined and it can lift its head to a height of 50 ft. 
   
  Brachiosauruses are herbivores and move in herds. They have little to fear of 
  any predators because of their size (4 dice stomping damage). 
   
  CAMARASAURUS: This quadrupedal herbivore is 60 ft in length and weighs 
  20 tons. It has a long neck and tail and the inner toes of the feet have a large 
  claws for self defense (2 dice damage). The skull is arched and square, with a 
  blunt snout. 
   
  CORYTHOSAURUS: This duck-billed dinosaur bears a large colorful crest on 
  its head. In other aspects it resembles the Bactrosaurus, except that it is 
  longer (30 ft) and heavier (4 tons). 
   
  The Corythosaurus loud, low pitched cries can be heard far over the waste-
  land. 
   
  GALLIMIMUS: This lithe, ostrich-like predator is 20 ft long and slightly taller 
  than a man. It weighs about a ton and has a long tail and neck. Its head is 
  small, with large eyes and a sharp beak. The short forelimbs are clawed, as 
  are the more powerful hind legs. The Gallimimus can switch between bipedal 
  and quadrupedal movement. 
   
  IGUANADON: Similar to the Corythosaurus this slightly smaller herbivore 
  bears no crest and has a more blunt, rounded snout. Its hands have five fin-
  gers and the thumb is shaped like a large spike for use in self defense (1+1 
  die damage). The little finger is elongated and dexterous and can be used to 
  manipulate objects. 
   
  SAICHANIA: This 20 ft long herbivore is shaped like a rhinoceros and its 
  back, tail and head is covered with thick, spiked armor. The tail has a heavy 
  club-like end piece which the Saichania can use for self defense. 
   
  
  54 
  STEGOSAURUS: This bulky herbivore is easily recognized by it large tail 
  spikes (3 dice damage) and kite shaped back plates. The Stegosaurus is 30 ft 
  long, 14 ft tall and weighs 5 tons. Its back is heavily arched and the forelimbs 
  are short, the head is held low and tail high. The spikes are for self defense, 
  while the back plates are mostly for heat regulation. 
   
  TRICERATOPS: This rhinoceros-like herbivore has a huge head, which bears 
  a bony frill and three large horns (2 dice damage). The Triceratops weighs 10 
  tons and is 30 ft long and 10 ft high. When it is charging forward, there is not 
  much that can stop it (4 dice damage). 
   
  TYRANNOSAURUS: This bipedal carnivore is one of the largest predatory 
  dinosaurs. It is 42 ft long and 13 ft tall and weighs 7 tons. It is shaped like 
  Allosaurus, except that it has thicker armor, a larger head and the arms are 
  comparatively tiny. 
   
  The Tyrannosaurus is devious and highly aggressive. Its main weapon is a 
  ferocious bite (3 dice damage), but it can also use the large talons on its feet 
  (2 dice damage). If two Tyrannosauruses are encountered together, they are 
  mates. 
   
  VELOCIRAPTOR: These small and incredibly fast, bipedal predators are 7 ft 
  long and 3 ft high. The foot long skull features strong jaws with 28 widely 
  spaced, serrated teeth on either side, that are used to catch and hold the prey 
  (1 die damage). 
   
  The Velociraptor has a long tail and short neck. Its arms are shorter than the 
  legs and covered with feathers, which make them look like small wings. The 
  feet have a large sickle shaped talons that are used to disembowel the prey 
  (1 die damage). 
   
  If encountered in an environment were the Velociraptor can use its speed to 
  its advantage, all rolls to hit it are made with a -1 penalty. The Velociraptor is 
  highly devious and patient and will try to ambush its prey. 
   
  BURROWERS 
   
  GHOULS: Pale and feral shadows of men, that are now like wild animals. 
  They fear the sun and can only derive sustenance from the blood and flesh of 
  men. They live in dark places and can dig long tunnel systems. 
   
  The Ghouls carry a disease that destroys the more cognitive parts of the 
  brain. It requires them to feed on untainted specimens of their own kind and 
  makes them sensitive to ultraviolet radiation. 
   
  The disease can be contracted in two ways. By eating the flesh of men, or by 
  the bite from a Ghoul. Cannibals have a 1% chance each month of contract-
  ing the disease and those bitten by a Ghoul must make a save against Poison 
  or contract the disease. 
  
  55 
  It takes at least 6 months for a man to turn into a Ghoul. Make a save against 
  Poison once per month and consult the table below if failed: 
   
  First failure  
  Nauseated by normal food, only red meat will do. 
  Second   
  Skin problems, paleness, sweating, lose 1 point of CHA. 
  Third  
   
  A strong desire to eat the flesh of other men, easy to anger, 
   
   
  lose 1 point of CHA. 
  Fourth   
  Must eat the flesh of other men, lose 1 point of CHA, INT 
   
   
  and WIS. 
  Fifth  
   
  Hair loss, abnormal tooth and nail growth, lose 2 points of 
   
   
  CHA, INT and WIS, increase STR, DEX and CON by 1. 
  Sixth  
   
  The transformation is complete, reduce INT, WIS and CHA 
   
   
  to 1. 
   
  GIANT WORMS: Huge, pale earthworms, 10 ft long and 1 ft thick, weighing 
  500 pounds. The worm will attack by swallowing hands or feet, or by lifting 
  and dropping its bulk on the enemy. 
   
  Roll 2 dice for HD and keep the results separate. If a cutting weapon does 
  more damage than either die roll, the worm is cut in two. Both parts will con-
  tinue to attack separately with 1 HD (re-roll for both parts). Blunt weapons do 
  only half damage. 
   
   
  SWIMMERS 
   
  ELASMOSAURUS: A water dwelling giant predator, 46 ft long and weighing 
  almost 5 tons. Its massive body has four large flippers and the neck is over 
  half its length, with over 70 vertebrae. The head is relatively small, with sharp 
  teeth (2 dice damage). 
   
  ICHTHYOSAURUS: A 7 ft long fish-like predator, that looks like a crossbreed 
  between a swordfish and a barracuda. It has large flippers and is a quick 
  swimmer. Its sharp beak can be used for stabbing as well as biting. 
   
  GIANT LEECH: This 3 ft leech can easily drain a man of blood (1 HP per 
  round). Once attached they are very difficult to get off without a red hot iron or 
  some other extreme heat source. If a blow is aimed at an attached leech, all 
  excess damage will hit the victim of the leech. 
   
  GIANT OCTOPUS: A huge rubbery mass with 8 suckered arms. The 30 ft 
  long Giant Octopus can travel through small cracks by stretching and molding 
  its bodyl, the sharp beak is the only limiting factor. It can also change its skin 
  color for camouflage and to fit different moods. 
   
  The Giant Octopus is highly intelligent and curious. It will usually hold its prey 
  and squeeze it with the tentacles (see the Giant Snakes constriction) and then 
  bite it (2 dice damage). It is impossible to escape from its grasp before it is 
  dead. 
  
  56 
  GIANT SNAKE: This 40 ft long snake can swallow small dinosaurs. Its jaws 
  can, if given enough time to expand, accommodate almost any creature 
  shorter than the snake itself. 
   
  The Snake is very agile on both land and in water. It will try to wrap itself 
  around its prey to constrict it (save against Paralyzation). Very strong men 
  might have a small chance of breaking free, but usually the victim dies of as-
  phyxiation. The Snakes bite is painful, but not venomous. 
   
  Once the prey is still the Snake will proceed to swallow it. Depending on the 
  size of the meal, this can take several hours. Once the Snake is full it will be 
  quite docile and usually will not move until the meal is digested, which can 
  take a couple of weeks. 
   
  KRAKEN: The Kraken is a type of Colossal Squid. It is between 60 and 80 ft 
  long, has a very large mantle and two huge eyes (2-3 ft across). It has eight 
  suckered arms and two longer, suckered tentacles and all of the suckers have 
  sharp hooks. 
   
  The Kraken can attack with all of its arms and tentacles separately and they 
  each have 2 HD. The tentacles constrict as Giant Snakes (1 die damage from 
  the hooks on the first round) and once per round any prey caught in the arms 
  or tentacles will be moved to the beak for a bite as well (2 dice damage). 
   
  The Kraken is very intelligent and can live in any type of water (sea, loch or 
  swamp) and any temperature. 
   
  UNDEAD 
   
  Zombies and Skeletons exist, their statistics are as in Monsters & Treasure. 
   
  Zombies can be magical, diseased (those bitten by a Zombie, become Zom-
  bies) or radioactive (a weird radiation animates the dead). 
   
  Skeletons are actually old Zombies whose flesh has rotted off (be as gross as 
  you like). 
  
  57 
  FAQ: Frequently Asked Questions About Carcosa 
  Geoffrey McKinney’s answers to questions asked on-line about Carcosa.  
   
  What fonts were used in the book?  Supplement V: CARCOSA has 9-point 
  Arial font. The title is in Castellar font. 
   
  How big is Carcosa?  It is in fact the case that the map included in Supple-
  ment V: CARCOSA is only one-fourth of my map of my home Carcosa cam-
  paign. It is also the quarter of the map on which about 80% of the action has 
  occurred in my campaign. The other 20% of the action has been in the quar-
  ter directly below the published map, and the other half of the map has re-
  mained thoroughly unexplored by the players thus far. 
   
  So truth to tell, I have more unpublished stuff in notebooks and such on the 
  already-published map than I do on the 3 unpublished maps. I hope to some-
  day publish the other three quarters of my campaign map, but it's not going to 
  be in the near future. Sorry!  
   
  The world of Carcosa seems a bleak place, is this intentional? In my 
  imagination Carcosa is indeed on the barren side. I typically picture the land-
  scape on the cover of the AD&D Deities & Demigods Cyclopedia for much of 
  Carcosa, especially for the Blighted Lands. 
   
  As for ecology, Carcosa makes no ecological sense whatsoever. What the 
  hell, so long as it's fun! 
   
  What is the city of Carcosa like in your campaign? As for the city of Car-
  cosa itself, no PC has ever been there yet. I therefore have only the barest 
  sketches of the city. Suffice it to say here that the city of Carcosa is billions of 
  years old. It is alien. No one is known to live there. The buildings are impervi-
  ous to the elements. They are not in ruins. And a mystery surrounds the city. 
  Rumors tell of great though horrific knowledge kept therein. 
   
  And if your PCs decide to explore the city of Carcosa, don't forget that Hastur 
  is imprisoned in a crypt at the bottom of Lake Hali. Be very careful! 
   
  Who lives in (the city of) Carcosa? In my version of the city of Carcosa, no 
  one lives there. It is an empty, alien city.  Of course, others' versions of Car-
  cosa might be considerably different. 
   
  When will we see the rest of the campaign map? I'm afraid that I won't be 
  able to contribute another quadrant of the Carcosa map. I'd want to do it up 
  proper, with hundreds of encounter areas, sorcerous rituals tied-in, etc. Ap-
  proximately 80% of my home Carcosa campaign has taken place on the map 
  area published in Supplement V: CARCOSA. About 20% of it has taken place 
  on the quadrant to the south of it. The two eastern quadrants are still virgin 
  territory. Thus, I just don't have as much material on the other three quadrants 
  as I do on the published one. 
   
  
  58 
  What are you working on now?  In my home Carcosa campaign, we played 
  in a big series of caverns that has certain similarities to a megadungeon. It's 
  in hex 1109: the Putrescent Pits of the Amoeboid Gods. And that's what I'm 
  preparing right now for my next Carcosa publication. 
   
  Would you be willing to look at my Carcosa material? I'd be very inter-
  ested to read any Carcosa work you forward to me. That said, I hope that no 
  one feels that his Carcosa work needs my stamp of approval. Your Carcosa is 
  just as valid as mine. I'll read anyone's Carcosa material as one colleague DM 
  to another. 
   
  What program did you use for the book layout? I did the whole thing on 
  Microsoft Word. I used 9-point Arial font, right justified, landscape, double 
  columns, and 1/2" margins. I honestly have no idea if I did it the hard way or 
  not, since I'm not a techie-type. I simply typed everything into Word, then for-
  matted it in the ways I just mentioned. 
   
  I then emailed the finished Word documents to a friend who converted them 
  using her Word 2007 program. Another Good Samaritan converted the map 
  to a PDF for me. I'm not sure what program he used. 
   
  How did you staple/bind the finished product? Unfortunately, the staplers I 
  could find were prohibitively expensive. Fortunately, a local printer is willing to 
  both staple and trim the booklets for a reasonable fee. Everything else I do in 
  my own house. 
   
  Do you have any useful tips for fabricating similar booklets? Hmmm. I 
  would probably try to find out if there is an easier way of doing it than I did. I 
  did everything by the seat of my pants. The page numbers were particularly 
  galling to get right. For all I know, Word has a template or something that 
  would have reduced my work tenfold. About the only thing I can suggest is to 
  have your document formatted in the way you want it before you even start 
  typing. That way you don't have to set up your tables twice, which is what I 
  (stupidly) did. 
   
  Another pain in the rear was cutting and pasting in Word all the pages in the 
  proper order for them to be printed-out and folded into a book. Again, for all I 
  know Word has a simple way of doing it. I trudged through doing it one page 
  at a time. 
   
  I apologize for not being more help! I'm definitely an amateur on this topic. 
  Maybe someone like Dan Proctor or someone else with some expertise will 
  be of more help. I used the brute force method. It ended up looking real nice, 
  but I probably made it more work than it had to be. 
   
  Tell us more about your creation “Glyuathk'th” please?  One day on 
  dragonsfoot (Dragonsfoot is an on-line forum dedicated to AD&D and similar 
  RPGs –.ed) I created Glyuathk'th as an example of the type of god I like in 
  D&D. Melan liked it enough that he adopted it as a god for his own science-
  
  59 
  fantasy setting of Fomalhaut. I then invented the concept of spores of 
  Glyuathk'th infesting other worlds to answer the question, "How can Glyuath-
  k'th exist on more than one world?" Glyuathk'th reproduces itself (or "clones 
  itself" might be more exact) by spores from its bulk floating into outer space 
  and falling upon other planets, where they grow into another Glyuathk'th. One 
  such spore landed on Fomalhaut, growing into that world's Glyuathk'th. 
   
  Here's how I pronounce Glyuathk'th: 
   
  gl - you - ATHK - th 
   
  In both cases the "th" is soft (i. e., pronounced as in "thin" rather than the hard 
  pronunciation as in "then"). 
   
  "gl" as in "glow" 
   
  "you" sounds just like the word "you" 
   
  Stress is laid upon the "athk" syllable. 
   
  Regarding six great races:   
   
  1. 
  Besides having terrestrial origins, what are the major differences 
  between the Carcosa version of the big six and the novella ver-
  sions? 
  2. 
  Do these races interact? How likely am I to see a (Deep One) in the 
  town pub? 
  3. 
  If these are the six great races, where did Snake-men, and Humans 
  come from? 
   
  Those are great questions! My favorite thing about Carcosa is Shub-
  Niggurath and its spawn. Following are some notes regarding the six regular 
  spawn of Shub-Niggurath and how they differ from Lovecraft's descriptions. 
   
  Primordial Ones: Their mighty civilization is long, long gone. All that remains 
  are ruins and scattered artifacts. The Primordial Ones that currently exist on 
  Carcosa are in small bands of 1-10, a majority of them without the benefit of 
  high-tech. They hold all other intelligent life in utter contempt. They think   
  everything should be their slaves. They especially hate the Shoggoths. Unlike 
  Lovecraft's version, Primordial Ones on Carcosa are psionic. 
   
  Shoggoths: Lovecraft was pretty vague about these things. They obviously 
  are incapable of forming a civilization. They utterly hate the Primordial Ones. 
  Shoggoths will occasionally cooperate with Deep Ones, but other than that do 
  not like the other regular spawn. 
   
  Mi-Go: Lovecraft's Mi-Go are brilliant scientists. Not so Carcosa's. They have 
  an average I. Q. score of about 70. They never established a civilization, in-
  stead having a level of culture similar to that of cavemen. They are psionic, 
  
  60 
  however. They do not interact with the other five main spawn. 
   
  The Great Race: Like the Primordial Ones, the mighty civilization of the Great 
  Race is long gone. Only ruins and scattered artifacts remain. The remaining 
  members of the Great Race live in small groups of 1-12, and they only rarely 
  have high-tech. They tend to avoid the other main spawn. 
   
  The Deep Ones: These are about 50% Lovecraftian and about 50% Kuo-Toa. 
  Lovecraft's Deep Ones lived in cities found only on ocean shelves. Carcosa's 
  live throughout the ocean, as well as in damp caverns. Lovecraft's Deep Ones 
  lived in mighty cities. Those on Carcosa live in small communities of no more 
  than 100. Also, Lovecraft's Deep Ones could wipe-out humanity if they cared 
  to. Carcosa's Deep Ones (like the Kuo-Toa) are a race in steep decline. They 
  avoid the other main spawn of Shub-Niggurath, except for occasionally em-
  ploying Shoggoths. Some particularly degenerate groups will even worship a 
  Shoggoth. 
   
  When Deep Ones interact with humans, contact is minimal. You'll never find a 
  Deep One in a pub, for example. The Deep Ones interact with humans only to 
  spread the cult of the Old Ones (expecially of Cthulhu) and (less often) to 
  interbreed with human women. Such women are sometimes outright raped, 
  and other times pressured into it by their society. Some of the most jaded and 
  perverse of women, bored with human males, actually welcome the exotic 
  embraces of the Deep Ones. In any case, there is no question of 
  "relationships" between the Deep Ones and human women. It's just sex. The 
  Deep Ones flap from their lairs, do the deed, and then slink back. 
   
  B'yakhee: These are a creation of August Derleth, and I don't remember them 
  being anything other than magic transports that come at the call of a whistle. 
  In any case, they never formed civilizations. They are fanatically loyal ser-
  vants of Hastur, and will certainly not come like a dog to a whistle. They serve 
  humans only when it furthers Hastur's goals, or when forced by sorcery to do 
  so. They are psionic. They are aloof from the other six main spawn. 
   
  In short, the only interaction between any of the six main spawn is between 
  Deep Ones and Shoggoths, and that is rather rare. None of them are numer-
  ous or widely influential. They are all well past their heydays. Eventual extinc-
  tion seems their lot. 
   
  The Primordial Ones used to conduct big biological experiments. Undoubtedly 
  these experiments created the semi-intelligent humanoid snakes that later 
  (after the destruction of the civilization of the Primordial Ones) evolved into 
  the Snake-Men. 
   
  The Primordial Ones also undoubtedly created the man-apes from which the 
  races of humans were much later bred by the Snake-Men. 
   
  What does a pulse range pattern mean? Think of hand-held blasters in Star 
  Wars. When you pull the trigger, a "pulse" of whatever (literally 3 inches long) 
  
  61 
  shoots out of the barrel. Contrast that with beam projections. A beam is a 
  continuous line stretching from the barrel all the way to the thing it hits. Thus 
  (for example) a beam weapon hitting a guy 200' away will actually have a 200' 
  long beam stretching between the weapon and its target. 
   
  What kind of damage do the various explosive weapons do? Grenades, 
  bombs, mini-missiles, and missiles have a VERY wide range of damage. A 
  minor grenade might do only 1 die of damage, while a massive bomb or mis-
  sile might do 200 dice of damage. How much damage each individual weapon 
  of these types does is up to the referee. 
   
  What do you think of having only one class on Carcosa?  It would be 
  easy to do. Instead of having only sorcerers able to work sorcery, have every 
  human being (with the proper preparation) able to perform sorcerous rituals. 
  That's one of the things I love about OD&D: It's easy to change things. :) 
   
  Personally, I would not like to lose the sorcerer class. Having sorcerous rituals 
  open to all feels too like the Call of Cthulhu RPG to me. I know that James 
  and many others love the CoC game, but it's never been my cup of tea. 
   
  I simply must have D&D magic-users in my Carcosa campaign!  Do you 
  have any advice for me? … it would be EASY to play a Carcosa game with 
  magic-users and clerics in it. Just tack on the sorcerous rituals and allow 
  spell-casters who properly research them to perform them in addition to their 
  normal spells. Or do that in your home campaign. Yet another option is to 
  include sorcerers as a new character class alongside all the other classes. 
   
  If I decide to included OD&D classes in my campaign, how should I roll 
  their hit dice?  
   
  Important pages for this type of consideration are pp. 17-18 of Men & Magic. 
   
  1. 
  If you want to create or import a physically tough character class into 
  Carcosa, use the "Dice for Accumulative Hits" in the fighting-men table. 
  2. 
  If you want to create or import a physically weak character class into Car-
  cosa, use the "Dice for Accumulative Hits" in the magic-users table. 
  3. 
  If you want to create or import a physically so-so character class into 
  Carcosa, use the "Dice for Accumulative Hits" in the clerics table. 
   
  In the case of a thief, I'd use the magic-users' table, since in Supplement I: 
  GREYHAWK both thieves and magic-users use 4-sided dice for hit points. 
   
  Of course, one can modify the above three tables as desired. 
   
  CARCOSA's dice conventions can be used without alteration by using this 
  method of determining HD for additional classes. 
   
   
   
  
  62 
  Which version of OD&D should I use with Carcosa?  The original three 
  booklets plus which supplements?  … CARCOSA builds upon the 3 little 
  brown booklets and nothing else. It ignores the first four D&D supplements. 
   
  Carcosa seems to be inspired by “Gamma World”; how would you go 
  about combining the two settings?  You are right on track. When I started 
  my Carcosa campaign in early 2006, I used a hybrid of 1st edition GW and 
  1st edition AD&D as my rules base. 
   
  What if I were to be handed Supplement V: CARCOSA and the 1st edi-
  tion Gamma World rulebook and told to play with those two books and 
  nothing else? Most of CARCOSA could be used unchanged. Here are the 
  handful of changes I'd make: 
   
  1. 
  I'd allow any pure strain human GW character to be a sorcerer if he so 
  chose. I wouldn't allow mutants to be sorcerers. Each time a sorcerer GW 
  character achieved an xp goal (given towards the back of the GW rule-
  book--I don't have the rulebook with me), the character would rise in level 
  for the purposes of performing sorcerous rituals. Hit points, to hit scores, 
  and everything else would be as per GW. 
  2. 
  I'd drop the CARCOSA psionics and use GW's mental mutations instead. 
   
  And I think that would be it. Carcosa could very easily be ran using the GW 
  rules. 
   
  What were your other inspirations for Carcosa?  
   
  Some inspirations for Carcosa: 
   
  The Cthulhu Mythos in the AD&D Deities & Demigods Cyclopedia is the sin-
  gle biggest inspiration. In fact, Carcosa started as my attempt to make a D&D 
  campaign world based on these pages of DDG. The Mythos stories of Lin 
  Carter, August Derleth, and H. P. Lovecraft (amongst others) also influenced 
  me. I have over 3' of Mythos books on my shelf. 
   
  The Elric stories (especially the early ones) inspired the sorcerer class. 
   
  The Wilderlands inspired the variously colored races of men. 
   
  Prof. M. A. R. Barker's Tekumel was a big influence for its bizarre science-
  fantasy. 
   
  Blackmoor and Gamma World contributed to my inclusion of high-tech items 
  in the setting. 
   
  Gary's D trilogy of AD&D modules (particularly the Shrine of the Kuo-Toa) is a 
  big influence on Carcosa's "feel". The Kuo-Toa influence is behind having 
  Deep Ones on Carcosa who "live in watery and damp cave complexes deep 
  beneath the earth" (Supplement V: CARCOSA, p. 43). 
  
  63 
  R. E. Howard also has a general influence on Carcosa (and particularly with 
  the Snake-Men from "The Shadow Kingdom"). The REH story that feels most 
  like Carcosa would probably be "Worms in the Earth". 
   
  The Lovecraft story with the biggest influence is "Out of the Aeons". 
   
  The Lin Carter story with the biggest influence is his "Carcosa Story about 
  Hali" (which I am serializing right now on my blog). 
   
  Which artist or artists’ work would you like to have gracing the pages of 
  Carcosa? In my mind's eye, Carcosa is almost entirely illustrated by Erol 
  Otus. The two exceptions are: 
   
  1. 
  Russ Nicholson illustrates the undead. 
  2. 
  Dave Trampier illustrates the humans. 
   
  Okay, I think I’m getting a good idea of what Carcosa includes, but what 
  is not included in this setting?  
   
  1. 
  If it's fey (brownies, leprechauns, elves, etc) it's not on Carcosa. 
  2. 
  If it's in Greek mythology, it's not on Carcosa. 
  3. 
  Dragons? No, at least not in the A/D&D sense. "Dragons" are typically 
  what people call giant lizards, serpents, and eels. 
  4. 
  Very few "other-planar" monsters. Juiblex is there, and maybe type II 
  demons and slaadi. (I like froggy things.) Xorn and water weirds are in, 
  too. But most of the rest is out. (Of course, any "other-planar" monsters in 
  the campaign actually come from other planets rather than from other 
  planes.) 
  5. 
  Nothing with a good alignment. Only evil and neutral need apply. 
  6. 
  Undead? Three types, I think: mummies, sons of Kyuss, and worms that 
  walk. 
  7. 
  Plenty of giant animals 
  8. 
  Dinosaurs? Yes, but not the paleontological kind. Think of all the critters 
  in Peter Jackson's Skull Island--weird critters that have had an extra 65 
  million years to evolve. In short, mutant fantasy dinosaurs. 
  9. 
  If it's gloppy, it's in. Deadly puddings, slimes, oozes, jellies, slithering 
  trackers, gibbering mouthers, gelatinous cubes, and the like are all in. 
  10. Fungoid-types are in. 
  11. All the non-good aligned psionic monsters are in. 
  12. Psionic (non-magical) beholders are in, along with all the weird beholder 
  sub-types. 
  13. If it's Cthulhoid, it's in. 
  14. Aboleth, mind flayers, grell, and assorted tentacled monstrosities are all 
  in. 
  15. Wormy things--carrion crawlers, purple worms, etc.--are in. 
  16. Insane genetic experimentation-types (such as owlbears and bulette) are 
  in. 
  17. Giants? No. Giant trolls and giant two-headed trolls instead. 
  18. Golems? No. Robots! 
  
  64 
  19. Lycanthropes? No. 
  20. All sorts of icky stuff: shambling mounds, otyughs, ropers, remorhaz, 
  anhkheg, etc. are in. 
  21. All sorts of tricky stuff: trappers, lurkers above, piercers, etc. are in. 
  22. I'm thinking of including kuo-toa and sahuagin as sub-types of Deep 
  Ones. 
  23. Very few critters with two arms and two legs. Troglodytes, trolls, and um-
  ber hulks are in, though. 
  24. Treants, yes. But only evil treants and various types of dangerous flora, 
  mobile and otherwise. 
  25. Even though I hate Spelljammer, I'm going to include the neogi. But they 
  will have REAL spaceships and not spelljamming vessels. 
   
  Those are the sorts of A/D&D critters inhabiting Carcosa. 
   
  Most humans live in secluded niches, away from high-tech, sorcery, and mon-
  sters. (Think, if you will, of the tribe on Skull Island [in Peter Jackson's King 
  Kong] in this respect.) Humans hide and survive mostly thanks to being too 
  insignificant to factor in the plans of all the dangerous things on Carcosa. The 
  technology level of their arms and armor tends to be that of early 6th-century 
  England. 
   
    
  
SOURCE: textdata/thevault/Carcosa/Carcosan Grimoire.pdf