Odd Carcosa - Session 1 - Grilled Wizards & Language Barriers
Today was the
first session of my new Odd
Carcosa Campaign, and I have to say, it went pretty well.
Our Heroes
• Morkoth
(The Grinding Stone of Seasons), Blue Cleric of Oryx, the Flaming
Pillar
• Lazuli,
Blue Thief
• Mane
(Exiled Prince of the Winds, Caller of Storms and Herald of Thunder),
Orange Fighter
• Big
Eye, White Fighter and his companion Log Breaker, a White Fighter
The Adventure Proper
Strangers
found themselves sharing a campfire in the rocky wastes.
Language barriers (mostly) fell as interprets revealed themselves.
Language barriers (mostly) fell as interprets revealed themselves.
Awkward
conversation was had, graciously cut short by shouted orders and war
cries in the distance.
Two
sides: hooded men riding lizards and wielding lasers ambushed by
hoplites with spear & shield.
Our
heroes decide to use caution and wait it out.
Careful
observation reveals the hooded men to be Jale Men, the hoplites are
Red Men. The latter party wins, grants a quick death
(what passes on for mercy on dread Carcosa) to most but keep a
prisoner for interrogation.
The
Orange man, a warrior of noble blood, goes to hail the victors. They
respond with purpose:
"We
are warriors under the banner of the Ocean of Mercy, this land is his
territory. We have been tracking these Jale cultists for many moons
now, they are slaves to the Oozing Green Pool, and we are on our way
to destroy this wicked sorcery and its spawns. Join us, and you may
stay in our Lord's keep."
"This
is a noble goal",
says the priest, thinking back on the awful sorceries of the Bone Man
they met in the past.
The party accepts to help the Red Men.
On
their way to the Jale hideout, the priest perhaps recklessly breaches
the topic of faith with the troupe's leader - a man called Daikos,
and luckily, he finds kinship in the Red warriors, who share their
tale: they are also servants of the Elder gods and enemies of chaos,
though their leader, a warlord formerly known as Ulthar. When he and
his party reached the citadel in this area, it was inhabited by Dolm
Men without a Queen to rule their Hive Mind, and so he took over by
putting on a Helm of Telepathy which gave him control over the whole
colony, but slowly burned his old spirit until nothing remained but
the Ocean of Mercy. Forever loyal to their leader, the red spartans
abandoned their former duty to explore the lands to defend the
citadel.
The
prisoner leads our heroes and the hoplites to an ancient gatehouse
made of black stone, a doorway into a canyon at the foot of the
mountains. There, Daikos reveals his plan:
The
Red warriors will storm the gatehouse and butcher every single Jale
cultist.
In
the mean time, the party will carry a nano-nuke into the caves, find
the Ooze, and destroy it.
[Referee
stuff: at this point, I just drop the Stonehell Canyon map onto the
players as I didn't want to spend too much time on mapping the area
and also should have prepared more. It turned out to work well enough
though and there was no real mapping challenge to be had in the areas
visited.]
As
soon as they stepped into the canyon, Lazuli noticed three naked bone
men staring at the party from a ruined house. Operating on instinct
and hatred, she peppered them with arrows. Everyone followed, and the
Bone Men were soon massacred. Bones littered their hideout, but not
much else.
First
cave, some white lotus zombis, arrows and javelins took care of them
with barely a scratch on the players' side. Deeper inside, a cenotaph
covered in eldritch signs, under it is a hidden compartment with a
strange pulsating fruit covered in electric blue cobwebs. Against his
better judgment, Morkoth decides to poke at it, blowing it up and
messing up half the party.
Second
cave, the party throws a rock inside and gets assaulted by this
thing:
Time
for sanity damage! The orange man goes crazy for a little while,
starts weeping and praying.
The others are shaken but still sane and try to run away (after Morkoth fails to turn the monster away).
The others are shaken but still sane and try to run away (after Morkoth fails to turn the monster away).
Lazuli
is the slowest, gets attacked, takes Critical Damage, loses her head.
The party runs faster.
The
monster loses interest once outside, delving into the woods below.
Big Eye is scarred by the events for the rest of his life, while Mane
regains his composure.
Second
cave has a bone-man staring at himself in a large ornate mirror with
arousal and a strange, ravenous hunger. Arrows and javelins hurt him
a lot, he grabs the Orange man and gets one last javelin (which
nearly misses the PCs) from Big Eye in the face. Deeper into the
cave, the Great Ooze Pool lies, surrounded by green flames and with,
at the bottom of it, a naked Jale sorceress looking like one of the
oracles from Minority Report. She sends troubling visions in the
minds of those present, trying to lure them in with promises of
unspeakable pleasures. Everyone passes their save and goes like "heh,
nah." Then Morkoth throws the nuke down the pit and everyone
gets the hell out of dodge.
And
the spartans one, so now the players have a place where they can go
and rest, and meet The Ocean of Mercy.
End
Session #1.
Post-Mortem
I
still love Into the Odd, though there's a lot of D&D-isms
(specifically OD&D) that I'm too in love with now. Classes,
alignments, all that stuff adds color
to the game and doesn't really make it that much complex, which is
why I'm using my revised Into the Borderlands rules (see "Odd
Carcosa" at the beginning of this post for link) for it. Seems
solid, will need some time to see how well it holds up. Combat is
brutal, with whoever holds initiative usually destroying the
opposition, but that's fine, I think. Makes ambushes important. I'll
definitely rely more on group intiative rolls in the future so that
fighting is scarier and requires more preparation on the players'
end, as I mainly went with "players go first" here by
default.
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