Topic: Bringing your D&D campaign to CARCOSA

I've started a series of articles that provides suggestions on how to deal with out-of-setting elements (particularly magic) if you have a standard campaign get zapped over to CARCOSA for a sesh or two:

http://thedoomedworldcarcosa.wordpress. … cosa-pt-1/

Re: Bringing your D&D campaign to CARCOSA

Hey, that is really awesome. I wish I had thought of it!

Re: Bringing your D&D campaign to CARCOSA

Very cool!

Something that came to mind that I would do to a cleric player would be:

If they completely fumble on their percentage roll when praying for spells (a natural '01') they roll on the chart and they realize that the god they've been worshipping is actually just a mask worn by the Great Old One that comes up (if you roll a '4' roll again).  The Great Old One is trying to find a way into all worlds and dimensions and will use any paltry human faith to do so.

When they return home they then have the choice to either worship the true God behind their old 'god' (changing alignment and everything else that comes with that) or abandoning their faith and becoming a Fighter.

Or something like that...

Re: Bringing your D&D campaign to CARCOSA

Nice!

One idea I have for a Carcosa campaign is to start off, in Sword&Planet fashion, with near-future astronauts (maybe even Traveller characters?) who pass through an anomaly and crash-land on dread Carcosa. In game terms they'll be either Fighters or Specialists, and will start the game with firearms - but only with a limited amount of ammunition; once the bullets run out, it's sword time (until they find some Space Alien rayguns, that is!).

Alternatively, modern-day, Earth-based law enforcement agents investigating a cult (which is trying to summon a Lovecraftian horror, of course), disrupting the summoning ritual - and being thrown to Carcosa by the miscast spell.