A monster on the verge of eating an adventurer.

Masters of Carcosa - Session 9

by Ramanan Sivaranjan on December 09, 2025

Tagged: carcosa mastersofcarcosa

Carcosa T-Rex

The players had found a Space Alien compass in an earlier session and decided to see where it would lead them. I had decided it would lead them towards the tomb of a dead Space Alien hero. A nearby hex was described in the book like so:

In a pure white chamber is the perfectly preserved corpse of a Space Alien wearing a suit of reflective armor that protects against the following types of weapons: microwave, yellow laser, dysprosium, polonium, nickel, neptunium, cesium, strontium, radon, aluminum, boron, mercury, thulium, protactinium, niobium, and helium.

In my Carcosa style recap of the session, one of my fictional alternative endings to the session was as follows:

8 Space Aliens (AC 12, MV 120’, HD 3), part of an elite combat squad, pursue a group of Carcosan who have defiled one of their tombs through the badlands. They are armed with laser rifles.

They were first mentioned in the session 7 recap, and I likely added them as an entry on the encounter table for the region shortly after. The players would meet them a few sessions later. As I mentioned earlier, I would sometimes use the recaps as a way to share rumours, and also share news about the off camera world with the players. In the session 8 recap I shared that the Bone Men cultists were taking people back to an Abandoned Space Alien Outpost. The players would eventually return there, but I don’t think it was because of the mention in that recap. This is probably too subtle a way to share what’s going on, but it was a fun all the same.

I also used the other entry from Hex 1113 this session, having the mutant T-Rex show up.

There are no settlements in this hex because of the mutant tyrannosaurus (AC 15, MV 150 , HD 15, Neutral, 30 aura of radioactivity, bulging eyes, transparent skin) that slays anything in its vicinity.

The entries in Carcosa are quite terse, but sometimes that’s all you need for something to be memorable. I got quite used to spinning out whole sessions from a few sentences, both in my own notes and from the book.


Players:

Recap:

Treasure:


I was still apparently not confident the game was actually fun, 9 sessions in. Reading these recaps now it’s funny how unsure I was about this game.

Sam Pearson is the person behind two of Games Workshop’s greatest games: Warcry & Spearhead. He has recently started a YouTube channel after ending his time at the company as one of their lead game designers. So far the videos are all straight up bangers, but he’s recently shared three videos on game design that are worth watching in particular:

Meaningful Player Choice is an incredible discussion on game design, whether you’re interested in war-games or not. The last video is about turning your ideas into a polished product. This is all top tier! Enjoy.

Masters of Carcosa - Session 8

by Ramanan Sivaranjan on December 08, 2025

Tagged: carcosa mastersofcarcosa

… the leader of Invak would pay for the heads of Jale Slavers, and so the game because all about hunting the slavers and chopping of their heads. Blood Meridian, but in Carcosa. (Except the party would actually kill slavers, not any old person.)

Wait, I lied. This session the party does end up killing people and taking them back to Invak to collect their reward. Bad PR for OSR players everywhere.

Were these Bone Men slavers? No, I’m pretty sure they were cultists working for The Dominant Reflection. If you have been following along, in the very first session the players freed a Bone Man they found imprisoned in the Abandoned Space Alien Outpost. He disappeared into the wilderness, but that wasn’t the end of his story. At this point the players had not encountered him or his followers again, but that was soon to change.

The party also some how manage to turn the death of two hirelings they recruited in town into some positive PR, paying for their funerals. Jahar initially had a negative disposition to outsiders, but the group would slowly change that over the course of the campaign.

The main goal for the session was to pilfer Alien technology from the campsite of the lost Space Aliens they had rescued recently. This resulted—once again—in a battle with insane Mi-Go. How many times would I have the players fight Mi-Go? Several: I always listen to the results of the dice!

You can contrast the recap that follows with my Carcosa-style hex descriptions.


Players:

Recap:

Treasure:

Mordheim 2025

by Ramanan Sivaranjan on December 07, 2025

Tagged: warhammer wargame minis mordheim 28mm skirmish

My team

I came close to going the whole year without playing a single game of Mordheim, but a visiting gamer from Vancouver put the call out to see if anyone in our Mordheim league was free to play while he was in town. Of course I said yes. Another regular from the store’s Mordheim posse joined in, alongside someone who had never played a game of Mordehim before. We had planned to play 2-3 games, but we all forgot that multi player games usually take a while. We got through one, but it was a fun one.

I used my undead warband again. They are the team I feel most comfortable playing. After the last campaign my vampire leader, Lord Volchyakrov, was killed. I was tempted to try and paint a new vampire before this game, but didn’t have the time. I have to assume the necromancer Gallean the Mad helped bring the vampire back to un-life. As usual, I prioritized bodies over equipment. My warband consisted of my vampire, a necromancer, and 3 dregs, who were accompanied by 2 ghouls, 7 zombies, and a dire wolf. (Though in my case my dire wolves are dire rats.) I actually have wolf models now I should build and paint. Maybe before the next big league or campaign takes place.

We played a pretty crazy scenario, themed for the holidays. There were 6 building that contained presents for us to steal. Each building was guarded by d3 peasants armed with spears. All the units in your warband were carrying a torch they could use to set these buildings on fire, after they had fist been explored (and then number of peasants inside had been determined). The game ends when all the buildings are burned down, or the last team routs. The session had some real old-school D&D energy. It felt very violent and chaotic.

The peasants proved to be surprisingly tough. In true Mordheim fashion, one peasant held off my dreg and a zombie for basically the entire game. Another peasant single handedly held off a team of dwarven slayers. That old man was only killed when my team set his home on fire and it collapsed upon him. (Killing a few dwarfs in the process.)

I hadn’t played Mordheim in ages, but I quickly remembered how it all worked. The game has lots of little edge cases, but its core is quite simple. Our new player, who had only played 40K, really loved how evocative the game and its rules were. It really is the gold standard for narrative gaming. (Though perhaps Trench Crusade will soon carry that torch?)

Hopefully we’re manage to get another game (or more) in before the holidays season is over.

Wandering Mordheim Wandering Mordheim

Masters of Carcosa - Session 7

by Ramanan Sivaranjan on December 07, 2025

Tagged: carcosa masterofchrcosa

Map of the caverns

The caverns the party explore this session were another way I had imagined to get the party out of the region they were in. The Protector of Truths was leading a group of Yellow Men in a war against evil Mi-Go on the other side of Carcosa. The Mi-Go the players would encounter on this part of the world were those lobotomized by The Protector of Truths, so they were more like animals than intelligent adversaries. My notes for the NPC were: disfigured, easy going, idealistic. I made a small map of the caverns that lead to the hidden castle, and then a map of the castle itself. I didn’t figure anything else about this particular thread, or who the evil Mi-Go on the other side of Carcosa were. This was the right call, because this was another thread the players didn’t end up pursuing.

This session was also the first encounter with the race of Space Aliens that made the mistake of exploring Carcosa long ago, who now find themselves trapped on the planet. The players would encounter more Space Aliens as the campaign progressed: the scientists that ran the abandoned output that started the campaign, and the bad-asses of the Space Alien Strikeforce.

This was a funny session, with the party wandering back and forth between the nearby towns and these caverns, where they kept encountering Mi-Go and not making much progress through the caverns.

You can contrast the recap that follows with my Carcosa-style hex descriptions.


Players:

Recap:

Treasure:

Masters of Carcosa - Session 6

by Ramanan Sivaranjan on December 06, 2025

Tagged: carcosa mastersofcarcosa

monster

The party finally visits the merchant town to the South, Brown Man village of Jahar. These merchants were the ones who escorted the players up to Invak in the first session, when the party encountered them on the road. Because the party had gained some notoriety in the region they were able to wander and meet with the people of the town. I’m quite certain I ran this sort of things using reaction rolls. I tracked the groups renown, which I would sometimes use to modify results up or down, but not in a way that I was particularly consistent about.

You can see that once again I was laying it out pretty thick when it came to reasons to explore the Putrescent Pits of the Ameboid Gods. Don’t worry, the players wouldn’t take the bait.

You can contrast the recap that follows with my Carcosa-style hex descriptions.


Players:

Recap:

Treasure:

Notes:


Being worried about the game being boring was a common theme it seems. Once again some planning for the next session takes place in the comments, and I share a little bit more about what the group has learned about the world. Cole suggested I write a follow up review of Carcosa, having run the game for a few months now. That review ended up focusing a lot on how I prepared to start the game, but didn’t talk much about actually run the game.

Masters of Carcosa - Session 5

by Ramanan Sivaranjan on December 05, 2025

Tagged: carcosa mastersofcarcosa

map of caverns

The session began with exploration and learning more about the world. This was the first time the party got lost in the wilderness, an important part of the game. My travel rules worked. The party found more caves to explore in the future, and learned of a second citadel that purportedly held a tomb of vile sorceress magic—the best kind. The party would refuse to seek it out for the remainder of the game, of course. The later half of the session was spent getting high with some stoner Carcosans. Dion joined the game this session, and was a fixture in the campaign for a long time to come, playing Ulfire Sorcerer Asha-Rea. His character used the distraction of everyone getting high off their ass to steal some Jale Lotuses to sell later. A quiet session, but they can’t all be loud.

You can contrast the recap that follows with my Carcosa-style hex descriptions.

Players:

Recap:

Treasure:

Masters of Carcosa - Session 4

by Ramanan Sivaranjan on December 04, 2025

Tagged: carcosa masterofchrcosa

Almost a full month since our last game! The fastest way to kill a campaign is to miss games, and playing every week meant that a missed game had an oversized impact. I’m impressed the Carcosa game managed to last as long as it did, as I was a bit too quick to reschedule when I was a little busy or tired.

Reading the comments I see that at this point I still didn’t have a clear procedure for wilderness travel I was happy with. I suspect I was just using travel times from OD&D and winging it. Before the next session I would settle on Hazard Die based procedures, borrowing from how Brendan ran his games. Earlier that year (2014) Brendan wrote two seminal blog posts: Overload the encounter die and Proceduralism. I joke that I am part of the OSR that is obsessed with Adventure Time, but I’m also part of the OSR that is obsessed with procedures of play. It felt like everyone read Torchbearer, didn’t want to play it, but did want to add procedures and downtime to their games.

In this session the players decided to attack the Orange Man Citadel to the North. They were aware the citadel was an ally of their enemies the slavers, that they apparently ran gladiatorial games. Evan using his teleporting laser gun to teleport the Frog God away was great conclusion to the fight, as it meant the Frog God was now wandering the wilderness alongside the players. I added the Frog God to my encounter table. My encounter tables would slowly grow and change based on the actions of the players each session. Will the frog show up in a future session?

The players found a “strange metal collar with buttons and lights (Treasure #1)”. The players had to figure out what the magic items (or super science) they found did. I had a list of items so I wouldn’t forget. Treasure #1 was a truth collar the space aliens used for interrogation. Will the players figure out what it’s for?

I don’t recall if Nick named his character or not. He was killed this session. His previous character, Horace, was killed in the session 2, the previous game he played. The game was a bit of a meat grinder.


Players:

Recap: 

Resources of Note Used:

Treasure:

There are 52 people on this adventure: 368 GP each, or there about. 1100 GP for killing slavers split 4 ways is 275 GP. So each player gets 643 GP.

Monsters Defeated:


It’s funny reading all the “who will run next week” chatter. This Monday night spot was a hot commodity. You can see I didn’t have any concrete treasure rolled for the citadel, I figured things out retroactively. I was all about just in time prep, which worked until it didn’t.

Masters of Carcosa - Session 3

by Ramanan Sivaranjan on December 03, 2025

Tagged: carcosa mastersofcarcosa

Map of my future megadungeon

The party had been told rumours that there were healers to the south that could heal Gus’s character of his terrible mutations. (You may recall that was his first character’s fate in our first session of the game.) The party ignored those rumours last session, but decided to pursue them this time. Bryan’s character came out of my random generator with a tattooed map on his skin: a map to the mega-dungeon I had imagined I would run, whose name appears in Hex 1109 of Carcosa: On the northern slopes of the mounds are the yawning pits that lead down to the infamous and deadly Putrescent Pits of the Amoeboid Gods.

I would occasionally seed more rumours in the alternate future restocking tables I would create after each session, as part of my recaps. For example, in the recap for this session I wanted to let the players know that another group as aware of the Putrescent Pits of the Amoeboid Gods and would explore it even if they did not:

A caravan makes its way North. The men and women ride lumbering lizards and have several days worth of supplies. They have a map leading to the Putrescent Pits of the Amoeboid Gods.

When I would post the invites to the games on Google+ I would try and include these open threads and rumours so the players had some rough ideas for things they could do. There was no overarching “plot” for the campaign, I was curious where the players would take play. It turned out, not to the Putrescent Pits of the Amoeboid Gods, so I’m glad I only ever drafted the first level.

This session the party learned a little more about the Jale Slavers, stumbling upon some escaped slaves. I created specific encounter tables for the rough regions I had imagined the hexes could be grouped into. Because this area was home to the Jale Slavers, there were entries tied to them. The first session the players had rolled to encounter some slavers after after they had sold off their slaves. This session the rolled and encountered some escaped slaves. They wouldn’t find the slaver’s base till the tail end of the campaign.

The men on standing upon the giant plinths come from the Carcosa book. A couple sentences describe the scene, which I extrapolated from. I love the short pithy hex descriptions of Carcosa. From these men Gus learned his character could be cured by heading far to the North. I had imagined this might lead the characters out of this region, but Gus didn’t even like the character they were trying to cure, so that thread was left alone.

The party discovered The Castle of Decline, home to a group of sad-sack Bone Men. One of the first groups outside of Invak the party would end up befriending. If I recall correctly, they eventually convince the Bone Men to abandon their home and join them in Invak. (Easy enough, since their home sucked.)

The session ended with the briefest exploration of the Putrescent Pits of the Amoeboid Gods. They might have explored a handful of rooms before us having to end the session. They would never return!

You can contrast this recap with my Carcosa style one.


Players:

Recap:

Tressure:

Monsters Killed:

 - Spawn of Shub-Niggurath


At the time I thought the session might have been boring, but reading the recap and thinking back on everything the players managed to do, I have no idea why I thought that was the case. There is some more logistics around who will run something next. I realize now it was Bryan and I trading turns running because Brendan and Nick wanted a break. (Brendan was running his dungeon & rule set The Final Castle, which remains unpublished to this day!) Chris was a new player, who would join our games for a little while, on and off.

Masters of Carcosa - Session 2

by Ramanan Sivaranjan on December 02, 2025

Tagged: carcosa masterofchrcosa

map of carverns

My first session of Masters of Carcosa only included 2 players, Gus and Eric. I was a little worried the game wouldn’t catch on, but the next session included 6 people! This was basically the Pahvelorn crew, along with the lovely Bryan Mullins. Players would change from sessions to session. A true open table! These were all the rage in the early 2010s. The parties home base was the town of Invak, and they were expected to end sessions somewhere safe. This typically ended up being Invak, as its leader and his bounties was one of the few sources of gold in the game.

This session sees the introduction of the parties primary antagonists for the entire campaign, the Jale Slavers. There were lots of factions playing around in the background, but I was far too coy with them in hindsight. I wrote about this a long time ago, inspired by some writing from Vincent Baker: Have Them Act. I had intended to do something different than XP-for-Gold with this game, as in my mind Carcosa wasn’t a setting that fit that adventure framing. What ended up happening was I never figured out a new scheme, the leader of Invak would pay for the heads of Jale Slavers, and so the game because all about hunting the slavers and chopping of their heads. Blood Meridian, but in Carcosa. (Except the party would actually kill slavers, not any old person.) A few sessions latter the party would liberate the settlement mentioned in the note they found on the first slavers they killed. I would try and litter clues about wider world whenever I could. With a hex crawl you want to give people reasons to explore the setting.

The second half of the session saw the players exploring a little dungeon I created, looking for supplies for their towns alchemist. I made several small dungeons to litter the environment with, and I’m pretty sure I just followed to see which weird cave system they encountered.

In the session Evan’s character is shot by a ray gun and disappears. I didn’t tell him his character wasn’t vaporized till the start of the next round of combat, when he found himself on the surface, shot by a teleport gun. The sorcerer that shot him would eventually retreat to the surface as well, ending up dead at Evan’s character’s hands. I originally thought my rules for eating sorcerer brains to gain power predated Evan’s character eating some sorcerer brains, but it was the other way around. He figured a weird bone man sorcerer would eat his enemies brains for power, so I made some rules for what would happen after the fact. House rules from play: that’s the juice.

Eric’s first character was killed this session, to be replaced by the infamous Orange Julia. She would survive till the campaign ended.

You can contrast these notes with the Carcosa style recap I wrote.


Players:

Recap:

Treasure:

Monsters Killed:


I’m not sure I’ll always include the comments from the session recaps, but in this case you can see us discussing rules, world building, etc.