A monster on the verge of eating an adventurer.

D&D Encounters: War of Everlasting Darkness

by Ramanan Sivaranjan on January 21, 2013

Tagged: 4e encounters

I would be remiss not to touch on the last season of D&D encounters, as it felt like a vast improvement over the previous two seasons I have participated in. You may recall my previous complaints about D&D Encounters and its overemphasis on combat. This season tried hard to showcase the other aspects of D&D. There was a lot going on each session.

This adventure in this season of D&D Encounters was reminiscent of the sorts of adventures you would see during the hey day of 2nd Edition AD&D. The story is as follows: there is some crazy evil magic turning the sky black in the Forgotten Realm; the PCs are travel all over the realms collecting artifacts, seeking allies, and doing the sorts of things one does in an epic fantasy adventure; things conclude with a crazy boss-fight. The adventure was still ultimately a rail-road, as each weekly session needed to lead into the next, but each individual session was also a lot more free-form. At the store I play at we often have 2-3 tables playing, and each week the path through the adventure would vary greatly between tables. In the previous D&D seasons the only variety came from how the different groups approached combat. The big win this season was that each session featured a lot more to do beyond fighting monsters.

Ameron from Dungeon’s Master has an extensive write up about what he liked and didn’t like from the last season. I’m curious to hear more from fans of 4th Edition about how they found the changes made to Encounters this season.

I’m looking forward to what they do in the next season of D&D Encounters. The teaser for the adventure sounds like just my sort of thing:

This D&D Encounters season takes inspiration from classics such as Village of Hommlet and Against the Cult of the Reptile God. Not only does this new story feature characters and locations from beloved past adventures, but there’s another compelling reason to participate.

Players will be able to choose to play using the D&D Next rules or the 4th Edition rules. I’m hoping there is enough interest at the Silver Snail—where I play—to try out the new edition.

Review: Carcosa

by Ramanan Sivaranjan on January 15, 2013

Tagged: carcosa lotfp osr

I quite liked Carcosa by Geoffrey McKinney. I enjoyed it so much I wrote a very long review of the book split over several blog posts. To make sharing the review with other people easier I’ve collected links to each blog post below:

I followed that up with a discussion of the book after using it to run my OD&D campaign set in Carcosa: Carcosa Review Reprise.

If you aren’t interested in reading all of that noise just go buy the book already. There isn’t anything else quite like it.

I am moving all the discussion on this site over to Google+. As it stands most of the discussion that takes place about my posts happens there anyway, and it’s also where I go to read about and discuss D&D. If you aren’t on Google+ you might be surprised to learn it has a very active RPG community. I had thought Google+ to be a ghost town in the world of social media until stumbling upon all these people who use it to run games online and discuss table-top gaming. If you are on Google+ please add me and i’ll include you in my RPG circle.

Update: Google fucking killed G+. God damn it.

Basic D&D Next

by Ramanan Sivaranjan on January 14, 2013

Tagged: dndnext

This post from Mike Mearls has me once again quite excited about D&D Next. The recent play test packets for D&D Next have struck me as overly complicated, and I had thought maybe the game would move in a direction I wasn’t too keen on. I quite enjoyed the early play test rules for their simplicity. Those rules were easy to grasp, with the game mechanics really stripped down to a minimum. The more recent play test packets have added more rules to the game and a lot of extra complexity.

One thing I dislike about 4th Edition is the amount of stuff a new player needs to know right from the get go. A 1st level character in 4th Edition has lots of powers and needs to understand fairly complicated rules about how combat works. Character creation is a very slow process, so complicated you really need to use an online tool to create characters. This all makes teaching someone how to play D&D using the 4th Edition rules a pain. It was starting to look like D&D Next was moving in this direction.

Mearl’s makes it sound like one of the goals for D&D Next is to have a basic version of the game that’s stripped down and simple to understand and play. What he’s describing sounds pretty great to me, and much more inline with what we saw in the initial play test rules. In terms of past rule sets, it sounds like they are hoping to put out something similar to Basic / Expert D&D from the 80s. That’s what i’m talking about.

Dragon's Crown

by Ramanan Sivaranjan on January 12, 2013

Tagged: darksun 2e nostalgia

Dragon’s Crown

Over the holidays I decided to pick up some Dark Sun books I missed out in my youth: Elves of Athas, Dune Trader, and the adventure Dragon’s Crown.

I remember wanting Dragon’s Crown when it was announced by TSR oh so many years ago. It was probably the last piece of D&D I lusted after before I stopped playing the game. There were ads announcing its arrival in Dragon magazine and in the back of some of my other Dark Sun books. I’m guessing I didn’t buy it for one of the following reasons: it wasn’t stocked by Ron’s Comic Shop, my source for D&D in the 90s; it was too expensive; or I had stopped playing by the time it came out. The fact I probably didn’t need a high level adventure for a Dark Sun campaign I wasn’t actually running would have never entered into the equation.

Dragon’s Crown is a high-level epic adventure set in Athas. It involves psionics, sorcerer-kings, secret orders and other nonsense, and is exactly the sort of crazy boxed set adventure you could expect from mid-90s TSR. It’s actually made up of 7 interconnected mini-adventures. There is an 8th adventure that is full of little encounters you can intersperse throughout the series.

It’s interesting looking at an adventure like Dragon’s Crown after buying and reading so many “old-school” modules. Dragon’s Crown expects things to play out in a certain way, and there is a fair amount of exposition on what to do if your players try to get off the rails. Still, there are lots of maps and set pieces: I feel like you could use a lot of the adventure in a giant sandbox game.

You can get used copes of Dragon’s Crown for $20-$40 dollars by the looks of things, depending on what condition you want your copy to arrive in. When I was 14 that was some serious walking around money. Now? Not so much. It’s a shame I don’t have the spare time I did when I was 14 now.

Update 2012-12-26: And we’re back: our long national nightmare is over.

Just a heads up to my readers, and random Internet people, that my three D&D web apps: Random Carcosa, The LotFP Summon Spell, and my Random Character builder are all offline at the moment. My host seems to have broken them when moving my account to a new server. It’s Christmas so I don’t expect my host to get back to me with what’s up too quick, and i’m not sure I’ll have time to dig into this for the new few days.

Review: F3: Many Gates of Gann and F1: Fane of the Poisoned a Prophecy from Chaotic Henchmen

by Ramanan Sivaranjan on December 21, 2012

Tagged: osr ad&d

I recently purchased both of the modules put out by Chaotic Henchmen: F3: Many Gates of Gann and the F1: Fane of the Poisoned Prophecy. The modules are a throwback to AD&D adventures of yore, but with much better typesetting and layout. In fact my main impetus for picking up the adventures was to support someone who took the time to put together a good looking well laid out product. This is something sorely lacking in a lot of RPG books I buy.

And now for some spoilers.

The F3: Many Gates of Gann describes a fairly large dungeon built by a wizard to house a terrible weapon. The wizard has since moved on, but left a small army of servitor apes to run the place. Oh hells yes. The layout of the dungeon makes it perfect for round about exploration. There are all sorts of ways of interacting with the apes that manage the compound. In addition to the apes there are a faction of snake monsters that have snuck into the compound through a lower level and a few of their minions. There are plenty of groups in the dungeon to befriend or fight. There is lots to love in this module. It’s a little bit quirky and different than your typical fantasy dungeon.

F1: Fane of the Poisoned a Prophecy is another interesting setting. An oracle who has set up shop in an ancient crypto-moon temple has been kidnapped by werewolves who have descended into the temple from the moon via a lunar staircase. Read that again and tell me you don’t want to play that game! This dungeon is smaller than The Many Gates of Gann, but it is surrounded by a few smaller environs for players to explore. The main dungeon itself is also well laid out, and like F3 encourages some round about exploration.

Both modules have some interesting traps and mechanics that take them a step above your typical dungeon crawl module. Chaotic Henchmen have done a great job with two modules. I think I like F3 more than F1, but they are both worth checking out.

A New Banner for Save vs. Total Party Kill

by Ramanan Sivaranjan on December 01, 2012

Tagged: art dnd

Last June I emailed my cousin, asking him if he could draw me a banner for this website. He can draw, and I can’t. And so I patiently waited. The old banner for this site was an image by Earl Norem. I love He-Man more than most anything, but it was very much a place holder for an image I new was on the way. Yesterday night I got an email saying he had finished drawing my banner. Now it’s time to write some blog posts.

He man vs. Skeletor

Good bye He-Man, you will be missed.

Continuing my series of great D&D blogs, may I suggest the consistently good Dungeon of Signs by Gustie1. It’s hard to pick any one thing to highlight, so I’ll point out the most recent post about his demon infested ocean liner megadungeon the HMS APOLLYON. The post is a good mix of great writing, art, and creativity that is more or less the staple of each and every post on his site. Why are you still reading this? Go!


  1. I now play D&D with him weekly, so this review isn’t completely unbiased: though I thought the blog was pretty great before we had ever met. ↩︎

Review: Beneath the Ruins by Alex Fotinakes

by Ramanan Sivaranjan on November 10, 2012

Tagged: zine osr dnd

The first module for Geoffrey McKinney’s new imprint Psychedelic Fantasies is Beneath the Ruins by Alex Fotinakes. The module describes the first level of the vast ruins of Kihago. One might describe the dungeon as “gonzo”: there are laser pistols and weird science, mutant men, and yeast monsters.

The dungeon is divided into three main zones. Two of the zones are controlled by warring factions: the Luminites, who worship ancient alien technology and believe nothing exists outside of the dungeon, and the Tribe of Yrtuk, mutant men who have lived in Kihago for centuries. The third zone of the dungeon is a no man’s land, both tribes considering it too dangerous to explore. There are two optional sub-levels that can be used if you want to run the module as a self-contained unit. The author also recommends using the dungeons as the first level of a large complex. The booklet concludes with a handful of new monsters and stats for lasers guns.

The module is 16 pages long, printed as a long skinny booklet. This is a really great format for an adventure. (Though, I think it would have worked well as a two-column digest sized booklet as well.) The cover contains the map and is detachable. Each page holds a fair amount of information. Room descriptions are short enough I could imagine running the adventure with almost no prep. The type is a bit small, but I don’t think its hard to read. Some thought has clearly gone into the layout of the booklet. Room descriptions rarely cross pages–I found one exception, and here the break is clear as it happens mid-sentence. When a monster appears in a room its stat blocks is separated from the room description making it easy to pick out which rooms have monsters. All in all its clear this module is meant for your gaming table.

Beneath the Ruins is probably one of the better modules I’ve purchased recently. It’s also incredibly cheap. You should check it out.