A monster on the verge of eating an adventurer.

Masters of Carcosa - Session 18

by Ramanan Sivaranjan on December 18, 2025

Tagged: mastersofcarcosa carcosa

The previous session the players rolled a 1 on the Hazard Die when travelling back to town. We didn’t want to play out the encounter at midnight, so I told them it’s how the session would start. I had an idea in my head: the blue men the players had saved were actually bandits! The session opened with a fight through the town.

A circle of Bone Men stand watch around ancient Snake Men ruins. They exist in a state of undeath, and will not attack the party, but simply scream when they spot someone.

The Bone Men the players encounter were a magical trap guarding the now reoccupied Snake Men ruins. They surround the ruins and warn the Snake Men when people approach. The Bone Men were those taken from the Castle of Decline. If the campaign ran longer I think the players would have done more with this thread, but as it stands these ruins would remain unexplored.

The lack of treasure in most of this game was a running joke the entire time we played. I wouldn’t change a thing.

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


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Recap:

Treasure:

Monsters Killed:

Post Session Notes:

Comments:

Masters of Carcosa - Session 17

by Ramanan Sivaranjan on December 17, 2025

Tagged: mastersofcarcosa carcosa

I forgot the man himself Daniel Dean also made an appearance during this campaign. This might have been the only session he managed to play, but the nice thing about G+ was people would sometimes drop into games if they happened to be free on a particular night.

Eric and Gus had it in their minds to start building a keep, recruiting an army, and just moving on to a sort of domain type of play as they plan to go to war with the Jale Slavers. They had discovered their hide out in an earlier session. I hadn’t really thought through what that would look like. I made notes to myself to re-read the last OD&D book the Underworld & Wilderness Adventures to see what it had to say on the topic. Not bloody much, but it does tell you how much gold it takes to build a keep.

This session the party returns to the hidden citadel they had spent a few sessions trying and failing to enter, constantly battling Mi-Go in the process. Here they finally came face to face with another faction I had active in the region: the Protector of Truths and his war with the Mi-Go on the other side of Carcosa. This is discussed in my Carcosa-style recap of the session. I hadn’t fleshed out much about what this Mi-Go war was even about, which was good because the players didn’t want to figure it out either.

We ended the session with a roll of 1 on the settlement hazard die. Next session the players would learn what transpired!


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Masters of Carcosa - Session 16

by Ramanan Sivaranjan on December 16, 2025

Tagged: mastersofcarcosa carcosa

Some important discoveries this session. The Rainbow Connection finally discover the lair of the Jale Slavers. They had first learned of it after rescuing some slaves in the wilderness. They would begin to plot its downfall starting now.

They meet my Carcosa take on Trap-Jaw. I had written up a Carcosa style He-Man encounters, though I didn’t end up using too many in my game: 16 Encounters on Carcosa & [16 More Encounters on Carcosa][h2]. Master’s of the Universe was meant to be core to the whole game, and I tried to inject littles bits and pieces of that world when I could. I wrote these encounters after reading Richard’s [How Brightly Coloured Should Carcosa Be][color]. This post about Carcosa and Masters of the Universe was one of the biggest inspirations for my game. It’s what got me thinking about Carcosa in a completely different way.

They also discovered that the Castle of Decline was empty. The Bone Men from that town had said they would join them in Invak many sessions ago, but never made it. The party would learn what happened to them for a few more sessions. (Half travelled south to Snake-Men ruins, others were captured by Slavers on route to Invak.)

Finally the players find the Orange Citadel’s former “God”, the Frog Spawn Llothali. They killed the creature so hard I would end up having lots of discussions with them about whether the laser guns in the game were too over powered. Probably, but we never ended up changing any of the rules.

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


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Recap:

Treasure:

Masters of Carcosa - Session 15

by Ramanan Sivaranjan on December 15, 2025

Tagged: mastersofcarcosa carcosa

aliens

The players had their home base in Invak, and had a strong relationship with the merchant town to the south, Jahar. At this point in the campaign they wanted to try and unify the region around the common aim of dealing with the slavers. There was a lot of travel between the two towns session, as they tried to negotiate an agreement. This was the session the Space Alien Strike Force finally made an appearance. They had been hinted at over the previous session, and were an entry on my random encounter table for some time. They were looking for whomever desecrated their tomb and stole the armour of their hero. Bad luck for the players: Gus’s character was wondering around in that armour. Had been since they found it. Hilarity ensues.

The players also reconnected with the women who escorted them to Invak at the start of the campaign, Queen of Autumn. Another random encounter roll? I don’t remember anymore.

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


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Other notes:

Treasure:

Comments:

Masters of Carcosa - Session 14

by Ramanan Sivaranjan on December 14, 2025

Tagged: mastersofcarcosa carcosa

dude getting blasted

As you’ll see in the comments, I had been reading Blood Meridian, and the book and its mood started seeping into the game. I wrote about this a few years ago: A Carcosan Western. The game was meant to be light-hearted Masters of the Universe themed game, and while there was a fair bit of that, the game was probably more cowboys than He-Man. (That said, the Staff of Avion the players find this session is from Masters of the Universe.) The players were wandering the wastelands, having shootouts with bandits.

The dead man they find on the road was meant to be a clue something was amiss at the castle, but maybe not enough of a clue. The Snake Men ruins were another important site in the game the players would ignore. Kheret ils Nu’s Reliquary, which I wrote for the Trophy Gold megadungeon, borrows ideas from this campaign and these ruins my players never explored. The Snake Men would end up freed by the Dominant Reflection. They would restart their war with the Old Ones, so nominally aligned with the players, except to the Snake Men the players were just reagents for spells.

My rules for getting lost seemed to only come up when the party would leave their home base. They were constantly getting lost right next to their home. A little silly, but I kept with it because I thought it was funny.

[You can contrast the recap that follows with my Carcosa-style hex descriptions.][s14]


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Masters of Carcosa - Session 13

by Ramanan Sivaranjan on December 13, 2025

Tagged: mastersofcarcosa carcosa

aliens

This session the players explored the rest of the Space Alien outpost. When the returned I had re-stocked the space differently, because it had been captured. The rooms that they had not explored previously were sealed, so that area was unchanged.

This session feels like some stereotype of an OSR game. The party wakes up all the Space Aliens that manned the outpost, who were in cryropods. Nick decided the best course of action was to knock one out while he was still disoriented, and run away with him. Maybe they were unsure what the deal would be with these particular aliens, and wanted to chat with one of them alone? This Space Alien ended up living in Invak, convinced he had been saved by the party and that all his friends were dead.

The rest of the session is typical Carcosa hijinks. They stumble up on the Frog-God Llothali that they had let loose in the wilderness when they freed the Orange Man citadel.

Spotty attendance after the last game because I moved the session a week, and didn’t create a new event. Once again, my biggest advice for running a long running campaign is playing on a consistent schedule. People will often say this game or that game have the mechanics required for long term play. Fuck that, the only mechanics you need are a calendar and actually showing up.

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


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Recap:

Treasure:

Masters of Carcosa - Session 12

by Ramanan Sivaranjan on December 12, 2025

Tagged: mastersofcarcosa carcosa

Bone Man

My Carcosa-style recap of this session was as follows:

The Bone Man sorcerer, The Dominant Reflection (AC 16, MV 90’, HD 4, Chaotic) has taken over the abandoned Space Alien outpost, along with a sizeable group of Bone Men cultists. They worship the long dead Snake Men.

I had been teasing Bone Men cultists operating between the party’s home town of Invak, and the merchant town to the South, Jahar, for a few sessions. The Space Alien outpost was between the two towns, and was also home to secret village of Bone Men. It was time to finally scope out what was going on!

I had fun seeing this long running thread from [the start of the game][s1] finally lead somewhere. As I have mentioned earlier, the Bone Man the party freed from a cell in the very first session was actually a dirt bag sorcerer, the Dominant Reflection, imprisoned by the rest of Bone Men that lived in the outpost. While the players were wandering Carcosa, he was gathering up a crew of cultists, who then took over the outpost, making it their base of operation.

The players some how managed to steam roll their way through the outpost, building up a posse as they freed captives. The session concluded with them saving the town. One of the more He-Man sessions in the game. In the commotion the Dominant Reflection escaped! There is chatter in the comments about what happened off camera, whether it was cheesy or not to let the character escape. I thought not, and the players agreed.

The players convince the town’s leader to come back with them to Invak in the post game discussion. We would sometimes play out things like that in post game chat between sessions.

This would end up being the midpoint of the campaign, though I didn’t know it at the time. Kind of fitting we looped back to where we started.


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Masters of Carcosa - Session 11

by Ramanan Sivaranjan on December 11, 2025

Tagged: carcosa mastersofcarcosa

This is the first session Chris P joined the fight. There were two Chris’s on G+ that were consummate players. Like Eric, they were almost always down to play whenever you would post a game. Players like that make running a poorly organized campaign work.

When I would share invites on G+ for the Masters of Carcosa sessions I would include rumours and news the players had learned. There was also a post on my G+ community for the game where I would keep all the loose threads up to date. For this session the players knew the following:

  • Trade between Invak and Jahar presumably remains on hiatus for now while Jahar’s merchants waits for this cult to move on or be replaced.
  • The merchants will travel East to the Citadel of Brown Men known as Lessel.
  • Deep One sightings at the Lake to the South.

During the session they would learn more about the deep ones, who apparently had emerald belts. (The deep ones in this game were effectively Mer-Man from Masters of the Universe.) This was the rumour the players decided to follow, resulting in a very straight forward session compared to some of the others: kill some cultists, free some captives, find some treasure.

The party finally learned some more rituals, not that it really mattered. The rituals didn’t really match the vibe of the game, even though Chris’s character was a real dirt bag sorcerer. He was constantly trying to learn and find more, and I basically didn’t really want them in my game so was kind of a real dick when it came to having them show up in play. For the most part playing a Sorcerer was just the hard-mode version of playing a Fighter. The classes were the same, but Sorcerers had harder XP requirements.

The next session the players will return to the “abandoned” Space Alien outpost that kicked off the campaign. It’s kind of neat that it happened to happen at what would be the midpoint of the campaign.

My Carcosa-style recap for the session is quite terse, because the session itself was very to the point.


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Recap:

Treasure:

Rituals:

Summon Amphibious Ones - This eleven-hour ritual can be completed only on a fog-shrouded night. The Sorcerer must obtain the root of potency found only in ruined apothecaries of the Snake-Men. The sacrifice is a virgin White girl. As her life leaves her body, 10–100 of the Amphibious Ones will coalesce out of the mists.

The Blasphemous Sacrifice (to Bind Amphibious Ones) - This ritual cannot be performed on its own, but only as an adjunct to the SUMMON THE AMPHIBIOUS ONES ritual. It adds an hour to the time required to complete the ritual (thus twelve hours total). The sacrifice is further subjected to an hour of unspeakable tortures before being slain. At the end of the rituals, the Sorcerer will have complete control over the horde of Amphibious Ones for 24 hours.

The Call of Cthulhu (to Summon Cthulhu) - This 24 hour ritual must be cast while waist deep in the polluted waters of Carcosa. Once the ritual chanting and genuflection begins, the sorcerer must drown a Purple Men at the end of each hour of the ritual. All the victims must be a willing sacrifices to the Great Old One Cthulhu. When the life leaves the last of the Purple Men, Cthulhu will rise up from the waters.

Masters of Carcosa - Session 10

by Ramanan Sivaranjan on December 10, 2025

Tagged: mastersofcarcosa carcosa

I remember this session really well, because it was another weird one. Only Dion and Willie could make it, and they didn’t want to do anything risky. The players travelled with the merchants on their trip South, stopping in the village of Glom. There they met affable Carcosans and got totally wasted. The description for the settlement in the hex is as follows: Village of 310 Ulfire Men ruled by “the Unapproachable Radiance,” a neutral 6th-level Sorcerer. A lot of the Carcosa book is villages like this. That somehow transformed into what is described in the recap below. I am quite certain that going into this session I thought the players would return to the cavern they had been exploring, and so when they didn’t I had to spin something out from my most meagre of notes. Besides the description in the Carcosa book, the only thing I knew about this town was its name, which I had given it when drawing the initial region map for the campaign. In my notes I had something about Mer-Man cultists worshiping Cthulhu by the lake. I’m pretty sure I came up with the idea of evil Cthulhu lake water as a type of booze, and then just extrapolated everything else from that. Sometimes that’s what you gotta do.

This is the first session Eric missed! There was a mixup because I kept on rescheduling. This is why you need to be consistent when you’re running games!

In my Carcosa-style recap for the session, I’m much more explicit about what’s going on in the town.


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Recap:

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.


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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.