Showing posts with label cauldron. Show all posts
Showing posts with label cauldron. Show all posts

Thursday, October 15, 2026

Cauldron Day 0: Logistics & Intel

Alright…are we done with the sentimentality? Let’s get down to brass tacks. 

Cauldron 2026 was the largest, most ambitious Cauldron yet outside (perhaps) the first one. 2023 featured two-and-a-half days of gaming (five game blocks/sessions) with roughly 50 participants. 2024 had a handful more players, and three+ days planned, of which the final day was abruptly cancelled (seven game blocks total). Last year, the new venue accommodated 80+ participants over another 2.5 days and six game blocks. This year? Around 90 participants (including con organizers, many of whom had the chance to sit in on games) over nearly four full days and nine gaming blocks.

I was quite afraid I might incinerate by the end of the thing.

My original idea was to use the extended format to run a mini-campaign: nine linked adventures set in my home campaign, using the same pre-generated PCs, with scenarios designed to take them from levels 3rd up to 14th. To accomplish this, I would take advantage of the (untimed) night blocks to run extra-long (i.e. more than 4+ hour time blocks) and get characters extra levels. The capper would be a high level extravaganza that’s been in the back of my mind for roughly 45 years.

But a funny thing happened on the way to the forum…I decided I’d register my boy (nearly 16 at the moment) for the convention and bring him along. It was, I deemed, time to bring him into the fold. Besides I was quite inspired by all the young people I’d seen in 2025…he was as old as many of these kids (and older than some). And Germany, being one of my favorite countries in the world…well, it was time to share the experience with him. Before he had a chance to grow too old for such “silly games.”
; )

And Diego wanted to play with me…as in play as player with me by his side. Of course, we were also BOTH interested in Chainmail (my boy’s love of wargaming is at least equal to mine, even if he’s less inclined to the painting part of the hobby). As I started to see the gaming blocks fill, and as I realized that six months was a tad ambitious to write and prep nine adventures (including, of course, yet another installment of the annual “Blackrazor Tournament Cup”), I started modifying my planned agenda.

I would run five adventures: four original adventures plus the tourney scenario. Everything would be in the four-hour range; no linked campaign scenarios (although I would use the same pre-gens for the non-tourney adventures, just set at different experience levels. Call it ‘for the sake of expedience’).

AH…still: easier said than done. Between my normal busy-ness and the regular interruptions that are simply a part of daily life, it was a near thing to even complete the five adventures I’d planned/slated for the con. The tournament adventure itself (which I will discuss in a future blog post) was a bear to write (no pun intended!). After months of dicking around with it, I got it finished sometime in late July/early August…soon enough that I could playtest it on Orcas and get the final draft mailed out to the DMs by September. Only at THAT point was able to get to my other new, (mostly) original adventures.

Four-to-five-ish weeks, in other words. If people were wondering “what happened to that B/X blogger guy” when he all-but-disappeared in the month of September…well, that’s what.

But I got it done, not least of which helped was helped by my coming down with a sickness (passed to me by my daughter and/or all her sniffling teammates on the soccer team). Last weekend, the weekend before Cauldron…it feels like two years ago…I was flat on my back and isolated in the guest room for nearly 48 hours. Fortunately, I had already finished my maps, so I used the time to write, write, write. As I said, I got it done, ahead of my Wednesday plane reservation.

And then, on Monday, my son got sick.

And I mean, he was REALLY sick. Bad fever, the whole nine yards. He came home from school Monday and went straight to bed. Didn’t go to school Tuesday or Wednesday. We took it right up till thirty minutes before we had to leave for the airport. Fever of 102.8. Standing him up, walking him around, getting him a hot shower, tea, soup, fresh air, sunshine…nothing. He had the dead eyes and miserable catatonic look of a person who couldn’t even stand without help. I made the call: he was staying home. The look of disappointment in his face was nearly as heart-breaking as his general state of health: “This is Papa’s last time going back to Germany and I’m going to miss it!”

I promised him that I WOULD return for a future Cauldron and I that I would make certain he DID accompany me.

The last thing I did before grabbing my Uber to SeaTac was to send a DM to Settembrini (Cauldron’s head honcho/organizer) informing him of the situation. I had no concern for a refund, but I wanted to make sure that, if possible, the next person on the waiting list was allowed access. Cauldron, after all, deserves to be shared.

The plane travel itself was largely uneventful. The available movies were all terrible or things I’d already seen (or, in some cases, both). Mostly, I used the time to try to catnap (attempting to get ahead of the jet lag), organize treasure lists on my laptop (for ease of calculating experience points post-game) or reading the many possible Chainmail scenarios that I might be taking part in.

This last deserves elaboration: Chainmail, the precursor and inspiration for the original D&D ruleset has been a mostly dead game since the 1970s, outside of (possibly) Midwest wargaming clubs (assuming such things still exist). I own a PDF copy and have studied it as a matter of historical interest; I’ve even written some supplemental rules for it (as part of my NAP III adventure, Dragon Wrack). But while I’m aware of retroclones and “updates” to the original Chainmail rules (LWAS’s “Platemail,” anyone?) I am unaware of anyone regularly playing this particular “medieval wargame.” After all, Warhammer is still a thing right (what edition are we on? 12th?).

OUTSIDE OF GERMANY, that is. Oh, those crazy Germans! Of course it’s the Germans who, over the last few years, have revived Chainmail in their own gaming club(s), bonding their love of wargaming with their love of the (older) D&D hobby tradition and making it a regular part of their campaign play. Nexus…the German gaming club behind Cauldron…has taken to this old gaming set with gusto…playing it, practicing it, clarifying and editing it to make it a living breathing integral part of their gaming culture. In four years of Cauldron, there has been Chainmail at every single one. Last year, I participated in my first Chainmail battle. This year, I had been required to pre-register (along with my son) as a two-person team in what was being billed as the First World Cup Chainmail Championship. Heady stuff indeed!

But I hadn’t even had the opportunity to read the Sarisa rules (their two-volume rules compilation/adaptation) nor any of the tournament scenarios that would be part of this 'World Cup.' My 14 hours of plane travel provided me the time I needed to study all of it, although “study” is not the same thing as “practical experience.” I assumed I would be at a disadvantage even without the (very good) possibility I would be asleep on me feet…again.

The last thing I did was make sure I had character sheets for myself. Since I had decided (and intended) to PLAY in other people’s games this year, I wanted to make sure I have appropriate ADDKON-worthy characters for use. Tuesday afternoon, I had dug through the bowels of my gaming closet, seeking out old character sheets from my earliest days of gaming. I already had a suitable 3rd level character, care of my boy’s A&D campaign, but I felt I would need something mid-level and definitely something high level for Settembrini’s “Army of Madness” adventure that he would be running Friday night. The mid-level would be for Ignatius Umlaut’s Friday night jam (if I couldn’t get into Setti’s game) or, perhaps, Keith Sloan’s Forgotten Grottoes of the Sea Lords on Sunday. Regardless, I wanted to be prepared and the last couple hours of the second leg was spent re-copying decades’ old character sheets from my middle school years onto fresh, lined notebook paper.

Alex and Grutzi (“Porthos” and “Aramis”) picked me up from the airport, finding me about 30 seconds after I’d grabbed my checked bag (being “Athos” I, of course, had packed a high quality bottle of booze) and hit the ATM for the Monopoly money that passes for cash on this side of the world. A great car ride, great conversation, great tunes (Alex and I have similar musical tastes)…and then voila, we were once again in the Promised Land, walking in (a little late) to Setti’s introductory speech, already in progress.

Fortunately, we didn’t miss much, and we still had time to grab a bite and some coffee…as well as find our rooms and bedding…before the first game block. The Magyar horde was all of one minute behind us, but it wouldn’t have been appropriate for us to upstage their standard, dramatic entrance. All was right in the world.

I need to pause for a moment.

I give all this overview, in part, because I want to give some context before I get to the games proper which are (possibly) of more interest to my readers. Roughly six months of planning and preparation had been going on for me (when possible) in the run-up to this four-day convention. Even when not writing adventures, I was thinking and planning just how and what I would write…I am of the “if-you-have-eight-hours-to-chop-down-a-tree-spend-seven-hours-sharpening-the-axe” mindset when it comes to these kind of things. And part of my planning and sharpening was figuring out how to make an experience that was not only enjoyable for myself and the other con-goers (something important to me), but for my son. And my son wasn’t present.

And people had known he was coming. And they had wanted to meet him. And throughout the convention I was asked time and again by the con-goers what had happened and where he was and how he was. All loving, nothing but concern…and every incident a reminder, a knife in my heart, that he wasn’t there.

I went to my room with my bedding. #16 (the mark of the Tower in the Major Arcana, I noted grimly…how appropriate!). They had given us a private room, with two beds and its own bathroom. Simple and rustic and yet perfect for a young man in a foreign country, an exciting, foreign country for the first time…a sanctuary in which he could nap or do his schoolwork (he was going to have to bring some) in privacy without the interruption of other con-goers. It was so thoughtful, it made me want to cry. And does now, just thinking about it.

But the Cauldron people are full of these “considerate touches.” A French press of decaf coffee…I am 99% sure I was the only person at the con drinking decaf…was given to me as I sat down to run my first game. And every morning, Friday through Sunday (hoo-boy, we’ll talk about Sunday!) someone would find me with a giant plastic carafe of the stuff, knowing that I would polish it off before lunch. I had not asked for this, or put this down as one of my “food requirements.” They simply remembered from last year and had prepared for my coming. The kindness is…overwhelming at times.

Okay, okay…we already did the sentimental post. People want to know about games.

However, before that, I want to say something about “celebrity” in this environment. The on-line gaming community is full of “names” of people known for…well, for all sorts of stuff. Blogging and reviewing. Podcasting and publishing. Getting in internet scrapes and dust-ups. Whatever. I am aware and acknowledge that I am one of these “names,” not least of which because I’ve run a handful of good games at Cauldron, and started this little tournament thing. More than once this year, I had a person refer to me directly (or indirectly) as a “celebrity gamemaster.” Which is both flattering and bewildering. It’s not that I’m self-conscious…I am too arrogant and egotistical for that (and to be clear, I’ve always been somewhat arrogant and egotistical, long before I was “known” for anything). But much as I take pride in running a good game (I HOPE I run a good game…), I just recognize myself as A GUY RUNNING GAMES. Nothing more. No different from ANY of the other Dungeon Masters that show up to a convention and run a game, certainly nothing more “special” than that. If I exhibit a high level of proficiency (I hope I exhibit a high level of proficiency), it is only because I've been doing this a long time. And I’m sure the other old, “celebrity” DM geezers will tell you the same: when you get to be our age and you’ve been running games for thirty or forty years, well, you’d BETTER be able to make a good showing for yourself. Otherwise, what the hell have you been doing with your gaming time over the decades? Just running five room dungeons with a handful of goblins and a slime monster?

Cauldron attracts many big “names” in terms of game masters, some of whom are hardly known outside their home country but who are “big deals” in their own locale. Hell, most everyone who plays at Cauldron IS a Dungeon Master in their hometown…those putting in the time and money and effort to make it out to Hofraithe Rosenthal aren’t just “tourists” looking for a quick pick-up game. These are (mostly) people who’ve put in the work…universally, I hear how “the quality of player is so high” at Cauldron, and damn straight it is because back home these cats are RUNNING games, they are the Big Bosses in their home clubs. Just because they’ve chosen to relax and enjoy the ride in Germany doesn’t mean they don’t know what they’re doing…they absolutely do.

I am no different, other than the fact that I am an incorrigible control freak who would rather be in the driver’s seat than be driven by someone else. Flattering as it is to receive praise from people, I’m just someone who’s been doing this for a long time, and who enjoys doing it, and who hopes to share what he knows with others. Or at least run them a good game and keep them on-the-edge of their seat…and keep them cursing me under their breath.

And sometimes cursing me to my face…that’s a form of flattery, too, from my perspective.
; )

All right, that’s enough preamble. Next post we’ll get to the games proper.

Monday, October 12, 2026

Not Tired...Exhausted

It's 4:30am, German time. I've been up roughly two hours.

Cauldron wrapped up yesterday afternoon around 2pm. As per usual procedure, I spent the evening in a Frankfurt hotel, with a plan to board my return flight Monday afternoon. Unlike prior years, I'll be stopping off in Iceland, spending a couple days sightseeing before returning to Seattle on Wednesday night. My family, is already there, no doubt enjoying thermal springs and the beautiful Aurora Borealis, so difficult to see from our normal neck-o-the-woods.

In Seattle, it is 7:35pm and...biologically...that feels about right. 

It is possible that these little "Cauldron adventures" are taking a year or so off my life expectancy every time I attend one. The whirlwind that this trip is, delightful as it is (and it is delightful) takes an incredible toll, both physically and mentally.

Not emotionally, though. If anything, seeing these people I've come to love...my "European family"...is simply bolstering. There was no sadness, no melancholy, this time in the several rounds of good-byes said. My heart has simply come to accept that, yes, I will continue to come back, as often as I can, and that these people will be here (as often as they can), and our mutual respect, affection, and admiration does not wane or change. 

It is heartening; it is reinforcing. If I wasn't so drained (both mentally and physically), I'd imagine it would be revitalizing and reinvigorating. But I barely feel human at the moment (and that only after two long naps punctuated by an indulgently long hot shower and a rather huge meal featuring schnitzel, potatoes, and a large salad of mixed greens. Lots and lots of fresh water.

No alcohol. I think I'm going to lay off the hootch a bit and let my liver recuperate.

Back to what I was saying: depending on how far one "zooms out" there perspective, we are living in/through troubling times at the moment. There's really no way to sugar coat it. The things going on in the world, things you can read about on-line or that dominate the headlines of every news outlet every day, are not the stuff of a calm, peaceful, productive planet. It is more than sadness or disappointment or resentment...things are going very, very badly in a lot of ways and for a lot of people. There is a heightened feeling of tension running throughout most every person one encounters...an extra stress caused by worry for both the present and the future. 

Living in my normal blue bubble of Seattle, I can generally ignore most of it by focusing on the things I can control (coaching soccer, writing adventures, getting the kids fed and to school on time, etc.). Most of the time I ignore the price on meter when I put gas in the car. When shopping for groceries, I am far more particular with what I buy, trying to waste as little as possible, stretching my own resources as much as possible. I focus on being kind to others...when I can, and when the opportunities present themselves. I attend church when I can, and I pray for sanity and justice and for the safety of those struggling with real peril in the world, peril far removed from my own life of privilege.

All these things help...that is to say, they help me. But I'm not blind to what is going on and how people are feeling. This year at Cauldron, the subjects of politics and world events came up multiple times...I ended up having at least four or five conversations on the subject (which is highly unusual at this cozy, intimate, gaming convention). It comes up. People can't help themselves. And there is a desire, I think, to share those feelings, that stress, that anger, that uncertainty, with others. Not because we all need therapists or something. But because Cauldron is a safe space. The people there, largely strangers (other than the gaming clubs and groups that come together), they look at each other as friends...as family. 

And, generally speaking, not the kind of family you "have to put up with" (because they are relations and you have to extend them a certain amount of courtesy), but family whose company you enjoy. A shared tribe of gamers interested in gaming. A tribe of people who aren't there to make money, or pose for status, or exhibit their ability to lifestyle brand with panache. It's not your average nerd convention, in other words. It's Cauldron.

And so, as I left my family today (except for Alex, Grutzi, and Prince, with whom I shared the drive back to Frankfurt) I felt none of wistfulness of the last two times I've had to say goodbye. I felt only gratitude that these people exist, and that they are a part of my life, and that I am a part of theirs. And in my bones I know I will be back again, no matter what the future might hold. 

This. This community, this communal gathering of people, is SO IMPORTANT for our world right now. These safe spaces with people who quite honestly know so little about each other but who still hang together, eat together, drink together, laugh together, play together...I cannot emphasize how VALUABLE it is to have such an opportunity for this kind of gathering AT THIS EXACT TIME IN OUR WORLD. To be able to get along and find patience and tolerance and true enjoyment in each other's company, regardless of discrepancies in age or gender or nationality or religion or political alignment or WHATEVER it is that we have that might be a reason for division or separation. 

Our world needs more unity now, more love. Far more than I ever remember it needing in my 53 years of life. 

It is amusing...and fascinating...that something so humble as a game of fighting dragons and searching for imaginary treasure with the use of funny-shaped dice can be so profoundly meaningful. But, of course, it's not: D&D is simply the pretense for bringing people together. And there are many things that can do that. D&D has an advantage in that it can be enjoyed so universally, by so many people, regardless of ability. 

Ah...but now I'm meandering (or, perhaps, wandering into territory I've already discussed ad nauseam). The convention, Cauldron, is a blessing to this poor, troubled world of ours. It inspires me with real hope...one of the few things in this world that I can say that about. 

And things that inspire hope need to be loved and nurtured and appreciated. Protected. But also shared. I think most of the participants (especially those who, like me, have participated multiple times) would say the same: it wouldn't do to keep it to ourselves, to grow staid and insular. Fresh blood needs to be rotated into the mix, in order that more people can experience the con and take its light back out into the world with them. So far, there has been new folks at every Cauldron...by my count, there was some 30 new attendees, despite NOT increasing the convention's size. That's wonderful, and I fervently hope it continues to be the case. I fully intend to take next year off myself, and welcome my seat being filled by someone looking to experience the warmth and camaraderie of Cauldron for the first time.

[of course, I said LAST year that I would take this year off...and here I am again. Next year, though, will be a very busy October for both my children, and I intend to stay home and support them to the best of my ability]

Anyway, if you haven't yet had the chance to take the plunge on Cauldron, it has my strongest recommendation. And please, do not have any fears or worries about "beef" or bad blood you might have with people on the internet. I cannot stress enough just how little such internet disputes matter once you are actually meeting person-to-person. You will find nothing but gentlemanly (and ladylike) conduct at Cauldron and, more, you will find comfort and lasting friendship. 

Lastly, as I sign off here (and do not worry, gentle reader, I shall be posting full "action reports" over the next few days...it is a loooong plane ride back to Seattle)...allow me to shout out my friends, my brothers, my comrades-in-arms who took the time (once again) to drive me to-and-from Frankfurt to the middle of nowhere (or the Center of the Universe, depending on how you view Hofraithe Rosenthal): to Grutz, to Alex, and yes to the so-called "Prince of Nothing:" you my friends I will cherish your generosity as much, if not more so than anyone save, of course, the Settembrini clan (and one or two others...you know who you are). As I turned away to stumble into my hotel yesterday afternoon, even more exhausted than I am at the moment, I could not help but consider us in the context of Alexandre Dumas's famous Musketeers...for who are we, if not stout warriors of the trenches, discussing strategy and results and philosophy of gaming, even as we were too busy (running games) to sit in on each others' tables. Of the four, I am most obviously Athos, the brooding drunk with the painful past (and trust me when I say I am prone to brooding), the old man of the group.  Alex is Porthos, whose styled hair and carefully chosen metal t-shirts is a match for his humor, fast driving, and willingness to haul luggage with endless strength. Grutzi is Aramis: poetic, discreet, and soft-spoken, yet secretly ambitious (how many games you running next year, Grutz?). And, of course, our d'Artagnan, Prince, because of course he is: young, witty, energetic, and all-too-often a bit "wet behind the ears." What a foursome. Riding back to Frankfurt with you, listening to everyone's cheerful banter while I drifted in-and-out of consciousness, was the perfect cap off to the entire experience. 

Thank you to everyone for the lasting memories. Thank you to everyone for lighting a beacon, a torch, in darkness...and for allowing all of us who made the journey to light our own torches from your light, as we head back into our own dark corners of the world. Thank you, thank you, thank you.

[posted circa 11:13am as I did, in fact, fall asleep while writing. I guess I'm not entirely on "Seattle time" after all]

Sunday, August 30, 2026

Back Into The Woods

I'm starting this Saturday morning; we'll see how long it takes to write.

Currently in Vancouver, Washington for yet another youth soccer tournament. The boy and I had things going on yesterday (including coaching middle school girls) so we hopped the Amtrak last night to meet the wife and daughter down here. It was a late night (though I do love a train ride); everyone but me is still sleeping. Both kids are "guest playing" this weekend.

With regard to the Heroes Unlimited game I was writing about previously, the madness has passed. Well, mostly. I am still doing world building: working out hero demographics, using HU rules to build/model classic (NPC) comic characters, researching storylines from the 70s and 80s (and...rarely...later) for ideas on how various concepts and plots can interact with each other. Yesterday was looking at the history of Alpha Flight (and Omega Flight and Gamma Flight and Weapon X) and its ties to Roxxon Oil and how that was linked to Iron Man, for example. But this is all fodder for the mind factory, grease for the gears. Inspiration, not canon, which is welcome for the "lonely fun" that is world building.

Sadly most of the storylines post-1992 or so are pretty much crap. I shake my head and realize I got out of the comic books at the right time.

Still (and as I already wrote), that all's been back-burnered for the nonce (oo...reminds me I had a dream last night where I was interviewing for a sales job and part of it hinged on my ability to cook; interesting!). Instead, I am buckling down on my Cauldron preparations, and that includes designing and running adventures.

Last weekend I was up on Orcas Island with friends, and I had the chance to play-test the tournament adventure that will be this year's Blackrazor Cup extravaganza. Players included three boys and two girls aged 15, 15, 12, 12, and 7. Yes. I ran AD&D for a seven year old last weekend. His first time. As one might expect, he had a great time and the next day wanted to know when I was going to run "Part 2" and could he play, too. I had to explain that there's no "part 2," just a string of neverending adventures and OF COURSE he can join us the next time we play, if he's available and it's okay with his parents.

AD&D, amIrite?

I'd love to give everyone a blow-by-blow, but I can't until after the con because [SPOILERS]. However, I will say the group found a way to shortcut a ton of the content and instead got to both the grand payout (difficult putting THAT cart in front of the horse) before reaching the ultimate objective, and fighting a total of only two battles. Which ended up being fine because...with only five of eight PCs...that first battle was a bit of a slog. Two-fifths of the party were slain in brutal fashion by the end, but they walked away with a big pile of treasure even so...I haven't had the chance to tally the take, but I will (the boys especially were interested in their tournament score...the girls less so as they'd been reduced to steaming remains), and the score will be posted alongside all the other people who participate...at Cauldron. Just so they can know how they did.

So, yeah. AD&D mode. School is starting up this week (Diego Monday; Sofia on Wednesday). Cross country and school soccer starting in earnest this week (I'm coaching again...and it's already off to a train wreck of a start *sigh*). And I've got about five weeks to get physically and mentally ready for Cauldron. Two more adventures to pen (Diego told me "you're cooked") but I think with the kids back in class I'll have some time. And I'm excited at the prospect.

I don't know what it is about the Dragonlance saga that keeps calling me...not the books, but the whole concept of the thing. I don't believe that I'm trying to "rehabilitate" it (certainly not consciously) but I keep dragging out these old modules and using them as jumping off points for working scenarios and situations into my home campaign (yes: more world building). It's just so damn easy...then again, maybe it's just that the fantasy wilderness of D&D worlds lends itself to the real world 'layout' of my Pac Northwest campaign. For sure, if I wanted to do 'the Forgotten Realms' (I don't), I could place "Neverwinter" in Vancouver, Washington (the very town I'm writing this) while having Mount St. Helen's stand-in for Mount Hotenow (Mount "Hot Now?"). Yeah the Pacific coastline is a little farther west than the Sword Coast, but you can always have some cataclysm or other slide the coastline underwater. Global warming, anyone?

I digress. 

[and why not? it's now Sunday evening that I'm continuing this post]

I digress...there is a rich tapestry of ideas in the Dragonlance saga, desperately needing an editor who's also (sorry to say) something of a subject matter expert in advanced D&D theory-hammering. Which is just about the silliest thing to be a subject matter expert in...but we all have our foibles and weirdness. DL is DUMB, but it is totally USEFUL. I realize I am dripping with snobbish condescension when I make this analogy, but it's been a looooong last two days (a long last two months), and I'll make it anyway: reading Dragonlance modules (I have a few) is like listening to the wildest ideas of my younger, "more creative" child, and realizing I can add a dash of Old Man canny and repurpose it into something wondrous and (for the players) "magical." It has nothing to do with story of the thing; the Hickman's "story" is as tired and trope-y as any fantasy fiction. It has to do with the situations and scenarios and ideas being presented...stuff that can be used by a DM to give the PLAYERS an opportunity to tell their own story. Which is what D&D...real D&D (in my opinion) is all about.

Just like that seven year old regaling his parents with his adventures. 

Not his character's adventures, mind you. HIS adventures. "I did this, Mom!" He survived. He triumphed. He struck the final death blow against the 'Big Bad.' It's no different from my own children's introduction to the game. Well, except he hasn't had a character die yet. Next session maybe.
; )

ANYway. I'm meandering. I'll leave it there for now, but...I'm back in the saddle. 

Thursday, January 8, 2026

The European OSR: Magyar Horde

[a short interlude from the ASC judgments...]

The Hungarian contingent
has been a stable and consistent power block at Cauldron since the beginning, and the 2026 season looks to see their numbers swell as Hangyi is schedule to join the ranks of Premier, Chomy, Melan, Iudex, and "VorpalMace" (Tom). Time to talk about this loud, proud bunch.

Not that I really know them...I don't know their lives outside of gaming, don't know anything about their families, their politics, their jobs, not even their real names (other than half of them being named "Gabor"). Still, not knowing them doesn't mean I don't enjoy the hell out of them...they are to the Germans what German tourists are to the rest of Europe: fun, rambunctious, and a tad intimidating. 

If I still played, Vampire the Masquerade, they'd make a great model for a Sabbat pack.

I don't think it's inaccurate to say Hungary has an outsized impact on the OSR scene given its relative size. As a country it has barely more than 11% of Germany's population (9.5M compared to 83M) and less than 8% its GDP; in comparison to the USA, those percentages drop to 2.7% and 1.5%. And yet the quality of gaming material being created by the Magyars is impressive.

Melan is, of course, the most prominent of these creators. Castle Xyntillan is perhaps his most well-known adventure, but his Echoes from Fomalhaut fanzine (13 issues and counting) enjoys a strong reputation, while his Helvéczia RPG is magnificent...I own the deluxe boxed set, and it is a thing of beauty. Melan has been featured on multiple podcasts (Zockbock Radio and CAG for sure), his Melan diagram and discussion of adventure design has been highly influential, and his adventure reviews on his blog are highly respected.  He is an accomplished Dungeon Master, running multiple sessions in multiple systems  in each of the last three Cauldron conventions, and his tables fill quickly; as for his performance as a player, I can attest he is knowledgeable, cautious without being cowardly, and a respected (if reserved) voice of reason. 

Having interacted with him now on multiple occasions, I find Melan to be warm and unassuming, self-confident yet humble, a solid presence that obviously holds the esteem of his peers. Sharp-witted without being mean-spirited...I want to call him "kindly," but this is not an appropriate adjective to describe veteran, hard-nosed Dungeon Masters that have zero problem making "death" a consequence of mission failure. I will say that I have never heard a single negative word about Melan from anyone who's actually met the man.

Chomy, on the other hand, is as boisterous and fiery as Melan is solid. Not that he's not sharp as a knife with serious design chops...Chomy's placed in the top for two out of three NAP contests (winning one) and has published multiple well-reviewed adventures (in different editions). But I know Chomy as a player (and drinking buddy), not as a Dungeon Master. I wouldn't call him the "heart" of the Magyar horde...maybe the fire or, more accurately, the "balls." In any group, there's someone who needs to be the first to sticking their face into the potential danger...there has to be someone pushing, spurring the action. Someone's got to be willing to use the wand of wonder when shit gets hairball. Coupled with his native cunning, it makes him quite the rapscallion in the convention setting...but when it comes to design, that courage and push makes for some excellent adventure writing.

[I am publishing this now before I review his adventure for the ASC3 contest]

But neither Chomy, nor Melan were my impetus for writing about the Hungarian OSR (nor Premier, nor Tamas)...rather, it was what's going on with Iudex.

Iudex is a Hungarian living in the outskirts of Munich, who drives seven hours to Budapest on a monthly basis as part of his profession. While there, he's been working an on-going project called HOOT...the Hungarian Oldschool Open Table, a monthly get-together of rotating cast members at his local gaming club. He's been doing this for the last thirteen months...basically since Cauldron II...relentlessly encouraging "old style" play in his hobby community. Most of this has been with the OD&D rule system, but in November...
"...I decided to level up from cozy OD&D and tackle a proper AD&D first edition game..."
...mainly so that he could run the Cauldron '25 tournament module for the group. 

Not as easy as it sounds (as Iudex details in the five page "after action" report he sent me). However, he also writes:
"Frankly, I was astonished, how quick and how great the system worked during play (although I had to work a lot to arrive at a point where I did not need to open the book during play - well, most of the time)."
I think it's safe to say that most AD&D Dungeon Masters find themselves needing to open their books during actual game play. I certainly do (and I've been doing this AD&D thing for a long time)...if anything distinguishes the veteran from the novice, it is just that I can find a reference quicker, and thus the momentary distraction is nothing but that: momentary.

The important takeaway here...for Iudex and for any DM jumping into 1E for the first time...is to not be daunted or intimidated. The AD&D system works...and allows for some excellent gameplay at the table. The interaction of the various procedures makes for a type of experience that forces the players to engage with and attend to what's going on; this, in turn, makes the immersion process easier.

Knowing there was a desire and curiosity for 1E gameplay (not to mention interest in the Cauldron tournament adventure), in December Iudex deviated from his usual practice and introduced a 'pre-registration' process to the normally "open"call of HOOT...and had ten players show up, some driving from outside Budapest to attend. This is a solid table. Only two of them had actual 1E experience (having played in the 1990s); the others were either new or only familiar with 1E retroclones, like OSRIC.  

Hungarians in their typical subterranean gaming
environment. Note that most of these guys ride motorcycles
and can benchpress a Buick. All own sabres.

All but one was reported to have an excellent time in the four hour session, despite 70% being slain in the usual AD&D fashion. I'm not sure the reason for the single disgruntlement, though I'd hazard to guess it was the halfling thief who was fed (by the party) to a pack of winter wolves in order to make good their escape. Par for the course when it comes to rough justice in the Nagy Alföld...

But I'm digressing (as usual).

This is what I call growing the hobby. There is an appetite for AD&D that is not being tapped...despite the books again being available for purchase...partly due to misconceptions and intimidation but MOSTLY due to a lack of DMs running the game. And the reason for the lack of DMs (in addition to misconceptions and intimidation) is the lack of support for those willing to take up the mantle.

This, however, is changing. Folks like Iudex shows what's possible. Some of these players, no doubt, have their own home games going on. When they leave HOOT, they take their knowledge and experience back with them. Just demonstrating that AD&D is a playable, vibrant game can be the small flame that sets off a conflagration. In Hungary no less (it's already happening in Germany and Belgium). 

Remember that most of Europe was introduced to D&D through the Mentzer Basic set. So far as I'm aware, the first (and only) D&D edition translated into Hungarian was 3rd edition. And yet the old game, the good game, is alive...it is a spark that is being fanned. 

I think that's pretty neat. 

Anyway. I've decided that I will, indeed, be going back to Cauldron in 2026...this time with my son in tow. Entrance fees have been paid; I now have a handful of months to put together plane fare and prep my adventures. I look forward to seeing all these guys...Iudex, Tamas, Chomy, Premier, Melan...once again, clinking glasses and rolling dice. May their kardok stay sharp.
; )

Thursday, December 25, 2025

Merry Christmas To All

Currently in Mexico, staying up way too late and eating way too much. Tis the season.
; )

I know not all of my readers share my religion, but know that I wish you all peace and love and happiness and joy on this day, and in the days and New Year to come, and that I hope more of us will endeavor to embody the spirit of Christ in our relationships to our fellow humans. I know I'm going to try.

In gaming news, there's a new Classic Adventure Gaming podcast episode discussing this year's (2025) Cauldron Convention. I was originally going to appear on this one, but I totally flaked (mea culpa) but the guys do a great job of describing the new venue, etc. all on their own. Voices heard include Prince, Melan, Attronarch, and Grützi (winner of the Best DM award this year)...as well as podcast host Gus, who made his first trip to the con this year (a very nice man, with a VERY impressive mustache). Not a bad listen on a lazy, holiday morning....

Also, speaking of Cauldron, Iudex sent me his write-up of his running of my tourney adventure at HOOT, the Hungarian Oldschool Open Table, a monthly gaming even in Budapest. More on this later, but...what fun!

Aaaand...that's it. I just didn't want the day to go by without wishing people a happy one. Enjoy your families, your loved ones, and your gaming, folks. Best wishes!

Wednesday, December 10, 2025

The Busiest Time Of The Year

"Oof magoof," as my man, Chris Crawford would say. It's nuts around here.

This will be a short one: I've got my "nephew" Spencer coming over this afternoon, which means (in addition to having the house cleaned and straightened), I've got to do a little D&D prep work. Pulled out my ancient copy of C1: The Hidden Shrine of Tamaochan yesterday, and printed up the pre-gens. For an adventure I bought new in the early 80s (and saw considerable use), the module's held up remarkably well. 30 years of being stacked in a cupboard tucked in a closet (away from natural light), I suppose. Not that I am TRYING to preserve these things like National Treasures...my wife doesn't like me leaving my toys scattered all over the place.

One of the pre-gens got lost years ago, however...had to buy a PDF on DTRPG to have the full roster. Just looking over the thing now (something I haven't done in 20+ years, probably) it seems a little long for tournament play...55 encounter areas in two hours?...but then, the adventure is designed such that players are NOT supposed to screw around, and there are hefty (scoring) penalties for groups that deviate or wander off the preferred track. That being said, it is rather UNlike the tourney section of Dwellers of the Forbidden City, in that there are plenty of ways to get distracted. Eh, we'll see how it goes. Philipp ran this at Cauldron 2025 in a four hour time slot, which seems a LOT more doable (maybe), but I'm probably not going to have more than two hours tonight. Kids like to eat dinner and do homework, after all.

And SPEAKING of the "OSR Euro Con," Cauldron 2026 opened for registration at 9am PST last Saturday...and filled up in roughly 22 minutes. I had all-but-forgotten about it (I've been pretty swamped lately, as said), but I happened to be up (as usual, drinking coffee while the rest of the fam slept in), and was able to grab a roster spot when I saw the note on the Cauldron discord. Not that I had decided to go back to Germany in '26...in fact, I was about 90% sure I was NOT going to be attending. 

However: after mentioning it to my family Saturday evening (after a loooong day of basketball, soccer, volleyball, and Christmas shopping)...I found them all enthused about the prospect, none more so than my wife! Like myself, she's a big fan of Germany, and while she has ZERO interest in gaming, she loves the idea of getting back to Europe and tooling around with Sofia while Diego and I are off at the Con.

Yes, I've got my son signed up, too. 

The whole thing seems, objectively, like madness...just the cost of plane tickets alone! But...hell. It's only money which (IIRC) you still can't take with you. Spending a few shekels for a four day AD&D tournament in Deutschland with my boy? Isn't that one of those experiences/fond memory things parents are always trying to create? 

Hopefully, the memories won't be of his father slurring his way through a game after too many shots of palinka. 

Anyhoo, talked to D about it and he is "cautiously" enthused, once I assured him he does not HAVE to game, but can mingle and observe and such. He doesn't plan on running anything himself, and he thinks he'd only be comfortable playing if he did it alongside me (as a fellow player) or if I was the Dungeon Master. I assured him that this could be arranged. 

I'm going to guess he'll warm up once he's there. My kids, for whatever reason, are like this. Yesterday, my daughter had an audition for Blanchet High School's production of The Music Man (they need a handful of smaller kids for the show) and her nervous "yeah" had turned into second-guessing and outright "I don't want to go to this thing" right up until the day before. After spending the two hours doing the singing, dancing, and side-reading she told me the experience was so awesome she wanted "to do it again!"  Diego was like that when I took him to his volleyball try-outs...I almost literally had to force him out of the car to go to the thing (that he had asked to sign up for). Once he got on the court, however...different story.

[chalk it up to parenting: my wife and I aren't hugely demonstrative of "bold" action in the world. We prefer to stay home, snug and comfy with our kids. But that's because we already did most of our "bold" and "daring" stuff in the decades BEFORE we had kids. A double-edged sword, that]

So, yeah...I've gone from 90% not likely to go to 90% that I'll be on-board an IcelandAir with my whole family come next October. Jeez, what a world....

Tomorrow afternoon, I'll be heading to Los Angeles with Diego for a 4-day volleyball tournament. We get home Sunday night and then leave the following Saturday evening (after Sofia's guitar recital) for Mexico. My shopping is done, but the wrapping and the packing and planning and...

[*deep breath*]

It's busy. The book is coming along. I hope to work on that in between matches at the tourney. I'm thinking of junking the first couple chapters and starting from scratch...I'm not sure about the original approach I was taking. I'll let you know once I've made some real progress.

That's all the gaming-related news (I won't bore you with the other hassles in my life). Later, gators!
; )

Saturday, October 25, 2025

Cauldron Wrap-Up

It's Saturday morning...not quite a week since the end of Cauldron III. I've been home (Seattle) since Monday night. Things are, more-or-less, back to "normal."

Sofia's (school) soccer season has ended (although we're still going to do some sort of pizza party), and it was a successful one. Our goal, set at the beginning of the season, was to make the playoffs in our first year of eligibility and we did so, being second in our division of ten, and number four of only eight teams selected. Next year, we will set our expectations higher.

Likewise, high school cross-country has wrapped up for Diego; his last meet (Thursday) I got to watch him finish #11 out of some 300+ kids (#4 amongst first year students) form eight different schools. It was not his best run of the season, and he felt he should have placed higher for this particular meet, but this was his first time doing high school athletics, and he had a pretty strong season.

Club soccer continues for both kids. Diego's off to Yakima today.  Sofia and I will be putting together the last touches of our Halloween costumes (normally, I'd be the one on "driving duty" for the five hour round trip, but I'm the Lector at 5pm Mass this evening).  School continues. Basketball season is starting. Etc.

This is my family; this is my life. And I love it. At Cauldron, I may be a God of the Gaming Table and a Creator of Worlds...at home I'm the dishwasher, the chauffeur, and the scrubber of toilets. It is the the way of life, and I wouldn't want to have it any other way. If I wanted it some other way, it would be some other way...we create our own reality, just as surely as Dungeon Masters create dungeons.

Why do I bring this up?

Cauldron is an amazing, incredible experience...one that I feel so blessed to have participated in, one that gives me so much joy, I feel the need to write four or five (long) blog posts about it. For an old gamer like me, it is three days of unbridled bliss...

[sorry, had to pause to feed my kid breakfast before he got on the road: two fried eggs, bacon, sourdough toast, pineapple juice. Dishes can wait]

...much as I find bliss to spend a week on Orcas in the summer. Or to spend two weeks with my in-laws in Orizaba. Or as it used to be to spend Thanksgiving in Whistler, BC with my mom...or the Thanksgivings of my youth in Missoula, Montana.

Cauldron is a holiday. It is not my day-to-day reality.

And I want it to remain so, as something special. The dates have been posted for next year's Cauldron, and it's early enough in October that I could make it work with the soccer schedule; I could do it, I could make it back for 2026....

*sigh*

Since coming home, I've been in near constant contact with the con-goers via the Cauldron discord: checking in, scrolling photos, discussing plans for next year, throwing out ideas of how to make the con even cooler than it already is (as if we weren't already on the edge of spontaneous combustion). Just trying to keep that feeling, that Cauldron "magic" going...even after the thing has officially come to a close. Iudex...a man who reminds so much of my good friend Carlos Chavez in Mexico that it is painful...even suggested (jokingly, I'm sure) that I consider moving to Europe.

Mm. I love Europe. But leave the Pacific Northwest?

No. I'm not quite ready to create THAT reality. For better or worse, I'm a loud, ugly American, proud of my U.S. passport. And for right now, I can't imagine living out my last days...and dying...in any place but the Evergreen state, tasting the fresh piney air and hearing the patter of rain drops (it's been pouring the last two days: typical October weather). I'm not trying to be morbid or a downer...I'm just sharing the real thoughts in my mind. Not just the last few days, but the last couple years. Ever since the first Cauldron.

[truthfully]

If only I could bring everyone out here! Host my own Cauldron...some sort of extravaganza on Orcas in the summer time (I mean, if we're just wishing/dreaming...). Show them MY neck of the woods, feast them on fresh seafood from the Puget Sound and beers brewed from our local hops, wines from the Yakima valley. Hell, avocados! Are there no avocados in Germany?

*sigh*

Pipe dreams. For now, Cauldron must remain overseas and...for me...just an occasional holiday. One that I look forward to, one that I look back on with great fondness.

But I miss the people. There were 80+ attendees at Cauldron this year. I gamed with more than 40 of them including: Settembrini, Prince of Nothing, Iudex, Doof, Grutzi, Michal, MichalS, Mike, Domenico, Henning, Alex, Tamas, Chomy, Sonke, Justin, Cris, Ludwig, DangerIsReal, Butch, James, Orlando, Daniel, Paul, Ollie, Jay, Walid, Dillon, Theo, Dreadlord, Tom, Pangea, and...gosh, so many others whose names (and/or internet handles) escape me at the moment. And then ther are the people that it was so good to see and talk to, even if we didn't game together: BlutUndGlass, Melan, DerOgre, Eria (duh), Ghoul, Lynchpin, GusB, Eric, Yandere, x_y_z, MK...so many, so many good people. 

Man, I truly, truly enjoy spending time with all of you...more than words can convey. 

And with regard to the gamers specifically...those of you who showed up at my table in 2023, and then came back for more in 2025 (sometimes TWICE)...well, it touches my heart. Honestly. That feels much more like the bonds of friendship than just "pick-up games at a con." 

I will be back. But I don't know when. I asked the age of the youngest player at Cauldron this year: twelve. I'm sure she and my daughter would have a blast (Sofia will be 12 in April). And I know Diego would have a good time gaming. I was considering taking them BOTH in '26.

But that air travel.

It's one thing for me to go 14 hours with small catnaps, and then pull my shit together enough to game hardcore over three days before flying home...do I want to put my kids through that?

Mm. 

It would be one thing if my entire family was into gaming...but that's not the case. The only way it would work is if we made it a "family trip" (which my wife would be down with...she loves to travel and digs Germany), and just made Cauldron a portion of a longer excursion.

But she (my wife) wouldn't want to game. And what would she do for three days while we were there? And would my kids want to game three days in a row (they're not as crazy as I am)? And would I be traveling with all my gear while tooling around Germany? 

No. Unfortunately, it doesn't make logistical sense. Which is a crying shame because playing AD&D with Euro kids in Germany would be an awesome experience for them that they'd both love. But it's not just a drive to Yakima or Spokane. It would be...nuts.

You create your own reality.

All right, that's enough discussion of Cauldron 2025...time to turn the page. I want to take a little break from D&D-stuff in general (yeah, right...we'll see how long that resolution lasts!) to get a handle on some other projects. Some of which ARE D&D-related but, well... The POINT is: I've got a couple-three blog posts already scheduled over the next couple days, but after that you can expect fairly light blogging for a few weeks; I've got OTHER "holiday stuff" to attend to.

Have a wunderbar day, folks!

[for ease of access:

Friday, October 24, 2025

Let Slip The Dogs Of War (Part III)

In which I  finally discuss...at lengrh...the tournament module written for Cauldron 2025's prestigious (and now annual) Blackrazor Cup....


SATURDAY BLOCK I: Rivers of Blood, Death, and Glory

Getting to Germany from Seattle isn't the easiest thing in the world. Yeah, it's a long haul. Yeah, it's more money than I'd like to spend on a plane ticket. Yeah, it means being away from my family for a weekend and missing things like high school dances and playoff soccer games. 

Is it worth the trouble and effort, just for a gaming convention? For me?

Yes. It is.

But I don't know if it's quite worth it...or if I'm quite willing...to make it an annual pilgrimage. Every other year sounds about right. At least until my kids are old enough to accompany me (always assuming I can afford the airfare). Cauldron I (in 2023) was fantastic...but I couldn't quite justify doing it again in 2024. And yet, I wanted to be part of Cauldron II all the same. Which is why I asked to convention organizers (well, really just Settembrini) if I could write a tournament module for the thing. 

Hence was born Children of the Sea, which I haven't written much about, because I thought it was going to be part of the OSRIC kickstarter stretch goals. Yeah, no...THAT didn't happen. But don't worry; it'll get released in a different fashion....

Feedback from Children was immensely positive: the con-goers in 2024 really seemed to enjoy it...so much so that they wanted to make it an annual contest at the con. Great news! However, some folks felt that the module had been "too easy." What the F...?

[when I ran it for my home group it ended in a TPK...]

My adventures are supposed to be "challenging" not "easy;" certainly not "too easy!" Having my ego slighted, it is only natural that I would want to redeem myself with a stronger adventure for 2025. Not a terribly awful, "killer" dungeon, but something designed to be fiendish even while being appropriately stocked for players of the requisite level.  

Thus was conceived the idea for Rivers of Blood, Death, and Glory. I think the title probably came first, even before the concept: an upriver trek into the frozen wilds of British Columbia. 

Now, when searching for a premise/scenario, my first thought that to re-write/re-purpose yet another DragonLance module...specifically DL6: Dragons of Ice. I have a fascination with this adventure, for a number of reasons. For one thing, I rather love white dragons: they are dragons (duh) that even low-mid level parties can survive encounters with...great for a game with the word "dragons" in the title. Also, frost breath is awesome. Also, in B/X and OD&D they are NEUTRAL in alignment, making them one of three "non-evil" dragons (which opens all sorts of possibilities). Not that this adventure was ever planned to be anything other than AD&D....

My favorite DragonLance cover art...

There are two other reasons that DL6 interests me: the first of these is that it represents the first adventure truly divorced from the novels. I read the original DL novels long before I ever read any of the modules, and the details of the protagonists' excursion to IceWall Castle (another great name) is mostly left out of the text, instead being relegated to (yet another) example of the Hickman poetry fetish. Which...for me...means that the unfolding events of the adventure are quite wide open for interpretation.

The last reason I find DL6 interesting is that the "dungeon" portion of the adventure is actually stocked "by the numbers," with the proper amount of monsters, traps/tricks, special, and empty encounters (for the number of encounter areas) AND (if memory serves) even the proper amount of treasure for the party. This is pretty amazing, and considering the size it would fit just fine within a four-hour tournament time slot (it is a rather small "dungeon").

However, it is BORING AS HELL and, for the most part, far too easy when it comes to the "big bad evil wizard," and while it is well-themed (and includes some great dragon encounters), I didn't particularly want minotaurs and walrus men.  Oh...and the layout is pretty sad, too: a bunch of rooms around a courtyard; possibly the most dull map ever attached to a Hickman project.

[to be fair, it IS credited to Douglas Niles, an author I do not hold in very high esteem as a module cobbler] 

Even so, it gave me a good base to start from. I removed the "evil wizard" guy completely (because evil wizards tend to get pwned when facing a party of eight adventurers, no matter how high their level...spell interruption, you know?) and instead made the guy dead and buried and part of the backstory. Minotaurs and thanoi got replaced with yetis, the polar bear for a brown bear (because it's British Columnia). All the dragons got to stay (yes, Chomi, DL6 uses the exact same number of dragons!), as did the winter wolves. Throw in a few undead here and there, a golem, some magical traps appropriate to a lich's stronghold and some more interesting treasure and voila! Tournament adventure written.

[I keep telling people I'm just a hack when it comes to this stuff, and I'm not lying. I may be a very good hack, but in terms of sheer creativity there are plenty of Very Fine Minds out there to whom I don't hold a candle]

Having run the adventure twice prior to Cauldron, I had a pretty good idea of how the thing played. The "upper works" (where the bulk of the adventure's half a million gold pieces in treasure may be found) is especially dastardly.  UNIVERSALLY, I found players would get flustered/distracted by the firetrap on the lich's crystal ball and then miss searching for secret doors in the scrying room; this is only exacerbated by the multiple yeti encounters (where are we going to run into another pack of those guys) and the pressure of the tournament time limit.

[I am cognizant of the elven party members' ability to automatically check for secret doors just by passing by the space, but if they did not mention anything about exploring the room or even going deep into it, I did not allow the chance. Were I to rewrite the adventure, I would simply note that the secret door can ONLY be found by "active searching," and see which groups keep their wits about them]

Likewise, the cliffside entrance to the dragon caves is supposed to be difficult to spot...if anything, that entrance is meant to be a "reward" of sorts for groups that encounter (and survive!) a random encounter with the dragon while exploring the village. I will relate that ONE particular group at Cauldron (who shall not be named) asked me for a "hint" about the adventure and I said, "Keep your heads up." They deciphered my message and found their way into the caves...only to be all-but-TPK'd by the dragon and her young. Instant karma, perhaps?

With regard to my own Cauldron session, the group did a fine job: certainly the best of any of the three groups I've run. Now, given, they DID have eight heads in the game, but the adventure ran pretty much the same, and they were quite clever with how they approached the various encounters, not taking anything in the way of casualties (by actual DEATH), losing fingers to frostbite, melting their own weapons in the black forge, blowing up spell-casters with the firetrap, or trying on the necklace of strangulation. In fact, they were the FIRST group I've run to not lose a single party member...well, except for one player who left the table (perhaps in disgust, after being energy drained half his levels). 

[sorry, man...]

ACTUALLY, the disgust was more likely due to the way I could not contain my maniacal cackling laughter towards the end of the adventure. I have no excuse for this and I apologize unconditionally for the offense I caused...the pained look on Prince of Nothing's face and the desperation in his voice as time was running out just did something to tickle my funny bone. It was highly reminiscent of playing with my brother (back in the good ol' days before he went crazy off-the-rails with his mental issues and alcoholism...), and Prince (and the others) should take it as a compliment. It is rare that I laugh that hard or so long with anyone, except friends I feel comfortable with (and my own kids). 

[and, to be clear, it was not Prince who abandoned the table]

But...look here: they sussed out that the pit of wights was FULL OF WIGHTS even before they left the throne room. They MAPPED THE DUNGEON METICULOUSLY (up until the mines below) and knew EXACTLY WHERE THE WIGHTS WERE. And then they STILL went there (and got their asses beat). And THEN...with time running out and the desperation to find more treasure positively reeking off them...they WANTED TO GO BACK FOR MORE PUNISHMENT.  

How could I not chuckle?

This I chalk up to metagaming of the WRONG type. I encourage metagaming: if players know that fire kills trolls, they should not pretend otherwise when they encounter a band of regenerators. The players KNEW that the skeleton with the yellow-orange mold on it was a dangerous mold of SOME variety, and wisely avoided it. They should have probably taken the same tack with the wights, especially since they knew there were 16 of them, far more than they could probably turn. 

And, yet, they assumed that I (the DM) had put the wights there for a reason. That there must be some "great frigging treasure" in that pit. As if a lich lord wouldn't just have a pit of wights to throw people into for his own amusement. My adventures are designed to have a certain type of logic to them...they are not "funhouses." Why are the yetis there? Because the place has been abandoned and they've taken up residence (in the places they could reach). Why is there a forge of black flame? To craft the lich's weapons of war. Etc., etc. See, there is metagaming and then there is "over-thinking” (which might be defined as “trying to out-think/guess the DM”). I suppose that works sometimes but…well, I can’t say I recommend the practice.

But, again, the adventure is designed this way. The time pressure functioned great...the methodical, cautious approach started escaping their grasp as time wound down. As happens. A blizzard is a-coming folks...got to get the treasure out and get back to the boats!

Anyway...

Other teams (except the one that blundered into the dragons' den) escaped with far more loot...several in excess of 200K and the winning team with more than 300K. Then again, I wasn't running the adventure for all of them...would they have fared as well with me in the captain's chair? Hard to say. Prince & Co. took home some 88K which exceeded my home group by the value of one potion of heroism and a handful of silver...but they did it without losing a single PC to death and that is something.

Last thing I want to say about the tournament adventure (which most everyone I spoke with at Cauldron seemed to enjoy): every single monster in the adventure came direct from the 1E Monster Manual. Every single treasure in the adventure can be found in the pages of the 1E DMG. Every single spell-type trap (firetrap, glyph, etc.) is in the 1E Players Handbook.  No UA tricks, no Dragon Magazine articles, not even a Fiend Folio critter to be found...I wanted to make sure all the DMs could run the thing using nothing but the core books.

Because the core books have PLENTY of "good stuff" in 'em.
; )

All right. That's all I want to say on the tournament adventure. Thanks to everyone who gave it a go, and thanks especially to all the DMs that ran it...you folks were excellent!

Thursday, October 23, 2025

Let Slip The Dogs Of War (Part II)

In which I continue to describe the games I ran at Cauldron 2025, spoiling secrets and providing insights into the mind of a geezer DM...


SATURDAY NIGHT BLOCK: Ship Of Fate

The rousing success of Caul’s Dark Citadel…as well as the final three runnings of the tourney module in Saturday Block II...led to dinner being a boisterous affair, especially at my table. Everyone at Cauldron was in a fine mood and, plied with copious amount of alcohol, a lot of money ended up being shucked out at the auction, with much backslapping, congratulating, and toasting of each other.

A lot of palinka. A lot of whisky.

Thus the set-up for the so-called “night block:” a 9pm to WHENEVER affair (no time limit). At Cauldron 2023 I had skipped this (to my later chagrin), instead unwinding and bantering a bit before calling it an early night. THIS year, I had originally left the slot open hoping to get into one of Prince’s epic night-festivals…and then he decided not to run a game in the block! “Sorry, man, there are games I want to play in,” is he wrote to me last month.

SO determined not to miss out, I decided I would be the one to fire up a big-ass, high level adventure into the wee hours. Enter Ship of Fate, a high level extravaganza I wrote for Prince’s NAP II contest (get it HERE if you like).

Ship of Fate is quite obviously inspired by (and heavily based on) Michael Moorcock’s Elric story Sailor on the Sea of Fate. If you haven’t read it…um, why not? Elric stories are pretty much required reading for high level AD&D play, especially Elric of Melnibone, Sailor, and Stormbringer. But, yeah, I know some people think D&D is supposed to top out around 7th level. *sigh*

Good read.
I digress…Ship of Fate is an adventure designed to be played by from four to 16 players, four of whom take the part of high-level lady and gents (the “Heroes”) and 12 of whom are mid (7th – 10th) level “Companions.” The idea being that each Hero has three Companions. The kicker is that all 16 of these characters were once actual player characters, played either by myself of by my friends…however, I’ll note that – with regard to the high-level guys – they’ve been considerably “toned down” from their original stature and abilities. *AHEM*

I have only had the chance to run Ship of Fate one time…for my home group…and we did not finish more than five or six encounters due to an abbreviated session. Alas, we never returned to it because, being a one-off with pre-gens, it held a lot less “spice” for us than using our regular, organically grown PCs; such is life in a living campaign. Because of this, I wasn’t exactly sure how the adventure would play out. Certainly it was much too big for a standard 4-hour time slot. But we were in NIGHT BLOCK, baby! There aren’t any rules! Go all night like when we were 14 and high on caffeinated drinks!

[it’s possible I was a little drunky when I decided to register this game, pre-Cauldron] 

So, unsure of how I was even going to seat 16 people around the table I’d been assigned, I found myself somewhat relieved when “only” nine people showed up to the game. And then while handing around the pre-gens I immediately lost one of the four “Heroes” (the 12th level fighter)…noooo!

[I might have been a little drunky…again]

Fortunately, Tom still had his 14th level fighter pre-gen from Settembrini’s earlier high-level game. I knocked two levels off, reduced the hit points to a reasonable amount (they were set something like 2 points below max), and axed a magic item or two, but most of the character was allowed to stay.

And we were off!  Just organizing such a group was a bit of an ordeal, but it wasn’t too long before they got it together and decided to send the thief into the first cavern and…

Oh, wait…what’s the point of the adventure?

So, in Ship of Fate the heroes are sailed across the Dunkle Zee…a kind of phantom ocean that connects the various planes of the multiverse…to an island nexus where two sibling wizards (brother and sister) are using a rift in the space-time fabric to drain power from all the planes in existence, gradually snuffing them out. Players are supposed to find the building at the center of the island, kill the wizards, and then fire the building using special magic firebrands designed for the purpose. The ship has a cargo hold full of gold for the players after success in their quest and the wizards themselves are likely to have treasure, too. However, they also have many minions and protectors.

SO…big ass building (like the length of three football fields). Players did spend a flare trying to burn the place down with the wizards in it, but the structure…a monstrous, twisted behemoth that looked something like an amalgamation of alien machine and melted giant humanoids…simply extinguished the flame itself. Which the players had been told it would do which is why they needed kill the wizards FIRST. Amateurs.

A couple entrances suggested themselves to the PCs…a large cave, overhung by vines OR a large stairway leading up. They sent the thief down into the cave where he was soon filled by needles from the needleman forest inhabiting the cavern. Retreating, the party had the wizard nuke the plants with a fireball before proceeding. Into the troglodyte caves.

Those proved nightmarish to try to map, let alone explore in a coherent fashion [it’s possible the players were a little drunky] and the group eventually decided to give it up and go up the grand staircase to the “main gate” (as they called it). At this point, James (the guy playing the 12th level cleric) gets a brilliant idea: “Why don’t I use a find the path spell to locate the wizards?” Can’t…the spell can’t target living beings.

“What about the nexus rift? We know it’s there…and the wizards are likely to be with it!” That seemed reasonable and the spell immediately starts pulling the cleric (who leads the party) the way of the shortest route to the object desired.

Which worked pretty well for a while, as it ignored or helped bypass several encounters, while revealing secret doors and hidden passages. Great stuff; great use of available resources! Plus, it lasted a good long time (12 turns!) meaning they were covering a LOT of ground. No sweat, guys, we got this!

Then it led them through the cavern of the shadow demons.

Mean.
Now, I'd guess there are a lot of us for whom the phrase "shadow demon" conjures to mind the little toadie/spy who follows Venger around the D&D cartoon like a whipped dog. Yeah, no. Shadow demons are highly intelligent, vicious 7+ hit die creatures that are 90% undetectable and can leap and claw and tear at opponents while also having the abilities to dowse lights (darkness 15' radius), cast fear, and magic jar opponents. In this particular instance (not a mandatory encounter, by the way...just the shortest path to the wizards!), it turned into a nightmare scenario for the PCs. Their lights were dowsed, and then the attacks from the shadow demons ended up preventing casters from turning on the lights: every time they lost initiative...or won by too low an initiative amount....they'd get attacked and have their spells interrupted. Fighters were swinging away in darkness and hitting their companions. Two characters blew their saves against fear attacks and fled into the darkness, never to be seen again (one of those blundered into a room full of spectres and was sucked dry in the darkness; I think the other just went to bed). 

They eventually managed to overcome the demons, but it was a brutal toll: only three PCs (all Heroes) had survived. Sonka (now playing Tom's fighter, as he decided to go to bed), Ollie (as Lucky the 12th level magic-user), and James continued on, the find the path spell still functioning. They made it to the nexus chamber, but no wizard was present (50% chance, and missed the roll). However, some minor exploring found her in her workroom, toiling away at constructing flesh golems, with three completed. No surprise, everyone attacked!

Again...pretty brutal encounter. The cleric was felled by a fistful of magic missiles, the wizard badly damaged while the fighter tried to fight his way through flesh golems and mirror images. Tired of having his spells interrupted, the wizard backed off to use his scroll on monster summoning VI, conjuring a pair of weretigers...who did not appear for a couple rounds. Meanwhile, the fighter was stunned with a power word and the flesh golems proceeded to curb stomp him in a fashion unseen in Germany for four score years.

[too soon?]

However, Ollie/Lucky managed to hold on and the were-tigers finally showed up. Something happened to neutralize Giz-Kala (though that part is hazy...perhaps yet another hold person spell?) and the golems bereft of an order-giver allowed the much reduced party to escape, the fighter left with three hit points to his name. 

Deciding "stealth" was now the order of the day, the two utilized a potion of polymorph and a polymorph self spell to change into rodents, with which they finished their exploration of the main chamber, were-tigers in tow. They found the other wizard, laying in a comatose torpor of slumber, and slit his throat. "Now how the hell do we get out of here?!" Neither had been mapping.

It was decided to risk teleporting to the exterior, despite having only observed the island terrain once. Fortunately, Lucky was high enough level to take the beefy fighter with him. The die roll was successful and they fired the dungeon from outside, the flames quickly consuming the structure, and declaring victory, agreeing to split the gold between them. The time was after 2:30am, the players still standing thanked me, and headed off to bed, as I cleaned the table and turned off the lights of the floor (we were the last group still going).

I did not bother to reveal how much treasure they'd left behind.

*****

SUNDAY BLOCK I: Ybarra Florin

Our final session of Cauldron, the "brunch block" took place only after breakfast and the award ceremony had been completed. Some of us (*ahem*) had continued to drink into the wee hours of the morning, by which I mean 5:50am. Given one hour sleep to work with I was...not in great shape.

Thus it was a good thing I chosen an easy adventure to run! The original idea had been to run my I3: Pharaoh re-work, Desert of Kartha, but it's not anywhere close to being finished, let alone prepped and cut to fit a four hour time block (I would have been running the thing with a few sketchy notes). So, realizing my ass would be dragging at the end of a long three days, I decided to go with something I've run several times before: Ybarra Florin.

Again, this NOT really a "Becker original." Kenneth St. Andre penned a short adventure called Tower of Yrkath Florn for the first edition of his Stormbringer RPG. It's a nice little introductory scenario, one I've run two or three times over the decades I've owned the game. About three years ago, I converted it to AD&D; but it's mostly unchanged in terms of layout and premise. Mostly.

A wealthy patron hires the party to go check out the ruins of a dead Melnibonean sorcerer, and bring back any relics you find. Of course, "Melnibonean" in my campaign world means "high elf," all of whom seem to have a Spanish bent to them (hence, the name change. Don't ask me why...).

[I'm not even the first one to do "Spanish elves;" see Aaron Allston's Principalities of Glantri]

The ruined tower is two levels of a once three-story structure that's been wrecked by an earthquake...in my world it's on the Olympic Peninsula, right off Dabob Bay near Quilcene. The St. Andre version of the adventure has a family of clackars...winged gorilla creatures...lairing in the lower portion of the dungeon. But, of course, AD&D doesn't have this monster...

[other than in the 1980 DDG with the Melnibonean Mythos, page 88: they have HD 8, 2x 1d12 damage claws (+rending), immunity to fear and surprise, etc., etc.]

...so I didn't something else for my conversion. Now, when I say "fur, feces, and feathers," does anything D&Dish spring to mind immediately? Of course it does.

I ran this adventure when we were introducing Maceo's younger brother, Winston, to the AD&D game. Of course, he was ripped to shreds. Later, their family took them to see the new Dungeons & Dragons movie and Winnie told his mom, "That's the thing that killed me! An owl bear! See I told you they were scary!"

ANYway, they're scary for adults players, too. Our group (another eight stalwart souls) brought not one but TWO paladins to the adventure. The first paladin was killed by the pair of juveniles in the first room of the main hall. As the rest of the party maneuvered to lure the creatures out into a killing area, the Papa Bear came out of a different door to investigate the sounds of battle (and smell of blood) that had disturbed its slumber. Things got very dicey for the group very fast, despite having a ranger who kept negating the "completely surprised" rolls of the party (without the ranger, it could've got real ugly...)

However, give bulk of the credit to Ludwig the magic-user for saving the party's bacon. Ludwig's pre-gen had a wand of wonder and he wasn't afraid to use it, luckily getting decent results throughout the session! A stinking cloud and failed saves from the 'bears allowed the party to move outside the tear gas and missile the critters to death before they had a chance to clear their nasal passages...a pretty fortunate outcome, all things considered.  After slaying the mother 'bear (combining a slow spell from the wand along with an insect swarm from Paul the druid), the party claim to the family's nest of eggs and young, all worth a pretty penny on the open (elven) market.

Then it was up to the second level and Old Ybarra's workroom, hidden behind a magical door. The door is unlocked but electrically jolts individuals crossing its threshold for some pretty gnarly damage; fortunately, it was Michal the (last) paladin who took the blast, thereby rendering the thing inert. Inside lurks a demon...the same creature that killed Ybarra two centuries before when an earthquake cracked the pentagram that contained it. For AD&D purposes, I used a Type II demon, which is about the right power level, despite being vulnerable to normal (iron) weapons, thanks to an excellent armor class and magic resistance. Using it was nice (it's been a while since I've dropped any demons in an adventure) and I should probably use them more often. In the end, it was defeated without inflicting a single casualty (although it did force both the paladin and druid to flee the tower in terror with its cause fear ability)...and while in retrospect it probably should have caused more casualties through the liberal use of teleport and gate, I will not blame my lack of tactical badassery on "going soft." The fact of the matter is: I forgot about these abilities.

One hour of sleep, remember?

SO...an easy adventure to run and only a light challenge (in my opinion) for the players, thanks to a little good fortune and a heavily hung over DM. And that's okay...the con had been a looong three days (not counting the 5,000 miles of air travel), and I was happy with how the session wrapped up. I even took the time to calc out the experience and treasure take for all surviving party members...per their request. It wasn't a bad haul for the ADDKON characters.

[to be continued...]
Also mean...