Showing posts with label mm. Show all posts
Showing posts with label mm. Show all posts

Sunday, October 18, 2026

Cauldron Day 3: Battle Fatigue

Serious gaming can take a toll on you, depending on how intense it is. Running the same scenario more than once, or a single long scenario (say six hours instead of three) isn’t the same as running multiple scenarios in which you, as the DM, have to reset, reorient, and refocus to a new premise, a new situation, and new player characters. Doing it over and over again, over multiple days, can be grueling. Usually, at the end of a three-day Cauldron, I’m checking into a hotel and sleeping for 20 hours before boarding a plane back to Seattle. The jet lag, the short turnaround, and the copious amounts of alcohol probably don’t help much.

This year, though, Day 3 wasn’t bringing breakfast, a last session, and a welcome respite. No. I had a whole ‘nother 24 hours of gaming. Got up, showered, dressed, and off to breakfast before my first morning session. Stretching exercises and deep breathing was having less impact and a diminishing rate of return.


Saturday Block I: Horn of the Eye

When I was a kid…and I mean, waaaay back, before I played AD&D proper…I wrote an adventure I called “Labyrinth of the Beholder.” It was a typical, kid-type adventure: a big mess of a maze, with plenty of funhouse monsters sitting in rooms ready to get killed and looted. At the center of the adventure, waiting like Theseus’s minotaur, was a beholder…taken from my first Monster Manual, despite the fact that we were still playing B/X and had yet to realize AD&D was a different thing (we thought “Expert D&D” and “Advanced D&D” were the same, you see?). It was one of the highlight adventures of my early DMing career, meaning it gave both me and my players some memorable stories. As a teenager, I’d tried to recreate it like a 'real AD&D adventure module,' but while I drew the map (I still have the map, actually), my endurance with writing modules was pretty thin in those days. I found a page (along with the map) that had three encounter write-ups (by hand, in pencil)…all pretty terrible. That’s as far as I got.

This year, I decided I’d recreate the thing…as a location in my campaign world. Kind of a Lost Caverns of Tsojcanth if Iggwilv was still kicking around the Prime Plane…and if she were a beholder, getting regular tribute from the locals. Set in the Seven Devils mountain range of (western) Idaho, I wrote it up and playtested the thing back in April with my kids right before Spencer left for his chef job in Japan. It was a great success and, while it ended in a TPK, it actually felt a little soft to me…a full party of eight players, avoiding bone-head mistakes (like purposefully antagonizing a pyrohydra) would probably succeed where my own group had failed miserably.

Or so I thought.

This one’s your typical, “iconic” (sterotyped) subterranean cavern complex, with lava lakes and fungi forests (is there a bottomless pit? I might have left that trope out, but it would definitely fit). Flinds (from the Fiend Folio) are the main minion of the beholder (who has a name, but I’m not going to look it up right now since I’m not wearing my reading glasses as I type this anyway)..he also has a fire giant lieutenant, there are a couple trap rooms, various other minions of a lawful evil bent. There’s a grell in one part which I found to be fairly useless in play-testing…I left it in anyway because, you know, grell.

The party was well-organized and advanced cautiously after descending a couple hundred feet in a lift of brass and iron. Past the stone causeway (wide enough to drive a wagon) over a lake of magma. Surprised the first guard post, murdered the hell out of everybody, then sent the thief ahead into (what turned out to be) the den of a pyrohydra. Uh-oh.

Full retreat not fast enough, party dropped a portcullis on the thing and then butchered it, but the thief player needed a new character (duh). More caution, then started wandering the wing populated by the flind minions. Three more fights and a lot of dead flinds later, they picked up a nice treasure chest and a couple magic items including a ring of fire resistance…handy in a land of lava pools. Good play from the party included ample and strategic use of a scarab on enraging enemies.

Good mapping (yes, Charlotte, the mapping was good) allowed the players to find their way back to the hydra den where they stashed the chest before proceeding back into uncharted territory. Avoided the wing with the fire giant, fortuitously skirted another flind guard post (thus avoiding an alarm) before finding themselves at yet another cavern filled with lava, this one with tall stones of basalt allowing for crossing…in single-file only. Sent the new thief (I think) forward only to have his way barred by four salamanders rising from the lava…no attacks, just questioning, but he didn’t speak salamander and he decided to back off, unmolested. Fighter/magic-user put on the ring of fire resistance and used comprehend languages to converse and understand their speech (even though he couldn’t speak it). Figured out they were asking what tribute the party was bringing to their lord and master and that they’d better have something good or they wouldn’t be allowed to continue.

Magic-user, meanwhile, was turning invisible in order to scout ahead. F/MU came back, gave the MU his ring who then dashed across the columns, unbeknownst to the salamanders (I should note…and I explained this to the players…that hanging out on the path where the temperature of the lava is around 1200 degrees centigrade causes the equivalent of a heat metal spell if you dilly-dally more than one round inside the cavern). Magic-user found a trap down a side passage beyond the cavern…a deadfall that crushed the hell out of him…but he managed to stagger back to his companions for some much needed healing

A bunch of confusion at this point, with a lot of players voting to do different things. The halfling decided to use his oil of etherealness for more hardcore scouting. Fighter/magic-user wanted to fly to the other side of the cavern (over the salamanders heads), while half the party was considering making a sprint to the other side and/or fighting the creatures. The invisible magic-user took the scarab of enraging enemies that they had used to wipe out the larger flind mobs and moved out into the middle of the path, figuring he would use cone of cold (while still invisible) if the scarab didn’t do its job. He had to go to the middle of the path because of the range of the magic item (4")...about halfway out.

[the use of the scarab was not an attack that would end invisibility]

The scarab only worked on one salamander who was promptly dispatched by its comrades. Declaring actions, the cleric decided it was now time to make a mad dash to the other side, while the magic-user declared he was casting cone of cold. The cleric ran into the invisible magic-user (overbearing attacks) and knocked the wizard into the lava while knocking himself down; he was then grabbed by a salamander tail and constricted. The fighter and ranger next raced out to help (in single file), only to be subsequently grabbed as well. Having no resistance to heat, after two rounds of constriction the heated metal of their helmets caused both warriors to succumb to unconsciousness, while the cleric simply died.

The F/MU next cast charm monster on the lead salamander, which was then attacked by its comrades while the dwarf, having already imbibed a potion of speed, shuttled unconscious companions back to the safety of the cavern entrance. The lead salamander slew a companion before being slain himself, and the party was able to polish off the last one with (I believe) the dwarf...the latter having removed his helmet. Unfortunately, he still sustained severe, disabling burns to his body for the rounds of melee he spent in combat with the thing.

In the meantime, the halfling finally went ethereal (the oil not taking effect till three rounds after application), and decided to scout ahead while the party waited for their companions to recover from their heat-induced comas. I tracked the duration of the potion and he spent so long wandering the caverns on the other side that his etherealness eventually wore off…just as he managed to stumble his way into the beholder’s presence. Somehow, with a quick wit and a “00” reaction roll, the halfling was able to convince the beholder that he was an envoy of the dragon queen sent to broker an alliance based on tribute, slaves, and monument erected to the beholder’s greatness. This was deemed sufficient by the Eye Tyrant and the character was allowed to leave, taking the beholder's message of acceptance back to Tiamat. “Don’t get eaten by the [black] pudding on your way out!” it called after him.

He found his way back, explained what happened to the party, and they all decided to get the hell out of Dodge, retrieving their small chest of treasure on the way. A very nice run, in my opinion.

[EDIT: Lutz, aka Der Oger, was my nod for Most Valuable Player]


Saturday Block II: Jewel of Demogorgon

Time for a little more "personal history:" as a child, before I’d ever held or seen a D&D book of any kind, we used to “play D&D” at recess, pretending to be “fighters,” “assassins,” and “magic-users”, arguing over who got to wield “Blackrazor,” and fighting “Demogorgon.” Once I discovered that this D&D game was an honest-to-goodness, real thing...and after I had my own copy of Basic D&D and the Monster Manual and knew what an adventure module was (thanks B2!), I asked my friends (the ones who had first hipped me to this D&D concept) if they knew of any adventure that contained the Prince of Demons. They said, yeah, there was one called something like “Revenge of Demogorgon.” I spent many years looking for this module before deciding it probably didn’t really exist.

For Cauldron, I wanted to run a high-level adventure, and decided that I would craft my own version of this fable…something I probably should have done years before. However, for the life of me I couldn’t come up with any legitimate reason why Demogorgon would want “revenge” on a group of snot-nosed adventurers so, instead, I penned what amounts to a high level "heist" scenario.

As with Sky Fortress, this adventure was only finished in the last few days before I left for Cauldron; it was never play-tested. When I first decided to do it, I had expected it to be the capstone piece for my seven-adventure mini-campaign. I’d also planned on running it in the Saturday Night block where there is no four-hour time limit. Now, however, I had it slated for the afternoon session with the idea that, if it proved to be too long, I could continue to run it after dinner in the Night block…a two-parter, in other words.

First thing’s first: as I sat down at my table after lunch, I was surprised by a player (Theo) passing through asking if I was going to join their game since no one had signed up for my session. What?! This was exceptionally odd, as (to this point) all my tables had been full. What the heck had happened?

I went down to check the sign-up sheet and it was nowhere to be found. Thought that was pretty odd…until a helpful person informed me that session sheets with no takers were simply removed out of the assumption the DM would withdraw their offering.

[later, I had at least one or two people tell me they would have LIKED to play in my game but they felt it was “too high level” and they did not have enough experience playing to feel comfortable. 12th is too high? Sheesh!]

In the end I did have a few players…five or six…who took pity on my empty table and allowed me to run Jewel. I thought the adventure played pretty well, but it was very difficult for the number of players we had…the Abyss is no joke, even for characters in the 12th-14th level range. That being said, it WAS quite long, especially as the premise was tricky to explain, and we had to do some re-calculations of armor class and whatnot due to magic items being less functional on the outer planes. Still: we made it roughly halfway through the adventure, even with a pair of novice players in the group, and when I offered to run it after dinner, they all agreed to come back (except for Ghoul, who was running his own adventure in the Saturday Night block). 

So…I guess not everyone was tired of dying in my games?

Puts hair on your chest.
Final feast/dinner and the annual auction followed, and this was a great time, as always, with much generosity of spirit (and currency) all around. Bidding was fierce, as was the drinking, and my favorite local spirit (a bottle of Rainier Mountain Fresh Gin) was popular enough that I only consumed a third of it myself, the rest being passed around in exchange for palinka, hazelnut liqueur, wine…you know, the usual. I didn’t get any of Estelle’s chartreuse unfortunately (especially disappointing as she ended up at my gaming table afterwards!) but perhaps next year. On to the Night Block!


Saturday Block III: Jewel of Demogorgon (cont.)

I actually ended up with six players at the table after I’d had five (-ish?) at the previous session…just not as many DMs were running games that night (only seven in fact, although one was Bruno’s 23-player OD&D extravaganza) and players were looking for empty seats. I did my big table last year, but I find it tough to run AD&D with the same amount of proficiency and attention I like when there are more than eight participants. Hell, seven is about the perfect amount, but eight gives you extra bodies to slay…you lose one or two PCs from a 6-7 party and the game can quickly go all “death spiral” on you. In my experience.

But, hey, I’m being coy, and I know it. I don’t really want to say anything about my Demogorgon adventure because I actually REALLY like it…and the thing needs some fine-tuning. Despite the map fitting on a single page (unlike most of my dungeons this year), it’s pretty beefy, pretty elaborate. No, the Prince of Demons does not actually make an appearance (unless the players do something very, very wrong) but I really like how I decided to handle the Abyss, and this particular layer. Also, the scenario itself...breaking into a Demon Prince’s stronghold while he’s away, hoping to loot his “Hoard of Spite” without getting caught...is a good one. Spoiler Alert: the players did not find the Hoard (although they got all the way to Demo's audience chamber: a heroic feat in and of itself) but, even if they had, I don’t know if the juice would have been worth the squeeze. As I said, the adventure needs fine-tuning. It was a really ambitious design and I needed more time with it than what I actually took.

Saturday night, I called the game at what I thought was a pretty decent stopping point, but there hadn’t been enough treasure (by my standards) up till that point (I’ll work on it). Plus, let’s be honest: I was pretty hammered by the time we were finishing up, and it had to be after 3am (or 4). I packed my bags, found Prince and Soren embroiled in their usual, last night political discussion, and got into it with them, continuing well into the wee hours of the morning in our usual, jovial fashion. 

And I mean…wow. For once I saw the backside of Prince staggering away (he’s usually the last man standing at these events). But then I looked at my watch and saw the local time was 5:40am, I realized I might have made a BAD mistake. I headed off to bed, in as straight a line as I could walk. 

Not very straight.

[Jewel of Demogorgon may well may make another appearance at a future Cauldron; if it does, it will be in an updated and upgraded format]

[oh, and one last MVP nod...Walid, sometimes called "the Cruel," was my nomination for this round, with his good use of a robe of scintillating colors helping the party immensely]

Thursday, April 2, 2026

B is for Books

[over the course of the month of April, I shall be posting a topic for each letter of the alphabet, sequentially, every day of the week except Sunday. Our topic for the month is Advanced Dungeons & Dragons: how to approach it, how to run it, how to enjoy a system that deserves to be played NOW, nearly 50 years after its inception. Consider this a 'crash course' in the subject]

B is for Books...specifically the books you need to run the game.

AD&D is a game and, as with any game, it has instructions that explain how to play. Yes, I'm sure that seems elementary, but you'd be amazed to see how many people post on Reddit the question "how do I learn to play Dungeons & Dragons?"

How indeed.

If you've played D&D before...any version of it...you can probably jump right in to the core instruction manuals (we'll get to those in a moment). If you know nothing (or next to nothing) about the game, I strongly suggest picking up a copy of the D&D Basic Set Rulebook (a 64-page manual penned by Tom Moldvay, available in PDF form for $4.99) and read that first. It is a quick read and excellent overview of the basic principles of the D&D game with entertaining (and fairly spot on) examples of game play. Reading this first will give you a basic lexicon for understanding the Advanced version of the game.

Okay...you have the basics under your belt? Let's get to it.

To play AD&D you need a total of THREE books, although I use (and generally recommend) five. The core instruction manuals are:


Armed with these three books, you can play AD&D for literal YEARS. Possibly decades. All the instructions you need are included in these books.  Each is available in both print and PDF form, and while the PDFs will only cost you $9.99 each, I'd save up for the hardcovers...you'll want them for use at the table. Electronic devices can be terribly distracting.

The other (optional) two books I suggest purchasing are:


These additional tomes are bestiaries, like the Monster Manual, providing additional monsters for your campaign, many of which are strange, horrific, or extra-planar in nature. The MMII, especially, contains many monsters first presented in "classic" TSR adventure modules, as well as a number of "normal sized" critters (when you want stats for a rattlesnake instead of a GIANT rattlesnake). Both of these books provide expanded random encounter tables that include the new inventory, and the MMII has several additional tables (including expanded ability scores) which render the need for books like Deities & Demigods/Legends & Lore obsolete.

[the procedure given for the dracolisk's gaze attack in MMII can also be useful for other gaze attack monsters, like the medusa and basilisk of the original Monster Manual]

There are many other books published for AD&D, including the aforementioned DDG/LL (the same book, just published twice under different titles), the Unearthed Arcana, Oriental Adventures, the Manual of the Planes, the Dungeoneer's Survival Guide, and the Wilderness Survival Guide. None of these are necessary to play AD&D, most have few new rules or procedures, and many of these new rules/procedures are decidedly detrimental/harmful to the game if adopted. When preparing to run your AD&D game, I would steer well clear of these, only picking them up later as curiosities to (occasionally) mine for idea.

Of the "core books," you should begin with the PHB. It describes the basics of character creation and provides all the information a player might need to know. I mean that quite literally. You will not find (for example) combat tables or saving throw matrices in the PHB, but in actual play these target numbers are generally given by the Dungeon Master. On the other hand, players need to be aware of their own skill percentages (for thieves) or casting times (for spell users) in order to make informed choices regarding actions...these you WILL find in the PHB, along with descriptions of each class and race's capabilities.

Read the PHB up to the beginning of the magic section (page 43), and then read the introduction to each of the four spell casting types (cleric, druid, magic-user, and illusionist). Glance through the various spells, but do not bother reading them in total at this point...instead skip to the section SPELL CASTING (on page 100) and continue from there, all the way to the appendices. Pay especial note to the SUCCESSFUL ADVENTURES section (pages 107-109) which is essential reading for all perspective players and which negates the need for any so-called "Session Zero."

There are five appendices in the PHB, only three of which are very useful: these would be Appendix I (Psionics), Appendix II (Bards), and Appendix IV (Known Planes of Existence). While these are technically "optional" (it is an individual DM's purview whether or not they are acceptable to the game), the AD&D game assumes their presence...many iconic monsters will be lesser threats without Psionics, and if your game lacks interplanar excursions, you might as well be playing Basic D&D. As for bards, I find the class in this form to be a quite entertaining and useful addition to the classes already presented. That being said, all three of these things are best incorporated AFTER your game has been up-and-running for a few months.

Individual spells will be read and studied as needed.

Having absorbed the information in the PHB, you can now begin your study of the DMG, perhaps pausing first to browse the various creatures of the Monster Manual (it doesn't help to read about the challenges of employing a lizard man or the structural damage inflicted by a stone giant if you are unfamiliar with these creatures). You should immediate note several important things about the DMG:
  1. The DMG is structured so that its sections parallel the PHB...they are meant to be read side-by-side, in tandem, with the DMG elaborating on the information already presented.
  2. The DMG contains an extensive index that is applicable to both the PHB and the DMG (DMG references are always listed first, in boldface). This index will be a lifesaver when it comes to learning the system...and in actual play...until you've become familiar with where all the various bits and bobs are located in the books.
  3. The DMG contains a detailed glossary that provides definitions of many of the author's obscure references and abbreviations, not to mention specific game terms. This, too, is an invaluable aid in learning the system.
Much of what you will find in the DMG should feel very similar to the systems you're already familiar with (either from reading the Basic D&D rulebook, or from delving into other editions of the game). Much of the information within the DMG will only become truly useful as your game develops over time: you will not need information on hiring armies, building castles, and traveling to other planes when you first start your AD&D game...and God help your players if you feel the need to break out the disease and parasitic infection charts right from the get-go!

What you WILL need to run your AD&D game are the following:
  • a comprehensive view of character creation (pages 11-13). Pick ONE method of generating ability scores (I've found Method I is simplest and yields the best results), and pay attention to height & weight (tables actually given on page 102) and age. You might also want to read Gygax's essay on page 21 to forestall players wanting "odd" characters of the kind found in later editions of D&D
  • a full understanding of armor as it relates to encumbrance, movement, and combat (pages 27-28)
  • an understanding of TIME in the game (pages 37-38)
  • acquisition, recovery, and casting of spells (pages 38-40); as with the PHB, spell explanations (elaborations on certain PHB spells) will be reviewed as needed
  • certain dungeon procedures related to sight and hearing (pages 59-60)
  • comprehensive understanding of COMBAT procedures (pages 61-82); skip the insanity parts
  • comprehensive understanding of EXPERIENCE procedures (pages 84-86); while not explicit in the DMG, I STRONGLY recommend dividing treasure x.p. evenly between surviving party members, as outlined in Moldvay.
  • you should read with serious attention Gygax's notes on the CAMPAIGN (pages 86-100). Of special note are his essays on monster placement (pages 90-91), treasure placement (91-93), first dungeon adventure (96), dungeon procedures with regard to traps and doors (97), and the example of play (pages 97-100). 
  • a good understanding of how to run NPCs, including monsters, as given in pages 102-105. Pay attention to prices given for NPC spell-casters (103-104), as this will be your guideline for players who want to pay for healing or curse removal.
  • a solid understanding of the USE OF MAGIC ITEMS (page 115); please note that this section also contains very important information on energy (level) draining monsters.
  • a 100% understanding of how to read the magic item tables that begin on page 121, especially the difference between experience point value and GP sale value (please also review the notes that follow the scroll table, and the asterisked note that follows the rods, staves, and wands table). Each specific section of the magic items gives an overview of its particular category (potions, rings, armor, etc.) and these overviews should be studied and understood. Individual magic item descriptions can be reviewed as needed.
Following this we come to the various appendices of the DMG which, as with the PHB, should be considered mostly optional. Yes, even the wandering monster charts are only guidelines...DMs can (and probably should) create their own random encounter charts based on their personal setting and design; however, these are good places to start.  There are a total of 16 appendices in the DMG (depending on the printing you have...the first printing only included 14, excluding Appendix O and Appendix P). Of these, the ones you will find most immediately useful include:
  • Appendix C (random monster encounter charts)...for wandering monster procedures
  • Appendix E (alphabetical monster listing)...for experience point value of Monster Manual creatures
  • Appendix O (encumbrance of standard items)...the text herein is extremely useful, in addition to the table itself
Everything else is only incidentally helpful and/or useful, with much of it being simply inspirational.  The oft cited Appendix N, for example, provides stories and books that allow one to see the genesis of the various ideas and concepts found in AD&D, but will tell you nothing about how to run the game. For a far better insight into the author's vision (and, in my experience, how the game can look in play) I'd suggest reading Gygax's own novels Greyhawk: Saga of Old City and (more importantly) Greyhawk: Artifact of Evil. Neither fall into the category of "quality literature," but...as stated in the previous post...Dungeons & Dragons is not a 'storytelling' game.