It was just about then that I thought, “Oh my God, this is only Day 2.” There would be another full day before the closing ceremonies on Sunday.
Grabbed some breakfast, took my morning coffee. First carafe of decaf placed into my hands. Placed that at my table (back in the Oak room this year), then back to my quarters to fetch my kit for the morning’s session. Coming back, the queue to sign up for games was already humongous. Better them than me, I thought (forgetting I’d be doing the same later that day). Up to my table and waited for the first group of players.
Friday Block I: Blackrazor Tournament Cup
Once again, I wrote a tournament scenario for Cauldron, a duty and honor that I’ve come to take seriously (although it is a plenty enjoyable pastime). I’m going to discuss the writing of the thing in detail in a separate post (to be published at the end of this series) which may or may not help make more sense of the following:
A good cast of players sat down…the full eight (the max number per the scenario rules). Prince of Nothing was present, do doubt trying to acquit himself from the sheer humiliation of last year’s fiasco (not that they did BAD per se, but it’s never good when you cause the DM to break down in tear-streaked laughter…at your expense). This time the play was…well, it got off to a rough start, in fact prompting the group to do the equivalent of a “hard reset,” retreating back OUTSIDE the parameters of the scenario in order to heal and collect themselves before pressing on.
While this could have proved disastrous in terms of scoring (due to the tournament time limits) they found their footing and made it all the way to the end succeeding, more or less, as best they could. A very good score indeed, and one that all the players could be proud of. By this point, I’d already received word from DMs running the scenario that TPKs were indeed a possibility (two had occurred). But admirable work, Ken being pretty great as the more-or-less take charge leader (despite having “never played an actual 1E bard before”) and Sabine being my nod as “player of the match;” without her, the TPK would definitely have been in play at my table.
My future post on the tournament will discuss the adventure in detail with spoilers and all that jazz.
We adjourned to lunch (delicious as usual), where DM discussions were had about the appropriateness of rulings with regard to shambling mounds and rings of free action. Guess what: everyone was on my side, so suck it, Prince.
; )
Friday Block II: Assault On Sky Fortress
Hoo-boy. An un-tested adventure getting its first run at Cauldron. Would it even fit into a four-hour time slot?
As I have detailed (many, many times) in the past, I have a love/hate relationship with DragonLance. As a series of novels, it is “o.k.” (for pulp, D&D-based fantasy of a cheap variety). As a series of adventure modules, it has some decent ideas, but the execution of its ideas are often lacking. And THAT, my friends, is being generous.
The module cover art, however, can be particularly inspiring…even when it has zero to do with the adventure found inside said cover. DL4 is one such adventure, showing a band of heroes on horseback fleeing before a flying citadel…one of the “doomsday weapons” supporting the armies of the Queen of Darkness.
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| My adventure uses this cool cover art. The module? Not so much. |
[please note: none of this adventure is present in the novels…it is simply side-barred (“oh, we did this”)…probably because it’s so damn stupid]
I don’t like stupid. So I took the maps from DL4, re-drew them, and made it into an ACTUAL flying fortress, filled with soldiers (duergar and ogres, mostly) being used in my own campaign world’s “Dragon Queen War.” It’s fucking-A solid…powered by a ‘soul furnace’ that drains the lifeforce of captive slaves for fuel, featuring duergar cleric-assassin clergy, armed to the teeth with ballistae and catapults, piloted by a “Sky Witch,” and (of course) oodles of treasure.
But it’s big…about four levels all told. From the drop bay and cargo holds stacked with loot, up through the barracks level, outdoor gatehouses filled with ogres, crennelated overlooks with siege weapons, harpy roosts (for shock troops) and an adult blue dragon sitting up on the topmost “walk” (and guarding the Sky Captain’s chair)…I mean, it is decent, solid D&D, and it was the LAST thing I finished writing as I was overcoming my illness. Had it all finished up by Monday night, and scanned the maps on Tuesday. It was one of the adventures I’d planned to have my son play in (for the first time) at the con.
In a campaign setting (where I would normally use it…PCs looking for trouble and treasure in the war ravaged lands along the Washington/Idaho border), I would have given players great leeway to figure out how they would get onto the damn thing. We don’t have that kind of luxury of time in a convention setting. Instead, the adventure would begin in media res, the PCs having managed to hijack the lift from the drop bay and putting them already aboard, in the bowels of the Sky Fortress. Their main advantage would be the element of surprise: all the Castle’s forces were focused OUTWARDS, looking for exterior threats (flyers, etc.) or keeping a watch for the next village/town to pillage/raid. So long as the PCs could stay hidden (or kill whoever they came across), they would have a fairly large amount of freedom to explore the place
Unfortunately…
There’s this thing with players (often) where they feel that to “win” a dungeon they need to eliminate every threat on the board, rather than focus on the important and/or prime targets. Three encounters in, they took a captive…a none-too-sane duergar…who more or less gave them all the info they needed. How the thing was piloted. Where they could find the pilot. How they could get to the pilot, etc. But then they went about attempting to eliminate ever watch post on the lower level. And they ended up letting a duergar escape.
[not too hard when one considers duergar have the ability to use psionic invisibility and reduction, and while the PCs were high enough level that the low-level dwarves couldn't blind them, the guy that escaped was a 4th level sergeant-type]
At which point they then started moving slowly. Cautiously. A step-by-step approach to exploration. Whereas the dwarf was traveling as fast as he could to alert the various (four) levels of the castle. By the time the party got to the top of the main thru-way tower (that connected all four levels) and sent the thief up by himself (in order to die? I guess…because that’s what happened), the jig was all but up. They avenged the thief with a necklace of missiles, sent their zombie hit squad (animated from dead dwarves) up to finish the job, then exited the tower only to find two ranks of dwarves and ogres (along with a large ballista) trained on them. They would have found similar strong points set up on three of the four castle levels.
Now in pure crisis mode, the party started getting creative. Holed up in the tower, they set glyphs of warding and invited an ambush of their own for the inevitable assault squad that came to batter down the door. All good, and fire and blood was soon flowing. However, rather than pursue the survivors in flight, they pulled up short and started setting even LARGER wards on the surface level march (check the casting time in the PHB for details, considering a 20'x20' square area) thinking they could work the same trick instead. Which gave time for the blue dragon to come into play. Uh-oh.
Some characters ran; others attempted to stay and fight…everyone was focused on the looming blue threat in the air. Which allowed the “Sky Witch” to hit several PCs with a fireball, at which point it officially became a route. A quick illusion from the magic-user fooled the dragon into believing the catapults were firing of their own volition (at it) forcing the beast to re-position and buying the remaining party members valuable time, but it was all over save for the shooting. I suppose I could have brought dwarf reinforcements up from below (rallied by the castellan) and sandwiched them; instead I figured the duergar would take it cautious, giving the PCs time to escape…if they wanted. Those with potions of levitation and whatnot took the hint and vacated the Sky Fortress, survival (at least) being accomplished.
[Michael Sipior was my "man of the match" for this session]
Time for dinner. Suckling pig falling off the bone was the highlight of Friday. By the time I’d cleaned up my gear upstairs there was precious little left…still, people allowed me a chance to eat and I did and it was delicious. A worthy feast…as always...and wonderful to break bread with the delightful humans who attend Cauldron.
Drawback though: I was last in line for registering for a night game. Already booked was Settembrini’s high level Army of Madness game; so, too, was gone The Sunken Redoubt of the Serpentine Lich (Ignatius Umlaut), For a Fistful of Scrolls (Der Ogre), and even the OD&D game Slug House (Daniel Hertz)…and I couldn’t play in my own tournament adventure (sorry, Grutz), nor was I going to do Sonke’s adventure that he was running in German.
However, there WAS one spot open on a little scenario I’d been considering: Ghoul’s naval Chainmail battle. Boats. We were doing war-gaming again, but this time it would be boats.
Friday Block III: The Hermetian Crusade Naval Wargame
I’ve had a “thing” for war galleys ever since I read the naval warfare rules (Chapter 9) in my Cook/Marsh Expert rulebook, circa 1982. I used to run my own naval battles, just to see how the thing worked…perhaps because I’ve had a lifelong fascination with galley slaves and ship-to-ship catapults and ramming/boarding actions. I don’t know. Too many imported Italian “B” movies as a kid. I never used the naval rules when I ran AD&D in my youth, finding all the stuff about wind and tacking far too beyond my adolescent brain (and finding too many other things in AD&D that entertained), but when I acquired my first copy of OD&D (circa ‘87 or ’88) I again dove into the world of solo play with pirates and flaming pitch and grappling hooks.
Ghoul would seem to share my obsession…however, he’s gone ahead and adapted the AD&D system to Chainmail, specifically with regard to naval rules (there aren’t any in Chainmail, by the way), to make a fun, playable system based on the Germans’ “Sarissa” compilation. It’s good and it’s fun and we had a blast.
The scenario pitted two teams of four players against each other. I was teamed on the evil side this time (huzzah!) playing a turncoat pirate with a large galley (beefy, filled to the brim with marines, and sporting two heavy catapults) in the service of some necromancer or other. Most of the players got two ships…I only had one; however, I was also allowed to play a mercenary BLUE DRAGON hired by the necromancer to bolster his forces. Huh-freaking-zah!
Each of us also received “secret orders;” extra victory conditions we could achieve if we played our cards right. For the dragon, he was told he needed to sink at least one good guy ship to fulfill his contract. My pirate, on the other hand, had the “victory” condition that, if he got within 2” of a good guy ship without any of his bad guys around him, he’d switch sides! What the hell?!
I asked the ref, Ghoul, is our objective here to fulfill our secret victory conditions OR was it to win the battle. He said, “Well, everyone wants to end up on the winning side at the end.” Oh boy. I decided I was going to do my best to NOT shift sides, and simply win this thing for my own team…or die trying. Plus, I was tired of playing good guys and getting my ass handed to me (see the prior day’s Chainmail events).
Unfortunately, I was now several beers in (aren't I always?) and my teammates were getting all lily-livered on me. They were conversing all this strategy about setting up a blockade or horizontal maneuver or…I don’t know, something…that basically amounted to hang-back-and-let-the-enemy-come-to-us. Which is not my modus operandi. I am an impatient, full steam ahead kind of guy. When I play WH40K, I play Khorne. And I play ALL Khorne...I don’t pussy-foot around.
Plus, I had a serious advantage with my units. First off, the dragon was a beast (no pun intended) with super good speed, a three-use breath weapon that could be devastating, and the ability to break the morale of any ship within 10” of him. And my big ol’ galley had two heavy catapults with a HUGE range of 24” that (per Ghoul's rules) was NOT measured until after distances were declared. In other words: eyeball the distance and call your shot. Not the easiest thing, right?
Except I’m an American, and I loves me my inches.
We started. Secretly, each captain declared how much whip they were giving to the galley slaves to see the number of 3” moves their ships could travel. My compatriots started out conservative, with a pair of moves each. I declared my galley was double-timing it at max speed and jumped out to a big lead. My teammates looked at me oddly, but didn’t say much more than mumble. The dragon followed along at the same pace, since it could move 12” per round.
Next round, same thing: everyone goes conservative; I start outdistancing everyone. There is now some visible panic in the ranks; my teammates are coming up to me individually and asking “Um, do you remember the plan?” and “What’s up here, dude?” I tell them to just trust me, I know what I’m doing, consolidate the fleet on the right flank (I was on the left). They think I’m friggin’ out of my mind or (more likely) drunk and looking for an early exit to bed.
Actually, I found out later that this whole battle was part of their on-going campaign and several of the players on my side KNEW my captain was a turn-coat and might betray them and they strongly suspected this was exactly what I was doing. Seems they didn’t trust me any farther then they could throw me. Ah, well.
Next turn, I eyeballed the distance and went to half oar. The enemy flagship came right within my max range and I launched the first heavy catapult during the artillery face…square onto his main deck. Everyone cheered my excellent shooting as I took their leader down to half his hull points, positioning my dragon for the coup de grace in the next round. Meanwhile, the good guys had brought most of their fleet over to towards my side (hoping to sink me without any of my allies around to help me out), leaving a quarter of their fleet to the mercy of three-quarters of ours…and MOST of the ships that were threatening me didn’t have the range to pepper me with their catapults. I could steer backwards at the same rate as I’d gone forward, firing as I went, and staying out of range. I had full confidence I would sink the opposing flagship in the next turn.
Ah, well. The best laid plans and yadda-yadda….
The captain of the flagship was Keith Sloan, an old Navy man and an American himself. His shooting was just as accurate as mine (or nearly so) and he damaged me with his heavy catapult as well. He also had a wizard aboard that summoned an elemental, locking my dragon in combat…I would not be able to fire on his ship until I dealt with the evil spirit! Even worse, however, was my own bungling…I reversed oar, and counted their advance, but when we got to the firing part of the next turn’s sequence, I SECOND GUESSED MYSELF. Not more than two seconds before we were to declare ranges for catapult fire, I scratched off “22” and wrote “23” inches for distance (I was firing my aft heavy). I over-shot Keith’s flagship by a half inch. What’s more, I thought his flagship had the same armament as myself…not so. He had THREE additional heavies he could fire to my one. Two shots hit and my pirate galley went down to Davy Jones’ locker.
I was pissed. At myself. And, to be honest, I felt like a bum. Hubris, pure and simple, led me to act in my usual impetuous fashion, and now my teammates were without one of their capital ships. I attempted to quit the game for bed right there, but they pointed out I could still play the dragon, which seemed a small consolation at that point (yet another reason I hadn't wanted to switch sides...I would have lost control of the dragon). With Big Blue locked up, I felt like I’d just cost my team a quarter of their forces. Plus, the good guys hit the board with some sort of sacred narwhale monster that was now engaging the rest of the fleet…bad news all around!
I grabbed another bottle to go with the glass from the keg upstairs (at this point I was drinking beer like water) and settled in to finish as long as I could stand. Fortunately, my teammates pulled my fat out of the fire by counter-spelling the elemental and freeing up the dragon. I returned the favor by zooming over the massed ships of the enemy and breaking morale on all but one of them, including the flagship. Suddenly, my wretched humiliation had the smell of victory! Without morale, the ships were essentially useless: unable to row, unable to fire artillery, unable to fight in boarding actions. The hero aboard one ship continued to fire arrows at Big Blue, but his aim was wretched, and I went about setting fire to helpless ships. Meanwhile, the necromancer’s fleet had slain the Last Unicorn….erm Holy Narwhale…and sent a cloudkill spell to drift across the sea at the helpless, fear-wracked ships of the Goody-Goods!
At this point, success was completely assured…so much so that my teammates were already counting the money they’d received (in their campaign) for the captured ships of the Hermetians. In a fit of delightful spite, Keith took his hero’s ship (the flagship had already been sunk), and rammed it into one of the morale-crushed ships, refusing to withdraw his ram and, thus, scuttling both rather than leaving them as loot. I wanted to burn down the last remaining ship with my dragon (in order to fulfill his “secret victory” condition), but the referee informed us that our triumph was indeed complete and that we could officially end the battle. I was also told that this was NOT a good outcome for their campaign and would have serious repercussions for some players. Um…sorry?
I headed to bed, content that I'd done enough damage for one day.

