Mmmm...let's see. Where to start? Where to start...?
So, for last year's Cauldron, my inspiration for the Blackrazor Tournament Cup adventure came mainly from the old TSR module DL6: Dragons of Ice (you can read all about it in this post from last year). The reasons were many, but mostly I found the substantive bits of DL6...the encounter numbers and constituent parts...to be perfectly sound, even if they were (IMO) rather blandly executed. Consequently, it seemed an ideal time to repurpose yet another one of the Dragonlance adventures that I'd picked up in a huge stack, way back in 2023.
And the result had been so great (from my perspective) that I thought I'd mine the same vein again for 2026's Cauldron.
DL10: Dragons of Dreams is one of the more infamous adventure modules from the DL line. It is terrible as written...nigh unplayable. Or, rather, it is playable but it would be such a headache to run in a practical, efficient manner that most DMs would probably throw up their hands halfway through the thing. Here's a fairly accurate review of the module...the first sentence pretty much sums it up.
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| Great, evocative artwork |
[here's an overview of my campaign world's elves...solely for the interested]
ANYway...DL10's premise is pretty good: the elven king has sent away his people as he tried to use a dragon orb (one of three such artifacts in the Dragonlance universe) in a bid to stave off the dragon army and instead gets ensorcelled by the thing. The PCs get Shanghaied (is that still an acceptable term to use?) by the king's only daughter to help free her father; meanwhile, the whole realm has gone all twisted and weird as it has been molded by the enchanted nightmare of the king. Players have to fight their way through a illusions and their own psychomachia just so that they can face a green dragon in the king's throne room at the end. That's the BASIC outline/gist of the adventure...I challenge ANY DM to run DL10 as written using the standard AD&D rules. Seriously, gauntlet thrown. You want to prank someone hard? Get them a copy of DL10 off of DriveThruRPG and ask them to read it for you.
As I discussed earlier, I spent months considering how I could make a proper "dreamscape" adventure for Cauldron using the premise of DL10. I came up with the title ("Nightmare Realm of Death") waaaay back in March or April (I started my early documents for the thing on April 2nd). But it wasn't till June or July that I made any headway on the thing. For TOURNAMENT purposes, there were several considerations I was working with:
- It needed to be runnable in four hour time slot.
- It needed some solid "victory" conditions with granular variation between TOTAL SUCCESS and ABJECT FAILURE (TPK usually).
- Scoring should be OBJECTIVE and (mainly) TREASURE BASED
- It couldn't be so convoluted and subjective in ruling that different DMs couldn't all run it in (more or less) the same fashion.
The elements I wanted to KEEP from the original module included:
- The level range of the module (8th-10th).
- The king, the "orb," and the green dragon.
- The princess/adventurer (who would be a playable PC as in the DL10 module).
- An overland journey through a nightmare realm where reality wasn't what it seemed.
- A castle destination at the end.
While the pre-gens are all based on the actual Dragonlance PCs included in DL10 (why not? They're written for the proper level of the module), I wanted none of their past history BS being dragged into dream scenarios...that kind of thing is fine in a book or novel, but it doesn't (usually) resonate with players at a gaming table. Besides, the tournament measures skill as an adventurer (knowledge of systems, risk-reward, cooperation) not the level of melodramatic feeling one can bring to a "role-played" performance. No, sir. This is AD&D we're playing.
In the end, I punted on the whole dream bit. Instead, I took creatures one might expect to encounter in an elven wood (treants, bears, etc.) and made them evil and mentally unbalanced. Polluted lakes could have shambling mounds. River crossings would have trolls. That kind of thing. Had to throw in some level-draining critters (wraiths disguised as illusionary elves...pretty sure those are in the original module, too) in order for the cleric to feel they've earned their salt in addition to healing. Plus, since this is my campaign setting's version of "Mirkwood," giant spiders were a must.
The road to the palace would be fairly linear, with distractions along the way...some of which could be rewarding, most of which would be time-wasters. Certain choices would increase the amount of "game time" being spent, which could have repercussions (certain encounters being more dangerous in the dark), but this was a minor consideration. Game time is elastic...real time (the four hour time limit) is the true enemy to success, and the more players chose to dither or plan or explore side paths, the less time they would have to fulfill their ultimate objective: freeing the wood elf king from the spell he was under.
I don't have "dragon orbs" in my campaign, but I have the standard artifacts of the DMG, and for me the Orb of the Elder Wyrm was a perfect fit: it explained the presence of Cabos Saabz (my version of Cyan Bloodbane) and how the thing had trapped the mind of the king (the Orb has a particularly high INT and EGO scores). What's more, as a reward it's a nice chunk of change (70K) easily traded to the Red Emperor for the ongoing conflict with Tiamat. I decided that there would be several possible "victory results:"
#1 the party defeats the dragon, but lose both the princess and the king in the process.
#2 the party defeats the dragon, but loses the princess (the king remains alive).
#3 the party defeats the dragon, but loses the king (the princess remains alive).
#4 the party defeats the dragon, save the king, AND maintain the life of the princess.
All four victory results would allow the players to acquire varying amounts of treasure. In the case of #1, the party would be left to try to find Cabos's hoard on their own (not very hard) but would be left without a means of transporting it. With #2, the PCs' employer (the princess) would not be around to provide transportation of the treasure, but the king could at least point them to the hoard. In the case of #3, the princess would honor her contract, giving the PCs all of the hoard (and arranging transportation of it); her own share of the treasure would, of course, also count towards the score. And in the case of #4, the party would receive the hoard AND would be given access to the elves' "secret treasure vault," only accessible (and known) by the grateful king.
I further stipulated (having some experience with goody-goody, hero-type players) that if the party decided to altruistically give back some of their hard-won treasure to rebuild the elven kingdom, that the king might be impressed enough to arrange a marriage between his daughter and one of the adventurers. This would result in a slight hit to the treasure total, but all other treasure recovered would count for DOUBLE the score. However, accomplishing this would require a positive (76+) reaction roll (modified by the CHA of the PC). This was a SECRET victory objective, unknown to the players.
Achieving all four victory conditions (let alone the SECRET victory condition) would require the players to keep the elf princess alive...not terribly easy given that she only had 31 hit points and was likely to get blasted by the dragon. However, the pre-gens DID have an "ace in the hole" that could, in theory, keep the elf alive...the thief PC possessed a luck blade with two (2) wishes.
However, I'm mean so I didn't note that the luck blade had wishes...only that it had "two charges."
[players are welcome to ask me what the powers/abilities of their magical equipment does...and I'll tell them...but this takes precious time from their four hour game limit. Still, it's a good idea: Sabine, playing the magic-user in my session, recorded all the abilities of her 14 charge staff of power to start the game, and was able to make good use of the item]
The wishes could, of course, be used to shortcut or survive other travails in the adventure...this is to be expected. I gave some guidelines to the DMs of how to use the wishes (guidelines that not all of them followed...*AHEM*)...but as with many things related to differing DMing "styles," such is ALSO to be expected.
In play-testing the adventure with my home group, the players decided (right after getting mashed half-to-death by insane treants in the first encounter): "F this noise, we're going to wish ourselves into the elves' secret treasure vault." Not even knowing there WAS a "secret treasure vault." The treasure vault is, however, all but impossible to open without the king so they were effectively trapped (albeit with one more wish to their names). Still, my players never got so far as looking for an exit...after looting the hell out of the place, they said "Hey, aren't we supposed to rescue that king guy?" and wished themselves into the elf king's presence.
At which point, hilarity ensued.
For my tournament session at Cauldron, my players were largely unaware of the wishes...the thief player did not (apparently) know what a luck blade was, nor did he ask about it, nor did he communicate to the other players the fact that he possessed it. Again, this kind of situation is totally reasonable to expect...the tournament measures players' skill...not just how well they know the rules ('what's a luck blade?') but how well they play the game. Do they look at their character sheet? Do they communicate with their companions? Do they ask for help when they are ignorant and in need of advice? And, then, how EXPEDIENT they are in accomplishing these things?
The time limit is there for a Very Real Reason. Not just because Cauldron is broken up into four hour time slots (which, I imagine, is what the convention organizers would say), but because it measures how we use our time. We are busy individuals, with all sorts of distractions and priorities vying for our attention. When we sit down to play a game like D&D, we are measuring out the minutes of our life...minutes we will never get back. Do we throw them away? Or do we use them wisely? Yes, you can go over every step of a plan a half-dozen times...eating away your time on the clock...in order to perfectly succeed (always assuming the dice rolls cooperate...). But will you accomplish as much as keeping things short and sweet and letting bold action rule your decision making process? This is a balancing act players must master, just as much as the vaunted "risk-reward" axis of game play.
The time limit, along with the treasure score, measures just how much game action you're getting out of your game play. Or, to put it another way: are you making it worth your while to play the game the way you're playing it?
In my Cauldron session, the party was proceeding in a brisk, but semi-cautious fashion when they came to the first combat encounter: four insane/enraged treants. Treants...even 8 HD ones like these...are no joke. Because of the terrain, the encounter distance is short, even if the treants don't achieve surprise...you're basically wading into melee against (the equivalent of) four hill giants with AC 0 and double attacks. That's a bone-crunching mess, depending on what formation the PCs are walking in. After sustaining a massive pummeling and expending a lot of healing, my group wanted to rest and regain their spells...something that (under the scenario conditions) they could not do in the evilly enchanted forest. They instead decided to retreat from the forest, out beyond the Pend Oreille river, in order to camp and rest in relative peace.
[I will note that not EVERYONE in the party wanted to do this; Prince pushed for 'following the treants backtrail' into the woods, hoping to discover their lair. This would have been especially amusing as the scenario explicitly notes: "If the party decides to travel off the road for some reason, they will be attacked by 1d20 such treants every hour." Oh, how I would have cackled!]
SO...basically they wanted to do a "hard reset" of the adventure. Which wasn't explicitly disallowed, but wasn't something I'd really considered a possibility when designing the thing. I allowed them to follow their plan of making camp, and rolled a random (night) encounter on the temperate wilderness table of the DMG. A "1" came up on the D12, and wouldn't you know it, but 10 OGRES happened upon them. So much for a good night's sleep!
At this point, I made the decision to ignore the random encounter, and just let them have their rest. They were already wasting time on the clock, and the adventure was explicit about where and when to roll for random encounters (this being a tournament scenario, such things are set only in certain places, and for specific reasons). Why water down the experience they had signed up to have by beating them to a pulp, spoiling their party's rest, and possibly TPKing them at encounter minus one?
I am nothing if not generous.
Back into the fray they went, Prince still talking about following the treants backtrail (he was playing a ranger, after all), but he was outvoted. Another side trail led to a long abandoned elven shrine where they could potentially score some loot from the offering bowls. They sent the thief in alone to scout the place. He was promptly surprised by five huge spiders dropping from the ceiling of the shrine. Uh-oh. Thief down.
The party fired a ton of missile fire (and magic missiles) into the open shrine and then demonstrated their ample AD&D knowledge by using slow poison and neutralize poison to save the beleaguered thief. Good enough. They took the handful of coins, chose NOT to defile the shrine by prying the emerald eyes out of the statue, and found an old dirt path leading through the woods. They decided to take this, thereby skipping three more encounter areas and saving valuable time on the clock.
[by this point, Ken was pushing the group pretty sternly to press forward...he did a good job keeping the players on track and moving when they might have otherwise dithered and screwed around. This is good stuff: even though adventuring parties are an "egalitarian" group of equals, it is HELPFUL to have a take-charge voice in the group to organize and focus the group. Of course, the downside is such a voice can lead an entire group into serious trouble (choose your leaders wisely!), but usually it's better to have SOMEone step up than have NO ONE. Such has been my experience and it was certainly the case in this session]
As the mountain path led down to the southern, swampy part of the lake turned bog, the party encountered a pair of shambling mounds, wisely decided against using lightning on the things, and managed to battle them to the death, even after multiple PCs had become entangled in their depths. Onward they pressed, up the mountainous river road towards their final destination.
Three mutated, starving brown bears were the next thing encountered on the road, only one of which was real (the other two illusionary). In hindsight, there probably should have been more illusions in the adventure to add to the "dream" quality of the thing...but the players never figured out an earlier wall of fire was an illusion, and they avoided several illusionary encounters by taking their backwoods path. I don't know...I guess my version of DL10 suffered somewhat in execution, too. They killed two of the "bears" and charmed the third which (by random roll) turned out to be the only non-illusionary one. They gave it food and sent it off into the woods before proceeding on.
The elf king's fort is 100% based on Tolkien's Mirkwood elves, including a large gate in the side of a mountain, an underground river, wine cellars, etc. No big deal...just pointing out what a hack adventure designer I am. The gate, an enormous carved thing of massive cedar logs that seemed to writhe and move, was actually two illusionary mimics that, if engaged with for any length of time, would ensure that the dragon was awake and well-prepared (spell-wise) for the PCs depending on just how long they futzed with the things. The party went to go "check the doors for traps" (which would have been disastrous for them) but Sabine stopped them and simply knocked the doors open, thereby allowing the party the possibility of surprising the dragon in its den. This, in addition to her liberal use of her staff's paralyzation ray and other timely spell-casting, was what made me give her the nod as "MVP" for the session.
The dragon was not surprised (that I recall), nor (unfortunately for the party) was it sleeping. In my home game it had been sleeping (40% chance, rolled in front of the players)...which enabled the thief to move silently up to it and backstab the thing. Whereupon it woke up and killed half the party (including the elven princess) before being taken down. No such luck for my Cauldron players, but at least it wasn't invisible, shielded, and setting giant globes of darkness around the hall.
The party wisely split wide to prevent its breath weapon from decimating them, and charged it from multiple angles, the more fragile members of the group hanging back and weaving spells. It was at this point the other party members noticed the thief had a luck blade ("You have wish spells?! Use them!"). The thief immediately wished the dragon was dead and promptly disappeared.
[see PHB p.94 for an explanation]
The princess (a fighter/magic-user) cast haste on the entire party which, amusingly, could have ended multiple lives as it required each PC to make a system shock roll versus aging...but luck was on their side and everyone survived. The dragon was taken down without a single life lost, and the person who grabbed the orb away from the king (Ken? I think so) had a high enough personality score that the PC was able to control it. Total victory won!
Schibbi (playing the princess) asked if the thief reappeared. Why, yes, he did!
SO...a big fat score was had by the party. Then Schibbi actually asked if his character could marry one of the other party members thus getting some sort of dowery (and extra loot score!) from the elf king. I couldn't believe someone was trying to backchannel my own secret victory condition! I decided that even suggesting such a thing was worth a shot and getting the "doubled score" (although I would subtract the portion from the party's loot as a 'wedding gift').
However, first the would-be spouse had to impress the father of the bride. "Which character are you going to marry?" Well, the half-elf seemed obvious...plus he had a solid charisma score with a +15% reaction bonus. Dice rolled...abject failure (perhaps the king objected to his profession as an assassin?). I gave the players one more chance to impress...either the human fighter or the human cleric (both had excellent CHA scores), but I can't remember who they went with. Didn't matter. Another % roll in the teens and the King was having none of it.
BUT...plenty of loot and a fine score for the party, putting them firmly in 4th place with a score of 462,001. If they had succeeded in the marriage proposal, they would have ended up in 2nd place with nearly 742K (the winners of the tournament DID succeed at the marriage proposition...the only group that did...and finished with a final tally of nearly 785K...just 2,328 points shy of the maximum possible score). A very fine run, in my opinion.
Prince gave the session only a *** (out of *****) rating on his blog, which seems about par for the course (he gave me the same score last year). I'm okay with that. This was a difficult adventure to write...not in terms of monsters and treasure and maps, but in terms of tone and theme. I wanted the thing to have a "slow burn" quality to it...a gradual feeling of "ramping up" (helped by a gradual "whittling down" of resources), leading to a nice little climax with a type of dragon I don't often use (not that I "often" use dragons, but green ain't my favorite of the five colors).
The thing was effective enough, but the illusion bits didn't really "bite" the way I wanted, and the thing felt...almost...a tad "soft." A dragon goes down QUICK when piled on by eight adventurers. And no dragon should feel like an easy out. But it's hard to measure how many player deaths a group can sustain and still have an adequate chance of success. 4-5 PCs against a beholder turned into a TPK when playtesting Horn of the Eye...but that was a party who'd lost their wizard. These types of things are difficult to account for, as you never know how the dice will fall.
However, I do know this: when I am a DM, I play intelligent adversaries in ruthless fashion. If the adventurers had happened upon an awake, prepared dragon, their lives would have been much more in jeopardy...much, much more. HIgh level spell-casters (especially with minions), spell-casting dragons, powerful demons and undead...these things can be absolutely punishing to ill-prepared, tentative, and/or indecisive players, especially those unable to cooperate with each other or think up quick plans on the fly. My HOPE is that these tournament modules test that mettle in the players. AND (of course) I hope they have a good time in the process.
A couple more words:
I am already considering what I want to do for next year's Blackrazor Cup...I actually have quite a few ideas jotted down. Calithena (aka Ignatius Umlaut aka "Sean"), the illustrious producer of Fight On! magazine has graciously offered to collaborate on the adventure; I'm going to touch base with him in a couple weeks. However, I've already decided that the next adventure will be a return to the site-based (i.e. "dungeon") style of the first two BRC adventures, and that it will have a slightly different method of scoring, which will require individual players to "step up" and take a bit out of the hands of DMs. The current working title is Into Light And Darkness (although I also liked the ring of Dead Elf Station). This one will take place in that vicious green inferno known as Oregon.
Just so you know.
The other thing I wanted to say is that I know several people would like copies of these tournament adventures and I AM in the process of publishing them; I hope to have at least one or two available at DriveThruRPG by the end of the year. As they become available, I will post a notice about it here on Ye Old Blog...I know that there are folks who are anxious to run these at their home tables, and that makes me very happy.
All right, that's enough. Happy trails everyone!




