But I’m an idiot who loves trouble. I go hard from the get-go.
Thursday Block One: Blood on Blizzard Pass
One of these days, I’ll get my shit together and have my own sign-up list so that I can make note of all the players names, perhaps take a picture of their faces so that I can remember everyone by the end of this con. As it is, my memory is a tad hazy when it comes to Day 1. Please forgive.
Module M1: Blizzard Pass is an old TSR solo module that I’ve owned since I was a kid of age 9 or 10. Long ago, I lost the “special pen” that allowed me to decode the 'invisible text' boxes, designed to allow solo play, having never actually “solved” or “won” the adventure, despite (probably) cheating when it came to dice rolls. However, I’ve kept it all these years because A) I’m a nostalgic packrat that tends to keep everything, AND (more importantly) B) it includes a standard “group dungeon” in the back based on the solo dungeon that is the bulk of the module. The group adventure is a single level of eleven encounters and it’s just about perfect for an introductory, low-level (suggested 2nd-3rd level PCs) adventure. I’ve run it four or five times over the years, always with good success.
But I’ve never run it for AD&D.
Now, I realize there are some who’ll say B/X and AD&D are similar enough that adventures for one are (largely) interchangeable with the other. I do not share that opinion. Despite their similarities, they function differently and have their own cadence and rhythm to them, because of the specifics of their systems. You can play an AD&D adventure using the B/X system, but you will end up cutting out a lot of the “AD&D-isms” that make the game what it is. I find the experience flat (to say the least); meanwhile, running a B/X adventure in AD&D is nearly always a cakewalk, because AD&D PCs are so much more robust than their B/X counterparts. What seems like an “appropriate challenge” for PCs of a certain level simply isn’t…and you will end up modifying on-the-fly (or letting players walk all over your dungeon) if you play the thing straight. Not really a good time.
So, I needed to modify the adventure for AD&D. Removed were the hypnotic-eye “rock toads” of the frozen cavern…in their place were man-eating ice toads from the Monster Manual. Likewise the half-starved “white apes” held in the Master’s cage were replaced with a half-starved brown bear…far more appropriate considering the adventure is set in the Blue Mountains of southeastern Washington. Finally, in addition to updating the human NPCs (evil clerics and fighters) to AD&D versions of equivalent level, the Master’s pet and “escape guard” (a giant shrew) had to be removed, for multiple reasons: it doesn’t appear in AD&D, it’s a little over-powered, it doesn’t really “make sense” in terms of the scenario/environment. In its place, I put a pair of ghouls, whom the Master could easily control by dint of his evil ambiance. Treasure was already about right, fortunately.
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| Good starter adventure. |
The premise of the scenario is simple as simple can be. Players are your typical mercenaries heading east out of Walla Walla into the sketchier towns that border the Idaho Deathlands, looking for work and profit in the midst of the Dragon Queen War (my re-tooled, sandbox version of Dragon Lance). Crossing the Blue Mountain range, they are separated from their caravan during a sudden snow storm, only to find them again (after the storm has passed) completely wiped out by bandits. Players track the bandits back to their lair; hilarity ensues.
Very good play from the players…at first. In each session, the DM was supposed to nominate one player as the person who had “done the most to help the group succeed." I cannot remember who I nominated for this first one. Maybe Butch? Or, more probably, the dude playing the party cleric (and I honestly can’t remember who that was). Ah, well…it was a long convention.
Anyway. They were able to completely surprise the ogre who guards the entrance to the bandits’ cave lair. Ogre can be tricked (I’ve also seen him charmed to good effect in B/X…that doesn’t work in AD&D). In this case, they simply cast silence 15’ radius on him and that murdered the hell out of the guy. Into the cave they went, where they encountered a handful of armed men and a cage full of trained wolves.
Combat ensued. The wolf cage was opened, but the cleric held it at bay using speak with animal (one of the more useful spells in the low-level cleric repertoire). That kept the wolves at bay until they finished off the men (keeping one as a hostage), and negotiated with the wolves to leave them in peace. Easy-peasy.
The captive spilled his guts but was in mortal fear of “the Master” who (to be clear) is a pretty dastardly fellow, feeding people to his pet ghouls and whatnot. The prisoner did not reveal this (or anything else) about the Master, but did give up the numbers of the bandits and where they might be located and what was beyond (goblins and such). However, before the party could get on with the murdering, the party’s elf managed to locate a secret door “just in passing” (oh, AD&D!), and the players decided better murdering might lurk beyond.
Although the killing would be on the other foot.
The module indicates that the Master, upon hearing battle out in the main room, will prepare an ambush for the players, along with his ogre bodyguard. Uh-oh. So it was the players sneaked into an area (well, the thief was sneaking) that had already been rigged with its own silence 15’ radius spell.
The thief was partially surprised and immediately bludgeoned to death by a clubbing from the ogre. As I said, hilarity ensued. PCs rushed through the door and engaged the ogre. Spell-casters attempted spells only to find they had no line of sight and/or they were in the silenced area. Meanwhile, the Master used hold person to good effect. More PCs downed, including the ranger if I remember aright.
However, the party was large (I maxed my tables at eight and we indeed had a full table), and they were able to push through. His bodyguard felled and himself wounded, the Master pulled two levers: one opening an “escape (trap) door,” the other opening the cage to the half-starved bear who will attack good guy and bad guy alike. Pretty sure it mauled the cleric dead, but again this was many days ago.
However, we had a second cleric with speak animal, who stepped up and convinced the bear into not killing them and only eating the corpses. The bear had no interest in the dead ogre meat (“Smells bad”) but they sweetened the pot by adding the captive bandit to the mix and Mr. Bear agreed. Who says you have to fight everything to the death?
They then investigated the escape tunnel. “Better send the (other) thief down first.” Good idea. Thief was surprised, hit about six times by the ghouls lurking in the escape tunnel and torn to shreds. “Oh crap…he’s the PC who’s been carrying all the treasure we’ve found so far!” A hair-brained plan to retrieve the thief’s body was concocted, with the cleric and fighter being lowered via ropes. Initiative was won, the ghouls were turned, and the money retrieved.
Dinner at this point being ready (the first session was a short, three-hour session) we called the game there. Good warm up.
Dinner was good, and also two hours long. I ate well, then went and had a nap. I could only sleep about 15-20 minutes. Damn jet lag.
Thursday Block II: Chainmail European Championship
Sixteen players in eight teams had pre-registered for what was being billed as the first Chainmail World Cup. As the USA in soccer's first World Cup (in Uruguay) I was proud to represent my country…also (like the USA) I doubted I would ever again see a top 8 finish once the WC expanded to more than eight teams.
Pairings, assigned scenarios, and sides/forces were all assigned randomly. We would be playing by “Swiss” tournament rules (double elimination, basically). I, of course, drew the most brutal draw possible (hello, Argentina!).
Eria is Settembrini’s wife. During the convention, she appears to spend the majority of time running and organizing the volunteers that make Cauldron function. Despite the stress of making such a complicated thing happen behind the scenes, I never see her terribly flustered, upset, or agitated. Maybe she is just German and registers the stress differently from us melodramatic Americans? I don’t know…I find her exceptionally kind, warm, and generous. She it is who brought me my decaf coffee the first day (she delegated this duty to others the rest of Cauldron). Her children are exceptionally helpful and well-behaved and she and Setti seem to have their shit down as far as being a family/team.
She would be my first opponent, along with her elder son Johannes ("Valez"). The kid, about 18 years of age, is a chip off the old block. He runs con games (in German), probably the youngest of the Dungeon Masters. Last year, he was awarded the Most Valuable Player trophy by the other convention-goers. He has obviously inherited his father’s passion for wargaming, and took everything very seriously. Eria, on the other hand, is credited with having play-tested every single scenario. My understanding is that each was run many times before the convention, ironing out the kinks.
Did I mention that Setti kind of spear-heads the whole “Chainmail revival” thing? And that he has re-written and codified the rules (in two volume form) along wih LKH, Ghoul (Willy), and Dreadlord (Mitch)? Uh-huh.
Plus, I’m staring across the gaming table at one of the sweetest, kindest people at the con…the organizer’s wife! Was I supposed to throw this thing?
Of course not: they were demons on the battlefield. Also, the scenario would not be helpful.
Omphalos of the Frog GodBackground: After the victory over adventurers trying to disturb the cloister of the frog-god, Frogmen are on the rise in the area between Badwall and Elredd. An ancient sacred site in the swamps near Silvash is within reach of the growing croaker influence. Elves of the forest and High Elves have answered the call by the local druid responsible for guarding the omphalos on the hill in the moor.
I was selected to play the elves…who had neither magic arrows, nor magic armor/weapons to their name, and who would not be allowed to charge in the swamp; also, the elves would be unable to use invisibility in the scenario due to the presence of frogman “witch doctors.” I did have a druidic shambling mound on my side and an elven hero (“Lady Aurelia”). Against me was arrayed four packs of frogmen and bullywugs, who were allowed to travel within the multiple crossing rivers at 15” movement and who could operate in loose formation (no facing/formation penalties) and who could not be shot with arrows while in the water. In addition, they had the aforementioned witch docs, and a six-figure “Marsh Medusa” archer squad who could out-range all my archers, had no problem charging (like the frogmen), AND petrified creatures that got into melee with them. Also, a hybrid frog-human champion armed with both a magic weapon AND magic armor. All within a 90 minute time limit.
Uh-huh. No problems here.
It was a near thing, but I got my ass handed to me. In the end, my only play was to attempt the secondary victory conditions of destroying the frog shamans (this would enable the elves to gain their invisibility back and secure them an automatic win). And I might have done it, too, but time ran out before I could get into melee combat with them (had to lure them in first and then had to change my formation to get off a damn cliff face). It did not help that while my worthy opponents were exceptionally knowledgeable about the game play (and immensely helped novice me), they dithered terribly when it came to taking their turn, using up valuable clock time that I would have liked to have had. As it was, we finished near 11pm, it was a good game, and I was ready to call it a night, proud that I had managed to stay on my feet (and conscious) throughout the entire game despite drinking six or seven beers during the game.
No such doing. We had to go to Round 2 and the “loser’s bracket.”
This next bit is hazy as I can’t even recall who the hell I played [EDIT: it was Sean and Ollie). But I’ve got the scenario right here; it was a similar “capture the object” objective and this time I’d be playing...the virtuous defenders. Why did they keep making me play the good guys?
Queen Scorpion and the Obelisks of ManaNear the Oasis of the 8th Medusa, Anubis jackal-men guard the ancient Obelisks of Mana near one of the world’s omphaloi. The evil sorcerer Saublin has crossed the desert with his army of Hobgoblins to conquer this place of eldritch power.
Right. Your basic “hold the line” scenario, except I’d be playing two-fisted jackal men with axes and Khopesh swords in a semi-Egyptian looking desert setting against hobgoblins.
So. Many. Hobgoblins.
I’ll cut to the chase: I lost. To a man. “Queen Scorpion” (an actual giant scorpion, something akin to a demigod) was the last, um, “man” standing. But I just couldn’t kill enough of my enemy. Sean (yes, I now remember my opponent…the “Fight On” team out of Detroit, led by none other than Ignatius Umlaut, himelf) poured his heaps of hobbos onto my champion-caliber guys and, in the end, I was overwhelmed. Eh. I set up poorly. My small unit of archers (nearly as puissant as the Medusae in the first scenario) did a ton of damage, but ended up blocked by mountains. I was later told most jackal players set the archers on a mountain top, whereas I’d attempted to snipe out wargs forced (by the scenario rules) to slake their thirst at the single desert oasis. Live and learn.
So…2:30am? Yeah. About that when we ended. Beers consumed over the course of the Chainmail tournament? I averaged about one per turn taken (mine AND my opponents'). There had been a LOT of turns. I dusted off the bitter taste of back-to-back defeats and hied my beaten ass to bed, one last beer in hand. Next day looked to be another marathon.
[side note: the following rounds of the Chainmail World Cup would be played over the next two days, with the Championship game Saturday afternoon. It came down to Dreadlord/Mitch and Ghoul/Willy versus Eria and Valez over the same Queen Scorpion scenario, with Team DreadGhoul taking the "good guy" jackal-men...and getting soundly beaten. Long live the champs, and all that, but man that was a rough outing right out of the gate!]
