In which I discuss in detail the games I ran at Cauldron 2025, spoiling secrets and providing insights into the cracked mind of a geezer DM....
FRIDAY BLOCK I: Silver Temple of Transcendent Flame
Friday Block I was billed as a “Temple of Doom/Sidekick:” a short gaming session (only three hours in length compared to the other, four-hour time slots) designed to ease people in as they arrived for the con. People were given time to check in, find their rooms, gather their bedding (we made our own beds), and snack and coffee-up prior to the session, which ran from 4pm to 7pm (at which time dinner would be served). Quickly dressing my bed (deducing…correctly…that I’d be in no shape to do so at the end of the night), I discovered that my room had been stuffed full of Americans, many of whom I knew by reputation (and voice) from the internet, but whom I’d never met. Great guys, all around. Gus has a tremendous mustache of which I am tremendously jealous.
Silver Temple of Transcendent Flame is not a “Becker” original; it is, rather, a tactical exercise Anthony Huso designed and wrote as an introduction to his players when he first re-booted his AD&D campaign some ten or so years ago. He details this on his blog: as a campaign starter, he had his players create new, 1st level PCs, but then RAN them through a high mid-level adventure using EVIL pre-gens of his own design, sacking a temple of goodness. Following the scenario, he returned the players their original character sheets and kicked off the campaign proper with the PCs dealing with the aftermath of the destructive raid.
It's a fine idea; quite clever, in my opinion. The adventure itself (the map and his game notes) are freely available on his blog, and I decided to run the thing at Cauldron…something different, something fast, something that I knew had already been play-tested by one of the modern masters of the AD&D craft. Easy-peasy.
Unfortunately, Huso long ago lost the character sheets for the pre-gens, and I was forced to recreate them (best as I could) from the notes he provided. This was the bulk of my prep, made more than a bit challenging by his use of three evil NPC classes (the anti-paladin, the necromancer, and the witch) from Dragon Magazine. I am familiar with these, but I’m not particularly enthused by their implementation or execution in the mag. As such, I altered the classes rather drastically from how they appear. Here’s what I brought to the tournament:
- Caul, Flayer of Men: 8th level “Anti-Paladin:” abilities taken from Hackmaster…basically as a paladin except with reversed abilities (cause wounds instead of heal, befriend undead instead of turning, protection from good instead of evil, etc.).
- Vessvka Vith, Drow “Witch:” female Dark Elf cleric/magic-user of 6th/6th level.
- Tergomant Glim: 7th level cleric and a monster of a man (18 STR, 6’1”, 270#; wields a footman’s mace with one hand).
- Ergonin Hews: 6th level half-orc fighter, wielding double-fisted hand axes. Agile for an orc (Dex 17).
- Nicodemus Plath: 7th level half-elf assassin, based loosely on my son’s main PC of the same type.
- Sable Croft: 7th level human fighter; exceptional strength (though less than Caul) with a magic bardiche. More beef.
- Vlaimir Sush: 5th level Necromancer; totally unchanged from the Dragon mag entry and given a scythe for a weapon because evil necromancers with two-handed scythes are the height of coolness, even if the class kind of sucks.
- Barthax Brunst: 6th level dwarven fighter/thief. NOT one of Huso’s originals (he only lists seven characters, probably because he only had seven players). I wanted more PCs in the party because Huso throws psionic couatls, silver dragons, clay golems, and magic-user/monks at people (he’s a bad, bad man). Also, the fighter/thief built in some skill redundancy for the party.
For the adventure itself, I reformatted and (partially) rewrote what Huso had done. Anthony, God love him, has a penchant for writing the purplest of prose…he is an actual author, after all…but I needed things terse and punchy, both to match my personal style as well as the three hour widow with which I was working.
Likewise, I had to remove the various “Huso-isms” throughout the text: monks getting DEX bonuses to AC, or bonuses from wearing “silk armor,” anything that appeared to come from the UA, nutty magical “eye traps” that had multiple effects and would be a bear to adjudicate without a battle map (something I don’t use). Huso loves nothing better than a protracted siege battle a la The Forgotten Temple of Tharizdun, but I didn’t plan on forcing the PCs to charge in guns ablaze. Why would they, when so many of their party members were more powerful in subtler ways?
Besides, the adventure was plenty deadly as is.
Oh, yes…I also removed encounters #29-#33 and their associated sections of the map (too long, mostly empty, and redundant) and axed some of the other weird, none-too-normal weirdness (room #27 is simply empty and I switched the "Starfire Neonate" for a more Golden Child-like "Celestial Being").
[everyone knows the old Eddie Murphy “Golden Child” movie, right? The adventure gives off quite a bit of that vibe anyway]
Thing is, Huso made a divine being in need of slaying, but then gave it immunity to weapons of less than +3 while only arming his pre-gens with +2 weapons (come on, Anthony!); as such, capture/kidnapping had to be on the table, unless I really wanted to spend time re-stocking the dungeon (but, then, that would have made the adventure more drawn out as PCs would have to search for items to use to destroy the child and yadda-yadda-yadda. No).
Interested people who want my pre-gens and the re-tooled/formatted adventure I used at Cauldron can download them HERE and HERE, respectively. In play, I changed/improvised the last paragraph of the “START” to explain their mission: find and destroy…or capture…the “Celestial Child” (with no more information given as to what exactly a “Celestial Child” is).
So how did it actually go? Great! The players decided NOT to charge into the dungeon, but scouted ahead with their assassin instead, who was able to completely surprise and recon the couatl and monks in room #1 and report back without sounding the alarm. Using silence to first neutralize the spell-casting ability of all within the chamber, the PCs then charged into battle and put paid to the initial guardians without sounding the alarm. Pretty good start.
In the great hall, however, they were forced to decide on a course of action…and had trouble doing so. Eventually they decided to just start “opening doors” and seeing what was behind them, which led to them alerting the four clerics in room #7, the bulk of whom would sell their lives while the other two retreated through the many redoubts of the map to alert the temple proper. The players pursued, but the need to unlock doors (and getting hit by fire glyphs, etc.) slowed them down. They managed to NOT activate the clay golems in chamber 14, found the secret door, and the corridor that led to the trapdoor in area #6 (wherein resides a silver dragon). However, before going through that they waited for Chomy (playing the necromancer), who had been gathering dead monks and clerics to make maximum use of his one animate zombie spell. The party waited below while they sent a pair of their “undead soldiers” up the ladder to scout around.
And then watched as the zombies were vaporized with fire.
By this time (of course) the bell had started sounding in the grand hall, the temple was on alert, and minions were rallying to their battle positions, as they had been trained to do. The party knew that time was of the essence, but they were still trying to compose a battle plan of their own, arguing the virtues of one form of action or another.
While they were doing that, the trapdoor opened above and the magic-user launched a fireball into the narrow corridor below. So much for the necromancer and his zombies.
The PCs returned fire…perhaps Nicodemus with his poisoned darts and/or Barthax with his crossbow…slaying the magic-user. The group then decided to posse to head up the ladder and not wait around anymore. Of course, they saw the dragon, as well as the other magic-user (with a wand of lightning). Much hilarity ensued as more PCs were cooked but, in the end, they slew both and made their way to the battle royale with THE TWILIGHT PRINCESS herself. Much fun, but the forces of evil eventually triumphed (I think Marcellia was felled with a hold person spell, a common theme of the con...), and the remaining survivors (which I believe only included Caul, Tergomant, and Vessvka), made their way to the Child, who was fairly obvious considering the lilac skin, single blue eye, and enormous halo of light. All good: they removed the child, the temple started to shudder, and everyone headed for the exits (including the surviving defenders of the temple).
A good, solid game and just a few minutes over our three-hour time slot…we still made it to dinner with plenty of time to spare.
*****
FRIDAY BLOCK II (Friday Night): the Battle Emridy Meadows.
As I described in my prior post, I played in Settembrini's Chainmail game…at least until I could no longer physically stand without the risk of collapse. I bowed out around midnight and hit the hay at roughly 12:30am. I was then awakened at 6:45am by several successive members of the American contingent marching through my room to use the shower (the one bathroom being located nearest to my bed). The person occupying the cot next to me slept like the dead and snored like a chainsaw (so loudly that individuals from two doors down commented on it)…fortunately, for me he was a bit of a “white noise generator” and actually led to a fairly restful repose.
I finally dragged myself out of bed around 7:30, as much to use the bathroom myself (which I had to go down four flights and leave the building to do, given the person occupying the shower), and headed for breakfast.
*****
SATURDAY BLOCK I: Rivers of Blood, Death, and Glory.
I will talk about this in a separate post.
*****
SATURDAY BLOCK II: Caul’s Dark Citadel
The afternoon session, after lunch, and this time I would be doing a “Becker Original.” Ever since seeing WotC’s use of “the D&D kids” (from the 1981 D&D cartoon) as “content” for their new 5E 2024 books (and on the cover of their Stormwreck Isle starter set), I’ve wanted to write my own adventure that featured these characters. And for Cauldron, I decided that I would use them in a sequel adventure to Huso’s Silver Temple of Transcendent Flame.
My plan was to make the adventure more of a stealth/infiltration in contrast to the Caul's destructive raid to showcase different styles of play. The PCs would be tasked with the recovery of the Celestial Child’s remains: a mercy mission fitting their 'good guy' ethos, as opposed to a task of vengeance. I figured the PCs could return the ashes (or whatever) to the Silver Temple, where the surviving monks would use the power of "transcendent flame" (or whatever) to raise it from the dead. This was my idea for quite a while, even after I realized it was a long shot that Caul and his buddies would actually figure out a way to kill the Child.
And yet, that wasn’t my main problem. The main problem was the actual adventure site, i.e. the map. I needed a stronghold for Caul...and while it couldn’t be too large, it still had to feel like an “epic evil fortress.” Or, at least, weird. Or both. But with a capped number of encounters.
*sigh* Let me explain.
In a convention time block...even a four hour one (which is long enough that you need to give the players at least a break, in my opinion)...there’s a limit to how many encounters they can get through. An excellent example is the tournament scenario found in Dave “Zeb” Cook’s module I1: Dwellers of the Forbidden City. The scenario is a linear gauntlet: each encounter area needs to be bypassed, one after another. There are no branching decision points, no side treks, no work arounds. You have ten encounter areas…TEN…and that’s it. I’ve run this scenario countless times over the years, but the last two times were for Cauldron 2023, one in playtest (at home) and once at the convention itself, and both times with strict attention paid to the time limit. And in BOTH instances, I found it impossible for the players involved to navigate the entire length within the time frame…NINE encounters was the most anyone ever got through in four hours.
Dwellers is pretty dastardly, and it’s a good example for study: you have two large, “set piece” encounters. You have two “tricky” encounters that can be avoided through cleverness. You have one “trick/trap” room, you have two “small” encounters that should be resolved quickly, and you have one “medium” encounter that would normally be okay, but due to its position (at the end of the adventure), the party will be low on resources like hit points and spells and so it will PLAY harder than it might otherwise play. The last two encounters are (effectively) “empty” locations with nothing there except possible time wasting by the party. Generally speaking, a good overall formula…but, again, still too long for the time slot (it runs about 15-20 minutes over four hours, and I run the thing like a machine).
And anyway, this is supposed to be a fortress…a CASTLE, not a linear gauntlet. Dwellers works because of the scenario itself…you are burrowing through a mountain following a tunnel into the heart of the forbidden city. But I wanted something that could be explored with branches and loops and whatnot…an environment for exploration in other words. Where and how to even begin.
So, I started thinking about what Caul’s castle would like like…something gifted to him by Dark Patrons (of course) since he was only 8th level and not stout enough to build his own. As such, it could be as twisted and fantastic as I wanted. And, of course, it would need ways to sneak in (because, duh, stealth mission, not “Avengers Assemble” frontal assault). So probably through a cistern or catacomb or something.
IN FACT, my original idea was to simply re-purpose the Pax Tharkas mission from DL1…even using the map from that module. How easy! (mmm…now that I’m remembering I was ALSO planning on using warped version of the DL heroes as the pre-gens before I finally decided on the D&D Kids). But after looking over Pax Tharkas, I realized that it was really, really crappy. I needed something else.
Eventually, after bouncing off several different ideas (including a Harold Lamb description of the Hashashin's lair..and having my daughter draw me a castle map), I finally decided on something I could live with: the castle from the Jim Henson film, The Dark Crystal. It had everything I needed…a way in through the tunnels beneath (in addition to a front gate), a crazy-ass interior, vivid rooms/chambers (from the film), verticality, etc., etc. A place for Caul to set his throne, a lab for Caul’s evil wizard to do apothecary stuff, a “temple room” (the crystal chamber) for the witch to perform her dark rites, etc. Now all I needed was a MAP of the place…and I found THIS on-line:
Look at that thing, ain’t it a beauty? Except of course, it’s got the cutaway floor plan that doesn’t work for me and actually making the thing make sense was going to require a whole bunch of scribbling and erasing and scribbling on my part.
SO…I procrastinated. I detailed the actual encounter areas, numbered at 15. 'Hey! 15 is more than nine,' you say…heck, it’s more than ten! Yes, but this is not a "linear gauntlet." I wrote the thing in such a way that there were some nine-ish encounter areas for the PCs to surpass to both A) reach the Child’s destination (which would be determined by the results in the earlier “Silver Temple” adventure), and B) escape the dungeon. Because…stealth, right? We don’t need to confront Caul and his minions (though, if you do, it's frosting…). In addition, I threw in a bunch of slave areas (people for 'good guys' to rescue) because, of course there are slaves (like the podlings in the movie) AND...because I wanted to go “full Henson”...I also stocked in all the DC’s “Garthim” (giant black crabs…same stats as the MM) as Caul’s mutated guardian minions. Chef’s kiss.
HOW’D IT GO? Well, I'd hoped to get some of the same players from my Friday, Silver Temple adventure (continuity), but no such luck. Sign-up sheets filled FAST. And "Best DM" winner Grutzi…who had contacted me before the con and left this session open specifically to play this adventure at my table was unable to get a spot! Crap. I had only seven pre-gens (my other games were all 8+) because, of course, there aren’t all that many “D&D kids.”
[no, there was no “Uni the Unicorn;” my characters are a decade older and Uni has long since left ‘em to join a herd or something. The seventh pre-gen PC was a grown up version of Varla the Illusionist, a minor character introduced as a love interest for Presto in an episode I believe is called The Last Illusion. Yeah…an illusionist girlfriend. Suck it, Hank!]
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Adult Varla |
But at the last second, I decided that I was being stupid and I just went and grabbed Grutz and told him: get one of his own pre-gens and join the party. We went with eight and he brought a cleric, which was a welcome addition...although I had converted the older “Sheila” into a (dual-classed) thief/cleric to ensure the party sported some divine power. Now they had more.
ANYway...despite finishing the maps only two days before I hopped a plane and not getting a chance to play-test the thing…it played surprisingly well! The players decided to climb the castle (forgot to put rope on their equipment list…whoops!) and enter through the highest tower, working their way DOWN rather than UP. Which was fine…that, too, was a way I'd coded my encounters for the con. Their first encounter was with the assassin Nicodemus Plath, contemplating his life choices in the lookout. They got into a scrap with him and should have been poisoned five ways to Sunday, but my die rolls were pretty horrendous, and they beat the snot out of him. I had him surrender and then they got to tie him up and do some "role-playing" as they interrogated him about the layout of the place. “Well, it’s kind of hard to describe...”
Thing is, my map was all wonky with “non-Euclidean geometry:” due to me trying to crib together a vertical map into something horizontal I just ended up using no corners (nor even many straight lines), just a lot of “bendy,” wrap-around tunnels and a great many stairwells and changes of elevation. It worked well to make the whole expedition confusing, frustrating, and painful for the characters, as the slaves they encountered had only partial information and even then could only say, “Well, it’s kind of hard to describe…” Much hilarity.
However, the players were determined to kill Caul, Divine Child or not. One of the players, Dillon, was a self-professed Huso fan and knew all about Caul and really wanted to off the guy (Dillon was very enthusiastic about everything, actually…I think he was having a pretty good time as his first Cauldron…). They figured out where Caul’s throne room was and hatched some cockamamie plan to disguise themselves as a Drow (Diana wearing the witch’s clothes from a ransacked bedroom) and a slave (Varla using change self) with an invisible Sheila in tow to backstab the guy or some such. Caul wasn’t buying it of course…everyone in his castle was cleared by him and he knew there wasn’t any other Drows or “new cultists,” and also knew that slaves weren’t allowed in the throne room (other than his chained up scribe), so he dispatched his cadre of gnolls to round up the obvious imposters.
Fighting ensued; damage was done, Bobby stunned the hell out of everyone with a thunderclap (including his own people), but Sheila got off a hold person on Caul and the party carried the day to much fanfare. They found Caul’s hidden treasure vault, trapped with a necrophidius (credit to ChatGPT for that idea), but still: no Divine Child.
“We’ve got to find that temple with the witch…maybe we need to keep going lower.” But the party really did not want to end up in the catacombs…they had a sneaking suspicion that would be a BAD IDEA (and they were right because...you know...Garthim). But a little lower they went and ended up in the slave pens and fought and killed an ogre with a big old whip (not as dangerous as it could have been) and then said “AHA! Let’s cast speak with dead on the ogre and see if he can tell us where we find the Child!” Okay, cleric, you get two questions:
“Where’s the Divine Child, dead guy?” With the witch…
“How do we get to the temple?” Well, it’s kind of hard to describe…
Hahaha…no, just kidding. He told them go up the stairs to the main hall and take a right. How hard is that?!
They found the temple, the child, and the her cultist acolytes worshipping a stone obelisk, roughly shaped like a spider, that floated above a red glowing pit (Dark Crystal, right?). Eric was dressed in Caul’s armor, Varla was doing her illusion thing and they got close enough to the witch to trap her INSIDE Erik’s “dome of force” (that his magic shield could project 1/day), while the others blasted the cultists and Diana grabbed the Child and ran like hell (as a 6th level monk she was uber-fast) up to the top tower where she could feather fall off. Pretty sure Shiela ran behind her as backup.
Well, that wasn’t so hard…what the--?! As the GIANT MUTANT CRABS in the shadowed alcoves came out to attack. More combat but they won the day, the witch surrendered, and the party made her divest herself of all her gear and commanded her to return to the UnderDark, never to return.
All with minutes to spare before the dinner bell. Good stuff.
[to be continued...]
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A moment of unbridled joy... |
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