Saturday, January 10, 2026

ASC Review: Murder Most Foul

A Murder Most Foul (Jeff Simpson)
An "experiment" for Seven Voyages of Zylarthen

I am reviewing these in the order they were submitted. For my review criteria, please check out this post. All reviews will (probably) contain *SPOILERS*; you have been warned! Because these are short (two page) adventures, it is my intention to keep the reviews brief.


I like Jeff Simpson, that wacky Canuck with his whimsical adventures and patented stick-figure illustrations. Last year, however, I strongly disliked his ASCII submission, giving it only one star and placing it near the bottom of my rankings. Despite this, it made the winner’s bracket and compilation book, beating out several worthier entries. As noted, my design priorities don't always align with the other judges.

This year’s submission is worse.

This year’s submission isn’t even an adventure. Instead, Mr. Simpson has offered us a moral quandary situation to insert into our campaign as we see fit.

No. This is not what D&D is. 

Even if the adventure was not already disqualified for a number of assorted violations (no maps, fewer than 8 encounters, written for a fantasy heartbreaker that is NOT “very close” to one of the listed systems), it would STILL fail as actionable content. It is a thought exercise, nor an adventure.

Zero stars. Some might call this “tea party D&D.” Jeff himself suggests his submission may be “moronic.” For me, it’s simply a waste of my time.

Friday, January 9, 2026

ASC Review: Sanctuary Of The Black Buddha

The Sanctuary of the Black Buddha (Seb Howell)
AD&D adventure seven to nine PCs of levels 5th-7th

I am reviewing these in the order they were submitted. For my review criteria, please check out this post. All reviews will (probably) contain *SPOILERS*; you have been warned! Because these are short (two page) adventures, it is my intention to keep the reviews brief.


The TL;DR: an ambitious adventure site that’s a bit of a mess.

The first submission by a new author (i.e. one who didn’t participate in last year’s ASC), Seb creates a bona fide adventure site in the form of a Buddhist temple in abox canyon currently housing a group of bandits.

Written for AD&D (with a definite Oriental Adventures feel) the thing, for me, falls apart due to the scope it sets for itself: Seb creates an entire setting-derived situation concerning a rogue Imperial general-turned-bandit who provides an objective of either justice or straightforward robbing of his hoard.

Likewise, the temple itself is good (i.e well-imagined and well-themed by the author) as is the treasure hoard: appropriate both for the site of the theme, and for the expected level range.

But the adventure lacks challenge. There are only a handful of the bandits on hand (plus a chained-up hill giant) and the remaining 150 bandits and leaders of the bandit camp (including the aforementioned General and his magic-using henchmen) are left un-detailed “due to space considerations.” Despite the fact they are key to the order of battle presented in the write-up.

Sorry..this one is lacking and needs a LOT of work to make it playable. Telling the DM to just “use page 66 of the Monster Manual to generate” the appropriate opponents is NOT acceptable for a module.

Two stars (**). However, you get a “+” for having a decent concept and good amount of treasure.

Thursday, January 8, 2026

The European OSR: Magyar Horde

[a short interlude from the ASC judgments...]

The Hungarian contingent
has been a stable and consistent power block at Cauldron since the beginning, and the 2026 season looks to see their numbers swell as Hangyi is schedule to join the ranks of Premier, Chomy, Melan, Iudex, and "VorpalMace" (Tom). Time to talk about this loud, proud bunch.

Not that I really know them...I don't know their lives outside of gaming, don't know anything about their families, their politics, their jobs, not even their real names (other than half of them being named "Gabor"). Still, not knowing them doesn't mean I don't enjoy the hell out of them...they are to the Germans what German tourists are to the rest of Europe: fun, rambunctious, and a tad intimidating. 

If I still played, Vampire the Masquerade, they'd make a great model for a Sabbat pack.

I don't think it's inaccurate to say Hungary has an outsized impact on the OSR scene given its relative size. As a country it has barely more than 11% of Germany's population (9.5M compared to 83M) and less than 8% its GDP; in comparison to the USA, those percentages drop to 2.7% and 1.5%. And yet the quality of gaming material being created by the Magyars is impressive.

Melan is, of course, the most prominent of these creators. Castle Xyntillan is perhaps his most well-known adventure, but his Echoes from Fomalhaut fanzine (13 issues and counting) enjoys a strong reputation, while his Helvéczia RPG is magnificent...I own the deluxe boxed set, and it is a thing of beauty. Melan has been featured on multiple podcasts (Zockbock Radio and CAG for sure), his Melan diagram and discussion of adventure design has been highly influential, and his adventure reviews on his blog are highly respected.  He is an accomplished Dungeon Master, running multiple sessions in multiple systems  in each of the last three Cauldron conventions, and his tables fill quickly; as for his performance as a player, I can attest he is knowledgeable, cautious without being cowardly, and a respected (if reserved) voice of reason. 

Having interacted with him now on multiple occasions, I find Melan to be warm and unassuming, self-confident yet humble, a solid presence that obviously holds the esteem of his peers. Sharp-witted without being mean-spirited...I want to call him "kindly," but this is not an appropriate adjective to describe veteran, hard-nosed Dungeon Masters that have zero problem making "death" a consequence of mission failure. I will say that I have never heard a single negative word about Melan from anyone who's actually met the man.

Chomy, on the other hand, is as boisterous and fiery as Melan is solid. Not that he's not sharp as a knife with serious design chops...Chomy's placed in the top for two out of three NAP contests (winning one) and has published multiple well-reviewed adventures (in different editions). But I know Chomy as a player (and drinking buddy), not as a Dungeon Master. I wouldn't call him the "heart" of the Magyar horde...maybe the fire or, more accurately, the "balls." In any group, there's someone who needs to be the first to sticking their face into the potential danger...there has to be someone pushing, spurring the action. Someone's got to be willing to use the wand of wonder when shit gets hairball. Coupled with his native cunning, it makes him quite the rapscallion in the convention setting...but when it comes to design, that courage and push makes for some excellent adventure writing.

[I am publishing this now before I review his adventure for the ASC3 contest]

But neither Chomy, nor Melan were my impetus for writing about the Hungarian OSR (nor Premier, nor Tamas)...rather, it was what's going on with Iudex.

Iudex is a Hungarian living in the outskirts of Munich, who drives seven hours to Budapest on a monthly basis as part of his profession. While there, he's been working an on-going project called HOOT...the Hungarian Oldschool Open Table, a monthly get-together of rotating cast members at his local gaming club. He's been doing this for the last thirteen months...basically since Cauldron II...relentlessly encouraging "old style" play in his hobby community. Most of this has been with the OD&D rule system, but in November...
"...I decided to level up from cozy OD&D and tackle a proper AD&D first edition game..."
...mainly so that he could run the Cauldron '25 tournament module for the group. 

Not as easy as it sounds (as Iudex details in the five page "after action" report he sent me). However, he also writes:
"Frankly, I was astonished, how quick and how great the system worked during play (although I had to work a lot to arrive at a point where I did not need to open the book during play - well, most of the time)."
I think it's safe to say that most AD&D Dungeon Masters find themselves needing to open their books during actual game play. I certainly do (and I've been doing this AD&D thing for a long time)...if anything distinguishes the veteran from the novice, it is just that I can find a reference quicker, and thus the momentary distraction is nothing but that: momentary.

The important takeaway here...for Iudex and for any DM jumping into 1E for the first time...is to not be daunted or intimidated. The AD&D system works...and allows for some excellent gameplay at the table. The interaction of the various procedures makes for a type of experience that forces the players to engage with and attend to what's going on; this, in turn, makes the immersion process easier.

Knowing there was a desire and curiosity for 1E gameplay (not to mention interest in the Cauldron tournament adventure), in December Iudex deviated from his usual practice and introduced a 'pre-registration' process to the normally "open"call of HOOT...and had ten players show up, some driving from outside Budapest to attend. This is a solid table. Only two of them had actual 1E experience (having played in the 1990s); the others were either new or only familiar with 1E retroclones, like OSRIC.  

Hungarians in their typical subterranean gaming
environment. Note that most of these guys ride motorcycles
and can benchpress a Buick. All own sabres.

All but one was reported to have an excellent time in the four hour session, despite 70% being slain in the usual AD&D fashion. I'm not sure the reason for the single disgruntlement, though I'd hazard to guess it was the halfling thief who was fed (by the party) to a pack of winter wolves in order to make good their escape. Par for the course when it comes to rough justice in the Nagy Alföld...

But I'm digressing (as usual).

This is what I call growing the hobby. There is an appetite for AD&D that is not being tapped...despite the books again being available for purchase...partly due to misconceptions and intimidation but MOSTLY due to a lack of DMs running the game. And the reason for the lack of DMs (in addition to misconceptions and intimidation) is the lack of support for those willing to take up the mantle.

This, however, is changing. Folks like Iudex shows what's possible. Some of these players, no doubt, have their own home games going on. When they leave HOOT, they take their knowledge and experience back with them. Just demonstrating that AD&D is a playable, vibrant game can be the small flame that sets off a conflagration. In Hungary no less (it's already happening in Germany and Belgium). 

Remember that most of Europe was introduced to D&D through the Mentzer Basic set. So far as I'm aware, the first (and only) D&D edition translated into Hungarian was 3rd edition. And yet the old game, the good game, is alive...it is a spark that is being fanned. 

I think that's pretty neat. 

Anyway. I've decided that I will, indeed, be going back to Cauldron in 2026...this time with my son in tow. Entrance fees have been paid; I now have a handful of months to put together plane fare and prep my adventures. I look forward to seeing all these guys...Iudex, Tamas, Chomy, Premier, Melan...once again, clinking glasses and rolling dice. May their kardok stay sharp.
; )

Wednesday, January 7, 2026

ASC Review: Wreck Of The Spinefish

The Wreck of the Spinefish (ShockTohp)
ACKSII adventure for five to eight PCs of levels 4th-6th

I am reviewing these in the order they were submitted. For my review criteria, please check out this post. All reviews will (probably) contain *SPOILERS*; you have been warned! Because these are short (two page) adventures, it is my intention to keep the reviews brief.


I’ll be honest…I’m at a loss.

This is a great concept for an adventure site: a beached ship, a former prison hulk, rendered cairn by a demon and now a haunted place for exploration.

But it’s for ACKSII. I don’t know shit about ACKSII.

The first ACKS is a tarted up version of BECMI with a bunch of D20isms (DND3) thrown into the mix. I haven’t read ACKSII (nor do I have any plans to do so) but this seems…more of the same?

“Climb throws?” “Bludgeoning damage?” “Nonspeaking medium incarnations?” What the hell IS this? What the heck is this “Shadowed Sinkhole of Evil (JJ pg 88)” being referenced?

Hey man, I’ll take your word for it that you know what you’re doing. I just don’t have the time or inclination to learn ACKSII.

I’ll give this a *** (playable) rating and allow the more knowledgable judges to make a more nuanced argument, yay or nay, for this adventure.

My apologies.

Tuesday, January 6, 2026

ASC Review: Temple of Bast

Temple of Bast (Joe Nash)
A BECMI/RC adventure for PCs of 3rd level

I am reviewing these in the order they were submitted. For my review criteria, please check out this post. All reviews will (probably) contain *SPOILERS*; you have been warned! Because these are short (two page) adventures, it is my intention to keep the reviews brief.


Yet another repeat contestant. Nash gave us last year’s Sausages of the Devil Swine which I deemed good, but lacking functionality (it was, however, right at the top of my two-star rankings). Not that this kept him from being included in the winner’s bracket by the other judges (*sigh*). This year, however, he hits a solid line drive…using the BECMI/RC version of Basic D&D no less.

While no specific size of party is noted, the number of encounters along with the amount of treasure and the suggested level (3rd) suggests an average party size of 5 (4-6 in other words)…perfectly acceptable for an average group session.

With 24 keyed areas, Temple of Bast is definitely at the “high" end of qualification (personally, I think 9 to 14 be more appropriate , but it ain't my contest) and yet it still feels small and tight. The adventure is well-themed and has plenty going on without baking in any kind of story or plot. Yes, there is a situation. No, there is no particular way the party needs to interact with the situation. The temple itself is delightful, and perfectly reasonable for a BECMI party of 3rd level. Given that the adventuring party will probably have access to a sleep spell (to deal with the squads of gnoll brigands), only the mountain lion pack seems particularly rough (wandering into a den of FOUR is likely to take down at least two or three 3rd level characters; thieves and magic-users being particularly vulnerable to their multiple 3+ HD attacks). However, I do NOT fault the inclusion of a mummy as it is both thematically appropriate and completely avoidable by the party.

This is solid D&D, and while I give it a slight (-) downgrade for not being more specific with the expected party number and the killer lions, this is easily worth **** for BECMI/RC play. Well done!

Monday, January 5, 2026

ASC Review: Ophidian Temple

Ophidian Temple (Scott_M)
AD&D adventure for four to six PCs of levels 5th-7th

I am reviewing these in the order they were submitted. For my review criteria, please check out this post. All reviews will (probably) contain *SPOILERS*; you have been warned! Because these are short (two page) adventures, it is my intention to keep the reviews brief.


This is more than a simple “adventure site;” it is a full adventure with a situational objective and consequential objectives. For me, it seems a tad large, but it falls within Gibson’s criteria and will be judged as such.

*sigh*

When it comes to these sites, Scott_M seems to have a particular style, really attempting to “push the envelope” rather than simply “letting the game come to him;” I saw this in last year’s Owlbear Hill. This year, he’s going hard with the pulp S&S “snake man jungle” vibe which is, of course, a delightful trope of hack-n-slash D&D (didn’t I write my own Snake-Demon-Goddess temple a couple years back). Here, though, it causes him to stumble.

Writing for AD&D is not particularly hard, as the author shows…a good treasure count and distribution plus appropriately themed and coherent monster placement that doesn’t defy or insult when it comes to challenge is all one really needs. There are some nitpicks…extra word count is devoted to discussion of architecture and incense, but nothing at all said about the illumination/lighting of the temple area (a rather pertinent fact to AD&D adventurers who prefer encounter locations to be VISIBLY described). One can always make assumptions but, yes, this is a nitpick.

However, the true downgrade comes from the manifesting demon-god of the snake-men, the entire “story/plot” of the adventure. Sure, we’ve seen this before (H2 anyone?) but here we have a wholly invented godling that grants clerical spells (not really part of the ophidian ecology) summoned by a ritual outside the standard spell-craft of AD&D (this is not how AD&D magic works…and non-humans do not, generally, have access to such power), in order to summon a 10 HD scratch “demon” that exists solely as a stat block and visual description.

Sorry but this is not how we do “AD&D.” Demons have a hierarchy…is this a Prince? What is its relationships with other demons. Is it a god (it appears to grant spells)? Then why is it so weak in comparison to other gods? What are the ramifications of it being manifested on the Prime Material Plane? What are the consequences of it being slain? The idea of a the snake-man priest is divorced from the description of the ophidian monster as it appears in the MM2, and seems to contradict the description of them being a servitor, "non-independent" species.

So, not good as it goes against some basic AD&D assumptions. This would be MOSTLY playable, if not solid D&D…but the appearance of this Asthask'ss thing (which seems mainly present in order to ape the style of trope-pulp S&S) is sadly lacking. ** with a “+” for being otherwise okay.

EDIT: bumped up to *** after discussion with the designer. Not quite 'elegant in execution,' but playable. See the comments section on this post.

Sunday, January 4, 2026

ASC Review: Save Vs. Sarnoth

Save Vs. Sarnoth (Riley)
S&W (OD&D) adventure for four to six PCs of levels 4th-5th

I am reviewing these in the order they were submitted. For my review criteria, please check out this post. All reviews will (probably) contain *SPOILERS*; you have been warned! Because these are short (two page) adventures, it is my intention to keep the reviews brief.


We start the contest with a submission from Riley, author of last year’s excellent Tower of the Necromancer. Unfortunately, few of you will have heard of Tower of the Necromancer despite it being 4-star (“solid”) D&D because it did not make the final cut of the ASCII adventure compilation. Of this I can only say that my values and priorities with regard to adventure design often differ from my fellow judges.

This year’s offering from Riley is not as good, in my estimation. An S&W (read: OD&D) adventure, the size is right, and the treasure count accurate…if perhaps a tad on the high side (not by much!). But the danger level seems woefully slim and the actual amount of “stuff” in this adventure…a colloquial term I use to indicate “interactive situations and environmental factors”…feels thin indeed. A handful of feral centaurs, readily encountered as wandering monsters (50% chance each turn!), and a single gorgon makes this not much more than an elaborate “lair,” though I wouldn’t go so far as to downgrade it…the thing is a true “adventure site,” with SOME weirdness and non-combat encounters to provide a change of pace.

Still: 17 keyed encounters of which only three are overtly hostile, and the two “traps” that appear being in the same location as two of the hostile monsters makes for a site that’s pretty empty of challenge and danger.

Totally dig that several of the playtest characters show up as statues in the gorgon’s lair…this is the kind of touch I like to add to my own adventures. The elaborate spine-forged sword, while passably interesting, is pretty extraneous.

This is playable D&D: *** with a (-) sign added due to the lack of challenge. Yes, a gorgon is tough, but there’s more treasure to be had in the rest of the site (treasure that's far easier to obtain) without ever setting foot in its grotto. Would also like to know what the hell is the relationship between the centaur, dryads, nixies, and gorgon.