Showing posts with label cauldron. Show all posts
Showing posts with label cauldron. Show all posts

Saturday, October 25, 2025

Cauldron Wrap-Up

It's Saturday morning...not quite a week since the end of Cauldron III. I've been home (Seattle) since Monday night. Things are, more-or-less, back to "normal."

Sofia's (school) soccer season has ended (although we're still going to do some sort of pizza party), and it was a successful one. Our goal, set at the beginning of the season, was to make the playoffs in our first year of eligibility and we did so, being second in our division of ten, and number four of only eight teams selected. Next year, we will set our expectations higher.

Likewise, high school cross-country has wrapped up for Diego; his last meet (Thursday) I got to watch him finish #11 out of some 300+ kids (#4 amongst first year students) form eight different schools. It was not his best run of the season, and he felt he should have placed higher for this particular meet, but this was his first time doing high school athletics, and he had a pretty strong season.

Club soccer continues for both kids. Diego's off to Yakima today.  Sofia and I will be putting together the last touches of our Halloween costumes (normally, I'd be the one on "driving duty" for the five hour round trip, but I'm the Lector at 5pm Mass this evening).  School continues. Basketball season is starting. Etc.

This is my family; this is my life. And I love it. At Cauldron, I may be a God of the Gaming Table and a Creator of Worlds...at home I'm the dishwasher, the chauffeur, and the scrubber of toilets. It is the the way of life, and I wouldn't want to have it any other way. If I wanted it some other way, it would be some other way...we create our own reality, just as surely as Dungeon Masters create dungeons.

Why do I bring this up?

Cauldron is an amazing, incredible experience...one that I feel so blessed to have participated in, one that gives me so much joy, I feel the need to write four or five (long) blog posts about it. For an old gamer like me, it is three days of unbridled bliss...

[sorry, had to pause to feed my kid breakfast before he got on the road: two fried eggs, bacon, sourdough toast, pineapple juice. Dishes can wait]

...much as I find bliss to spend a week on Orcas in the summer. Or to spend two weeks with my in-laws in Orizaba. Or as it used to be to spend Thanksgiving in Whistler, BC with my mom...or the Thanksgivings of my youth in Missoula, Montana.

Cauldron is a holiday. It is not my day-to-day reality.

And I want it to remain so, as something special. The dates have been posted for next year's Cauldron, and it's early enough in October that I could make it work with the soccer schedule; I could do it, I could make it back for 2026....

*sigh*

Since coming home, I've been in near constant contact with the con-goers via the Cauldron discord: checking in, scrolling photos, discussing plans for next year, throwing out ideas of how to make the con even cooler than it already is (as if we weren't already on the edge of spontaneous combustion). Just trying to keep that feeling, that Cauldron "magic" going...even after the thing has officially come to a close. Iudex...a man who reminds so much of my good friend Carlos Chavez in Mexico that it is painful...even suggested (jokingly, I'm sure) that I consider moving to Europe.

Mm. I love Europe. But leave the Pacific Northwest?

No. I'm not quite ready to create THAT reality. For better or worse, I'm a loud, ugly American, proud of my U.S. passport. And for right now, I can't imagine living out my last days...and dying...in any place but the Evergreen state, tasting the fresh piney air and hearing the patter of rain drops (it's been pouring the last two days: typical October weather). I'm not trying to be morbid or a downer...I'm just sharing the real thoughts in my mind. Not just the last few days, but the last couple years. Ever since the first Cauldron.

[truthfully]

If only I could bring everyone out here! Host my own Cauldron...some sort of extravaganza on Orcas in the summer time (I mean, if we're just wishing/dreaming...). Show them MY neck of the woods, feast them on fresh seafood from the Puget Sound and beers brewed from our local hops, wines from the Yakima valley. Hell, avocados! Are there no avocados in Germany?

*sigh*

Pipe dreams. For now, Cauldron must remain overseas and...for me...just an occasional holiday. One that I look forward to, one that I look back on with great fondness.

But I miss the people. There were 80+ attendees at Cauldron this year. I gamed with more than 40 of them including: Settembrini, Prince of Nothing, Iudex, Doof, Grutzi, Michal, MichalS, Mike, Domenico, Henning, Alex, Tamas, Chomy, Sonke, Justin, Cris, Ludwig, DangerIsReal, Butch, James, Orlando, Daniel, Paul, Ollie, Jay, Walid, Dillon, Theo, Dreadlord, Tom, Pangea, and...gosh, so many others whose names (and/or internet handles) escape me at the moment. And then ther are the people that it was so good to see and talk to, even if we didn't game together: BlutUndGlass, Melan, DerOgre, Eria (duh), Ghoul, Lynchpin, GusB, Eric, Yandere, x_y_z, MK...so many, so many good people. 

Man, I truly, truly enjoy spending time with all of you...more than words can convey. 

And with regard to the gamers specifically...those of you who showed up at my table in 2023, and then came back for more in 2025 (sometimes TWICE)...well, it touches my heart. Honestly. That feels much more like the bonds of friendship than just "pick-up games at a con." 

I will be back. But I don't know when. I asked the age of the youngest player at Cauldron this year: twelve. I'm sure she and my daughter would have a blast (Sofia will be 12 in April). And I know Diego would have a good time gaming. I was considering taking them BOTH in '26.

But that air travel.

It's one thing for me to go 14 hours with small catnaps, and then pull my shit together enough to game hardcore over three days before flying home...do I want to put my kids through that?

Mm. 

It would be one thing if my entire family was into gaming...but that's not the case. The only way it would work is if we made it a "family trip" (which my wife would be down with...she loves to travel and digs Germany), and just made Cauldron a portion of a longer excursion.

But she (my wife) wouldn't want to game. And what would she do for three days while we were there? And would my kids want to game three days in a row (they're not as crazy as I am)? And would I be traveling with all my gear while tooling around Germany? 

No. Unfortunately, it doesn't make logistical sense. Which is a crying shame because playing AD&D with Euro kids in Germany would be an awesome experience for them that they'd both love. But it's not just a drive to Yakima or Spokane. It would be...nuts.

You create your own reality.

All right, that's enough discussion of Cauldron 2025...time to turn the page. I want to take a little break from D&D-stuff in general (yeah, right...we'll see how long that resolution lasts!) to get a handle on some other projects. Some of which ARE D&D-related but, well... The POINT is: I've got a couple-three blog posts already scheduled over the next couple days, but after that you can expect fairly light blogging for a few weeks; I've got OTHER "holiday stuff" to attend to.

Have a wunderbar day, folks!

[for ease of access:

Friday, October 24, 2025

Let Slip The Dogs Of War (Part III)

In which I  finally discuss...at lengrh...the tournament module written for Cauldron 2025's prestigious (and now annual) Blackrazor Cup....


SATURDAY BLOCK I: Rivers of Blood, Death, and Glory

Getting to Germany from Seattle isn't the easiest thing in the world. Yeah, it's a long haul. Yeah, it's more money than I'd like to spend on a plane ticket. Yeah, it means being away from my family for a weekend and missing things like high school dances and playoff soccer games. 

Is it worth the trouble and effort, just for a gaming convention? For me?

Yes. It is.

But I don't know if it's quite worth it...or if I'm quite willing...to make it an annual pilgrimage. Every other year sounds about right. At least until my kids are old enough to accompany me (always assuming I can afford the airfare). Cauldron I (in 2023) was fantastic...but I couldn't quite justify doing it again in 2024. And yet, I wanted to be part of Cauldron II all the same. Which is why I asked to convention organizers (well, really just Settembrini) if I could write a tournament module for the thing. 

Hence was born Children of the Sea, which I haven't written much about, because I thought it was going to be part of the OSRIC kickstarter stretch goals. Yeah, no...THAT didn't happen. But don't worry; it'll get released in a different fashion....

Feedback from Children was immensely positive: the con-goers in 2024 really seemed to enjoy it...so much so that they wanted to make it an annual contest at the con. Great news! However, some folks felt that the module had been "too easy." What the F...?

[when I ran it for my home group it ended in a TPK...]

My adventures are supposed to be "challenging" not "easy;" certainly not "too easy!" Having my ego slighted, it is only natural that I would want to redeem myself with a stronger adventure for 2025. Not a terribly awful, "killer" dungeon, but something designed to be fiendish even while being appropriately stocked for players of the requisite level.  

Thus was conceived the idea for Rivers of Blood, Death, and Glory. I think the title probably came first, even before the concept: an upriver trek into the frozen wilds of British Columbia. 

Now, when searching for a premise/scenario, my first thought that to re-write/re-purpose yet another DragonLance module...specifically DL6: Dragons of Ice. I have a fascination with this adventure, for a number of reasons. For one thing, I rather love white dragons: they are dragons (duh) that even low-mid level parties can survive encounters with...great for a game with the word "dragons" in the title. Also, frost breath is awesome. Also, in B/X and OD&D they are NEUTRAL in alignment, making them one of three "non-evil" dragons (which opens all sorts of possibilities). Not that this adventure was ever planned to be anything other than AD&D....

My favorite DragonLance cover art...

There are two other reasons that DL6 interests me: the first of these is that it represents the first adventure truly divorced from the novels. I read the original DL novels long before I ever read any of the modules, and the details of the protagonists' excursion to IceWall Castle (another great name) is mostly left out of the text, instead being relegated to (yet another) example of the Hickman poetry fetish. Which...for me...means that the unfolding events of the adventure are quite wide open for interpretation.

The last reason I find DL6 interesting is that the "dungeon" portion of the adventure is actually stocked "by the numbers," with the proper amount of monsters, traps/tricks, special, and empty encounters (for the number of encounter areas) AND (if memory serves) even the proper amount of treasure for the party. This is pretty amazing, and considering the size it would fit just fine within a four-hour tournament time slot (it is a rather small "dungeon").

However, it is BORING AS HELL and, for the most part, far too easy when it comes to the "big bad evil wizard," and while it is well-themed (and includes some great dragon encounters), I didn't particularly want minotaurs and walrus men.  Oh...and the layout is pretty sad, too: a bunch of rooms around a courtyard; possibly the most dull map ever attached to a Hickman project.

[to be fair, it IS credited to Douglas Niles, an author I do not hold in very high esteem as a module cobbler

Even so, it gave me a good base to start from. I removed the "evil wizard" guy completely (because evil wizards tend to get pwned when facing a party of eight adventurers, no matter how high their level...spell interruption, you know?) and instead made the guy dead and buried and part of the backstory. Minotaurs and thanoi got replaced with yetis, the polar bear for a brown bear (because it's British Columnia). All the dragons got to stay (yes, Chomi, DL6 uses the exact same number of dragons!), as did the winter wolves. Throw in a few undead here and there, a golem, some magical traps appropriate to a lich's stronghold and some more interesting treasure and voila! Tournament adventure written.

[I keep telling people I'm just a hack when it comes to this stuff, and I'm not lying. I may be a very good hack, but in terms of sheer creativity there are plenty of Very Fine Minds out there to whom I don't hold a candle]

Having run the adventure twice prior to Cauldron, I had a pretty good idea of how the thing played. The "upper works" (where the bulk of the adventure's half a million gold pieces in treasure may be found) is especially dastardly.  UNIVERSALLY, I found players would get flustered/distracted by the firetrap on the lich's crystal ball and then miss searching for secret doors in the scrying room; this is only exacerbated by the multiple yeti encounters (where are we going to run into another pack of those guys) and the pressure of the tournament time limit.

[I am cognizant of the elven party members' ability to automatically check for secret doors just by passing by the space, but if they did not mention anything about exploring the room or even going deep into it, I did not allow the chance. Were I to rewrite the adventure, I would simply note that the secret door can ONLY be found by "active searching," and see which groups keep their wits about them]

Likewise, the cliffside entrance to the dragon caves is supposed to be difficult to spot...if anything, that entrance is meant to be a "reward" of sorts for groups that encounter (and survive!) a random encounter with the dragon while exploring the village. I will relate that ONE particular group at Cauldron (who shall not be named) asked me for a "hint" about the adventure and I said, "Keep your heads up." They deciphered my message and found their way into the caves...only to be all-but-TPK'd by the dragon and her young. Instant karma, perhaps?

With regard to my own Cauldron session, the group did a fine job: certainly the best of any of the three groups I've run. Now, given, they DID have eight heads in the game, but the adventure ran pretty much the same, and they were quite clever with how they approached the various encounters, not taking anything in the way of casualties (by actual DEATH), losing fingers to frostbite, melting their own weapons in the black forge, blowing up spell-casters with the firetrap, or trying on the necklace of strangulation. In fact, they were the FIRST group I've run to not lose a single party member...well, except for one player who left the table (perhaps in disgust, after being energy drained half his levels). 

[sorry, man...]

ACTUALLY, the disgust was more likely due to the way I could not contain my maniacal cackling laughter towards the end of the adventure. I have no excuse for this and I apologize unconditionally for the offense I caused...the pained look on Prince of Nothing's face and the desperation in his voice as time was running out just did something to tickle my funny bone. It was highly reminiscent of playing with my brother (back in the good ol' days before he went crazy off-the-rails with his mental issues and alcoholism...), and Prince (and the others) should take it as a compliment. It is rare that I laugh that hard or so long with anyone, except friends I feel comfortable with (and my own kids). 

[and, to be clear, it was not Prince who abandoned the table]

But...look here: they sussed out that the pit of wights was FULL OF WIGHTS even before they left the throne room. They MAPPED THE DUNGEON METICULOUSLY (up until the mines below) and knew EXACTLY WHERE THE WIGHTS WERE. And then they STILL went there (and got their asses beat). And THEN...with time running out and the desperation to find more treasure positively reeking off them...they WANTED TO GO BACK FOR MORE PUNISHMENT.  

How could I not chuckle?

This I chalk up to metagaming of the WRONG type. I encourage metagaming: if players know that fire kills trolls, they should not pretend otherwise when they encounter a band of regenerators. The players KNEW that the skeleton with the yellow-orange mold on it was a dangerous mold of SOME variety, and wisely avoided it. They should have probably taken the same tack with the wights, especially since they knew there were 16 of them, far more than they could probably turn

And, yet, they assumed that I (the DM) had put the wights there for a reason. That there must be some "great frigging treasure" in that pit. As if a lich lord wouldn't just have a pit of wights to throw people into for his own amusement. My adventures are designed to have a certain type of logic to them...they are not "funhouses." Why are the yetis there? Because the place has been abandoned and they've taken up residence (in the places they could reach). Why is there a forge of black flame? To craft the lich's weapons of war. Etc., etc. See, there is metagaming and then there is "over-thinking” (which might be defined as “trying to out-think/guess the DM”). I suppose that works sometimes but…well, I can’t say I recommend the practice.

But, again, the adventure is designed this way. The time pressure functioned great...the methodical, cautious approach started escaping their grasp as time wound down. As happens. A blizzard is a-coming folks...got to get the treasure out and get back to the boats!

Anyway...

Other teams (except the one that blundered into the dragons' den) escaped with far more loot...several in excess of 200K and the winning team with more than 300K. Then again, I wasn't running the adventure for all of them...would they have fared as well with me in the captain's chair? Hard to say. Prince & Co. took home some 88K which exceeded my home group by the value of one potion of heroism and a handful of silver...but they did it without losing a single PC to death and that is something.

Last thing I want to say about the tournament adventure (which most everyone I spoke with at Cauldron seemed to enjoy): every single monster in the adventure came direct from the 1E Monster Manual. Every single treasure in the adventure can be found in the pages of the 1E DMG. Every single spell-type trap (firetrap, glyph, etc.) is in the 1E Players Handbook.  No UA tricks, no Dragon Magazine articles, not even a Fiend Folio critter to be found...I wanted to make sure all the DMs could run the thing using nothing but the core books.

Because the core books have PLENTY of "good stuff" in 'em.
; )

All right. That's all I want to say on the tournament adventure. Thanks to everyone who gave it a go, and thanks especially to all the DMs that ran it...you folks were excellent!

Thursday, October 23, 2025

Let Slip The Dogs Of War (Part II)

In which I continue to describe the games I ran at Cauldron 2025, spoiling secrets and providing insights into the mind of a geezer DM...


SATURDAY NIGHT BLOCK: Ship Of Fate

The rousing success of Caul’s Dark Citadel…as well as the final three runnings of the tourney module in Saturday Block II...led to dinner being a boisterous affair, especially at my table. Everyone at Cauldron was in a fine mood and, plied with copious amount of alcohol, a lot of money ended up being shucked out at the auction, with much backslapping, congratulating, and toasting of each other.

A lot of palinka. A lot of whisky.

Thus the set-up for the so-called “night block:” a 9pm to WHENEVER affair (no time limit). At Cauldron 2023 I had skipped this (to my later chagrin), instead unwinding and bantering a bit before calling it an early night. THIS year, I had originally left the slot open hoping to get into one of Prince’s epic night-festivals…and then he decided not to run a game in the block! “Sorry, man, there are games I want to play in,” is he wrote to me last month.

SO determined not to miss out, I decided I would be the one to fire up a big-ass, high level adventure into the wee hours. Enter Ship of Fate, a high level extravaganza I wrote for Prince’s NAP II contest (get it HERE if you like).

Ship of Fate is quite obviously inspired by (and heavily based on) Michael Moorcock’s Elric story Sailor on the Sea of Fate. If you haven’t read it…um, why not? Elric stories are pretty much required reading for high level AD&D play, especially Elric of Melnibone, Sailor, and Stormbringer. But, yeah, I know some people think D&D is supposed to top out around 7th level. *sigh*

Good read.
I digress…Ship of Fate is an adventure designed to be played by from four to 16 players, four of whom take the part of high-level lady and gents (the “Heroes”) and 12 of whom are mid (7th – 10th) level “Companions.” The idea being that each Hero has three Companions. The kicker is that all 16 of these characters were once actual player characters, played either by myself of by my friends…however, I’ll note that – with regard to the high-level guys – they’ve been considerably “toned down” from their original stature and abilities. *AHEM*

I have only had the chance to run Ship of Fate one time…for my home group…and we did not finish more than five or six encounters due to an abbreviated session. Alas, we never returned to it because, being a one-off with pre-gens, it held a lot less “spice” for us than using our regular, organically grown PCs; such is life in a living campaign. Because of this, I wasn’t exactly sure how the adventure would play out. Certainly it was much too big for a standard 4-hour time slot. But we were in NIGHT BLOCK, baby! There aren’t any rules! Go all night like when we were 14 and high on caffeinated drinks!

[it’s possible I was a little drunky when I decided to register this game, pre-Cauldron

So, unsure of how I was even going to seat 16 people around the table I’d been assigned, I found myself somewhat relieved when “only” nine people showed up to the game. And then while handing around the pre-gens I immediately lost one of the four “Heroes” (the 12th level fighter)…noooo!

[I might have been a little drunky…again]

Fortunately, Tom still had his 14th level fighter pre-gen from Settembrini’s earlier high-level game. I knocked two levels off, reduced the hit points to a reasonable amount (they were set something like 2 points below max), and axed a magic item or two, but most of the character was allowed to stay.

And we were off!  Just organizing such a group was a bit of an ordeal, but it wasn’t too long before they got it together and decided to send the thief into the first cavern and…

Oh, wait…what’s the point of the adventure?

So, in Ship of Fate the heroes are sailed across the Dunkle Zee…a kind of phantom ocean that connects the various planes of the multiverse…to an island nexus where two sibling wizards (brother and sister) are using a rift in the space-time fabric to drain power from all the planes in existence, gradually snuffing them out. Players are supposed to find the building at the center of the island, kill the wizards, and then fire the building using special magic firebrands designed for the purpose. The ship has a cargo hold full of gold for the players after success in their quest and the wizards themselves are likely to have treasure, too. However, they also have many minions and protectors.

SO…big ass building (like the length of three football fields). Players did spend a flare trying to burn the place down with the wizards in it, but the structure…a monstrous, twisted behemoth that looked something like an amalgamation of alien machine and melted giant humanoids…simply extinguished the flame itself. Which the players had been told it would do which is why they needed kill the wizards FIRST. Amateurs.

A couple entrances suggested themselves to the PCs…a large cave, overhung by vines OR a large stairway leading up. They sent the thief down into the cave where he was soon filled by needles from the needleman forest inhabiting the cavern. Retreating, the party had the wizard nuke the plants with a fireball before proceeding. Into the troglodyte caves.

Those proved nightmarish to try to map, let alone explore in a coherent fashion [it’s possible the players were a little drunky] and the group eventually decided to give it up and go up the grand staircase to the “main gate” (as they called it). At this point, James (the guy playing the 12th level cleric) gets a brilliant idea: “Why don’t I use a find the path spell to locate the wizards?” Can’t…the spell can’t target living beings.

“What about the nexus rift? We know it’s there…and the wizards are likely to be with it!” That seemed reasonable and the spell immediately starts pulling the cleric (who leads the party) the way of the shortest route to the object desired.

Which worked pretty well for a while, as it ignored or helped bypass several encounters, while revealing secret doors and hidden passages. Great stuff; great use of available resources! Plus, it lasted a good long time (12 turns!) meaning they were covering a LOT of ground. No sweat, guys, we got this!

Then it led them through the cavern of the shadow demons.

Mean.
Now, I'd guess there are a lot of us for whom the phrase "shadow demon" conjures to mind the little toadie/spy who follows Venger around the D&D cartoon like a whipped dog. Yeah, no. Shadow demons are highly intelligent, vicious 7+ hit die creatures that are 90% undetectable and can leap and claw and tear at opponents while also having the abilities to dowse lights (darkness 15' radius), cast fear, and magic jar opponents. In this particular instance (not a mandatory encounter, by the way...just the shortest path to the wizards!), it turned into a nightmare scenario for the PCs. Their lights were dowsed, and then the attacks from the shadow demons ended up preventing casters from turning on the lights: every time they lost initiative...or won by too low an initiative amount....they'd get attacked and have their spells interrupted. Fighters were swinging away in darkness and hitting their companions. Two characters blew their saves against fear attacks and fled into the darkness, never to be seen again (one of those blundered into a room full of spectres and was sucked dry in the darkness; I think the other just went to bed). 

They eventually managed to overcome the demons, but it was a brutal toll: only three PCs (all Heroes) had survived. Sonka (now playing Tom's fighter, as he decided to go to bed), Ollie (as Lucky the 12th level magic-user), and James continued on, the find the path spell still functioning. They made it to the nexus chamber, but no wizard was present (50% chance, and missed the roll). However, some minor exploring found her in her workroom, toiling away at constructing flesh golems, with three completed. No surprise, everyone attacked!

Again...pretty brutal encounter. The cleric was felled by a fistful of magic missiles, the wizard badly damaged while the fighter tried to fight his way through flesh golems and mirror images. Tired of having his spells interrupted, the wizard backed off to use his scroll on monster summoning VI, conjuring a pair of weretigers...who did not appear for a couple rounds. Meanwhile, the fighter was stunned with a power word and the flesh golems proceeded to curb stomp him in a fashion unseen in Germany for four score years.

[too soon?]

However, Ollie/Lucky managed to hold on and the were-tigers finally showed up. Something happened to neutralize Giz-Kala (though that part is hazy...perhaps yet another hold person spell?) and the golems bereft of an order-giver allowed the much reduced party to escape, the fighter left with three hit points to his name. 

Deciding "stealth" was now the order of the day, the two utilized a potion of polymorph and a polymorph self spell to change into rodents, with which they finished their exploration of the main chamber, were-tigers in tow. They found the other wizard, laying in a comatose torpor of slumber, and slit his throat. "Now how the hell do we get out of here?!" Neither had been mapping.

It was decided to risk teleporting to the exterior, despite having only observed the island terrain once. Fortunately, Lucky was high enough level to take the beefy fighter with him. The die roll was successful and they fired the dungeon from outside, the flames quickly consuming the structure, and declaring victory, agreeing to split the gold between them. The time was after 2:30am, the players still standing thanked me, and headed off to bed, as I cleaned the table and turned off the lights of the floor (we were the last group still going).

I did not bother to reveal how much treasure they'd left behind.

*****

SUNDAY BLOCK I: Ybarra Florin

Our final session of Cauldron, the "brunch block" took place only after breakfast and the award ceremony had been completed. Some of us (*ahem*) had continued to drink into the wee hours of the morning, by which I mean 5:50am. Given one hour sleep to work with I was...not in great shape.

Thus it was a good thing I chosen an easy adventure to run! The original idea had been to run my I3: Pharaoh re-work, Desert of Kartha, but it's not anywhere close to being finished, let alone prepped and cut to fit a four hour time block (I would have been running the thing with a few sketchy notes). So, realizing my ass would be dragging at the end of a long three days, I decided to go with something I've run several times before: Ybarra Florin.

Again, this NOT really a "Becker original." Kenneth St. Andre penned a short adventure called Tower of Yrkath Florn for the first edition of his Stormbringer RPG. It's a nice little introductory scenario, one I've run two or three times over the decades I've owned the game. About three years ago, I converted it to AD&D; but it's mostly unchanged in terms of layout and premise. Mostly.

A wealthy patron hires the party to go check out the ruins of a dead Melnibonean sorcerer, and bring back any relics you find. Of course, "Melnibonean" in my campaign world means "high elf," all of whom seem to have a Spanish bent to them (hence, the name change. Don't ask me why...).

[I'm not even the first one to do "Spanish elves;" see Aaron Allston's Principalities of Glantri]

The ruined tower is two levels of a once three-story structure that's been wrecked by an earthquake...in my world it's on the Olympic Peninsula, right off Dabob Bay near Quilcene. The St. Andre version of the adventure has a family of clackars...winged gorilla creatures...lairing in the lower portion of the dungeon. But, of course, AD&D doesn't have this monster...

[other than in the 1980 DDG with the Melnibonean Mythos, page 88: they have HD 8, 2x 1d12 damage claws (+rending), immunity to fear and surprise, etc., etc.]

...so I didn't something else for my conversion. Now, when I say "fur, feces, and feathers," does anything D&Dish spring to mind immediately? Of course it does.

I ran this adventure when we were introducing Maceo's younger brother, Winston, to the AD&D game. Of course, he was ripped to shreds. Later, their family took them to see the new Dungeons & Dragons movie and Winnie told his mom, "That's the thing that killed me! An owl bear! See I told you they were scary!"

ANYway, they're scary for adults players, too. Our group (another eight stalwart souls) brought not one but TWO paladins to the adventure. The first paladin was killed by the pair of juveniles in the first room of the main hall. As the rest of the party maneuvered to lure the creatures out into a killing area, the Papa Bear came out of a different door to investigate the sounds of battle (and smell of blood) that had disturbed its slumber. Things got very dicey for the group very fast, despite having a ranger who kept negating the "completely surprised" rolls of the party (without the ranger, it could've got real ugly...)

However, give bulk of the credit to Ludwig the magic-user for saving the party's bacon. Ludwig's pre-gen had a wand of wonder and he wasn't afraid to use it, luckily getting decent results throughout the session! A stinking cloud and failed saves from the 'bears allowed the party to move outside the tear gas and missile the critters to death before they had a chance to clear their nasal passages...a pretty fortunate outcome, all things considered.  After slaying the mother 'bear (combining a slow spell from the wand along with an insect swarm from Paul the druid), the party claim to the family's nest of eggs and young, all worth a pretty penny on the open (elven) market.

Then it was up to the second level and Old Ybarra's workroom, hidden behind a magical door. The door is unlocked but electrically jolts individuals crossing its threshold for some pretty gnarly damage; fortunately, it was Michal the (last) paladin who took the blast, thereby rendering the thing inert. Inside lurks a demon...the same creature that killed Ybarra two centuries before when an earthquake cracked the pentagram that contained it. For AD&D purposes, I used a Type II demon, which is about the right power level, despite being vulnerable to normal (iron) weapons, thanks to an excellent armor class and magic resistance. Using it was nice (it's been a while since I've dropped any demons in an adventure) and I should probably use them more often. In the end, it was defeated without inflicting a single casualty (although it did force both the paladin and druid to flee the tower in terror with its cause fear ability)...and while in retrospect it probably should have caused more casualties through the liberal use of teleport and gate, I will not blame my lack of tactical badassery on "going soft." The fact of the matter is: I forgot about these abilities.

One hour of sleep, remember?

SO...an easy adventure to run and only a light challenge (in my opinion) for the players, thanks to a little good fortune and a heavily hung over DM. And that's okay...the con had been a looong three days (not counting the 5,000 miles of air travel), and I was happy with how the session wrapped up. I even took the time to calc out the experience and treasure take for all surviving party members...per their request. It wasn't a bad haul for the ADDKON characters.

[to be continued...]
Also mean...


Tuesday, October 21, 2025

Let Slip The Dogs Of War (Part I)

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!]

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...]

A moment of unbridled joy...


Sunday, October 19, 2025

Cauldron 2025

I have a feeling this is going to be a long one. But people don't come here for the Tl;DR version of things, do they?
; )

Cauldron III took place at Hofraithe Rosenthal this year...a switch in venue mainly made to accommodate more people. The con had 81 registered attendees, whereas prior years had been capped at 50...a more than 60% increase but it didn't feel particularly larger until you walked into a gaming room during the middle of a session (or if you were late getting to a meal and looking for a seat). Still, it felt more cozy than crowded...although some of my larger games got a little tight, space-wise.

And large my games were. Thinking about it just now (at the con, I never took the time to reflect on this) I'm fairly sure I've never DM'd for so many people (and so many DIFFERENT people) in my life. In fact I'm 100% sure of it.

We'll get to the games in a moment. The facilities were fine, though perhaps not as nice as the previous place (the bathroom for the room...which I shared with five other people...was a large step down, though it was fine, utility-wise), and there were some very large, very crowded queues when it came to signing up for some of the sessions. The "club rooms" which were used for gaming were, on the other hand, quite nice...not just serviceable, but atmospheric and comfortable.

So many stairs, though. So many. And I LIKE stairs (and I'm in good enough shape that it wasn't an issue, even carrying gear). But I imagine some folks had to huff and puff a bit...especially if they ended up in a 4th floor room (as I was). Still...a little exercise is good when you're spending so much of the day sitting on your ass and drinking beer.

Yes, again the beer was free, excellent, and plentiful (God bless Germany!) and even though I've been OFF beer since July or thereabouts, except for the mornings, I drank continuously throughout the con (as did many)...and as far as I could tell, we didn't make much of a dent in the stockpile of 22 ounce bottles. An upstairs kitchen, stationed strategically between the club rooms, seemed to have Bucknard's Everfull Beer Fridge...it was never empty. Great when you didn't want to go down a flight of stairs in the middle of a game.

As usual, the "unsung heroes"...the volunteers and family members of the Con organizers...were spectacular. Asked if there was any decaf coffee at breakfast Saturday morning (and getting a negative reply), I resigned myself to a cup of the regular stuff. However, it wasn't 10 minutes into my first gaming block of the day that a friendly con organizer showed up at my gaming table, unasked, with a French press of decaf specifically for me...they went out and found me decaf coffee! This little spectacle was repeated during Sunday morning's game block. Can you say "fantastic service and attention to detail?" Germany!

The surroundings, by the way, were quite beautiful. Fresh, crisp October air (no rain, just sunshine) made it a pleasure just to step outside and breathe and stretch. And the venue was picturesque in the way these small German towns tend to be (at least all the ones I've visited). Delightful.

Food...especially the crisped, roasted whole pig...was, as may be imagined, delicious, as were the sausages, the sauerkraut, the fresh veg (I must have ate a plate of bell peppers myself), the fresh daily bread. Water, both sparkling and still, was available at all times.

While I'm discussing food, I might as well get around to the drink...I mean, the REAL drink. Some engineer of clever bent had rigged up a small, portable fountain of wine that had a constant stream of wine or red liquor spurting from a goblin's nose...that was amazing. There were plenty of bottles of wine as well, for the non-beer drinkers. Many folks brought their own spirits (of course) and the hootch started to flow in earnest Saturday evening...just in time for the post-dinner live auction. Seated with the indomitable Magyar contingent, I was again fortified with many shots of their Hungarian palinka...however, this year I was able to return the favor with a bottle of cask-aged, 116 proof whisky from Orcas Island (bottle #62 of 78). An incredibly large bottle of Jameson Irish Whiskey also joined the table (I assume a contribution from Irish companion and former Cauldron roommate, Lynchpin), and we really had the chance to double-down on the boozing. I know MY bottle was killed before the sun came up...though the last shot wasn't poured till after 3 in the morning.

Good times.

Back to the gaming: Cauldron 2025 had a total of 54 pre-registered games over six scheduled game blocks. Other games were played that didn't make the registry, of course, but I was a little busy to track those. No less than 26 different Dungeon Masters ran games of AD&D, OD&D, B/X, and various retroclones, but the majority of games (38 of the 54) were 1E. 17 different DMs...including myself...ran the King of Games.

And...wow.

Last time I went to Cauldron, I waxed enthusiastically about the joy of playing AD&D with people who know and love the game, who have travelled from all over to a convention specifically for the chance to participate in the game. I talked about how wonderful the FOCUS was, and how engaging it was to play with people who were focused on actual play of the game. 

Well, two years later, they've gotten better. 

Whereas Cauldron One had many players who were new to the game or who had never played 1E (and wanted to learn) or people who came from other RPG backgrounds (WotC-stuff, the "OSR," 2E and trad gaming, etc.), these folks were dialed in. They knew how to play and they'd COME to play. I'd lay out my 2-3 house rules and away we'd go and questions or pauses to provide for explanations/answers were few and far between. Just gaming...glorious gaming for hours at a time. 

My Blackrazor Cup tournament adventure was, again, one of the high points for many con goers, and THIS year I got to see what that looks like. Eight different DMs ran the adventure...most everyone who wanted to had a chance to participate. Top prize went to the group that managed to pull 390K in gold from the dungeon, but there was a pretty broad range of play with much death and hilarity (one group saw every single one of the ten tournament pre-gens killed). My own table, which included the infamous Prince of Nothing (we'll get to him) caused me to laugh so hard, so many times (at their expense) that I nearly fell out of my chair. Just gluttons for punishment. They ended up with 88K (second from the bottom in rankings), but they had a good time and I can honestly say they did a LOT better than either of the prior two groups I'd play-tested the adventure with.

[it is my suspicion that some of the DMs are a little more lenient than I am when it comes to their running of the game...and that's fine, I'm totally okay with that. But I think that might account for some (not all!) of the discrepancies in results]

Prince's own "mini-tournament" adventure, Assault on the Becker-Drome, was likewise a big hit and much hilarity was had over the three sessions of that. I did not have the chance to take part (and I didn't find out who won the prize he was offering...maybe the Sunday group?)...but he has promised to provide me with a PDF copy for my own entertainment. Can't wait.

The only game I actually played in was con-orgnizer (and Best DM of Cauldron 2024) Settembrini's Chainmail recreation of The Battle of Emridy Meadows. Greyhawk aficionados may recognize this as the original final battle between the forces of Good and those of the Temple of Elemental Evil. I, of course, chose to play on the Temple side and was graced with an evil high priest and a couple units of ogres. Unfortunately, Chainmail took place in the Friday Night block (the day of our arrival) and by that time (9pm) I'd already been up for some 36 hours. I lasted till midnight or so before I became in danger of (literally) collapsing with exhaustion. However, I will take some credit with the Temple's eventual (and non-canonical) triumph, as it was my priest's summoned fire elemental that eventually killed Prince Thrommel and routed the forces of Good...even if I wasn't there to see it.

[ha! and Dreadlord had been trying to convince me to take "bless" as my one spell. No way, man! Go big or go home!]

But that game...which featured four players versus three with Settembrini acting as referee...was the only game session I failed to get through. By Saturday (with a little more than six hours of sleep and plenty of good food in my belly) I was able to go the distance with my games...including my "mystery," Saturday Night block which didn't finish till after 4:30am and had, in the end, only three players at the table (only two of which had still-living PCs).

I will write a follow-up post with "after action" reports of the various games I ran. Suffice is to say they all went well, and it was a joy to see so many familiar faces (like Mike and Michal and Sönke and Ollie and Prince and Tom and the Hungarians) all sitting around my table, rolling dice, cursing their failures, celebrating their successes, and having a hell of a good time. I ran five games and had full tables every session. Well...except for that Saturday Night Block (I ran an adventure that accommodates up to 16, but only NINE showed up to play...).

I am told that the sign-up sheets for my games usually filled up fast.

However, I was NOT to be awarded with the prestigious Best DM of the tournament this year (although I tied for second place in the voting along with Philipp). Instead that went to the to the ever-energetic, Con-Meister General, Grützi. The man is a beast...he ran five sessions this year (as he did last year, too!), the only person other than myself to spend so much time in the Captain's Chair. A much-deserved win as he scored in 11 of 16 qualifying categories, as judged by his players (Philipp and I only scored in 10) and I have no qualms about him taking home the trophy...especially since Grutz and his buddy Alex were the ones who picked me up from the airport and drove me the 90 minutes to the convention!

Alex and Grutz were also kind enough to drive me to the hotel in Frankfurt where I am currently writing this post, while I slept in the back seat. As I mentioned, Saturday's Night Block went long...but my night went longer still as several of us stayed up, kabitzing and drinking into the early morning hours. Truth be told, I was trying to outlast Prince (the rapscallion!), but eventually pulled the trigger on going to bed  around 5:50am. I was walking back to the building where my bedroom was (at the top of four flights of stairs) as Settembrini's wife was crossing the other way to start the kitchen duties for breakfast. While I could have gone longer, I felt I had a responsibility to be awake for the players at my final game session of the morning.

[Prince, gosh darn it, didn't sleep till 7:30am made the breakfast call an hour later, AND ran his last game. But he's 20 years younger than me...]

SO...incredibly exhausted, and more than a little hungover, once the post-convention high had worn off, I was ready for a nap in the car, drowsing off to the soothing sounds of excited, German banter and Alex's quietly playing death metal.

What a blast.

It is hard to overstate how awesome this convention is. I mean, Dillon (a Canadian who goes by the online handle "Terrible Sorcery") best expressed it with his repeated exclamation of the phrase "Hell yeah!" in response to...well, pretty much everything. He apologized for his excited enthusiasm, but I think he was simply expressing the same emotion that ALL of us were feeling (with slight variations). Everything about Cauldron is worthy of such exclamation: the setting, the victuals, the gaming, the camaraderie. 

So many people brought their CHILDREN to the thing, older teens (boys and girls) who are playing the Old School games of their parents. I have already told Diego I will take him to the next one I attend (when he's 16/17), and I can see I'm not the only person who finds the con worthy of generational sharing. 

In fact, it was Settembrini's older son (who, if I remember correctly, was unable to attend Cauldron I due to illness) who won the "MVP" trophy of the tournament. That trophy happened to come with a good bottle of German gin, which the boy doesn't drink, and Settembrini kindly passed it off to me as he'd heard I'm a gin enthusiast (I am). It's one of many souvenirs I have filling my bag, including the "official Cauldron boardgame," designed and hand-crafted by the Nexus gaming club (or, at least, Settembrini's family). I haven't opened it yet...like the gin, it is carefully packed in my luggage...but I look forward to reading it. Hopefully the instructions are in English.

[though, of course, I have Google translate]

[***EDIT: I have been informed by the illustrious and award-winning Settembrini that it was actually his YOUNGER son, Valez, who won the MVP award. My bad!***]

This, I'm quite sure, is a poor review post. It's early in the morning, I've been up for a while, and I'm still a little loopy. I'm just gushing about this and that and every little thing that pops into my head in something very different from a coherent order of tale telling. But that's because I'm not really trying to "sell you" on Cauldron...I'm just trying to convey something of my experience here. I've been to gaming cons before Cauldron; I've been around friendly, happy gamers all bubbling about what a grand time they're having, socializing with like-minded folks about their particular jam...it's what I imagine most "themed" cons (comic cons, Lego cons, Sci-Fi cons) are like, as people can feel free to let their hair down and "nerd out" with each other.

But Cauldron IS different. Probably because it is such a smaller, more intimate affair, or perhaps because of the ever-present Setti family members, you feel very much like a part of this organization's family. These are brothers and sisters, nieces and nephews, uncles and aunts. It's not just camaraderie and shared fandom (though that's there, too)...there's real and genuine love. Love for the games and love for each other and for each other's love of the game. It's not just about "acceptance" or being accepted: it is ACTIVE. People want to GIVE. They want to do for others, they want to share. Some people work out trades but there are many more gifts that are given. People volunteering to do chores: washing dishes, serving food, hauling beer (and crates of empties). One guy does all the grilling/roasting. People are giving each other books that they have extra copies of, people are given small tokens of appreciation, people want each other to have mementos and remembrances of their time here, together. Yes, it's fun, yes, it's a good time. But when I leave, it's not just walking out the door of a convention...I feel much the same as when I leave Montana after a stay with my relatives or after leaving my wife's family in Mexico after an extended visit. We linger. We hug (probably too many times). We talk about when we hope to see each other again.

That's very cool. Very cool indeed. One kid came up to me (today, as folks were packing to leave) and shyly asked me if I could teach him how to write adventures. "Of course!" I gave him an overview and told him to hit me up with a direct message so I could put it in writing for him. He seemed very grateful/appreciative...like I was doing him some huge favor to tell him "Moldvay's a good place to start."

Yeah, it's like family at Cauldron. I find myself asking how a person's doing with their new baby, or asking how's the married life treating a new groom. People ask me about my kids' soccer playoffs (because they read Ye Old Blog). People care. They were engaged with each other, both in and out of games. It was so refreshing to see and be around, because it's so unusual these days. So unusual. Especially with the crisp October air, it brought back memories to me of childhood Thanksgivings when my family would always return to Missoula, Montana...my mother's hometown...and spend many days with the extended family. Those were the best holidays of my life (probably why I love Thanksgiving) filled with food and drink and laughter and games. Very similar vibes.

Yeah, Cauldron may be becoming my new favorite holiday.

All right, that's enough for now. I'll be boarding a plane home to Seattle in a few hours and I'll have plenty of time to write more. But for now...rest and decompression.

Awake

2:20am. German time.

Cauldron is over. 

I just slept about 5 hours...a very long, very necessary nap (after my last couple days). As I lay on my hotel bed, typing this, I am sipping water and listening to the Mariners game on my phone ("Seattle Sports" app, for folks who are curious how to hear an M's game in Europe). Trying to relax and unwind the last few days, trying to compose my thoughts.

I am in an odd head space at the moment...not surprising given all the physical and mental stresses my body has been through lately. I have all sorts of "feels." Attending Cauldron for the second time was, for the most part, everything I could have imagined and hoped for. Leaving Cauldron, on the other hand, was bittersweet...not because I wasn't ready to go home, but because I wasn't ready to leave my friends.

No, not just friends. My tribe...my people.

I will talk about that in a later post (which I'll probably start directly after posting this...unless I decide to go back to sleep). But right now, I'm thinking about my other people: my family. My wife and my children. Waiting to get back to them is the hardest thing at this point; I want to be with them right now. Not because I am sad and need to be comforted or anything, but because I am ready for their warm embrace which I haven't felt in days...because I am ready to be back with them, in the "stuff" that are the ups and downs of our life; our highs and lows, the things we share as we live through the day-to-day.

Cauldron is much like that but on a "virtual" or imagined level. Save that thought for the moment, though...file it away.

My wife...I'm not worried about my wife. I know she's been as busy and taxed the last few days as anything...juggling the kids without my help...but she is an extremely tough and resourceful. Like me, she'll be just fine after a couple days of me being home and providing foot massages. The kids on the other hand...

Today was out playoff (soccer) game. It took place at 00:45am, Frankfurt time. It should have ended by 2am. I do not know the result...I am afraid to know the result. I did not want to open my phone because I didn't want to see the text alerts that might pop up...mercifully, there didn't seem to be any (yet). This could mean all sorts of things. Again, I'm trying not to think of it...I'm afraid to think about it. To imagine the possibilities.

Some people reading that might find that odd...that I have bigger fish to fry than the results of a 6th grader's soccer game. Especially a 6th grader who will STILL be playing soccer after this season ends (she is, after all, still playing for her club team and their season goes till March), and who will instead be turning her attention to the starting basketball season and the other activities she pursues. 

It's just a game, right? It's not curing cancer or anything.

No, it is everything. My time with my children is precious. Every minute they get older, I feel this more. Every shared moment, every shared victory (or defeat) or activity is special. Every hug and every snuggle from my children is golden. 

Coaching my children has been the delight of my life. That my son is now 14 and in high school and I will never coach a team of his again is an immense, melancholy feeling for me. Not just because we had such wonderful successes and such exciting, fun times, but because they were opportunities for us to do something together...do something that at the time was immensely important in the moment. And now, I have only one child left to coach...at most, five more seasons (assuming I coach her volleyball team) once this soccer season ends. And so, I don't want it to end...certainly not before I get home.

And I certainly don't want it to end in a loss and a defeat with me not there. With me, not on the sidelines. With me, not with the team. Diego is coaching the team without me (which has ALSO been a delight) and for him to have to go through a loss, on his own, have to do the coach's job of comforting a team just bounced from the playoffs, on his own, and knowing how he is, how hard he will take it, how hard THEY will take it...and not being there for them, not being there with them...

It's heartbreaking to contemplate.

I've been through it before, multiple times with Diego's teams (I've never coached a team that didn't reach the playoffs)...I know how it is, I know the drill, I know how to "spin" things so the players understand the positives and the pride they need to have and integrate the experience into their psyches as something both meaningful and positive, even if its both sad and hard. But this is Sofia's first time. And Diego's first time in a position of responsibility (being a coach...even an assistant coach...carries a lot more weight on the shoulders than just being a team captain). I wish I was there. I do...I really do. 

Mariners are down 4-0 in the game, which is not doing anything to lift my mood. I hate having to wait...patience is not and has never been my forte. I am stubborn as hell (my wife says I'm the stubbornest man she's ever known and, knowing her father, that's a hell of a statement)...but sticking things out because of stubbornness, is NOT the same thing as being able to wait patiently. But I have no other option. What I really want is a damn meal: there were few restaurants open for dinner in Frankfurt on a Sunday evening, and I didn't want Indian or Chinese food. I ended up grabbing a sandwich from a little place with the amusing name of "Hello, Jerry;" it was actually quite delicious, but I'd still have preferred a sit-down meal with some steamed vegetables. Just thinking about another 13 hour plane ride (and the airplane "food") is enough to make me shudder.

*sigh*

All right, that's enough for this post. It's 3:18am (6:18pm in Seattle...time for dinner!). Despite the brief thought of trying to keep my brain/body on "Seattle time," that would mean laying down to sleep no later than 9/10am...and checkout time is noon. Eh. This is the price you pay for the magical ability of crossing half the globe in a day. We live in amazing times.

[you see how I'm trying to change the subject in my own mind? I'm still not checking my phone]

Logan Gilbert gets out of the 4th inning, and the M's have five left to get back in this game. Still have about half a liter of water left...though despite the hydration, I am woefully dry. Maybe I'll take another shower...but, then, I'd have to take off my Cal Raleigh t-shirt. Decisions, decisions. 

This is how it is when you're alone and awake on the far side of the world from your home.

Uh, oh. My phone just rang with a notification from Diego (3:24am). 

Should I read it? Should I? Face my fear? Isn't that what being "brave" is? Not letting your fear stop you? That's what I'm always telling my kids after all. Am I a "brave" man? 

*sigh*

[drink of water]

Okay, I looked. The notification was an auto-notification: Diego asking permission to download the Major League Baseball app for his phone. Jesus H. So, no word on the soccer game results. I could check the league web site, but I want them to give me the news, one way or the other. Perhaps they think I'm still sleeping.

If only.