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| The author leaps into the photo with the other bronze medalists, just in time. |
Tuesday, November 4, 2025
Cauldron Con AAR: Day 3 & Final Thoughts
Sunday, October 26, 2025
Cauldron Con AAR: Day 2
DAY 2
Waking up early, I frantically cleaned up my pregen character sheets to return them to factory settings, since I only brought one set for the two games! [Apologies to those who wanted to keep their sheets from the first game, this is a mistake I won't make again.]
With everything in place, I hunted down some coffee and got into character. After the previous day's session I knew I would be fine, so we dove right in to...
***
Saturday Block I
Gilded Dream of the Incandescent Queen
DM: Me
Players:
Premier - Edward the Scissorhands II, fighter 5 and his henchman Wigmund & John Magic II, M-U 5
Chomy - Arok II, ranger 5 & Torglol, elf fighter 4/M-U 4
Bexter - Berwick II, cleric 5
Der Oger - Wicked Joe, assassin 5
Vorpal Mace - John Magic II, M-U 5 (late arrival, Premier handed off one character at this point)
With a smaller group, I let a few players bring an extra character to bring the total PCs up to six.
In a departure from the previous group's play, the party returned to the entry room and showed their invitation to the butlers. The helpful servants brought the party upstairs to the Trophy Room, explaining that the Queen was further above but they were not permitted to enter. The group also asked the butlers many questions about the sanctum, learning about the queen's alchemist (who works in the basement) and the general of her armies (not seen for many years).
With this victory achieved early, the group investigated the throne room. Berwick II stepped upon the golden stairs and failed 2 saving throws! His spirit was split into pure good (ascending to the sun, never to return) and pure evil (a 1 HD skeleton, easily destroyed by Edward). Before he vanished into the rapturous heavens, Berwick II's player was allowed one question, which the DM had to answer with perfect truth:
After assuring me he hadn't, I explained that this was an excellent question: I opened the OSRIC book to the Glabrezu entry and the players decided they would be mighty careful dealing with the queen's alchemist!
With another successful delve, we turned our attention to lunch. More laughs were had around the tables, folks regaling us with thrills & spills of their games. GusB was convinced that our group had secured the Blackrazor Cup in our game the day before, especially after hearing about the disastrous run Prince and Parti had (they went into the pit of wights, dear god!). I was fairly confident, but prepared for a surprise (wait for Part 3).
I reached the signup sheets near the back of the line and saw that most games were full already! Then I espied an adventure that looked very cool, and signed up for...
***
Saturday Block II
Caul's Dark Citadel
DM: Jonathan Becker
Players:
(sorry, I didn't write down everyone's characters!)
Doof - magic-user
Grutzi - cleric 5
I saw that Becker had run Anthony Huso's adventure The Silver Temple of Transcendent Flame the previous day, so I had my suspicions about what would happen. I was not disappointed!
The antipaladin Caul, Flayer of Men (a villain from Huso's original Esoteric Order of the Twilight Princess home campaign) had kidnapped the Divine Child, and was holding it in his evil castle. Our job was to break in, steal the child back and escape!
As a diehard Huso fan, I was obviously all-in for this. Having read and immersed myself in the original play reports, this felt like having a chance to go back and fight Darth Vader before the first Star Wars movie!
Our characters were Becker's interpretation of the cast of the '80s D&D cartoon, now all grown up. This was a bit odd, since Huso's adventures are usually pretty dark - it seemed like a tonal mismatch. Having no knowledge of the cartoon myself, I grabbed the first sheet that said 'cleric' on it, and got a dual-classed thief/cleric with Boots of Elvenkind and - a Cloak of Invisibility? Now we're talking!
Sheila turned out to be sick as hell. Her invisibility cloak had unlimited uses, so I spent my time way out in front of the group, scouting out the situation invisibly. Many backstabs were dealt out, and much advance warning gained about upcoming problems in the dungeon.
The group wandered the twisting halls of Caul's citadel. I tried to use Locate Object to find the drow witch's sanctum, but it did not work. We rescued some slaves and got a few details. Then we came to the Great Hall, where we knew Caul held court. It was time to take down the villain (honestly, all I cared about at this point in the adventure).

Awesome. Becker ran a tight ship, and the rest of the players were on the ball, coming up with really good plans and schemes, one after another. At this point the session had run long by about 20 minutes - we were late for dinner! Flushed with victory, we filled out some feedback sheets and hauled ass down to...
***
Dinner & The Auction
We laughed, we cried, we spent a mountain of Euros!
Dinner was roast pig, a patrician choice by the convention. Because I was late, I didn't eat as much as I should have. After Becker's game I was flying high on the thrill of victory, buckets of coffee, adrenaline, and a few beers on an empty stomach. This explains a little bit of what came next...
Settembrini held forth masterfully, describing the merits of every item and its place in gaming history. Many folks had donated games from their own collections, even pieces of original artwork!
An array of games both old and new appeared on the block. Some old Das Schwarz Auge material was snapped up (great to see some national pride from the Germans for their own homegrown RPG). Several classic Judges Guild books (Castles II and Temples, IIRC) disappeared in the blink of an eye, the prices raising so fast that I was left breathless, unable to even bid!
I steeled myself and resolved to get in on the action. Assisting in this plan, Chomy placed an assortment of Hungarian liquors on the table with a conspiratorial smile, inviting me to sample the various flavours. They were all quite smooth, and I was certain none of them had been made in a bathtub. At the same time, Becker slid a bottle of some kind of fancy high-proof American whisky down the table for us to try.
The contest was on! After throwing out a few numbers and being outbid at every turn, I found myself in a neck-and-neck contest with a German at another table who would simply add 1 Euro to my own bid in a vicious campaign to troll me (and raise more money for the Con, I'll wager...). With Parti banging on the glass behind me and waving his wallet, Prince slapping me on the shoulder, and the crowd's noise urging me to ever greater boldness, I persisted and won an original piece of Andrew W's artwork: the town of Silvash from Melan's Cloister of the Frog God!
At this juncture a bottle of Jamieson appeared in front of me as if by magic (another Irish trick by Lynchpin, I suspect). Flushed with success I threw out more bids, won a purple and gold Cauldron dice bag and pumped the numbers up on several more lots without winning them. Even losing at this auction was great fun, cheers to all the participants who scored so many great items!
It is at about this point, dear reader, that your narrator slowly - and then rapidly - lost the thread of his tale. Darkness took me, and I strayed out of thought and time, wandering on roads that I dare not tell...
.
..
...
I regained my senses outside in the fresh air and had a nice chat with Chomy, who was kind enough to look after me. Perhaps he felt some nagging guilt for introducing this effete Anglo to his devastating Eastern European concoctions?
Either way, I was rendered totally incapable of playing in Attronarch's game in Block III (the only disappointment of the con, I really wanted to see how he does the Wilderlands!) and retired with some water and a few extra-strength Advil, thankful that I hadn't caused an excessive amount of mayhem.
To get a true sense of the experience, consult:
PALINKA MISCIBILITY TABLE (d6*d20):
Stay tuned for the senses-shattering conclusion of DAY 3!!!
Saturday, October 25, 2025
Cauldron Con AAR: Day 1
Cauldron Con began inauspiciously: after a few weeks of European travel I won't bore you with here, we packed our bags a final time and set out from Amsterdam a day early. The party consisted of Princeofnothing, the infamously cruel dutch reviewer; Particularist, the mad autist of Ransack fame; and your humble scribe. Attempting to drive a reasonable (but fun) speed on the autobahn, we were beset by etheral windmills looming from the mists and BMWs going 200kph (our little rental was barely capable of that speed), but we made it to a small and quaint German town, apparently ripped straight from the pages of The Witcher.
Pregaming
There we met up with discord stalwart Doof and his Northern comrade Niklas, and played the harshest session of Ransack I've seen so far. Parti had converted Slyth Hive, Prince's famous high-level AD&D module, to his own system. We used 12th-level pregens created in the depths of Dave Hargrave's most feverish unconscious (Prince's M-U had 3 clone replacements, Doof's ranger was a bird-man(?), and my changeling assassin had a nuclear bomb!!).
We assailed the slyth, using Prince's knowledge of his own adventure to our advantage. My assassin was mind-blasted to hell in the first encounter, but not before killing 170 slyth with Dust of Sneezing & Choking. Delving to level 3 with my replacement PC, a monk, we managed to slay 2 froghemoths in a single round with judicious (and risky) use of our special abilities. But not before the monk was turned into a super-werewolf, tore himself from a froghemoth's stomach, and ate the magic-user, whose clone arrived in time to see the monk revert to human form.
On the aquatic level, we fried a school of piranhas using a sentient energy-blasting lichen we had befriended, and Prince knew where the best treasure was buried... We had scored big, but it didn't feel at all like cheating.
Overall, a brutal affair played at an almost incomprehensible power level. Would play again, and Ransack rules.
By this point it was perhaps 2 AM and, energy flagging, we packed it in. I spent a restless night on a cold and lumpy AirBNB couch which I volunteered for in my usual "no problem bro, I've been doing this for 20 years" fashion. As it turned out, this would prove no impediment.
DAY ONE
After an artful breakfast served by a peppery old German fellow in a restaurant far too nice for us, we were ready to drive onwards to Cauldron!
The village of Rosenthal was the perfect place to hold the event: small and picturesque. We arrived early, stowed our gear and got acquainted with the venue. The indefatigable organizer Settembrini (assisted by his whole family - incredibly wholesome to see!) was running around, talking to people and setting things up. We were greeted by one affable German after another, all helpful (contradicting the reports I'd read regarding the Teutonic personality...). Someone's labradoodle ran everywhere. A massive cooler of beer lay outside ripe for plundering, an assortment of food, coffee and snacks inside. In one corner, a gigantic Chainmail game was being set up.
I found my designated game space in a narrow, rustic-looking upstairs hall with low ceiling timbers and long wooden tables. As folks arrived, I scrambled to finish writing up the pregen characters for my adventure. In all the chaos of my European vacation, I had not had time! In fact I didn't even bring blank sheets, but had to create them by hand the day before (Prince's wife helped - my wrist thanks her!). Giving myself 2 hours was not quite enough. I heard clapping from downstairs and realized I was missing the entire opening ceremonies! The only sound in the upper hall was the scratching of my pencil, the flipping of OSRIC pages, and the blood pounding in my ears.
I went outside to smoke with 5 minutes to spare before game time. As I tried to get into "DM character" I wondered: who would sign up for my game? Would it be fun? Had I cut the adventure to the right size? Should there really be 2 Caryatid Columns in room 24, or perhaps I should add a third?
And most pressing: what if nobody liked the way I handled AD&D initiative?
I should have known what would happen.
***
Friday Block I
Gilded Dream of the Incandescent Queen

Players:
GusB - Edward the Scissorhands, fighter 5 and his henchman Wigmund
Prince - Torglul, elf fighter 4/M-U 4
Melan - Sir Glyptodont, paladin 4
Doof - Bluff, dwarf fighter 4/thief 5
Lynchpin - John Magic, M-U 5
Alex - Arok, ranger 5
Chris - Berek, cleric 5
I returned to the table and was faced with a motley crew of sellswords hungry for gold, glory and earnest violence... and I knew things would turn out fine.
A group of adventurers was teleported into Queen Purah's summer palace, a floating sanctum on the Plane of Air. There she conducted alchemical experiments and sought the secret of eternal life. Had she succeeded? It had been 1000 years since the Queen was last seen. The group not only had to loot the place and find out what happened, but discover a way to escape in the allotted time!
After meeting some butlers made of clouds, the party skipped the Meeting Room. Using his partial dungeon map, Bluff got a sense of the area and the group entered the Hall of Primaries where they used Edward's henchman Wigmund to test out some ideas. Bleeding from his ears, the long-suffering Northman nevertheless executed his orders [good morale check helped by some healing] and the sealed door was opened!
In what would become a running theme, Sir Glyptodont used Detect Evil on everything and instantly clocked a sinister-looking book, dousing it in oil and burning it. The group looted some nice magic items and treasure and moved on.
In a vast hall, they rescued some radioactive butterflies from a pack of bloodthirsty skeletons with a well-placed Turn Undead and some missile attacks. They explored a room suffused in magical darkness [wisely turning the undead inside, which they couldn't see but just KNEW were in there]. In a corpse's backpack they found an invitation to the palace with the Queen's seal - useful!
Emerging in another entryway, they were accosted by flickering, man-shaped lightning elementals, calling "come play with us!" Reasoning that these electric beings could be grounded out, Arok opened his Decanter of Endless Water [I should have thought this one through...]. The bottle made its saving throw and the creatures arced out with a CRACK and the smell of ozone, without the ranger being zapped himself.
The party defeated more skeletons by bashing open a pit trap and found a secret door into the stables where they met Mr. Hall and Mr. Waits, confused celestial beings who seemed friendly enough [a paladin, a good reaction roll, and not bringing along the assassin helped here]. These two agreed to lead the group to "The Stairs," apparently the path they had taken to enter the palace.
The group entered a huge jungle cave - clearly some kind of extradimensional space - where they were attacked by tropical fire-spitting birds and drank from a magical fountain [all the rolls were great here, plenty of healing].
[It was at this point that someone in the group pointed out this game's timeslot was THREE hours, not four! Like the hard-charging mercenaries they were, the whole group kicked into fifth gear. Watching them coalesce into a decisive and aggressive commando team at this point was incredibly fun.]
The party ascended to the second level and opened a few doors, but did not tarry - their goal lay on the top floor. A vast hall floating above the clouds, littered with corpses, and on a great throne of jade rested the body of the Incandescent Queen herself!
The M-U and cleric sallied forth in gaseous and ethereal form to investigate. Using Unseen Servant, John Magic began pilfering the Queen's golden jewelry and the invitation she held in her hands. When her mask was lifted she awoke, an enraged undead monstrosity [as if there was any doubt!].
The party came prepared for war. A Fireball from John Magic, a barrage of missile attacks, and clutch shots by Sir Glyptodont, Torglul and Edward made short work of the evil Queen. Out of time, with a Queen's Invitation in hand, the party was able to get the teleporter password from one of the butlers and return home safely. Not bad for 3 hours' work!
Well played, gentlemen! This group kicked rich amounts of ass, especially considering they only had 3 hours to do it in. The Queen never stood a chance. Tight, tactical and aggressive, just what I wanted to see.
[A full breakdown of treasure, kills & XP will come in its own post later, stay tuned.]
After this frenetic ending we broke for dinner, consisting of a mountain of grilled German sausages and potatoes which I shoveled into my face at high speed. I talked and laughed with my players about the session, met some strangers and heard stories of their games, and unwound after all the day's excitement.
But things weren't over yet...
***
Friday Block II
Rivers of Blood, Death and Glory
Blackrazor Cup tournament module
DM: Grutzi
Players:
(sorry, I forgot to write it all down, this is based on my fallible memory)
Me - cleric
James - halfling thief
Chris - M-U
Melan - dwarf fighter
GusB - monk
Lynchpin - elf fighter/M-U, I think
Doof - bard
Niklas - ranger
Tackling the legendary Blackrazor Cup this year was a gritty challenge. The pregens filtered down the table until Gus, stuck at the very end, disgustedly picked up a monk (sorry bud!). While he frantically looked up the rules for his class, I had a few minutes to choose my cleric spells based on the opening blurb (good thing I paid attention!) and we were off.
Our group set out into a frigid mountain dungeon. We played tightly and tactically and had initial success against a group of yetis using Lynchpin's Web spell. Disaster almost struck when we entered a large chamber and the first two ranks were paralysed for 3 rounds by the yetis' gazes!! Somehow the monk, thief and (I think) ranger managed to hold the line for 3 rounds until the rest of the group could recover. The last yeti covered in Faerie Fire was tossed into a pit, the eerie glow illuminating over a dozen bloodthirsty wights. No thanks! This fight bogged us down for a while, but once the combat was done we really took off running.
In a vast hall we discovered a throne of ice inset with giant diamonds. No problem, I had prepared Resist Cold and Melan's dwarf was happy to pry them out. After taking these we explored a room with a crystal ball [we pondered it for a while]. Divination helped here, along with demihumans' ability to detect secret doors. Peeking through one we found revealed a mighty stone golem waiting in the hall, guarding stairs upwards - uh oh!
Locate Object, searching for an item to use against the golem, led us to the south into a room with a corpse holding a weapon and wearing an ornate chain of office. Various ideas were considered, until I decided the cleric would bash in the skull of the corpse - just to make sure, you understand. This was the wrong move, as a spectre revealed itself, and laughed off my attempt to Turn Undead! The horror was dispatched but not before draining 2 levels from Melan's dwarf.
This harrowing experience aside, we looted the corpse's identifying chain, which of course allowed us to pass down the hall past the stone golem unharmed. This led into the treasure room, where heaped before us were the treasures of uncounted ages!
***
When the adventure was done it was already about midnight, or maybe 1 AM? Time enough to have a snack and maybe one more drink, then pass out in my bunk and set an alarm for 7:00 AM when we would do it all over again...
Monday, August 8, 2022
[Play Report] Helvéczia - The Seven Knaves
A few months ago, I got the wonderful Helvéczia boxed set from EMDT (read all about it here, and then go buy it here). One day when my online B/X group was a bit short-handed, I decided to run the starting adventure included in the book. My players had a great time. I thought I would have to explain everything to them but they understood the premise instantly and got right into character. Now they ask me when we can play "the fop game" again!
Here is how it all went down:
THE SEVEN KNAVES
Meeting on the Road
Three wanderers ambled along a cliffside highway after sunset:
Tarasz Lobodou - a handsome Cossack wearing expensive boots and a feathered hat;
Wilhelm Rudd - a sure-footed, sharp-eyed Dutchman with a crossbow, at home in the wilderness;
and
Zenzi - formerly an innkeeper, this German was now pursuing his education in arcane sciences, while carrying a sack full of grenades.
Tarasz, introducing himself: "People outside Zaporizia can't pronounce my name very well."
Zenzi: "Yes, and those inside don't want to!"
The tramp introduced himself as Bernard, explaining that he had been begging for alms at a house up the road when he was set upon by a gang of toughs who took what little money he had and gave him a thrashing for his troubles - they posted a few guards on the road by a stone arch, so he wouldn't come back.
Moved by the poor man's plight, Tarasz gave him a few coins [+1 Virtue]. The group thought they might investigate these ruffians to see the truth of his story.
But first, Wilhelm's keen eyesight spotted a distant red glow in the nearby forest and the group decided to investigate, with Bernard in tow. Walking along a narrow path through pine forests that had never known a woodsman's axe, they came to a small patch of glowing red mushrooms with fireflies dancing above. Each adventurer took a piece, and the glow persisted after they had been picked.
The forest path continued past the mushrooms until the group came upon a small mountain lake (more of a pond, really) surrounded by rushes. A cave opening in some rock formations was visible beyond. Peering into the water, Zenzi noticed a yellow glow amongst the weeds at the lake's bottom. Wasting no time, Tarasz stripped to the waist, set his sword & pistol carefully aside, held a dagger in his teeth and dove into the water.
Lucky he was to bring a weapon, as the brave Cossack was immediately attacked by a gigantic man-eating frog! The horrid beast almost swallowed him whole, and only swift action with his main-gauche allowed escape. Meanwhile two more of the creatures leapt towards the group on the shoreline, one almost swallowing Bernard whole.
Zenzi, noticing one of his areas of study is Amphibians: "This is the greatest day of my life!"
While Tarasz swam for dear life, a keen-eyed crossbow shot by Wilhelm and a blast from one of Zenzi's grenades taught the other amphibious predators a lesson. Making it to the shore just ahead of his pursuer, Tarazs managed to put a final bullet in it a split-second before it bit him again! After the fight, Tarasz swam down and recovered a glowing golden cross from the bottom of the lake while Wilhelm managed to treat Bernard's wounds [a very lucky Medicine roll!].
In the cave was a tomb, showing an armoured man and an inscription: Von Oberwalden. Part of the carving was movable and had a place for a key or signet of some kind. Zenzi made an impression of the symbol, but lacking any such key the group moved on.
The House
Emerging from the woods, the party espied a moss-covered stone farmhouse across the road. Cheery light shone from its windows and the sounds of song & merry-making could be heard. Further back up the highway, a stone arch was visible against the starlight.
Deciding on a 'divide-and-conquer' strategy, Wilhelm snuck through the woods while the rest of the group walked up the road with a lantern towards the stone arch. Lurking in the trees, Wilhelm could hear the two guards playing dice and grumbling about their posting.
Tough 1: "We have to sit out here, watching out for that bum! Meanwhile Raoul and the lads are drinking in a nice warm cabin. Pfaugh!"
Tough 2, notices the party appraching: "Oh, what's this? Mayhap we've got some relief after all."
But it was not to be. As the party got close enough to recognize, Tarasz whipped out a pistol and the game was up. Caught by surprise, they considered their options but were thoroughly demoralized to see Wilhelm emerge from the trees at their flank, crossbow levelled. The toughs were forced to admit they had robbed Bernard, were interrogated, then bound & gagged and left in a roadside ditch. The beggar was overjoyed to get his handful of coppers back [+1 Virtue for everyone].
Tough 1: "As a good Christian, you wouldn't shoot an unarmed man?"
Tarasz, brandishing pistol: "Mayhap I'll send you to G-d and let him be the judge of that!"
The group learned very little except the gang's leader was a rich gentleman named Raoul, and something important was happening tonight.
As the party returned to the house, the Oberwalden town church bell tolled ten o'clock. The sounds of merriment still issued from inside. Listening carefully, Wilhelm felt sure there were no more than six men inside. The stables held only a fierce-looking, night-black warhorse nobody dared approach. The party decided to lie in wait for a while, reasoning that after all this drinking somebody would have to come outside to relieve themselves.
Half an hour later, their patience was rewarded when a shabbily-dressed thug stumbled out towards the forest. Tarasz and Zenzi crept up on him carefully, the latter preparing to cast a spell on him: The Mirror of Narcissus.
Zenzi's player: "And just as he whips it out, I step forward and meet his eyes..."
Tarasz's player: "I take some small steps back from the scene."
Failing his Temptation save, Witless Heinz (for so he was called) saw Zenzi for a simple rogue just like himself, happily having a few drinks. He spilled the whole story: Raoul was a tough & fearsome leader who sometimes ventured into the woods all alone and showed signs of knowing magic (his boots were shoed in reverse). He had told the gang that an important visitor was arriving tonight, commanding them to return to the house at eleven o'clock. The group sent Heinz back inside with a commandment to keep silent about them [he made a Temptation save to keep his mouth shut, another of the company's lucky rolls this night!].
The group heard Oberwalden's church bells ring out eleven as they deliberated on their next move. Finally they decided on the direct approach: Zenzi threw a grenade through the window while the rest of the group charged in through the stable door! There was the crash of gunpowder, screams of agony & fear, fire and smoke. Tarasz spotted the rogue Raoul standing in the front doorway, lace spilling from his cuffs. The black-clad Spaniard held up a crystal globe which seemed to absorb Tarasz's mind, drawing his whole consciousness towards it - but the Cossack's will was stronger than this black magic and he resisted. Inside, Wilhelm cut down some Frenchman who tried to blast him with a blunderbuss, while Bernard went wild with a club in the confusion & smoke.
Seeing things were turning against him, Raoul tried to flee down the highway, but Tarasz managed to hit him with a flying tackle, knocking the crystal sphere from his hand just as Zenzi came around the corner! Together the two of them subdued the rogue.
As the smoke cleared, Wilhelm saw that poor Witless Heinz had been laid low by Bernard in the latter's zeal to punish the ruffians who robbed him. Taking pity on the fool, he saw to his injuries [another great Medicine roll, and +1 Virtue!].
The Visitor
With the villains subdued, the group searched the house and interrogated Raoul. They found a few Pfennigs on the ruffians, and Zenzi took Raoul's spare set of fancy black clothes, putting them on so he resembled the dashing criminal.
Searching Raoul was illuminating: the party found a catalogue of grave sins (murder, arson, etc), each one signed by himself and another called Goodfriend. The man was tough-minded and resisted interrogation, but the group did manage to get a few details out of him - the mysterious midnight visitor was to be the Devil himself, with whom Raoul would make a bargain most foul!
A plan began to form. The group tied Raoul to a tree outside and cleaned up the house as best they could. Zenzi carefully cut Raoul's moustache off and stuck it to his own lip.
As midnight tolled, the clatter of wheels and neighing of horses could be heard. An elegant black carriage pulled by four fierce chargers pulled up to the small country house. Its driver was obscured by a cloak & broad hat, with clouds of red sparks issuing from beneath as if exhaled by a furnace. Stepping jauntily out of the coach, dressed in an elegant vest & monocle was the sooty-faced Devil, horns and all!
He rapped sharply on the door and Zenzi invited him in. "Ah, nice to see you again Raoul. Do you look a bit different...? No matter." Whether Zenzi's hasty disguise had fooled the demon [another fantastic roll this night!] or all men looked much the same to him was unclear.
"You have the papers?" Zenzi produced Raoul's paperwork and Goodfriend reiterated the terms: worldly fame, wealth, magical power & skill at the Devil's Bible (playing cards) in exchange for a sequence of heinous crimes... and one immortal soul! After signing the contract, Zenzi really didn't feel any different, but Goodfriend said the changes would take effect the next day. He offered to do deals with the rest of the group, but when they weren't interested he bid everyone farewell, jumped into his carriage and was gone with a clatter of hooves.
Return to the Crypt
After this, Raoul gave up some of his secrets under intense pressure from Wilhelm [torturing a captive, uh oh, -1 Virtue!]. The group was able to recover his treasure - a lockbox with some coins and a signet ring showing a snake coiling around a sphere - the same symbol as in the Von Oberwalden tomb.
Returning to the forest cave, the signet ring unlocked a deeper passage inside. Descending the stairs, Tarasz just barely avoided a hidden spear-trap [lucky save!]. At the bottom was a large stone coffin with a carving of a bearded man with a mace & shield, while four moldering coffins lined the walls.
Opening the sarcophagus revealed an ancient armoured corpse with a sword on its chest, holding a scroll-case. When Zenzi's Faithful Servant spell retrieved the scroll, the sword rose into the air and attacked! A tense struggle ensued but with Zenzi's quick thinking, a chunk of coffin-wood and Wilhelm's net, the sword was thrown back into the sarcophagus and the lid slammed shut.
Opening the scroll case revealed an ancient paper: The Testament of the von Oberwaldens. This ancient will seemed to indicate that anyone who held it and the signet ring is the true and rightful master of Castle Oberwalden and the whole valley around it!
With this new windfall, the group wonders what strange escapades might come next?
The Catalogue of Sins:
Tarasz - offered charity to Bernard (+1 Virtue)
Everyone - returned Bernard's stolen money (+1 Virtue each)
Wilhelm - showing mercy, healing Witless Heinz (+1 Virtue)
Wilhelm - torturing Raoul (-1 Virtue)
Zenzi - using Student spells (-1 Virtue)
Zenzi - making a pact with the Devil! (-3 Virtue)
Tarasz: +2
Wilhelm: +1
Zenzi: -3
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| Zenzi's future...? |
Monday, January 3, 2022
[Play Report] Land's End II, Session 2 - Escaping the Tunnels
Unknown in-game date
Characters
Iron-In-Blood, Lizardfolk
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| the deep obsidian caves |
The slaves continued exploring, progressing downslope from the Room of Stars. They entered a vast cavern filled with a darkened frozen lake, seemingly frozen in mid-wave! It was not cold or icy to the touch, but some kind of greenish glass. The group could see dim shapes buried underneath the surface, and a few shattered sections that looked as if something once frozen inside had busted out.
Sunday, November 7, 2021
[Play Report] Land's End II, Session 1 - Jailbreak!
Characters
Iron-In-Blood, Lizardfolk
Most obsidian mines are open-air trenches, but then a cave is found with veins of the black & green stuff running through it. The tunnels are deep cracks in the mountain, webbing out in every direction. The overseers sent groups down to extract more obsidian for the Black Wings’ war efforts and to enrich their warchief above all others in the Drowned Lands.
Thursday, December 10, 2020
Play Report: Death Love Doom [LotFP]
I have been writing these play reports for my online Labyrinth Lord group, set around the City-State of the World Emperor. Since I spend so much time on them, I thought I'd share them here for everyone to peruse. This session actually took place last year, before we switched to online play a few months ago. This weekend we're also returning to Land's End - the fun never stops.
As one of my players said the other day: "your world has more shit to do than the real one right now!"
*****
2nd-12th Meadowlark, 4433
Characters
Aladar IX, M-U 1
"Sir Karavon" aka Tullius Jr, fighter 1
Lothos the Undesirable, elf 1
Eric Withakay, cleric 1
Meep, dwarf 1
Veigar Thricescarred, fighter 1
Leaving Drydale
(see last session)
After their torchlight exhumation, the gang re-interred the corpse of James Blake with a mocking note, taunting whoever might come searching afterwards for his journal and The Great Devourer.
"Meet on the 10th of Blackmoon in Viridistan. Under the Grand Red Statue, look for the man with twelve lit candles."
After recollecting their previous adventures, they decided to follow up a lead at the port of Targnol a few days travel away:
"The rich merchant Philotheos Sten hasn't been around lately. His large estate lies on the edge of town, and nobody has been seen coming or going for several days. Some fear the worst while others remark on the man's riches, accumulated through a lifetime of trading. A few thugs are going to case his place soon. You might be able to beat them to it and see what kind of loot is lying around!"
The port of Targnol was a sprawling mess of crumbling wooden buildings packed with Imperial sailors on leave, dockworkers, merchants, thieves and cutthroats. Notable buildings included a grand temple to Thoth and a mysterious black pyramid containing a sleeping sorceress within a glass coffin. The town offers a standing reward for anyone who can reawaken this mysterious ebony-skinned woman.
Not having an interest in that, the gang met with a local contact of Two-Faced Humphrey's (he had business back in Viridisan, and couldn't accompany them). The man was a sullen and scarred Viridian named Komang. He gave them some basics, and a few trips around town asking questions filled in the blanks:
- Philotheos and his family hadn't been seen in two weeks, but there had been no surge of activity suggesting they were moving house or taking an extended vacation. The current theory was sudden illness or foul play of some kind.
- Old Graham's Gang, a strange and mysterious crew of all-child thieves from the capital about whom rumours have swirled for years, were casing the place. They planned to raid it for valuables the next night. Komang offered to put the party in touch with them, but this offer was declined.
- Philotheos kept no personal guards, for he lived on the edge of town in a rich area patrolled by (notoriously lazy) Imperial troops.
The party pooled their money and bought a wagon and two horses. On the way up to Philotheos' mansion, Eric and "Sir Karavon" drove while the rest hid under some straw in the back, hoping the "knight" and priest would discourage prying eyes or nosy guardsmen.
As night drew down they pulled into the driveway and approached the great mansion. Disdaining to explore the large grounds, "Sir Karavon" knocked on the door and getting no response, opened it. A distant weeping could be heard, but no foes presented themselves.
Charnel Mansion
The party entered the lightless home and progressed through a set of double-doors into a large parlor and dining-room. The place was trashed. Plates and vessels broken, splashes of blood everywhere, and the source of the weeping: a young Viridian girl strung up to the chandelier, her innards hanging out in a bloody mess!
In terrible shape as she was, the girl regained some lucidity after being released from the chandelier. She told them her name was Ariel, and related a strange story:
“One night after dinner, Father told everyone that he had a very special present for Mother. It was a very pretty necklace! But then a big monster and two smaller monsters came out of the necklace! And the big monster told the smaller monsters to get the lovers, and they jumped on Father and Nanny Alba! Then Mother and Grandma started yelling at Father, and everyone ran away! Then Grandma came to get me... and now I’m here.”
The child's injuries were quite severe and the party wasn't sure if they could help her. In the meantime, they explored the dining room and parlour, spotting an oil painting of a newlywed couple with a copper nameplate that read:
Philotheos Sten and Domitilla Sten. Married Sunstrong 17, 4423
Mounted on the wall above the painting were two fine-looking crossed falcatas that looked functional enough. The group took all these items and left Ariel for the moment to continue exploring.
The two other rooms on the main floor turned out to be Philotheos' office and a conservatory. The centrepiece in the conservatory was a grand harp, and three statuettes of dark blue & yellow marble rested on the mantelpiece: a dragon, eagle and nymph. The group took all of these and loaded them into their cart.
In Philotheos' office, Lothos rifled the great oak desk and found stacks of business papers - deeds, shipping manifests, etc. He pocketed a stack to peruse later, along with a fine stiletto in one of the drawers. The group was drawn to the large, shining silvery cube in the back corner which turned out to be an advanced combination safe! Three number-wheels ranged from 1 to 20. After giving it some thought, they fetched the painting of the Stens' wedding-day from their wagon. Guessing that 17 and 8 were important (Sunstrong is the 8th month of the year), they tried a few combinations until hitting upon 17 - 8 - 1. The shining door swung open and revealed Philotheos' hidden fortune!
It was at this time that Lothos thought to consult the mysterious ancient tome in Eric's possession. Pricking his finger, he wrote on the pages in blood, describing the party's situation and what they knew. Oddly, the book had a ready answer! This disaster was likely caused by the gift Philotheos gave his wife. The book identified it as The Necklace of the Sleepless Queen. It was created long ago by someone called the Dead King, to destroy all love in the world.
Perturbed by this news and not wanting to meet Ariel's sadistic grandmother or the "monsters" spawned by the necklace, the party elected to start the mansion ablaze and retreat safely with their wealth. Aladar IX used his Unseen Servant to carry a torch around inside the house while the others barred the door to prevent any aberrations from escaping. They waited until flames were visible from outside, then rode out of Targnol full-tilt, their wagon full of loot.
Return To the Immortal City
On the road home, Lothos consulted the strange blood-drinking tome again, learning its name: Pheldrazash. It claimed to know many other secrets, and was willing to teach him and Aladar IX a spell that would expand their knowledge for free: Call to Familiar Spirit.
Two days' travel from Viridistan, the party approached the Great Wall: a colossal structure a quarter-mile high and 200 feet thick, built by the ancients in the dawning days of the world for reasons unknown to men. Approaching the eastern entrance, called the Moon Gate, they met a farmer on the road who told them a strange tale:
After hearing that rumour, the gang pressed on towards the City of Spices, glad to be home after their bizarre and harrowing journeys. To move their ill-gotten loot, Lothos travelled to the Otherside district where many of his elven kinfolk live in ghettos, segregated from the larger city. His cousin Darius said he "knew a guy," and a meeting could be arranged at the Plaza of Dark Delights that night. The sullen, cloaked Viridian who met Darius & the party was eager to buy most of their loot - his eyes lit up with greed at the sight of the gold trade bars. He wasn't especially interested in the painting, but kicked in a bit of silver for it as part of the whole deal.
Thousands of silver richer than they had ever been before, the party cast about for something to spend their money on. Someone had heard of a pleasure palace for the rich in the exclusive Cliffside district, called The Sign of Olive & Lotus. Anything could be had there for the right price: fine liquor, exotic foods, high-stakes games of chance, tantalizing companions and strange drugs.
Once again installing "Sir Karavon" in the front of their humble wagon, the group rode up the gates of Cliffside, waving their stolen deeds in the guards' faces. Suitably cowed by the presence of a knight who owned such property, they opened the gates. Following the main Cliffsedge Road, the party espied a beacon in the night. A lone tout, signalling late-night revellers down to his place of business, which turned out to be the very establishment they sought!
The Sign of Olive & Lotus was built right into the side of the cliffs, accessible only by narrow, ancient stair carved into the living rock. The view of Trident Gulf during the day is said to be unparalleled. Checking in cost a princely sum of 200 silvers per person per night, for the cheapest suites and a berth for the horses and wagon! The group was led through sparkling marble hallways by a mute eunuch wearing only a sash of gold lamé. Over carpets made from the skins of striped tigers and snow-white northern wolves, past doorways trimmed in gold leaf with smiling silk-clad houris the party reached their rooms.
With a bit of privacy for the first time in a while, Lothos and Aladar IX ignited the special incenses and herbs they had previously brought and each cast the spell that would summon a spiritual helper to their side: Call to Familiar Spirit.
This done, the gang prepared to party as only those in the Immortal City can...
Enemies Defeated:
1900 copper coins
Ornate grand harp (planned to sell later)
fine stiletto (Lothos)
2 decorative falcatas (Lothos and Meep)
stack of Philotheos' documents, deeds, etc (Lothos)











