Attronarch's Athenaeum

Campaign journals, reviews of TTRPG stuff, and musings on D&D.

This post is part of the RPG Blog Carnival: Underworld & Wilderness Adventures.

As soon as I announced the carnival, I received two submissions, one in a comment of the original post, and one via discord. The former is Roll 4 Ruin: Classic Dungeon Generator by Nocturnal Peacock. It contains 184 illustrated dungeon elements to roll (think chambers, corridors, and similar), making it a lovely complement to AD&D DMG Appendix A.

The second contribution was Keep on the Marches by my friend Ian E., a set of procedures for wilderness adventures as well as for generating random wilderness. On 28 pages it covers wilderness sequence of play, climate, terrain, biomes, movement, animals, navigation, exploration, vehicles, tracking, mishaps, weather, exploration, random lairs, random features and structures, random terrain, random settlements, and more.

Both resources fit the theme perfectly, and are worth checking out.

P.S. Do note that you do not have to write 10+ page documents to contribute—all blog posts are welcome as long as they are on topic, within November, and linked to the RPG Blog Carnival.

#RPGBlogCarnival #OSR #Resource

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rootring
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A zine chronicling the Conquering the Barbarian Altanis D&D campaign.

This issue includes sessions 126, 127, and 128.

Adventurers battle the Flaming Eye.

You can download the issue here.

Overlord's Annals zine is available as part of the Ever & Anon APA, issue 17:

#Zine

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Adventurers

Character Race Class Description
Aurella Elf Fighter level 1 / magic-user level 1 Exiled and chased out of her tree commune, she now wanders the Wilderlands.
Bragi Twinefinger Hobbit Fighter level 3 A stout strong hobbit. As a devotee of the Great Tailor he is always smartly dressed (under his armour) and overly fond of multiple breakfasts.
Castor Mitrakos Human Fighter level 1 A Ghinoran sellsword seeking gold and adventure in the Barbarian Altanis.
Herbaecious Roncule Human Druid level 3 A sun tanned, grubby, dried-berry-looking fellow dressed in green cloak. Chews a large cigar.
Ivor Human Cleric level 2 A young, soft-spoken worshipper of Umannah with thick black beard.
Kenso San Human Fighter level 2 An arrogant and self-assured sell-sword wandering Wilderlands to prove he can best anyone.
Siora Qiwarin Half-elf Fighter level 6 / magic-user level 6 / cleric level 4 Recognisable by her flame fluted helm of brilliance, and her dazzlingly ice blue eyes. At the beginning of battle she is known to usher a prayer to the Lords of LAW and cause her broadsword to burst into flames. Due to this, many call her the flame maiden. She despises Dwarves.
Syd Grundy Human Fighter level 3 Tall, middle aged and scruffy looking man of the wilderness.
Warmund Abendeurer Human Fighter level 2 A burly blonde barbarian; Wilbalt's older brother and the stronger of the two.

Sweetrain 19th, Fireday

A horde of wounded and faeces covered adventurers panted. Siora had cast haste on them all. Orcish war horns echoed above them. They discussed with haste and wasted time. There was a disagreement—some wanted to go hunt for orcs, while others preferred to move in order to find a superior position.

Ultimately, they went back up, turned left and down the tunnel, past the petrified pig-faced beastmen, straight ahead, around the subterranean clovers, through the cave with mineral deposits, right, and then left into the cave with a pit trap into which Aurella and Syd had fallen in. Carefully around, and they were once more in the fresh air atop the south ledge.

There were no orcs to be seen, nor heard. It was nearly midnight, and it was darker than usual. By now Siora's haste had expired. Adrenaline wearing off, the company decided to head back home. Thus they turned east, and carefully walked over the wooden gangways snaking along the hillside.

At the other side they found a young veteran, Castor Mitrakos, a Ghinorian sellsword looking for employment. Resurgence of orcish warhorns got him the deal within seconds.

Adventurers formed ranks along the long, narrow ledge. Strongest and best armoured warriors took the front rank; wounded and those armed with bows spread out behind. Siora cast continual light on the hillside, ensuring they see what is coming.

Two dozen orcs turned around the corner, armed with scimitars and clubs. They advanced with murderous glee, even as Castor, Syd, and Bragi killed three of them with missile fire. Siora cast hold person on the vanguard, but only one of the beastmen succumbed to it.

Siora and Warmund charged forth, meeting the beastmen on the wooden catwalk. Flame maiden led the slaughter, burning and maiming two. Warmund and Kenso did not falter, each murdering two more. By this time everyone fought on narrow catwalk, covered with blood, gore, and warm corpses. Two orcs nearly carved Warmund up, but they slipped on all the blood, and lost their footing.

Siora maintained her fiery radiance of death, slaying left and right, throwing the dying into the stream below. Pig-faced beastmen squealed and screamed as they fell to their doom. By now most of the adventurers have joined the melee. Planks creaked and bent, wavered up and down.

Castor had quickly proven his worth, but also learned the dangers of adventuring first hand. He was grappled and pinned down by two orcs. As he rolled around, he stabbed one in its left side; the orc drooled spit and blood all over Castor's face, with some of it leaking into the veteran's mouth. It tried to chew his face off, but he successfully defended himself.

Castor also quickly learned what it means when one is part of a tight-knit adventuring party. Warmund, Ivor, Bragi, and Herbaecious threw themselves into the scrum, setting him free. They chucked the last living orc straight into the river below. The beastman growled until the rock broke his neck.

One survivor managed to get away. It was the one with the horn.

Aurella screamed her lungs off, seemingly the only one noticing that the catwalk was giving in. Wiser adventurers listened to her, and dragged off those less wise, whom wished to plunder the many dead on the hanging planks.

“It's time to go!”

Around this time another war horn blared. This one sounded different. Aurella and Astrid recognised it—a dwarven war horn. But it was time to go.

Sweetrain 20th, Spiritday

It was past midnight. Adventurers had hiked until they were out of the gorge and up on the plateau. Then they hiked north for another league, found a rocky outcropping, and collapsed in cold camp. Castor, being the freshest amongst them, took the guard duty.

His skills were put to the test within an hour. Howla and Vannis, the Moon Sisters of Wilderlands, were shy this night. The darkness suited a pack of wolves whom approached from the north, howling.

Everyone was sleeping firmly. Castor could see large canine silhouettes some two or three hundred yards to the north. He skedaddled to Siora and woke her up. She rolled to her side, got up, retrieved another one of her scrolls and cast speak with monsters.

“Are you hungry?”

Indeed they were. So Siora told them about two dozen fresh corpses, defenceless, still warm. She explained the route they should follow.

“Tell us your name so we can sing it to the sisters upon the sky!”

“Praise Umannah!”

And the wolves howled praises to Umannah.

Adventurers spent the whole day resting.

They reached Ironburg by end of the next day.

“Who will inform the baron of our great success?”

Syd volunteered the story...

About their orderly retreat from the gorge...

About the massive horde that followed them...

Baron Sig looked amused at this as he suspected that the actual number was maybe over 20, given the adventurers' general levels of numeracy.

Then Syd explained how they made a rudimentary camp in the wilds...

And how Siora drove off a pack of wolves...

And they all marched proudly back to Ironburg...

Lastly they introduced Castor, whom Sig rightly inferred had newly joined the company...

Story by Lord Jubalon Flux.

Discuss at Dragonsfoot forum.

#Wilderlands #SessionReport

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rootring
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Friends and strangers!

Through November I am hosting the RPG Blog Carnival, and I would like to invite you to contribute!

The theme is Underworld & Wilderness Adventures, and your contributions can be anything related to it, from your procedures and practices for creating and running them to random tables for generating and populating them to actual adventuring sites.

In OD&D Gary and Dave describe underworld and wilderness as places of adventure, peril, and treasure:

... the referee must draw out a minimum of half a dozen maps of the levels of his “underworld,” people them with monsters of various horrid aspect, distribute treasures accordingly, and note the location of the latter two on keys, each corresponding to the appropriate level. ... When this task is completed the participants can then be allowed to make their first descent into the dungeons beneath the “huge ruined pile, a vast castle built by generations of mad wizards and insane geniuses.” ...

Before it is possible to conduct a campaign of adventures in the mazey dungeons, it is necessary for the referee to sit down with pencil in hand and draw these labyrinths on graph paper. ... In laying out your dungeons keep in mind that downward (and upward) mobility is desirable, for players will not find a game enjoyable which confines them too much. On the other hand unusual areas and rich treasures should be relatively difficult to locate, and access must be limited. The layout of a level will affect the route most often followed by players. Observation of the most frequently used passages and explored rooms will guide the referee in preparation of successive levels, which, of course, should be progressively more dangerous and difficult.

The so-called Wilderness really consists of unexplored land, cities and castles, not to mention the area immediately surrounding the castle (ruined or otherwise) which housed the dungeons. The referee must do several things in order to conduct wilderness adventure games. First, he must have a ground level map of his dungeons, a map of the terrain immediately surrounding this, and finally a map of the town or village closest to the dungeons (where adventurers will be most likely to base themselves).

The theme is quite broad, and I encourage you to focus on gameable contributions—ideally something from or for your table that others could benefit from as well.

Simply share the link to your contribution (e.g. a blog post) in the comments below, and I will include it in the summary post at the end of the month.

I plan to write about how I roll up small random sites for sandbox play, from the resources I use to how I shape the site to how I then document and use it.

Fight on!

P.S. If you don't have a blog, but would still like to participate then you can either send me your contribution via email or comment below.

#RPGBlogCarnival #OSR #Resource

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rootring
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The Long-Term Campaign episode went live a month and half ago on The Classic Adventure Gaming Podcast. Gus invited us to share more about our Conquering the Barbarian Altanis campaign. This Monday we celebrated our 200th session.

Since the episode went live I have received a number of questions via Discord, email, and in-person. I have collected them all (as much as I could remember) below. Feel free to comment if you have additional questions. You can listen to the episode here and find my summary here.

The questions are sorted in order I received them.

Question

Do you have a marked up map of Barbarian Altanis showing your campaign's travels? Or more zoomed in maps of the sub regions?

Answer

Yes, of course. What I don't have is the historical evolution since I haven't been taking snapshots:

Note: don't study the above screenshot if you are playing in our campaign.

First 50 sessions were around Antil region (center left area). From then on, most of the action has been around the Hara region (centre south area). Adventurers fled Antil on a merchant vessel and disembarked in Hara.

Furthest north they went is up to the Eyestones Jungle; furthest south by the south south of the Ghinarian Hills (where they got smacked and enslaved). They just begun broaching over the hills north-west from their new base in Ironburg.

I wrote high level summary of sessions 50–120 and 120–180, but no maps since they contain a lot of Judge facing information.

Question

Excellent episode guys. Hats off to you Attronarch in particular. Stellar.

Some questions I have: Did a group of mover&shaker PCs establish? If yes, what character levels are they at? In what ways (generally or specifically) have the affected the greater setting?

Answer

Thank you!

With close to 200 sessions a lot has happened, exactly because of player characters interacting with the world. I've been publishing regular session reports, but it would be quite a feat to read them at once. I summarised most important events from sessions 50 to 180 in the following two posts: 50—120, 120—180.

Did a group of mover&shaker PCs establish?

Yes, several times. So far it has mostly resulted with them being shaken out and driven away. There is a lot of political instability in the Barbarian Altanis, civilisation is scarce, and wilderness is well, wild.

If yes, what character levels are they at?

Most recent “mover & shaker” PCs are:

  • Gomm, a thief level 6, who established his own hideout in Ahyf, as well as a new, disguised persona of an old sage which he used to convince the Elders to follow his lead. Since Ahyf had been conquered by Wizard-King Racoba his current whereabouts are unknown.
  • Dalkanarion, a fighter level 6. He made a name for himself as heroic and just warrior, slew a dragon, and was appointed the Castellan of Cedarwade Keep by the Red Queen. After returning from an expedition (which was Cauldron 2025 session) he was defeated and enslaved by the Bull God tribe. He was rescued with great effort from his fellow adventurers. Unfortunately, he found a Chaotic sentient sword, got dominated when he was weak, killed a fellow adventurer (a hobbit!), seized his ring of invisibility, and fled. His current whereabouts are unknown. (This is being resolved in private play-by-post, in essence 1:1 with player.)
  • Ambros, a cleric level 7, was the most influential adventurer. Over several years he became the Patriarch General and Justice Supreme of Kingdom of Hara, and a loyal subject of the Red Queen. On one of the adventurers he had recovered the Golden Gavel of Justice, and became a High Priest of Forseti. This triggered “name level” forces to arrive, in essence his crusading army. Players used to conquer the Cedarwade Keep, pacify some of the area around Midway, and bring Hara back under control. When Dalkanarion was captured, Ambros made the hardest choice in his life. He left Hara, despite intelligence that Racoba is marching with great force, assembled a team of finest adventurers, and went to Ghinarian Hills. Dalkanarion was rescued, but Hara was lost. In the process adventurers lost their vault, reputation, and pride. A bit more:

Kingdom level:

The Indomitable Wizard-King Racoba has subdued eastern Altanis, having crushed the traitorous Red Queen and her incompetent forces. Suffering an embarrassing defeat, her armies fled in all cardinal directions. Racoba is currently exercising his megalomania and dreams of a City-State of his own to eventually challenge the World Emperor himself.

Adventurers grovel and plead at his feet, hiding like mice in a mining thorp at the northern border. The mightiest among them, former Patriarch General and Justice Supreme of Kingdom of Hara, and a loyal subject of the Red Queen, was subjected to painful humiliation ritual. Paladin of Justice carved the Traitor's Mark on his forehead; his life now rendered worthless; and was exiled from the kingdom.

Local level:

As if their humiliation was not sufficient, the newly appointed baron treats them like petulant children. He is trying to recruit the most promising among them and get rid of the rest. He is happy to point them in the direction of trouble he deems unworthy of his men.

But the baron is a former career mercenary and warlord, and is inexperienced with any meaningful governance. It remains to be seen if he delivers what the Wizard-King expects...

In what ways (generally or specifically) have the affected the greater setting?

In so many, and all the ways. At this stage, setting and characters are interwoven. Characters, through their interactions, keep generating encounters, sites, NPCs, etc. Read summary reports above to get an idea.

But perhaps one of the most interesting developments has been the Wizard-King Racoba himself. It is a character that absolutely all the players hate. They never met him. When they arrived to Hara for the first time, they were hired by then current castellan to break up a suspected spy ring. While searching through the undercity they found maps and evidence of foul play, plus Racoba's sigil. At that time Racoba was the Headmaster of Wizard's Guild. He fled, and has been persistent nuisance ever since. Adventurers, over the years, ignored all the bounties on his head, no matter how lucrative. Even when merchant families tried to contract them to hunt the wizard down, they opted not to get involved. But Wizards are megalomaniacs, and this Wizard returned with force, three years later.

And (still assuming) did at any point conflicts of interest between particular PCs arise, as far as influence on the world is concerned?

There have always been disagreement about what to do, which direction to take, whom to align with, but nothing that would split the party. We maintain strict no PVP rule so maybe that contributed. I ask players to discuss and commit together.

Question

Attronarch I read the post im genral above the current major movers before, are these the highest lvs or just the strongest of the current stable? Does the campaign shift geographic focus necessitating changes in stables? Are these the “next gen” of previous PCs?

Answer

Highest level; Ambros is strongest among the clerics, followed by Tam o' Shanter and Tarkus the Promising. Dalkanarion, Balarus, and Beorg the Gravedigger are among the strongest fighters. Ignaeus is the highest level magic-user, but is an elf.

I am not sure I understand the second question. Players choose where their characters go; they are the ones choosing geographic focus. After Hara fell and they lost their army they spent few sessions collecting PCs across the kingdom and getting them to Ironburg.

Nobody created any progeny, yet. Dalkanarion has been most interested in achieving that, got himself a wife and everything, but fate had different plans.

Question

Thanks for the answer and sorry for the confusion. I was confused that after 180 sessions the highest level was 7 so was wondering if it was because multiple people were in multiple parties/tpks/characters getting retired, etc

Answer

I think it is due to a combination of factors, but at its core it boils down to simple numbers stemming from open table. I don't have all the notes with me at the moment, but I would estimate that between 150 and 250 player characters have participated in the campaign so far. All of them took some XP. Most frequent players are also levelling up their whole stable, so XP disperses. Maybe I crunch all the numbers one day! But not today.

Question

I finally listened to the latest episode and it was great and fun to listen.

There was just one thing I’m interested in and it was probably mentioned but I missed it.

Attronarch what System do you run? I tried to find the answer on your website but on there you’ve listed OD&D/S&W, AD&D/OSRIC and B/X.

Do you use all of these? Did you start with one and it evolved into another? Do people use characters from whatever they like and you convert on the fly to match your world?

Like I said it was probably mentioned but I don’t know 😅

Answer

Sessions 1 thru 134 were B/X with Judges Guild house rules; sessions 135 and onwards are Swords & Wizardry Complete Revised with house rules. My plan was to begin with Basic for a year and then choose between OD&D and AD&D. I chose the former. Then I thought I would just take lbbs and a supplements and arrange them a bit so players can reference them easier. Two years later I had nothing except a ton of research notes so I decided to use Swords & Wizardry with house rules and work on the aforementioned for next couple of years.

Question

Cool. Thank you for the reply.

May I also ask why you chose S&W over AD&D? Is it because it’s more flexible due to less rules?

And it’s nice to hear that S&W is capable for this kind of campaign. It’s the only real OSR game that I own (the German translation of S&WC).

Answer

I chose OD&D over AD&D. I fell in love with it via early Wilderlands and Judges Guild material. That's all. Swords & Wizardry Complete Revised is a compromise until I finish what I had initially planned. (As an aside, when you collate all OD&D books and Strategic Review it is over 600 pages. There are a lot of rules in there.)

Question

I have another question.

How do you manage when all PCs at that particular session are in different places on your map and in different activities?

Do you jump back and forth or do you play with one group then the second group and so on till the session ends?

Answer

The first question is for the players to resolve, not myself. If they want to adventure together, and are so far apart, then they have play-by-post between the session to organise that.

It is rare that there are individual characters scattered around like that. They are usually in groups. When that happens, players that show up on any given session decide which group they play.

We play on discord. For each session I create a discord event for which players can sign up for. It is not mandatory, but is useful to signal who will be playing. On the day of the session I ping all the players and ask them what is the plan for tonight. This is more for them than me. Over the years I have been very consistent with my expectations—when we show up to play, you (players) have to have an answer to “what are you doing next.” If they don't, they get a ten minute timer. If they need more time they spend in game time (turns, days, weeks, depending on situation). They come ready.

Question

Awesome podcast, fellas. I really enjoyed it! There's a wealth of great, practical advice and reminders on running a solid game that I think extends beyond just online gaming. Really enjoyed it. Usually I listen to these a few times and this one will definitely be in the rotation, one of my favorites.

Couple questions... with a totally open table:

How do you handle it when a new player joins or an existing player misses, but you are in the middle of something and maybe there's not a seamless “entry path”? Just ignore it – the PC pops in/pops out? Practicality/gamism over “realism” ?

Also, what happens when new player joins or new PC joins (after a death) when everyone else is higher level? Still starts level one, but advances quickly if he can stay alive?

Answer

Thank you, we appreciate your kind words! I tried to focus on practices that worked for us, and which I think can be acted upon.

How do you handle it when a new player joins or an existing player misses, but you are in the middle of something and maybe there's not a seamless “entry path”? Just ignore it – the PC pops in/pops out? Practicality/gamism over “realism” ?

These are two different scenarios, with slightly different emphasis. If a new player is joining our campaign, then the goal is to throw them into action as quickly as possible. If they happen to join a session which resumes a previous expedition, then I decide the exact moment of introduction on a case by case basis.

Are we resuming during a combat round? If I believe it will conclude within 3 rounds, then new player will be rolling for monsters. More than 3 rounds, I work them in. Are we resuming during an underworld expedition? As long as it isn't some hyper-exotic alternative plane of existence or antediluvian place, we will work you in with a simple “What are you doing here?!”

When existing players cannot make a session, and there is a party that is one a expedition, then two things happen. If at least half of the players whose charterers are on the expedition are joining, then it can resume. Character whose players can't make it do not vanish, but are delegated to carrying light sources and similar. Their players designate another player for decision making. Any rolls that might result with their death are mine to roll.

If less than half can show up, that expedition cannot resume. Players have to pick another character they have and figure out what to do with them.

My operating principles could be summed up as shortest time to action, we will work you in, there is no vanishing out of danger. Risk, consequences, and all that.

So far no has attempted to “game” our system.

Also, what happens when new player joins or new PC joins (after a death) when everyone else is higher level? Still starts level one, but advances quickly if he can stay alive?

Every new player get to roll three characters with zero experience. They pick one and introduce them. Then they start playing.

Players can write in-character session reports. Each nets their character 300 XP. After they have written 20 session reports (or created drawings, memes, poems, whatever), all their new characters begin with 5000 XP.

Once a character has been introduced to the game, player can freely choose which one will go on an expedition, engage in downtime, etc. This is helpful for sessions when only two to four players show up. Then each player usually controls two of their characters, plus whatever retinue they have. This enables them to assail bigger dangers. It also backfired several times when they gathered big numbers, stormed a dungeon, and then had to divide experience into twenty shares... Decisions, risk, reward, consequences, and all that...

Yes, exactly. Old player from three months ago drops in, his PC is 300 miles away from the others. He uses a fresh level one PC maybe, that's popped into the main group?

We have that frequently. Some players travel the world for their work and can only play sporadically, or during specific months. I have locations of each character. When they show up, I look up how much in-game time has passed since they played last. Usually enough time to judge they would have been able to travel to where ever action is right now. It hasn't really been an issue so far; we were always able to work out something that has satisfactory verisimilitude.

Question

Hello Attronarch,

I just listened to the CAG podcast's episode on your open-table sandbox campaign! Fascinating!

I am preparing to run an (in-person) open table campaign, so it is really useful to listen to your advice and your players' feedback.

Could you please expand on something that you touched upon towards the end of the episode)? Unfortunately I can't join the campaign to learn by experiencing it (its time conflicts with my work schedule). I would love if you could address it via Discord on or a blog post.

What I am referring to is how you handle continuity/discontinuity between sessions/parties.

The conventional view—or at least the “Alexandrian view”—is that an open table session needs to start in town and end in town—and, if PCs don't, a “table of doom is” used. I haven't tried it, but, I was getting ready to do it... So I was very interested when I hear your take on this, which goes against the conventional view.

Paraphrasing, I think you said the following (I'll be adding some specific questions along the way, and then add some more). For the purposes of this summary, I'll refer to “party XN” as the party (group of players/PC) that exist on a specific session. You said:

(a) Don't force each party to end the session back in town; the session can end in an adventuring location, e.g., deep in the dungeon.

(b) Let's say party A1 ended the last session deep in the dungeon. Next session, if half of the players with PCs in party A1 show up to play the game resumes on the same adventuring location with, e.g., same room of the dungeon; we could call this party A2.

Question 1: how do you handle, narratively, the absence of some PCs of party A1 in the location? (This question assume not every player of party A1 showed up on the next session.)?

Question 2: relatedly, how do you handle, narratively, the presence of PCs of party A2 who were not in party A1?

© A corollary: if less than half of the players of party A1 show up on the next session, then the session focuses on a different location/party (let's call it party B1). I imagine this could be another party that was exploring that location (so its more of a case of party B2).

Question 3 & 4: same questions about verisimilitude mentioned above, related to absence/presence of PCs.

More questions, and perhaps more important questions:

Q5: Did I get it right?

Q6: Could a party C explore the same adventuring location that is being explored by party A?

Q8: More generally, how do you handle the interaction of parties, and their potential impact on the world, when those parties may be operating in different times?

Q9: How do you keep track of who is doing what and when, and interactions between what they do?

Q10: what are other procedures, decision-making processes and resources that you use for this “many parties in many places” approach?

I know it's a lot of questions! Maybe if you explain more your approach many questions will be answered at once! Also, if you have already explained your approach, please point me towards the relevant message/resource where you did—you must be already quite busy running the campaign! Thanks!

And later, an addition.

A related question: how do you allocate XP? When an expedition has ended and the treasure has been taken out? At the end of the session, regardless of where PCs are? And who gets it? PCs whose players are present only?

Answer

Thank you for your kind words. I am happy to hear you found the episode inspiring. I have answered some of the questions above so I will not repeat them at length. Before doing so, I wish to stress that handling “continuity/discontinuity between sessions/parties” is less onerous and disruptive in play than it might seem at first. So, in order.

Q1: I handle this on a case by cases basis. How did the previous session end? How are we beginning the session? Would it be plausible for the player character to leave the dungeon and reach a safe place (a guarded camp, a hidden chamber, a settlement, etc.)? If the answer is no, then the player character does not simply vanish, nor do they “fade to black.” They are still present but delegated to holding light, offering support, and similar. If we ended in a dangerous situation, and the player can't make it, then they nominate another player to take care of their character.

Q2: Likewise, on a case by case basis. I consider the player character, the situation, and the location. Would it be possible for them to simply walk in and join? Is the site expansive enough that they could be just around the corner? We meet weekly for three hours to play, surely we can suspend our disbelief enough to figure out a way to introduce new player character. Over the years we have everything from poof here is a dwarf to divine interventions and simple around the corner they come. All of them worked because they were ground in the current situation.

Q3 & Q4: Same answers as above. Consider the conditions: where are these characters? What are they doing? In practice, treat it as any other expedition, because that is exactly what they are. Thus, answers are the same.

Q5: So far, so good!

Q6: My default answer is no, unless special conditions are met. If it is a sprawling locale (think megadungeon with multiple entrances), then I might allow it. Once an adventuring party enters a locale I am not interested in bringing more different parties at the same time. That is too fragile regarding time coordination. Exceptions are for example if Party A is captured or defeated, and Party C is rushing in to save them. We had that several times during our campaign and it worked fine. For example, when Dalkanarion and others were captured they crawled the deep tunnels, while the rescue party advanced overland, and then crawled other portion of the caves. They eventually reunited, rejoining the parties.

Q7: I don't see question seven, let me know if I accidentally overlooked it.

Q8: Assuming you are asking about play parties, I don't handle their interaction in any particular manner. Those are player characters, they interact with each other as they (i.e. their players) wish. I merely keep track of where and when the characters are. Players do too; I help them if they lose track of time.

Q9: Over the years I have developed a session tracker. I started with pen and paper, then reusable PDF templates (still pen and paper but less prep), and am nowadays using a spreadsheet with those same templates. It consists of four elements:

  • Session dashboard. Session number, real-world date, in-game date, for each character: player name, character name, race, class, alignment, armour class, notes (special abilities, memorised spells, etc.), monsters encountered and overcome, treasure recovered, judge's notes.
  • Day tracker. Session number, real-world date, in-game date, season, watches, turns, turn notes, day notes, compass. Makes it trivial to mark any unit of time, note anything of significance, and track resources.
  • Combat tracker. Session number, real-world date, in-game date,, rounds, round notes, party notes, monsters and monster notes. Goes to 60, i.e. 6 turns or a full hour.
  • Calendar. In-game calendar with months, days, and seasons. I mark the first and last day played during the session.

All of these fit a single A4 paper, so I have overview at glance. I might write a longer post on keeping time records in a practical manner. Perhaps later this year. These allow me to quickly get up to speed, calculate experience, check who is who, and who did what, so on and so forth. I use them when writing the session reports too.

Q10: The single most important thing a Judge can do is knowing who is where and when. That is it. When they know that, then they can easily summarise the situation and available options.

Also, I feel it is important to stress that the goal isn't to have “many parties in many places” but that it is something that happens due to open-table and sandbox approach. Thus, the Judge has to be comfortable with it, but should not necessarily strive for it.

As I said on the podcast, a valid reason for that is ending a session while an expedition is ongoing because the party is dealing with a large dungeon, locale, or site. An invalid reason is getting bored, distracted, or whatever, and attempting to start seven parallel expeditions at once. If that is happening, then something is amiss.

I continuously ask players about their plans, goals, intentions, ambitions, and similar. I ask them to discuss them with each other between the sessions, during the sessions, in different ways and scales (e.g. “what are we doing today” versus “what do we want to accomplish over the next three months”). Frankly, I do not care so much about their answers, for they can change their mind at moment's notice. No, the valuable part is them articulating aforementioned to each other, developing alignment, and shared agenda.

After all, they are playing together. Why then would they want to be separated most of the time?

BQ: I allocate treasure and monster experience after the expedition has concluded and adventurers have returned to a safe haven. I go through the session trackers, make a list of all the player characters that have participated, tally up sessions they played in, and then reward shares accordingly. Here is a multi-session expedition example:

SESSIONS 193, 194 & 195 EXPERIENCE

Total experience earned:

5 260 XP.

Eligible characters (number of shares):

  • Ainsley (3)
  • Ambros (2)
  • Aurella (1)
  • Balarus (3)
  • Hedwig of Hogwarts (1)
  • Ivor (3)
  • Tam (3)
  • Tarkus the Promising (2)
  • Thorinda Bung (3)
  • Volkard (2)
  • Wilbalt (1)

Total number of shares = 24.

XP per share = 219 XP if 5% XP bonus = 230 XP if 10% XP bonus = 241 XP if 15% XP bonus = 252 XP

Reminder that multi-classed characters gain no bonus to earned experience.

No treasure recovered.

The player looks for their character, and then simply multiplies the XP per share with their number of shares. That's it.

More questions?

If you have a question of your own drop it in the comments below or via email. I will answer, but might take some time to do so.

Fight on!

#Resource #Podcast #Reflection

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Earlier this year the commenting system I had been using died without notice. Alas, all the comments were lost to the void. Since then I hadn't really had the time to look into finding a suitable replacement.

Two days ago, by good luck and fortune, I had noticed a nicely integrated commenting system on the Vorpal Mace blog. Imagine my joy as I learned that yes, it is compatible with my platform! Two days later, and it is fully integrated.

You have in essence two options for commenting:

  • Without an account. You simply put in your name and email. That's it.
  • With an account. You register your name, email, and homepage (optional). This allows you to always comment with the same profile, plus you can upload an avatar as well. Use postimages to upload your avatar and then use direct link in your profile
  • In both cases you will receive notifications from comments@attronarch.com so make sure to check your spam folder and to whitelist the address.

Markdown is supported so you can use bold, italics, and lists in the comments. Moderation is on, and I have to manually approve each comment. You can give it a try, right below the post.

With gratitude to Edeldhur, Charlie Brawn, and kublaibenzine for testing the system before going live.

#Blogging

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Adventurers

Character Race Class Description
Ainsley Human Ranger level 1 An older gentleman with a groomed moustache and a wooden pipe in his mouth, covered in dark green cloak.
Astrid Hunnisdottir Dwarf Fighter level 4 A dwarf with burning hair and a belt fashioned from harpy scalps as a reminder of dangers of friendship and singing.
Aurella Elf Fighter level 1 / magic-user level 1 Exiled and chased out of her tree commune, she now wanders the Wilderlands.
Bragi Twinefinger Hobbit Fighter level 3 A stout strong hobbit. As a devotee of the Great Tailor he is always smartly dressed (under his armour) and overly fond of multiple breakfasts.
Hedwig Hogwarts Elf Fighter / magic-user An always alert owl masquerading as an elf.
Helmuth Mithaft Human Fighter level 2 A bold mercenary with glorious red beard and pearly facial hair.
Herbaecious Roncule Human Druid level 3 A sun tanned, grubby, dried-berry-looking fellow dressed in green cloak. Chews a large cigar.
Ivor Human Cleric level 2 A young, soft-spoken worshipper of Umannah with thick black beard.
Kenso San Human Fighter level 2 An arrogant and self-assured sell-sword wandering Wilderlands to prove he can best anyone.
Siora Qiwarin Half-elf Fighter level 6 / magic-user level 6 / cleric level 4 Recognisable by her flame fluted helm of brilliance, and her dazzlingly ice blue eyes. At the beginning of battle she is known to usher a prayer to the Lords of LAW and cause her broadsword to burst into flames. Due to this, many call her the flame maiden. She despises Dwarves.
Syd Grundy Human Fighter level 3 Tall, middle aged and scruffy looking man of the wilderness.
Volkard Human Ranger level 1 Bushy hobo from the wilderness.
Warmund Abendeurer Human Fighter level 2 A burly blonde barbarian; Wilbalt's older brother and the stronger of the two.

Sweetrain 19th, Fireday

Adventurers gripped their weapons, holding their ranks. Pumped with adrenaline, their ears still bleeding from the shriekers they have aggravated, they awaited the onslaught to come. Under the veil of night Warmund and Helmuth reinforced their ranks.

Wild barking and baying resumed, as a pack of wild dogs tore into the front ranks. They initially hesitated to bite into the guano covered folk, but soon changed their mind and went only for those caked with white delicacy.

The fight was brutal, with large, wiry dogs biting into the shins and sides. Syd and Helmut managed to kill one, while Kenso and Ivor killed another one. The adventurers were split in two fronts, separated by an empty cave. One half of them were holding the tunnel to south-west, while the rest held the east tunnel.

Their positioning allowed them to funnel the beasts.

As the battle raged, they barely noticed the arrival of the Flame Maiden. She held her Flaming Sword up high in one hand, and a wand in the other. She waved the wand at Syd, and he grew to the size of an ogre. All the dogs on his side went for him.

“Thanks!” he quipped, already half-chewed to death. Alas, the growth was naught for an illusion, so he had not benefited from it. A gang of uproarious pig faced orcs stormed from the south-west tunnel, splashing against the adventures with fury. The largest amongst them wore a giant snake skull.

Siora changed her tactics and cast Sleep.

Dogs and orcs went to sleep.

And so did Astrid, Drokh, Bragi, Syd, Herbaecious, Helmuth, Volkard, and Ainsley.

Orc snake leader snarled and stepped forth to duel Warmund and Kenso. Self-titled sword bastards terminated him with extreme prejudice.

“Oh what should I dooo, I am so small!” Hedwig cried. Them he tippy tapped over the sleeping adventurers. He woke no one.

The fight was far from over. Orcs continued coming from the darkness. Warmund and Kenso held the line while the rest slapped others awake. Siora used her wand to create phantasmal undead orcs. With their leader gone, the fighters massacred them en masse, killing at least a dozen.

Few survivors fled deeper into the caves, and adventurers gave chase. Siora had to walk slowly, for she was concentrating on the wand and phantasmal illusions. At this moment the party was spread out nearly two hundred feet—from the original cave they fought in, to the junction where the orcs fled.

“Siora, watch out! There is a piece of brittle shale you should not step on!”

Due to narrow passage to the sides, it took adventurers some time to carefully walk around.

“Agh!” Drokh cried out as he was swarmed by another gang of orcs that came from behind! He fell to the ground. Adventurers reciprocated by killing half of them. Astrid claimed one, Kenso as well, while Warmund and Bragi each killed two. The remaining six fled north.

Simultaneously another dozen orcs arrived from south, clashing with those that crossed the shale trap. They were brutally slain within two rounds. Bragi tried to chase the northern survivors, but they were faster.

A trail of nearly forty dead pig-faced beastmen and ten wild dogs spanned three tunnels and two caves, measuring almost three hundred feet.

Adventurers reconvened beyond the trap, among a dozen dead orcs. Drokh was alive but wounded, much like Aurella.

Siora decided that she would use her scroll to Commune. Astrid, Ivor, Herbaecious, Helmuth, Kenso, Warmund, and Ainsley formed a defence perimeter around her. Syd, Aurella, Hedwig, Bragi, and Volkard looted the corpses.

Siora was consumed by fire.

She became Nothing in the presence of Radiant Death.

“Oh Ummanah! What is the best route to the greatest treasure in this cave system?”

“Down and north.” the light pulsed in ten thousand hues of orange.

“Oh Ummanah! What is the safest route to the orc lair?”

“Same.” the light pulsed in seven million hues of yellow.

“Oh Ummanah! What greater threat exists in these caves?”

“Mess no with the stone head that roll.” the light pulsed with a trillion hues of violet.

“Thank you god!”

And she was birthed by fire, landing in the damp caves once more.

“Down and north?”

“Well there is a long tunnel leading down just here, around the corner. Astrid said she senses it to be at the river level, maybe lower.”

Company of thirteen descended down and down and down a curving tunnel. Every ten feet the air grew colder and colder and colder. Finally, they landed in an irregular cave, some thirty feet wide. The ceiling was tall and concave, spotted with thin stalactites and carpeted with hanging mosses. Two tunnels to the south led further into the darkness. Horrible stench of dried faeces emanated from the west tunnel.

Adventurers opted to follow the bad smell. A large cave opened up in front of them, ceiling beyond the range of their bullseye lanterns. A layer of horrible muck—almost like diarrhoea with sporadic solid chunks—covered the cave floor.

Shining the light around revealed two boulders of packed faeces. They quivered and shook, standing up. Three filthy, muck covered tentacles separated from their rotund bodies, revealing gaping maws full of razor-sharp teeth. They burped and belched noxious gases and shambled towards the adventurers.

Although not particularly fast, nor sneaky, they managed to get an upper hand due to the adventurers' indecisiveness. The vile creatures tore into the party, slapping and biting with glee. Woe to those who were bitten, for the creatures' teeth were caked with faeces, and who knows what else in their saliva.

Bragi and Astrid harmed one, and then Helmuth finished it with halberd. The other Was whittled down by Ainsley, Kenso, and Bragi, with Herbaecious delivering the killing blows by repeatedly stabbing it into the anus as deeply as possible. Both faecal-mounds shuddered and spurted foul liquids as they died.

Besides filth and refuse there was little of interest in this large cave. Or so it seemed until one of the adventurers spotted a low tunnel to the west.

But will any of them be brave enough to crawl through the muck?

Filthy, battered, tired, and cold, they contemplated their options as muffled sounds of horns blaring echoed.

Meme by Lord Jubalon Flux.

Discuss at Dragonsfoot forum.

#Wilderlands #SessionReport

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Adventurers

Character Race Class Description
Ainsley Human Ranger level 1 An older gentleman with a groomed moustache and a wooden pipe in his mouth, covered in dark green cloak.
Astrid Hunnisdottir Dwarf Fighter level 4 A dwarf with burning hair and a belt fashioned from harpy scalps as a reminder of dangers of friendship and singing.
Aurella Elf Fighter level 1 / magic-user level 1 Exiled and chased out of her tree commune, she now wanders the Wilderlands.
Bragi Twinefinger Hobbit Fighter level 3 A stout strong hobbit. As a devotee of the Great Tailor he is always smartly dressed (under his armour) and overly fond of multiple breakfasts.
Drokh Human Monk level 3 A tall, lean human monk with piercing eyes, weathered skin, and a warrior's poise—calm and charismatic, he speaks with purpose and strikes with precision, wielding spear, bow, and blade.
Hedwig Hogwarts Elf Fighter / magic-user An always alert owl masquerading as an elf.
Herbaecious Roncule Human Druid level 3 A sun tanned, grubby, dried-berry-looking fellow dressed in green cloak. Chews a large cigar.
Ivor Human Cleric level 2 A young, soft-spoken worshipper of Umannah with thick black beard.
Kenso San Human Fighter level 2 An arrogant and self-assured sell-sword wandering Wilderlands to prove he can best anyone.
Syd Grundy Human Fighter level 3 Tall, middle aged and scruffy looking man of the wilderness.
Volkard Human Ranger level 1 Bushy hobo from the wilderness.

Sweetrain 19th, Fireday

Adventurers dragged the paralysed Kenso, Syd, and Tarkus to the cave with a poorly concealed pit trap. They rested there until the trio had recovered. During that time they were joined by another group, led by Astrid Hunnisdottir. The dwarf came here on the rumours of dwarven vault in the depths of the gorge. She was joined by characters known to others: Drokh, Hedwig, Ivor, and Bragi Twinefinger.

Now counting eleven souls, they discussed at length where to go next. Astrid was here to find dwarves, others to find orcs. Eventually they settled on briefly inspecting the eastern caves. This resulted with them rolling in stale bat guano, being covered by fresh bat guano, and then mucking through the bat guano as well. No valuables were found.

A cave with rotted remains of orcs, humans, and other unfortunate creatures was more generous, with a handful of copper pieces and one grime-encrusted wooden shield with an iron rim. Reluctant to cross the field of black, crooked, spindly vegetation which gave Herbaecious vivid dreams, the party backtracked to the chamber with mineral deposits.

Astrid confirmed that the small person corpse was not a dwarven one. They went further south, reaching a curious chamber. The floor was recessed a few feet, compared to the tunnels leading into and out of it. The floor was smooth rock, as if polished by water. Most of the central area was carpeted by subterranean clover. Herbaecious inspected them, and took a handful.

Following the south-west tunnel led them into a spacious cavern. Then, at the edge of light, what they had been looking for! Two pig-faced orcs, leaning on their spears, staring north. They were assaulted with fury unknown, with adventurers shooting missiles as if fighting the Titan of Black Monastery itself.

Arrows broke!

Orcs did not react!

Few brave souls came closer. The orcs were petrified!

“Basilisk! Cockatrice! Gorgon!”

“Get out! Let's get out! OUT!”

The party bravely backtracked north-east, north, north-west, west, around the pit, north-west, and out on the ledge.

“You know, I think they might be across.”

“Yeah, but we can't see up there, and no path connects to it...”

Indeed, they were now on the south side, some ninety feet above the river. The ledge on the north side was approximately hundred and twenty feet high, without obvious access points.

And so they went further west, to explore the cave mouth. Astrid took the lead. She noticed a flat stone on the cave floor and stepped on it bravely. She, and Bragi right behind her, were rewarded with a rain of heavy rocks beating on their heads.

Gently concussed, but alive, adventurers pushed on. Narrow tunnel splintered, with west fork leading to a cave mouth overgrown with brambles and thorns. The south for led to a tunnel connecting to the overgrown mouth and leading deeper in to the caves to the east.

Somehow Ivor ended up being at the front of the group checking the east side. As he turned around the corner the light of Umannah blinded six pig-faced orcs who stood at ready with large, petrified tree trunk. They swung it at the adept. They missed!

Overcome with absolute joy, the adventurers stormed the cave with righteous fury. Ainsley decapitated one of the orcs with a perfect shot, Kenso cleaved another in half, Syd hacked third, Herbaecious penetrated the fourth, and Bragi kebbabed the last two.

The cave they were in now spanned some fifty by thirty feet. Besides the narrow tunnel they came from, there were two more, wider ones. The one leading to the east slopped downwards, while the one leading south-west widened into a junction. Adventurers chose the former.

With a dwarf in the party, they knew they descended some fifty feet. The slopping tunnel varied in width, terminating at barely five feet wide. Beyond was a damp cave spotted with purple and violent shrooms. Party turned around and returned to the cave above. This time they went for the wider passage.

This was a well trodden tunnel. After eighty feet or so it split south-west and south-east. The former led down a narrow tunnel, while the latter led to another junction. Astrid spotted that a portion of tunnel was smooth rock, like a rectangular piece of shale.

They opted to descend down the narrow tunnel. This led them into a sun-bathed, spacious cavern. At nearly hundred feet wide and tall, the final rays of sun shone down an opening in the ceiling. A lush moss and lichen garden flourished under these condition. Light-coloured toadstool dotted rotting tree trunks, and tiny geckos slurped the rainwater puddles.

Adventurers carefully investigated the cave. They found no treasure nor any secrets. It was late in the days. Perhaps an hour or two of daylight left. They backtracked, stepped around the smooth rock, ignored the south tunnel and stopped in another large cave. The cave narrowed and twisted towards the north, slopping down heavily. It narrowed into a tunnel to east. North they went.

The descent was long. The air turned colder with each step. Astrid was unsure how deep they went. A hundred feet perhaps? Either at, or beneath, the water level. Adventurers turned around and went back up. East tunnel it will be.

Alas, it led them to the other side of the petrified orcs. They discovered a third one as well, all three facing north. One of the brave souls borrow a mirror from one of the other, less brave soul, and went on, north.

The tunnel narrowed. Then it turned left. Narrowed again. Right. Left. Opened up—into a cave with violet and purple shrooms! Now everyone lined up behind. Only one tunnel was left unexplored, the one to north-east, where fungi were concentrated.

“IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII!!!”

Horrible shrieks pierced the eardrums and the silence, reverberating throughout the cave system. Five fat, three feet tall, wide capped, mushrooms quivered and trembled as they produced the ungodly sound. Those who dared storm the fungal cave were rewarded with pierced eardrums, and bleeding earache. It took them quite some time to hack all five down.

With fungal screamers eliminated, the adventurers were left with a tiny ringing sound, a tinnitus, and slightly disoriented. Tiredness began to set in. It had been a long day of hiking and delving. Aurella and Herbaecious persisted, and foraged the edible fungi. Elf promised to make a nourishing mushroom soup to lift the spirits.

Suddenly ferocious barking and baying echoed from south. The sounds were distant but most definitely louder by the second. And they got only louder as adventurers discussed what to do.

Party decided to go up, and hold their ground in the tunnel leading into the cave where they killed six orcs. By this time the barking sounded like it was coming from all directions. And whatever produced the howling and baying did not sound exactly small. Volkard and Astrid broke off, positioning themselves in the narrow tunnel where Ivor dodged the tree trunk.

Barking stopped.

Adventurers readied themselves.

The night has fallen.

The caves shook as bull horns blared.

Meme by Lord Jubalon Flux.

Discuss at Dragonsfoot forum.

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A zine chronicling the Conquering the Barbarian Altanis D&D campaign.

This issue includes sessions 122, 123, 124, and 125.

Adventurers recover the Golden Gavel of Justice and satisfy Poseidon.

You can download the issue here.

Overlord's Annals zine is available as part of the Ever & Anon APA, issue 16:

#Zine

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Last week I spent four days (October 8–11) playing old-school Dungeons & Dragons at Cauldron, “an OSR Euro Con.” Once again, organisers did an absolutely stellar job.

I know they call it a con, but that label does not fully do them justice. This is more like a really large club of hundred people, who have gathered to play in a rather intimate atmosphere. The food is home cooked, labour is volunteer-based, we all tend to the venue, we sleep together, and we game together.

In this post I share a bit more about my experience. See this post for reports on games I either played or hosted; and this post for how I prepared.

Arrival

Don't change a winning strategy. Or something like that. I took a night bus to Frankfurt, slept most of the way, arrived in the morning, had a walk, and then boarded a train to Marburg. Shuttle picked me up there and took me to Hofraithe Rosenthal.

I arrived too early to check in to the room, so I went for a walk around the village, returned to have some cake, and contemplated about games to follow. By the time check-in was open, roughly two thirds of participants had arrived. As last year, the first thing I did was make my bed, so I can crash into it after midnight.

Thursday

Since Thursday was also the arrival day, there were only two games, with the first being so called “Temple of Doom Sidekick” block. Regular blocks are four hours, night blocks are, in theory, unlimited, and this one was just three hours.

The first game I played was hosted by EOTB. The table was packed with talented players, pregenerated characters were distributed, and we went to work. EOTB ran a tight game, with quick answers and no-nonsense approach. I loved it. The map was exciting, with verticality, secret doors and passageways, and just enough things to interact with and get into trouble. I expected no less, since he did mention he would use a map from the Twisting Stair zine. As we ran out of time, I asked other players to take their characters outside of the current chamber so I can just grab the treasure, screw traps. Maybe I wasn't clear enough, but most stayed inside. We got the treasure, I triggered all the traps, three characters had died. Great success.

Lunch was lovely. I did my best to avoid snacks and sodas, since I had a game to run. It was great to see so many friends and acquaintances, as well as to meet people whom I had been chatting with over the years via discord and forums.

I hosted my game in the night slot. I like those the most since they are open ended. I was assigned the same room as last time, Linde, but this time they limited it to two games instead of four. Same chunky tables as last time, same immovable pillars. I rearranged the tables to form a large square, with me taking the side by the wall. This left three sides for eleven people to sit relatively comfortably, and up to eight more in the second row.

The module I ran was Halls of Viridian Mist, a megadungeon level I had written for the Jennell Jaquays Memorial Game Jam, published in the Return to Perinthos. Ten players joined, and it was an adrenaline rush from the beginning to the end. I am continuously amazed with how players adapt and adjust to the unfolding situation. In this case within few turns everything goes tits up, and rest of the session is a mad dash for survival. One character is lost to the ghouls, one sacrifices himself so others can flee, and one retires after the adventure, having lost both of their hands.

I don't remember how long it took us, but I think we were done by midnight. I took a walk around the dining hall where Chainmail battles were raging. My good friend Dreadlord was playing, playing to win! Joking aside, it was fascinating to watch, witness Settembrini ruling, and see Sarisa in action.

Friday

Nothing like a good morning game hosted by yours truly! I ran Abattoir of The Impotent Idolater, a location from our Conquering the Barbarian Altanis campaign, now also published in the Beneath the Black Pyramid con zine. We ran the game in the dining room, which was this year used as a game room as well. Last year I had to use it for one of my sessions that attracted 17 people.

That also meant we had to wait until breakfast was over, and that we had to finish a bit before the time, so the room can be prepared for lunch. That was no problem. Eleven players joined, got the main, hook and begun planning. This site depends on the time of day. Once they told me they approach at day, I rolled to determine where are the key monsters. Horrible abomination was determined to be hunting outside, to return in three hours (18 turns).

Players decided not to enter the cave, but fall back, make camp, and observe. I handed them the battle map and asked them to position the horses, their characters, so on and so forth. I gave them a timer of ten minutes—when time runs out is is what it is.

I cannot stress how important the timers are to maintain the pace. Most relevant ideas will surface within first few minutes, everything after that is just spinning the wheels. The timer's main purpose is to allow space for those good ideas to bubble up, and for everyone, or most of the players, to articulate and internalise them.

Of course, the monster returns by trampling the camp, killing men-at-arms, two player characters, and causing mess in general. Players adjust their goal to seeking revenge instead of looking for what they were paid to find.

When I design sites, especially natural ones like caverns and similar, I love playing with elevations and light. They go deep into the cave, constantly down (they have dwarves so I give them lengths, angles, everything). But they never attempt to look beyond their own light. Another thing I often play with are rooms that are mostly empty, and depend on a wandering monster. In this case, the harpies were one of the factions, which are mostly not present because they wander around. But, if they are, then they have a special place or tactic.

Either way, the players pursued the monster, slain it, and then were charmed by the harpies. Well, technically, not charmed yet, but beckoned to come to them, so they can claw and charm them. Just four character make their save, but I leave it up to the beckoned players to control how they attempt to approach their most desired targets.

I have said it before, and I will say it again—player skill at Cauldron is very, very high. The amount of intelligent malicious compliance was just insane. For example, Tamás had their hobbit attempt to gift their sentient sword to the harpy. This is perfectly aligned with the in-game logic—the harpies desire wealth, treasure, and adoration—and adventurer gives his most treasured belonging. But the player knows that grabing sentient swords causes damage to creatures of different alignment. His character is lawful. The harpy is not.

The players work their way out of it, recover the object they were hired to find, and then nearly lose it as another pack of harpies sings to them. Now another player with a sentient sword pulls off a stunning manoeuvre by asking his sword to teleport it right next to the harpy. Teleporation is an insanely dangerous spell, but here, within sight, it was all but guaranteed to work.

We finished on time for lunch, with most of the characters alive.

After having some hearty food, I played in an awesome game hosted by Gabor Lux. He ran three consecutive sessions of the Palace of the Eternal Autocrat, with each group exploring a portion of the complex. We were the second group, with one character from the first group joining us. He brought a map with him. It was useless.

Photo by Gabor Lux.

To clarify, not because of him, but because we decided to step through the above ground teleporter so we get into real action. I already mentioned the player skill. What I want to add is that players at Cauldron are quite proactive as well. They establish their own goals, they pursue them aggressively, and they are not afraid to take risks.

This game was no different in that regards. Gabor's adventuring locations are always a blast to play, and he is such a fun fellow himself. This was an enjoyable romp with an unexpected ending. Ignatius Umlaut, editor of the Fight On! zine, decided to gate us all into none other than Attronarch's Barbarian Altanis! A dozen adventures, loaded with treasure, and a burning desire to live.

Next up was suckling pig and sauerkraut for dinner, followed by a high level adventure by Ignatius himself. This was a continuation of an adventure that he ran for the Hungarians years ago. Apparently, one of the player characters had betrayed them, stolen some artefact, and then teleported away. Now he was rumoured to be a lich.

There was eleven of us, and Ignatius ran a very entertaining game. Night dragons, dark trolls, dinosaurs, it had it fucking all. I recognised the area from the legendary Darkness Beneath megadungeon, but luckily I did not remember the specifics. I was thoroughly impressed with how Ignatius managed all the moving parts, especially since we were in essence doing an underworld wilderness adventure.

During the day a word reached me that Jan, one of the players in our ongoing Wilderlands campaign, is actively lobbying people to stage an assault on the Wizard-King Racoba. He also approached me to check if that is OK, worried for what I had prepared for the session. As usual, I told him, and everyone whom had asked, to decide as they wish. I shall be ready.

Saturday

This was the day. At night slot I would run the Conquering the Barbarian Altanis session in the night slot. Last year I had seventeen people, over the span of six or seven hours. But this year everyone was talking about it. I was unsure how many people would join. Either way, I was committed to run for whatever number of people does show up.

But first I had some games to play in! Keith Sloan ran an awesome game. He had this relaxed style which lulls you in, and then he blasts the whole party with fire trap, slaps you with eight ghouls, and throws you down the pit.

What I especially appreciated it how he crafted the adventuring location. He told us it is a gnoll temple. We are playing AD&D 1e. Gnolls are described as lazy, as using slaves, as worshipping a deity which is also worshipped by ghouls, so on and so forth. By paying attention to cues, based on the knowledge of not just the rules but also the implied setting, we were able to make informed guesses on what to do next. More often than not, our assumptions had proven to be correct. That felt immensely rewarding! Keith gifted us an elegant dice for winning at D&D.

Next game I joined was by Ignatius Umlaut again. In retrospect, I realise I had mostly prioritised Americans—EOTB, Ignatius, and Keith—since they might not attend every year. Ignatius ran another high-level game, and I brought my character from the previous night. We fought and defeated Satan's minions, and won D&D for the second time that day. No really, it was a crazy adventure, go read the report.

Dinner and auction followed. I skipped the latter, opting to go for a walk, drink some tea, and mentally prepare for what is to follow.

Photo by James Knight.

Since our big game was in the dining hall, we had to wait for the for the organisers to complete all the transactions. I already had a whole set-up on my mind, given experience last year, and an experiment I suggested to Ignatius earlier in the day. Players jumped in and helped me arrange everything.

We had 13 tables in total, which was still not enough to have everyone sit by the table. So we had a second row of sitting too. I think we took around 3/5 of the dining hall. Twenty three people sat down to play. Some people later told me they gave up because the game filled up really fast during the sign up. I would have welcomed them!

Photo by James Knight.

Despite size of the set-up, one side was just for me. Not to power trip, but because that way I keep everyone within eyesight, and everyone can see and hear me best. I went around table handing out pregenerated characters, taking down names, and admin detail I need to ran a game at a furious pace.

Once we had that I divided the players into four teams, and asked them to nominate the caller. Table layout works its magic, and we had four teams of nearly identical sizes (6-5-6-6). Two teams gave me a name, while two teams gave me a colour. I guess I need to work on my pronunciation.

With teams and callers in place we were ready to begin! I presented the in-game information, where most of the adventurers currently are (Ironburg), and what intelligence about adventuring sites they have (Castle Yukanthur, Midnight Goddess Hills, Spire of the Divine Grape, The Black Monastery, Tomb of Ochandra the Earthshaker). Then it was up to the teams to discuss which of the options (or alternative) they would like to pursue.

To clarify, I ran this as a usual session of our open-ended sandbox campaign. There would be no teleporting back and forth. Anything is on the table, as long as the majority commits to it. All the options I offered were from the game, and I did my best to present them neutrally. Regular players that joined were free to share information as they see fit.

First round ends up with a draw between the tomb and monastery. Second round ends up with a draw again, but different teams. Some call for a roll. As I throw the dice, one time changes their vote to the monastery.

In less than thirty minutes, twenty three people agreed on where to go, what to do, and with which characters.

From Judging perspective, the Black Monastery was by far the worst out of the available options. Super-complex map with mapper that loves angles, eighty pages of two column 8 pt. font of dense paragraphs, with bad editing and crucial information hidden in all the wrong places (e.g. a four paragraph description of a bedroom, with third to last sentence being that here is an 10HD shadow waiting to ambush those entering; thanks).

I prepared the map on a separate page; this is a challenge for players not me. Keys I printed two pages on a single landscape page, to have four columns at glance. In general, I knew I had time to look them up whenever players ask for discussion time.

I am repeating myself with the player skill, but they did all the right things initially: scout the environment, use magic to fly over and take a look inside the monastery. They hesitated a bit to enter it proper, but once they were in, we started rolling.

Photo by Alex.

It was mostly cautious exploration, with me tormenting the team mappers with my descriptions, sizes, angles, points of reference and similar. A single fire elemental scared off the whole company, and they fled into a tight secret space, triggered a trap, and wiped out half of the characters.

Luckily, I had prepared seventy characters for the con, but now I was running dangerously low. That meant that clerics and hobbits began entering the game en masse. Exploration continued with brisk pace, with me giving specific timings, switching between asking callers and asking everyone what their characters are doing.

This switching is an important attention-resetting technique, because it was already midnight, and a third day of intense gaming. Mind wants to play, but body wants to sleep. So to keep it playing we need to give it something to do.

One thing I noticed was that the attendance was different compared to the last year. Then we had people coming and going as they became too tired, or they lost a character. This time 2/3 of the players had played until the very end!

The pace, and complexity, exploded once Titan of the Black Monastery came to life. It began wrecking the monastery and players. Two things I wish to point out here. OD&D (lbbs) worked brilliantly once more. Since its charts top at 10+ HD, this 20 HD titan still had 25% chance of missing heavily armoured characters. Second, Toby, the youngest player at the table, played with absolute balls of steel, leading the charge on the titan.

“What do you do?” I ask him.

“Charge the titan!” he answers without any hesitation whatsoever.

His character proceeds then to actually deliver the killing blow as well, which causes a spontaneous applause around the table. This raw, genuine, kind energy is absolutely awesome, and part of the Cauldron magic.

Judging-wise, from then on, I basically had to track four different parties. Since characters were all over the place, callers could not help. But players congregated physically, and we were able to rapidly resolve the combat rounds, even when close to two hundred zombies joined the fray.

Photo by Alex.

In this type of game players set their own goals. After their first wipeout, they found the safest place they could, organised around it, worked on questions for the commune spell, asked about the closest treasure hoard, and then just went for it. Once they had it, they went out.

We finished around 02:30 in the morning. Alas, I forgot to take a picture of those who stood until the very end. What I can say, without a trace of doubt, is that every single player contributed, and that every character mattered.

And, of course, I greatly appreciate them opening a portal to the Black Monastery, right next to Ironburg, at the border of the kingdom.

Special call outs go to Toby for his courage; Mike and Jan for enduring and surviving their second Wilderlands big group marathon; to Prince for controlling four (!) characters that others have given him after retreating to bed; and to Dreadlord for opening a portal to the Black Monastery, right next to Ironburg, at the border of the kingdom.

After the game I was too excited to go to sleep, but had to force myself to get to bed around 04:00. I still had one more game to run.

Sunday

Morning was all about awards and celebrations—the best Judge, best players, best tournament team, so on and so forth. It is a great way to wrap up by expressing gratitude to each other.

Since it was the last day, I wanted to run something a bit more light-hearted. Back to Linde, two-table square, eleven players, and Darkness Beneath megadungeon! I gave players the map, last remaining characters (only human clerics, hobbit fighting-men, and elf magic-users), and we went to town with it. They played so well, and we had fun messing with gods and fire balls. Frankly, they were more likely to kill themselves than anything else in the caves.

I don't know how many litres of tea I had drunk, but my throat was still functional enough to speak and say farewells to everyone.

A brief look at the pregenerated characters. 59 (~85%) out of 70 were taken, and 37 (~60%) survived. Not bad. Fighting-men and magic-users were exhausted first, followed by dwarves, elves, and hobbits. Clerics were almost exclusively taken as a second character after the first one die, and in the Sunday game because they were the last human option.

Summation

There is nothing else like Cauldron. If you are want to experience old-school Dungeons & Dragons, with people who love and play the game, then this is the con to visit. Everyone is supportive, open, and inclusive. Awesome people, awesome games.

Next Cauldron will be from October 14th to 17th 2027.

See you there?

Cauldron 2026 posts

All posts for the Cauldron 2026 convention:

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