Owlbear & Wizard’s Staff 2025 Play Report: Part One — The Setian Vault

The sun beat down. Wind raced along the river at my side. In my fist was a glass of black nectar, which I dutifully quaffed, my lips a’smacking in pleasure.

Then I saw it. At the far end of the beer garden, tucked beneath a curtain of dry, brown leaves, stood a lonely glass cabinet. I pushed through the foliage and found the figure within. He was robed in emerald, crowned in gold.

Saint Patrick. Banisher of Serpents.

I laughed aloud. Moments before, I’d finished running a four-hour game of AD&D where the players had slaughtered a nest of serpents and their snake-man kin. Had the old saint lent them his blessing? Or were their level 4 characters simply too powerful for the scenario?

I didn’t have time to ponder theology or blessings. My next session was about to begin, something God’s favoured would not smile upon. I was entering a Glory Hole. I also needed another Guinness.

I was at the Owlbear and Wizard’s Staff Convention, held in the picturesque town of Royal Leamington Spa. The sun had come out to smile on me, but there would be no basking in it. I was grognarding hard, ready to dive into TTRPGs, which require little light; only imaginary torches and enough illumination to read a d20 and a character sheet.

I’d arrived that morning, carrying a GW case stuffed with rulebooks and game notes. My belly was hungering for Sword & Sorcery action-adventure. The town made a pleasant impression, but such niceties had to be ignored. The location of St. Patrick’s Irish Club, host of the convention for several years, was charming—great Gaelic atmosphere, friendly bar staff, and dangerously cheap pints of Guinness. But this was no place for comfort. I was preparing for dungeon war.

The Carry Case of Doom

The crowds had gathered. RPG soldiers had come to crusade. A storm was a-brewing. This leaf-strewn town of Georgian beauty and green lawns was about to be dragged down into the gutter-level of Lankhmarian lowbrow imagination.

I’d enjoyed some chit-chat and met friends old and new, but in my mind I was preparing to inflict… the Setian Vault.

Session One: The Setian Vault

The Plan

The plan was simple. On Friday I would run two full sessions of AD&D, then drink beer.
Saturday, I’d lay back and enjoy a few games as a player—the kind I rarely get to try—and then drink more beer.
Sunday morning, I’d play in a single game before driving home to the South West, where a death metal gig awaited me. And, you guessed it… more beer.

Prep and Pre-Gens

Our PCs – Mostly Ral Partha

For Friday afternoon’s session, I plucked a low-level dungeon from my campaign milieu: The Setian Vault.

It’s important to bring pre-gens to a convention. Never waste precious table time on character creation if you can help it. AD&D is notoriously tricky for modern players to parse during chargen. They’re used to having all the pertinent information in one place. Reasonable fools.

So, in the weeks before Owlbear and Wizard’s Staff (OBWS hereafter), I generated eight character sheets at 5,000 XP each. I aimed for a spread of single-classed humans and multi-classed demi-humans. Levels ranged from 2 to 4. I made eight in total, giving the six players some choice and a couple of spares in case someone croaked—as can happen. That’s old-school gaming for you.

I’d also painted some old lead miniatures to match each PC, mostly Ral Partha I’d picked up from eBay job lots.

The Party

  • AlanThalric Greybeard, Half-Elf Cleric/Ranger (3/2)
  • DarrenBharak Blackbraid, Dwarven Fighter (3)
  • James KnightElyra Vornshade, Elf MU/Thief (2/3)
  • DavidVerrin Lusk, Human Thief (4)
  • HannahEmeric De Sablecroix, Human Paladin (3)
  • MikeOsmund Vire, Human Cleric (4)

All the players were pretty hardcore TTRPGers. A few were gents with stories of playing 1e back in the day. James is a regular in my campaign and plays tonnes of AD&D. One player had mistakenly signed up thinking it was a 5e game. I chuckled. This would be different.

The pull of AD&D at cons seems to break into three camps: nostalgia, genuine appreciation, and curiosity. I’ll lean into these aspects more next time I run an old-school game at a generalist con.

The Adventure

I informed the players that they’d heard the following rumours:

  • Children often play in a cave below Adder Hill. There is a dark statue within that local kids dare each other to approach. A few weeks ago, some kids reported a large gate had appeared in the wall, flanked by two golden wands.
  • Several cattle have been found mutilated around Adder Hill. Drained of blood.
  • A farmer swears he saw a host of “naked goblins” roaming the area.
The Ophidian Package

The golden wands intrigued them. The players selected characters. Casters were given ten minutes to pick spells. I generally advise experienced players to run them, especially Clerics, because they must pick spells from the entire list. 

Hannah (Emeric the Paladin) was elected party leader. David took on mapping duties. Miniatures hit the table. A marching order was formed.

We were off to the races.

Exploration Begins

Adder Hill received its moniker due to its resemblance to a snake’s head. Two caves are set into its stony face like eyes.

The party entered the right “eye.” Elyra scouted ahead using her infravision. She soon detected a large heat signature accompanied by hissing. She wisely withdrew.

“I guess we know why it’s called Adder Hill,” quipped a player.

They tried the other “eye.” There, they discovered a beast-headed statue holding a serpent in one hand and an inverted ankh in the other: the symbol of eternal death. The paladin detected evil radiating from it. To the south, the promised gate loomed: carved in the shape of a snake’s open maw, flanked by crude sconces bearing golden serpent-shaped wands that projected cones of light.

As I was rolling for random encounters, a player voiced concern:

“I don’t know about walking through a portal that leads god knows where. We should send something in first.”

Ah, a Tomb of Horrors veteran. A tear of joy welled in my eye. But I corrected him—by “portal” I meant an arched gate, not a shimmering teleportation field. It was a hallway, echoing with the sound of water.

They pressed on, finding a gushing font beyond. Elyra spotted a secret door to the west. Inside was a rank chamber filled with small serpentine humanoids. Combat broke out. The paladin was blinded by venom. Still, he and the dwarf carved through their enemies. A bit of treasure was found. Another secret door was discovered.

Deep in the Dungeon

Snakes, Statues, & Strategy

This led to a hall with a rotating medusa bust at its centre. Much discussion ensued. Eyes were covered. Tactics formed.

They passed through into a large room with two conical reliquaries. Statues with gemstone eyes flanked the area.

Elyra listened at the reliquary door. The party formed up—except Alan, ever the wargamer, who recognised the potential of an enemy flanking manoeuvre, he pushed his Cleric/Ranger to guard the rear. Smart move. Two groups of serpent-folk burst from the reliquaries to encircle the party. They were soundly defeated.

The PCs pried out the gem eyes and smashed open one statue to retrieve a serpent-shaped wand that functioned like a magical torch. They headed east.

They came upon a room filled with strange urns. Issuing forth from these was the sound of a thrashing sea. Elyra had a listen at a door inside, and the crashing sounds of the waves grew louder and louder until she became utterly deaf. Luckily a spell was to hand to cure the affliction.

Mummy’s Eggs

They came upon a large hall. At its centre: a dais with glowing golden eggs. A diminutive mummy patrolled it’s surface like clockwork.

The party concocted a plan: four players would grab the eggs simultaneously. We diced. Verrin Lusk rolled poorly. The mummy bit him, and as he staggered back the mummy was dragged from the dais, and rapidly expanded to become full size. Battle erupted. The party fled.

As per old-school rules, fleeing characters can’t map. They got lost through the dark chambers, the wail of the mummy echoing after them. After wandering, they found another snake-maw portal, then a clerical office. Within the latter they smashed a statuette and found a scroll hidden inside.

Eventually, they reoriented themselves.

Deadly Detours

A giant spider appeared via random encounter but was quickly dispatched. (The ranger’s surprise negation is a real asset.)

They found the spider’s nest, torched it, and located a secret door leading to clay pots marked with wax seals. Some contained treasure. They left the skull-marked one alone. Very wise, very wise.

Finally, they entered a sloped hallway (angled at 45 degrees). Ten serpent-men were slain. Then they entered a candlelit chamber filled with maps and notes—here, they uncovered a dark plot (no spoilers).

In the next room: giant snakes. Silence was cast at the rear of the room, where a tapestry hid a door.

A Dark Mistress

Beyond the tapestry the serpents queen cast a darkness spell on the corridor. The paladin and the dwarf rushed through the magically darkened space, chasing their quarry. Behind the tapestry, they came face to face with a beautiful sorceress who immediately cast Charm Person on the paladin, bidding him to defend her.

Now we had a duel on our hands: the party leader versus the boisterous dwarf. Luckily for everyone involved, the dice were not in their favour. Many swings were whiffs.

Meanwhile, Osmund the Cleric stepped boldly through the darkness, carrying the magically silenced tapestry. He hurled it at the sorceress, interrupting her next spell and nearly knocking her flat. With the spell disrupted and her surprise lost, the remaining party members surged in and dispatched her, sending her back to her vile master in whatever abyss had spawned her.

The Player Map

Winners

All said and done, it was a successful expedition and a damn good time. The group gelled quickly, the session ran smooth, and the players engaged deeply with the old-school style. There were laughs, gasps, and dice hurled with intent.

As tradition, I asked the players to vote on who they thought was the MVP—the most entertaining or effective player at the table. On the count of three, they each pointed.

The winner was Hannah, who played Emeric the Paladin. Doubtless it was her tactical leadership and inspired (if slightly treacherous) roleplay in defending her newfound dark mistress that secured her victory.

She was awarded a copy of Kothar: Barbarian Swordsman by Gardner F. Fox. Pure Appendix N Sword & Sorcery. Just the kind of reward a paladin might keep hidden under their pillow.

Summary of Session One

The party navigated my traps, puzzles, and monsters with grit and cunning. I was two pints of Guinness down and feeling fantastic. In an hour’s time, I was going where no man should—the Glory Hole.

In my next post, I’ll continue this saga of one of the most fun TTRPG conventions in the UK. Let the blessings of Saint Patrick shine upon you, and never speak the names of abyssal demons aloud!

You can read another play report of mine for Grogmeet 2025 here.

Do you have any advice for running 1e games at Conventions? I’d love to hear your thoughts in the comments below!

Until the next post, Fight On!

Grogmeet 2025: A Grognard Gathering Recap

After having such a fine time at the Cauldron convention 2024, I’ve decided to try and attend more such gatherings and attempt to spread my bristling love for Advanced Dungeons & Dragons 1e.

My first such adventure of 2025 was Grogmeet, a meeting of – as the name suggests – a bunch of grognards. I’d like start my documentation of Grogmeet by giving a shout out to James Knight, who brought this fine and genteel meeting of minds to my attention. Cheers James! 

Grogmeet is self described as a casual meet-up for fans of the entertaining Grognard Files Podcast, and not really a gaming convention in the purest sense. However, with over twenty games on offer over a long weekend, with many different game systems being played, I will go so far as to say that it was indeed a convention, and a fine one.  

I booked my ticket in December and as a GM this cost me £5. Not bad. I decided to run the most recent dungeon, to give it a good play test with some fresh eyes. This dungeon is called the Haunted Bordello, and I hope to release it as a module later this year. I soon realised that I needed to whip up some sort of advertisement art for sign-ups. So with a hurried ten minutes, lo and behold, witness my last minute poster for the game. Marvel at its wonky aspect ratio:

haunted bordello advert

The Manchester based event took place across two lovely locations: Whitworth Locke (a fancy hotel), and Fan Boy Three (a very nice hobby shop I have visited once before). I grabbed my dice, books, and binder and headed out on my three hour train journey Friday morning. 

Friday

When I arrived there was already a tournament style game of Call of Cthulhu unfolding. Unfortunately this game was already sold out when I signed up, and during my arrival I soon became aware why. I witnessed several tables of grognards playing a massive combined scenario designed by Call of the Cthulhu 7th Edition designer Paul Fricker. All manner of chaos was unfolding before me; players were being dragged off to one side and given secret notes, then returned to different tables. From my observations, it seemed like there was some sort of mind swap invasion going on by the Great Race of Yith. It looked like heaps of fun, and I was more than a little disappointed I couldn’t get involved. But there is always next time! 

Grogs Meeting

Later that evening I played in a Delta Green game ran by a nice guy named Wid. I believe the scenario is something published by a third party and Wid had altered it. Us player characters were all trapped in a snowed in gas station somewhere in rural America. There was a corpse in the bathroom, and some sort of computer next to the cash register running streams of random numbers. If you’ve not played Delta Green before, it’s basically Call of Cthulhu meets the X-Files, and sure enough, soon after the game started, shit started getting spooky fast. Over the course of the game we found ourselves trapped in the gas station with laser sights trailing us from beyond the road. Corpses started animating and spinning in the air. One of our team soon became mind controlled by the incessant numbers on every communication device. We had to solve the bizarre download coming in from beyond Sirius, before we all kicked the bucket. We did so, and somehow with not one of us dying. Huzzah! 

This game was a lot of fun and it reminded me why I enjoy horror games as one shots.

Later that night there was much boozing and chatting at a local pub, and I got acquainted with some great guys. I got talking with a few guys who run a long term Tunnels and Trolls game that I’d love to play at the next event. The socialising was definitely a highlight of the weekend. The only down side to these events is that there is never enough time. You can’t play all the games on offer.

Saturday

Saturday morning I woke up with only a slight hangover and mooched my way over to Fan Boy Three for my first game of the day; A new Call of Cthulhu Gaslight scenario GM’d by Paul Fricker. Paul asked us not to talk too much about the scenario, as it was a play-test for a future book. What I will say is that it was a great distraction from my hangover. There was much sawing off of shotguns and chairs thrown as improvised weapons. I will apparently get a play-test credit on the document when it is released, which is always nice. 

Come midday I had to rush across the freezing gulf of the city for the start of my own game. I grabbed a sandwich and a snickers bar and managed to scoff these down with not a moment to spare. I set up my table and my players began filtering in. I handed out my nifty fake golden rod character sheets and we all introduced ourselves. I gave out a few hooks to the location and we were off. Playing Advanced Dungeons and Dragons.

The Haunted Bordello

There was Malitar Kreen, a half-orc fighter/assassin. Eljas Tammi, a human fighter armed with a glaive. Helmut Scond, a lithe half-elf thief. Then cunning Fulrad Falk, a human illusionist. Finally there was the human cleric Isto Jantuten, worshiper of Ilmatar the Mother Goddess.

The characters arrived at the wailing wood after travelling across the vale of Tarn. They soon heard in the distance some strange barking wails they had heard rumours about. Ghosts? Who knows. They marched through a woodland trail and soon discovered a bluff with an old ruin atop it. The half elf thief climbed up alone and stole a gander. He returned with news that a few rough looking men were sat in the round tower at leisure. The party climbed up and surrounded these fellows. After the illusionist tried to hail them, the party lost their edge of surprise and the bandits nocked a few arrows. Charges were made. Arrows were loosed. The party slew two of them outright. The other one fled down a trap door and into a nasty arrow trap. 

After some searching on the ground level they found a second entrance into the dungeon. A coal shaft of some kind. The thief tried to descend it but slipped in the rough soil, and tumbled down the slide and into the nest of three nasty badgers! With his weekly rations thrown to the ground he managed to get out without so much of a nip. The party then went down into the dungeons proper.  They found the pleasure rooms of a sinister Bordello, long abandoned. After a bit of snooping around they found a secret door in a wash room. Beyond this there was a viewing room with many one way mirrors overlooking several boudoir. Inside was a shadowy figure of pure malice. After watching him for a while they learned he roamed from mirror to mirror. The thief took a chance, sneaking past him. He managed to steal a scroll from a shelf at the far end of the room. And narrowly avoided contact with the apparition. The party went on exploring the rooms. Unfortunately, a turn undead attempt in one of the bedrooms caused the shadow to attack through the mirror, slaying the offending cleric.

They continued on a little, killing a squad of goblin guards and two orcs fighting over a halberd. Falling into a pit trap sent them back to town for a few days rest. Later they returned to the Haunted Bordello with a new companion; an elf fighter/magic user. They had an interesting encounter with a complex portcullis trap that took the life of their illusionist. Finally they found a fine throne room, and broke the chair from the floor only to be attacked by a mess of giant rats. No match for their power, the party slew the rats and carried their treasures back to town. And glory to them says I! 

It was great sharing my enthusiasm for 1st edition. Some of the players had played the system as kids, and it was like a hit of nostalgia for them. Some had never played the game before. And others were regular AD&D enjoyers. Some of the players expressed excitement that we actually got to use the grappling table and the lift gates percentiles, which made me chuckle. I also now have a real appreciation for the golden rod character sheets. Using them to roll up the pre-gens forced me to take closer looks at carry capacity and non-lethal combat rules. Good stuff.

A group of Adventurers surviving the Haunted Bordello

After my game I went back to the station for the long journey home. There were so many interesting games on display at the event, that I can’t wait to go for the next one to try out something new. The verdict is in, Grogmeet is a hell of a lot of fun and stocked with great people. I look forward to the next one!  

[BLOG] One Year Anniversary

Well, it’s finally come, the first year anniversary of the Dreadlord Games blog. And come it must, for a year has but so many days. Come and read what I’ve been up to as I celebrate this blogs first year, and my minimal contributions to the OSR.

2023 – the year a corporation tried to corrupt the d&d hobby, acting the Dark Lord, just before it releasing a crap movie; genius strategy. We had many good projects released and kickstarted in the old school tradition this year though, and new publishing licences were released so not all is doom and gloom. 

Gaming

I gamed quite a bit this year, breaking my personal record for the most TTRPGs played in a single year. As a player I took part in twenty eight games of BX d&d, these were mostly in Attronarch’s Wilderlands campaign, but I also played in a few sessions of a Dwimmermount campaign. I enjoy BX, it’s a nice simple rule set that allows you to pick up and get gaming quickly. I ran thirty eight games of BX in 2023. Half of these were in a rules as written Xyntillan Campaign, the rest have been based in my pseudo-hellenic campaign world: The Thalazian Sea. Session reports for all those games are on the blog. 

Feeling the limits of the BX system – poor tactical options, mudcore loops through the low levels –  I set out to house rule BX and insert some Ad&disms, rules from ACKs, and a host of others, in an attempt to beef the system up and make it a bit more sustainable for long term campaigning. The saga of the great Cimmerian is an inspiration on d&d for a reason after all  – high level play is the paragon of emulating Mr. Conan. My house rule document came to about ten thousand words, including bits of regional and religious lore. I tried to juice up fighters, and make magic users a bit better than RAW in BX (probably a bit too much.) In the end, after about sixteen sessions of play, I’d come to the conclusion that Ad&d does the job much better than my frankenstein rules could at facilitating a sword and sorcery campaign. These conclusions arose after playing fourteen sessions of an Ad&d Greyhawk campaign. I’ve become a bit obsessed with 1e since, and found learning the esoteric nuances of the system a fun, if not tricky, project. 

So I’m going to be running Ad&d for next year. It will necessitate a steep learning curve but after sinking a bit of money into procuring the original rule books, I’m in for the long haul (hold me to that please.) 

Other than d&d I’ve only played a few other rpgs. I ran four games of Call of Cthulhu in person at a real table; the best way to run horror games. I have an inkling that my long- time use of Call of Cthulhu has made me a better GM for old style fantasy adventure games. Many (obviously not all) of the assumptions are similar. There is an open world filled with hidden monsters and secrets that will react to the characters’ choices, the consequences of which snowball outward into – sometimes – cataclysmic events. Player characters can die if they make poor choices in both genres. Both host no guarantee of balance. Obviously there are many differences as well, but horror gaming taught me high level assumptions, and also how to effectively describe a room or an NPC, utilising suspense as much as possible. The key to that is in what you don’t describe as much as what you do. 

Outside of role playing games I’ve not played much in the way of wargames, just a few chainmail and battlesystem match ups. I’ve played a whole mess of board games though; Dune, Twilight Imperium, Ank, Viticulture, Dark Tower, War of the Ring, and a host of small party games. 

Making Things

I posted forty three blog posts this year. Most of those are play reports, a few were adventure locations or little essays. Play reports were something I could consistently create whilst getting used to this blogging lark, but they are probably the least interesting thing to read if you are not a player in the game being described. Next year I will be posting less play reports, and will try to do monthly play reports for my campaign instead. The time it takes to write and post the play reports is time that could be better put to use either designing material for my campaign or writing actual fiction. Speaking of which…

This year I designed twenty nine dungeon levels of material. Each level has anywhere from ten to fifty-nine keyed entries. They range from the vanilla to the heavily themed, from orc lairs to non-euclidean deathtraps. Most of this material sits in my campaign world waiting to be discovered. In part I made so much material because I’ve been trying to improve my design skills. 

Here are some of the working titles for my 2023 dungeons: 

  • Prison of the Chitinous Killers – Extra planar insect men are collecting slaves to take to the plane of Earth.
  • The Torture Chamber of Dr Dread – A funhouse dungeon based on a Hammer Horror film with a similar title.
  • The Tomb of Gunther Wyrmslayer – Typical barrow mound where a dragon slaying sword can be found.
  • The Emerald Citadel of Loss – Evil Elven Non Euclidean tower with a pocket dimension.
  • The Crucifixion Grotto – Reskinned goblin dungeon, with a teleporting water puzzle and potential giant ally.
  • The Well of Damnable Pleasure – Massive demon themed multilevel dungeon with different factions.
  • The Red Vine Ruin – A ruined town with a dark secret leading to a tribe of Nomads.
  • The Riddler’s Vineyard – A slave owning Cyclops guards a passage to the underworld.
  • Dread Pits of the Swine Men – my try at a Gygaxian dungeon.
  • Catacomb of the Black Hearted King – a higher level dungeon themed around a Japanese Wakou Pirate King.  

I’ve certainly got better at designing dungeons, but there is always more to learn, and the best lessons always come from play itself, not writing or reading. This year I expect to create and game at a more vigorous pace but also run more published material. 

This photocopy art I made has been sat on my mantle piece for about six months, egging me on to keep going with this fun hobby of mine: 

I also made a one page dungeon that can be found in the 2023 contest booklet. I tried to develop a location that was large, and had deep history, even for one page. Here it is: 

I also published a module on drivethrurpg, partly as a way to see how the process worked. The House of Zaa emerged as a side quest for a thief in my Xyntillan campaign, and worked out pretty fun in play. I playtested it a handful of times and my very talented partner painted its cover. I couldn’t find many module locations for a single thief, so it’s a bit of an outlier. Hopefully someone finds use for it. 

What’s Next

I’m going to be playing a lot of Ad&d and writing both gaming material and fiction. I’ll be trying to  diversify what I post on this blog. Maybe some lessons I learn from playing Ad&d. I want to try and meet more gamers and play in more campaigns. I hope to go to some conventions in 2024. As I said earlier, playing is the best way to learn. 

I’m writing a city state adventure at the moment for my campaign, so maybe I will post updates on that and other hex locations in my campaign world. 

I read a lot of fiction, and watch a lot of old movies. I’m considering starting a series of posts talking about influences on my personal gaming. I will call this series “Appendix Dread.” 

Until then, keep on gaming, nerd.