The dawn arrived on Saturday, and shortly after a few bells tolled in the courtyard of Hofraithe Park. I rushed down from my room for a speedy continental breakfast and a few swigs of coffee. Gaming was due to occur shortly.
The sign-up method at Cauldron is fairly unique. Game slots are released just before they are due to start. A large queue forms at the registration table, and this year the queue took up the whole entrance foyer and hallway of the building. This sign-up method has many merits and is preferable to pre-ticketing (which is what most conventions I’ve attended use). The problems are still the same, however — some desperate attendants will camp for the registration sheets to “release”. This is only natural with any finite resource, but it can be slightly wearisome. If I were to attempt to correct this behaviour, I would have three sign-up tables, three queues, and all registration sheets dispatched simultaneously without any foreknowledge by the attendants of which games they are queuing for. I think this would dampen the camping behaviour, though not eliminate it. Regardless, I camped the line early like a desperate schmuck, and managed to get a seat at a fantastic game.

SATURDAY BLOCK 1: The Blue Mausoleum
Eight brave souls turned up for Gabor Lux’s AD&D dungeon. We picked from pre-gen PCs; I chose a 4th-level Cleric and named him Osmund. Gabor outlined the dungeon’s history: once an imperial necropolis, long fallen to ruin, treasures still buried within. I loaded up on combat spells with a touch of utility.
He gave us two treasure maps: one marked “Lair of the Carnivorous Devourer,” the other a riddle of family names and crypts. Attronarch mapped. There was no caller.
We set off and descended a pillared foyer where skeletal statues held out stony palms. GusB, our thief, dropped a few coins into one hand; the statue’s fist closed, and the coins vanished. We advance, underpaying apparently, because searing rays blasted from the statues’ eyes and frazzled us.
Below, a vast chamber opened, corridors yawning from every wall and a pit at its centre. Thirty feet down, our light caught shattered statuary. Our treasure map hinted at a “pit in the ceiling.” Gabor shrugged when asked him to clarify if this was so, so instead we trusted our gut and set about descending the pit.
Pitons hammered, ropes loose, we descended into another hall, equally vast. Exploring the maze was a joy: twisting halls, stacked chambers, stone doors at every turn, a dungeoneer’s dream.
A chamber littered with wisps of black silk appeared next. Expecting spiders, GusB crept ahead while we braced spears in the hallways behind him. Instead—a warped caterpillar-man lunged, hungry for our flesh. We offered peace; his reaction roll said no. He rushed us, met our spears, and we robbed him of life. The creature’s lair held husks of deformed men in black robes. Cultists, likely. We pressed on, knowing now our potential foe.
By now we were hitting our stride with the exploration. Whizzing through rooms and taking careful glances here and there.

One vault’s threshold lay guarded by dragon statues spouting Greek fire. Another, a sunken black-tiled room our Augury promised would bring great woe. We found a secret door into far more ancient portion of the dungeon, and Attronarch’s map began to bloom with interlocking levels.
My favourite encounter was a mad dwarf archivist hoarding “treasures” of junk. After some persuasion, he shared useful lore including directions to a cult temple (not the one from our map, we later learned) and a warning of the “black chamber of woe,” which was home to a faceless sphinx statue. Pure Lovecraft. We pushed on.
At the temple, degenerate cultists attacked. I tried to halt their retreat with Hold Person spell but one made its save and escaped for reinforcements. The hoard approached.
We withdrew into a tight corridor, bracing for the charge. A hand grenade felled many of the degenerate cultists. We surveyed our map, and intuited a potential flanking manoeuvre about to hit us. I cast Protection from Evil on Attronarch’s fighter, who made a desperate rear-guard stand and saved us. The fight was brutal, but we emerged victorious, treasure-laden and miraculously alive.
What a game. Everyone was on fire, and Gabor ran it masterfully. This is what adventure gaming should be. The dungeon’s verticality especially inspired me. Back in England, I began designing my own eight-level dungeon, full of up-and-down interconnections.
Keep an eye out for The Blue Mausoleum—it should see an E.M.D.T. release soon!
SATURDAY BLOCK 2: The Setian Vault
This time I was behind the screen, running another dungeon from my milieu. It was the second time I’ve run it at a convention (the first being Owlbear and Wizard’s Staff). This delve went quite differently from previous play-throughs—and expertly by the players.

The Party
- Alex – Maelros Thum-Kelveth, Human MU 3
- Bäxta – Emeric de Sablecroix, Human Paladin 3
- Attronarch – Gravek, Human Ranger 3
- GusB – Feyric, Human Druid 3
- Misa – Wallace, Human Fighter 3
The players heard rumours: beneath Adder Hill lay a cave system and a strange statue. Local children dared each other to approach it—until a few weeks ago, when some found a glowing portal flanked by golden wands. Whispers also told of a temptress luring men to the caves, and livestock turning up mutilated.
Wallace was a crossover from a previous game at the con (one of Grutzi’s, I believe)—an unexpected but welcome addition. After selecting spells and marching order, they descended into the caves. Bäxta mapped.
Early on they met a giant snake. GusB cast Speak with Snakes, revealing a beast far more intelligent than expected, one that claimed to know how to walk on legs. Very odd. The group prodded and provoked it until it struck. Wallace was briefly constricted, but the party cut it down.
Beyond the lair they found a concealed door leading into a smooth water chute. After testing the slick tunnel, Attronarch sent his ranger down first, where faint light glowed ahead. The rest followed and entered a secret chamber holding a glowing triskelion monolith and a withered figure in a green robe seated on a bronze chest.
It didn’t register as evil—oddly enough—and rose creaking to speak. The undead being offered a bargain: within its chest lay a weapon that could destroy the Ophidian Font, a fountain said to turn men into snakes. The weapon—a reptile-slaying longsword—could end the corruption if driven into the fountain’s maw. In return, it demanded a draught of life essence from the swordsman.
I gave it my best Hannibal Lecter impression, which earned some laughs. Bäxta, as the stalwart paladin, agreed and sacrificed one life level in exchange for the blade.
They rode the water chute further down, reaching a bronze grate blocking the way. GusB cleverly used Stone Shape to loosen the frame, and with a few solid kicks it gave way. Below lay a watery tomb, sarcophagi at the base of a waterfall, glowing runes scattered across it.
Rather than disturb the grave, they pressed on. A Dancing Lights trap spell triggered a Magic Mouth. The light took the shape of a fiery man and announced via the mouth: “Dare ye come forth to accept the Geas of Flame?” The group called its bluff and entered. Inside stood a stone statue wearing a fine cloak—until they touched it. It animated, but was mercifully slow; they hid until it crumbled to dust.

Next, they found a door with an intricate locking mechanism. Being on the inside of the vault they could open the mechanism easily. The door swung in and revealed a petrified halfling—likely a thief who’d tried his luck from the other side.
Now in the dungeon proper, they pushed through tricks, traps, and ambushes. At one point snake-children—small serpent-folk that spat poison—flanked them. After several battles they finally reached the Ophidian Font. Knowing their enemy’s habits, Alex sent Dancing Lights down the corridor as bait. The snake-children charged out from a secret door, fooled by the alteration, and were quickly cut down.
Emeric advanced and drove the serpent-slaying sword into the cobra-shaped fountain’s maw. The Font exploded in a burst of light—evil vanquished.
On the way out they revisited the undead druid. Delighted with their victory, he returned twice the life essence he had taken before collapsing into dust.
A brilliant session. This crew utterly devastated the Setian Vault with precision and cunning. Though they never met the dungeon’s new mistress, they ended the power behind her reign. Down with Set!
I’ve submitted The Setian Vault to Fight On! Magazine—it should appear in one of the next issues if you’d like to run it yourself.

SATURDAY BLOCK 3: Attronarch’s Wilderlands
After dinner there was a live auction. I bought myself some nice Otherworld Miniatures but little else. All manner of treasures were being bid on, including a Collector’s Edition White Box and an absolutely massive Mystara haul. Cauldron is the place to go if you want to snag a rare slice of D&D history.
Then word began to ripple across the convention: a sign-up sheet had appeared with space for more than twenty participants. Twenty? Yes, twenty. Cauldron was about to get properly old school, because the mighty Attronarch had offered up a gigantic OD&D game. Even better, the session was going to be canonical within his long-running Wilderlands campaign, which is sitting at around 150 sessions as I write this.
As a long-time on-and-off player in Attronarch’s campaign, I was really looking forward to gaming with him again, and with the other regular players who had come to Cauldron. All of us regulars were gifted t-shirts printed with the iconic line, “Die like it’s Fucking 70’s,” which appears on his player-recruitment posters. We pulled them on and took a corner of the large three-table gaming space. This was the first time I’d rolled dice with many of these guys in person, including Attronarch, so I was genuinely excited.

This was not a regular Wilderlands session. We ended up with something like eighteen players around the table. Watching them all filter in, I wondered how on earth this was going to work. That’s a serious crowd. My question was answered almost immediately as Attronarch took centre stage and explained how he would run things. He was using only the three little brown books and the alternative combat system, and to keep things moving he would resolve combat in DEX bands instead of rolling initiative. He also asked that no one sit on his side of the enormous table. It became clear straight away that he has real experience handling large groups. He held the head of the table with total focus directed toward him. It was impressive, and soon the game began.
Several of us regulars were running our own campaign characters. I was running Gomm, an expert thief, but since thieves don’t exist in the 3LBBs I treated him as a simple fighter and cleric mash-up. The con players were given a stack of pre-gens to choose from. After that we were offered a set of rumours and adventure locations and were told quite plainly that we could do whatever we wanted. The whole session was being run like any other night in the Wilderlands. We huddled up to discuss options. With all these mid-level characters, I wanted to make a real dent in the campaign world. My proposal was to take our considerable force — complete with more wands and magic swords than any responsible group should be allowed — to raid the island citadel of Hara and slay its Barbarian Queen. In my opinion she’s real bad news and could use a dose of justice. This was not a popular option, since Theo’s character has sworn loyalty to the Queen of Hara and is technically her castellan. We voted, and the table settled on exploring the Windowless Tower, reputed home of an artefact of great power.
We set out across the map. It wasn’t shown to us, but Attronarch said he had the region memorised and could track our travel easily. After a few days trekking in the wilds we located the tower: a featureless cuboid structure sitting in a bleak gulley. I used a potion of gaseous form to descend into a nearby crag, which dropped about two hundred feet and appeared to be the only entrance into the caverns beneath the cube. We all made our way down on ropes, and chaos immediately began. We found a huge bell hanging on a chain, and while a group of players attempted to build a human and halfling pyramid to reach it, others wandered off into side chambers. Yes, the party split almost instantly. Before long we met our first threat, a massive purple worm that burst through a set of double doors and nearly swallowed several characters whole.
The energy was high and everything was moving fast. At last the real test arrived: combat with eighteen players. Attronarch read from his DEX list, asking each of us what we were doing. I chose to strike the creature. Others dove aside or attempted to flee. Then Billy announced his action: “I use my wand of fireballs.” The regulars all groaned “No!” in unison. Billy gave a grin like a naughty schoolboy. “I use the wand.” Theo muttered a curse in his direction. This was going to go badly. It did. The wand vaporised the worm and about half the player characters. The first major wipeout of the night. Laughter echoed through the hall. Fortunately, my character had been on the far side of the worm and survived.
Fresh character sheets were handed out, and the new PCs made their entrance by climbing out of the worm’s remains. A memorable debut. The explosion had attracted more purple worms; we heard them rumbling toward us. We bolted forward, and after some Scooby Doo style antics through winding tunnels we discovered a warded section of the dungeon that the worms could not enter.
Exploration resumed. Someone was mapping on a whiteboard, but I was too far away to read it; I spent the time leaning back and enjoying the unfolding carnage, and appreciating how smoothly Attronarch was managing this ridiculous crowd. There were some excellent comedic moments. My favourite was an enormous chained Iron Golem which repeated, in monotone, “I am the Iron Golem of Wishes. Step forward and make your wish.” Premier took the bait and stepped onto the dais. “I wish…” he began, before Attronarch cut him off with, “FOR DEATH.” The golem instantly smashed him into paste. Perfect.
Players wandered in and out. Anyone could sit down and run the gauntlet. The game continued for hours as we descended deeper into the complex. Another standout moment involved a giant mimic disguised as an iron spiral staircase. I nearly died there; after striking it with my sword I became stuck, and it tried to haul me in. It managed to grab Melan’s PC and began devouring him until another fireball from the wand and a timely levitate spell saved him.
As the night wore on, somewhere around one or two in the morning, I found myself struggling to concentrate and had to bow out, stumbling to my room and falling into a 1d6 turn coma (that’s a 0 hp joke.) The game continued well after I left, and I later heard more incredible tales from the hardy few who lasted until the end. Those survivors secured the EGG OF DESIRE, which has apparently been causing all sorts of trouble in the campaign ever since.
This was an amazing and genuinely unique experience. A true taste of early LBB-era play, handled with real mastery. I’ve heard rumours that Attronarch will run another massive-table game next year. It’s the sort of event you absolutely should not miss. Cauldron is one of the few conventions where games like this happen at all. The 2024 Badwall Braunstein was one of my all-time gaming highlights, and now the 2025 Wilderlands Megatable joins that list.
SATURDAY BLOCK 4: Tamoachan Rises Again!
The Attronarch game had been immense, running on until god knows when. We were sharing a room, and I recall him coming in during the sunlight hours. He must have gotten perhaps an hour of sleep before we all woke for breakfast and a bit more gaming. I think I might have raised my head from my cot and called him the D&D Terminator. In retrospect, perhaps the Iron Golem of Wishes would have been more apt. What a guy!

In the morning came the usual Cauldron awards: Best DM, Top Player, tournament winners, and Best Death. The scoring methods were explained to us, and I was awed by the Teutonic Procedure-Craft on display. KLM could learn a thing or two from the Cauldron scoring committee!
We packed up and got ready to leave the venue, but before we did, there was one last chance to game. These final sessions didn’t count toward DM points, which was a shame because I ended up playing in a belter.
I joined Elderthing’s game of C1: The Hidden Shrine of Tamoachan. Elderthing runs games in the ADDKON server, as I do, but his are exclusively in German, so I’d never had the chance to game with him before. I was excited to finally correct that.
I played Cair the Apprentice, a half-elf MU/Thief. We had our spells pre-prepared, and as the game began, we found ourselves in a hidden vault with poisonous gas swelling around our feet. Most of the group were experienced 1ers, so we quickly started using our slow poison and strength spells to buff the PCs’ skills.
Elderthing brought out his exquisitely painted 15mm miniatures, we established a marching order, and started smashing through dungeon rooms. Our goal: find breathable air before the game slot ran out—or die trying.
We did quite well. Only one of us died. We avoided unnecessary combat when possible, but we had to fight a giant slug-god and a Nereid. I took care of the slug-god with a fireball, caving in part of the chamber. The Nereid charmed me and the other male PCs, leaving the girls of the party to handle the battle.
Eventually, we reached breathable air just before the slot ended, securing the win. We probably didn’t take the optimal route, and I likely wasted a bit of time summoning a troglodyte to dig out a collapsed section, but it was all part of the fun. I don’t know if Elderthing scored us, but I’d love to find out. He was a phenomenal GM, running the game with encyclopedic knowledge of rules and spells. That’s the magic of Cauldron: everyone is tuned into the same game rules, which become like a stream we all float down together.
Elderthing has an adventure coming out in the next Fight On! issue, and I can’t wait to get my hands on it.
Old School D&D fans absolutely have to attend Cauldron OSR Con if they have any sense whatsoever. Bring on 2026!





















