There came a scraping that echoed through the heart of Rosenthal — a quiet and picturesque village deep in Germany’s heartland, a town lined with half-timbered buildings and bedecked with cobblestones. The sound was metal grinding against stone, much like the battle march of an orc legion descending a mountain might sound. The British contingent had just literally crash-landed into the central courtyard of Hofraithe Park. Setting down below the eaves of an ancient gatepost, we spooled from our rental car lugging bags stuffed with forty-year-old rulebooks, dice, and lead miniature soldiers. Chris, James, Andrew, and I emerged like four riders from the desert. We surveyed the damage. The collision with a curbstone had been insignificant — merely loud — acting as a herald to our arrival. I laughed heartily, for I had come to do damage of a different kind — to pillage dungeons and kill player characters. I had come to game!

For those in the know, the Cauldron OSR Convention needs no introduction. It is the premier gaming convention for aficionados of early-TSR-era D&D. Over the course of three days we were going to set about conquering dungeons dark, deep, and dangerous — and have a bloody good time doing so.
I had only a few moments to take in the stunning surrounding architecture of the new venue before a random encounter with Attronarch in the courtyard led me to my dormitory. The rooms were small and wood-clad, somehow reminiscent of a dozen ’80s slasher movies misremembered. Exactly which cabin-in-the-woods film it reminded me of is uncertain. These bedchambers would not be dwelt in much, however, for the participants of Cauldron have approximately a 10% chance of being discovered in their lair during the convention. I dropped off my bags before gathering for beer and snacks in the dining hall.
There was a welcome speech by the magnanimous Settembrini. Then I had to dash off and prepare my first game of the convention.
Initial impressions: psionically blasted by an amazing location, awesome people, and overwhelming hype to start gaming. The night would be long — and for some, unending.
Adventure had begun.
FRIDAY BLOCK 1: THE COLISEUM OF THE LUNAR LION
I was DMing during Block One, which was a shorter three-hour session. The game I ran was lifted from my campaign world, only condensed to a single level — just enough for a one-shot I reckoned.
The concept of the adventure is that a Wizard Guild has paid the party to enter a complex to retrieve an item. The item is a scroll case stolen by one of their own rogue agents. This rebel MU escaped into the complex because it is incredibly well-guarded and usually an area of high-level adventure. However, after much research, it was discovered that the defences and traps within the complex were powered by lunar energy. And so, when a rare lunar double eclipse was due to occur, the Wizard Guild sent some expendable adventurers (ahem, the PCs) to collect the item whilst the defences were down.

This is a time-sensitive delve. I explained the nature of the scenario and the party goals to the players:
- Collect the scroll case — but do not open it.
- Do so within five in-game hours because…
- The Moon powers some terrible defences, including an Iron Golem.
- Take every bit of treasure not bolted down for yourself.
The Party
- Attronarch played Gorath Zult, Human Fighter 3
- Markus_cz played Wimble Hornbutton, Halfling Fighter/Thief 2/2
- Niko played Osmund Vire, Human Cleric 4
- Martin played Maelros Thun-Kelveth, Human MU 3
- AndrewW played Zhaelor Quen, Elf MU/Thief 1/2
- Theo played Emeric de Sablecroix, Human Paladin 3
- Billy played Bharak Blackbraid, Dwarf Fighter 3
- Sam played Gravek, Human Ranger 3
The Game
Once spells were selected, the party arranged their marching order. The characters approached the deep stairwell that led into the Coliseum. They’d arrived a little earlier than the beginning of the lunar eclipse. To make use of the time, the thieves crept down into the earth to espy the situation.
There they saw a large underground chamber with multiple tiered levels. At the centre of a sandy pit stood the Iron Golem, cast in the shape of a leonine Type VI demon. It spurted black puffs of smoke upward, and at its feet were several cultists bowed in supplication — their leader holding the reins of a warhorse.
The party hatched a plan to lure the cultists out of the area and trapped the stairs with caltrops and marbles. No luck on this plan, unfortunately. The party descended, carefully avoiding their own traps.
What took place next was a highly tactical battle. I had pre-drawn the area on my Chessex mat and we used minis with each hex representing 3.33 feet. A little different than I usually run the game, but this area was quite complex. On the battlements were archers, and hidden behind the now-inert golem was a fighter on a warhorse.

Battle began — the horse charged — but Gorath managed to slay the charging beast with his set spear before the lance could strike him. The rider fell from the saddle and was soon surrounded. Up on the crenelated battlements, arrows rained down upon the party. Fire was exchanged. The thieves stealthily climbed up to the shooters’ level and, with daggers, ended the threat.
In all, the battle took about thirty minutes and was very tense up to the last kill. These cultists proved tricky due to their unbreakable morale and higher ground. But the way into the dungeon proper had been opened. The party lit their lanterns and decided to climb the eastern battlements and enter through a vomitorium, rather than attempt the large lion-shaped double doors to the south.

The players tensed their jaws and set about tearing through this dungeon as quickly as possible. A DM loves to see it. They passed by many of the time-wasting baits I’d left them — skipping Mythos Tomes and sealed pots of slime — though they couldn’t help but interact with a helmet that had detected as evil. Inside was a Vargouille, quickly dispatched.
Soon the party found a chamber with a bowed floor, its ceiling bejewelled with a hundred moonstones. Brave Attronarch stepped forward, putting his character into the room and summarily falling twenty feet into a pool of water as the floor caved in. Down there, he was assaulted by mud men, but the party got him out quickly enough.
Onward they went, stealing gemstone eyes from statues and avoiding chain-pulling zombies. Eventually, an ethereal statue of a maiden holding a wand was discovered, draped in lush jewellery. How would they capture that treasure? Nobody knew — but they were here for a scroll case, and that’s what they were determined to do!
So onward they went into a nefarious-looking altar room. The cowled figure behind the altar looked up to reveal a skeletal face and silently pointed toward them. All but two of the party were teleported back to one of the starting rooms. The crypt thing charged the remaining characters. The teleported group rushed to their aid, but in comical fashion, Niko grappled the undead beast to hold off its attacks until the cavalry arrived.

After this, the game became increasingly chaotic as the players split into three groups to cover more ground. Real and game time were both ticking away — would they find the scroll case in time?
Eventually, one group did, after an incredibly lucky pick locks roll on a door. Inside they found the corpse of the rogue magic-user laid out on an embalming table. Unluckily, the gem in his fist contained his soul, which lashed out and possessed Billy’s character, Bharak Blackbraid.
Who said dwarves saved well against magic?
I took Billy to one side and gave him the lowdown:
“You are now SHIGAST THE SORCERER. Get that scroll case for yourself, no matter what. Oh yeah — and you have an invisible imp familiar in this room.”
It didn’t take one minute for the players to start wailing on him. Poor lad.
A few lone survivors crawled out of the Coliseum, scroll in hand. Many others had perished at the hands of shadows and imp poison. That’s the way it goes!
This was a very fun game and a great way to kick off the con — the players really kept me on my toes. Should any of my players want to join my campaign, even for a few session or two. Send me a message.
If you’re wondering why I’ve included several illustrations of the dungeon, it’s because I’ll be releasing this adventure as a Pay What You Want document on DriveThruRPG in the coming weeks (when I can find the time to properly edit the thing). All funds raised from module sales will be donated to Cauldron Con 2026! Consider this as good an endorsement of the convention as I can offer!
FRIDAY BLOCK 2: THE BATTLE OF EMRIDY MEADOWS
After some delicious home-cooked food and several beers — which, of course, all come included in the convention’s price (yes, all you can eat and drink!), I gathered at the wargaming table to partake in a recreation of the legendary battle that lies behind some of Greyhawk’s key dungeons.
I had brought along some miniatures to donate to Nexus in the 1/72 scale that Settembrini and Ghoul use for their Chainmail battles. I was so impressed with last year’s Chainmail Naval Battle that I’d offered to paint up some of my unused miniatures for them. I’d been tasked with supplying some orcs, evil horsemen of the Temple of Elemental Evil, and some medium cavalry for the Kingdom of Furyondy.

Upon hearing I was donating these miniatures, my partner was rather pleased to see me pack that mass of figures into my bag. Unfortunately for her, the convention happened to be selling cheap grab bags of miniatures for five euros a pop, so by the end of the weekend all that freed-up space was refilled and stocked with tiny lead men. (She still hasn’t learned of this shameful behaviour — they sit secreted away in a shoebox in my home office.)
Once all the players were gathered, Setti gave us a fascinating breakdown of the original lore of the battle. After researching Gary’s description of Emridy Meadows and cross-referencing it with known military history volumes from the Gygax library, they’d managed to identify a few likely historical inspirations. One of those was the Battle of Tewkesbury, and when one reads about the preemptive charges by the orcs, it does share some parallels with the Duke of Somerset’s calamitous march at that battle.
I’d encourage Setti to make a post about how he designed this recreation, as it was all very interesting — though the quantity of fine German Pils I drank that night ensures much of it is now lost to me.
There were six players, and each of us selected a division to control. I chose to take control of the evil horsemen, since I quite liked the paint job I’d done on them. I also didn’t fancy commanding the orcs, knowing full well they were going to have a bad time with morale, infighting, and going up against dwarves and elves. The horsemen didn’t have much better odds, for formed across from my vast host was a giant line of pikemen. Why didn’t I opt to control the forces of good? For the challenge!

I’ve used the rules of Chainmail enough to know that Gygax had a hard-on for Swiss pikemen (with co-morbid lusts for polearms), and they have some absolutely busted mechanics. Unless I played very carefully — and had some luck — my forces would soon be decimated upon those pikes. I was also given a secret objective that could secure me a personal victory: I had to engage Prince Thrommel in melee and then make away from him and off the board. In the event of an evil-side loss, I might still claim an individual win.
The battle began and we all started taking our turns. The evil side had a plan to begin with, but this soon fell by the wayside as we had trouble organising our lines on the right flank. I pulled my horse tight to the right and requested some screening units push forward to break up the lines of pikemen. This didn’t happen, so I had to throw my own light horse against the pike wall in a desperate attempt to stagger the line and open up an opportunity for flanking.
Evil players began dropping out a couple of turns in, as it was getting late and many of them had been traveling all day. By the end of the battle only myself and the mighty Walid stood against the forces of good. My sacrifices had paid off: as I won a second initiative round, I had broken the lines of pikemen into three separate units and rushed some horse behind them. With the sounding of a horn, my riders encircled the pikemen and crushed them to naught. The right flank of the Furyondy army, its entire detachment of pikemen, were decimated. Bring me back my legions! The printed name ‘Gygax’ on the Chainmail rulebooks before us began to miraculously run with rivulets of blood.

Walid had summoned a fire elemental, and with it slew the Prince of Furyondy. History had been irrevocably changed! The Temple of Elemental Evil was victorious!
This was a great deal of fun. Settembrini did a really great job of developing and judging the battle. The game went on until after three thirty in the morning. Afterwards I staggered back to my room and collapsed in my clothes into a deep, dreamless sleep. Even the jet-engine-loud snoring inside our bedroom could not rouse me. I was content.
First day impressions: Raw Adventure Gaming Awe.
In my next post I will cover play reports for Saturday and Sunday. Fight On!










