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 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

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
- Alan — Thalric Greybeard, Half-Elf Cleric/Ranger (3/2)
- Darren — Bharak Blackbraid, Dwarven Fighter (3)
- James Knight — Elyra Vornshade, Elf MU/Thief (2/3)
- David — Verrin Lusk, Human Thief (4)
- Hannah — Emeric De Sablecroix, Human Paladin (3)
- Mike — Osmund 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 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.

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.

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!