Cauldron Con 2025 (an organiser’s battle report)

A new venue, an increased number of participants – the stakes were high for our third OSR Euro convention. Again, we were rewarded with a crowd of enthusiastic attendants from all over Europe and far beyond, who came to play a variety of games (nobody may claim we would single-mindedly play one system only): AD&D, OD&D, B/X, Ransack, The Seven Voyages of Zylarten and Chainmail. All 80 tickets had been sold, and gamers travelled from Austria, Belgium, Canada, the Czech Republic, Danmark, France, Germany, Greece, Hungary, Ireland, the Netherlands, Norway, Poland, Sweden, the UK and the USA to a romantic timber-framed former forestry office building hiding deep in the Hessian outlands.

(c) Viral, music: Pyrsch.

Game on! Friday afternoon, the first sessions of OSR-D&D were taking place, while I was still setting up the display of auction items and later saw to that the 200 sausages delivered from the neighbouring farm would find their way to a hot BBQ grill.

Friday night, after opening the inscriptions for the games of block II and joining the rear of the impressively long queue, I was lucky: I still got a slot in one of the tournament sessions!

Again, BX Blackrazor had prepared a tournament module specially for Cauldron Con: Rivers of Blood, Death, and Glory!

As we were only 4 players in a tournament module designed for 6-8 participants, DM yandere handed out two characters for each of us: I chose a 8th level cleric and a 7/7/7th level bard.

Despite some blunders, like losing an unnecessary amount of hiptoints early on and only one of two clerics having prepared any healing spells, we headed instinctively for the secret doors and the greatest treasures of the dungeon. When it was clear we already had the best part of the available loot, there was plenty of time left so we skimmed whatever we could find in the lesser promising parts of the dungeon. Result: 2 characters out of combat and 1 dead. Our retreat from the dungeon was secured some reconnaissance, as we knew there were enemies lurking, too powerful to take on in our weakend state.

At the same time, Settembrini’s revival of the Chainmail Battle of Emridy Meadows was taking place. There, the unimaginable happened, late past midnight: victory for the Temple of Elemental Evil!

(c) MK Ultra.

Saturday: After many years in my closet, it was the edgy little module Bad Myrmidon’s turn to finally get DM’d. To my horror, three under-age players had inscribed to my game, which I lightheartedly had failed to mark as R-rated. Well, the group avoided the one Raggi-designed hex on the map, and explored other, weird but less tasteless hex fields. Some trouble ensued as the PC assassin was wearing an Achilles-style disguise, the halfling PC constantly feared being eaten, and there was some hazardous intercourse in the tree-tops, earning me the title of naughtiest DM of the convention. The players even found and half explored the temple of Achilles before time of the gaming block was out. The assassin, alas, had to be abandoned by his comrades, trapped between a dead-end and a portcullis. It was fun, and I hope the teenagers did not experience anything arousing their parents‘ ire.

In the afternoon, I played some Matt Finch module run by DM AndrewW – a strange crystal structure filled with electricity engineered by space aliens. My druid had preparde all the wrong spells for this environment, but my animal friends, a tiger and a giant eagle, saved the day.

In the evening, our traditional auction took place. It is rare to behold such rarities as were brought by attendants, found in the dissolved archive of Nexus club, or donated by our most generous sponsors: Gamer’s HQ (tons of miniatures and minature game boxes) and LotFP (copies of their most exquisite books). Some of these treasure were auctioned live, others in the „silent“ auction mode, and mayn found their way into mysterious „dragon bags“ which could be purchased for a ridiculously low price.

There were some notable bidding battles up to €100 over Andrew’s original pieces of art, i.e. illustrations for Dolmenwood, E.M.D.T. and Fight On. A copy of the original Greyhawk booklet changed hands for about €350 I believe, and an original D&D White Box (6th or 7th printing) made €750. A huge Mystara collection found a new home, as well as an original DSA (The Dark Eye) Havena box. But above all, the auction was pure entertainment: HELL YEAH!

Auction logistics and organiser team duties prevented my from playing in the Saturday night block or the Sunday morning block, but I hear not many hard-bitten gamers found much sleep.

True trophy gold.

Trophies were awarded on Sunday morning:

Most Valuable Player (MVP): Valez

Best DM: Grützi

The Cup of Demise: to MK Ultra

Blackrazor Cup bronze medals: Grützi’s group

Blackrazor Cup silver medals: TacoJr’s group

Blackrazor Cup gold trophies: to yandere’s group (including me!)

Note & honourable mention: We should also think about a special price for DMs who defy all categories – This year there was DM Attronarch, who in true grognard judge style – believe it or not – awed us by demonstrating how to run OD&D for up to 18 players!

See you next year, about same time, same place!

(c) Eria.

Further, longer and even more exciting accounts of Cauldron III, can be found here:

B/X Blackrazor 1, 2, 3

Der Oger

Ludic Ghoul

Prince of Nothing

Attronarch 1, 2, 3

Terrible Sorcery 1, 2, 3

Dreadlord 1, 2

Grützi

Vorpal Mace

CAG Podcast

Published in: on Oktober 23, 2025 at 1:40 pm  Comments (3)  
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Warteliste für Cauldron 2025

Noch keine 24 Stunden ist die Anmeldung für Cauldron – The OSR Euro Con möglich, da ist sie bereits ausgebucht. Und das obwohl wir den Veranstaltungsort gewechselt haben, um eine höhere Teilnehmerzahl zu ermöglich. Wer dennoch teilnehmen möchte, trage sich in die Warteliste ein – in den 11 Monaten bis zur Veranstaltung dürften noch ein paar Plätze frei werden:

https://cauldron.pesa-nexus.de/de/index.html

Es gibt eine weitere Neuerung: Wir stellen ein kleines Kontingent preislich reduzierter Karten zur Verfügung. Wem der Vollpreis (190€) zu sehr zu schaffen macht, ist eingeladen die Orga für die Freischaltung eines reduzierten Tickets zu kontaktieren. Dies tun wir gerne, denn wir decken mit dem Preis lediglich die Kosten und spielen ohne Hürden AD&D.

Published in: on November 22, 2024 at 8:29 pm  Comments (3)  
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Cauldron 2024 – The OSR Euro Con

Oops, we did it again! What a gathering, what a party, what gaming! Over 50 OSR aficionados from 13 countries present at Schloss Hohenroda. 44 sessions of gaming from Thursday night to Sunday morning. Wargames and D&D, Advanced and Original. A tournament module. An auction of rare and refined RPG items. Vegan food and juicy pork, beer and bratwurst, palinka and slivovitz. Old friends met, and new friends were made. Believe it or not, some participants even managed to catch some sleep!

Among the first time cauldronistas, just to name a few: Justin Todd ran several sessions of his Ransack system (based on OD&D) at our Prismatic Table, while at the Psionic Blast Table and later at the Treasure Type Z Table, Martin M. demonstrated his Im Reich der Nibelungen / Realm of the Nibelungs / Le Royaume des Nibelungs (rules lite OSR). Also, I finally met the Oger in person, a German blogger renowned for his creativity (and banned from RPG forums of lesser refinement, all the more welcome in our midst).

This year, many guests had kindly offered to take some kitchen shifts, so we, the organisers (who also pay the partcipation fee), could participate more in the gaming. Thank you so much! You are the best con visitors I’ve ever met! This is what I played:

Braunstein

Settembrini ran a braunstein game titled Hour of the Jackal for 16 players. I was lucky to participate. My character was the mistress of the merchant’s guild, who wanted to protect trade, except the illegal trade of addictive lotus, and had the goal to become the new mayor of Badwall. Unfortunately, a huge army of jackal men assembled in front of the city and demanded the blood of all clergical members of the temple of Wee-Jas! Hear from the Jackal king how the fight between jackals and clerics evolved. In the end, I actually was elected mayor – of a city humiliated by its own weakness, and the city watch under the control of evil brigands! While my immediate feeling was that I had done little to prevent this political chaos of happening, I later realised I actually had had quite some influence. I had talked the dopplegangers (whom I mistook for the brigand mob) into assassinating the Jackal King! I prevented the city from slipping into total anarchy and prevailed in the mayor election. Victory!

Tournament Module
B/X Blackrazor, last year’s winner of the Best DM trophy, was not physically present this year, yet close to us in mind and heart. He had sent us his unpublished tournament module The Children of the Sea for 6-8 characters of levels 6-8. Six of our DMs ran this adventure, so that we had 48 slots for players to offer. My group had quite a few laughs when pirates tossed player character dwarves down a pit or when monstrous sea-dwellers used their death gaze to kill five of the characters. I take no responsibility for the fact that my players, due to the low amount of treasure retrieved and the highest number of casualties stood no chance of winning the tournament! I am but the humble referee administrating Blackrazor’s challenge.

Im Reich der Nibelungen

I was excited to venture into the magical wilderness of dwarves and giants. For the adventure Gunther must Die, I grabbed the valkyrie character, a proud and independent Burgundian warrior with supernatural strength. 90 minutes into the session, she was killed by a dire wolf. My comrades luckily were much more successful on the further quest, though Gunther had been killed before they reached him.

At least, I could use the remainder of the evening to set up my ambitiuous game for the next morning.

D&D Naval Wargaming

Ever since I read the chapter on galley combat in OD&D Book III, I had longed to play such a naval battle. However, parts of these rules are cumbersome, others like the points of sail are clearly flawed. 1e DMG streamlines and adds some rules, the remainder must be taken from the original Chainmail. All seemed sensible for a historical naval skirmish – complications were of course to be expected as soon as sorcery and fantastic creatures were involved.

To finally bring my vision to the gaming table, I got some 1:600 scale miniatures, and I painted the ships, assembled tokens, and frantically tinkered with the rules, adding some random effects to movement, modified sailing rules, re-worked the ramming maneuver, expanding the types of ships into 6 rates, and so on … Play testing was restricted to a few ship maneuvering moves on a small scale, as I was working on counters and rules until the evening right before the con.

So here I was, with a largely untested grand scenario involving the factions of Hardby/Safeton, Fax, Elredd/Badwall, two player characters from our Wild Coast campaign, the Slave Lords and the Scarlet Brotherhood; 7 small galleys, 11 large galleys, 3 sailing ships; 11 wizards of various levels, 2 heroes, 2 superheros and 4 types of hidden underwater creatures, human and non-human oarsmen, sailors and marines, totaling over 5000 lives at stake.

The players received their ship sheets, secret goals and hidden ally data. A brief introduction to the phases of our naval turns, with a variable number of 2 two 4 move actions depending on fatigue factor expenditure and skill checks for rowing or point of sail and wind strength for sailing, and off you go!

It appears the Slave Lords and Scarlet Brotherhood sought to tempt their enemy into waters where their allies were hidden, but the Wild Coast city state alliance took their time instead to assembly their dispersed squadrons into one large line of galleys.

An air elemental was summoned early by the Brotherhood, which managed to attack an destroy the sails of a troop transporting vessel full of amazon warriors. This sluggish hippo consequently never made it into grappling distance, despite heroic rowing.

The elemental was dispelled, the wind was magically turned only once, and a lot of spectral forces ghost ships summoned and dispelled during the entire game.

After several rounds of maneuvering, the catapults spoke. When the fleets came even closer, a wild melee of ramming, shearing-off oars and boarding actions ensued. With lightning bolts, fireballs and lots of counterspells being cast. Often, boarding attempts were made on rammed or ramming ships before the galleys could disentangle. The decks of ships were blasted with flames burning oil from fire siphons during shearing oars maneuvers. Nixies (exiles from their sweet home waters) grabbed the oars of Magister Als bireme. Ahriman the Sinister, Admiral of Elredd, held his ground on the burning flagship Shadow of Hecate while his men boarded the Brotherhood flag (his account of the events can be found here). Even a coudkill spell was cast to cleanse a galley of slavers and slaves alike. As the Scarlet bro monks were hard-pressed, from their leaders‘ skins something horrible, crab-like but spongy, appeared and rose to the air. Swarms of mi-go, the funghi from space, circled above the galleys and fired lightning from strange wand-like devices in their claws, until they themselves were taken down by magic.

In the end, many ships were sinking or burning, and some had been taken by boarding. The Brotherhood, Badwall (find their tale here) and Fax squadrons had been destroyed. The Slave Lords had their orc-manned liburnae escape, along with a Faxian tricontere taken as a prize. The amazons cheered, as did the men on Magister Al Capones „duckling“ biremes. Four large galleys were distributed as prizes among the city states. The slavers will think twice before scourging the Wild Coast again!

The 8h gaming experience was epic, I was told, though I have to admit I was already exhausted before the lunch break. Luckily, my well-organised rules sheets, outsourcing of book-keeping to the players, movement measuring aids etc., enabled me to carry through with my referee tasks, including Chainmail-battling the boarding actions on the side table.

I have reached my goal of demonstrating that galley actions can effectively be run using D&D rules. The system seems very gameable for smaller skirmishes (say up to 4 or 5 ships). The 21 ships we had seems to be the maximum one should attempt. I may think of a purely deterministic system for quickly handling boarding actions in the future instead of playing them with miniatures on a side table. Certainly, I will publish the assembled rules in some form in the future.

Auction

As last year, we spent an evening of fierce bidding contests. I was baffled by the sight of numerous OSR rarities (and some mean non-OSR anti-items I shall not name) being sold of by their proprietors, who must be acting out of some kind of incurable ennui … I quit bidding on the oversized Judges Guild module collections when prizes rose over 100€, and I did not bid on all those Hackmaster books, as relentless bidders drove up the prizes in haste and fury, but I managed to grab quite some loot to take home, among others the rare Grindhouse Edition of the LotFP rules.

Awards

Cauldron trophies were handed out in our traditional ceremony to honour the Most Valuable Player: Mitch (MVP), voted by DMs and players alike, the most ambitious Hireling Resources Manager: Kalman (HR Manager), an easy but well-earned win for the Slave Lords player, and the best DM: Andy. The latter was awarded for risk-to-reward balance, communication skill and players‘ rating.

Furthermore, the winning team and runners-up form the Blackrazor Cup (tournament module) were granted certificate for their glorious achievements. In reality, there had been 3 teams (Henning’s, Philipp’s and Fabian’s) performing nearly equally well, but hey, someone got to earn these valuable sheets of paper.

As always: The awards are for entertainment. There were so many excellent players and DMs assembled, we must have been close to critical mass for OSR implosion.

I hope to see you all again next year, at a larger location. Meanwhile, B/X Blackrazor is rumoured to be already working on his next tournament module, as this year’s players have proven his challenge to be too soft for the seasoned veterans of Cauldron.

Further chronicles

Cauldron 2024 review page

Die Ogerhöhle

GoldDigger: Day 1, Day 2, Days 3+4

Prince of Nothing

Vorpal Mace, part 1, part 2

Back to the Dungeon

Ahriman’s battle report

Bestia ex machina (organisers‘ team)

Stuffed Crocodile

Im Reich der Nibelungen

Blackrazor’s musings from afar: The European OSR, Czech Mate, Tourney.

The Battle for Safeton (aka. The Birch Field Battle)

The situation in our open table campaign on Discord

The Scarlet Brotherhood is invading the Wild Coast. From their ships, three savage orc tribes and one tribe of seasoned Olman warriors set foot on the territory of Safeton, led by a spell-casting seer. They are joined by a unit of mounted scurrers in the service of evil mastermind Goldmund Oohia, a crime boss (and former player character) seeking to subjugate the entire Wild Coast.

(c) Bestia ex machina

The city of Safeton chooses to make their stand at the old Suel plantations at Birch Field and to use the crumbling walls for cover. A siege of the city proper would never do – the orc sappeurs being renowned for siege mining. The city-states of Badwall and Elredd send some troops to help defend their neighbour.

Rumours tell of amazons maneuvering at Hardby, another threat to the Safeton patriarchs? The stuart of Safeton offers gold from the mothers and wives fund for any savage amazon willing to lay down arms and marry a Safteon citizen of good renown. None of this money is ever claimed …

Setup at Cauldron 2023: The OSR Euro Con

Chainmail rules, 25mm figures (1:72), each representing 10 warriors. Thus, a wizard-type figure represents one powerful magic user and lesser spell-caster as well as retainers and bodyguards. A hero-type figure represents a group of adventurers consisting of fighters, paladins, rangers, lesser clerics and the like.

(c) Bestia ex machina

The invaders comprise 1 seer figure, 1 unit of 80 Olman archers (i.e. 8 figures), 1 unit of 90 Olman slingers, 1 mass of 270 fierce Olman warriors. Under Olman control are the Vile Rune tribe consisting of 1 unit of 120 great orcs, 1 unit of 120 ordinary orc warriors and 1 unit of 100 orc archers, further the Woodie tribe with 4 units of 120 orcs each, and the Hornie tribe of 4 units of 120 orcs ach and 1 unit of 50 orc archers. Their local ally Goldmund Oohia sends a single unit of 120 medium horse mercenaries (player characters recently managed to burn down his riding spider stables, so he is reluctant to risk more of his remaining forces).

(c) Bestia ex machina

The Safeton defenders include the Lords of Safeton (the stuart of Safeton and the guild masters, and their bodyguards) as 1 unit of 40 armoured foot (i.e. 4 figures), the “Black’n’Yellers” city guard with 1 unit of 120 armoured foot and 1 unit of 130 heavy longbow men, the “Blue Stripes” city levies with 1 unit of 120 heavy foot men and 1 unit of 70 longbow men, the “Greencloak” countryside levies with 120 light foot and 1 unit of ranger heavy foot levies, and then even 1 unit consisting of the city’s cutthroats, thieves and assassins, 80 men.

The allies of Safeton send a group of magic-users (PC warlock Magister Al et al., i.e. 1 figure), a group of fighters and paladins (PCs, 1 hero-type figure on medium horse) and their own company “Estevantes” (RIP chevalier Estevantes) of 200 archers, 1 mass of 300 hired Perrenland landsknechts, 1 newly established company of 170 Badwall light horse and 1 unit of 120 Elredd volunteer heavy foot levies.

(c) Bestia ex machina: our medium horse hero-type figure (mace +1, Wings of Flying).

The amazons are sending the weakest army by far, an expeditionary force only, consisting of 100 light horse, 90 light foot, 200 archers and 130 elite phalanx warriors (operating according to Swiss/Landsknecht rules).

These forces are managed by two referees and five other players. It will take us two times three hours to conclude this epic Chainmail battle.

The Battle –  A Field in Safeton

The Safeton troops await the enemy behind the crumbling plantation walls, with Perrenland landsknechts ready to charge and Magister Al preparing his spells, the Estevantes archers to the north, closest to the enemy, and the longbow men and the Badwall light horse at the remote south end, where they certainly will exercise their advantage of longer ranges. What could possibly go wrong?

(c) Bestia ex machina: The defenses of Safeton, Badwall light horse seen in the front.

The invading forces amass behind the hill, marching on and beside the road under the cover of a magical darkness.

(c) Bestia ex machina: March of the invaders.

The amazons will be set up one round later on the road behind the river.

(c) Bestia ex machina: Amazons approaching the ford.

The invaders start crossing and circumventing the hill.

(c) Bestia ex machina

The Lords of Safeton order the dispensable cutthroat to make a run for the birches – and run the do for their lives, while they hear the Goldmund riders approach, their torches ominously glowing in the dark. The cutthroats will refuse further orders and stay hidden in the forest for several turns to come.

(c) Bestia ex machina

The orcs, capable to see in darkness, notice amazons crossing the river! They immediately send emissaries to cut a deal for pilfering the city of Safeton.

The magic-users battle for control of light and darkness, and the twilight sky flickers.

As soon as the PC heroes become aware of the amazons, they decide to leave their archers where they are (who start shooting volleys at the closest orcs) and to ride north toward the amazons, waving a white flag for negotiations. Orcs fail to intercept the horse-riding heroes.

(c) Bestia ex machina

In the center of the defense line, the situation grows more and more tense, as orcs keep advancing. The defenders feel the need to advance, sending more and more troops overs the walls, in order to keep their warlock out of melee.

(c) Bestia ex machina

Meanwhile to the south, the Goldmund scurrers leave the cutthroats behind and charge into the standing horses of the Badwallian light cavalry, which immediately disperses under the brutal impact of the medium horse mercenaries. Next, the Goldmundian mercenaries direct their steeds towards the Blue Stripes archers, who send their volleys to down as many riders as they can before the are overrun and smashed by unforgiving hooves.

(c) Bestia ex machina: Goldmund scurrers charge the Safeton longbow men.

The Olman seer casts Phantasmal Forces and ghost-faced armoured foot knights appear in front of the Estevantes archers, seemingly climbing over the wall out of the darkness, and stopping the heart beat of 50 men. This is more than the archers can endure (their leader heroes being absent due to their negotiations with the amazons) – the archers run.

Paladin Yannara the Radiant refuses the amazons’ claim on the lives of the Lords of Safeton, however a yield of some territory to Hardby would be acceptable for help against the orcs. The amazons seemingly agree to the female paladin’s offer and promise to attack the orcish rear-guard.

Indeed, amazon archers, phalanx and light foot advance toward the orcs and the phalanx boldly crashes into the flanks of a much larger mass of orcs. As the orcs turn to face their new foe, the amazon archers and light troops join into the grand melee.

The amazon light horse unit moves south, ignoring the orcs. Their target becomes evident: they aim straight for the Lords of Safeton! The Lords have re-arranged their Black’n’Yeller city guards to defend in all directions, the fearsome Goldmund riders being close. These mercenaries even turn down an offer of bribes, staying loyal to their evil master. The amazons disperse the armored foot unit blocking their way and in one devastating charge run over the lords and crush them all under their horses’ hooves.

Our medium-horsed heroes follow the path of the light amazons only to discover that the archers are gone and the defenses are crumbling. The only honourable way is forward, into the heart of action. A lone heroic figure disperses a first unit of orcs only to be assailed by the next.

(c) ghoul: Team paladin charging.

While their left and right flank of Badwall allies has failed, the Safeton center did not wait to be overrun. Blue Stripes and Perrenland Landsknechts push forward, trying to slaughter their way towards the Olman seer. His lightning bolts take their toll among the defenders, but the orcs are equally reduced by Al’s fireballs. Even the cutthrouts leave their hiding place to look for easy targets and loot.

(c) ghoul
(c) Settembrini

Magister Al must save a desperate situation, as Safeton troops are being overrun. He carefully aims a fireball on the distant Olman seer. The fireball hits true, and the seer fails his saving throw! Some orcs nearly come into melee combat with Al, but another fireball on short distance quickly resolves the matter.

(c) Settembrini: Magister Al reduces his enemy, the Olman seer, to ashes.

Could the Olman warriors halt the Perrenland pikemen’s advance? We will never know, because the surviving Goldmund mercenary cavalry charge the pikemen from the rear, instantly causing panic and disorder. The Perrenland pikes are driven across the hill, putting shame on the men, while at the same time the small amazon phalanx displays true valour, excelling against huge Olman and orcish hordes.

(c) Bestia ex machina

The orcs and Olman might still be strong on the battle field, and the remaining Safeton men weak and few, but without a wizard on the invaders’ side and warlock Al unhindered in casting further devastating fireballs, the orcs and Olman can only withdraw. The amazons have achieved their aim to kill the patriarchs and have collected much honour on the field. Due to their small number, they will not pursue, but return home as victors.

Aftermath

Safeton is safe, though weaker than ever. Orc tribes (and some 50 cutthroats) still roam the countryside. Safeton must yield to whatever the Gynarch of Hardby demands, be it access to trade and tax income or a 50% female warrior quota in the city council, and the city will likely become a vassal state under amazon domination.

Evil overlord Goldmund Oohia is the secret second winner of the Battle at Birch Field. With minimal investment he has displayed his riders’ ability to show up on the battlefield wherever they liked and to take on any foe. Humans and humanoids will certainly flock to his side and his influence across the Wild Coast will grow.

The City of Badwall is in a particularly unfortunate situation – its troops proved incapable of fulfilling their duty on the battle field. This does not bode well, rumours are whispered about an „army of insanity“ approaching to pick this low-hanging fruit called Badwall.

Elderthing, the victorious amazon player, is offered to DM Safeton on our ADDKON open table gaming server.

At Cauldron Con

Published in: on Oktober 28, 2023 at 9:55 am  Comments (4)  
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Cauldron – The OSR Euro Con 2023

Don’t miss out on the OSR event of the year 2023!

Join us at Castle Hohenroda, Hesse, Germany for rolling dice and meeting OSR players from across Europe from Octobre 27th to 29th 2023.

Cauldron 2023, let’s cook some Original, Basic and Advanced D&D and OSR garnish!

Published in: on März 23, 2023 at 11:40 am  Kommentar verfassen  
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