DAY 2
Waking up early, I frantically cleaned up my pregen character sheets to return them to factory settings, since I only brought one set for the two games! [Apologies to those who wanted to keep their sheets from the first game, this is a mistake I won't make again.]
With everything in place, I hunted down some coffee and got into character. After the previous day's session I knew I would be fine, so we dove right in to...
***
Saturday Block I
Gilded Dream of the Incandescent Queen
DM: Me
Players:
Premier - Edward the Scissorhands II, fighter 5 and his henchman Wigmund & John Magic II, M-U 5
Chomy - Arok II, ranger 5 & Torglol, elf fighter 4/M-U 4
Bexter - Berwick II, cleric 5
Der Oger - Wicked Joe, assassin 5
Vorpal Mace - John Magic II, M-U 5 (late arrival, Premier handed off one character at this point)
With a smaller group, I let a few players bring an extra character to bring the total PCs up to six.
In a departure from the previous group's play, the party returned to the entry room and showed their invitation to the butlers. The helpful servants brought the party upstairs to the Trophy Room, explaining that the Queen was further above but they were not permitted to enter. The group also asked the butlers many questions about the sanctum, learning about the queen's alchemist (who works in the basement) and the general of her armies (not seen for many years).
With this victory achieved early, the group investigated the throne room. Berwick II stepped upon the golden stairs and failed 2 saving throws! His spirit was split into pure good (ascending to the sun, never to return) and pure evil (a 1 HD skeleton, easily destroyed by Edward). Before he vanished into the rapturous heavens, Berwick II's player was allowed one question, which the DM had to answer with perfect truth:
After assuring me he hadn't, I explained that this was an excellent question: I opened the OSRIC book to the Glabrezu entry and the players decided they would be mighty careful dealing with the queen's alchemist!
With another successful delve, we turned our attention to lunch. More laughs were had around the tables, folks regaling us with thrills & spills of their games. GusB was convinced that our group had secured the Blackrazor Cup in our game the day before, especially after hearing about the disastrous run Prince and Parti had (they went into the pit of wights, dear god!). I was fairly confident, but prepared for a surprise (wait for Part 3).
I reached the signup sheets near the back of the line and saw that most games were full already! Then I espied an adventure that looked very cool, and signed up for...
***
Saturday Block II
Caul's Dark Citadel
DM: Jonathan Becker
Players:
(sorry, I didn't write down everyone's characters!)
Doof - magic-user
Grutzi - cleric 5
I saw that Becker had run Anthony Huso's adventure The Silver Temple of Transcendent Flame the previous day, so I had my suspicions about what would happen. I was not disappointed!
The antipaladin Caul, Flayer of Men (a villain from Huso's original Esoteric Order of the Twilight Princess home campaign) had kidnapped the Divine Child, and was holding it in his evil castle. Our job was to break in, steal the child back and escape!
As a diehard Huso fan, I was obviously all-in for this. Having read and immersed myself in the original play reports, this felt like having a chance to go back and fight Darth Vader before the first Star Wars movie!
Our characters were Becker's interpretation of the cast of the '80s D&D cartoon, now all grown up. This was a bit odd, since Huso's adventures are usually pretty dark - it seemed like a tonal mismatch. Having no knowledge of the cartoon myself, I grabbed the first sheet that said 'cleric' on it, and got a dual-classed thief/cleric with Boots of Elvenkind and - a Cloak of Invisibility? Now we're talking!
Sheila turned out to be sick as hell. Her invisibility cloak had unlimited uses, so I spent my time way out in front of the group, scouting out the situation invisibly. Many backstabs were dealt out, and much advance warning gained about upcoming problems in the dungeon.
The group wandered the twisting halls of Caul's citadel. I tried to use Locate Object to find the drow witch's sanctum, but it did not work. We rescued some slaves and got a few details. Then we came to the Great Hall, where we knew Caul held court. It was time to take down the villain (honestly, all I cared about at this point in the adventure).

Awesome. Becker ran a tight ship, and the rest of the players were on the ball, coming up with really good plans and schemes, one after another. At this point the session had run long by about 20 minutes - we were late for dinner! Flushed with victory, we filled out some feedback sheets and hauled ass down to...
***
Dinner & The Auction
We laughed, we cried, we spent a mountain of Euros!
Dinner was roast pig, a patrician choice by the convention. Because I was late, I didn't eat as much as I should have. After Becker's game I was flying high on the thrill of victory, buckets of coffee, adrenaline, and a few beers on an empty stomach. This explains a little bit of what came next...
Settembrini held forth masterfully, describing the merits of every item and its place in gaming history. Many folks had donated games from their own collections, even pieces of original artwork!
An array of games both old and new appeared on the block. Some old Das Schwarz Auge material was snapped up (great to see some national pride from the Germans for their own homegrown RPG). Several classic Judges Guild books (Castles II and Temples, IIRC) disappeared in the blink of an eye, the prices raising so fast that I was left breathless, unable to even bid!
I steeled myself and resolved to get in on the action. Assisting in this plan, Chomy placed an assortment of Hungarian liquors on the table with a conspiratorial smile, inviting me to sample the various flavours. They were all quite smooth, and I was certain none of them had been made in a bathtub. At the same time, Becker slid a bottle of some kind of fancy high-proof American whisky down the table for us to try.
The contest was on! After throwing out a few numbers and being outbid at every turn, I found myself in a neck-and-neck contest with a German at another table who would simply add 1 Euro to my own bid in a vicious campaign to troll me (and raise more money for the Con, I'll wager...). With Parti banging on the glass behind me and waving his wallet, Prince slapping me on the shoulder, and the crowd's noise urging me to ever greater boldness, I persisted and won an original piece of Andrew W's artwork: the town of Silvash from Melan's Cloister of the Frog God!
At this juncture a bottle of Jamieson appeared in front of me as if by magic (another Irish trick by Lynchpin, I suspect). Flushed with success I threw out more bids, won a purple and gold Cauldron dice bag and pumped the numbers up on several more lots without winning them. Even losing at this auction was great fun, cheers to all the participants who scored so many great items!
It is at about this point, dear reader, that your narrator slowly - and then rapidly - lost the thread of his tale. Darkness took me, and I strayed out of thought and time, wandering on roads that I dare not tell...
.
..
...
I regained my senses outside in the fresh air and had a nice chat with Chomy, who was kind enough to look after me. Perhaps he felt some nagging guilt for introducing this effete Anglo to his devastating Eastern European concoctions?
Either way, I was rendered totally incapable of playing in Attronarch's game in Block III (the only disappointment of the con, I really wanted to see how he does the Wilderlands!) and retired with some water and a few extra-strength Advil, thankful that I hadn't caused an excessive amount of mayhem.
To get a true sense of the experience, consult:
PALINKA MISCIBILITY TABLE (d6*d20):
Stay tuned for the senses-shattering conclusion of DAY 3!!!
 
 






