Saturday, June 26, 2021

Michicon VIII: Escape from Astigar's Lair

"Escape from Astigar's Lair" was the tournament dungeon for the Metro Detroit Gamers' Michicon VIII Gamefest, held June 1-3, 1979 at Oakland University, Rochester MI.


JG 124 "Escape from Astigar's Lair" (1980) by Allen V. Pruehs and Ree Moorhead Pruehs.  Cover illustration by Kevin Siembieda.

The scenario was designed for two players using druid and ranger pregens with a 60-minute time limit, in the vein of the earlier "Quest for the Fazzlewood" tournament dungeon.

Although the AD&D 1e DMs Guide wouldn't be available until Gen Con XII in August, 1979, the previous two AD&D volumes are required to run this adventure.*

*some of the monsters used are from the AD&D 1e Monster Manual, and the two pregens are statted as per the AD&D 1e Players Handbook:

Dainer the Druid

uses AD&D 1e Dexterity bonus

uses AD&D 1e Players Manual for spell progression and includes two 1st level spells not appearing in Eldritch Wizardry (Pass Without Trace and Shillelagh)

Therain the Ranger

*uses Greyhawk (not AD&D) Strength bonus to hit/damage

uses AD&D 1e Players Manual for spell progression (1 druidic, 1 magic-user) and includes a 1st level magic-user spell not appearing in OD&D/Greyhawk (Feather Fall)

tracking percentages also based on the AD&D ranger description


Illustration by Kevin Siembieda, from "Escape from Astigar's Lair"


Conventions Used:

"Escape from Astigar's Lair" introduces a few notable conventions.

In terms of initiative, a d6 is rolled for the two-member party and another is rolled for the monsters.  Highest roll goes first, as per group initiative in Moldvay (published in 1981).

Combat is also divided into sequences (missile fire/spells, movement, melee) similar to that in Moldvay (where movement precedes missile fire/spells and melee).

A system for critical hits and fumbles is also described (as in "The Dragon Crown").

Natural 20s result in double damage (for both players and monsters) and if a player rolls a natural 1, they must make a Dexterity check on a d20 or fumble (weapon takes 1 melee round to recover).

2 comments:

  1. I was too young and poor in the 70s and 80s to travel to any of the major gaming conventions, so I've never played in a tournament dungeon like this. I've always wondered how much a group could possibly get done in 60 minutes (or even 2-3 hours). That feels like just enough time for some brief exploration and maybe a fight or two. :)

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    Replies
    1. I would have loved to have attended those cons - my first was Gary Con in 2018, believe it or not.

      I think the 30-60 min format was experimental and short-lived. Most tournaments appear to have resumed the longer-duration group play in the years that followed.

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