As mentioned previously, I'm currently in a Discord-based OSE game. I've been attempting to join or run an OSR game in real life for a few months, and thanks to a DCC session that highlighted an MTG friend's player skill (despite being a 3e baby he showed the kind of cleverness and caution you'd expect from OSR play), I got him interested in OSR play. And of course, this enabled me to reach out to another friend (also an MTG player and 3e baby) and get him to agree tentatively to "try out" this weird old D&D.
Prep was somewhat of a trainwreck, as the transition from digital to physical so often is. I let Friend 2 (hereafter J) use the OSE Advanced Fantasy to roll up a character: An elf assassin. All well and good but then I realized I had Advanced Labyrinth Lord, which is a system I greatly prefer and didn't need to print anything for (I greatly enjoy physical prints of my legally-acquired PDFs). The elf assassin was legal in OSE but illegal in ALL due to her low stats (an important note to keep in mind for those debating over which system to choose), so I was forced to stick with OSE as the source for my rules booklet. There was much heming and hawing over which module to use: Stonehell was chosen but then I realized that several (!) years ago I had printed out the entirety of B1. As I reviewed B1 Sunday in slow periods during my work, I realized that I had forgotten B1 was unstocked; and so we pivoted to Stonehell once again.
Session 1
From the town or hamlet of Fouquett, three souls strode forth to brave Stonehell: Alpha (Neutral female elf assassin, 2 hp, played by J); Mil the Ominous (Neutral male human fighter, 1 hp, played by C, the aforementioned DCC enjoyer), and Zortkygar the Hooded (Chaotic male dwarf thief, 2 hp, used as a retainer). The Holmesian Random Name Generator from Zenopus provided the names and Ye Olde Fast Pack from B4 sped up equipment selection. The town has no banks, only credit unions (the excuse is it's a libertarian town) and apparently a surplus of brothels, which may require use of AD&D disease and prostitute tables in the near future.
Alpha and Zort explored the gatehouse from the exterior-facing side, while Mil calmly yelled out the location of the rubble-passage to the south. After fumbling around the canyon and admiring the ruins, the party bumbled into a small area carved into the canyon wall. The elf's sharp ears picked up the sound of something getting eaten (a fire beetle having goat for lunch), and the party wisely decided to explore another part of this 4-room area; worth noting that J said his elf would not tell the others about it, but I informed him that player knowledge and character knowledge are generally not separate in Old D&D. Past a door was a room full of mildewed and rotten crates, barrels, and sundries. Mil decided to investigate and a green slime enveloped his arm! Fortunately player knowledge saved him as they battered it with torches 1 round before it would be fatal. Unbeknownst to the party, the fire beetle had decided to scurry away while combat happened. Further exploration of the area turned up magic chalk, a secret message indicating treasure on level 2 of Stonehell, and a goat corpse.
Mil advanced further into the canyon, seeking water to cleanse his arm (I had described it as notably pale and unhealthy after the green slime encounter), and found the mystical pool and waterfall/stream. The party debating looting the metal sphere 30' down at the bottom of the pool but didn't see the logistics working: Instead they climbed to investigate the source of the water up in the canyon wall. Enticed by the silver hemisphere in the 5'deep pool/spring, the dwarf tied a rope around his waist and jumped in, taking 2 damage on a 1d2 from the magically superheated water and dying! (Room 5 of Level 0B). There was debate about whether to loot and leave the body or take it, until I pointed out it would significantly encumber them.
The now-reduced party stumbled on, entering another canyon wall dugout. The description of leaves on the floor induced some mild paranoia about traps (which goes to show that sometimes dungeon dressing is more than just dressing!) but then Alpha grabbed some rusted arrows lying around and Mil tossed a shield full of ashes around (which managed not to attract nearby monsters). They advanced farther and encountered their first real combat: A rabid racoon! They won initiative and the 1 hp critter was dispatched with the flick of a shortsword. 9' of old rope was scrounged up in the former racoon lair. Exploring to the east they discovered several empty rooms, one with a trap! A bag of sand swung down and almost struck Mil, which would have been lethal if it had struck him. Alpha grabbed the bag of sand for later use.
The party then proceeded to the unexplored western portions: They discovered a large room with an uneven ceiling, rubble-strewn floor, and rather unsafe tone. Alpha tied her 9' of rope around the bag of sand and threw it into the room, disturbing a spitting cobra that dwelt among the rubble! What proceeded was a strange waltz of failures as for 3 rounds everyone rolled misses; Alpha switched from bow to dagger once I informed J that he needed an 18 to hit due to the nature of THAC0 and Descending AC. The cobra won initiative and struck a deadly blow to Mil even without venom: J chose not to retreat but to continue fighting. Simultaneous initiative! The elf struck out at the cobra, but it was too swift and rolled a 3 on a 1d3, slaying her as well! (Room 15 of Level 0B).
Despite many missteps it proved to be enjoyable and another session is planned for next week.