Beneath the Twisted Moon Inn

So aside from a few minor attempts, friday was my first proper GMing of a game. Ran the game using Swords and Wizardry Core. I’ve wanted to run a game for a while, but up until this point, never really had the opportunity. Either not enough players, or I wasn’t comfortable with any of the systems. S&W was simple and light weight enough to be run without needing a huge book of rules by my side. And while I enjoy aspects of D&D 4th Edition, it’s definitely a heavy system and I’ve seen it drag down some new players before. Besides, there’s something about the language of the older D&D systems that evokes a different feeling. So S&W it is.

Since it was a new game at level 1, I wanted something short and simple and of course a classic inn to get the party together. I spent some time digging through the dungeons in the One Page Dungeon archives and eventually came across a map by James Carr in the 2010 collection called Woodland Ruins. Just the right size at 6 rooms and the background he wrote provided an excellent jumping off point. Instead of a mere cave in the woods, Room 1 becomes the cellar of the Twisted Moon in and the remaining rooms have been carved out by the remnants of a goblin tribe, who sneak into the cellar by way of a secret door. They’re sneaking in because they need to steal food, they need to steal food because their leader found a couple of magical relics (really just a few minor magic items) and has gone mad with power. Not the greatest or most original premise to be sure, but hey give me a break.

The party consisted of Dorval the Dwarven Fighter, Misha the Halfling Cleric and EPAD (Eternal Pain and Death) the emo Magic User. Not having much experience with how old D&D works, I wasn’t sure how dangerous this might be for a mere 3 characters. Though there were only 9 goblins total, I was a afraid it might prove dangerous for just 3 level 1 players. As a result, I built in a chance for the players to convert up to 3 goblins to their side. They did, and with how quickly things went, they probably didn’t need it. Ah well, lesson learned.

Speaking of lessons learned, holy cow does 0e play quickly. Our 4e games can take up to 6 hours to get through just 2 encounters. Granted we’re a bit higher level in that game, but it does seem to be so amazingly faster.

In the end, the party took out the leader before he or his body guard could get any good shots in. In fact, total the party took 4 HP worth of damage, and dealt 3 of that to themselves.

In the last room, they found themselves a tattered an burned map to the first level of Dyson’s Delve, which is where they’ll be heading next. [Note to my players: Spoilers at that link]

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