No-to-low-prep 0DND+grayhawk continued this friday. The pcs went into the necromancers dungeon, cleverly triggered a net trap with the use of a rock and managed to fight their way through two groups of bug men with minimal damage taken (2 of the 3 pc had but 1 hit point to start with :D) third fight proved too much then a fleeing foe managed to get away and alert back up. Players wanted to run but the doors behind them had closed as per rules and they couldn't get out so they were slaughtered.

We rolled new characters (a paladin, a dwarf fighter and a magic user) this time in a nother corner of the map. Coming across a pond they tried fishing but giant crabs drove them away. They however found a village near a wizards tower and helped the village with a pest toad problem. We ended the session there.

It's weird that odnd has this reputation of being slow and clumsy but I have found the rules thus far are pretty elegant and fast to play especially combat. Looking forward to adding weapon classes from chainmail in the next session to add some crunch. Rolled the dungeon like an hour beforehand. Haven't tried completely winging a dungeon at the table yet probably something you can do with a generator.