In the Realm of the Nibelungs has begun! My consultation with Ron can be found at Adept Play here.
The game is set in 5th century Burgundy (as portrayed in the medieval German epic The Song of the Nibelungs) and uses a 'homunculus of (old) D&D' I crafted for this purpose.
(I claim that it will work just as well with B/X, Labyrinth Lord etc., though keeping the rules flexible on this point, yet easy-to-use is proving difficult.)
Adventures will consist of small-team commando operations (i.e. my take on dungeoncrawling) in the titular fairy realm whose various magical laws are the game's heart. Thus, the party must number seven, accomplishing a daring deed three times yields extra benefits (e.g. the third hit triggers a save vs. death in combat), bested monsters owe you a service if spared and so on.
Spoiler Alert! This actual play report reveals all sorts of things from the planned introductory adventure Gunther must die!
SPOILER! SPOILER! SPOILER!
Heroes (7): Freyalinde (Valkyrie2/Vicky), Oswald (Knight2/Kevin), Gunnar (Knight2/Gary), Emilie (Witch2/Cindy), Volker (Minstrel2/Greg), Elgar (Hunter2/Carl), Pikaro (Thief2/Hank)
King Dankrat is dead. His three sons Gunther, Gernot and Giselher are crowned as the new kings of the Burgundians. But a few weeks after the festivities, disaster strikes at the summer solstice: The giantess Jord, scorned and humiliated when approaching Gunther, kidnaps him and announces she'll eat his private parts within seven days... Knights and henchmen gather to form rescue squads of seven to scour the nearby forest for a grotto, Jord's likely lair.
(Note: The kidnapping takes place in the absence of the PCs, because I hate having to deprotagonise PCs in such scenes. Everything is purely backstory and set-up so far. In other words, the adventure hasn't begun yet.)
(Note: I revealed the mechanics for Gunther's survival at this point: We roll the dice openly as soon as the PCs are in a situation where Gunther's status is potentially relevant / must be revealed. He dies on the evening of day [1d6+1]. The chance that Gunther is dead is 1/6 from the very beginning, in fact 2/6 because the PCs need a day to gather and two more to travel to the forest and cross over into its magical parts. Haste is required!)
A priest blesses the PCs as they leave (except Emilie, who eludes him) and has a vision: the least of the heroes should lead: Pikaro the Thief!
(This is a game mechanic. I draw one of the players' names from an envelope and that player is a kind of caller for the evening. If the mission succeeds, the player's character gets an extra experience point.)
The PCs travel to the southern part of the forest and choose their magically limited equipment: besides personal weapons they bring a lantern, a torch, a waterskin, a rope, a stewpot and the silk ribbon of the noblewoman Gisela, Oswald's beloved.
In the Realm of the Nibelungs, the PCs find a cold campfire and otherwise escape further encounters. Elgar quickly finds the Unkensee, a lake and likely location for Jord's lair and behold: a grotto!
In the grotto's entrance, three bronze statues of young women imploringly stretch out one hand to the onlookers - while the other is hidden behind their backs in each case. Three Rottweilers pant in the summer heat in the sandy entrance area.
(This is straight from Dyson Logo's map and description Heart of Darkling - The Hags.)
Elgar ropes himself down above the entrance to the cave and gently makes contact with the dogs. He succeeds in stopping them from barking and feeds them. The statues show decayed bodies and clawed hands from behind....
The other PCs follow and Volker uses his legend lore-like ability to recall verses that identify the statues as three child-eating witches that can turn to bronze and back. The witches Asta, Erla and Sigrun hear Volker tell the other PCs about their legend and Sigrun turns into flesh and blood. She requests, as Volker predicted, "the beating heart of a living creature, perhaps a fox or even a wolf." She offers information or an ability point....
Volker and Gunnar are eager to take up the offer and Elgar suggests silently drowning the Rottweilers to unconsciousness in the lake. This succeeds in a concerted action.
The PCs sacrifice a Rottweiler each to Sigrun, then to Asta, and finally to Erla, and receive a lot of information about Jord (It's her grotto! She can teleport to the Western part of the grotto! She's very vain! Etc.) as well as a point of Dexterity (for Oswald).
But woe! The mists come, earlier than expected (because we had to finish at ten o'clock that night). All the PCs are engulfed and some time later find themselves in the normal part of the forest.... Emilie almost gets lost in the mists, but her saving throw succeeds.
(The magical mists come erratically from the POV of the PCs -- they are triggered at session's end so everyone is safely back ... or not, as occasionally characters get lost in the wilderness for months etc. I'm very curious to see how the time limit due to the magical mists will shape the game!)
On the way home players start making plans on WhatsApp to deceive Jord...