Extraordinary Delving and Cartography Co. (Part 1 & 2) Article By: Rachel The Icemaiden I've been playing in my brothers 1e (with houserules) adventure along with my sister-in-law and a couple of friends since the Christmas holidays. During sessions I doodle some of the action and I've started to develop these into a strip charting the party's progress. I shall be sharing these in this thread - updates will be when I get the time to put pen to paper. Should be noted that these are "cartoons" and I'll be using some artistic license but the spirit of what happens at the table will always be there...
Party:
Byon of Athfort
Human Fighter - Level 3
Aeife Green-oak
Halfing Druid - Level 3
Ellodin Afoncoed
High Elf Fighter/MU - Level 2/2
Arilith Dorchabas
Drow Fighter/MU - Level 2/2
Gorimm (NPC)
Dwarf Cleric - Level 3
Part 1 - Hollow Hills
Background:
The party have been hired by a Whitehaven noble family to rescue their son whom they believe has been kidnapped by a rival family and taken to the port town of Finwyrm to be sold into slavery and taken overseas.
The party have left the town of Whitehaven and to reach Finwyrm they would either have to cross a mountain range or take a very long route around them. At the foot of the mountains they came across a settlement of gnomes who had been troubled by bands of goblins and hobgoblins who had taken up residence in an old deserted hillfort. During the clearing of the hillfort the party found an old map which showed a series of tunnels and passages leading through the mountains themselves. They have been in these passages for some days now their progress being dogged by increasing numbers of Duergar. They have lost the cleric Gorimm during one fierce melee and although not finding his body believe him to be dead. We join them as they reach a junction in the passage. An open pit is evident in the secondary passage and further down it are fallen boulders where some of the walls have collapsed.....
Arilith on point Ellodin guarding the rear.
Note: During the course of the action Arilith, standing right at the lip of the pit, had to make a dexterity save or loose her footing. A roll on d20 of her dex score or under was required to be successful. She has a dexterity of 17... I rolled an 18.My Personal Rules as a Player By: EOTB It's a game of chicken when the DM is the crazy one 1) I do not hoard my wow-bangs. If I die with a sheet full of magical items or spells, then I played in vain. I am not here to advance a character, I am here to make fun memories with people I enjoy spending time with...(click above for more!)
Druids and Undead By: Larry Hamilton Druids in First Edition AD&D do not have the ability to turn undead. Other than physical combat or druid spells, druids are just like anyone else when it comes to undead."YAR to "The End of the OSR" By: EOTB It's a game of chicken when the DM is the crazy one Melan's post discussing the end of the OSR, and Anthony Huso's response, offered a chance to have -if for a small moment shared by only a few people - that sort of chained conversation that kicked the whole mess off and running.
I say "mess" with mixed feelings ranging from fondness to good riddance...(click above for more!)
EOTB It's a game of chicken when the DM is the crazy one Approach: gamist over simulationist
Appeal: player skill over character skill
Aesthetic: Heavy Metal: the Movie over fantasy geographic
My games and writing center around sandboxing between urban, wilderness and megadungeon play; and also a heavy dose of other-planar.
Quirks include an irrational love of treasure maps, and using the DMG unarmed combat tables. Dice openly rolled to the fullest extent possible. Illusions are real to the character if the player responds except to disbelieve. Gandalf was just a 5th level wizard, prove me wrong.
Prison of Meneptah Advanced Adventures #4: The Prison of Meneptah is a 32-page OSRIC(TM) module designed for 4-7 adventurers of levels 8-10.
When news came that an army led by a secretive cabal of war wizards failed in their attempt to unseat one of the rulers of Hell, the leader of the arcane order rallied his remaining forces so that another assault could be put into motion. In preparation for the eventual assault, he elected to further explore one of the planes newly discovered just a few months prior, which detected as highly magical in nature. Perhaps, just perhaps, this mysterious desert-like plane would provide him with the powerful magicks needed to overthrow the dreaded Lord of the Flies himself! A force of twenty men and women was eventually dispatched to the plane on a mission of exploration. None have yet returned...
Can a hardy band of adventurers journey to the strange desert-like plane and bring home with them any surviving members of the lost expedition? What information on the denizens of the strange world can be gathered for the coin of the cabal?
The Chasm of the Damned Every inn hearth is ringing with chatter and every guildhall is silently watching and preparing. Nobles are equipping adventuring parties, and religious orders are hiring sword arms to be at the ready. All of this activity centers around one fact: this is the month that the legendary Chasm of The Damned returns. The Chasm is never late; once every 37 years, in this month, a mysterious gorge riddled with caves and populated by strange creatures appears somewhere within 200 miles of the spot in which legend says it originally sat. It stays for exactly 108 hours then slowly fades away... taking with it anyone who does not escape in time.
The Chasm's return is soon at hand; sometime this month it will appear and various groups stand ready to pounce should the Chasm be within a quick travel distance. Regardless of the veracity of legends, elder adventurers who have journeyed into the Chasm and returned always give three pieces of advice: bring a cleric, bring plenty of sacks, and don't be in the Chasm after 108 hours.The Icemaiden By: Rachel During AD&D sessions I doodle some of the action and I've started to develop these into a strip charting the party's progress. Updates will be when I get the time to put pen to paper. It should be noted that these are 'cartoons' and I'll be using some artistic license but the spirit of what happens at the table will always be there.
New rules for clerical strongholds By: EOTB It's a game of chicken when the DM is the crazy one When a cleric reaches 8th level, the place of worship described must be built within the civilized realms of Undead In AD&D Part 2 By: Larry Hamilton Yesterday, I wrote a bit about Undead in AD&D, with a focus on the Monster Manual and Dungeon Master's Guide.
I got a lot of likes and comments on it, some wanting to see what I had to say about the Fiend Folio.
Dragonsfoot Welcome to the Home of 1st Edition AD&D! Here at Dragonsfoot you will find more free, quality and original First Edition AD&D resources than anywhere else on the net. Available here are new Adventure Modules, Gaming Worlds, Character Classes, New Monsters, Articles and much more. If conversation about your favorite roleplaying games are more your scene, then take a trip to our forums at www.dragonsfoot.org/forums, here you will find the distinctively friendly Dragonsfoot atmosphere where lively and informative chatting and sharing of ideas occur. We have more first edition materials in production and they will be available online as soon as they are ready. So remember! Dragonsfoot is THE home for the BEST First Edition AD&D resources.The Seven Shrines of Nav'k-Qar The Seven Shrines of Nav'k-Qar is An OSRIC(tm) module designed for 6-8 adventurers of levels 8-12.
Nav'k-Qar! A name lost to antiquities and feared only by scholars who know of the dread toad god's former power... once surrounded by a cult which performed the most vile and evil acts in his honor. Now that all of his followers are long dead and the temples of the Gray One completely destroyed, the final resting place of the cult's last riches has been a source of speculation for generations. At long last, one scholar discovered the location of that elusive shrine, the greatest one of all... the fabled Seven Shrines!
Do you have the strength, knowledge and skill to penetrate the horrors of that dread place and wrest the vast treasure from the jaws of the Gray One himself?
The Blue Bard By: Anthony Huso OSRIC Supplements I play AD&D. My goal is to help you play AD&D, Rules-As-Written, not only so that a wonderfully byzantine time in gaming isn't lost, but so that you can have as many stories and as much fun I and my crew have had over the years.The Sarcophagus Legion The Sarcophagus Legion is An OSRIC(tm) module designed for 4-6 adventurers of levels 2-4.
Sultan Mehmet rules his desert kingdom with absolute power, save for the trackless wastes of the interior where the authority of his army and bureaucrats holds no sway. The nomadic dervishes that call this inhospitable sea of sand their home recognize no authority greater than the warlord who leads their individual band. Sultan Mehmet is viewed with contempt by these barbarians, and the instruments of his rule are attacked whenever the opportunity presents itself. The two people are effectively at war, and have been for centuries.
Recently, Sultan Mehmet's beautiful wife Syriana fell into the grasp of the dervishes when the caravan with which she was traveling came under attack. Now, her desperate and humiliated husband has turned to courageous and resourceful adventurers to see to it that she is returned safe and unharmed.
OSRIC SRD All of the OSRIC rules in one placeMontiDots Ltd By: Simon Todd We are about writing, illustrating and publishing table top role-playing games. MontiDots is a collaborative venture between three friends incorporating passions, skills, ideas, creativity and fun. Through OSRIC we have published a series of adventures for various levels of play from low level exploratory dungeons to grim survival adventures in upper layers of hell.
The Red Mausoleum The populated regions north of the Sistermoors have enjoyed over a century of respite from the wars that once plagued the area. However, within the past year, baronial patrols have reported clashes with undead and other dark creatures brave enough to strike out from the moors into the forests of men and elves. The Baron's sage suspects that the undead issue out of the mysterious ancient landmark known as the Red Mausoleum located somewhere on the wild stretches of the moors!
This module includes 16 adventure-packed pages, complete with detailed maps and descriptions, forming a ready-made adventure.OSRIC By: Stuart Marshall OSRIC: Twelve years, and still no kickstarter. Helping you to publish original material for use with the game Gary Gygax wrote.
The Temple of the Sun Beneath the shifting sands of the Sevich Desert lies a fabled artifact of immense power! Your party has been commissioned to find the storied Golden Sphere of Benat-Doorne and return it to the Kingdom of Talifa. But beware! Vile creatures seek to thwart you in your efforts, for they too seek the power that is rumored to be bestowed upon he who possess the sphere!
Originally published by The Dungeon Delver as WGH2, Hellebarde Games has teamed with Bill Silvey to offer a version for OSRIC and C&C, set in Hellebarde's default setting.
Expeditious Retreat Press By: Joseph Browning You like modules? We got modules. Lots of them. Expeditious Retreat Press has been creating OSRIC-compatible material since 2006. We've released 43-and-counting modules in the Advanced Adventures line, 2 monster books in the Malevolent and Benign series, and plan to continue releasing OSRIC-compatible material until the wheels fall off.
In 2020 we'll release The Halls of Arden Vul. The largest OSRIC-compatible megadungeon! With 10 levels, 15 sub-levels, and nearly a million words in length, it's going to be a right beast!
PRODUCTLG3: Evil in the BorderlandsPRODUCTDead In The WaterPRODUCTFootprints #14PRODUCTS8: Warren of the Withered WyrmPRODUCTZA5: Flayers of the Mind
PRODUCTDark DruidsPRODUCT& Magazine #5 - Magic and Magic ItemsPRODUCTFootprints #04PRODUCT& Magazine #12 - Inns, Taverns, & Way Stations!PRODUCTBad Day at Blackmarsh
PRODUCT& Magazine #11 - Humanoids!PRODUCTOld-School Gazette #4PRODUCTThe Temple of the SunPRODUCTThe Red MausoleumPRODUCTZA8: Rampage
PRODUCTWhite Dragon Run IIPRODUCTThe Lost Keys of SolitudePRODUCTThe Horror of MerehurstPRODUCTShipwreck at Har's PointPRODUCTZA4: Treasure Vaults of Tiamat
PRODUCTPrison of MeneptahPRODUCTOld-School Gazette #6PRODUCTTOWR1: Secret of the Sinister SectPRODUCTHorror of Spider PointPRODUCTA Book of Miscellaneous Spells II
PRODUCTFootprints #24PRODUCTThe Secret of the Callair HillsPRODUCTHM2 - The Hunt for IstanPRODUCTPre-Generated Characters: Vol. 1PRODUCTFootprints #09
PRODUCTOB4: The Secret of the LibraryPRODUCTOld-School Gazette #9PRODUCTGunderholfenPRODUCTStonepick CrossingPRODUCTHM1 - The Disappearance of Harold the Hedge Mage
PRODUCTOB2: The Barrow of the Moon DruidPRODUCTOB6 :The Lost Mithral MinePRODUCTThe Witch MoundsPRODUCTGuide To The Realms of AedennePRODUCTFootprints #18
PRODUCTFootprints #13PRODUCTThe Palace BeyondPRODUCTFootprints #19PRODUCTLimbus InfernumPRODUCTThe Verdant Vault of Malakum
PRODUCTThe Lost Lair of DrecallisPRODUCTGoblins Tooth II - Faces of LovePRODUCTThe Barrow Mound of GravemoorPRODUCTFootprints #23PRODUCTFootprints #03
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