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The Clerics in Groat's End
  By: EOTB
   It's a game of chicken when the DM is the crazy one
Comonoc the Spry Cleric of Xan Yae, 11th level S 4, I 15, W 18, D 3, CH 15, AC 10, HP 39, AL N Psionic Ability 150 (75 att/75 def) attack modes: psionic blast, mind thrust defense modes: mind blank, mental barrier Disciplines: (minor) domination, ESP, object reading, precognition; (major) energy control Spells normally memorized: (7/6/5/4/2/1) command, CLWx2, light, remove fear, sanctuary, augury, hold person, messenger, slow poison, withdraw, wyvern watch, cure disease, dispel magic, magical vestment, meld into stone, speak with dead, implore, CSW, divination, PFE 10' rad, commune (if unable to memorize commune then golem or insect plague instead), true seeing. old, sane, precise, violent, diplomatic, cheerful, active intellect, hard-hearted, intellectualist, scrupulously honest, interested in husbandry and athletics Comonoc is an emaciated, legless whisp. He's well-regarded by the poorer masses because of his frequent assistance to sick or injured children and his financial support of the soup kitchen. Although the town isn't particularly fervent, Comonoc is influential while working quietly towards his own ends, which are invested in the status quo. He often changes the course of events small and large without anyone being the wiser...(click above for more!)
Cultists of Yox
  By: EOTB
   It's a game of chicken when the DM is the crazy one
As grodog mentioned at his blog, I'm hip-deep in keying out the dungeon level of Twisting Stair #1 for use in my home campaign (and for a prospective Roll20 online campaign). It's coming along nicely, although not quite finished in a shareable state. One thing I like about the Twisting Stair zine is how it drops a tidbit without fleshing out the details. I find it just enough to jump start my creative process while leaving me completely free to follow my imagination. One example of this was the "Cultists of Yox" found on the Wandering Pairings random encounter table. As a little teaser of what turned out to be a major faction in my adaption of the 1st level Twisting Stair dungeon map, here my take on the Cult of Yox...
The Lost Pyramid of Imhoptep
The Lost Pyramid of Imhoptep is An OSRIC(tm) module designed for 4-6 adventurers of levels 4-7. Several months back, a small boy from the village of Ab-Amon happened upon a buried column while playing out in the surrounding desert. He reported to the village elders that the column bore strange and frightening symbols that he, in his youthful exuberance, insisted were curses. Being as the boy was known to have a photographic memory, he was able to accurately draw the queer symbols for the village elders when asked. The elders, being somewhat familiar with the ancient history of their region, quickly came to the realization that the symbols must be associated in some way with a pharaoh, for they were enclosed by a lozenge-shaped border. Even though they lacked the ability to directly translate the ancient hieroglyphics, they did realize that such a design, a cartouche, was used to spell out the name of the pharaoh along with all of his royal titles. Perhaps, just perhaps, the local wizard reasoned, the pillar could be linked to the tomb of the master architect Imhotep, whose final resting place has never been found.
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.
Follow Me And Die!
  By: Larry Hamilton
I am a long-time gamer. I started with the Holmes Blue Box set of "Basic D&D" that only went to third level, back in March or April, 1977. I then moved on to AD&D, anxiously waiting as each book was released, reading every word as quickly as possible.
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.
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.
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.
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!)
MontiDots 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.
Undead In AD&D
  By: Larry Hamilton
I was reading up on the various undead in the Monster Manual, and noted which ones in their descriptions specifically mentioned throwing holy water on them would hurt them.
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 Mystical Trash Heap
  By: Trent Foster
   A blog about D&D and other 80s-era pop culture
My infrequently-updated blog ostensibly covering the entire gamut of 80s-era pop culture but in practice focused mostly on D&D, specifically Gary Gygax-flavored 1st edition AD&D and the World of Greyhawk. Occasional house-rules and new crunch (spells, monsters, items, etc.) are posted alongside reviews and retrospectives, reminiscences, philosophical musings, polemic rants, and other standard blog fare.
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 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.
The Conqueror Worm
The Conqueror Worm is An OSRIC(tm) module designed for 6-8 adventurers of levels 10-14. Over five centuries ago, there came unto the arctic lands of the North from a far removed dimension an elder being of unfathomable menace. The White Worm, as it was called by the scholars, was a colossal creature with rubbery, corpse-white skin. The primitive humans the foul beast encountered were ill-equipped to deal with the manifold, eldritch magicks in its possession. However, before the dread worm could wholly enslave the Northern lands, the great frost giant jarl Harold Hardrada managed to deal it a near-fatal blow. And so, the White Worm entered into a deep recuperative sleep until such time as it felt strong enough to challenve the kingdoms of the North once again. Unfortunately, the White Worm has just awakened from its centuries-long slumber, and it trying to build up its magical army once again. The PCs can pervent the completion of such by retrieving the magical weapon of the long-dead frost giant jarl and then putting the abominable White Worm to the sword in its ice-walled citadel.
The Flaming Footprints of Jilanth
Advanced Adventures #5: The Flaming Footprints of Jilanth is an OSRIC(TM) module designed for 6-8 adventurers of levels 3-5. A short time ago, the Lord Admiral of Ranste suddenly disappeared. Now the streets of this thriving trade port are filled with bare footprints that dance with ghostly green flames, the signature of the long-dead pirate Firebeard. Has the dreaded buccaneer come back from the grave to haunt the city that hounded him to his grave? The Ranste Council fears the worst, and has hired a band of adventurers---the PCs---to determine the truth behind the unsettling happenings. To that end, the PCs have been sent to the abandoned pirate-cove on the tropical isle of Jilanth to ensure that Firebeard has not returned to his old haunt. If indeed he has, the PCs are to use all the resources at their disposal to send the cut-throat back to hell!
The Lost Keys of Solitude
Advanced Adventures #10: The Lost Keys of Solitude is an OSRIC(TM) module designed for 6-8 adventurers of levels 6-10. While traveling through the foothills of the Garvain Mountains, your party found refuge for the night in a hermit's cave. In the morning, you wake to find the hermit and all his possessions gone, all except for two golden tiles: one embossed with the image of a bull with his hrons down and ready to charge, the other a tiger poised and ready to pounce. When the tiles are placed next to each other so that the bull and tiger face one another, the embossed images move, fusing the two pieces into one. The newly created image is the bull and tiger locked in combat. The fused piece is easily separated, and when separated, the images of the bull and tiger return to normal. Beside the two golden tiles lies a crudely-drawn map of the area with a path marked through valleys and passes ending at an "x" labeled "Solitude." What terrors or treasure could be found in Solitude?
Old School Role Playing
  By: Joseph A. Mohr
   Role playing the way it was meant to be
Old School Role Playing produces OSRIC material and other old school products for Drive Thru RPG. It also offers a blog with weekly articles on old school topics.
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.
PRODUCT Dead In The Water PRODUCT Footprints #04 PRODUCT Goblins Tooth II - Faces of Love PRODUCT The Red Mausoleum PRODUCT Stonepick Crossing
PRODUCT & Magazine #11 - Humanoids! PRODUCT The Sarcophagus Legion CREATOR MontiDots Ltd PRODUCT Mundane Magica PRODUCT Mistress of the Ghost City
MEDIA Cultists of Yox PRODUCT Shipwreck at Har's Point PRODUCT Footprints #22 PRODUCT The Chasm of the Damned PRODUCT The Flaming Footprints of Jilanth
PRODUCT Book of Low Level Lairs Volume I PRODUCT Cold Drake Canyon PRODUCT Footprints #23 PRODUCT L5A: The Kroten Campaign Guide PRODUCT Footprints #19
PRODUCT Footprints #14 PRODUCT & Magazine #8 - Urban Adventures PRODUCT Old-School Gazette #4 MEDIA Undead In AD&D Part 2 PRODUCT Footprints #18
PRODUCT The Witch Mounds PRODUCT The Obsidian Sands of Syncrates PRODUCT Redtooth Ridge PRODUCT HU3 The Mortuary Temple of Esma PRODUCT Moganville
PRODUCT The Mad Demigod's Castle PRODUCT ZA3: Garden Of Evil PRODUCT The Banked Swamp PRODUCT Old-School Gazette #5 MEDIA Undead In AD&D
PRODUCT HS1 - The Village of Rashtan PRODUCT Footprints #08 PRODUCT Old-School Gazette #2 PRODUCT TOWR1: Secret of the Sinister Sect MEDIA New rules for clerical strongholds
PRODUCT White Dragon Run II MEDIA The Clerics in Groat's End PRODUCT The Pod-Caverns of the Sinister Shroom PRODUCT OB1: The Tavern Of Daednu PRODUCT Guide To The Realms of Aedenne
PRODUCT HM3 - The Chaos Halls of Belzir PRODUCT OB3: The Legend of the White Snake PRODUCT 100 Intelligent Swords PRODUCT Rage from the Waves PRODUCT ZA1: The Temple Of Chaos















































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