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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!)
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.
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 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 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.
Free Town of Groat's End - Twisting Stair Dungeon
  By: EOTB
   It's a game of chicken when the DM is the crazy one
Since the party is going back to town, I needed to put one together. Here's a map for it, and I'll finish detailing out the town over the next few days in blog posts...
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.
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.
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 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?
The Curse of the Witch Head
Advanced Adventures #3: The Curse of the Witch Head is a 12-page OSRIC(TM) module designed for 4-6 adventurers of levels 6-10. Over two cenuries ago, the Duke Ithinge ordered an underground complex to be built to house the Witch Head and keep it from those who would use its powers for evil. The construction of the complex was performed in a remote and secret place, its chambers and corridors filled with traps and terrors devised by his new court wizard. With the complex completed, the laborers were enchanted to never reveal its location. He knew he could not destroy the Witch Head, for it was forever linked to the vitality of his family line; its power was fueled by the evil deeds of his fore bearers, and it was written in legend that the heir who destroyed the relic would be the last of the line. Last month, good Duke Ymis, received a secret message from a band of outlaw adventurers: the Witch Head had been discovered! The outlaws swore that unless the Duke hands over to them his only heir, his daughter Derica, they would use the powers of the relic to wreak havoc on the countryside and bring his rule to a crashing end. Can a hardy band of adventurers put down the ancient evil or will it rise again?
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 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.
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?
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.
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.
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.
"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!)
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.
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...
PRODUCT ZC2: Barrowmar: City of Adventure PRODUCT Old-School Gazette #3 PRODUCT Prison of Meneptah CREATOR Expeditious Retreat Press PRODUCT & Magazine #6 - Wilderness Adventures
PRODUCT Guide To The Realms of Aedenne PRODUCT Footprints #23 PRODUCT HM4 - Pop Goes the Meazel PRODUCT OB2: The Barrow of the Moon Druid PRODUCT & Magazine #14 - Animal Companions
PRODUCT & Magazine #9 - Spells and Spell Casters PRODUCT Rage from the Waves PRODUCT OB6 :The Lost Mithral Mine PRODUCT The Conqueror Worm PRODUCT Beneath The Darkshroud Peaks
PRODUCT Shipwreck at Har's Point PRODUCT ZC1: The World of Zanzia PRODUCT Dark Druids PRODUCT The Battle For Gib Rus PRODUCT Footprints #15
CREATOR Follow Me And Die! CREATOR Dragonsfoot PRODUCT The Village With No Name PRODUCT The Forgotten Grottoes of the Sea Lords PRODUCT HM5 - Isensan's Secret
PRODUCT The Spider Farm PRODUCT Bitteroot Briar PRODUCT Footprints #17 PRODUCT Redtooth Ridge PRODUCT Footprints #24
PRODUCT ZA1: The Temple Of Chaos PRODUCT ZA2: Tomb of Kings PRODUCT & Magazine #3 - Nautical Adventures PRODUCT Old-School Gazette #5 PRODUCT LBM: Secrets of Black Marsh
PRODUCT Old-School Gazette #2 PRODUCT The Sarcophagus Legion PRODUCT A Book of Miscellaneous Spells PRODUCT Monstrous Tome - Volume One PRODUCT Gunderholfen
CREATOR & Magazine PRODUCT The Melford Murder PRODUCT The Tales of Highcliff Gard PRODUCT Old-School Gazette #9 PRODUCT Horror of Spider Point
PRODUCT HU3 The Mortuary Temple of Esma PRODUCT Malevolent and Benign PRODUCT The Secret of the Callair Hills PRODUCT Where The Fallen Jarls Sleep PRODUCT Footprints #20















































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