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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.
OSRIC Player's Guide
The OSRIC Player's Guide, by Seattle Hill Games, has most of the core rules to play the advanced first edition of the world's most popular role-playing game. It is an easy introduction on how to play the game as Gary played it. Once you have mastered the rules herein, you should be able to easily assimilate the full rules from the golden age of fantasy adventure gaming. Please note; this is not the full ruleset. You will also need a manual of monsters and a game master's guide, which are available online. Alternatively, you can pick up the full OSRIC rulebook from Black Blade Publishing.
Hanging Coffins of the Vampire Queen
The Vampire Queen has assembled a team of her worst prisoners for a little game! Together you strangers face a simple choice...death or freedom? She has challenged your daring band of adventurers to run the gauntlet of her wicked dungeon lair using all of your original weapons, magic items and possessions! You must survive terrible traps, beastly monsters, even each other as you outwit and fight your way through all the horrific surprises she has arranged. Fortune and glory await those brave souls who can escape from the Hanging Coffins of the Vampire Queen!
Dread Swamp of the Banshee
The beautiful and wealthy noblewoman Astoria Pardition needs your help. Returning home after many years of traveling adventures, she has discovered that her family lands have now become a cursed swamp! Many treasures were lost and now lay buried in the evil and water soaked muck. In addition, a sinister banshee has arisen who lurks in the darkness of the bogs, moaning and howling throughout the night, frightening the locals! Smugglers and criminals have invaded as well to hide their felonious activities here, but there is more to fear in the mist than the designs of wicked and evil men. A brave group of adventurers is needed to set things right again for the hefty reward she is offering! Find your courage, sharpen your blade, trust no one and you may just solve the mystery, get the booty and survive the Dread Swamp of the Banshee!
Lost Temple of the Snake Men
  By: Ernie Noa
Strange abductions of villagers and travelers are growing bolder near the port town of Caraal on the edge of the Glimmerhold Jungle. Frightened and half-crazed, a woman has escaped from her captors and returned to civilization. She tells tales of snake men who inhabit the ruins of an ancient temple deep in the jungle. Adventures are called for to put down this threat. The jungle is thick and full of strange creatures. The ancient terrors of the snake men are only rivaled by whispers of the treasures of their lost civilization. This one-shot adventure for OSRIC, AD&D or similar retro-clones is recommended for 7th through 9th level characters.
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.
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.
"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!)
Secret Machines of the Star Spawn
Locals have been hearing whispers of strange happenings around the Ancient Volcano. Rumors over the last several years of an unspeakable evil that has risen up inside. An evil that "fell from the stars." There is something wicked and devilish going on inside. Highwaymen report of strange creatures, mechanical monsters, horrible beasts and "little green men" that are roaming the land. You and your stalwart adventurers have decided to take on the challenge of plundering the mountain for the treasure within!
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!)
Moving Maze of the Mad Master
Hordes of metal monsters are ransacking small towns and villages and it's up to you to track down the source and put an end to the terror. The quest will take you to ancient ruins where you must face off against the diabolical designs of the Mad Master and traverse the mind-bending dungeon of his grand maze. Devilish inventions, clockwork horrors and insidious traps will test your party's mettle as you seek to unravel the mysteries, solve the puzzles, and escape the Moving Maze of the Mad Master!
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.
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...
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.
Palace of the Dragon's Princess
Once upon a time, the beautiful lakeside realm of Thorin Vale was suffering from the death of its benevolent King. All hope now lay with his only daughter, Princess Francesca who was set to marry her fathers bravest knight and that union would restore the empire. However, on the wedding day, the evil Dragon Maelfesto attacked the castle by surprise and took control! The serpent drove everyone out and took the woman captive in the caverns below, wickedly enchanting the place and was never seen again. Riches, honor and glory will be gained for those who can save the fair maiden, defeat the beast and return alive from the Palace of the Dragon's Princess!
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...
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.
Magical Protections In AD&D
  By: Larry Hamilton
This is the third part in a three part series of articles spawned by my research into undead in AD&D.
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.
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.
PRODUCT The Flaming Footprints of Jilanth PRODUCT The Lost Lair of Drecallis PRODUCT Shadow of the Necromancer CREATOR Lost Temple of the Snake Men PRODUCT ZA8: Rampage
PRODUCT The Doom of Red Rauthim MEDIA My Personal Rules as a Player PRODUCT OSRIC Player's Guide PRODUCT ZA7: Temple of the Ice Gods PRODUCT Old-School Gazette #8
PRODUCT Old-School Gazette #4 PRODUCT & Magazine #13 - Character Races PRODUCT Footprints #09 PRODUCT HU4 Zjelwyin Fall PRODUCT OB1: The Tavern Of Daednu
PRODUCT Moganville CREATOR The Mystical Trash Heap PRODUCT The Pod-Caverns of the Sinister Shroom PRODUCT Old-School Gazette #1 PRODUCT High Atop Dragonmount I
PRODUCT LG2: The Famine at Fort Kraken PRODUCT Under Shattered Mountain PRODUCT Old-School Gazette #7 PRODUCT F3: Adventure in Skull Pass PRODUCT & Magazine #9 - Spells and Spell Casters
PRODUCT The Lost Keys of Solitude CREATOR Goblin's Henchman CREATOR MontiDots Ltd PRODUCT Footprints #13 CREATOR Free City of Holting
PRODUCT The Banked Swamp PRODUCT Dark Druids PRODUCT The Palace Beyond PRODUCT Red Tam's Bones PRODUCT White Dragon Run II
PRODUCT The Red Mausoleum PRODUCT OSRIC SRD PRODUCT The Frozen Wave Satsuma PRODUCT Footprints #19 PRODUCT Footprints #01
PRODUCT Old-School Gazette #9 PRODUCT The Shrine Of Hecate PRODUCT The Battle For Gib Rus PRODUCT Footprints #20 PRODUCT Dead In The Water
PRODUCT Rage from the Waves PRODUCT HU3 The Mortuary Temple of Esma PRODUCT White Dragon Run PRODUCT The Temple Diancecht PRODUCT ZA5: Flayers of the Mind















































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