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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 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 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!
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.
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.
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 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 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!)
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.
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.
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 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.
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!
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?
"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!)
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.
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.
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 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?
PRODUCT The Palace Beyond CREATOR The Blue Bard PRODUCT Skein Of The Death Mother PRODUCT Footprints #14 PRODUCT White Dragon Run II
PRODUCT The Dark Tower of Arcma PRODUCT Footprints #17 PRODUCT Under Shattered Mountain PRODUCT HM1 - The Disappearance of Harold the Hedge Mage PRODUCT Footprints #24
PRODUCT Tantalus PRODUCT LG1: Terror in the Forest of Gizzick PRODUCT The Forsaken Sepulcher CREATOR MontiDots Ltd PRODUCT Footprints #19
PRODUCT Footprints #16 CREATOR Expeditious Retreat Press PRODUCT The Verdant Vault of Malakum PRODUCT Old-School Gazette #3 PRODUCT The Tales of Highcliff Gard
PRODUCT Footprints #10 PRODUCT Malevolent & Benign II PRODUCT Goblins Tooth I - Moonless Night PRODUCT The Temple Diancecht PRODUCT The Warrens of Zagash
PRODUCT ZA6: Journey to the Astral Plane PRODUCT The Secret of the Callair Hills PRODUCT The Red Mausoleum PRODUCT The Curse of the Witch Head PRODUCT & Magazine #3 - Nautical Adventures
PRODUCT HM2 - The Hunt for Istan PRODUCT ZA7: Temple of the Ice Gods CREATOR The Icemaiden PRODUCT The Howling Hills PRODUCT Footprints #09
PRODUCT Old-School Gazette #9 CREATOR Follow Me And Die! PRODUCT & Magazine #6 - Wilderness Adventures PRODUCT ZA3: Garden Of Evil PRODUCT & Magazine #7 - Inner Planes
PRODUCT ZA2: Tomb of Kings PRODUCT F2: Crypt of Kendall Furfoot MEDIA Undead In AD&D Part 2 PRODUCT Ruins of the White Watch MEDIA My Personal Rules as a Player
PRODUCT & Magazine #2 - Undead PRODUCT Old-School Gazette #10 CREATOR Old School Role Playing PRODUCT The Mouth of the Shadowvein PRODUCT Mundane Magica















































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