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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.
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.
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.
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 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?
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 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.
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.
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.
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!
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!)
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.
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...
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
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 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.
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.
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.
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 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!)
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