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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 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.
Book of Low Level Lairs Volume I
You have a newly minted 1st level party? You need ideas? What adventures will you run for them? Look no further! This adventure collection includes 18 new mini-adventures for parties of levels 1 to 4. Everything from brown bears to giant porcupines to kenku and lizard men! All mini-adventures that can usually be run in a single session. Pick the ones you need, string them together as you see fit! The bonus? Two new cleric spells suitable for low level parties! Download this adventure in the next 20 minutes for the low, low price of $0.00! As old school gamers we use our imaginations to fill in all the gaps. But let's be honest, having a good visualization, like Chris Letzelter's firenewt cover, helps with the imagination ...
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...
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.
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.
Saving Throw - The Fundraiser Fanzine
  News Story By: Mangar the Dark
You may know Jim Kramer from his Usherwood Publishing modules & supplements, or his work helping produce works like OSRIC and Knockspell. You probably didn't know Jim had multiple brain surgeries to remove tumors, and the battle has gotten much harder. To help Jim and his family during this difficult time, a group of his friends, collaborators, and first edition enthusiasts banded together to make this fundraiser fanzine, where all royalties go directly to Jim and his family. You can support this effort by purchasing the PDF at https://www.drivethrurpg.com/product/288750/Saving-Throw-fundraiser-fanzine-for-James-D-Kramer?manufacturers_id=15505 This 60+ page issue of Saving Throw contains: Introduction by Ron Redmond Island Tables - random generation and inspiration tool by Steve Smith aka "EOTB" Sorcerer's Stone - dungeon level by Keith Sloan Trolls of the Simpolo Swamps - leech-mated trollish variations by Joseph Browning Perladon Manor - adventure module by Gabor Lux By The Runes - fiction by Dan Rasaiah Magic Item Intrinsic Material Values - variant magic item value rules by Guy Fullerton Goblin Garbug Cavalry - new monster by Andrew Hamilton The Tiled Labyrinth - mini-dungeon by Guy Fullerton Lotus Blossoms - magical and special properties of these exotic flora by Keith Sloan Burly the Baker - ready-to-use NPC and cantrips by Gary Francisco Darkworld Troll - new monster by Bryan Fazekas Offig's Tomb - treasure map by Steve Smith aka "EOTB" Lizard Man Lair - outdoor module and new monsters by Steve Smith aka "EOTB" Mephitic Geysers of the Intaglio Rift - treasure map by Allan T. Grohe, Jr. ("grodog") The Mere Beneath - dungeon level by Guy Fullerton, Allan T. Grohe, Jr. ("grodog"), and Henry A. Grohe Sarendra's Crew & Kelurrin's Crew - ready-to-use NPC parties by Allan T. Grohe, Jr. ("grodog") Rescue from the Sanctuary of the Leopard Goddess - dungeon module by Matthew Riedel Featuring illustrations by Jimm Johnson, James D. Kramer, Wind Lothamer, Gabor Lux, Denis McCarthy, Peter Szmer (soon), Del Teigeler, and Alex Zisch. For the lucky price of $13, you get two treasure maps, three referee tools, five new spells, six modules, at least nine new monsters, twelve ready-to-use NPCs, and more. Plus the knowledge that your purchase helps a family during a difficult time. Note: The publisher plans to make a print version available soon. When it becomes available, the'll send drivethru coupon codes to everyone who purchased the pdf so they can get a print version at a discount. Note #2: The publisher is still in the process of gathering artwork for some of the articles, so don't be surprised by any of the blank spots. They'll notify everybody when they've updated the pdf with new art, and you can download the latest version from your library.
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.
HU2 A Fabled City of Brass
NOTE: You must own City of Brass Appendices to use this module! The Fabled City of Brass, proclaimed in legend to inhabit the deserts of Andalsuia-and elsewhere-was long ago conscripted for use in fantasy role playing games. Its presence in the genre has arguably made it shopworn and tired. But if we return to the original text, most commonly associated with the Thousand and One Nights, we may be surprised to find something much different than a city of stomping Efreet. The setting of this module is one of spectral beauty and foreboding. It is a city with a lesson; filled with empty streets, great riches, automatons, illusions and death. Here is a module to hurl characters of 12th level and higher against. You will either break them or turn them into legends on par with the City of Brass.
Mundane Magica
This 36 page supplement includes the following articles: Revisiting Non-Violent Magic Items Takes another look t the article Non-Violent Magic Items from The Dragon Issue 73. Non-Violent Magic Items Adds another 100 non-violent magic items to the collection. When is a Weapon not a Weapon? Offers some non-typical weapons and armor.
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.
OSRIC (Original PDF)
A complete fantasy role playing game in one volume, which includes: 413 spells 285 monsters 331 magic items Official OSRIC character sheet template Character creation rules for 7 races and 9 classes Complete rules and tables for adventuring, exploration, and combat Over 100 original, never before published, illustrations
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.
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
HU1 The Night Wolf Inn
The Night Wolf Inn is a sand box experience for 1st Edition RPG Gaming. It is a tavern and a universe unto itself; a place of powerful dweomers, secret doors, lost gods, hidden dimensions and dangerous artifacts. The Inn's mysterious backstory holds the sandbox experience together. The Night Wolf Inn fits snugly into any campaign, occupying only the space of its buildings and lawns. It is also intended to be fully customizable. Includes: Fully detailed maps and locations of the Inn featuring four floors, outdoor property, and extra-dimensional spaces. Partially detailed launch points into over twenty pocket dimensions and parallel worlds. Many new magic items, treasures, artifacts, monsters, demons, gods, NPCs, races, languages, and myths. Beautiful art. Player and DM versions of relevant maps. Player handouts. Quick reference cheat sheets.
The Valley of Eternal Rest
For millennia the Valley of Eternal Rest has been the home of the recently departed. More cultures are represented here than exist on any world, and each has their own rites and customs for how the dearly departed are to be housed for all eternity. Can your party survive a venture into a valley of such antiquity where so many lay at rest? Or worse, do NOT lay at rest! Can your party survive even one tomb? This is & Magazine's first effort to develop and publish a co-operative adventure, making the material our readers' material. The expanded version contains material that didn't fit in the version of this adventure originally published in & Magazine, Issue 2. As we compiled this module, we tried to leave the description of each tomb and element in the author's words. While this creates a bit of a "Frankenmodule" with many styles and approaches stitched together, we wanted it to belong to the contributors as well as the readers. We thank all our readers and contributors, and hope that you find the result interesting, entertaining and useful. As always, your feedback (and continued contribution) is important to us so please let us know what you think. This generic adventure location is designed to be easily inserted into any campaign, and consists of a number of small tomb complexes located within a valley that has been used as a burial ground for several cultures over several centuries. The location is designed for use with the 1st edition rules, and is intended to challenge a party of 6 or so PCs of levels 4 to 7. This adventure is designed to be flexible enough to place into an ongoing campaign as a sandbox element, a destination for a quest (as the party seeks a McGuffin or gold), or to break individual tombs out to seed them across their own campaign world. Because the Valley of Eternal Rest has been used by many cultures and races over a long period of time, there is no single architecture, style, or content.
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!
Gunderholfen
Gunderholfen... Ancient, abandoned dwarf hold, battleground of arch-liches, cultist base, wizards' playground, heroes' bane and treasure-seekers' tomb. Gunderholfen is a classic, old school exploratory sandbox-style mega-dungeon consisting of ten levels, a mini-campaign setting and one demi-plane. This mega-dungeon and mini-campaign setting is designed for character levels 1-10+. It is compatible with any OSR system. Play it as an integrated, complete mega-dungeon campaign or just pick out individual levels to run as separate dungeons. Gunderholfen includes the following: - 10 main dungeon levels consisting of 22 sub-levels and numerous sub-areas, with approximately 930 keyed locations, all detailed in 40 maps. - 1 demi-plane level. - A mini-campaign setting insertable into any existing campaign that includes a detailed overview of Longfelt, a nearby city complete with NPCs, including possible patrons for PCs, places of interest, encounter tables and rival factions. - 32 encounter tables with full monster stats for each level of the dungeon and the surrounding lands. - Extensive ready to play lists of NPCs including 10 pre-generated NPC parties that can be used as foes or allies. - 1 fully detailed mini-side adventure. - A brief overview of the history and background to Gunderholfen. - Rules for a new class of priest including 18 new spells. - Many new monsters and magic items.
A Book of Miscellaneous Spells II
The & Publishing Group is pleased to announce the publication of Andrew Hamilton's second collection of Old School Gaming spells - A Book of Miscellaneous Spells II! This book of spells is designed for Advanced Dungeons & Dragons (AD&D) and OSRIC but is compatible with most Old School Dungeons & Dragons (D&D) games and their retro-clones. This volume contains more than 110 brand new spells for the four AD&D spell casting classes. This includes more than 30 spells for clerics, druids, and illusionists - plus 78 new magic-user spells of all levels. [Yeah, Andrew has a thing for magic-user spells!] That's enough, right? Right? Wrong. This collection includes spells for the Witch NPC class (from Dragon Magazine issue #114), one of Andrew's favorite NPC baddies. Plus it contains spells for clerics of the Cult of Juiblex. Never heard of this cult? It will be a nasty surprise for your players! If that isn't enough, look for the spells for Frost Giant and Gnoll shaman! Bad guys need more power to combat those dratted forces of Good! This gives it to them ... All told, this volume contains more than 150 new spells for use with all the D&D games of the 70's and 80's and their retro-clones.
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!)
PRODUCT Malevolent and Benign PRODUCT Footprints #14 PRODUCT The Banked Swamp PRODUCT Footprints #09 PRODUCT OSRIC (Original PDF)
PRODUCT Footprints #01 MEDIA Undead In AD&D PRODUCT Footprints #10 PRODUCT Footprints #18 PRODUCT Goblins Tooth II - Faces of Love
PRODUCT Stormcrows Gather CREATOR Expeditious Retreat Press PRODUCT Beneath The Darkshroud Peaks PRODUCT Monsters of Myth PRODUCT Footprints #20
PRODUCT LG2: The Famine at Fort Kraken CREATOR AD&D Complexities A Left-handed View of AD&D PRODUCT ZA8: Rampage PRODUCT Moganville PRODUCT Footprints #16
PRODUCT HM5 - Isensan's Secret MEDIA My Personal Rules as a Player PRODUCT Footprints #03 PRODUCT Goblins Tooth I - Moonless Night PRODUCT ZA4: Treasure Vaults of Tiamat
PRODUCT OSRIC 2.2 PDF PRODUCT The Melford Murder PRODUCT The Mad Demigod's Castle MEDIA Cultists of Yox PRODUCT HM2 - The Hunt for Istan
PRODUCT ZC2: Barrowmar: City of Adventure PRODUCT HS1 - The Village of Rashtan PRODUCT HU2 A Fabled City of Brass MEDIA Undead In AD&D Part 2 PRODUCT OSRIC (Lulu)
PRODUCT ZA7: Temple of the Ice Gods PRODUCT L5B: The Kroten Adventures PRODUCT Footprints #23 PRODUCT Footprints #05 PRODUCT & Magazine #9 - Spells and Spell Casters
PRODUCT & Magazine #10 - Shape Changers MEDIA Free Town of Groat's End - Twisting Stair Dungeon PRODUCT Shrine Of The Oracle PRODUCT & Magazine #2 - Undead PRODUCT Cold Drake Canyon
PRODUCT The Tower of Azal'Lan PRODUCT TOWR1: Secret of the Sinister Sect PRODUCT Footprints #13 PRODUCT Stele of the Silver Thane PRODUCT Dark Druids















































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