TEXT: 1
  A Solo Fantasy Adventure
  Compatible with First Edition and Most Retro-Clones
  Intended for one player character of levels 1 to 3
  Starry Knight Press
  The Endless Lair
  by
  Louis “sirlou” Kahn
  SSolo1
  
  The Endless Lair
  by
  Louis “sirlou” Kahn
  A Solo Fantasy Adventure
  Compatible with First Edition and Most Retro-Clones
  Intended for one player character of levels 1 to 3
  CREDITS
  Author:
  Louis “sirlou” Kahn
  Artwork:
  Blackie Carbon, Rick Hershey, Daniel Walthall, and 
  Louis “sirlou” Kahn
  Cartographer:
  Dyson Logos and Louis “sirlou” Kahn
  Editing:
  Kerri Tarvin
  Play testing:
  Greg Covey
  Thanks:
  Many thanks to my wife for supporting my “flights of 
  fantasy” and to author Rose Estes, whose Endless Quest™
  books brought me so much joy and inspiring my love of 
  solo adventures.
  OSRIC™ Open License: This product uses the OSRIC™ System (Oldschool 
  System Reference and Index Compilation™). The OSRIC™ system text may be 
  found at http://www.knights-n-knaves.com/osric. The OSRIC™ text is 
  copyright of Stuart Marshall. "OSRIC™" and "Oldschool System Reference 
  and Index Compilation™" are trademarks of Stuart Marshall and Matthew 
  Finch and may be used only in accordance with the OSRIC™ license.
  Starry Knight Press
  ©2019 Louis Kahn
  starryknightpress.com
  
  i
  TABLE OF CONTENTS
  THE ADVENTURE
  PREFACE
  1
  INTRODUCTION
  1
  PREPARING FOR ADVENTURE
  1
  ADVENTURE HOOK
  2
  TRAVEL TO THE MAZE
  2
  THE ENDLESS LAIR
  2
  HOW TO PLAY THIS ADVENTURE
  2
  CONCLUDING THE ADVENTURE
  3
  THE MAPS
  THE ENDLESS LAIR
  ii
  FIG 1. CÙIRN DHUBH AND ENVIRONS
  1
  APPENDIX B: MAP OF CÙIRN DHUBH IN DÙN BHRISTE
  9
  APPENDICES
  APPENDIX A: PRE-GENERATED CHARACTERS
  4
  APPENDIX B: MAP OF CÙIRN DHUBH IN DÙN BHRISTE
  9
  LEGAL
  LICENSES
  10
  ARTWORK ATTRIBUTION
  10
  
  ii
  THE ENDLESS LAIR
  Scale: 
  = 5 feet
  
  1
  PREFACE
  Hello and welcome adventurers! In your hands is an 
  original and all new solo module for use with OSRIC™;
  1E and 2E retro-clones; and other fantasy role playing 
  games. As a solo adventure, it is meant to be played by 
  one player with no Game Master, and it is designed to be 
  played again and again, providing you with different and 
  varied gaming experiences with each play-through!
  In this module, you will take on the role of a worthy 
  adventurer who has chosen to enter a world renowned 
  stygian depth, to test your mettle against its challenges. 
  Will you survive and return to boast of your exploits? Or 
  will you fall, like so many would be heroes before you? 
  Only the Gods can say!
  This adventure was written to be sufficiently generic in 
  setting that it may be placed anywhere,
  in any 
  campaign world. Any specifics noted in the adventure, 
  such as the adventure’s locale or nation discussed, is
  specific to the author’s published campaign, and are 
  mentioned solely for ease of integrating the adventure 
  into that campaign world, should the player be part of 
  an ongoing campaign located within my setting.
  We hope you enjoy this solo adventure, that it challenges 
  you, and that playing it multiple times with different 
  player characters brings you hours of joy!
  Louis “sirlou” Kahn
  May 2019
  FIG 1: CÙIRN DHUBH AND ENVIRONS
  INTRODUCTION: This solo adventure is intended for one 
  player of levels 1 to 3. You are welcome to use any of the 
  pre-generated characters included (See Appendix A, 
  Pre-Generated 
  Characters), 
  or 
  a 
  character 
  of 
  appropriate level which you create yourself.
  The adventure takes place near the village of Cùirn 
  Dhubh (Black Cairn in the Common Tongue), which lies 
  along the southwestern border of the free nation of 
  Dùn Bhriste. The folk of Cùirn Dhubh are hale and hearty, 
  and while generally good natured, they can be wary of 
  strangers seeing as they dwell in a village on the wild 
  borderlands of their realm.
  In the foothills within a half day’s ride of Cùirn Dhubh is a 
  subterranean maze known far and wide as the 
  Endless Lair. The folk of Cùirn Dhubh are all too familiar 
  with the ancient maze in the nearby hills. Some say it was 
  the lair of an ancient necromancer while others claim it 
  was home to a demon cult. No one knows its origins for 
  certain, but they know folks come from far and wide to 
  test their mettle there.
  Most who take up the maze’s challenge never return and 
  those who do are tight lipped about their experiences. 
  Despite this, the maze’s reputation is world renowned. Its 
  name, the Endless Maze, is derived from tales of those 
  few who survived their time in the maze, who claim the 
  place is larger on the inside then seems possible and that 
  there is a seemingly endless supply of foes in the rooms of 
  the magical complex.
  Therein lays its greatest challenge: the maze is so deadly 
  because it is specifically ensorcelled such that all who 
  seek to enter must do so alone! In fact, anyone who 
  attempts to enter with another person will find themselves 
  in the maze alone, with each prospective party member 
  having been transported to their own parallel version of 
  the maze. (Note: If you are a GM running this module for 
  a group, you can ignore this restriction.) Such is the 
  awesome magical power of the place that no magic 
  known can break this ward, nor enable escape from the 
  maze once a person has passed its entrance!
  Dare you challenge the maze alone, adventurer?
  PREPARING FOR ADVENTURE: This module is intended 
  for a single player character of 1st to 3rd level. It is written 
  to be compatible with most fantasy role playing games, 
  and to keep it as system agnostic as possible, the 
  included stat blocks provide only basic information.
  You may substitute statistics from your rulebook of choice.
  
  2
  If you are a GM who wishes to run a low level group
  through this adventure (Levels 1-3), you may modify the
  encounter difficulties by increasing the number or hit
  points or number of foes.
  Given the random nature of this adventure, it may be
  replayed and still offer different results and encounters.
  You are encouraged to attempt to best the challenge
  with each of the four classes of adventurers: fighter,
  magic-user, cleric and thief. It is suggested you begin
  with a 1st level character, and then progress to higher
  level adventurers, as needed, to complete the module.
  ADVENTURE HOOK: As mentioned above, the maze is
  known far and wide as a place where those who seek
  fame and fortune come to test themselves. This is the
  primary reason for you to get involved in this adventure.
  GM’s note: If you are running this adventure with a group,
  you may wish to have them hear tavern rumours about
  the practice of “challenging the maze”, and have the
  teller of the tale suggest that great riches are supposed
  to reside in the ancient maze. This should sufficiently
  motivate your players to investigate further.
  TRAVEL TO THE MAZE: The village has ample supplies of
  standard gear. Once you have the provisions you need,
  and are ready to set out for the maze, directions may be
  obtained from any local. The maze lies a mere three miles
  from the village, and most hale and hearty adventurers
  will reach the entrance in about an hour. The road is well
  traveled, guards routinely patrol along it, and there is no
  likelihood of a hostile encounter along the way.
  THE ENDLESS LAIR: This dungeon consists of a series of
  interconnected sections which occupy a larger space
  than would seem to be possible: the maze is clearly
  bigger on the inside than its exterior suggests. This is
  because the maze exists in its own pocket universe,
  outside normal space and time.
  Once you enter the maze, via the entrance (Area 1), you
  are instantaneously transported to this pocket universe.
  The same mode of transfer occurs each time you use one
  of the teleporters within the maze, and when you use the
  exit portal (Area 42) in the final section. Once you
  successfully complete the maze by travelling through the
  exit portal (Area 42), two things happen: first, you end up
  outside the entrance (Area 1), facing north, and second,
  you find an intricately carved wooden chest (100gp) at
  your
  feet, 
  your
  prize
  for
  completing 
  the
  maze
  (see Concluding The Adventure).
  HOW TO PLAY THIS ADVENTURE: You begin at the
  entrance (Area 1), and your goal is to move through the
  maze and reach the exit portal (Area 42). The north
  teleporters between sections send you to the next maze
  section. Teleporters on the east/west edges of a section
  send you to the opposite side of the same section. If a
  secret door is present roll 1d6: a 1 indicates you find it.
  All other doors in the maze are closed, but not locked.
  The first time you enter a numbered area with a specific
  player character you should
  proceed as follows:
  (1) Roll on the Encounter Table, then (2) Roll on the table
  for the encounter type indicated, if any, and then
  (3) If a monster was slain, roll for treasure per the OSRIC™
  manual or your reference guide of choice. You continue
  to do this until you are defeated or you reach the exit!
  Random encounters: Once an hour you must roll for a
  random encounter (1 in 6 chance of an encounter), and
  if one is indicated you
  must
  consult the
  Random
  Encounter Chart. If the foe is defeated, you should roll for
  treasure per the standard procedure set forth above.
  Resting: After resolving the encounter in a numbered
  area you may choose to rest there for eight hours. You
  must check once for a random encounter during this rest,
  per the rules above. After resting, the magic of the maze
  allows you to regain 1d4hp and your lost spells, if any. You
  may not rest again until another eight hours have passed.
  Encounter Table (1d6)
  Roll
  Encounter Type
  1
  Startled by a noise, move on.
  2
  Empty room.
  3
  A monster is present, roll on Chart A.
  4
  Odd smell wafts up, move on.
  5
  A trap is present, roll on Chart B.
  6
  Teleported 3 rooms back.*
  *Note: This teleportation is only within the active maze
  section. You cannot be teleported farther back then the
  first room of the maze section you are presently in.
  
  3
  Random Encounter Chart (1d12)
  Roll
  Monster
  1
  Goblin (AC 6; HD 1-1, 5hp; D 1d6)
  2
  Giant bat (AC 8; HD ½, 3hp; D 1d4)
  3
  Mercenary (AC 8; Thief 1, 4hp; D 1d6, short sword)
  4
  Troglodyte (AC 7; HD 1, 6hp; D 1d6, spear)
  5
  Mercenary (AC 5; FTR 1, 6hp; D 1d8, longsword)
  6
  Huge weasel (AC 7; HD 1+1, 7hp; D 1d8)
  7
  Gnoll (AC 5; HD 2, 10hp; D 1d8, longsword)
  8
  Large spider (AC 6; HD 1+1, 7hp; D 1d4 +poison)
  9
  Mercenary (AC 5; CL 1, 5hp; D 1d6+1, mace; SA spells*)
  10
  Huge centipede (AC 9; HD 1hp; D nil +poison)
  11
  Mercenary (AC 8; MU1, 3hp; D 1d6, staff; SA spells*)
  12
  Lizardfolk (AC 5; HD 2+1, 11hp; D 1D6)
  *Note: To determine spell, roll 1d6 and consult the list below:
  
  MU1: 1-3, burning hands; and 4-6, magic missile.
  
  CL1: 1-3, bless; and 4-6, cause light wounds.
  Chart A: Monster Encounters (1d12)
  Roll
  Monster
  1
  2 Giant rats (AC 7; HD ½, 3hp; D 1d3)
  2
  2 ft. Giant frog (AC 7; HD 1, 6hp; D 1d3)
  3
  2 Kobolds (AC 7; HD ½, 3hp; D 1d4, dagger)
  4
  Skeleton (AC 7; HD 1, 6hp; D 1d6, short sword)
  5
  Fire beetle (AC 4; HD 1+2, 8hp; D 2d4)
  6
  Berserker (AC 7; HD 1d6+1, 7hp; D 1d10, halberd)
  7
  Piercer (AC 3; HD 1, 6hp; D 1d6)
  8
  Mercenary (AC 4; FTR 2, 10hp; D 1d8, longsword)
  9
  Hobgoblin (AC 5; HD 1+1, 7hp; D 1d8, longsword)
  10
  Stirge (AC 8; HD 1+1, 7hp; D 1d3)
  11
  2 Orcs (AC 6; HD 1, 5hp; D 1d6, spear)
  12
  Zombie (AC 8; HD 2, 11hp; D 1d8)
  Chart B: Trap Encounters (1d12)
  Roll
  trap
  1
  10’ pit, pass a DEX check or 1d6 damage.
  2
  Falling block, pass a DEX check or 1d6 damage.
  3
  Dart, save vs. poison or 1d6 damage.
  4
  Explosive riddle, pass an INT check or 1d4 damage.
  5
  Teleporter, back to section start.
  6
  Acid arrow, save vs. spell or 1d6 damage.
  7
  20’ pit, pass a DEX check or 2d6 damage.
  8
  Icy blast, save vs. spell or 1d6 damage.
  9
  Flooded, pass a CON check to swim through or drown.
  10
  Falling blocks, pass a DEX check or 2d6 damage.
  11
  Falling beam, pass a STR check or 1d6 damage.
  12
  Gaze trap, save vs petrifaction or turn to stone.
  CONCLUDING THE ADVENTURE: Once you successfully 
  complete the maze, you will be rewarded with a prize
  appropriate 
  for 
  your 
  class, 
  level, 
  main 
  weapon 
  proficiency, and armour type, as follows:
  Class
  Prize (by level)
  Fighter/
  Cleric/
  Thief
  1: +1 weapon
  2: +1 weapon and +1 armour
  3: +2 weapon and +2 armour
  Magic-User
  1: bracers of armour AC 6
  2: bracers of armour AC 6 and +1 staff
  3: bracers of armour AC 4 and +2 staff
  Note: Thus, a 1st level fighter receives a longsword +1, 
  and at second level they receive a longsword +1 and 
  chain mail +1, and so on. If running this adventure with a 
  group, each group member who completes the maze 
  receives a prize, but no prize is rewarded to players who 
  are deceased (e.g. those carried out by their allies).
  Once you have claimed your prize you may return safely 
  to the village of Cùirn Dhubh. Upon reentering the village, 
  the guards will inform you it is a local custom that those 
  who overcome the Endless Lair, such as yourself, are 
  entitled to a guest suite and grand feast and in their 
  honour! You may present your prize box, as proof of your 
  accomplishment, at any inn to claim this additional prize.
  I hope you have enjoyed this solo adventure. I plan to 
  release more of them, with multiple replay possibilities, 
  to provide you with a night of delving enjoyment even 
  when you don’t have anyone else to play with!
  Once 
  you’ve 
  concluded 
  the 
  adventure 
  in 
  this 
  supplement, the fun doesn’t stop there! Peruse my store 
  (starryknightpress.com) to find other exciting offerings I 
  have for you and your players! I look forward to providing 
  you further adventures in the days to come, and thank 
  you, once again, on behalf of Starry Knight Press.
  Louis “sirlou” Kahn
  May 2019
  
  4
  APPENDIX A: Pre-Generated Characters
  Human, Fighter, Age: 22, Al: CG
  Str 17
  Dex 15
  Con 16
  Int 12
  Wis 11
  Cha 13
  +1 to hit/dam
  -1 AC
  +2 HP
  --
  --
  +5 reaction
  Level: 1
  HP: 12
  AC: 3 (5 rear)
  Armor: chain mail and shield / Movement: 90’
  Base number to hit AC 0: 20
  Saving throws:
  Rod/Staff/Wand
  Breath Weapon
  Death/Paralysis/Poison
  Petrify/ Polymorph
  Spell
  16
  17
  14
  15
  17
  Weapons: longsword (D 1d8), dagger (D 1d4) and crossbow, light (D 1d4+1)
  Standard pack: Set of clothes; boots, heavy; backpack; 1 week rations, standard; 50’ rope; hammer; 10 iron spikes; lantern, hooded;
  5 torches; flint and steel; 2 flasks oil; 2 candles; chalk; bedroll; water skin; 2 pouches, belt, large; 2 sacks, large.
  Languages: Common, CG
  Ammunition: 24 bolts
  °°°°°°°°°°°°°°°°°°°°°°°°
  Special: Weapon specialization, longsword (3/2 attacks, +1 “to hit” and +2 damage); fighting the unskilled (if fighting creatures with less 
  than a full hit die, i.e. less than 1d8 hit points, the fighter receives one attack/experience level)
  PLAYER NOTES:
  GM’s note: If running this PC at 2nd or 3rd level, add 1d10 + 2hp/level, adjust saving throws, and the base number to hit AC 0.
  © Louis Kahn / Starry Knight Press 2019. All rights reserved. This chart may not be reproduced, copied or distributed for commercial use. Permission is granted to purchasers to print and copy this chart for personal use only.
  
  5
  Elven, Magic-User, Age: 98, Al: CG
  Str 13
  Dex 17
  Con 16
  Int 18
  Wis 12
  Cha 13
  --
  -3 AC
  +2 HP
  --
  --
  +5 reaction
  Level: 1
  HP: 6
  AC: 7 (7 rear)
  Armor: Robes / Move: 120’
  Base number to hit AC 0: 20
  Saving throws:
  Rod/Staff/Wand
  Breath Weapon
  Death/Paralysis/Poison
  Petrify/ Polymorph
  Spell
  11
  15
  14
  13
  12
  Weapons: staff (D 1d6)
  Standard pack: Set of clothes; boots, heavy; backpack; 1 week rations, standard; 50’ rope; hammer; 10 iron spikes; lantern, hooded;
  5 torches; flint and steel; 2 flasks oil; 2 candles; chalk; bedroll; water skin; 2 pouches, belt, large; 2 sacks, large; spell book.
  Languages: Common, CG, elf, gnoll, gnome, goblin, halfling, hobgoblin, orc
  Special: 90% resistant to sleep/charm, infravision 60’, improved surprise*, detect secret doors*, +1 “to hit” with longsword and longbow
  Spells:
  Level
  Slots
  Spells
  First Level
  Second Level (at Level 3)
  Note: Spell choice is left to the player
  PLAYER NOTES:
  *For a full explanation of this ability, please refer to the OSRIC manual, or another reference manual of your choice.
  GM’s note: If running this PC at 2nd or 3rd level, add 1d4 + 2hp/level, adjust saving throws, base to hit number, and spells known.
  © Louis Kahn / Starry Knight Press 2019. All rights reserved. This chart may not be reproduced, copied or distributed for commercial use. Permission is granted to purchasers to print and copy this chart for personal use only.
  
  6
  Dwarven, Cleric, Age: 42, Al: LG
  Str 16
  Dex 15
  Con 16
  Int 10
  Wis 17
  Cha 14
  -/+1 damage
  -1 AC
  +2 HP
  --
  2/2/1 bonus spells
  +10 reaction
  Level: 1
  HP: 10
  AC: 3 (5 rear)
  Armor: chain mail and shield / Move: 90’
  Base number to hit AC 0: 20
  Saving throws:
  Rod/Staff/Wand
  Breath Weapon
  Death/Paralysis/Poison
  Petrify/ Polymorph
  Spell
  14
  16
  10
  13
  15
  Weapons: heavy warhammer (D 1d6+1), throwing hammer x3 (D 1d4+1)
  Standard pack: Set of clothes; boots, heavy; backpack; 1 week rations, standard; 50’ rope; hammer; 10 iron spikes; lantern, hooded;
  5 torches; flint and steel; 2 flasks oil; 2 candles; chalk; bedroll; water skin; 2 pouches, belt, large; 2 sacks, large; holy symbol.
  Languages: Common, LG, dwarf, gnome, goblin, kobold, orc
  Ammunition: 3 throwing hammers
  °°°
  Special: turn undead, +4 save vs. magic & poison, infravision 60’, +1 to hit goblinoids*, -4 to be hit by giants*, stone sense*
  Spells:
  Level
  Slots
  Spells
  First Level
  Second Level (at Level 3)
  Note: Spell choice is left to the player
  PLAYER NOTES:
  *For a full explanation of this ability, please refer to the OSRIC manual, or another reference manual of your choice.
  GM’s note: If running this PC at 2nd or 3rd level, add 1d8 + 2hp/level and adjust the spells known.
  © Louis Kahn / Starry Knight Press 2019. All rights reserved. This chart may not be reproduced, copied or distributed for commercial use. Permission is granted to purchasers to print and copy this chart for personal use only.
  
  7
  Halfling, Thief, Age: 42, Al: NG
  Str 13
  Dex 18
  Con 16
  Int 13
  Wis 11
  Cha 13
  --
  -4 AC/+3 missile
  +2 HP
  --
  --
  +5 reaction
  Level: 1
  HP: 8
  AC: 3 (7 rear)
  Armor: studded leather armour / Move: 90’
  Base number to hit AC 0: 20
  Saving throws:
  Rod/Staff/Wand
  Breath Weapon
  Death/Paralysis/Poison
  Petrify/ Polymorph
  Spell
  14
  16
  13
  12
  15
  Weapons: short sword (D 1d6) and sling (D1d4+1)
  Standard pack: Set of clothes; boots, heavy; backpack; 1 week rations, standard; 50’ rope; hammer; 10 iron spikes; lantern, hooded;
  5 torches; flint and steel; 2 flasks oil; 2 candles; chalk; bedroll; water skin; 2 pouches, belt, large; 2 sacks, large; thieves’ tool
  Languages: Common, NG, thieves’ cant, dwarf, gnome, goblin, kobold, orc
  Ammunition: 24 sling bullets
  °°°°°°°°°°°°°°°°°°°°°°°°
  Special: backstab (double damage), +4 save vs. magic & poison, infravision 60’, surprise*, +3 to hit with bow/sling*
  Thief skills:
  Climb Walls
  Find Traps
  Hear Noises
  Hide in Shadows
  Move Quietly
  Open Locks
  Pick Pockets
  Read Languages
  65%
  35%
  15%
  45%
  45%
  45%
  50
  1%
  PLAYER NOTES:
  *For a full explanation of this ability, please refer to the OSRIC manual, or another reference manual of your choice.
  GM’s note: If running this PC at 2nd or 3rd level, add 1d6 + 2hp/level and adjust thief skills.
  © Louis Kahn / Starry Knight Press 2019. All rights reserved. This chart may not be reproduced, copied or distributed for commercial use. Permission is granted to purchasers to print and copy this chart for personal use only.
  
  8
  BONUS PLAYER CHARACTER: This is the player character which was used to play-test this module and it is provided for you to 
  use and enjoy. You may find the adventure slightly easier with a warrior with better saving throws who can self-heal.
  Human, Paladin, Age: 22, Al: LG
  Str 18/73
  Dex 16
  Con 16
  Int 13
  Wis 14
  Cha 17
  +2 to hit/+3dam
  -2 AC/+1 missile
  +2 HP
  --
  --
  +30 reaction
  Level: 1
  HP: 12
  AC: 3 (5 rear)
  Armor: chain mail and shield / Move: 90’
  Base number to hit AC 0: 20
  Saving throws:
  Rod/Staff/Wand
  Breath Weapon
  Death/Paralysis/Poison
  Petrify/ Polymorph
  Spell
  14
  15
  12
  13
  15
  Weapons: longsword (D 1d8), dagger (D 1d4) and longbow (D 1d6)
  Standard pack: Set of clothes; boots, heavy; backpack; 1 week rations, standard; 50’ rope; hammer; 10 iron spikes; lantern, hooded;5
  torches; flint and steel; 2 flasks oil; 2 candles; chalk; bedroll; water skin; 2 pouches, belt, large; 2 sacks, large; holy symbol
  Languages: Common, LG
  Ammunition: 24 arrows
  °°°°°°°°°°°°°°°°°°°°°°°°
  Special: cure disease (3x week); detect evil (60’ radius); protection from evil (10’ radius); lay on hands (2hp/level, 1x day); 
  turn undead (at Level 3]
  PLAYER NOTES:
  GM’s note: If running this PC at 2nd or 3rd level, add 1d10 + 2hp/level, and adjust the saving throws and base to hit number.
  © Louis Kahn / Starry Knight Press 2019. All rights reserved. This chart may not be reproduced, copied or distributed for commercial use. Permission is granted to purchasers to print and copy this chart for personal use only
  
  9
  APPENDIX B: Map of Cùirn Dhubh in Dùn Bhriste
  This map depicts the village of Cùirn Dhubh (Black Cairn in Common), which lies just inland from the coast in the 
  southwestern region of the city-state of Dùn Bhriste (The Shattered Fort in Common). It lies just south of the village of 
  Dùn Mara, and just east of the village of Dùn Loachas (Fort Valour in Common). All of these lands are under the protection 
  and control of the Lord of Dùn Bhriste, who dwells in a formidable castle which rises above the fair city of the same name, 
  many miles to the north of this small border village. The maze where this adventure takes place is located in the foothills, 
  a mere three miles distant from Cùirn Dhubh. The map indicates geography, local settlements, defenses, and areas for 
  further exploration: each hex equals 3 miles. A map legend is included for reference.
  Cùirn Dhubh
  Legend
  
  10
  LEGAL
  Licenses
  OPEN GAME LICENSE version 1.0a
  1. Definitions:
  (a) "Contributors" means the copyright and/or trademark owners who have contributed Open Game Content;
  (b) "Derivative Material" means copyrighted material including derivative works and translations (including into 
  other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, 
  compilation, abridgment or other form in which an existing work may be recast, transformed or adapted;
  (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise 
  distribute;
  (d) "Open Game Content" means the game mechanic and includes the methods, procedures, processes and 
  routines to the extent such content does not embody the Product Identity and is an enhancement over the 
  prior art and any additional content clearly identified as Open Game Content by the Contributor, and means 
  any work covered by this License, including translations and derivative works under copyright law, but 
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  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open 
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  5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You 
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  exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and 
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  some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not 
  Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure 
  such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this 
  License.
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only 
  to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Reference 
  Document Copyright 2000, Wizards of the Coast, Inc; Authors Jonathan Tweet, Monte Cook, Skip Williams, based 
  on original material by E. Gary Gygax and Dave Arneson.
  Acknowledgements: Cùirn Dhubh and Environs (p. 1) and Map of Cùirn Dhubh in Dùn Bhriste and Legend (p. 9) 
  were created using HexographerTM by Inkwell Ideas.
  Artwork Attribution
  Blackie Carbon: p. i (mystic tentacle border).
  Rick Hershey back cover (spikejump) (Publisher’s Choice 
  Quality Stock Art, ©Rick Hershey/Fat Goblin Games)
  Dyson Logos: p. ii (cartography).
  Daniel Walthall: p. 2 (backpack pick and rope), 3 (fallen 
  adventurer; and scroll, modified), and 11 (medusa).
  Louis “sirlou” Kahn: cover and frontispiece (“Endless Lair” 
  image), p. ii (one dungeon tile), and maps and legends 
  [p. ii, Map Legend; 1, Fig. 1: Cùirn Dhubh and Environs; 
  and 9, Appendix B: Map of Cùirn Dhubh in Dùn Bhriste, 
  and Legend).
  
  11
  Is the newest edition missing the mark for you?
  If you’re like us, you yearn for the days of yore!
  Or maybe you’re new to the role-playing 
  hobby, you’ve heard about the huge legacy of 
  old adventures and rules systems and your 
  interest is piqued. Regardless of your OSR 
  experience, you’re in luck, because we live to 
  serve your “Old School” gaming fix! 
  Whether you’d like to try a Basic adventure 
  from the early days of fantasy gaming, a 1E 
  adventure from the foundational period of role-
  playing games, or a 2E adventure from the 
  height of the original RPG craze…we’ve got 
  you covered.
  Starry Knight Press meets your retro-gaming 
  needs by providing high quality, brand new 
  adventures for retro gaming rules systems. Our 
  products are made to the highest standards. 
  Each of our products is painstakingly hand 
  crafted to provide you with the original play 
  experience of the older editions of the world’s 
  most popular fantasy role-playing game!
  We do things the “Old School” way, our printed 
  products come with an original-style detached 
  cover with maps printed on the inside covers. 
  The booklets contain fully detailed adventures 
  replete with classic style illustrations from 
  established and new artists! Our works can be 
  used alone, as they’re complete worlds unto 
  themselves, or can fit in seamlessly with the vast 
  amount of content from the 1970’s and 1980’s.
  We also expand those universes by including new monsters, classes, races and magical gear to continue your adventures! 
  Another plus is that our games are appropriate for gamers of all ages and types: from harried adults who love to play but 
  don’t have time to write their own adventures to folks who want a detailed framework upon which to expand to busy 
  families who still want to make time for family game night!
  With over twenty-five published supplements from Starry Knight Press you’ll be transported back to the heyday of 
  “Old School” gaming in no time flat! So pull out those dice, sharpen those pencils and get out the minis…it’s game night!!
  Starry Knight Press
  starryknightpress.com
  
  12
  You have heard tales of the maze which lies near Cùirn Dhubh.
  Many enter seeking their fortunes within its halls; few make it out.
  Will you tempt fate and test your mettle against the Endless Lair?
  This supplement is only one of the many exciting role playing aids we create for 
  Old School gamers, designed for use with Basic, First Edition, and Second Edition rules. The 
  playing aids we currently have for use with these systems include the following:
  SO1 Eternal Knight
  SO11 Mad Madrigan’s Maze
  SR1 Zero Level Player Rules
  SC1 Wondrous Adventures
  SO2 Clash at Fort Valour
  SO12 Return of Krampus
  SR2 The Anti-Paladin
  SC2 Amazing Journeys
  SO3 Wycked Summons
  SO13 Shrine of Sacrifice
  SR3 Knightly Tournaments
  SC3 Tales from The Dales
  SO4 Wayward Maiden
  SCAI.1 Cavalier Attitude
  S1 The Harquebusier
  SCA1 Best of Cavalier Attitude
  SO5 Krampusnacht
  SCAI.2 Cavalier Attitude
  S2 Delver’s Delights
  SUPB1 The SUP Bundle
  SO6 Barrow of Blood
  SCAII.1 Cavalier Attitude
  S3 The Way O’ The Fae
  SKHB1 The Holiday Bundle
  SO7 Shrine of the Titans
  SCAII.2 Cavalier Attitude
  S4 The Mines of Mayhem
  SM1 Krampus for OSR
  SO8 Sea Hag’s Folly
  SCAII.3 Cavalier Attitude
  SK1 The Corrupt Temple
  SX1 2019 SKP Calendar
  SO9 Down the Wishing Well
  SCAII.4 Cavalier Attitude
  SK2 Scoundrel’s Run
  SX2 2019 SKP Catalog
  SO10 The Pumpkin Man
  SCAIII.1 Cavalier Attitude
  SCh1 The Purloined Pachyderm
  Starry Knight Press
  ©2019 Louis Kahn
  starryknightpress.com
  Made in the U.S.A.
  
SOURCE: textdata/thevault/Old School Revival (OSR(ic))/Solo/The Endless Lair by Louis Kahn [Solo].pdf