TEXT: 1
  A Solo Fantasy Adventure
  Compatible with First Edition and Most Retro-Clones
  Intended for one player character of levels 4 to 6
  Starry Knight Press
  The Endless Lair II
  by
  Louis “sirlou” Kahn
  SSolo2
  
  The Endless Lair II
  by
  Louis “sirlou” Kahn
  A Solo Fantasy Adventure
  Compatible with First Edition and Most Retro-Clones
  Intended for one player character of levels 4 to 6
  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:
  Arrador G.
  Thanks:
  Many thanks to my wife for supporting my “flights of 
  fantasy” and to Louis Zocchi, whose precision dice have 
  taken me on countless random 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
  2
  ADVENTURE HOOK
  2
  TRAVEL TO THE MAZE
  2
  THE ENDLESS LAIR II
  2
  HOW TO PLAY THIS ADVENTURE
  3
  CONCLUDING THE ADVENTURE
  4
  THE MAPS
  THE ENDLESS LAIR II
  ii
  FIG 1. CÙIRN DHUBH AND ENVIRONS
  1
  APPENDIX B: MAP OF CÙIRN DHUBH IN DÙN BHRISTE
  10
  APPENDICES
  APPENDIX A: PRE-GENERATED CHARACTERS
  5
  APPENDIX B: MAP OF CÙIRN DHUBH IN DÙN BHRISTE
  10
  LEGAL
  LICENSES
  11
  ARTWORK ATTRIBUTION
  11
  
  ii
  THE ENDLESS LAIR II
  Scale: 
  = 5 feet
  
  1
  PREFACE
  Hello and welcome adventurers! In your hands is an 
  original and all new solo module for use with OSRIC™ and 
  other old school retro-clones. As a solo adventure, it is 
  meant to be played by one player with no Game Master, 
  and it is designed to be played multiple times, providing 
  different gaming experiences with each play-through!
  In this module, you will take on the role of a worthy 
  adventurer who has chosen to test your mettle against 
  the deeper depths of a world renowned maze. Will you 
  survive to boast of your exploits? Or will you fall, like so 
  many other would-be heroes? Only the Gods can say!
  This module is a sequel to our first solo adventure (SSolo1
  Endless Lair), but you do not have to have played 
  through that module to enjoy this one, and it may be 
  played as a stand alone adventure.
  This adventure was written to be sufficiently generic in 
  setting that it may be placed in any campaign world. 
  Thus, any specific locales or nations discussed are merely 
  for ease of integrating the adventure into the author’s 
  published campaign setting, and may be ignored by the 
  GM in their discretion.
  We hope you enjoy this new solo adventure, that it 
  challenges you, and that it brings you hours of joy!
  Louis “sirlou” Kahn
  June 2019
  FIG 1: CÙIRN DHUBH AND ENVIRONS
  INTRODUCTION: This solo adventure is intended for one 
  player of levels 4 to 6. 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!
  For years would-be heroes have challenged the maze 
  and while most fell, some few hearty and lucky souls have 
  survived. While tight lipped, this brave company has 
  consistently stated that the maze consisted of five 
  separate “sections” leading from the entrance to the exit 
  portal. This fact has been sacrosanct…until now. A worthy 
  champion has returned from the Endless Lair to report the 
  discovery of a new portion of the maze!
  
  2
  It seems this worthy found an expertly hidden, secret
  switch on the wall near the exit portal of the original maze
  (SSolo1 Endless Lair, p. ii, Area 42 on the Endless Lair
  map). The switch had two positions, up and down. When
  they flipped the switch down and entered the exit portal
  they found themselves in a new maze section and not
  outside at the maze entrance, as they expected.
  This poor weary soul had to battle through an entirely
  new maze before reaching another exit portal, which
  then returned them to the outside world! No one knows
  how many other adventurers found this hidden switch
  and were lost in the second maze, as this was the first
  person to ever live through the experience!
  Upon finding themselves outside, this worthy noticed
  something else new, a small panel had appeared in the
  rock face alongside the original entrance to the maze, as
  if by magic. This panel was identical to the one they had
  discovered at the original exit portal, with the same two
  position switch. They surmised the switch would allow
  direct access to this second, deadlier maze if a person
  was willing or foolhardy enough! Trial and error has
  proven this to be true.
  Dare you challenge the new maze, adventurer?
  PREPARING FOR ADVENTURE: This module is intended
  for a single player character of 4th to 6th 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.
  If you are a GM who wishes to run a low level group
  through this adventure (Levels 4-6), you may modify the
  encounter difficulties by increasing the
  number of
  encounters, the number of foes or their hit points.
  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 4th 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.
  The opening of an entirely new maze section only
  increases the allure of the maze to the adventuring set.
  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”, about the
  discovery of a new level of 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 II: This dungeon is identical in design
  to the original Endless Lair (featured in SSolo1 The Endless
  Lair). It 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 40) in the final section. Once you
  successfully complete the maze by travelling through the
  exit portal (Area 40), 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).
  Note: If you own our first solo module (SSolo1 The Endless
  Lair) you may choose to run this new adventure in one of
  two ways: (1) you may flip access the panel at the
  entrance, flip the switch down, and head directly into the
  new maze; or (2) for a greater challenge, you may use
  the entrance as before, then fight your way through the
  original five maze sections, and on reaching the exit
  portal, access the panel there, flip the switch down, and
  then head into the new section. The choice is yours!
  
  3
  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 40). 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 (1d8)
  Roll 
  Encounter Type
  1
  A monster is present, roll on Chart A.
  2
  Teleported 3 rooms forward.*
  3
  Startled by a noise, move on.
  4
  A trap is present, roll on Chart B.
  5
  Empty room.
  6
  Odd smell wafts up, move on.
  7
  Teleported 3 rooms back.*
  8
  A monster is present, roll on Chart A.
  *Note: This teleportation is only within the active maze 
  section. You cannot be teleported farther than the first or 
  last room of the maze section you are presently in.
  Random Encounter Chart (1d12)
  Roll
  Monster
  1
  Troglodyte (AC 5; HD 2, 12hp; D 1d8, longsword)
  2
  Boar (AC 7; HD 3+3, 21hp; D 3d4)
  3
  Mercenary (AC 6; Thief 3, 12hp; D 1d8, longsword)
  4
  Worker ant (AC 3; HD 2, 12hp; D 1d6)
  5
  Mercenary (AC 3; FTR 3, 18hp; D 1d8, longsword))
  6
  2 Kullule (AC 7; HD 1, 6hp; D 1d2/1d2/1d4)
  7
  Lizardfolk(AC 5; HD 2+1, 13hp; D 1d6+1, trident)
  8
  Huge spider (AC 6; HD 2+2, 14hp; D 1d6 +poison)
  9
  Mercenary (AC 4; CL3, 16hp; D 1d6 +1, mace; SA spells*)
  10
  Bugbear (AC 5; HD 3+1, 19hp; D 2d4, morning star)
  11
  Mercenary (AC 6; MU3, 9hp; D 1d6, staff; SA spells*)
  12
  2 Zombies (AC 8; HD 2, 12hp; D 1d8)
  *Note: To determine spell (1x each), roll 1d6 and consult this list:
  
  MU1: 1-2, magic missile; 3-4, shield; or 5-6, mirror image.
  
  CL1: 1-3, curse; 4-6, cause light wounds; or 5-6, silence
  15’radius.
  Chart A: Monster Encounters (1d12)
  Roll
  Monster
  1
  Wererat (AC 6; HD 3+1, 19hp; D 1d8, longsword)
  2
  Giant badger (AC 4; HD 3, 18hp; D 1d3/1d3/1d6)
  3
  Crabfolk (AC 4; HD 3, 18hp; D 1d4/1d4)
  4
  Harpy (AC 7; HD 3, 17hp; D 1d3/1d3/1d6 + charm)
  5
  Carcass creeper (AC 3, head)/7, body; HD 3+1, 19hp; 
  #AT 8, D paralysis)
  6
  Sahuagin (AC 5; HD 2+2, 14hp; D 1d6 spear/1d4 dagger)
  7
  Piercer (AC 3; HD 2, 12hp; D 2d6)
  8
  Mercenary (AC 3; FTR 3, 17hp; D 1d8, longsword)
  9
  Giant toad (AC 6; HD 2+4, 16hp; D 2d4 + leap)
  10
  Volt (AC 3; HD 2+1, 13hp; D 1d4 + blood drain)
  11
  2 Flind (AC 5; HD 2+3, 15hp; D 2d4, broadsword)
  12
  Ghoul (AC 6; HD 2, 12hp; D 1d3/1d6 +paralysis)
  Chart B: Trap Encounters (1d12)
  Roll
  Trap
  1
  20’ pit, pass a DEX check or 2d6.
  2
  Crossbow bolt, save vs poison or take 1d4+1damage.
  3
  Gas trap, pass a CON check or take 2d6 damage.
  4
  Explosive riddle, pass an INT check or 2d4 damage.
  5
  Falling block, pass a DEX check or 2d6 damage.
  6
  Teleporter, back to section start.
  7
  2 vials: healing potion and poison, WIS check to discern.
  8
  Flooded, pass a CON check to swim through or drown.
  9
  Falling portcullis, pass a STR check or 2d6 damage.
  10
  Acid arrow, save vs. spell or 2d4 damage.
  11
  Flaming jets, pass a DEX check or 3d4 damage.
  12
  Magic jar trap, save vs. spells or become soul trapped.
  
  4
  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
  4: +2 weapon
  5: +2 weapon and +2 armour
  6: +2 weapon, +2 armour, and (24) +2 ammunition
  Magic-User
  4: bracers of armour AC 3
  5: bracers of armour AC 3 and +2 dagger
  6. bracers of armour AC3, +2 dagger  and a 
   wand of fire
  Note: Thus, a 4th level fighter receives a longsword +2, 
  and at 5th level they receive a longsword +2 and chain 
  mail +2, and so on. If running this adventure with a group, 
  each group member who completes the maze receives
  a prize, except the deceased carried out by their allies.
  Also note that adventurers may only receive one prize
  upon exiting the maze. Thus, even if you complete both 
  the original maze section (SSolo1 Endless Lair) and this 
  new section, you still only receive a single prize box.
  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 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
  June 2019
  
  5
  APPENDIX A: Pre-Generated Characters
  Human, Fighter, Age: 23, 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: 4
  HP: 42
  AC: 2 (4 rear)
  Armour: chain mail +1 and shield / Movement: 120’
  Base number to hit AC 0: 17
  Saving throws:
  Rod/Staff/Wand
  Breath Weapon
  Death/Paralysis/Poison
  Petrify/ Polymorph
  Spell
  15
  16
  13
  14
  16
  Weapons: longsword +1 (D 1d8+1), 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; potion of healing.
  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 5th or 6th 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.
  
  6
  Elven, Magic-User, Age: 99, Al: CG
  Str 13
  Dex 17
  Con 16
  Int 18
  Wis 12
  Cha 13
  --
  -3 AC
  +2 HP
  --
  --
  +5 reaction
  Level: 4
  HP: 23
  AC: 1 (4 rear)
  Armour: Robes, bracers of armour AC 4 / 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 +1 (D 1d6+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; spell book; potion of healing.
  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
  Third Level (at Level 5)
  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 5th or 6th 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.
  
  7
  Dwarven, Cleric, Age: 43, 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: 4
  HP: 35
  AC: 2 (4 rear)
  Armour: chain mail +1 and shield / Move: 90’
  Base number to hit AC 0: 18
  Saving throws:
  Rod/Staff/Wand
  Breath Weapon
  Death/Paralysis/Poison
  Petrify/ Polymorph
  Spell
  13
  15
  9
  12
  14
  Weapons: heavy warhammer +1 (D 1d6+2), 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; potion of 
  healing.
  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
  Third Level (at Level 5)
  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 5th or 6th 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.
  
  8
  Halfling, Thief, Age: 43, Al: NG
  Str 13
  Dex 18
  Con 16
  Int 13
  Wis 11
  Cha 13
  --
  -4 AC/+3 missile
  +2 HP
  --
  --
  +5 reaction
  Level: 4
  HP: 29
  AC: 2 (6 rear)
  Armour: studded leather armour +1 / 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 +1 (D 1d6+1) 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’ tools; potion of 
  healing.
  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
  71%
  47%
  24%
  60%
  60%
  57%
  62
  10%
  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 5th or 6th level, add 1d6 + 2hp/level and adjust saving throws, base to hit number, and 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.
  
  9
  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: 23, Al: LG
  Str 18/73
  Dex 16
  Con 16
  Int 13
  Wis 14
  Cha 17
  +2 to hit/+3 dam
  -2 AC/+1 missile
  +2 HP
  --
  --
  +30 reaction
  Level: 4
  HP: 42
  AC: 1 (4 rear)
  Armour: chain mail +1 and shield / Move: 120’
  Base number to hit AC 0: 17
  Saving throws:
  Rod/Staff/Wand
  Breath Weapon
  Death/Paralysis/Poison
  Petrify/ Polymorph
  Spell
  13
  14
  11
  12
  14
  Weapons: longsword +1 (D 1d8+1), 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; potion of healing.
  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; paladin’s warhorse
  PLAYER NOTES:
  GM’s note: If running this PC at 5nd or 6rd 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
  
  10
  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
  
  11
  LEGAL
  Licenses
  OPEN GAME LICENSE version 1.0a
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  are distributing are Open Game Content.
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  distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You 
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  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any 
  Contributor unless You have written permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to 
  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. 10) 
  were created using HexographerTM by Inkwell Ideas.
  Artwork Attribution
  Blackie Carbon: p. i (mystic tentacle border).
  Rick Hershey p. 2 (mace7), 4 (WarriorICONdungeon) and 
  back
  cover
  (“trapped
  hallway”
  by Felipe
  Gaona) 
  (Publisher’s Choice Quality Stock Art, ©Rick Hershey/Fat 
  Goblin Games).
  Dyson Logos: p. ii (cartography).
  Daniel Walthall: p. 3 (treasure pile and fallen adventurer), 
  4 (portcullis), and 12 (ankheg).
  Louis “sirlou” Kahn: cover and frontispiece (Starry Knight 
  Press logo and “Endless Lair II” image), p. ii (one dungeon 
  tile), and
  maps
  and legends
  [p. ii,
  Map Legend; 
  1, Fig. 1: Cùirn Dhubh and Environs; and 10, Appendix B: 
  Map of Cùirn Dhubh in Dùn Bhriste, and Legend).
  
  12
  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 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
  
  13
  ADVENTURE NOTES:
  
  14
  A new level has been discovered in the maze near Cùirn Dhubh.
  Will you return to once again challenge 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
  SCAIII.2 Cavalier Attitude
  SC1 Wondrous Adventures
  SO2 Clash at Fort Valour
  SO12 Return of Krampus
  SR1 Zero Level Player Rules
  SC2 Amazing Journeys
  SO3 Wycked Summons
  SO13 Shrine of Sacrifice
  SR2 The Anti-Paladin
  SC3 Tales from The Dales
  SO4 Wayward Maiden
  SCAI.1 Cavalier Attitude
  SR3 Knightly Tournaments
  SCA1 Best of Cavalier Attitude
  SO5 Krampusnacht
  SCAI.2 Cavalier Attitude
  S1 The Harquebusier
  SUPB1 The SUP Bundle
  SO6 Barrow of Blood
  SCAII.1 Cavalier Attitude
  S2 Delver’s Delights
  SKHB1 The Holiday Bundle
  SO7 Shrine of the Titans
  SCAII.2 Cavalier Attitude
  S3 The Way O’ The Fae
  SM1 Krampus for OSR
  SO8 Sea Hag’s Folly
  SCAII.3 Cavalier Attitude
  S4 The Mines of Mayhem
  SX1 2019 SKP Calendar
  SO9 Down the Wishing Well
  SCAII.4 Cavalier Attitude
  SK1 The Corrupt Temple
  SX2 2019 SKP Catalog
  SO10 The Pumpkin Man
  SCAIII.1 Cavalier Attitude
  SK2 Scoundrel’s Run
  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 II by Louis Kahn [Solo].pdf