TEXT: TEMPLE OF THE GHOUL
  by H. John Martin
  with illustrations by Alex Cook & maps by Tim Hartin
  An OSRIC™-Compatible Adventure for a Party of 3 to 5, Levels 1–2
  Something has been pillaging farms and leaving no living thing behind. Merchants have 
  disappeared on the roads and the Tinker now refuses to make his circuit. All of this 
  trouble started when a party of adventurers went to investigate the old temple on the 
  hill. Five adventurers went up the hill to Lilanora’s temple and never returned. Who will 
  follow those foolhardy five and discover what danger lies beneath the temple ruins?
  Rended Press 
  Stock Number 01
  HJM 1
  
  Temple of the Ghoul
  by H. John Martin
  compiled, edited, and further embellished
  by Matthew W. Schmeer
  An OSRIC-Compatible Adventure
  Designed for a Party of 3 to 5, Levels 1–2
  originally developed in the
  Dragonsfoot.org Workshop Forum
  DM’s Info
  This adventure was written for a group of 3 to 5 
  adventurers of level 1–2 without a cleric. It might 
  work for a solo cleric of level 3–4. Obviously a 
  small party having a cleric along vastly increases 
  its chance of success; if one is present in the party, 
  consider adding more undead monsters to some 
  encounters. Also, if the party is of higher than 1st 
  or 2nd level, consider making the Large Spider in 
  Undertemple Area 1 a Carrion Crawler or some 
  other more challenging monster, and also 
  doubling the number of Giant Rats in 
  Undertemple Area 4.
  For random encounters on the journey to the 
  temple, use any suitable Random Encounter Table 
  from your campaign.
  No random encounters occur on the first level of 
  the temple.
  On the second level, use the Random Encounter 
  Table at the end of the adventure. If the Ghoul is 
  encountered randomly, determine where he is 
  located using information presented at the end of 
  the table. If the Ghoul is not near the adventurers, 
  no interaction is possible. If the Ghoul is slain, he 
  will not reappear, but do not let the party know 
  that. 
  Lilanora herself is fashioned as between Chaotic 
  Neutral and Neutral Good. Do whatever you want 
  with her or replace her. Any god or goddess that 
  leans toward goodness even slightly more than 
  evil would suffice.
  During play, the following situations may arise: 
  1. The party may want to investigate the last farm 
  raided while they wait for Fred to come back from 
  escorting the Tinker. Using a Wilderness 
  Encounter Table of your choice might help keep 
  the party on track.
  2. No description for the grounds of the temple 
  outside of the building itself is provided herein. Be 
  prepared to describe the surroundings in a 
  suitable spooky manner.
  3. For 4 first level PCs,  the 10 Stirges in Area 2 of 
  the Temple Level may result in a total party kill. 
  Adjust accordingly.
  4. The Meditation Pool in Area 3 of the Temple 
  Level might be too powerful and too weak. If a 
  cleric with appropriate spells is in the party, 
  consider consider making the Bless and Potion of 
  Healing effects limited to once per day and don't 
  allow the effects to function outside of the temple. 
  And consider making the Potion of Healing a 
  one-time use at full strength version instead of 1/2 
  strength and unlimited.
  Adventure Background
  For the Players 
  The PCs find themselves stranded in a small town 
  with no job and no prospects. The locals seem 
  unfriendly and some are actively hostile. Cocky 
  PCs may find themselves in lockup after a bar 
  fight, but diplomatic PCs will have no trouble if 
  they buy a round or two. After a day or three 
  drinking in the common room, the town has 
  Temple of the Ghoul:  An OSRIC™-Compatible Adventure
  2
  
  warmed up to them and the PCs begin hearing the 
  local tale of woe.
  It seems that of late some kind of raider has been 
  pillaging outlying farms and leaving no living 
  thing behind. On one occasion men sent to watch 
  a farm to see if they could catch the raider in the 
  act were themselves taken. Merchants have 
  disappeared on the roads and the Tinker refused 
  to make his circuit in the upcountry unless the 
  town Marshal went with him. All of this trouble 
  started when a party of adventurers went to 
  investigate the old temple on the hill. All anyone 
  in town knows is that a party of five adventurers 
  went up the hill to the old temple of Lilanora (CN 
  Goddess of Peace, Love, Happiness and 
  Brotherhood [think hippy goddess]) and never 
  returned. The temple was abandoned about the 
  same time as the fall of the Empire (60–70 years 
  ago) and has been unoccupied since. The last high 
  priest was never seen to leave the temple, but no 
  one would go past the Inner Sanctum to look for 
  him when he did not appear.
  When the Marshal returns he introduces himself 
  as Fred and, though he is missing a leg, it is clear 
  he is not to be trifled with (7th level fighter; hp 62; 
  AC 5; DEX 6 due to missing leg). Still formidable 
  when mounted, Fred is not mobile enough afoot 
  to go dungeon delving, so he can’t investigate the 
  troubles himself. Fred blames the current trouble 
  on something stirred up by adventurers and if the 
  PCs won’t try and clear it up, they will have to 
  move on. An old map of the temple’s upper level 
  can be provided, but no one knows what lies 
  below.
  DMs Only
  When the Church found it necessary to close the 
  Temple, the last High Priest, Loran, had a 
  problem. There was a prisoner being held in the 
  Temple, a priest of Malrog (God of the 
  Undead)who had been troubling the area. Though 
  worshippers of Lilanora dislike confinement of 
  any kind, they hate necromancers even more. No 
  other facility was available to confine the evil 
  priest, so Loran had taken on the chore. The dark 
  priest was being kept bound and gagged in a 
  closet off of the kitchen. A paladin was due to 
  escort the fiend back to the provincial capital, but 
  he would not arrive for a week or more. Loran 
  had the acolytes and under priest prepare the 
  temple for closure and then sent them on ahead to 
  the capital. He stayed behind to hand over the 
  prisoner, but the paladin never arrived (she had 
  fallen in battle on the road) and after three weeks 
  of waiting Loran was preparing to move on, 
  escorting the prisoner alone. One night, returning 
  to the Sanctum to pray and preoccupied with 
  worries, Loran was attacked by a Large Spider that 
  had climbed down the chimney in search of prey. 
  His spells used in binding the prisoner and 
  seeking the late paladin, Loran had no defense but 
  the strength of arms. Alas, that had never been his 
  strong suit and, being at home, he was not armed 
  or armored for battle. The spider killed Loran. In 
  time the evil priest held prisoner in the pantry was 
  driven mad by hunger and eventually starved to 
  death—his evil died with him.
  The necromancer rose as a Ghoul, but was unable 
  to break free from the bonds that held it, until the 
  day a party of adventurers came looking for 
  treasure to loot from the abandoned temple and 
  tried to steal the fine magical ropes binding the 
  gaunt corpse in the kitchen closet.
  Since killing and eating the adventurers, the 
  Ghoul has been raiding the countryside at night 
  for prey (hence the trail) and defacing the temple. 
  It still cannot abide the light in the Scriptorium or 
  the lingering Holiness in the Pool, so it moves 
  through those areas quickly.
  Temple of the Ghoul:  An OSRIC™-Compatible Adventure
  3
  
  Level 1: Temple Level
  1. Temple Portico
  This area is over 100* feet long with five massive 
  pillars on either side of a ten foot wide entrance. 
  The pillars were once richly decorated with 
  religious scenes matching the fresco over the door 
  but have been defaced by some malign group or 
  entity. There is blood, some fresh and some old, 
  smeared over the pillars and frescoes in vaguely 
  disturbing patterns that almost seem to be writing. 
  Feces is piled hither and yon and smeared on the 
  pillars and walls as well. A dead dog lies in the 
  doorway, its entrails draped over the stairs.
  2. Foyer
  This foyer is 50* x 30* and bounded by massive 
  pillars with the exit at the top of a flight of stairs 
  opposite the entry. The desecration noted outside 
  continues here, with blood and fecal matter 
  smeared over once beautiful frescoes on the walls 
  and pillars. A murder of Stirges nest in the rafters, 
  usually sleeping during the day. By day, any loud 
  noise certainly awakens them and provokes an 
  attack. Normal noise has a 66% chance of 
  drawing an attack and sneaking through the room 
  a 50% chance. By night, there is a 30% chance 
  that the Stirges are present; if present, they will 
  attack. 
  Stirges (10): HD 1+1; hp (9, 8, 7, 5, 5, 5, 5, 4, 3, 
  2); AC 8; #AT 1; Dmg 1d3 +blood drain.
  If searched, the nest contains 30SP, 40GP and a 
  fine silver and jade necklace worth 100GP. The 
  clutter on the floor conceals a Potion of Healing.
  3. The Meditation Pool
  After the desecration of the Portico and Foyer, this 
  room feels clean and pure though in fact it is as 
  filthy as the first two areas. The water in the pool 
  is clean and clear and anyone peering into the 
  pool feels peace and relaxation pour over them. 
  Anyone drinking from the pool gains the benefit 
  of a Bless spell and a weak Potion of Healing 
  effect (heals d3 hp). In addition, the water will 
  function as Holy Water. If removed from the 
  temple, the magic fails. If the inscriptions on the 
  walls are deciphered (1-3 rounds for any literate 
  character) only the Holy Water functions of the 
  Pool’s waters will be clear. Two archways lead out 
  of the room across from the entrance.
  4. Sanctum
  The stairs from the room of the Pool lead into the 
  Sanctum, a 50* x 50* room dominated by a large 
  (20’) idol of Lilanora flanked by unlit braziers. The 
  room is richly decorated with gilt carvings and 
  stonework, but there are several places where 
  decorations are obviously missing. Statues seem 
  to be absent from their niches and gems from their  
  settings. The idol is draped with dead animals, 
  humanoids and people, the smell is overpowering 
  (Save vs. Poison or vomit uncontrollably for d2 
  turns) and the blood and feces are smeared all 
  over the room. A crude rendering of Malrog’s
  (un)holy symbol is scrawled on the floor. Anyone 
  standing in the symbol—to examine the idol for 
  instance—suffers a Curse (reversed Bless). A door 
  on either side of the altar leads into the temple.
  5. Priest’s Robing Room
  This long U-shaped hallway is lined with cabinets 
  and benches; a full length mirror is located next to 
  each door. The cabinets contain little other than 
  random cleaning supplies and ragged bits and 
  pieces of Priestly Vestments. If searched carefully, 
  one drawer may (66%) be found to contain a 
  scroll of Protection from Undead. The mirrors, if 
  removed, are worth 30GP each. 
  6. Inner Hall
  This room was little more than a quiet space for 
  meetings and the passage to the chambers below 
  the temple. There is filth everywhere here, and a 
  clear path to the stairs descending to the 
  Undertemple. The two doors to rooms A and B are 
  Temple of the Ghoul:  An OSRIC™-Compatible Adventure
  4
  
  not concealed precisely, but are hard to notice. 
  Elves get 5 in 6, everyone else gets 3 in 6 to 
  discover them. They are also locked.
  A. Shelves line this small room and small casks 
  and bottles are neatly arranged there. The casks 
  and bottles contain various wines and liquors. 
  Some have gone bad (all of the ales are nasty) but 
  most are still potable. Hidden among them is a 
  Potion of Healing (3 doses) and a Potion of 
  Levitation in labeled bottles. Many of the bottles 
  are empty, with stoppers and would be suitable 
  for filling in the pool.
  B. Shelves and cabinets line this small room. Four 
  lamps (bull’s-eye type) may be found here and 
  small barrels of oil to fill them. Also sacks of 
  charcoal for the braziers in the Sanctum are stored 
  here. Hanging on a hook on the back of the door 
  is a set of keys. The keys unlock the door to Areas 
  11 and 12 below.
  Level 2: Undertemple
  1. Common Room
  Moldy chairs and tables draped with spider webs 
  dot this room and a fireplace is on each wall. The 
  fireplace on the west wall is also draped with 
  spider webs and if searched a large spider will 
  attack.
  Large Spider (1): HD 1+1; hp 6; AC 8; #AT 1; 
  Dmg 1 +poison (Save at +2)
  A dead spider rests atop one table and if the room 
  is carefully searched a dead human can be found, 
  dressed in priests robes and wrapped in spider 
  silk. It is the former head priest, Loran, who met 
  his end here as the first spider moved into the 
  chimney. Loran is wearing a Ring of Protection 
  +1 and a Ring of Truth. On his belt are a ring of 
  keys to his desk, the closets in Area 6 upstairs, 
  and the chest in Area 12 on this level.
  2. Office
  This is the private office of the head priest. The 
  door is locked and the desk drawers are trapped. 
  If the trap is triggered, everyone in the room is 
  affected by a Sleep spell, but they are allowed a 
  Save. If the PCs are all affected or if they wait for 
  the spell to wear off here, roll a d12 for each 
  passing round; on a 1 the ghoul from area 9 has 
  found them. No other wandering monster checks 
  need be made, as the room was warded from 
  minor vermin (no monster less than 1+1 HD can 
  enter the room).
  The desk drawers contain correspondence 
  between the head priest and the main temple in 
  the provincial capital discussing his pending 
  retirement and closing the temple until another 
  priest can be sent. Other correspondence is 
  addressed to and from the Marshal of the district, 
  concerning a prisoner being kept magically bound 
  in the temple. The prisoner’s offenses are never 
  listed, but several ominous sounding hints are 
  Temple of the Ghoul:  An OSRIC™-Compatible Adventure
  5
  
  dropped. On the desk is the priest’s diary, with the 
  same information. Also in the diary is the 
  information that the priest is hiding all of the 
  temple’s valuables somewhere and will leave as 
  soon as he is done.
  3. Library
  Works of history and theology line the shelves in 
  this room. The whole collection is worth perhaps 
  5,000GP, but bulks over 100,000GP and is nearly 
  impossible to move. One tome is titled Ecology of 
  the Common Ghoul; tucked inside is a scroll of 
  Protection from Undead.
  4. Armory
  This room has partially collapsed, making footing 
  treacherous. Weapon racks line the east wall, but 
  nothing but clubs fill them. One ornately carved 
  cudgel glows very faintly. It is a Club +1 (+2 vs. 
  Skeletons). Several giant rats nest in the debris on 
  the west wall, and will attack if disturbed.
  Giant Rats (5): HD ½; hp (4, 2, 2, 1, 1); AC 7; #AT 
  1; Dmg 1d3 +disease (5% chance per bite).
  The nest contains no treasure.
  5. Scriptorium
  Magical light fills this room, illuminating two 
  benches before large desks. Numerous pigeon 
  holes above each desk contain scraps of 
  parchment and papyrus. Inkwells and quills are 
  scattered about, the whole covered with dust. A 
  path through the center of the room is well 
  defined in the dust, blood and other fluids mark 
  the path as well. If searched carefully several 
  Clerical scrolls may be found: Protection from 
  Lycanthropes, Cure Light Wounds x2, and Detect 
  Evil (all on separate scrolls) and one large scroll of 
  Bless, Cure Light Wounds, Detect Evil, and 
  Protection from Evil. The last scroll is well hidden 
  and will only be found if the room is searched for 
  at least 2 turns and then only a 50% chance is 
  gained. Check once for each searching PC, twice 
  for each Cleric. Each of the separate scrolls was 
  an initiate’s practice work and has a 33% chance 
  of failing and a 10% chance of having the reverse 
  effect.
  6. The Hall of Idols
  This 60' long hall is lined with niches containing 
  statues of saints of Lilanora. Hiding behind each 
  statue is a skeleton. There is no treasure.
  Skeleton (6): HD 1; hp (7,6,5,5,4,3); AC 7; #AT 1; 
  Dmg 1d6
  7. Holy of Holies
  Missing statues clearly should be on small tables 
  in the left and right niches. The trail of blood and 
  footprints continues to the far wall, doubling 
  chances to find the secret door.
  8. Refectory
  An obscene feast has been consumed in this 
  room. Blood and bones cover every table. The 
  previous adventuring party met their end here and 
  most of their equipment can still be found here. 
  Any common adventuring gear may be found, but 
  any weapons or armor carried has been destroyed 
  with the exception of a Shield +1. Two Skeletons 
  and four Crawling Corpses attack anyone entering 
  the room.
  Skeleton (2): HD 1; hp (6,4); AC 7; #AT 1; Dmg 
  1d6 
  Crawling Corpse (4): HD 1; hp (6,5,4,2); AC 9; 
  #AT 1; Dmg 1d6
  Scattered clothing and packs conceal the treasure 
  carried by the victims of the undead horde. 
  951CP, 427SP, 119EP, 37GP, 9PP.
  9. Lair of the Ghoul
  This 40' x 50 ' room was once the kitchen and 
  pantry for the temple. Now it is filled with a 
  terrible reek (Save vs. Poison or retch 
  uncontrollably) and the remains of the Ghoul’s 
  foul meals. If not encountered elsewhere, the 
  Ghoul will be here and will attack as soon as the 
  Temple of the Ghoul:  An OSRIC™-Compatible Adventure
  6
  
  PCs enter the room.
  Ghoul (1): HD 2; hp 12; AC 6; #AT 3; Dmg 1d3, 
  1d3, 1d6 +paralysis.
  Treasure: large leather sack with 1,000EP. Careful 
  searching of the gore will reveal 1 100GP 
  diamond.
  10. Initiate’s Dormitory
  Ten pallets with chests fill this room. The whole 
  area has been thoroughly trashed, pallets broken 
  and chests thrown all about the room. The stout 
  door on the other side of the room has been 
  battered and scarred, but does not seem to have 
  admitted whoever ransacked this room.
  11. Lesser Priest’s Bedroom
  Two beds, two armoires, and two chests are in this 
  room. Rugs are rolled up along the walls and the 
  beds are bare. The chests and armoires are empty. 
  Clearly the occupants of this room left in an 
  orderly fashion. The far door is locked and 
  trapped (Sleep Gas Trap,  same as the high priest’s 
  desk).
  12. High Priest’s Bedroom
  This room is a mad treasure trove. Bags of gems 
  and precious stones are piled around fine statues 
  and works of art. Tapestries are hung everywhere 
  and carpets and rugs are rolled up against the 
  walls. The temple’s altar works and utensils are 
  kept in a locked chest (Poisoned Pin Trap). Any 
  PC taking anything of value from this room will be 
  Cursed by Lilanora. Minor magic items and 
  anything found in Areas 8 and Area 9 do not 
  trigger this curse. DMs should consider forcing an 
  alignment change on any good aligned PCs who 
  even seriously consider this.
  Epilogue
  If the PCs succeed in killing the Ghoul they have 
  succeeded in their quest and will be rewarded by 
  Lilanora’s temple when they hear of the deed. 
  Fred will send word, but it will take at least d6 
  weeks for the reward (600SP, 1d4x100GP and 
  1d4x10PP) to arrive in custody of a 3rd level 
  cleric of Lilanora and his entourage, a 1st level 
  fighter and ten 0th level men-at-arms.
  If any good aligned character decides to clean up 
  the temple, the task will take d4 weeks divided by 
  the number or helpers, and when completed all 
  participants should be awarded 1,000 XP to 
  divide between them. Any good aligned cleric 
  who conducts a ceremony (worship in the name 
  of Lilanora, marriage, coming-of-age, betrothal, 
  etc.) in the cleaned temple will be rewarded by 
  Lilanora herself manifesting to re-consecrate her 
  temple and 1,000 XP.
  Clerics who insist on proper burial for the 
  deceased  (Loran the High Priest, any deceased 
  PC, and even the Ghoul itself) will earn an 
  additional 500 XP from Lilanora (total, not per 
  burial). Those clerics who also take time to 
  perform other rites when asked by PCs or NPCs 
  should get paid for these ceremonies as well, 
  normally in the 5GP–15GP range.
  Temple of the Ghoul:  An OSRIC™-Compatible Adventure
  7
  
  Level 2 Random Encounter Tables
  Random Encounters (Day)
  1 
  Skeleton (d2) HD 1; AC 7; #AT 1; Dmg 
  1d6
  2 
   
  Giant Rat (d6) HD ½; AC 7; #AT 1; Dmg 
  1d3 + disease (5% chance per bite)
  3 
   
  Green Slime HD 2; AC 9; #AT 0; Dmg nil 
  4 
   
  Crawling Corpse (d2) HD 1; AC 9; #AT 1; 
  Dmg 1d6
  5 
   
  Large Spider (d2) HD 1+1; AC 8; #AT 1; 
  Dmg 1 +poison (Save at +2)
  6-11 
  Spooky Noises Rattling chains, scraping 
  claws, a banging battering noise distant or 
  close try and freak them out a bit
  12  
  Ghoul HD 2; hp 12; AC 6; #AT 3; Dmg 
  1d3, 1d3, 1d6 + paralysis  (see note)
  Note:  During the day, the Ghoul will be in its lair 
  50% of the time, in the Refectory 30% and 
  battering the door to Area 11 20%.  Example: The 
  DM rolls for random encounters and gets a 1 on 
  d12, indicating an encounter. He then rolls 
  another d12 and gets a 12, indicating the Ghoul. 
  He then rolls d% and gets a 55 indicating the 
  Ghoul is in the Refectory. As the party is currently 
  in the High Priest's office, no encounter is 
  possible.
  Random Encounters (Night)
  1 
  Skeleton (d4) HD 1; AC 7; #AT 1; Dmg d6
  2 
  Crawling Corpse (d4) HD 1; AC 9; #AT 1; 
  Dmg 1d6
  3 
  Large Spider (d2) HD 1+1; AC 8; #AT 1; 
  Dmg 1 +poison (Save at +2)
  4 
  Spooky Noises Rattling chains, scraping 
  claws, a banging battering noise distant or 
  close try and freak them out a bit
  5-12 
  Ghoul HD 2; hp 12; AC 6; #AT 3; Dmg 
  1d3, 1d3, 1d6 +paralysis (see note)
  Note:  At night the Ghoul will be roaming and 
  there is a 66% chance every turn that it will have 
  found any party in the Temple and is preparing to 
  attack in the next turn.
  Temple of the Ghoul:  An OSRIC™-Compatible Adventure
  8
  
  Player’s Map
  Temple of the Ghoul
  Level 1: Temple Level
  Temple of the Ghoul:  An OSRIC™-Compatible Adventure
  9
  
  Temple of the Ghoul
  Level 1: Temple Level
  Temple of the Ghoul:  An OSRIC™-Compatible Adventure
  10
  
  Temple of the Ghoul
  Level 2:  Undertemple
  Temple of the Ghoul:  An OSRIC™-Compatible Adventure
  11
  
  License & Copyright Notices
  INTRODUCTION
  The Temple of the Ghoul (hereinafter “the Module”) is based on the System Reference 
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  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 v1.0a Copyright © 2000, Wizards of the Coast, Inc.
  System Reference Document 3.5 Copyright © 2000-2003, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich 
  Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original 
  material by E. Gary Gygax and Dave Arneson. 
  OSRIC™ Copyright © 2006–2010, Stuart Marshall and Matthew Finch.
  Maps used in this module Copyright © 2009-2010, Tim Hartin (http://paratime.ca/), used with 
  permission under the terms of a Creative Commons Attribution-Noncommerical-Share Alike 
  2.5 Canada license.
  Module text Copyright © 2009–2010, H. John Martin.
  Design & Layout Copyright © 2010, Rended Press & Matthew W. Schmeer. Rended Press is an 
  imprint of Poetry Midwest. Direct all inquires to editors@poetrymidwest.org.
  Front cover and interior illustrations Copyright © 2010, Alex Cook.
  Back cover artwork Copyright © 2010, Matthew W. Schmeer, based upon images at <http://
  www.nasaimages.org/luna/servlet/detail/nasaNAS~12~12~64250~168700:-Galactic-Ghoul--
  Rears-Its-Spooky-H>, which is in the public domain, and <http://frank.itlab.us/photo_essays/
  small/dec_27_6065_temple_ruins.jpg>, used under a Creative Commons Attribution-
  Noncommerical-Share Alike 3.0 United States license.
  END OF OPEN GAME LICENSE
  In addition to the Open Game License outlined above, this entire document is protected by a 
  Creative Commons Attribution-Noncommerical-Share Alike 3.0 United States 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 OSRICTM 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.
  END OF LICENSES
  This publication may be freely distributed in its entirety, provided it is not modified and no 
  party receives monetary compensation for the direct sale or exchange or the publication, and 
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  Rended Press and in no way makes any challenges to the ownership of said property rights. 
  Enquiries may be sent to: editors@poetrymidwest.org.
  Rended Press is a fan-based imprint used to distribute roleplaying game materials free of 
  charge to the gaming community, and is not affiliated with any roleplaying game manufacturer 
  or distributor.
  All characters appearing in this work are fictitious. Any resemblance to real persons, living or 
  dead, is purely coincidental.
  Temple of the Ghoul:  An OSRIC™-Compatible Adventure
  12
  
  TEMPLE OF THE GHOUL
  BY H. JOHN MARTIN
  WITH ILLUSTRATIONS BY ALEX COOK & MAPS BY TIM HARTIN
  AN OSRIC™-COMPATIBLE ADVENTURE FOR A PARTY OF 3 TO 5, LEVELS 1–2
  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.
  Rended Press 
  ©2010 H. John Martin
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/1st Edition/OSRIC/HJM 1 - Temple of the Ghoul.pdf