Session III
The Moathouse Dungeon, Part

The party investigates the stairway leading to a room with an ogre. In the ensuing combat, the ogre is handily dispatched and a few captives freed from his cell/larder. Further investigation of the many corridors in the dungeon turned up zombies (destroyed through clever clerical turning and a shower of burning oil). Another secret door through a not-so-disused torture chamber gave the party access to an even deeper part of the dungeon. A battle with ghouls in a crypt soon followed. The path out lead to a room full of Gnolls who were surprised and routed by the party. The Gnoll leader was captured by magic and was held for questioning. The party decided to retire to the upper works to recuperate from their exertions.

Session II
The Moathouse: Upper ruins

Having determined that the captured brigand’ compatriots were lurking near the village; the group sets out to investigate the ruins of the Moathouse. Battling giant frogs near the gates resulted in the death of the party’s elven archer. In the upper level of the ruins, the party discovered a hastily abandoned camp (and an abandoned prisoner – a Ranger) but no brigands . Giant snakes, lizards, and ticks were found, however, and triumph had. A secret door was found leading into the lower reaches of the complex. The party decided to investigate.

Session I

The group journeys to Homlet, taking the old North Road, and narrowly avoids a large group of bandits busy looting a caravan. Turning the tables, the party was able to ambush a number of brigands – capturing most of them and taking them alive to Homlet to face justice. In Homlet, the party meets some important individuals including the local military commander, the village Druid and priests from the temple of St. Cuthbert.

Welcome to NOVA AD&D
Not so much grognards as nostalgics


A few of us miss it enough to bust out some dusty tomes and bask ourselves in the writing, fantasy, atmosphere, history and mechanics that made AD&D the progenitor of a genre. Do it in STR, INT, WIS, DEX, CON, CHA order again. Get a -3 AC. Cast a Wish spell. Employ hirelings and acquire henchmen.

The first planned campaign is an epic of some the best adventures published by TSR.

  • T1: Village of Homlet
  • T2-4: Temple of Elemental Evil
  • A1: Slave Pits of the Undercity
  • A2: Secrets of the Slavers Stockade
  • A3: Aerie of the Slave Lords
  • A4: In the Dungeon of the Slave Lords
  • S4: The Lost Caverns of Tsojcanth
  • WG4: The Forgotten Temple of Tharizdun
  • G1: Steading of the Hill Giant Chief
  • G2: The Glacial Rift of the Frost Giant Jarl
  • G3: Hall of the Fire Giant King
  • D1: Descent into the Depths of the Earth
  • D2: Shrine of the Kuo-Toa
  • D3: Vault of the Drow
  • Q1: Queen of the Demonweb Pits
    And, oh yeah,
  • S1: Tomb of Horrors

New_Bitmap_Image__283_29m_1_.bmpA later campaign may arise from some of Gygax’s last works with Troll Lords, Yggsburgh and Castle Zagyg.

So prepare to die a quick and brutal death as an unknown who sought his glory and lost when the DM’s merciless dice said it was your time. Or if your luck is strong, ascend to your title level, create a stronghold, explore the planes, and perhaps become immortalized as a living legend in Greyhawk.

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