List of Useful Old-School-OSR Intro Modules (v1.7)

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LIST OF USEFUL OLD-SCHOOL/OSR INTRO MODULES v1.

7
lol definition wars lol

These are adventures adhering to some sort of old-school mindset that were intended to be faced by 1st-level characters,
included because I either think that they’re good or because they’re commonly recommended. Bear in mind that
authors’ ideas of what constitutes an appropriate low-level challenge varies. Also bear in mind that the assumed party
size varies, so that some of these adventures were only intended to be tackled at 1st level if the party was quite large
and/or supplemented with 2nd-level characters (e.g. B2 was intended for 6-9 players; B4 for 6-10 players).

THE CLASSICS

B1 In Search of the Unknown


Basic D&D. Introductory scenario with DM advice, intended to teach how to not just run but create dungeons. It does
this by leaving lots of blank spaces for you to work your magic, but for that reason it’s only as good as you are, and if
you’re just starting, that’s probably not so good. Also hard to map if you’re teaching that (though see here for an easier-
to-use version of the upper level map, and here for an alternate full dungeon layout). For creatives only.

B2 The Keep on the Borderlands


Basic D&D. A small keep to explore, and a nearby cave system full of beasties, with short play and rules advice for those
new to the game. Very straightforward. Easier to use out of the gate than B1, but pretty basic. It can be argued that if
you’re just starting D&D then you want basic, because you’re trying to learn a lot at once. Still, some encountering this
as their first D&D experience might be rather bored unless the DM is good at setting up faction play.
Pacesetter has put out two add-ons to this module that expand the original content: B2 Beyond the Caves of Chaos
and B2.5 Blizzard on the Borderland. I can’t speak to their quality.

B4 The Lost City


Basic D&D. Sort of a Conanesque “Red Nails” B2 with a more interesting background and environment. Though
lacking advice for those new to D&D, IMO this is the superior of the first four intro Basic modules. See here for further
material.

N1 Against the Cult of the Reptile God


AD&D 1st ed. Technically level 1, but tough at that level. Great mystery surrounding cultists, and a bit of a Body-
Snatchers feel. Town, wilderness, and dungeon components give some good variety. Needing an NPC to save the day
at the end lets it down somewhat, however.
Pacesetter released a N0.5 add-on (Twisting Trail of the Reptile God) that expands the wilderness portion.

U1 The Sinister Secret of Saltmarsh


AD&D 1st ed. Scooby Doo: AD&D edition, dealing with an apparently haunted house. Progress is contingent on the
party finding a secret door, however, so this could wind up being just a boring exploration of a relatively empty house.
Intended to lead into two sequels, but they’re not as good.

Caverns of Thracia
AD&D 1st ed (Judges Guild). Technically level 1, but tough at that level. The Greek-themed module that made
“Jaquaying the dungeon” a thing and helped make Judges Guild a beloved name. A faction-heavy, very open dungeon
that’s a good way to see non-linear mapping and exploration in action. Somewhat rough in terms of keying / room
descriptions, though, so it requires more work than usual for a DM to prep.

MISC OSR STUFF

Blood Moon Rising


Labyrinth Lord. A small village in the middle of a festival. Colourful timed events, and during it all monsters attack.
Avoids being a railroad, unlike many things with timed events, which is a helpful lesson. Good NPCs.

Blood of the Dragon (UK-S01)


Crypts & Things 1st edition. You’ve got a bandit village, and battle apes, and an area dripping with sword & sorcery
vibes. Unfortunately removed from official circulation for some reason, but still floating around out there.
The Hole in the Oak
B/X / OSE. A solid, colourful dungeon beneath a tree, along with decent factions. At the same time, it can definitely be
rough at Level 1 despite being labelled as such, as some of the encounters are pretty brutal (though there is resurrection
magic within). Good for teaching caution, though.

Prison of the Hated Pretender


Vaguely Basic / 1st ed. Short. A giant statue head with an undead dude inside that’s been imprisoned for his crimes so
long ago that no one remembers what they are. Great atmosphere. The original release is free, but it’s been recently
updated with a new layout and notes in a version that’s PWYW on DriveThru.

Purple Worm Graveyard


Labyrinth Lord (with some custom bits that are kind of fluffy but oh well). A short, small dungeon where purple worms
go to die. Stay as long as you dare and harvest the plentiful worm ivory, but the longer you stick around, the more you
risk getting to play with a 15HD monster. Really nails the risk vs. reward issue.

The Sanctuary Ruin


Labyrinth Lord. A basic goblin lair, but a very well done basic goblin lair.

Tomb of the Dragon’s Heart


Labyrinth Lord. Short (aims for 4 hours) single-level dungeon with some solid faction bits and a good mythic vibe.

Tomb of the Iron God


Swords & Wizardry. Designed specifically to be an intro module, with an appendix at the back giving some helpful
lessons. Interesting setting, sort of let down by the second level (too much undead and other non-negotiable stuff for me
to like it, though the room of 50 skeletons teaches useful lessons); mentioned here more because it’s commonly
recommended. Still, it’s workable, and the specific design element raises it up. Revised edition available that removes
the advice, changes the layout to an extremely annoying comic book style, and tweaks the encounters (bye-bye 50
skeletons).

Tomb of the Serpent Kings


Largely systemless. Designed specifically to teach old-school dungeon crawls. Most rooms have a “lesson” call-out to let
you know why it was added—what lesson it’s conveying to the DM and the players. Latest is version 4.0. Free.

Tower of the Stargazer


Lamentations of the Flame Princess (LotFP). Storming a wizard’s apparently abandoned tower. Another module with
advice designed to introduce old-school play, this one is heralded in some quarters for properly informing players as to
the dangers of old-school play. While it definitely can be fun, IMO it teaches bad habits by not having time pressure (no
wandering monsters) and being too aggressive in penalizing players for actually exploring. Quicker to just listen to
Rainbow while considering the advice and making save or die checks.

The Withered Crag


AD&D 1st ed. A dungeon in an ancient, mist-shrouded crater, with differing day and night time play.

MAGAZINE MATERIAL

Barnacus: City in Peril


Dragon #80. A bandit hunt, complicated by the fact that the bandits have spies within the city that have to be ferreted
out. The main feature here is the reasonably detailed settlement provided that the adventure is set against.

Citadel by the Sea


Dragon #78. Orcs and party square off in a search for a legendary orcish spear in a ruined citadel. A seemingly cursed
village and a hidden opponent add some further depth to this one.

The Darkness Beneath, Level 1: The Upper Caves


Fight On! #2. Honestly never played it, but Bryce at tenfootpole voted it the best OSR adventure he’s ever seen.

The Lichway
White Dwarf #9. Short crypt adventure with a great gimmick later borrowed by LotFP’s Death Frost Doom.
DUNGEON CRAWL CLASSICS STUFF
Requires more conversion work than other OSR stuff, as DCC is based on 3.5 and then adds its own mutations on top,
though as these are all modules for 0-level and 1st-level characters they’re (comparatively) simple. The main note is that
DCC doesn’t use gold for XP, and so treasure levels may not be appropriate. For these reasons I recommend these for
more advanced DMs only (unless you’re playing DCC itself, of course).

Doom of the Savage Kings


“The footprints of a gigantic hound…”. Strong Beowulf vibes in a sandboxy setting. Decent mix of horror and NPC
interaction, with a mini-crawl at the end to tie it all together.

In the Wake of the Zorkul


0-level funnel. Literally starts in a tavern, but gets much better from there. Good resource management. Free.

The One Who Watches from Below


Impossible threats, impossible treasure, lots of eyeballs. Great module for emphasizing player skill over level-appropriate
encounters, and a similar risk vs. reward bit to Purple Worm Graveyard. Get the 2nd printing if you can (8 extra pages).

People of the Pit


Cultists are a great enemy, and when backed by a Cthulhu-like patron (and I really mean this: not some stupid large but
killable squid monster, but something unspeakably huge and powerful), they can be really scary. Nonstop unreasoning
cultists makes it a bit of a combat grind, though. Another good one for teaching players that PC death isn’t unusual.

Sailors on the Starless Seas


0-level funnel. Linear and quite small, but dramatic and evocative. Good for being at once basic and memorable.

Tower of the Black Pearl


Short. Linear and with basic opponents, but the setting (a sunken tower that rises from the ocean once a decade for only
eight hours) is great: a good way to teach time management and actually considering environmental dangers.

Well of the Worm


Short. A mini-dungeon full of creepy human-faced giant maggots.

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