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