Joined: Feb 2012 Gender: Male Posts: 47 Location: Thessaloniki,Greece Karma: 1
Your favourite OSR modules « Thread Started on Aug 21, 2012, 10:13am »
Hello everyone! Although I'm a 20+ year D&D player (mostly AD&D 2e) I'm only recently discovering the OSR movement and its wonders. I already own LL (and AEC),S&W (white box, complete,core), DCC (not sure if this counts as retro-game but it feels old school) and I am eagerly awaiting for my Delving Deeper Box & Appendix N Adventures to arrive in the mail!
I would like your opinions and suggestions on some of your favourite OSR modules (I already have and enjoyed Stonehell,Barrowmaze,The Spire Of Iron & Crystal, Tomb Of The Iron God and Demonspore). I know some of you are directly involved in some game/module designs and I hope for your help. You can name as many as you want and I have no problem if it's based on a rules system I don't own (eg. OSRIC, LotFP,etc).
Joined: Feb 2012 Gender: Male Posts: 47 Location: Thessaloniki,Greece Karma: 1
Re: Your favourite OSR modules « Reply #8 on Aug 21, 2012, 5:03pm »
First of all many thanks to all of you! I hope you keep them coming! I'm already creating a lulu buylist! One question though, is Pod-Caverns of the Sinister Shroom related to Demonspore since they are both Matt Finch's modules and they both have the evil Shrooms starring?!?
Also, I too have FO issues 1-4 and also dig the adventures mentioned! Never played them though. Must do.
Joined: Aug 2011 Gender: Male Posts: 297 Karma: 18
Re: Your favourite OSR modules « Reply #9 on Aug 21, 2012, 7:18pm »
Over the last few years I did find one module that I liked, one module where I felt there was a powerful imagination at work, and that is Systema Tartarobasis written by Gabor Lux (Melan).
Joined: Feb 2010 Gender: Male Posts: 146 Location: South of Heaven Karma: 11
Re: Your favourite OSR modules « Reply #10 on Aug 21, 2012, 7:44pm »
I've run a few OSR modules and enjoyed them all:
1. White Dragon Run - James Boney. Great little starter setting module, complete with small town (a few NPCs), a small hexmap (with wandering monster tables - pretty difficult though) and two small dungeons (an abandoned church and a forgotten military outpost). If your players know Keep on the Borderlands and Village of Hommlet like the back of their hand, and you don't have time (or interest) in creating a starter town from scratch, this is a good one to consider. If I ran it again, I'd probably tweak the wilderness encounters down a little (make them easier), throw in a couple more rooms with weird stuff to play with in the two dungeons and add a second entrance to each of the dungeons. For 4-6 PCs, levels 2-4.
2. Pod Caverns of the Sinister Shroom - Matt Finch. I have this cool little dungeon as a lair in my megadungeon. My players have explored some of it, but had to turn back to regroup and haven't gotten around to working through the rest of it. They liked all the neat rooms and fun stuff to play with (some dangerous, some not). For 6-8 PCs, levels 2-4.
3. TAKEN from Dunwich - Jeff Talanian. If you want to add some weird science to your campaign, this might work. For some people, adding tech can be a huge turnoff in a fantasy setting, but the science elements here are not extreme and overwhelming. We thought they were just enough to give the adventure a fun twist relative to the standard fantasy fare. I played it myself and later ran it for my group and had fun both times. For 4-6 PCs, levels 4-7
4. The Many Gates of Gann - Guy Fullerton. I offered up this dungeon because it fit well with some big picture stuff in my campaign (PCs needed an artifact type item to help save the kingdom). They explored maybe 30% of level one (found a few neat rooms) before stumbling onto to something they couldn't handle and hauling ass. They haven't been back since! For 5-7 PCs, levels 3-5.
I feel like I'm forgetting something, but, if so, I'll just post again. Anyway, hope that helps.
One question though, is Pod-Caverns of the Sinister Shroom related to Demonspore since they are both Matt Finch's modules and they both have the evil Shrooms starring?!?
They aren't related other than the focus on shrooms. Demonspore is a lot more sinister ... I hesitate to say "darker" when we're talking about spell-casting walking mushroom-men, but it's a bit darker.
Joined: Jan 2011 Gender: Male Posts: 42 Location: American Midwest Karma: 2
Re: Your favourite OSR modules « Reply #13 on Aug 21, 2012, 10:16pm »
The Ruined Monastery and The Tomb Complex of Ymmu M’Kursa, both from FO #1. Someone online (Sorry, I forget who) linked them together so that the more vanilla (but still good) TRM was the dungeon's first level and the weirder and nastier TTCoYM was the second... a very cool idea.
Honestly, I have probably stolen at least one idea, trap, or encounter from every single Fight On! adventure.
DEATH FROST DOOM: An instant classic. Very cruel, but fair (Unlike some recent LotFP modules, which keep the cruel but throw out the fair). Has not one but two campaign-altering "Time bombs" that foolish or unlucky PCs can unleash, making the stakes a little higher than most low-level modules. Great atmosphere.
Re: Your favourite OSR modules « Reply #14 on Aug 21, 2012, 11:58pm »
There are a whole bunch of really cool old-school adventures on Dragonsfoot. I keep a bunch of my favorites listed on my Old School Cool web page:
DF14: Goblins Tooth I: Moonless Night by Lorne Marshall, for 6-10 characters of level 1-3 DF18: Where the Fallen Jarls Sleep, by John A. Turcotte, for characters level 3-5 L4: Devilspawn, by Len Lakofka, for characters level 3-5 DF21: Beneath Black Towen, by John A. Turcotte, for characters level 4-6 DFT2: Battle for Gib Rus, by Michael Haskell, for 6 characters of level 5-7