OK, the final list for this year's Black Friday. I promise.
Goodman Games might be best know for their Dungeon Crawl Classic system, but I love their system neutral supplements, as well as opulent re-releases of cherished classics.
I like most of the stuff written by Michael Curtis, whom also authored the amazing Stonehell megadungeon.
In this, probably last post (gotta keep my own wallet safe), I list my recommendations for materials compatible with TSR and OSR games. Most of the books bellow are settings and procedures, which makes it easy to take out elements you find interesting and use them in your game.
Arduin
Dave Hargrave was a mad man. A very creative mad man. You might never play Arduin as written, which just like Palladium Fantasy was a bunch of AD&D 1E house rules, but you will walk away inspired like never before.
Arduin Trilogy. Compiles Arduin Grimoire Vol 1, 2, and 3. I still use special ability charts presented herein.
Arduin II. A first attempt to make a functional, stand-alone game after TSR and Gary turned on anyone who dared hack it.
Seriously, for less than $10 you can get material that will last you a lifetime whenever your players decide to go somewhere you haven't prepared for. As a bonus, below supercharges B1 and B2.
What, you want more variety than in Mike's dungeon. “Production qualities?” Well then you are in luck, because Simon Forster has written splendid digest-sized books of lairs:
A well known publisher of Call of Cthulhu, RuneQuest, and Pendragon. Although I'm not interested in their rules, I've always been fascinated by Glorantha.
Glorantha
These are all modules from the first edition era. Just how I like them.
Palladium Books is a troubled publisher, but I still have a soft spot for their early fantasy work. Black and white illustrations galore!
Palladium Fantasy RPG 1E
The Palladium Fantasy® Role-Playing Game Revised Edition. This was basically a bunch of house rules for AD&D 1E. I'd never play it as-is, but love reading it for inspiration. Many cool ideas, from occupations to different take on alignment, and so on.
These are illustrated guides to various weapons, armours, and yes, castles, one might use in their fantasy game. I love thumbing through them for inspiration.
Autarch is the publisher of Adventurer Conqueror King System, marvellous system built on B/X chassis. It offers superior take on domain management, race-as-class, functional and tightly integrated economy, and plethora of play-tested options for ambitious Judges and adventurous Players.
Axioms Compendium 1-8. Rules variants and options compatible with TSR and OSR systems.
Lairs & Encounters. Every monster gets a write-up. Some get a map as well. Includes tables on monster parts, because every game has at least one player that wants to butcher a hydra.
All adventures, except Dwimmermount, are set in Auran Empire, which is an ACKS setting. I've found all the adventures superb and easy to adjust (and steal from). AX3 has some great tables for urban dwellings.
It's that time of the year again. May our wallets survive.
After recommending some Troll Lord Games products on sales, it is time for Frog God Games.
My favourite recommendations are in fact re-issues of Necromancer Games material, a predecessor to Frog God Games, like The Lost City of Barakus,The Tomb of Abysthor, and Bard's Gate. And make sure to grab the bestiaries if you haven't already.
Great majority of the recommendations below are for Swords & Wizardry system, a retroclone of Original D&D. All statblocks have descending and ascending AC, and everybody uses a single save throw (but since HDs and levels are nearly identical, you can use TSR-era saves without any hassle).
Adventures
MCMLXXV. Old-school wilderness treasure hunt. For first level parties.
Grimmsgate. A village, surrounding area, and dungeon suitable for first level parties. Dungeon is well made, with multiple entrances and uncommon foes.
Stoneheart Valley (Swords and Wizardry). A collection of three old Necromancer Games adventures: The Wizard's Amulet, The Crucible of Freya, and The Tomb of Abysthor. First one is shit, second is fine, and third is awesome.
The Lost City of Barakus (Swords and Wizardry) (local and regional maps). Perhaps my favourite Necromancer Games mega-dungeon—because it is so much more! You get a starting city (with seven adventures), a wilderness area (with 26 keyed encounters and mini adventures), and a mega-dungeon with interesting factions and cool big-bad. Suitable for low-level parties.
Cyclopean Deeps (Swords and Wizardry) (volume one and two). Underground hex-crawl for high-level parties. Includes underground settlements as well. Perfect for plugging into lowest levels of large dungeons... Or under sprawling cities...
Bard's Gate (Swords and Wizardry) (player's guide). A massive city packed with urban encounters and adventures (8 included, from levels 1 to 10+). Very dense book. Some say this is FGG's finest product. The truths is: this is another Necromancer Games revival. And that's why it's great. :)
The Blight (Swords and Wizardry). A rotten, overpopulated, sick mega-city. Whole campaigns can be played in it. Heavy horror vibes.
Supplements
Monstrosities (Swords and Wizardry). Nearly 500 monsters. Each monster comes with an example encounter/nano-adventure. Includes tables with monsters by challenge level, guidance on creating new monsters, tables of monsters by terrain, and tables of random encounters (3d6, so bell curve).
The Book of Taverns (volumes one, two, and three). Had enough of generic taverns and inns, but short on prep time? Steal one from here. Again, these are revivals of old Necromancer Games books. They are good.
It's that time of the year again. May our wallets survive.
Here are some Troll Lord Games adventures and supplements I've found useful and enjoyable, although I do not run Castle & Crusaders system.
I found most of TLG stuff to have minor errors (e.g. typos, location missing on a map, etc.). Also, most of the modules do require prep. Despite that, I found below worthy of mentioning.
Lost City of Gaxmoor (digital and isometric maps). A city that was gone for a thousand years reappears. Of course it's full of shit that wants to kill nosy adventurers. Plane of chaos breach the reality from time to time.
Chaos Touched. Additional random encounters for chaos breaches. Intended to be used with Gaxmoor, but can be adapted for any area.
Undercaverns of Gaxmoor (maps). This one progresses timeline quite a bit, returning Gaxmoor into the hands of good. I just used it to steal what is underneath.