Get fourteen issues for 50% off! Legendary OSR zine jam-packed with essays, adventures, house rules, art, comics, magic items—you name it!
The sale will run for just a week or so after Calithena or Ignatius (Fight On! editors), announce it publicly so don't wait for too long. This is a great deal.
In fact the whole TSR catalogue (OD&D, D&D, AD&D 1e, and AD&D 2e) is discounted as well. Consider taking a look at the DMGR series which are more useful than they seem at first:
I'm selling off the following OSR products I backed on Kickstarter and never opened, and let alone played. Everything is in mint condition. Shipping from EU, bank transfer preferred, otherwise PayPal. Scroll to the end for photos.
Ultraviolet Grasslands and the Black City €60
Kickstarter edition: UVG hardcover, UVG bookmark, pink & black dice, UVG gatefold GM screen, UVG vertical fold out map.
The time is here! This year I decided to do a single megapost by category (adventure / bestiary / supplement) instead by publisher. I also decided to limit myself only to things I bought, read, and that isn't TSR (many classics to pick up there!). Each category is sorted alphabetically. I tried to provide brief explanation for each item, but do not hesitate to reach out if you have any questions.
Spend reasonably!
Adventures
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. :)
Bottomless Pit of Zorth. Slimy adventure kicked off by players' greed. What else do you need? :)
Broodmother SkyFortress. Part campaign-disrupting adventure, part collection of essays on running old-school games. Easily my favourite LotFP publication.
Carcosa. Oh Carcosa, oh how wonderfully wicked you are! Geoffrey McKinney gives us a whole sandbox (campaign map with described hexes) surrounding Carcosa, as well as an in depth view of one hex (multiple points of interest). It is a horrific place, living up to source material.
Castle Zagyg: Yggsburgh Campaign Setting. TLG is finally allowed to reprint material authored by Gary Gygax! Far from perfect, but still worth, Yggsburgh offers an insight into Gary's late work.
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 Blight (Swords and Wizardry). A rotten, overpopulated, sick mega-city. Whole campaigns can be played in it. Heavy horror vibes.
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.
The Northlands Saga Complete (Swords and Wizardry). A compilation of ten adventures set in stereotypical cold north. Probably enough for several years of gaming. My favourite activity is stealing from this book and including parts of it in my own game. Tenfootpole has reviewed first four adventures back in the day (NS1, NS2, NS3, NS4). $18 is a steal for this.
Tower of the Stargazer. A great adventure for LofTP one-shot and to gage if LofTP adventures vibe well with you and your players. You know, mean traps, lying bastards, and miserable pay off.
Veins of the Earth. Wonderful inspiration to make the underdark darker and scarier.
Bestiaries
All the Worlds' Monsters Vol. 1, Vol 2. and Vol.3 . One of the earliest published bestiaries. Has that true vintage typewriter look and nonsensical monsters.
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.
Magical Theorems & Dark Pacts. Most people know Dyson Logos for his maps—but did you know he has great supplements as well? This one collects various classes and spells, as well as few houserules.
Lamentations of the Flame Princess might be edgy, but it was Raggi and his vision that popularised splendid looking A5-sized rulebooks, adventures, and supplements, in the OSR space. Here are some of the books I've enjoyed very much, that don't feature excessive gore and edgelordiness:
LotFP Rules & Magic Free Version. This is the free version of the core rulebook, worth picking-up just to understand the differences between LotFP and whichever system you might be using.
Broodmother SkyFortress. Part campaign-disrupting adventure, part collection of essays on running old-school games. Easily my favourite LotFP publication.
Carcosa. Oh Carcosa, oh how wonderfully wicked you are! Geoffrey McKinney gives us a whole sandbox (campaign map with described hexes) surrounding Carcosa, as well as an in depth view of one hex (multiple points of interest). It is a horrific place, living up to source material.
Veins of the Earth. Wonderful inspiration to make the underdark darker and scarier.
Tower of the Stargazer. A great adventure for LofTP one-shot and to gage if LofTP adventures vibe well with you and your players. You know, mean traps, lying bastards, and miserable pay off.
Frog God Games has a large catalogue, and they often churn out re-releases of their previous work with minor changes. I am not a big fan of their new layout and art direction. It feels cheap and is somehow even worse than previous budget black and white art pieces.
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). Do note that FGG begun to move away from Swords & Wizardry as a system label to OSR as system label. It is still S&W though...
Adventures
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.
The Northlands Saga Complete (Swords and Wizardry). A compilation of ten adventures set in stereotypical cold north. Probably enough for several years of gaming. My favourite activity is stealing from this book and including parts of it in my own game. Tenfootpole has reviewed first four adventures back in the day (NS1, NS2, NS3, NS4). $18 is a steal for this.
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.
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 find below worthy of mentioning.
Adventures
Castle Zagyg: Yggsburgh Campaign Setting. TLG is finally allowed to reprint material authored by Gary Gygax! Far from perfect, but still worth, Yggsburgh offers an insight into Gary's late work.
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.
Engineering Castles. Another brief, but useful supplement. It does not generate the internal floor plans, but rather the type of castle, inhabitants, and environs.
Select Necromancer Games and Frog God Games are on sale for 50% off. Most of the titles are for collectors, since they are older d20 publications.
On the other hand, if you are new to Necromancer Games, and don't mind converting from 3e, then I suggest the following three bundles:
Necromancer World Collection (Bard's Gate, Rappan Athuk, Tomb of Abysthor, Demons and Devils, Crucible of Freya)
DM's Library Package (Tome of Horrors, Tome of Horrors II, Tome of Horrors III, Tome of Horrors Revised, Mother of All Treasure Tables, Mother of All Encounter Tables, The Wurst of Grimtooth's Traps, Eldritch Sorcery)
Necromancer Kenzer & Co. Adventure Bundle (Family Affair, Coils of Set, Doom of Listonshire, Elemental Moon, Tower of Jhedofar, The Six Spheres of Zaihhess, Shades of Grey, The Diamond Fortress)
The creators of Castles & Crusaders are discounting their whole catalogue until end of this week. Although I don't run their system, I use some of the adventures as well as system neutral aids.
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.
Engineering Castles. Another brief, but useful supplement. It does not generate the internal floor plans, but rather the type of castle, inhabitants, and environs.