The creators of Castles & Crusaders are discounting their whole catalogue until end of the year. 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.
I've just seen that Frog God Games is running another sale with discounts up to 70%. As before, most of my suggestion below are for the Swords & Wizardry system, a retroclone of Original D&D.
In no specific order, I can recommend the following:
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 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.
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.
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 truth is that this is another Necromancer Games revival. And that's why it's great. :)
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.
Update: Dan removed the preview due to feedback. In how own words:
Hey everyone, based on feedback I'm going to need to rethink presentation. The release timeframe will probably change. I'm taking some time to mull it over and I'll update when I can.
Visual feel is reminiscent of later Mystara publications. I'm a big fan of black-and-white, and while I can tolerate the ornamental frame, I don't think coloured background is the way to go.
I like the addition of green explainer text. In general, I've observed a lack of instructional language in a lot of modern OSR rule-sets, so this makes for a nice addition.
The art is sometimes endearing, and sometimes off-putting.
Robert Conley just shared some delightful news about Majestic Fantasy Realms, the spiritual successor to the Wilderlands of High Fantasy:
By next year I will be releasing stuff for the Majestic Fantasy Realms which is formatted similarly to how Blackmarsh is set up. Except it will be four 12” by 18” maps. There will be some city/town maps included but nothing like the original CSIO. For that I have a long term plan for what I call the City State of Eastgate. Basically picking up from where I left off in 2009...
Here is how the maps look at the moment:
It should come to Kickstarter next year, so keep your eyes open.
In the meantime, the following are available from Rob's DriveThruRPG:
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:
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.