Updated October 2022.
One of the most common questions on 4chan's /osrg thread (rampant shitposting aside still a good place for OSR discussion) is "what are some intro adventures I can run for my OSR game of choice". As it kept coming up, I decided to create a list that attempted to tackle just that. It's been iterated a few times and now I figure I'd list it here rather than limiting it to an obscure PDF.
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 (in whole or in part) or because they’re commonly
recommended.
Bear in mind that 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).
As an aside, it's this assumption of huge parties that I think is partially responsible for old-school games' reputation for lethality, since it's quite rare to see regular player groups of that size any longer. I can see a lot of otherwise cautious, well-prepared players running into serious trouble when revisiting older modules simply because they don't have the small army
the older TSR modules in particular assumed you had. It's this that caused me to set
Simulacrum's assumed player group at a more modern 4-5 players in size but to raise the average PC power level a bit: so that I could run B4 and the like with a group size I'm comfortable with and yet be confident that the players still had a decent chance at getting out alive.
No download links are provided (since most of these are for sale) but, with the exception of one module detailed below, purchase or download links for all of these should be readily searchable. If you have any you think should be added to the list (bearing in mind that I want 2nd ed and back or OSR adventures, and for 0 or 1st level only), please let me know.
The Classics
B1 In Search of the
Unknown
Basic D&D.
Introductory scenario with DM advice, intended to teach how to not just
run but create dungeons. It does this by leaving lots of blank spaces for you
to work your magic, but for that reason it’s only as good as you are, and if
you’re just starting, that’s probably not so good.
Also hard to map if you’re teaching that
(though see
here
for an easier-to-use version of the upper level map, and
here
for an alternate full dungeon layout).
For
creatives only.
B2 The Keep on the
Borderlands
Basic D&D. A
small keep to explore, and a nearby cave system full of beasties, with short
play and rules advice for those new to the game. Very straightforward. Easier to use out of the gate than B1, but pretty
basic. It can be argued that if you’re
just starting D&D then you want basic, because you’re trying to learn a lot
at once. Still, some encountering this
as their first D&D experience might be bored unless the DM is good
at setting up faction play and creature interactions.
Pacesetter has put out two add-ons
to this module that expand the original content: B2 Beyond the Caves of
Chaos and B2.5 Blizzard on the Borderland. I can’t speak to their quality.
B4 The Lost City
Basic D&D.
Sort
of a Conanesque "
Red Nails" B2 with a
more interesting background and environment, including strong faction play.
Though lacking advice for those new to D&D, IMO this is the superior
of the first four intro Basic modules.
See
here for further
material.
N1 Against the Cult
of the Reptile God
AD&D 1st ed.
Technically level 1, but tough at that level. Great mystery surrounding cultists, and a bit
of a Body-Snatchers feel. Town,
wilderness, and dungeon components give some good variety. Needing an NPC to save the day at the end
lets it down somewhat, however.
Pacesetter released a N0.5 add-on
(Twisting Trail of the Reptile God)
that expands the wilderness portion.
U1 The Sinister
Secret of Saltmarsh
AD&D 1st ed.
Scooby Doo: AD&D edition, dealing with an apparently haunted house. Progress is contingent on the party finding a secret door, however, so this
could wind up being just a boring exploration of a relatively empty house. Intended to lead into two sequels, but
they’re not as good.
Caverns of Thracia
AD&D 1st ed (Judges Guild).
Technically level 1, but perhaps more than any other adventure here quite 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. Republished in its original form by Goodman Games a few years back (the reprint, pictured here, removes the "Official Dungeon Approved for Dungeons & Dragons" bit on the front cover and adds a GG logo bottom-right).
The Illhiedrin Book
AD&D 1st ed (Judges Guild). The now-standard fetch quest on behalf of a powerful spellcaster with better things to do (the sexy sorceress on the cover), but with some complicating NPCs, the chance for some interesting magical gear right at the start, and a town and a couple of mini crawls. Too much time spent on the sorceress’ tower (though this is stealable content). Nowhere near as interesting as Caverns, but much quicker, simpler, and less lethal.
Misc OSR Stuff
Blood Moon Rising
Labyrinth Lord. A
small village in the middle of a festival.
Colourful timed events, and during it all monsters attack. Avoids being a railroad, unlike many things
with timed events, which is a helpful lesson.
Good NPCs.
Blood of the Dragon
(UK-S01)
Crypts & Things 1st edition. You’ve got a bandit village, and battle apes,
and an area dripping with sword & sorcery vibes. Unfortunately removed from official circulation
for some reason, but hopefully it returns soon.
Swords & Wizardry. A haunted tower, which does a nice job of
breaking free from your typical generic D&D monster stuff you so often see
at this level. Also gives a major threat
that far outclasses a starter party, for the group to work towards /
desperately avoid.
Gatehouse on Cormac's Crag
S&W Whitebox. Seven levels and 134 keyed areas in 37 pages gets you a minimalist but eminently playable starter dungeon with plenty of legs. If I was going to do the classic “humanoids in caves” style of starter, this is what I’d pick.
The Hole in the Oak Old-School Essentials (B/X). A solid, colourful dungeon beneath a tree, along with decent factions. At the same time, it can be rough at Level 1 despite being labelled as for such, as some of the encounters are pretty brutal (though there is resurrection magic within). Good for teaching caution.
The Incandescent GrottoesOld-School Essentials (B/X). Ignore the overly cutesy cover art: you get a fun underground complex with some good faction work, designed to be directly added onto the also great
The Hole in the Oak for a hefty-sized intro crawl. Good emphasis on usability/layout.
Prison of the Hated
Pretender
Vaguely Basic / 1st ed.
Short. A giant statue head with an undead dude inside that’s been imprisoned
for his crimes so long ago that no one remembers what they are. Great atmosphere.
Free in its original version, but recently cleaned up and re-released in a
PWYW version.
Purple Worm Graveyard
Labyrinth Lord (with some custom bits that are kind of
fluffy and Dungeon World but oh well). A short, small
dungeon where purple worms go to die.
Stay as long as you dare and harvest the plentiful worm ivory, but the
longer you stick around, the more you risk getting to play with a 15HD
monster. The map is unscaled, which is annoying, but the module really nails the risk vs.
reward issue.
OSRIC (AD&D 1st ed). Advanced Adventures #28. A wilderness module, where the party examines some abandoned buildings atop a ridge. Solid meat-and-potatoes site exploration.
The Sanctuary Ruin
Labyrinth Lord. A
basic goblin lair, but a very well done basic goblin lair.
Tomb of the Dragon’s
Heart
Labyrinth Lord. Short
(aims for 4 hours) single-level dungeon with some solid faction bits and a good
mythic vibe.
Tomb of the Iron God
Swords & Wizardry.
Designed specifically to be an intro module, with an appendix at the
back giving some helpful lessons.
Interesting setting, sort of let down by the second level (too much
undead and other non-negotiable stuff for me to like it, though the room of 50
skeletons teaches useful lessons); mentioned here more because it’s often
recommended. Still, it’s workable, and
the specific design element raises it up.
Revised edition available that removes the advice, changes the layout
to an extremely annoying comic book style, and tweaks the encounters
(bye-bye 50 skeletons).
Tomb of the Serpent
Kings
Largely systemless. Designed specifically to teach old-school dungeon crawls. Most rooms have a “lesson” call-out to let you know why it was added—what lesson it’s conveying to the DM and the players. Divisive, in that some feel it’s overly linear and basic while others think it’s just right; lots of success and frustration both reported with this one. Latest is version 4.0.
Free.
Tower of the
Stargazer
Lamentations of the Flame Princess (LotFP). Storming a wizard’s apparently abandoned
tower. Another module with advice designed
to introduce old-school play, this one is heralded in some quarters for
properly informing players as to the dangers of old-school play. While it definitely can be fun, in terms of being an introductory module IMO it teaches
bad habits by not having time pressure (no wandering monsters) and being too
aggressive in penalizing players for actually exploring. Quicker to just listen to Rainbow while considering
the advice and making save or die checks.
The Withered Crag
AD&D 1st ed. A
dungeon in an ancient, mist-shrouded crater, with differing day and nighttime
play.
Magazine Material
Barnacus: City in
Peril
Dragon #80. A bandit hunt, complicated by the fact that
the bandits have spies within the city that have to be ferreted out. The main feature here is the reasonably
detailed settlement provided that the adventure is set against.
Borshak's Lair
Dungeoneer #3. Another Jaquays
gem, in the rough. Basically the gold standard of starter
goblinoid dens in terms of layout and encounter design, though suffering from
the usual Judges Guild layout issues and with way, way too much treasure. There is a reformat floating
around out there that makes it more readable.
Citadel by the Sea
Dragon #78. Orcs and party square off in a search for a
legendary orcish spear in a ruined citadel.
A seemingly cursed village and a hidden opponent add some further depth
to this one.
The Darkness Beneath,
Level 1: The Upper Caves
Fight On! #2.
Honestly never played it, but a few years back Bryce at
tenfootpole voted it
the best OSR adventure he’s ever seen, and considering how many adventures he's reviewed, that should mean something.
The Lichway
White Dwarf #9.
Short crypt adventure with a great gimmick later seen in 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. The ruleset also skimps on
resource management and timekeeping. For
these reasons I recommend these for more advanced DMs only (unless you’re
playing DCC itself, of course).
Doom of the Savage
Kings
“The footprints of a gigantic hound…”. Strong Beowulf vibes in a sandboxy setting. Decent mix of horror and NPC interaction,
with a mini-crawl at the end to tie it all together.
In the Wake of the
Zorkul
0-level funnel. Literally starts in a tavern, but gets much better from there as you’re dropped without warning into underground nastiness. Good resource management, unlike your standard DCC module. Free.
The One Who Watches
from Below
Impossible threats, impossible treasure, lots of
eyeballs. Great module for emphasizing
player skill over level-appropriate encounters, and a similar risk vs. reward
bit to Purple Worm Graveyard. Get the
2nd printing if you can (8 extra pages).
People of the Pit
Cultists are a great enemy, and when backed by a
Cthulhu-like patron (and I really mean this: not some stupid large but killable
squid monster, but something unspeakably huge and powerful), they can be really
scary. Nonstop unreasoning cultists
makes it a bit of a combat grind, though. Another good one for teaching players that PC
death isn’t unusual.
Sailors on the
Starless Seas
0-level funnel.
Linear and quite small, but dramatic and evocative. Good for being at once basic and memorable.
Tower of the Black
Pearl
Short. Linear and with basic opponents, but the setting (a sunken tower that rises from the ocean once a decade for only eight hours) is great: a good way to teach time management and actually considering environmental dangers (assuming you use a ruleset that actually supports timekeeping; I’d also chop the hours available in half).
Well of the Worm
Short. A mini-dungeon
full of creepy human-faced giant maggots.
Special Feature: Starting Bases
While overall this is intended to highlight only 1st-level modules, people often request good starting material for campaigns. The typical good campaign starter has a home base and a series of outlying mini-dungeons or general areas of adventure to play around in. However, they’re also often intended for at least 2nd-level characters, so I’ve added this little addendum. Between everything listed below you should have no problem cobbling together a memorable “point of light” style home base surrounded by danger.
As an aside, B2 Keep on the Borderlands would also fit in this section.
The Blackapple BrughB
FRPG, levels 1-3. In your small starter village an evil elf
king is replacing children with wicked doppelgangers. Nearby there’s a forest and an underground
elf mound to explore. Good faerie feel. P.S. Hexmap is at scale of 1 mile per hex.
The Black Wyrm of BrandonsfordB/X, levels 1-2. Similar to
The Ruined Hamlet, below, you get a base town with some things to do and some fun bits to explore nearby. At the heart of things is a dragon, but it’s all a sandbox and so players have plenty of freedom to do as they will.
The Evils of IllmireOld-School Essentials (B/X), levels 1-2. A great hexcrawl surrounding a town, with absolutely tons of stuff to do crammed into its 74 digest-sized content pages. Great stuff. Make sure you’ve downloaded the latest version, as v4 (the current) has significant improvements.
The Ruined Hamlet / Terror in the GloamingBasic. A good introduction to sandbox play in that it offers a home base to start with points of interest there, and then several interesting areas to explore nearby. Lots of playtime in these 58 pages. For some bizarre reason they hide the module's cover art (even if you get it in PDF you don't get the cover), but if you buy a print copy of the module they actually give you a cover.
L1 The Secret of Bone HillAD&D 1st ed, levels 2-4. A genuine TSR sandbox module, this one gives you a town and nearby Bone Hill, an aboveground castle with underground works below it, alongside the usual wilderness encounters. Unwieldy in terms of organization, not a lot of wealth, but a decent haul in magic. Perhaps the beginning of the trend for towns in modules to be populated with NPCs strong enough to quite easily handle whatever they’re sending you out to do. Useful, but not stellar. Its town of Restenford is sometimes suggested as a good candidate for the undescribed town base of U1
The Sinister Secret of Saltmarsh.
T1 The Village of HommletAD&D 1st ed, level 1 (supposedly). A thoroughly detailed starting base (the village) and a nearby dungeon. Though a Gygax work, I find this one a lesser light. The village is overdetailed to the point of tedium (the polar opposite of most of the Keep in B2), while the challenges are incredibly lethal for the 1st-level PCs this module is allegedly intended for. As a whole I’d give this a pass (though this is by no means a universal opinion; if you favour heavy detail or prefer naturalism, this will likely climb in your estimation). Definitely contains plunderable bits, especially for slightly higher-level PCs.
White Dragon RunOSRIC (AD&D 1st ed), levels 2-4. Advanced Adventures #13. A village at the heart of a wilderness sandbox. Lots of random wilderness encounter tables, but also two small dungeon complexes. Quite basic, but entirely usable.
White Dragon Run IIOSRIC (AD&D 1st ed), levels 2-5. Advanced Adventures #38. A repeat of the village and wilderness sandbox in the first volume (for some reason), followed by four new mini locations to add to the area.