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Advanced Adventures #16: Under Shattered Mountain By James Boney
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Under Shattered Mountain is An OSRIC(tm) module designed for 5-8 adventures of levels 9-12. Shattered Mountain... an evil landmark looming over the countryside. In ages past, the mountain roared as a... More > volcano and rendered the surrounding area uninhabitable, and then suddenly went quiet. Centuries later, investigation by adventurers revealed the volcano's core to be mysteriously sealed off, although large tunnels appeared to meander through the ground underneath. In time, various creatures made those tunnels their homes, though few dared to strike out into the populated areas due to the champions which defended civilization. However, things have recently changed for the worse; soothsayers for leagues around now say a devil lives under the mountain. Could such be true, or is it only the nattering of those too timid to delve beneath the shattered mountain?< Less
Advanced Adventures #15: Stonesky Delve By Joseph Browning
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Stonesky Delve is An OSRIC(tm) module designed for 6-10 adventures of levels 4-7. Giant Stonesky Mountain has been a spiritual home for the Dwarves since the first clan received the 4 Pillars of the... More > Underearth from Motsognir. The voice of the dwarven deity purified the halls and caves under Stonesky and the mountain has been a sanctified place for all the various dwarven peoples. And now, as lamentable dwarven internal conflicts rage on, a new entrance into the Stonesky has prompted an exploratory party. Unwilling to send his own into the dark hole when they are so desperately needed elsewhere, the local Hlaford's hired you for your delving expertise. Your mission - enter, explore, map, and do not return to the surface until the passing of three days! Who knows what challenges, wonders, and dangers lie ahead?< Less
The Verdant Vault of Malakum By Alphonso Warden
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The Verdant Vault of Malakum is An OSRIC(tm) module designed for 4-6 adventures of levels 8-10. Well over 2,000 years ago, Malakum ruled his jungle kingdom with a stern hand and possessed a pitiless,... More > cruel nature. He enjoyed performing magical experiments on his own people in which he grafted onto their bodies various plant parts, in most cases killing his victims outright and at other times producing hybrid abominations. It was therefore no surprise that Malakum’s people tired of his harsh rule and mounted a rebellion, assassinating him and almost all his advisers virtually overnight. Fortunately for Malakum, his tomb had been completed several years before his death. Immediately after the mage-king’s demise a few surviving members of his priesthood smuggled his body out of the palace for internment and placed Malakum’s mummy in his tomb. Their grisly task done, the priests fled into the jungle and the tomb of Malakum has remained inviolate all these centuries…< Less
White Dragon Run By James Boney
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White Dragon Run is an OSRIC(tm) module designed for 4-6 adventures of levels 2-4 The little village of White Dragon Run is at the edge of civilization - the place where monsters are a constant... More > threat and adventurers thrive. It is here that reputations are made or broken, and deeds are performed only to be set in verse decades after the real story is long lost. On this thin line between country and chaos lies White Dragon Run. The last stop for the civilized before the well-trodden road becomes the weed-infested trail leading to creatures that would rather fight than herd, fish or farm. There’s a fortune to be made for the up and coming adventurer with the strength, the wile, and the cunning to strike out against dangers both natural and unnatural. White Dragon Run is the final stop before meeting one’s destiny behind the sword, stave, dagger, or holy symbol. If you enjoy this adventure, look for future releases in the Advanced Adventures line from Expeditious Retreat Press.< Less
The Lost Keys of Solitude By Joseph Browning, Suzi Yee
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Advanced Adventures #10: The Lost Keys of Solitude is a 1E module designed for 6-8 adventurers of levels 6-10. While traveling through the foothills of the Garvain Mountains, your party found refuge... More > for the night in a hermit's cave. In the morning, you wake to find the hermit and all his possessions gone, all except for two golden tiles: one embossed with the image of a bull with his horns down and ready to charge, the other a tiger poised and ready to pounce. When the tiles are placed next to each other so that the bull and tiger face one another, the embossed images move, fusing the two pieces into one. The newly created image is the bull and tiger locked in combat. The fused piece is easily separated, and when separated, the images of the bull and tiger return to normal. Beside the two golden tiles lies a crudely-drawn map of the area with a path marked through valleys and passes ending at an "x" labeled "Solitude." What terrors or treasure could be found in Solitude?< Less
The Conqueror Worm By Alphonso Warden
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The Conqueror Worm is a 1E module designed for 6-8 adventurers of levels 10-14. Over five centuries ago, there came unto the arctic lands of the North from a far removed dimension an elder being of... More > unfathomable menace. The White Worm, as it was called by the scholars, was a colossal creature with rubbery, corpse-white skin. The primitive humans the foul beast encountered were ill-equipped to deal with the manifold, eldritch magicks in its possession. However, before the dread worm could wholly enslave the Northern lands, the great frost giant jarl Harold Hardrada managed to deal it a near-fatal blow. And so, the White Worm entered into a deep recuperative sleep until such time as it felt strong enough to challenge the kingdoms of the North once again. Unfortunately, the White Worm has just awakened from its centuries-long slumber, and it trying to build up its magical army once again.< Less
The Barrow Mound of Gravemoor By Andrew Hind
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The Barrow Mound of Gravemoor is An OSRIC(tm) module designed 4-6 adventures of levels 5-7. The Highlands are aflame with the fires of rebellion! Barely submissive at the best of times, the restless... More > clans have risen up in arms against the rule of good king Oldavin. What began a few years ago as local disturbances has flared into widespread revolt that saw Oldavin’s rule over the Highlands, always superficial at any rate, crumble away like ancient masonry.< Less
The Pod-Caverns of the Sinister Shroom By Matthew Finch
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(1 Ratings)
Strange doings are underfoot in the wild hills bordering the realm of decent and civilized folks. Villagers and cattle have gone missing; woodcutters have disappeared; misshapen beings have been seen... More > shuffling through the forests. Some brave villagers have tracked a group of stolen oxen as far as the rocky banks of a small river in the hills. The trail disappeared down into a fissure in the limestone rock, where a fast-running stream plunges down to the dark caverns below. Gird your loins, stand behind the dwarf, and get ready to face The Pod-Caverns of the Sinister Shroom! Advanced Adventures #1: The Pod-Caverns of the Sinister Shroom is an adventure module designed for 6-8 adventurers of levels 2-4 and compatible with 1st Edition gaming.< Less
The Flaming Footprints of Jilanth By Andrew Hind
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A short time ago, the Lord Admiral of Ranste suddenly disappeared. Now the streets of this thriving trade port are filled with bare footprints that dance with ghostly green flames, the signature of... More > the long-dead pirate Firebeard. Has the dreaded buccaneer come back from the grave to haunt the city that hounded him to his grave? The Ranste Council fears the worst, and has hired a band of adventurers---the PCs---to determine the truth behind the unsettling happenings. The Flaming Footprints of Jilanth is designed for 6-8 characters of levels 3-5 and is compatible with 1st Edition gaming.< Less
The Curse of the Witch Head By James Boney
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Over two cenuries ago, the Duke Ithinge ordered an underground complex to be built to house the Witch Head and keep it from those who would use its powers for evil. The construction of the complex... More > was performed in a remote and secret place, its chambers and corridors filled with traps and terrors devised by his new court wizard. With the complex completed, the laborers were enchanted to never reveal its location. He knew he could not destroy the Witch Head, for it was forever linked to the vitality of his family line; its power was fueled by the evil deeds of his fore bearers, and it was written in legend that the heir who destroyed the relic would be the last of the line. The Curse of the Witch Head is designed for 4-6 characters of levels 6-10 and is compatible with 1st Edition gaming.< Less