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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
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
Advanced Adventures #17: The Frozen Wave Satsuma By Andrew Hind & Joseph Browning
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The Frozen Wave Satsuma is An OSRIC(tm) module designed for 6-8 adventures of levels 3-5. A bank of frigid fog rolls down the northern coasts, bringing seaborne raiders sacking villages and temples... More > along the way. Survivors wail of strange-speaking men in stranger armor, wielding weapons unseen in civilized lands. All know that the fog must hide a larger ship of some equally strange design, for the raiders strike from small boats which would surely capsize in the open seas. What dangers await upon the cold and windy ocean? What terrible foreign ship lurks within the haze, hiding like a lion upon the wine-dark sea? Into this fog travels the intrepid party - seeking to solve the mystery of The Frozen Wave Satsuma!< Less
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
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 Prison of Meneptah By Alphonso Warden & Alphonso Warden
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When news came that an army led by a secretive cabal of war wizards failed in their attempt to unseat one of the rulers of Hell, the leader of the arcane order rallied his remaining forces so that... More > another assault could be put into motion. In preparation for the eventual assault, he elected to further explore one of the planes newly discovered just a few months prior, which detected as highly magical in nature. Perhaps, just perhaps, this mysterious desert-like plane would provide him with the powerful magicks needed to overthrow the dreaded Lord of the Flies himself! A force of twenty men and women was eventually dispatched to the plane on a mission of exploration. None have yet returned… The Prison of Meneptah is designed for 4-7 characters of levels 8-10 and is 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