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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 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 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 Sarcophagus Legion By Alphonso Warden
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Sultan Mehmet rules his desert kingdom with absolute power, save for the trackless wastes of the interior where the authority of his army and bureaucrats holds no sway. The nomadic dervishes that... More > call this inhospitable sea of sand their home recognize no authority greater than the warlord who leads their individual band. The two people are effectively at war, and have been for centuries. Recently, Sultan Mehmet’s beautiful wife Syriana fell into the grasp of the dervishes when the caravan with which she was traveling came under attack. Now, her desperate and humiliated husband has turned to courageous and resourceful adventurers to see to it that she is returned safe and unharmed. The Chasm of the Damned is designed for 4-6 characters of levels 2-4 and is compatible with 1st Edition gaming.< Less
The Chasm of the Damned By James Boney
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Every inn hearth is ringing with chatter and every guildhall is silently watching and preparing. Nobles are equipping adventuring parties, and religious orders are hiring sword arms to be at the... More > ready. All of this activity centers around one fact: this is the month that the legendary Chasm of the Damned returns. The Chasm is never late; once every 37 years, in this month, a mysterious gorge riddled with caved and populated by strange creatures appears somewhere within 200 miles of the spot in which legend says it originally sat. It stays for exactly 108 hours then slowly fades away...taking with it anyone who does not escape in time. The Chasm of the Damned is designed for 4-6 characters of levels 6-10 and is compatible with 1st Edition gaming.< Less
The Prison of Meneptah By Alphonso Warden
Paperback: $14.00
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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 Seven Shrines of Nav'k-Qar By James Boney
Paperback: $12.00
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The Seven Shrines of Nav'k-Qar is a 1E module designed for 6-8 adventurers of levels 8-12. Nav'k-Qar! A name lost to antiquities and feared only by scholars who know of the dread toad god's former... More > power... once surrounded by a cult which performed the most vile and evil acts in his honor. Now that all of his followers are long dead and the temples of the Gray One completely destroyed, the final resting place of the cult's last riches has been a source of speculation for generations. At long last, one scholar discovered the location of that elusive shrine, the greatest one of all... the fabled Seven Shrines! Do you have the strength, knowledge and skill to penetrate the horrors of that dread place and wrest the vast treasure from the jaws of the Gray One himself?< Less
The Lost Pyramid of Imhotep By Alphonso Warden
Paperback: $12.00
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The Lost Pyramid of Imhoptep is a 1E module designed for 4-6 adventurers of levels 4-7. Several months back, a small boy from the village of Ab-Amon happened upon a buried column while playing out in... More > the surrounding desert. He reported to the village elders that the column bore strange and frightening symbols that he, in his youthful exuberance, insisted were curses. Being as the boy was known to have a photographic memory, he was able to accurately draw the queer symbols for the village elders when asked. The elders, being somewhat familiar with the ancient history of their region, quickly came to the realization that the symbols must be associated in some way with a pharaoh, for they were enclosed by a lozenge-shaped border. Perhaps, just perhaps, the local wizard reasoned, the pillar could be linked to the tomb of the master architect Imhotep, whose final resting place has never been found.< Less
Advanced Adventures #19: The Secret of the Callair Hills By Geoff Gander
eBook (PDF): $6.00
The Secret of the Callair Hills is an OSRIC(tm) module designed for 4-6 adventures of levels 3-5. The Callair Hills are a true frontier region. Bounded to the east by impassable mountains, to the... More > southeast by dark forests, and to the north by goblin lands, these windy hills are largely cut off from more civilized realms. If it were not for the rich veins of silver that lie close to the surface here and the passable soils, this region would have been entirely ignored throughout history. And now something is something rotten in the Callair Hills, and it seems bent upon murder most foul... If you enjoy this adventure, look for future releases in the Advanced Adventures line from Expeditious Retreat Press.< Less
Advanced Adventures Compendium 2 By James Boney et al.
Hardcover: $50.00
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This book compiles 10 Advanced Adventure modules. If you enjoy these adventures, look for future releases in the Advanced Adventures line from Expeditious Retreat Press. The Conqueror Worm by... More > Alphonso Warden 10-14 The Barrow Mound of Gravemoor by Andrew Hind 5-7 White Dragon Run by James Boney 2-4 The Verdant Vault of Malakum by Alphonso Warden 8-10 Stonesky Delve by Joseph Browning 4-7 Under Shattered Mountain by James Boney 9-12 The Frozen Wave Satsuma by Joseph Browning & Andrew Hind 3-5 The Forsaken Sepulcher by Alphonso Warden 10-14 The Secret of the Callair Hills by Geoff Gander 3-5 The Riddle of Anadi by James Boney 6-10< Less