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Advanced Adventures #21: The Obsidian Sands of Syncrates By Joseph Browning
eBook (PDF): $7.00
The Obsidian Sands of Syncrates is an OSRIC(tm) module designed for 6-10 adventures of levels 4-7. It was the tournament adventure at GenCon Indy 2011. Returning from a successful trading voyage to... More > far-away lands, the party’s ship is stranded in the doldrums. After two days without any wind, the sky darkens and small particles of black ash fall like a dark snow. One-by-one, each party member feels an irresistible sleep suddenly come upon him. When the party awakes, it finds itself in what appears to be a giant coliseum, their seaworthy boat stranded upon the obsidian sands that line the floor of the great arena. What foul sorcery has sent you here and how will you return to your world? If you enjoy this adventure, look for future releases in the Advanced Adventures line from Expeditious Retreat Press.< Less
Advanced Adventures #33: The Halls of Lidless Shabbath (PDF Version) By Joseph Browning, Stuart Marshall
eBook (PDF): $7.00
The Halls of Lidless Shabbath is an OSRIC(tm) module designed for 6-10 adventurers of levels 12-15. Rolled into a yard-tall, ivory scroll tube, the worn charcoal rubbing of a giant map etched into an... More > ancient monolith hints that travel between worlds was once easy. More enticingly, the map pinpoints the entrance to the eldritch pathway. The crude rubbing shows nothing but the location of the ancient and legendary dungeon known as the Halls of Lidless Shabbath! The Halls are the home of the evil sorceress Shabbath. She was famed for having researched many new spells and created many unique magic items, as well as possessing fantastic treasures of gold and jewels, and the caves are also suspected to be a nexus of the planes. Little about the contents of the Halls themselves is known, save that Shabbath is rumored still to be alive, the Halls are reputedly haunted by demons, and a large warband or small army of trolls has been seen thereabouts.< Less
Advanced Adventures #33: The Halls of Lidless Shabbath By Joseph Browning, Stuart Marshall
Paperback: $15.00
Prints in 3-5 business days
The Halls of Lidless Shabbath is an OSRIC(tm) module designed for 6-10 adventurers of levels 12-15. Rolled into a yard-tall, ivory scroll tube, the worn charcoal rubbing of a giant map etched into... More > an ancient monolith hints that travel between worlds was once easy. More enticingly, the map pinpoints the entrance to the eldritch pathway. The crude rubbing shows nothing but the location of the ancient and legendary dungeon known as the Halls of Lidless Shabbath! The Halls are the home of the evil sorceress Shabbath. She was famed for having researched many new spells and created many unique magic items, as well as possessing fantastic treasures of gold and jewels, and the caves are also suspected to be a nexus of the planes. Little about the contents of the Halls themselves is known, save that Shabbath is rumored still to be alive, the Halls are reputedly haunted by demons, and a large warband or small army of trolls has been seen thereabouts.< Less
The Lost Keys of Solitude By Joseph Browning, Suzi Yee
eBook (PDF): $6.00
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
Advanced Adventures #17: The Frozen Wave Satsuma By Andrew Hind, Joseph Browning
Paperback: $12.00
Prints in 3-5 business days
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
The Lost Keys of Solitude By Joseph Browning, Suzi Yee
Paperback: $14.00
Prints in 3-5 business days
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
A Magical Medieval Society: Western Europe (2nd Edition Softcover) By Joseph Browning, Suzi Yee
Paperback: $30.00
Prints in 3-5 business days
"If you're a DM and running a D&D game, you should have this book. Period." Monte Cook, author of the 3E Dungeon Master's Guide. This 192-page supplement is for GMs and players who wish... More > to add a touch of realism to their game. It's for the people who'd like to flesh out the background of their gaming world, but don't have the time to dig through scholarly books. A Magical Medieval Society: Western Europe provides you flexibility and advice in creating your own world. It contains a massive amount of game-usable information about the medieval period and focuses on how D20 magic could change a traditional medieval setting. Generation systems for kingdoms, cities, manors, aristocratic wealth and landholding; a thorough construction system; and an economic simulator allow GMs to recreate the high middle ages feel with ease. The book is easily usable with any fantasy role-playing game.< Less
One on One Adventures Compendium Two By Joseph Browning, Suzi Yee
Paperback: $35.00
Prints in 3-5 business days
This second collection of ten 1 on 1 Adventures is now available in one tome — powered by the Pathfinder Roleplaying Game! 1 on 1 Adventures #11: Unbound Adventures 1 on 1 Adventures #12:... More > Journey into Riddle Canyon 1 on 1 Adventures #13: The Pearls of Pohjola 1 on 1 Adventures #14: A Sickness in Silverton 1 on 1 Adventures #15: Cipactli's Maw 1 on 1 Adventures #16: The Lost City of Bransik 1 on 1 Adventures #17: The 300th 1 on 1 Adventures #18: Redemption 1 on 1 Adventures #19: Adventurer's Guild Local #409 1 on 1 Adventures #20: The Tomb of Kara-Duir Nine of the adventures (12-20) are tailored for a single GM and player with a wide diversity of classes for play. Each of these nine come with a pregenerated character. The tenth, 1 on 1 Adventures #11: Unbound Adventures, contains information on GM-less Pathfinder gaming!< Less
1 on 1 Adventures #20: The Tomb of Kara-Duir By Joseph Browning, Jeffrey Tadlock
Paperback: $16.00
Prints in 3-5 business days
1 on 1 Adventures 1 on 1 Adventures #20: The Tomb of Kara-Duir is a Pathfinder adventure designed for one GM and one player. The tomb of Kara-Duir has finally been located! It is up to the player... More > character to enter the tomb and retrieve the lost relic, the moon staff of Danu de Tuatha. Everything is going according to plan until the “resting place” of Kara-Duir turns out to just be a false tomb informing tomb raiders that only the fabled moon staff of Danu de Tuatha can find the real tomb and only the real tomb can recharge the great staff! Worse yet, the staff has been broken into three parts that first need assembly. Some days it just doesn’t seem to pay to tomb rob….< Less
A Magical Medieval Society: Western Europe (2nd Edition) By Joseph Browning, Suzi Yee
Hardcover: $50.00
Prints in 3-5 business days
"If you're a DM and running a D&D game, you should have this book. Period." Monte Cook, author of the 3E Dungeon Master's Guide. This 192-page supplement is for GMs and players who... More > wish to add a touch of realism to their game. It's for the people who'd like to flesh out the background of their gaming world, but don't have the time to dig through scholarly books. A Magical Medieval Society: Western Europe provides you flexibility and advice in creating your own world. It contains a massive amount of game-usable information about the medieval period and focuses on how D20 magic could change a traditional medieval setting. Generation systems for kingdoms, cities, manors, aristocratic wealth and landholding; a thorough construction system; and an economic simulator allow GMs to recreate the high middle ages feel with ease. The book is easily usable with any fantasy role-playing game.< Less