Welcome to the second issue of Adventure Quarterly! Adventure Quarterly is dedicated to regularly bringing you fun adventures for your Pathfinder Roleplaying Game from new and established voices in the RPG industry. It is our hope that like us, you feel that there's just never enough adventure out there!
Within this issue you shall find a means for randomized room flavor within a dungeon, a means of testing the mettle of nascent adventurers, what happens when ancient burial rites go awry, an anvil upon which characters break or prove themselves, and some insight into the morale of an encounter. From the talented minds of T.H. Gulliver, Jonathan McAnulty, Steven D. Russell, and Justin Sluder are adventures covering the low-, mid-, and high- level ranges of play. Creighton Broadhurst of Raging Swan Press offers up a creative way to add flavor to any room. Robert N. Emerson shares with us his rules for managing the motivations and spirit of NPCs during a fight.
Adventures are aimed at 1st, 9th, and 18th level characters, with detailed maps, encounters, and NPCs!
Who could wish for anything more?
Cover Illustration by Juan Diego Dianderas Pages: 84
Thanks for the review Alzrius. Glad you liked the Ruin's Perilous, level 1. The backstory might not be everyone's cup of tea, but I did try to make it a thing that could be easily adapted to other needs. And new monsters are always useful, I think.
When the ad copy has two fairly bad homonym errors, that doesn't encourage me to expect good things from the product.
"test the metal of nascent adventurers"... that's "mettle", as in quality or resiliency.
"when ancient burial rights go awry"... that's "rites", as in rituals.
The worst of that is I would expect a company named Rite Publishing to know the difference on the second.
urath DM I can understand that, and trust me I feel like a moron, its now fixed in the text, but I do have the free preview (the first post in the discussion you can look at and hopefully form a more indepth opinion of our quality. Thanks for pointing out the error
My players are already giddy for the dungeon - after considering Seven Swords of Sin too easy, they yearn for a challenge! :D
Yeah that was the purpose behind writing it, i wanted something that was a fair play "Tomb of Horrors" style dungeon, that could be "beaten" but unlikely unless you play smart, and smart play would be rewarded.