Rite Publishing

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Adventure Quarterly #2

Vendor: Rite Publishing
Type: Book
Price: 9.99

There's never enough adventures, right?

Welcome to the second issue of Adventure Quarterly! Adventure Quarterly is dedicated to regularly bringing you fun adventures for your Pathfinder 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! As a bonus this product also includes the labeled and unlabled maps as seperate hi-resolution images!

Who could wish for anything more?

Adventure Quarterly #3

Vendor: Rite Publishing
Type: Book
Price: 9.99

Who, what, where, why, or how?

Welcome to the latest issue of Adventure Quarterly, where some of the fundamental questions of an adventure are put on shifting and shaky ground. Fresh faces and grizzled veterans take their turns at twisting familiar tropes into something new, all for your entertainment and patronage.

Inside you will find adventures by Matt Banach, Michael Welham, and Alex Putnam which cover the breadth of adventure and mystery in unusual environs and with uncanny folk. Creighton Broadhurst of Raging Swan Press shares more of his random dungeon flavor and augmentations for a location. Steven D. Russell talks about what brings adventurers together, and how they can stay connected.

Adventures are designed for 3rd, 5th, and 13th level characters, with detailed maps, creative encounters, and evocative NPCs!

What are you waiting for? Have at it!

In the Company of Spirits

Vendor: Rite Publishing
Type: Book
Price: 5.99


There are spirits that remain tied to the world of the living and unable to pass on due to strong emotional connections. Called geist, these are exceptional spirits, retaining their intellect and individuality to a degree above other spectral entities. They may share appearances and commonalities with ghosts, wraiths, spectres, and a variety of other spirits that the living have classified by abilities, but retain more of themselves than traditional undead.

The geist is a full-supported new player species option for the first edition Pathfinder Roleplaying Game. In this tome you’ll find:

  • In-character description of how a character becomes a geist.
  • Information on tethers, physical foci that keep geist tied to the mortal coil.
  • Rules for creating geist, and dealing with their lack of Strength and Constitution scores.
  • Alternate racial traits and favorite class options.
  • Geist-specific class archetypes, including the Poltergeist archetype for the kineticist!
  • Racial feasts, the geist paragon class with a flexible design allowing the selection of passions and spectral talents.


101 Technomancer Spells

Vendor: Rite Publishing
Type: Book
Price: 6.95

More than Technology. More than Magic.

Technomancers are no less spellcasters than the ancient mages who depended on scrolls and wooden wands, but they are also masters of advanced super-science. While any sufficiently advanced technology is indistinguishable from magic, technomancers know that actual magic can still take the technology one step further.

Within this file are 101 more ways for tehcnomancers to blend science and sorcery, ranging from quick and simple eldritch jury-rigs to the ability to transform into a swarm of nanites or an augmented cyborg, these spells help bring more techno into your techomancers without saddling them with the limitations of the laws of physics.

Future. Fantasy. Technomangic.

55 Minor Spell Variations

Vendor: Rite Publishing
Type: Book
Price: 2.95

Sometimes you just want some more spells...

...but you don't want to do the work of building them from scratch. 55 Minor Spell Variations gives you a slew of mystic and technomancer spells built from existing options, combining rules you know and wild new effects! From having spells that disguise your entire starship to those that let you imbue an ally with the power to inflict pain with every attack, your whole galaxy of adventure gets more magical with 55 Minor Spell Variations.

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