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Description Edit | History

User Summary:

This issue of Adventurer's Club, #13, marks a return to the magazine's roots... it only includes content for Hero Games products. Iron Crown Enterprises had already made the decision to start it's own magazine ICE Quarterly (or IQ) to feature MERP, Rolemaster, and Space Master, when AC #12 was in production.

Production delays kept this issue off the shelves for some time, but when it finally arrived it was marketed as a double issue, and in fact the magazine is 112 pages long (40 pages longer than the typical issue from this period). As the editors put it... "The first half of the magazine is Issue 13, the special supernatural issue, as mentioned; and Issue 13 1/2, in the second half of the magazine, is a more general issue, its special feature being the 'Raid on Fort Knox' adventure for Champions."

The cover of Adventurers Club #13 says 1989, but the credit page lists 1988. Given the production delays, 1989 seems like a more realistic release date.

Cover by Ben Dunn.

Articles Relationship: Articles
Pg. 1 of 2 » 2
Pg. 2
'Nuff Said
Editorial

Aaron Allston with editorial opinions.

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Pg. 4
Traveling Show
News

Convention update with Rob Bell.

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Pg. 6
Letters
Reader/Fan Mail

Officially uncredited, but Aaron Allston is the only one who answers a question.

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Pg. 8
Superhype!
News

Rob Bell talks about some upcoming releases.

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Pg. 11
Agents of Darkness
Article

Supernatural creatures for Hero

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Pg. 23
Legions of Hell
Adventure

An adventure for 3-6 players by David Rogers

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Pg. 42
Submission Guidelines
Article

Guides for submitting content to Hero Games.

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Pg. 46
Crooks & Crusaders
Article

Simon Stradella by Allen Varney, the White Lady by Aaron Allston and Crypt by Gregg Sharp.

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Pg. 56
Roll Call of Champions
Article

A listing of tournament winners at cons.

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Pg. 57
Death in the Great Outdoors
Article

Greg Porter with some rules and advice on environmental dangers.

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Pg. 60
Treasure Chest
Article

New items for your game.

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Pg. 65
The Joy of Solo Adventuring
Article

Ideas on gaming by yourself from Scott Bennie.

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Pg. 69
The Raid on Fort Knox
Adventure

Rodford E. Smith provides an adventure for 3-5 characters with 200-250 points each.

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Pg. 82
Dilemmas for Superheroes
Article

Some ideas on challenging hero morals from Theodore Miller.

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Pg. 84
One Day in the Big City
Article

A mini-campaign for PC supervillains with 300 active points in powers.

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