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A Dozen Series Wave One [BUNDLE]

A Dozen Series Wave One [BUNDLE]

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This special bundle product contains the following titles.



A Dozen Adventurous Rivals
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The treasure of the dungeon calls to all who wish for riches, not just the player characters. In their adventures, it is likely that the party will encounter others who seek fame, glory, and gold, and those fellow adventurers are sometimes already in the dungeon complex that the group has decided to explore today. In such instances, the twelve adventurers described on these pages will help the GM when it comes to describing the opposing adventurers. As with other works in this series, the characters detailed in these pages are without game statistics. I have offered up character descriptions and suggestions for power level and carried gear, but you will not find detailed game stats for any of the rival adventurers. And to be fair, you often need no more than is included if the party ent...

A Dozen Ancient Dragons
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The signature monster of the world’s top fantasy roleplaying game, the dragon is a majestic and imposing creature that puts fear into even the most powerful of adventurers. In most campaigns, dragons are rarely seen, mostly spending their time in deep slumber on their massive treasure hoards. The whispered threat of a dragon can sometimes be a more powerful story device than including an actual dragon in the adventure. What follows are twelve dragons, NPCs that GMs may use as they feel is appropriate to their campaigns. These dragons include background (and, at times, personality) info, as well as suggestions on how the dragons could interact with the adventurers (if at all). As always, it is your responsibility as the GM to generate any necessary statistics. An encounter with a...

A Dozen Arcane Spell Components
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One of my earliest D20 System PDFs was devoted to the idea that wizards could amplify the power of their spells by adding special arcane spell components to the casting ritual. 101 Arcane Spell Components was one of my many hits well over a decade ago, so it should come as no surprise that I decided to tackle the subject again.  Where today’s approach to spell components deviates from my original work is in two very specific ways:  These “rules” are systemless in nature, meaning that the gamemaster must craft the actual in-game effects for each of the described items. This isn’t as complicated or challenging as it may sound, though, because I do provide some loose guidance.  I’ve given each of the described arc...

A Dozen City Encounters
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When exploring the largest cities of the land, it is always useful for the gamemaster to have a handful of encounter ideas ready to go. The city is a big place, full of excitement and adventure, and it wouldn’t do for the player characters to miss out on the hustle and bustle of city adventure. These encounters are intended as inspiration and it is up to your imagination and skill as a GM to expand each into a full-blown scene. Use these when the PCs set off on unexpected directions in the city. This PDF was created thanks to the support of 1,951 backers who joined in the Kickstarter campaign for A Dozen Sinister Rumors. Thank you to all of the supporters for making that campaign a success!...

A Dozen Dangerous Foes
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After A Dozen Wanted Criminals and A Dozen Adventurous Rivals, do you really need another twelve characters to populate your campaign world? Of course you do! This time around, we meet twelve characters who are ready to join your campaign world. As with those two earlier titles, these are designed to be used as background material for your game and, just maybe, to inspire encounters or an adventure. Human and nonhuman foes alike populate these pages, and each one is just waiting for you, the gamemaster, to step in and give them a chance at making the PCs’ lives miserable.  At times, I’ve made connections between the characters that follow and other releases in the A Dozen . . . series of PDFs. You may use these connections or ...

A Dozen Disconcerting Rumors
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If there is one thing that we can be certain of, it is that the player characters are as likely to wander off in a random direction as they are to follow the trail of breadcrumbs that the GM leaves between them and the adventure. Some players are simply stubborn, refusing to be “railroaded” into adventure, while others overlook clues and go completely off the rails. It isn’t that the players don’t want to participate in an adventure. No, it is simply that some players want to push limits and test the GM’s ability to think fast. Fortunately, GMs have access to more tools than ever before to assist them in preparing for the unexpected direction that the party takes early on in the game session. The internet is overloaded with inspiration for fantasy RPG gamem...

A Dozen Dreadful Rumors
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Where A Dozen Sinister Rumors left off, this PDF of twelve new rumors begins. By now, you’re familiar with my approach to creating rumors (for use with most fantasy roleplaying games), meaning that we can skip the need for instructions and dive right into the twelve new rumors.  As always, use each of these rumors as flavor or as springboards to adventure. As my latest body of work grows, you may notice loose connections between the different titles. While I’ve not created a complete, detailed setting, I have taken time to construct threads that tie different works together in subtle ways. As the GM, it is your call whether or not the links that exist between my writings have any meaning in your campaign world. This PDF was created thanks to the support...

A Dozen Dungeon Treasures
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Once, long ago, my works were assembled into a softcover collection titled The Book of Unusual Treasure. Hundreds of treasures, spell components, and other assorted objects drawn from the deepest parts of my brain were presented as a single work, and the book was a real treasure all its own. I had published many fantasy RPG products in PDF by the time that the book was created, but few of those products had made the leap from the digital world to our physical realm.  Today, I go back to the depths of my imagination, searching for another twelve objects that will make for entertaining and valuable treasures for your use. Each is a single page, complete with an illustration and a common as well as uncommon knowledge that you can share with the players, and all twelve ar...

A Dozen Fortuitous Encounters
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Fantasy roleplaying games are dominated by encounters, with each different encounter moving the story forward in some way. Whether random or planned, encounters are the backbone of every campaign. String enough encounters together and you’ve constructed an adventure. Random encounter tables can be a lot of fun, yes, but they’re often hollow collections of scraps that the GM must then assemble into a meaningful experience. To give you, the gamemaster, a bit of assistance when it comes to random encounters, the dozen concepts that follow include much more than just a fragment of an idea. As always, these encounters are loose by design. My goal is to give you something between a single sentence of an idea and a detailed encounter. Select any one of these and, with a little ti...

A Dozen Guild Leaders
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Regardless of the size of the campaign world, your setting should have a handful of guilds operating as power brokers and controlling everything from the local laws to trade between nations. After all, what fantasy city would be complete without – at the very least – a guild of thieves working to steal everything that isn’t nailed down? What follows are twelve guild leaders, individuals who have climbed to places of power either through force, betrayal, wealth . . . or a combination of all three. In one instance, guild leadership is shared, in which case I’ve presented both halves of the leadership as two separate pages. As with other titles in this series, the characters are without game statistics. Instead, I have focused on story elements, as well as (at tim...

A Dozen Malevolent Villains
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Operating from the shadows and fog of the game world, manipulating underlings and the unknowing alike, recurring villains can add depth to any campaign. Hints and clues of the villain’s existence builds to a climactic battle against an opponent that the PCs may have never met before the final scene of the campaign.  For those gamemasters who seek to stitch a common thread through multiple game sessions, the twelve villains that follow may provide inspiration that transforms what could have been a few weeks of lightly-connected adventures into a powerful narrative that the players are unlikely to forget.  I have presented each villain as a rumor that you, the gamemaster, may use to determine how you wish to include the villain in your campaign. As with all of the entrie...

A Dozen Sinister Rumors
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More like adventure seeds than simple rumors, the dozen entries contained within these pages each offer the GM a starting point and information that could be expanded into a session-length adventure. Or, if they wish, GMs may use these rumors as background flavor to add depth to the game’s world. If used in such a way, none of the rumors are truly meant to be investigated by the player characters. Still, GMs need to always be ready for when the PCs set off in an unexpected direction. GMs who prefer to run freeform sessions with little to no prep may find these rumors invaluable; simply select one of the twelve a few moments before the session starts and run with the suggested adventure. This PDF was created thanks to the support of 1,951 backers who joined in the Kickstarter camp...

A Dozen Strange Encounters
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Not all encounters must be the typical “you meet a wizard” or “there are seven goblins” events that we’ve seen played time and time again over the decades. At times, it is up to you, the gamemaster, to remind the players that their characters are adventuring in a world of make believe, fairy tales, and the fantastic. It is for those times that I have created A Dozen Strange Encounters . . . some of which may be too strange for even your campaign world. As with other entries in this series, I have designed each encounter so that it fills a single page. This makes it easier for you to print only the specific encounter that you need for your next game session. Over the years I have written RPG supplements, I have been driven by the words...

A Dozen Undead Secrets
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In the darkest of campaign settings and the deepest of dungeons, the undead are waiting to strike. Skeletons guarding ancient tombs. Ghosts haunting abandoned houses. Ghouls crouching in wait in the dim alleys of the evil cities of the realms. Everywhere that there are good-aligned heroes, there are evil undead either working to support the will of their masters or to fulfill some wicked goal that prevents them from moving on to the next plane of existence. What follows in these pages are twelve undead secrets, each one of which is presented as a rumor that the player characters may overhear in any tavern or inn in the campaign world. As with other titles in this series, each of the undead secrets has been confined to a single page. This makes it easier to use each one; only print the...

A Dozen Unusual Magic Items
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In many fantasy roleplaying games, magic items are gadgets that are as fast-flying and hands-changing as the latest technical gizmo in our real world. Fortunately, your role as gamemaster allows you to take the occasional item and transform it into something more fascinating and wondrous than a simple +1 short sword. It is for the adventurous GMs among us that I have crafted the twelve magic items that follow. Many of them may be low-powered and seemingly mundane as far as magic items are concerned, but each is special. Special in what way? I’ve given each of the twelve magic items described on the following pages more than a basic description and overview. History has been crafted for each item, giving them a level of depth that makes them far more than just more magic trinkets...

A Dozen Unusual Patrons
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Low-level characters, those just starting out in their careers as dungeon adventurers, need a helping hand every now and then. Even at higher levels, after the PCs have killed a few dozen monsters and stolen – then lost! – a fortune in gems, assistance is always appreciated. What follows are twelve patrons, powerful NPCs who are providing the party (or maybe just one of the members of the group) with extra coin, muscle, or influence when it is most helpful. Of course, these patrons are not simply good samaritans out to help the adventurers. No, each one of them has a reason for standing in the shadows and helping their underlings when the going gets rough. None of these characters are meant to engage in combat, which is a good thing since there are no game stats! If you do...

A Dozen Wanted Criminals
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In every fantasy city and town, there are those who would break the law in order to improve their own lives. Criminals are found in every corner of every game world, and it is not uncommon for those criminals to be known . . . and wanted.  A Dozen Wanted Criminals is a systemless resource for gamemasters of fantasy roleplaying games. The twelve characters presented within these pages are provided without game mechanics or statistics of any sort; each one is ready for the GM to stat out and drop into a campaign where the criminals may be current allies of the party, former companions who have gone bad, sellers of illegal goods, sources of information, or any number of other roles the GM needs to fill in the campaign. This PDF was created thanks to the support of 1,951...

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Special bundle price: $17.00
Savings of: $8.50 (33%)
 
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Product Information
Publisher Stock #
PRG-12Bun1
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Original electronic
Scanned image
These products were created by scanning an original printed edition. Most older books are in scanned image format because original digital layout files never existed or were no longer available from the publisher.

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This title was added to our catalog on May 24, 2020.
Publisher
Philip Reed Games
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