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A Dozen Wave Two [BUNDLE]

A Dozen Wave Two [BUNDLE]

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This special bundle product contains the following titles.



A Dozen Citizens of the City
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Regardless of how many game sessions you have under your belt, you can always use another non-player character to toss into encounters and continue adding layers of depth to your campaign. Continuing background characters can make a game world feel more alive to the players, and as all of us already know, using one city as a base of operations for the party can lead to a need for more and more NPCs. As a systemless work, I’ve not offered game statistics for the twelve NPCs that are detailed on the following pages. That shouldn’t be an issue in many situations in which these characters would make an appearance; city fights are far less common than dungeon battles, yes? If you do find that you need stats for any of these characters, I leave it to you to generate the statistics that best ...

A Dozen Descriptive Traps
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In many dungeons, the adventurers must deal with wicked, deadly death traps that may be triggered by almost any action. Trapped walls. Trapped doors. Trapped floors. Trapped objects. Anything in the dungeon may be trapped, which forces the GM to describe similar traps in new and entertaining ways. Coming up with a new way to describe the same thing can  become tiring, and that’s why A Dozen Descriptive Traps exists. As a part of the Kickstarter campaign that led to the creation of this PDF, project backers suggested that I produce a collection of traps. While the mechanical thought behind traps isn’t one of my strengths, I did realize that it could be useful to create tables of descriptive text that GMs may use to describe different traps during the game session. I hope ...

A Dozen Desert Encounters
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Encounters are the backbone of any adventure. It is a series of encounters, often connected by threads, that come together to form a complete adventure. For those GMs who wish to construct their own adventures, the encounters that follow may serve as either distractions from the larger adventure or the inspiration for a series of GM-crafted encounters of which one of these twelve encounters is only a launch pad. One way in which to make the creation of an adventure much, much easier is to select a harsh environment that brings with it its own hazards and established expectations. Personally, I am a fan of setting adventures in arctic environments; the cold snow and blowing winds make for a setting that allows for more sneak attacks, higher chances of getting lost (and, of course, stumbli...

A Dozen Dire Rumors
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In addition to serving well as flavor and background to your campaign, you may also find that rumors are suitable sparks for side quests. When used in such a manner, the rumor becomes much more than atmosphere that gives your adventure the illusion of existing in a much deeper world. As with any creative seed, the dozen rumors described on the following pages may be expanded as you see fit. Once you take a rumor and turn it into more than background chatter that the player characters overhear and ignore, you’ve positioned yourself as a creator of adventures. Congratulations, gamemaster, for stepping beyond the role of referee and for entering the role of storyteller. This PDF was created thanks to the support of 1,643 backers who joined in the Kickstarter campaign for A Dozen Troublin...

A Dozen Forest Encounters
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Perhaps second only to dungeons, the forests of many campaign worlds have been the site of countless fantasy RPG encounters over the decades. After all, it is often the forest that lies between the safety of the town and the thrill of the dungeons, so many gamemasters find it both entertaining and useful to set the occasional encounter within the forest.  As with the other entries in the A Dozen . . . series, there are no game statistics included with these twelve encounters. If you select a non-combat encounter, you may allow the players to attempt various skill checks to work their way through things, or simply focus on the roleplaying of the event. For the combat encounters, you will need to provide the necessary stats. This PDF was created thanks to the support of 1,64...

A Dozen Goblins and Orcs
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As a gamemaster, you’ve no doubt already made use of both goblins and orcs many, many times in your game sessions. These ubiquitous humanoid monsters are the go-to monsters for many of us (I know I’m guilty of dragging them out quite frequently in all sorts of RPG planning), and that means we can never have enough new ideas for how to use the beasts in an adventure. Within these pages are a dozen different goblin and orc encounters. These encounter ideas should prove useful if goblins and orcs are as common in your world as they are in most fantasy campaigns. As with many of the entries in the A Dozen . . . series, A Dozen Goblins and Orcs exists for one reason: To inspire you, the GM, either when planning for a game session or when you find that the play...

A Dozen Magic Armors
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Even though there are more magic items spread across hundreds of roleplaying game supplements by more creators than we can count, that doesn’t mean there isn’t space for even more treasures. After all, why explore that dusty dungeon if there’s no chance at discovering new and wonderful magic items? While I have created magical armors before, this particular PDF offers up another twelve magic armors, each one of which is intended as a unique item in the campaign world. On each page, in addition to the illustration and an overview of the armor’s magical abilities, I’ve also included a bit of background information on the armor so that you may let the PC know a bit about where the armor may have come from. These backstories aren’t something engraved on each suit of armor, though...

A Dozen Magic Helmets
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Few game systems bother with the complexity and unnecessary act of dealing with armor as individual pieces, instead granting a single defensive bonus for armor as a complete set. When it comes to magic, though, we can easily offer up individual items: such as helmets, shields, and gauntlets. The trick is to stick with the fantastic rather than to fall into the rabbit hole of simulation. I’ve written descriptions of magic helmets before, usually as part of a larger collection of random magic items, so it’s fun to return to the concept of magic helmets and devise new concepts and present helmets unlike those I’ve created before. Best of all, as with some other entries in the A Dozen . . . series, I’ve included histories in addition to the in-game abilities of the helm...

A Dozen Magic Shields
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When engaged in battle, armor is a must for many adventurers. Unfortunately, some classes perform much better out of armor than in, and it is for such characters that shields are truly valuable. And if a common shield – strapped to the arm and used to deflect blows – is of value against an opponent, a magical shield must be far, far more desired. Shields, regardless of their size, style, or  the materials used in their construction, can be ensorcelled by a spellcaster who possesses the proper tools, knowledge, and experience. Such magical shields are prized possessions of adventurers of all levels of experience, though the more accomplished heroes will seek to replace a lesser item with a more powerful shield at any opportunity to upgrade their gear. On the pages that follow, I am ...

A Dozen Shocking Betrayals
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The life of an adventurer is difficult and filled with many expected, unavoidable challenges. Unfortunately, there are also a near-infinite number of unexpected, surprising challenges that plague the player characters throughout their journeys. A Dozen Shocking Betrayals describes twelve acts of betrayal that the party must respond to at the worst moment . . . or possibly lose their lives. These are terrible, wicked actions taken by those that the PCs have trusted that add unexpected complexities to their fictitious lives. Part collection of characters and part encounter ideas, the pages that follow are presented as single-page items that may be easily printed and used one at a time. None of the entries are fully detailed adventures; as with all entries in the A Doz...

A Dozen Treacherous Encounters
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The number of possible encounters that you may access – either to expand into a larger scene or to use as inspiration for an encounter of your own design – grows by twelve with this latest release in the A Dozen . . . series of PDFs. This time around, I’ve provided twelve encounters you can draw from that each include combat and non-combat options. As always, it is my hope that the twelve encounters described on the following pages spark your own creativity and lead to enjoyable game sessions that are unlike what any other GM could imagine. As a storyteller, it is your job during the session to entertain the players, and only you know best how to adapt published game concepts to fit the tastes of your group. This PDF was created thanks to the support of 1,643 backer...

A Dozen Troubling Rumors
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As the gamemaster, you’re very much aware that there is no such thing as too many ideas. Week after week, session after session, it falls on you to keep the campaign moving forward and adventure flowing. The players are in need of action, and it is your duty to provide it. For that reason, I have created the dozen rumors that follow. None of these are complete adventures or encounters, but each will give you the spark of inspiration that you need to keep your creative engine running and the game moving. This PDF was created thanks to the support of 1,643 backers who joined in the Kickstarter campaign for A Dozen Troubling Rumors. Thank you to all of the supporters for making that campaign a success!...

A Dozen Warriors for Hire
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As the player characters grow in experience and power, there may come a point in the campaign when they decided that it is time to hire others to assist them in tasks within the game world. While there are almost no limits to the professions of those the PCs may hire, it should not come as a surprise when the party wishes to hire mercenaries – swords for hire – to aid them in a particularly challenging dungeon adventure. It is for those moments that I have created the twelve characters described within the pages of this PDF. As with other releases in the A Dozen . . . series, all of the content is systemless, meaning that none of the characters include game statistics. Fortunately, most games include stats for a number of classes at different levels of power, which mea...

Total value: $19.50
Special bundle price: $13.00
Savings of: $6.50 (33%)
 
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September 7th, 2020
awesome. i discovered this author while on kickstarter. Backed the newest roumor bundle after checking this out. great ideas to get you going. plenty of things foe my pc's to overhear in bars or hooks to get an adventure started. [...]
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Product Information
Publisher Stock #
PRG-12Bun2
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Original electronic
Scanned image
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This title was added to our catalog on July 18, 2020.
Publisher
Philip Reed Games
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