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 Hottest Any system / system-agnostic, Non-Core Books from Philip Reed Games
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A Dozen Adventurous Rivals

A Dozen Adventurous Rivals


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...   [click here for more]
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A Dozen Ancient Dragons

A Dozen Ancient Dragons


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...   [click here for more]
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A Dozen Arcane Spell Components

A Dozen Arcane Spell Components


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...   [click here for more]
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A Dozen Auspicious Rumors

A Dozen Auspicious Rumors


Rumors that require the player characters to actively participate in the nearby interaction between NPCs may lead to dangerous – possibly rewarding – adventure. The rumors detailed within the pages of this latest entry in the A Dozen . . . series of PDFs are ready when you are! As always, the contents of this PDF were created for use with any fantasy roleplaying game....   [click here for more]
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A Dozen Citizens of the City

A Dozen Citizens of the City


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....   [click here for more]
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A Dozen City Encounters

A Dozen City Encounters


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...   [click here for more]
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A Dozen Dangerous Foes

A Dozen Dangerous Foes


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...   [click here for more]
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A Dozen Descriptive Traps

A Dozen Descriptive Traps


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...   [click here for more]
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A Dozen Desert Encounters

A Dozen Desert Encounters


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...   [click here for more]
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A Dozen Destructive Dragons

A Dozen Destructive Dragons


This PDF was created for those gamemasters who wish to include dragons in the campaign. Personally, I have always thought that dragons should rarely appear in any campaign; an overuse of dragons can remove the sense of awe that the party should face each time that they encounter a dragon. This PDF was created thanks to the support of 1,995 backers who joined in the Kickstarter campaign for A...   [click here for more]
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A Dozen Dire Rumors

A Dozen Dire Rumors


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...   [click here for more]
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A Dozen Disconcerting Rumors

A Dozen Disconcerting Rumors


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...   [click here for more]
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A Dozen Distressing Rumors

A Dozen Distressing Rumors


Building on the many, many rumors that have already been written for the A Dozen . . . series of PDFs, the twelve rumors within these pages offer up more of the same. More full-page concepts that the gamemaster may use as the basis for a new encounter, a new adventure, or maybe just as background flavor to add depth to the campaign. As always, each rumor includes a basic bit of info...   [click here for more]
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A Dozen Dreadful Rumors

A Dozen Dreadful Rumors


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...   [click here for more]
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A Dozen Dungeon Denizens

A Dozen Dungeon Denizens


Populating the dungeon is easy, right? You flip open a book of monsters, select a creature, and toss it behind the next door just as the adventurers are about to bash it down and continue their quest for treasure. At least, that’s one – very valid, in my opinion – way to approach stocking the dungeon with inhabitants. Or, if you wish, you can take a different approach and make each monster found...   [click here for more]
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A Dozen Dungeon Encounters

A Dozen Dungeon Encounters


After the creation of The Book of Dungeon Encounters (available now in PDF), I thought it would be fun to return to the dungeon with a dozen new encounter ideas. As a part of the A Dozen . . . series, each of the encounters that follow fit on a single page, making it easy for you – the gamemaster! – to print only the encounter you need for the current game session. As...   [click here for more]
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A Dozen Dungeon Treasures

A Dozen Dungeon Treasures


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...   [click here for more]
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A Dozen Forest Encounters

A Dozen Forest Encounters


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...   [click here for more]
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A Dozen Fortuitous Encounters

A Dozen Fortuitous Encounters


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...   [click here for more]
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A Dozen Frightening Rumors

A Dozen Frightening Rumors


Welcome back, gamemasters! Thanks to your support of my work, we’re back with another wave of the A Dozen . . . series: wave three, the third batch of PDFs within a single year! None of this would be possible without the support of the Kickstarter backers. Now that we’re all clear on how and why we got here, it’s time to move on with things so that we can dive into the real reason...   [click here for more]
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A Dozen Goblins and Orcs

A Dozen Goblins and Orcs


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...   [click here for more]
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A Dozen Guild Leaders

A Dozen Guild Leaders


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...   [click here for more]
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A Dozen Loathsome Rumors

A Dozen Loathsome Rumors


When the player characters settle in at the nearest tavern, they expect to gather information and leads that may direct them to adventure (and treasures!). Although you could create every scrap of chatter that the PCs may overhear at the local tavern, your life as a GM will be much easier if you have a little help. Each of the following rumors was written to inspire you and to drive your own creativity....   [click here for more]
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A Dozen Magic Armors

A Dozen Magic Armors


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...   [click here for more]
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A Dozen Magic Helmets

A Dozen Magic Helmets


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...   [click here for more]
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A Dozen Magic Shields

A Dozen Magic Shields


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 ...   [click here for more]
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A Dozen Malefic Rumors

A Dozen Malefic Rumors


Gamemasters, welcome one and all to the latest entry in the A Dozen . . . series of PDFs! With over 40 entries created in less than a year, and over 2,000 different Kickstarter project supporters, this series of PDFs is growing much faster than I would have ever guessed. Dozens upon dozens of different creative concepts that fantasy roleplaying game GMs – regardless of preferred system!...   [click here for more]
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A Dozen Malevolent Villains

A Dozen Malevolent Villains


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...   [click here for more]
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A Dozen More City Encounters

A Dozen More City Encounters


Welcome back to the city! A Dozen City Encounters, created thanks to the support of Kickstarter backers, has proven to be one of the most popular of the titles created as a part of the A Dozen Sinister Rumors campaign. That PDF has outsold several others since the close of the Kickstarter campaign, so it just makes sense that a second volume would be a must. And what better...   [click here for more]
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A Dozen More Dungeon Treasures

A Dozen More Dungeon Treasures


After the second wave of A Dozen . . . series PDFs dove deep into specific treasure items with A Dozen Magic Armors, A Dozen Magic Helmets, and A Dozen Magic Shields, we return to a smorgasbord of dungeon treasures. This sequel to the first wave PDF, A Dozen Dungeon Treasures, brings you items that can be scattered throughout your...   [click here for more]
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A Dozen More Strange Locations

A Dozen More Strange Locations


A sequel to A Dozen Strange Locations, this PDF brings you another round of places that you can drop into your campaign as either a destination for the player characters to seek out or as an unusual spot that they come across when journeying across the game world.  The entries that follow are each limited to a single page. If you’re a fan of using paper at the table, you may choose...   [click here for more]
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A Dozen Ominous Rumors

A Dozen Ominous Rumors


Out of the A Dozen . . . series of PDFs, it is difficult to point to any one subline as “the most fun to create!” That said, I would select the various rumors PDFs as my personal favorites to write if my back were ever against the wall. What I enjoy most about the rumors’ titles is the joy that comes from creating new scraps of information for every entry. These loose concepts...   [click here for more]
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A Dozen Peculiar Lizardfolk

A Dozen Peculiar Lizardfolk


Similar in style to A Dozen Goblins and Orcs, this entry in the A Dozen . . . series of PDFs provides you, the gamemaster, with twelve lizardfolk creatures that the player characters may meet during the campaign. A mix of non-player characters – intended to be used for roleplaying encounters – and monsters, the lizardfolk described on the following pages should (I hope)...   [click here for more]
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A Dozen Rumors of Lost Treasures

A Dozen Rumors of Lost Treasures


Adventurers crave riches, treasures that may either be turned into gold coins or items that can aid them in their next adventure. Always on the hunt for undiscovered treasures, the ears of any adventurer will perk up when they overhear the promise of lost treasures. The twelve rumors described herein offer up a possibility at finding treasure . . . if the rumors are true. Each of the rumors that follow...   [click here for more]
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A Dozen Rumors of Other Places

A Dozen Rumors of Other Places


Not all rumors that the player characters may overhear on the busy streets – or in the taverns of the campaign world – are local. At times, the party may hear rumors of distant lands, other places where the promise of riches and ad- venture exceed the opportunities in their current loca- tion. At such times, the heroes may decide that their best course of action comes down to one thing: visit that...   [click here for more]
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A Dozen Sample Rumors

A Dozen Sample Rumors


If there is one thing that gamemasters can never get enough of, it is inspiration. As a GM, you are under constant pressure to entertain the group, bringing them encounter after scene after adventure, all in the name of fun for all. Sure, you can stick to a program of professional adventures, but there comes a point in every GM’s life when they desire to tackle something original.  Thats where...   [click here for more]
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A Dozen Shocking Betrayals

A Dozen Shocking Betrayals


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...   [click here for more]
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A Dozen Sinister Rumors

A Dozen Sinister Rumors


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....   [click here for more]
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A Dozen Spooky and Strange Hats

A Dozen Spooky and Strange Hats


A dozen mystic hats for use with most fantasy RPGs, as well as a look at a few of those spellcasters who craft these magical items.  This book is intended for those GMs who enjoy tinkering with and modifying the mechanics of their favorite game. The twelve hats are each illustrated, and the work was designed as a 5.5" x 8.5" booklet. This is for most OSR systems and requires the gamemaster's creativity...   [click here for more]
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A Dozen Strange Encounters

A Dozen Strange Encounters


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...   [click here for more]
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A Dozen Strange Locations

A Dozen Strange Locations


Adventurers need a steady stream of places to visit. Abandoned fortresses. Long-forgotten dungeons. Haunted woods. Distant villages. All of these and more must exist in your campaign world if the party is to have a near-limitless number of options when it comes time to set off for a new destination, and that is where A Dozen Strange Locations might come in handy. The twelve places that...   [click here for more]
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A Dozen Sugary Rumors

A Dozen Sugary Rumors


Rumors of the growing evil of the gingerbread men should concern any adventurer or citizen of the city. These twisted, destructive creatures were baked in the ovens of the elemental plane of sweets and an invasion of gingerbread men could spell disaster for both the player character adventurers and all of the NPCs who call the city and surrounding lands home. ...   [click here for more]
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A Dozen Terrifying Rumors

A Dozen Terrifying Rumors


Now that there are over thirty entries in the modern series of A Dozen . . . PDFs, I find that some of my favorite to write are the various rumors titles. Why is that? Because they give me the chance to create one-shot, entertaining scenario ideas that – I hope! – gamemasters find useful both as background noise and, at times, the skeleton of a complete game session. Just in case...   [click here for more]
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A Dozen Treacherous Encounters

A Dozen Treacherous Encounters


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...   [click here for more]
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A Dozen Troublesome Rumors

A Dozen Troublesome Rumors


The latest in a series of PDFs that are intended to inspire the gamemaster, A Dozen Troublesome Rumors offers much more of what we’ve seen before: snippets of storyline and encounter ideas that are just waiting for the GM to expand them into full-blown encounters or, at times, sprinkle them in during a session to add depth to the campaign. After all, the player characters need not act...   [click here for more]
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A Dozen Troubling Rumors

A Dozen Troubling Rumors


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...   [click here for more]
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A Dozen Undead Secrets

A Dozen Undead Secrets


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...   [click here for more]
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A Dozen Unusual Magic Items

A Dozen Unusual Magic Items


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...   [click here for more]
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A Dozen Unusual Patrons

A Dozen Unusual Patrons


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)...   [click here for more]
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A Dozen Vexing Rumors

A Dozen Vexing Rumors


We’re back, gang, with another twelve rumors that are ready to join your GM’s toolkit and wait there patiently until the day that you need them. As you well know, the players are always looking to you when it comes time to adventure, and there can never be enough encounter and adventure ideas in your pocket. As with the other entries in the A Dozen . . . series of PDFs, A Dozen...   [click here for more]
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