This "dozen" was part of Wave 01 of a Kickstarter back in 2021.
It is a system agnostic book making it excellent for any system at all. I play with 5e, Level Up 5e and Starfinder. I have read Pathfinder 1 & 2 and I could see this book easily fitting to three of these and needing slight tweaking to fit Starfinder. I believe that this book could easily fit any of the other systems out there. Cairn, Shadowdark, Tales of the Valiant, Daggerheart, DragonBane, 13th Age and so on.
Don’t be fooled by the small page count. It might only be 12 pages of content but it does put other works of many more pages to shame.
As the title suggests it features a Dozen Dangerous Foes.
An intro page explaining the premise of the booklet.
a second page including a four-step system detailing the anatomy of a foe or how to read [understand] the following 12 Encounters
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- A name/title, to help set the mood.
- Descriptive text detailing the character's history, info on what the character may or may not be doing when met, and some ideas on how to introduce the rival in your campaign session.
- Each foe includes a single illustration.
- If the character has any special magic items or valuable treasures, they will be detailed here so that you know what tools the rival may possess.
On the same page is the following excellent advice:
Using The Foes
The characters that follow may be used as random NPCs that the adventurers meet somewhere in the campaign world, as long-time rivals who are often competing with the party for the best rewards, or as friends of the party who will aid them at times or serve as sources of information and supplies.
Foes are divided into two levels of experience:
Experienced. These are true rivals to the PCs and should often be of an equal power level to the party. Experienced rivals are those NPCs most likely to be the friendly competition, always looking to clear out the next dungeon and find the treasures before the player characters can get all of the good stuff.
Master. These are NPCs who may be significantly more powerful than the player characters. As with the novice rivals, a master rival may be more useful as a MacGuffin, something that is important to your story but is mostly set dressing and not directly involved in the campaign's action.
Unlike A Dozen Adventurous Rivals, none of the characters that follow are classified as a novice adventurer. My thinking is that a novice would not be classified as a "dangerous foe," so I've focused on experienced and master non-player characters.
If you wish, you may scale back the power level of any one of these NPCs to create a weaker foe.
I normally take the first example so as you know I have not picked a favourite but, in this review, I will use the referred Encounter above. Sections Numbered to help.
- A name.
Selggi Metrakk
bonus inspirational quote --> "Over the course of their adventures, characters are likely to face a variety of enemies. From brutish ores to cunning cultists, numerous adversaries will rise to oppose the heroes" - JayLittle (developer), Warhammer Fantasy Roleplay. Game Master's Guide (3rd Edition)
Dragonkin warrior Selgi Metrokk was raised by the chromatic dragon clans of the mountains, trained from birth to hate all who worship the good-aligned gods, and instructed to chase down and destroy the supporters of those gods at every opportunity. A green dragonkin, Metrakk possesses the ability to exhale a poisonous gas that sickens and harms others.
- Descriptive text detailing the character's history.
Dragonkin Fighter (Experienced)
Selgi Metrakk is an adventurer of sorts, though not in search of treasures and fame but, rather, as one seeking out those who are opposed to the evil causes for which he stands. The dragonkin has no home or base of operations, but is a wanderer who travels from city to city across the lands and never remains in one place for too long.
Over time, Metrakk has learned to be less zealous in his pursuit of good-aligned characters and creatures, now exercising restraint and waiting for the perfect moment to strike. In his youth, the dragonkin was unable to visit most cities and towns because he would be turned back by the town watch and citizens of the city; these days, he knows to act indifferent and neutral at most times so that he can take advantage of the services and collect supplies when visiting population centers.
In battle, Metrakk is a dangerous warrior who uses his axe to split skulls and willuse his poisonous breath weapon when given the chance to breathe directly into the face of an opponent. When he has no other choice, he will hire himself out to others to make money.
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Each foe includes a single illustration.
Fiercesome looking dragonkin/half dragon/dragonborn? Even looks a tad like the Dragonlance Draconians from much earlier editions of D&D.
- Notable Treasure
Meltrakk carries a magic shield – Dragon’s Hide – that grants him protection against flame attacks. His waraxe is a magical weapon that grants a minor bonus to attack and damage rolls. Additionally, the dragonkin fighter wears Gauntlets of Giant Strength that increase his already-impressive strength.
This is a strong word picture of a great foe. Tons of switches to play with in the description. Don't forget you can adjust up or down the scale of the difficulty. A good trick I have learned is introduce your high levelled foe at the start of the campign when everyone is level 1. Giving them the feared intro they deserve.
Another quality work by Philip Reed.
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