- A Dozen Strange Encounters (14 pages)
some doomsday scenarios and planar gates
- A Dozen Dungeon Hazards (7 pages, 2004)
Open Game Content (OGC) for Ronin Arts: Fogs, Fungi, Molds & Slimes (12 examples)
My "favorite: was my accidentally misreading "Necromantic Frog"
But the Harmonic Mushrooms could fit into a story very easily.
I remember oozes/slimes just damaging ("consuming") bodies, but never taking them over. Not good from roleplay, I guess.
- A Dozen Planar Gates and Storms (8 pages, 2005)
OGC. Ronin Arts: Fogs, Fungi, Molds & Slimes (12 examples)
Interesting ways of how to get there, but not what you'll find there, which is a book of its own.
Good ideas. The "storms" are things like the tornado in the "Wizard of Oz" or (not mentioned) "The Final Countdown".
The gates are always gate-shaped like the Guardian (Star Trek), or Stargates, or Pylons (Land of the Lost).
- Six Planar Gates (5 pages, 2005)
Companion to the previous one. This one had more tradition gateways, although one was a carriage reminiscent of the Cóiste Bodhar, the Death Coach featured in Irish legend, not to mention Darby O'Gill and the Little People. The difference is that this one travels all the planes and will take you where you actually want to go.
- A Dozen City Encounters (14 pages, 2020)
Some ideas to use when the party is staying in town. Some of them might make good story prompts.
There's a pied piper type who tells stories as a way of getting info out of kids. A half-giant leather worker who lives outside of town who will happily chat, and could be persuaded to make things. A couple other NPCs that I should make a list of. A summer festival (which might attract thieves) and an ominous fog.
- A Dozen Adventurous Rivals (14 pages, 2020)
Other recurring characters the heroes might meet, whether experienced or novice. Many races and classes are covered, along with what notable treasure they might be carrying. The heroes shouldn't be fighting them directly, for the most part.
- 13 Starship Cargoes (12 pages, 2005)
A baker's dozen, if you will. This supplement has d20 game mechanics, which are basically a foreign language to me, but I know enough that I can compare things to each other, and get a general sense.
This is useful because my friend keeps encouraging me to write Dieselpunk, or whichever *punk that covers 1930s era spaceships that should have some plausibility to them. Thus my mind goes to cargo haulers and space cops.
Of particular interest, the Voracious Monstrous Mantis and the Magnetic Slime, as well as the general description of the Mecha suits, which are more Aliens than Robotech. The last two pages are printable maps for cargo holds, which make me think about looking for the rest of the ship.
- A Dozen Documents and Papers (7 pages, 2004)
The legalise is reduced in size, taking only a fraction of the last page.
This was a freebie extra for backing many of Reed's current projects. Some ideas might spring to mind, but mostly it was just an interesting read. Would I use any of this were I to create a story? I don't know. Includes d20 rules.
Also included is a page and a half about Smithfield's Chocolate House, with information about real-world historical parallels. This was originally printed on his website, but after nearly two decades, who knows if it's still there. (No, I didn't feel the need to check.)
- A Dozen Unusual Articles of Clothing (5 pages, 2004)
Contains some examples of mundane clothing, but not the usual mundane clothing, and then some fine or enchanted versions. There's a list of garment colors by class, meaning upper or lower, along with clergy or wizard.
The Dark Cowl of the Necromancer could spur a story by itself. Also, I learned about things like lirapipes (liripipe, when I searched online), gorgets, chaperons, great coats (okay, I knew about these), supertunics, houppelandes, tippets, and pelisses.
Imaginary creatures mentioned include Tangtals (magical cats which could be skinned) and Thundershrikes (magical birds with colorful feathers).
This is a little more than 4 pages, with the open-gaming license taking up most of the fifth page.
- A Dozen Unusual Bracers and Guantlets (6 pages, 2006)
What was likely the last of the "Dozen" series, until Phil Reed revived it last year (at least according to the intro page). Entries include BONENEEDLE GAUNTLETS (mitten-style with venomus teeth from a large spidery thing), BRACERS OF THE THIEF (handy item I could've used in a story, maybe in edits), CEREMONIAL GAUNTLETS OF THE DRAGON (valuable, but useless items, like a dragon puppet for followers of cults, with penalities to Dex), CLERIC’S GAUNTLETS OF HOLY MIGHT (holy mittens that lock a weapon in place, but no modifier?), FISTS OF THE BLOOD WIGHT (unholy mittens, basically the hands and claws of a blood wight, which bleed unceasingly, though from no detectable source [my phrasing]), GAUNTLETS OF THE ANGELIC CHOIR (shiny, feathery, extra protection but heavy so Dex penalty, do they have Luck in them?), GAUNTLETS OF THE GRAVE (clamshell design for holding polearms, dex penalty, they have arcance runes and an aura or death or fear, and usually worn by skeletons and undead soldiers ... but they're fur-lined), GAUNTLETS OF THE OOZE CHAMPION (ooze mittens that will fuse with the wearer's arms but could be removed with hot water, part of a set that gives command over oozes), HARD, SPIKED
BRACERS (made by dwarves for a human, they're what they say on the tin, good in close combat for wounding and disarming), SEPULCHRAL FINGER GAUNTLETS (a sepulchral guardian, an unusual type of construct created from the remains of dead humanoids that are encased in iron, with spikes, dwarven masterwork), SKULL BRACERS (nothing special, but well-made, used by rogues), SPELLCASTER’S BRACERS (like a magician's trick, they can pull something out one's sleeve, such as a material component).
This is actually 5 pages, with the open-gaming license taking up the last page.
- A Dozen Unusual Materials (5 pages, 2004)
Entries include ARCANE STONE (rare black stone from deep beneath the ocean used in jewelry and arrow heads, faintly naturally enchanted), BLACKWORK SILK (A powerful, uncommon silk woven from
the web of an enchanted giant spider, blackwork
has the strength of steel and the lightness
of the finest natural silk), BONE OF THE UNDEAD (a powerful necromantic tool, could be useful in that Potions story I'm trying to write), DARKEST OBSIDIAN (black, volcanic glass, used artistically only), DRAGONNEL'S HIDE (the dragonnel, a foul beast that may be
related to the abomination of a dragon and pteranodon, an evil creature with a massive wingspan and long, serpentine body -- sounds, familiar, I think I read this before. Oh, well.), HORROR CRYSTAL (sliver of a dead crystalline horror – an unnatural evil humanoid that’s made of crystal and glass, used artistically -- or is it?), GOLEM METAL (enchanted metals of a destroyed iron
golem can, molten down and reforged into weapons or armor), GREEN (Emerald) MITHRAL (variation of the usual stuff), MOONRED HEART (a type of tree that grows deep beneath the surface world, a masterwork that will wither if brought to the surface), SCREAMING GOLD (when immersed in water, useful for alarms or diversions), SPIDER'S CARAPACE (hard deep black shell of a rare, underground spider used by drow for armor or wizard's for spell book covers), TROLL'S IRON (greenish metal from deep underground, below where dwarves dwell-- I wonder if those trolls would be tinier).
The more I read, the more I realized that I'd seen this one before, even if I hadn't read the one before it. (The files are sorted alphabetically.) It must've been in the last list.f
This is actually 4 pages, with the open-gaming license taking up the last page.
- All Fall Down (4 pages, 2004)
An independent storytelling game with random elements (dice and voting), plus counters. A little on the mark with talk of disease and depression in these days of Covid.
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