Publisher: Philip Reed GamesThe 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 Dozen . . . series of PDFs, these are designed to inspire you when preparing a session.
As with the other works in this series, the characters that follow are missing their game statistics. It is up to you, the gamemaster, to provide necessary stats for your chosen game system. As a systemless work, the twelve betrayals are descriptive rather than prescriptive. (This means, of course, that these are ideas intended to trigger your own imagination and not detailed scenarios that you should blindly follow. Make each your own!)
Before using any of the encounter ideas that follow, I suggest reading each and then printing those that most interest you. Once printed, attack each page with a pen, scratching out the concepts you plan to ignore and noting changes/expansions that you think of as you read the printed page.
Those of you who take a more technical approach to preparing for a session may wish to copy this text from the PDF and then rewrite to suit your tastes.Price: $1.50
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