Rolled & Told Vol. 2 – MK Reed
Rolled & Told Vol. 2 – MK Reed
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Another stack of adventures. Another excellent reason to roll some dice.
Rolled & Told Vol. 2 returns with another beautifully illustrated collection of ready-to-play adventures, mini-adventures, comics, articles, and tabletop inspiration.
Collecting material from issues #7–12 of Rolled & Told, plus bonus content not available in the original individual issues, this volume gives new and experienced Game Masters a fresh assortment of 5e-compatible adventures ready to bring to the table.
Pick something that sounds fun.
Read enough to know what trouble you're about to cause.
Gather some players.
Ready-to-Play Adventures
Like the first volume, Rolled & Told Vol. 2 is built around pick-up-and-play tabletop adventures that take some of the heavy lifting out of preparing a game.
The collection works especially well when you want to:
Run a one-shot with your regular group
Introduce new players to tabletop RPGs
Try your hand at Game Mastering
Take a detour from an ongoing campaign
Borrow an encounter, character, or location for your own story
Or simply read through a stack of adventures until something makes you think, Oh, we're absolutely doing that.
Adventures, Comics & More
Rolled & Told isn't simply a collection of adventure text.
Throughout the book, comics accompany the adventures, while illustrations and splash art bring characters, creatures, and locations to life.
You'll also find articles and additional material alongside the playable content, making this as much a book to browse for ideas as one to keep nearby when you're actually running a game.
It's part adventure anthology, part RPG magazine collection, and part extremely effective campaign-idea generator.
Built for 5e
Each adventure is 5e compatible and ready to play, giving Game Masters the mechanics they need to bring the stories to their tables.
New GMs get a collection of developed adventures to work from rather than facing an empty notebook.
Experienced GMs get something equally valuable:
material they didn't have to write themselves.
Everyone wins.
What’s Inside
Adventures & mini-adventures collected from Rolled & Told issues #7–12
5e-compatible gameplay
Ready-to-play one-shot adventures
Comics accompanying the adventures
Articles & tabletop inspiration
Illustrations & splash art from comic artists
Bonus material not available in the original single issues
Content designed for new and experienced Game Masters
Why We Love It
It's an anthology you can actually play. Browse until something catches your imagination, then bring it to the table.
The comics and artwork give it personality. Like Vol. 1, this feels different from a traditional adventure collection.
It's approachable for new GMs. Having a ready-made adventure in front of you makes getting behind the screen considerably less intimidating.
Experienced GMs aren't going to outgrow it. Adventures can be played as written, adapted, borrowed from, or dismantled for particularly useful parts.
It continues what makes Vol. 1 so good without requiring you to own Vol. 1 first. Start here, start there, or keep both within grabbing distance.
Book Details
Title: Rolled & Told Vol. 2
Author: MK Reed
Type: Tabletop RPG adventure anthology
Compatibility: 5e
Collected from: Rolled & Told issues #7–12
Includes: Full adventures, mini-adventures, comics, articles, illustrations & bonus content
Designed for: New and experienced Game Masters & players
Play style: One-shots, short adventures & drop-in campaign material
Use: Ready-to-play sessions, campaign inspiration & GM resources
Pick a story. Make it yours.