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 Hottest Fantasy, PDF, Christmas in July Sale from Third Kingdom Games
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Basilisk Hills Compiled

Basilisk Hills Compiled


This book compiles the seven hexes that make up the Basilisk Hills cluster of the Populated Hexes series into a single book: 14.22 Lair of the Troglodytes 13.22 The Plateau of Sighs 14.23 The Basilisk Knights 15.22 The Toppled King 15.21 The River’s Source 14.21 The Gateway to the Pallid Fields 13.21 The Gangrenous Orcs Together, they form an adventuring location that can keep your players busy...   [click here for more]
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Basilisk Hills Supplemental Hexcrawl

Basilisk Hills Supplemental Hexcrawl


Consisting of 98 6-mile hexes that surround the main Basilisk Hills cluster, this supplemental book provides enough dungeons, lairs, and interesting features to keep your players exploring for months of game time. Written for Old School Essentials, but useable in any old-school system, the book also contains background on the world of Absalom as well as tips on how to run the hexcrawl. This book is...   [click here for more]
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Basilisk Hills Ultimate Hexcrawl

Basilisk Hills Ultimate Hexcrawl


This book combines the Compiled Basilisk Hills cluster with the Supplemental book, creating a hexcrawl region of 107 total 6-mile hexes. Populated Hexes Monthly Issue 0 is a free gazetteer that provides information on the setting, although this hexcrawl can be easily plugged into any existing fantasy world. Supplemental Hexcrawl Consisting of 98 6-mile hexes that...   [click here for more]
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BX Advanced Bestiary, Vol 1

BX Advanced Bestiary, Vol 1


Volume 1 of the BX Advanced Bestiary takes the monster entries A-D from the OSE Basic book and expands them with options, added details, use for monster parts, additional monsters, and playable classes based upon the same theme. A sample preview of the book can be found here. Each entry is illustrated.  It includes rules for monster and animal training, several new race-as-class options (advanced...   [click here for more]
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Filling in the Blanks

Filling in the Blanks


Filling in the Blanks is a guide to populating hexes with lairs and features to use in fantasy role-playing games. While written specifically for Necrotic Gnome's Old School Essentials it is compatible with virtually all OSR-style games, and can be used with more modern versions of the game with little effort. It provides tables for randomly generating the number and type of lairs and features that...   [click here for more]
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Forest of Plenty -- Hex 16.24

Forest of Plenty -- Hex 16.24


The Forests of Plenty is another hex in the Populated Hexes series drawn from the Lake of Abominations cluster. It features the eponymous hex as well as a bonus hex adjacent to it. These two contain the lair of a medusa and her children, a sounder of aggressive boars, a village of sprites that contains a gateway to the Pallid Fields hexcrawl, and more, including rules for adding spellcasting levels...   [click here for more]
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Hex 07.36 -- Slow Waters

Hex 07.36 -- Slow Waters


Hex 07.36 features a frogling-inhabited marsh created by ancient and hidden piece of magitech, originally designed to distill a potent alchemical substance from an underground reservoir. In the years since the device was abandoned it continued to run, flooding the surrounding land and creating the current landscape. This hex contains two frogling race-as-class playable classes, a small dungeon containing...   [click here for more]
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Hex 13.21 -- The Village of the Gangrenous Orcs

Hex 13.21 -- The Village of the Gangrenous Orcs


Hex 13.21 -- the Village of the Gangrenous Orcs features a hex dominated by an orcish village made up of five distinct clans as well as an orcish shaman race-as-class to complement the orcish warlock and reaver introduced in Hex 16.23 This title has been bundled into: The Basilisk Hills Compiled Hexcrawl (https://www.drivethrurpg.com/product/374420/Basilisk-Hills-Compiled) The Basilisk Hills Ultimate...   [click here for more]
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Hex 13.22 -- The Plateau of Sighs

Hex 13.22 -- The Plateau of Sighs


Hex 13.22 -- The Plateau of Sighs -- features an old triceratops, out of place and out of time, and a plateau currently affected by a petrification curse caused by a gateway to the plane of earth. The gateway is at the end of a mini-dungeon, an abandoned druidic shrine to a powerful elemental prince. It includes rules for introducing ley lines into an Old School Essentials -- or any other OSR-style...   [click here for more]
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Hex 13.39 -- The Domain of Deepwater

Hex 13.39 -- The Domain of Deepwater


Hex 13.39 -- the Domain of Deepwater -- is an entire cluster of seven hexes that details a small, developing domain and the surrounding hexes. It provides the small village of Deepwater, the nearby Keep, and plot hooks that a Referee can use to establish either a starting location or a settlement to place in play. The book uses the domain rules from Into the Wild and provides concrete examples of...   [click here for more]
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Hex 14.21 -- The Gateway to the Pallid Fields

Hex 14.21 -- The Gateway to the Pallid Fields


This hex is another in the Basilisk Hills cluster, and also ties in with the Pallid Fields mini-hexcrawl in Faery. It features the eponymous gateway to Faery, a feral damselfly automaton, and a mad hermit, among other features. It also has rules for high-level ritual spells, spell research and mishaps, in addition to founding and running clerical temples. This title has been bundled into: The Basilisk...   [click here for more]
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Hex 14.22 -- The Keep of the Troglodytes

Hex 14.22 -- The Keep of the Troglodytes


Another in the Basilisk Hills hexcrawl series, the Keep of the Troglodytes includes the eponymous keep, inhabited by a band of vicious troglodytes. Also includes two race as class troglodyte classes, new spells, and several other encounter locations. This title has been bundled into: The Basilisk Hills Compiled Hexcrawl (https://www.drivethrurpg.com/product/374420/Basilisk-Hills-Compiled) The Basilisk...   [click here for more]
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Hex 14.23 -- The Basilisk Knights

Hex 14.23 -- The Basilisk Knights


Another hex in the Basilisk Hills cluster, Hex 14.23 features the town of Liwil, home to the Basilisk Knights, a much diminished order dedicated to the protection of the surrounding lands. It includes a map of Liwil with important locations and NPCs noted, an alternate Knight class for use in old-school games, rules on dryads in Absalom, and a half-dryad race-as-class option; the Grove Guardian. This...   [click here for more]
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Hex 14.42 -- Troll Mountain

Hex 14.42 -- Troll Mountain


This hex is in the Keep of the Rawhide Gang cluster and includes: *Two small dungeons. *Wilderness encounters including with a chimera, mountain goats, manticore, and roper. *Expanded information on trolls, ropers, a mutative alchemical mineral called bertuberite, and more! ...   [click here for more]
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Hex 14.43 -- Eyrie of the Eaglefolk

Hex 14.43 -- Eyrie of the Eaglefolk


This hex -- a neighbor to 15.42, Keep of the Rawhide Gang -- features a monastery of eagle-folk monks perched above a mountain lake containing a portal to the plane of water. includes two race-as-class eaglefolk options as well as rules for generating elemental creatures. ...   [click here for more]
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Hex 15.21 -- The River's Source

Hex 15.21 -- The River's Source


Hex 15.21 is another hex in the Basilisk Hills hex cluster, featuring the source of a river and the spirit that dwells within, a unicorn grove and rules for expanding unicorns, and bonus hex containing a mini-dungeon inhabited by morlocks, as well as two morlock race-as-class options. This title has been bundled into: The Basilisk Hills Compiled Hexcrawl (https://www.drivethrurpg.com/product/374420/Basilisk-Hills-Compiled)...   [click here for more]
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Hex 15.22 -- The Toppled King

Hex 15.22 -- The Toppled King


Hex 15.22 is another in the Basilisk Hills cluster of 6-mile Populated Hexes. It features a fallen statue of Zaphisdreal the Mighty -- a king of old -- a giant ant colony, and a young dragon, among other threats. Additionally, it provides rules for making dragons more interesting. This hex uses Old School Essentials but can be easily adapted to any OSR-style game. This title has been bundled into:...   [click here for more]
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Hex 15.41 -- The Valley of the Rock Baboons

Hex 15.41 -- The Valley of the Rock Baboons


The Valley of the Rock Baboons is another hex in the Rawhide Gang cluster. It features three dungeons (a mini-shrine to a baboon god, a brigand outpost, and the redoubt of a long-dead illusionist) as well as rules for creating animated objects, legendary weapons (magical items that grow more powerful along with the wielder) and a monk class for Old School Essentials or other similar games. ...   [click here for more]
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Hex 15.43 -- The Crypts of the Aimascurs

Hex 15.43 -- The Crypts of the Aimascurs


Hex 15.43 -- the Crypt of the Aimascurs, is a hex in the Rawhide Gang cluster of hexes. It features a hill giant camp, a greater medusa with oracular powers, and the eponymous crypt, populated with a variety of mummies. Includes rules for making mummies more interesting. ...   [click here for more]
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Hex 16.23 -- The Doom of Cthedrak

Hex 16.23 -- The Doom of Cthedrak


Another Hex in the Lake of Abominations cluster, the Doom of Cthedrak features a crashed spaceship from another dimensions inhabited by a scheming naga. The wreckage -- called the Dome of the Library -- received an honerable mention in the 2019 One Page Dungeon Contest. This location also features a small orcish camp, and rules for a standard orc race-as-class as well as an orcish warlock race-as-class...   [click here for more]
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Hex 16.42 -- Into the Stewpot

Hex 16.42 -- Into the Stewpot


Hex 16.42 -- Into the Stewpot, is another hex in the Rawhide Gang cluster. It features a family of wereboar farmers, led by a devil swine matriarch, as well as a kobold warren, along with three playable race-as-class kobold option: the regular kobold, the warrenguard, and the beguiler. With art by Carlos Castilho and cartography by Ryan Thomason. ...   [click here for more]
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Hex 16.43 -- Cave of the Elder Gargoyles

Hex 16.43 -- Cave of the Elder Gargoyles


Part of the Rawhide Gang cluster of hexes, the Cave of the Elder Gargoyles features a small cavern complex inhabited by elder gargoyles, a breed of construct first created by the ancient crocodile kings. A flight of wyverns and an old and fat hydra also lairs in the hex. Also includes rules for creating constructs using Old School Essentials or other OSR-style games. ...   [click here for more]
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Hex 17.22 -- The Valley of the Sunken Sun

Hex 17.22 -- The Valley of the Sunken Sun


Hex 17.22 -- the Valley of the Sunken Sun -- features a goblin village in an abandoned manor house at the edge of the Lake of Abominations. A mutated carcass crawler dwells in a well at the center of the village and is worshipped as a god by the goblins. The book also contains optional combat maneuvers to customize fighting classes and provides rules for the creation of charms and fetishes -- minor...   [click here for more]
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Hex 17.24 -- The Village of the Owl-folk

Hex 17.24 -- The Village of the Owl-folk


South of the Lake of the Abominations is a village of owl-people living on the outskirts of a haunted forest. The owl-folk are a race of seers and visionaries, spending much of their time in drug-induced states that bring on prescient trances. This hex includes Highglade, the owl-folk village, the northern tip of the Darkwoods, a haunted forest, rules for drugs and drug addiction, and two race-as-class...   [click here for more]
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Hex 18.23 -- The Trails of Cabulech

Hex 18.23 -- The Trails of Cabulech


Hex 18.23, part of the Lake of Abominations cluster, features a giant snail leaving trails of alchemical slime, a gnoll village, two gnoll race-as-class options, and rules for creating magical items. ...   [click here for more]
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Hex 18.24 -- The Deadwoods

Hex 18.24 -- The Deadwoods


The Deadwoods hex is another in the Lake of Abominations series. It features a spur of the Darkwood called the Deadwood, ruled by an undead treant, and a small goblin village established at the edge of the Deadwood, hoping that their proximity to such a fell place will grant them a measure of safety from a larger goblin village to the north. It also features two goblin race-as-class options: the goblin...   [click here for more]
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Hex 24.26 -- The Temple of Bathrymrala

Hex 24.26 -- The Temple of Bathrymrala


Hex 24.26 -- the Temple of Bathrymrala, is the start of a new cluster of hexes. Two rivers join in this hex, creating a swamp in which can be found the remains on an ancient temple to Chaotic gods, now inhabited by a variety of creatures. The hex features five mini-dungeons that make up part of the partially flooded complex, new undead and plant creatures for use in Old School Essentials or other OSR-style...   [click here for more]
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Hex 26.35 -- The Camp of the Horsefolk

Hex 26.35 -- The Camp of the Horsefolk


One of the stretch goal hexes from the Filling in the Blanks Kickstarter, Hex 26.35 explores a new corner of the region covered by the Populated Hexes. It features several barrow mounds, one containing a powerful undead horror and introduces the horsefolk with two race-as-class options, the standard caballi and the caballi destrier. The horsefolk are a nomadic peoples, following the...   [click here for more]
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Into the Wild

Into the Wild


Into the Wild is written for Old School Essentials but can be easily adapted for use with any OSR-style game. It combines and expands on six books by Third Kingdom Games: Classing up the Joint, Domain Building, Hexcrawl Basics, Random Weather Generation, OSR Expanded Classes, and Wealth by NPC level. Designed to be used alone or as a companion book to Filling in the Blanks and a Guide to Thieves'...   [click here for more]
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Keep of the Rawhide Gang -- Hex 15.42

Keep of the Rawhide Gang -- Hex 15.42


Hex 15.42 in the Populated Hexes series features a brigand keep in the hills to the south of a trade road. It includes a fully fleshed out brigand gang, an alternate brigand character class for use in your Old School Essentials or similar OSR-style game, and expanded rules for adding Brigandry to the thieves' guild options presented in A Guide to Thieves' Guilds. ...   [click here for more]
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PHM #15 -- Smuggler's Cove

PHM #15 -- Smuggler's Cove


The domains that border the Inland Sea chafe at the control Serir has over commerce, and smuggling is a lucrative business to avoid the high tariffs charged. This issue looks at one such settlement – a community of smugglers amidst the moorland hills at the very north of the Fenimil Swamps, and introduces the turtle-folk chelydra, including two playable turtle-folk classes. The Populated Hexes Monthly...   [click here for more]
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PHM #9 -- Fool's Ascent

PHM #9 -- Fool's Ascent


PHM #9 explores one of the only known ways to ascend the Plateau of Leng, which unfortunately for the adventurers leads right by the lair of a dreaded Leng spider, in addtion to including detailed rules for exploring in the Dreamlands, as well as a map of said realm. ...   [click here for more]
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PHM 16 -- The Crescent Isle

PHM 16 -- The Crescent Isle


Issue #16 of Populated Hexes Monthly moves to the south of Absalom and out into the Silver Sea. The Crescent Isle is inhabited by a number of creatures, and this issue looks at a shipwreck inhabited by a giant crocodile. It also includes rules for customizing water-going vessels and expanding adventures by ship. A staplebound print version of this book is available through the publisher's website....   [click here for more]
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PHM 17 -- Isle of the Monitor

PHM 17 -- Isle of the Monitor


Populated Hexes Monthly Issue 17 remains in the Silver Sea, exploring a nigh inaccessible island inhabited by a pair of giant monitor lizards and continuing part II of the look at naval rules. This issue goes over crewing a vessel and explains the various rolls that are used. This issue is available in staple-bound format through the author's website, as well a monthly subscription. ...   [click here for more]
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PHM 18 -- The Sea Scourge

PHM 18 -- The Sea Scourge


Issue 18 is a bit of a departure, looking not at a location but at an encounter. In this case, an encounter with the Sea Scourge, one of the many psittacan pirate sloops that sail the Silver Sea. In addition to an overview illustration that can be used to lay out the typical sloop, Issue 18 introduces (finally!) the psitacca, or parrot-folk, with two playable race-as-class options:...   [click here for more]
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PHM 20 -- The Three Sisters

PHM 20 -- The Three Sisters


The 20th issue of Populated Hexes Monthly concludes the look at naval combat, presenting an abstracted mass combat system compatible with the one found in Into the Wild. It also looks at the westernmost archipelago in the Thalassocracy of Terbur, abandoned since the last Cycle. The hex in question contains a harpy lair as well as a buried treasure left behind by a fleeing resident of the island. ...   [click here for more]
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PHM Hex 49.61 -- Village of the Grippli

PHM Hex 49.61 -- Village of the Grippli


Focusing on a temperate rainforest and the grippli village within, Issue #4 of the Populated Hexes Monthly contains a carnivorous plant, a grippli village, two grippli race-as-class playable options, and some new nature-oriented spells. ...   [click here for more]
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PHM Hex 55.68 -- Entrance to the Valley of Kings (pt 2)

PHM Hex 55.68 -- Entrance to the Valley of Kings (pt 2)


The follow-up hex to Part 1 of the Populated Hex Monthly Release, this book contains a dungeon located under the ruins of the ancient burial complex. Once used by the Crocodile Kings to prepare their dead for interment, the complex is now controlled by a necromancer and his small army of undead minions as he seeks to lean the secrets of the complex. Also contains four new necromantic spells to add...   [click here for more]
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PHM Hex 55.68 -- Entrance to the Valley of Kings (pt. 1)

PHM Hex 55.68 -- Entrance to the Valley of Kings (pt. 1)


Hex 55.68 is the second in the Populated Hexes Monthly series, and takes a look at a sea-side desert hex containing a complex once used by the Crocodile Kings to mummify and inter their dead royals, as well an entrance into the box canyon containing many tombs holding the dead. Part 1 provides a broad overview of the hex as well as rules for creating undead; either in game by PCs or for Referees to...   [click here for more]
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PHM Issue #5 -- Hex 35.06 The Cave of the Yeti

PHM Issue #5 -- Hex 35.06 The Cave of the Yeti


Issue #5 of Populated Hexes Monthly moves to the frozen north of Absalom, a thousand miles north of the Plains of Zelaia, and features an ice cave inhabited by cruel yetis. The issue also includes rules for exploring in the icy wastes, new equipment to help explorers survive, a new monster (the winter wight), the valuable alchemical substance known as spectral frost, and several new cold-themed...   [click here for more]
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PHM Issue 21

PHM Issue 21


Issue 21 of Populated Hexes Monthly features an abandoned mansion partially buried by shifting sands, containing, amongst other things, the lair of a family of leucrocottas. It also includes rules for sandstorms and introduces prestige classes for OSR gaming.  ...   [click here for more]
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Populated Hexes Monthly Year One

Populated Hexes Monthly Year One


Populated Hexes Monthly compiles the first twelve issues of the PHM zine series into a single book, with newly commissioned art and arranged via setting location. While written for Old School Essentials, it can be used with any OSR-style game. It features the following: #1. The Shrine of Daothog. Includes the lair of a dragonne and a partially submerged cave containing a long-forgotten godling. Includes...   [click here for more]
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Random Weather Generation

Random Weather Generation


Although written with OSR-style games in mind, this document can be used with any fantasy role-playing system. It provides a method for quickly generating weather on a daily basis, and includes an extensive table with unusual events -- everything from a heat wave, to a comet appearing in the sky, to earthquakes. This document has been revised and compiled as part of Into the Wild,...   [click here for more]
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The Pallid Fields Hexcrawl Second Edition

The Pallid Fields Hexcrawl Second Edition


This is the revised and expanded second edition of the Pallid Fields -- A mini-hexcrawl in Faery. It has been expanded to add material from the Old School Essentials Advanced book, and has more maps, encounters, and guidelines for exploring in Faery. This book looks at a four-hex domain in the Winter Court of Faery, ruled by Neluthien, the Pallescent Duke, and includes rules for creating fey creatures,...   [click here for more]
Third Kingdom Games  $6.95

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Wealth by NPC Level

Wealth by NPC Level


Designed for use in old-school versions of the world's most popular role-playing game, this supplement provides methods and tables for calculating treasure possessed by NPCs. There has not been a means of calculating the amount of treasure that various NPCs have, and this document means to remedy that by providing guidelines for wealth by levels of character or social class and tables for generating...   [click here for more]
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