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The Lake of Abominations -- Hex 17.23

The Lake of Abominations -- Hex 17.23


The first hex in the Populated Hex series, The Lake of Abominations includes an overview of Absalom, the continent on which the series is set, and is an introduction to the one hex format used by this series. Each hex cluster will contain a central 6-mile hex (in this case the titular Lake) as well as the surrounding six hexes, and will include lairs, encounters, features, as well as optional rules...   [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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PHM #10 -- The Dreaming City of Kahudbar

PHM #10 -- The Dreaming City of Kahudbar


The 10th issue of Populated Hexes Monthly remains at the base of the Plateau of Leng and visits the Dreaming City of Kahudbar, the only place where the mysterious Denizens of Leng meet to trade with humanity. Includes stats for the Leng-folk as well as the valuable moon-rubies the Denizens use to trade. ...   [click here for more]
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PHM #11 -- The Lake of the Dead

PHM #11 -- The Lake of the Dead


The 11th issue of Populated Hexes Monthly remains in the shadow of the Plateau of Leng, exploring a hex containing a cursed lake filled with snowmelt from the looming plateau as well as small dungeon inhabited by phase spiders. It also includes rules for adding Wounds -- serious and debilitating injuries -- to your OSR game. ...   [click here for more]
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PHM #12 -- The Gardens of the Rising Sun

PHM #12 -- The Gardens of the Rising Sun


PHM Issue 12 revisits the Frozen Wastes and looks at the deceptively peaceful and verdant Gardens of the Rising Sun. An emerald jewel of riotous life inthe middle of a desolate landscape, the hex is kept warm by a permanent portal to the Court of Summer. Many a weary traveler has mistaken the greenery for safety, but it is just as deadly as the surrounding snowfields as the court uses the area as a...   [click here for more]
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PHM #13 -- The Lair of the Death Gazer

PHM #13 -- The Lair of the Death Gazer


The thirteenth issue of Populated Hexes Monthly features new cover art by Adrian Barber and moves to the Fenimil Swamps, a cold-weather swamp in northern Absalom. It includes the lair of a catoblepas, rules for swamp exploration, and a number of new monsters to encounter in a swampy lair. Populated Hexes Monthly is also available in staplebound format singly or as a monthly subscription on the author's...   [click here for more]
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PHM #14 -- The Necromancer's Retreat

PHM #14 -- The Necromancer's Retreat


Issue #14 of Populated Hexes Monthly remains in the Fenimil Swamp and features the lair of a reclusive necromancer as well as a playable necromancer class for Old School Essentials and similar games, inspired by Garth Nix's Abhorsen series. Populated Hexes Monthly is also available in staplebound format singly or as a monthly subscription on the author's website. ...   [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 #27

PHM #27


PHM #27 remains in the area known as the Sheer Cliffs, and features a mini-dungeon hewn into a sheer cliff face, containing a roc, stranded sailors, an alien beast from the deeps of the ocean, and more! ...   [click here for more]
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PHM #8 -- The Haunted Hills

PHM #8 -- The Haunted Hills


Issue #8 of Populated Hexes Monthly moves to the southern end of the Plateau of Leng and introduces a new class for Old School Essentials: the binder, a character that draws their power from the vestiges of dead or forgotten gods. ...   [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 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 19 -- A Shot Across the Bow

PHM 19 -- A Shot Across the Bow


The 19th issue of Populated Hexes Monthly continues to look at naval rules for Old School Essentials and old-school gaming. This issue takes the information in Issues 16 and 17 and applies them to naval warfare. In this Issue, the rules allow each player character to take on a shipboard role on a single vessel within combat. Issue 20 will present simple mass combat rules for large-scale naval engagements....   [click here for more]
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PHM 25 -- Psionics Part I

PHM 25 -- Psionics Part I


Issue 25 of Populated Hexes Monthly kicks off the third year of the zine with a bang, introducing a new psionics system that doesn't rely on points. It also introduces two new psionic classes -- the sheep-folk and sheep-folk contemplative. This is part one of the look at psionics; Issue 26 fill finish off the rules, rounding out the remaining devotions and introducting new monsters and items. ...   [click here for more]
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PHM 26 -- Psionics Part II

PHM 26 -- Psionics Part II


Populated Hexes Monthly Issue #26 continues our look at psionics, rounding out the psionic devotions, providing rules for creating psionic monsters, and introduces three new psionic monsters to add to your campaign. The Populated Hexes Monthly series is written for Old School Essentials, but can easily be converted for use in virtually any OSR-style game. Each issue examines a different hex that...   [click here for more]
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PHM 28

PHM 28


Issue 28 of Populated Hexes Monthly moves to the Vysoky Mountains of central Absalom, and features a major trade road shut down by the presence of a manticore lair. Also includes new monsters and basic rules for aerial combat. ...   [click here for more]
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PHM 29

PHM 29


Issue 29 of Populated Hexes Monthly features a small shrine to a nature god, recently despoiled by a corrupted nature spirit, the priest slain, and a religious icon stolen (or, more accurately, swallowed). Includes rules for introducting nature spirits into your game. ...   [click here for more]
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PHM 30

PHM 30


Issue 30 of Populated Hexes Monthly begins a deep dive into religion and, specifically in this issue, the gods of Absalom, with rules for randomly generating deities for your OSR game, with a focus of small, local gods as opposed to world-spanning omniscient deities. ...   [click here for more]
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PHM 31

PHM 31


PHM Issue 31 includes a barrow, containing clues to a long-forgotten empire, rules for customizing clerical turning to fit the deity worshipped, and three sample gods, created using the rules in Issue 30. This issue is in A5 format in honor of ZineMonth. ...   [click here for more]
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PHM Hex 48.67 -- The Shrine of Daothog

PHM Hex 48.67 -- The Shrine of Daothog


The first in the new series called Populated Hexes Monthly, the Shrine of Daothog features a dragonne lair in a sea-side hex of rocky dunes and a cave containing a node of Chaos and the godling it spawned. Includes rules for generating nodes of chaos and adding schools of magic to your B/X-based OSR game. Populated Hexes Monthly is a monthly release containing 10 pages of unique content, with a goal...   [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 #7 -- Artifacts of the Giant-folk

PHM Issue #7 -- Artifacts of the Giant-folk


Issue #7 of Populated Hexes Monthly examines a glacial valley strewn with the leavings of the ancient giant-folk culture. Includes rules for incorporating giant-folk rune magic into your OSE or similar game. ...   [click here for more]
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PHM Issue 22

PHM Issue 22


PHM 22 moves north to the Wild Woods region of Absalom, and in addition to the lair of a fungal monster includes new monsters, spells, and treasures inspired by a wooded location, as well as the ironskin craft-priest, a new playable class. ...   [click here for more]
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PHM Issue 24

PHM Issue 24


This, the last issue of the second year of Populated Hexes Monthly, features the lair of a single ettin, a bandit hideout, and a new take on dwarves for fantasy games, with a fey-themed dwarf class that allows them to craft magical items. ...   [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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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 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 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 14.43 -- 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 15.43 -- 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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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 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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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 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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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 13.39 -- 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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