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A Dozen Adventurous Rivals

A Dozen Adventurous Rivals


The treasure of the dungeon calls to all who wish for riches, not just the player characters. In their adventures, it is likely that the party will encounter others who seek fame, glory, and gold, and those fellow adventurers are sometimes already in the dungeon complex that the group has decided to explore today. In such instances, the twelve adventurers described on these pages will help the GM when...   [click here for more]
Philip Reed Games  $1.50

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A Dozen Ancient Dragons

A Dozen Ancient Dragons


The signature monster of the world’s top fantasy roleplaying game, the dragon is a majestic and imposing creature that puts fear into even the most powerful of adventurers. In most campaigns, dragons are rarely seen, mostly spending their time in deep slumber on their massive treasure hoards. The whispered threat of a dragon can sometimes be a more powerful story device than including an actual...   [click here for more]
Philip Reed Games  $1.50

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A Dozen Arcane Spell Components

A Dozen Arcane Spell Components


One of my earliest D20 System PDFs was devoted to the idea that wizards could amplify the power of their spells by adding special arcane spell components to the casting ritual. 101 Arcane Spell Components was one of my many hits well over a decade ago, so it should come as no surprise that I decided to tackle the subject again. Where today’s approach to spell components...   [click here for more]
Philip Reed Games  $1.50

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A Dozen City Encounters

A Dozen City Encounters


When exploring the largest cities of the land, it is always useful for the gamemaster to have a handful of encounter ideas ready to go. The city is a big place, full of excitement and adventure, and it wouldn’t do for the player characters to miss out on the hustle and bustle of city adventure. These encounters are intended as inspiration and it is up to your imagination and skill as a GM to...   [click here for more]
Philip Reed Games  $1.50

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A Dozen Dangerous Foes

A Dozen Dangerous Foes


After A Dozen Wanted Criminals and A Dozen Adventurous Rivals, do you really need another twelve characters to populate your campaign world? Of course you do! This time around, we meet twelve characters who are ready to join your campaign world. As with those two earlier titles, these are designed to be used as background material for your game and, just maybe, to inspire...   [click here for more]
Philip Reed Games  $1.50

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A Dozen Disconcerting Rumors

A Dozen Disconcerting Rumors


If there is one thing that we can be certain of, it is that the player characters are as likely to wander off in a random direction as they are to follow the trail of breadcrumbs that the GM leaves between them and the adventure. Some players are simply stubborn, refusing to be “railroaded” into adventure, while others overlook clues and go completely off the rails. It isn’t that...   [click here for more]
Philip Reed Games  $1.50

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A Dozen Dreadful Rumors

A Dozen Dreadful Rumors


Where A Dozen Sinister Rumors left off, this PDF of twelve new rumors begins. By now, you’re familiar with my approach to creating rumors (for use with most fantasy roleplaying games), meaning that we can skip the need for instructions and dive right into the twelve new rumors. As always, use each of these rumors as flavor or as springboards to adventure. As my latest body...   [click here for more]
Philip Reed Games  $1.50

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A Dozen Dungeon Treasures

A Dozen Dungeon Treasures


Once, long ago, my works were assembled into a softcover collection titled The Book of Unusual Treasure. Hundreds of treasures, spell components, and other assorted objects drawn from the deepest parts of my brain were presented as a single work, and the book was a real treasure all its own. I had published many fantasy RPG products in PDF by the time that the book was created, but few...   [click here for more]
Philip Reed Games  $1.50

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A Dozen Fortuitous Encounters

A Dozen Fortuitous Encounters


Fantasy roleplaying games are dominated by encounters, with each different encounter moving the story forward in some way. Whether random or planned, encounters are the backbone of every campaign. String enough encounters together and you’ve constructed an adventure. Random encounter tables can be a lot of fun, yes, but they’re often hollow collections of scraps that the GM must then...   [click here for more]
Philip Reed Games  $1.50

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A Dozen Guild Leaders

A Dozen Guild Leaders


Regardless of the size of the campaign world, your setting should have a handful of guilds operating as power brokers and controlling everything from the local laws to trade between nations. After all, what fantasy city would be complete without – at the very least – a guild of thieves working to steal everything that isn’t nailed down? What follows are twelve guild leaders, individuals...   [click here for more]
Philip Reed Games  $1.50

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A Dozen Malevolent Villains

A Dozen Malevolent Villains


Operating from the shadows and fog of the game world, manipulating underlings and the unknowing alike, recurring villains can add depth to any campaign. Hints and clues of the villain’s existence builds to a climactic battle against an opponent that the PCs may have never met before the final scene of the campaign. For those gamemasters who seek to stitch a common thread through multiple game...   [click here for more]
Philip Reed Games  $1.50

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A Dozen Sinister Rumors

A Dozen Sinister Rumors


More like adventure seeds than simple rumors, the dozen entries contained within these pages each offer the GM a starting point and information that could be expanded into a session-length adventure. Or, if they wish, GMs may use these rumors as background flavor to add depth to the game’s world. If used in such a way, none of the rumors are truly meant to be investigated by the player characters....   [click here for more]
Philip Reed Games  $1.50

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A Dozen Strange Encounters

A Dozen Strange Encounters


Not all encounters must be the typical “you meet a wizard” or “there are seven goblins” events that we’ve seen played time and time again over the decades. At times, it is up to you, the gamemaster, to remind the players that their characters are adventuring in a world of make believe, fairy tales, and the fantastic. It is for those times that I have created A Dozen...   [click here for more]
Philip Reed Games  $1.50

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A Dozen Undead Secrets

A Dozen Undead Secrets


In the darkest of campaign settings and the deepest of dungeons, the undead are waiting to strike. Skeletons guarding ancient tombs. Ghosts haunting abandoned houses. Ghouls crouching in wait in the dim alleys of the evil cities of the realms. Everywhere that there are good-aligned heroes, there are evil undead either working to support the will of their masters or to fulfill some wicked goal that...   [click here for more]
Philip Reed Games  $1.50

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A Dozen Unusual Magic Items

A Dozen Unusual Magic Items


In many fantasy roleplaying games, magic items are gadgets that are as fast-flying and hands-changing as the latest technical gizmo in our real world. Fortunately, your role as gamemaster allows you to take the occasional item and transform it into something more fascinating and wondrous than a simple +1 short sword. It is for the adventurous GMs among us that I have crafted the twelve magic items...   [click here for more]
Philip Reed Games  $1.50

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A Dozen Unusual Patrons

A Dozen Unusual Patrons


Low-level characters, those just starting out in their careers as dungeon adventurers, need a helping hand every now and then. Even at higher levels, after the PCs have killed a few dozen monsters and stolen – then lost! – a fortune in gems, assistance is always appreciated. What follows are twelve patrons, powerful NPCs who are providing the party (or maybe just one of the members of...   [click here for more]
Philip Reed Games  $1.50

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A Dozen Wanted Criminals

A Dozen Wanted Criminals


In every fantasy city and town, there are those who would break the law in order to improve their own lives. Criminals are found in every corner of every game world, and it is not uncommon for those criminals to be known . . . and wanted. A Dozen Wanted Criminals is a systemless resource for gamemasters of fantasy roleplaying games. The twelve characters presented within these pages...   [click here for more]
Philip Reed Games  $1.50

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Car Wars Arena Book 1

Car Wars Arena Book 1


In the arena, you'll show your stuff before thousands of cheering duel fans . . . You might become an ace. You might leave in a box. Eleven different arena diagrams, with scenarios for each one. The centerfold contains dozens of full-color 2-sided counters for obstacles and special arena features. ...   [click here for more]
Steve Jackson Games  $2.99

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Car Wars Division 10 Set 1 - Firedemon vs. Hammer

Car Wars Division 10 Set 1 - Firedemon vs. Hammer


This is the first of three Division 10 starter sets. Each one gives you rules, full-color 2-sided counters, a turning key, and two evenly matched car designs. Get one and play; get all three and set up a free-for-all! The Firedemon fries the opposition with twin computer-assisted flamethrowers. The Hammer slams its foes with a turreted Vulcan machine gun and SIX heavy rockets. ...   [click here for more]
Steve Jackson Games  $2.99

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Car Wars Division 10 Set 2 - Joseph Special vs. Scrambler

Car Wars Division 10 Set 2 - Joseph Special vs. Scrambler


This is the second of three Division 10 starter sets. Each one gives you rules, full-color 2-sided counters, a turning key, and two evenly matched car designs. Get one and play; get all three and set up a free-for-all! Slow but tough, the Joseph Special mounts both an anti-tank gun and a rocket launcher, with a minedropper to the rear. The nimble Scrambler has twin machine guns and a micro-missile...   [click here for more]
Steve Jackson Games  $2.99

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Car Wars Division 10 Set 3 - Eradicator vs. Blitz

Car Wars Division 10 Set 3 - Eradicator vs. Blitz


This is the third of three Division 10 starter sets. Each one gives you rules, full-color 2-sided counters, a turning key, and two evenly matched car designs. Get one and play; get all three and set up a free-for-all! The Eradicator is a compact with a front-firing blast cannon (4 dice damage!), a gunner to handle it, and a spikedropper. The deadly Blitz is an ultra-low-profile ram car. It features...   [click here for more]
Steve Jackson Games  $2.99

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Car Wars Division 15 Set 1 - Hotshot vs. Piranha

Car Wars Division 15 Set 1 - Hotshot vs. Piranha


This is the first of three Division 15 starter sets. Each one gives you rules, full-color 2-sided counters, a turning key, and two evenly matched car designs. Get one and play; get all three for a high-powered free-for-all! The Hotshot is a luxury car that spits fire in all directions, with twin machine guns to the front, twin flamethrowers to the rear, and another FT on each side. The classic Piranha...   [click here for more]
Steve Jackson Games  $2.99

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Car Wars Division 15 Set 2 - Lightstrike vs. Banshee

Car Wars Division 15 Set 2 - Lightstrike vs. Banshee


This is the second of three Division 15 starter sets. Each one gives you rules, full-color 2-sided counters, a turning key, and two evenly matched car designs. Get one and play; get all three for a high-powered free-for-all! The Lightstrike is a heavily armored compact that mounts a single computer-targeted laser. The screaming Banshee is a mid-size that shatters its foes with a sonic cannon! ...   [click here for more]
Steve Jackson Games  $2.99

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Car Wars Division 15 Set 3 - Vindicator vs. Dragon

Car Wars Division 15 Set 3 - Vindicator vs. Dragon


This is the third of three Division 15 starter sets. Each one gives you rules, full-color 2-sided counters, a turning key, and two evenly matched car designs. Get one and play; get all three for a high-powered free-for-all! The Vindicator features a turreted recoilless rifle with an extra magazine, a machine-gun to the front, a minedropper, and a gunner . . . and over 200 points of armor! The deadly...   [click here for more]
Steve Jackson Games  $2.99

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Car Wars Division 5 Set 1 - Killer Kart vs. Shrimp

Car Wars Division 5 Set 1 - Killer Kart vs. Shrimp


Car Wars launched with three Division 5 sets. Each one gives you rules, full-color 2-sided counters, a turning key, and two evenly matched car designs. Get one and play. Get 'em all and you've got six cars – host your own Amateur Night! The Killer Kart has launched the career of many an autoduellist . . . snipe with your machine gun, and discourage pursuers with dropped...   [click here for more]
Steve Jackson Games  $2.99

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Car Wars Division 5 Set 2 - Stinger vs. Firecracker

Car Wars Division 5 Set 2 - Stinger vs. Firecracker


Car Wars launched with three Division 5 sets. Each one gives you rules, full-color 2-sided counters, a turning key, and two evenly matched car designs. Get one and play. Get 'em all and you've got six cars – host your own Amateur Night! The Stinger has high acceleration and a recoilless rifle for long-range punch. The Firecracker is a subcompact ram car with lots of...   [click here for more]
Steve Jackson Games  $2.99

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Car Wars Division 5 Set 3 - Napalm vs. Dagger

Car Wars Division 5 Set 3 - Napalm vs. Dagger


Car Wars launched with three Division 5 sets. Each one gives you rules, full-color 2-sided counters, a turning key, and two evenly matched car designs. Get one and play. Get 'em all and you've got six cars – host your own Amateur Night! The Napalm barbecues its opponents with twin front-mounted flamethrowers. The Dagger is a ram car with a deadly micro-missile launcher....   [click here for more]
Steve Jackson Games  $2.99

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Car Wars Division 5 Vehicle Guide

Car Wars Division 5 Vehicle Guide


They're small but deadly! A dozen hot Division 5 cars . . . with plenty of variant versions, and scenarios to use them. This book includes two different counters for each car – 24 in all – plus obstacles and other bonuses. ...   [click here for more]
Steve Jackson Games  $2.99

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Delayed Blast Gamemaster #1

Delayed Blast Gamemaster #1


The zine is 5.5" wide by 8.5" tall and the zip file includes both heavy and light ink formats. Welcome to the first issue of Delayed Blast Gamemaster, a work that would not exist without both the support of 600 project backers and the Kickstarter “Zine Quest” event that was run in February of 2019. When I first heard of Kickstarter’s plans for Zine Quest,...   [click here for more]
Philip Reed Games  $4.00

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Delayed Blast Gamemaster #2

Delayed Blast Gamemaster #2


The zine is 5.5" wide by 8.5" tall and the zip file includes both heavy and light ink formats. Welcome back for more! Early in 2019, I launched Delayed Blast Gamemaster #1 as a part of the Kickstarter Zine Quest event and 600 of you made the project a success with your overwhelming support for the idea. By the close of the project, you had expanded the zine out to 48 pages...   [click here for more]
Philip Reed Games  $4.00

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Delayed Blast Gamemaster #3

Delayed Blast Gamemaster #3


The zine is 5.5" wide by 8.5" tall and the zip file includes both heavy and light ink formats. When I created the first issue of Delayed Blast Gamemaster (available here) in early 2019, I never expected that I would be sitting down one year later and writing a third issue. You see, Delayed Blast Gamemaster was never meant to be more than a fun distraction from my day...   [click here for more]
Philip Reed Games  $4.00

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Dungeon Crafter's Sketch Book (Hex Edition)

Dungeon Crafter's Sketch Book (Hex Edition)


This book is for those who wish to create dungeons. Every page presents a hex grid where you can sketch out your ideas for new dungeon chambers, passages, entrances, and other details. In addition to space to sketch your ideas, some of the pages also include lists to help spark your imagination. The lists of doors, traps, sounds, chamber types, and more in this book are there for you to turn...   [click here for more]
Philip Reed Games  $2.00

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Dungeon Crafter's Sketch Book (Square Edition)

Dungeon Crafter's Sketch Book (Square Edition)


This book is for those who wish to create dungeons. Every page presents a square grid where you can sketch out your ideas for new dungeon chambers, passages, entrances, and other details. In addition to space to sketch your ideas, some of the pages also include lists to help spark your imagination. The lists of doors, traps, sounds, chamber types, and more in this book are there for you to turn...   [click here for more]
Philip Reed Games  $2.00

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Fantasy City Sites and Scenes

Fantasy City Sites and Scenes


This roleplaying game supplement includes city sites and scenes to inspire gamemasters: City sites. Each of the sixteen locations detailed in the book is presented on a two-page spread (for a total of 32 pages worth of locations) and includes a few assorted details the gamemaster can use to add flavor to the site, as well as assorted other bits of info that vary from location to location...   [click here for more]
Philip Reed Games  $6.00

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Fantasy City Sites and Scenes II

Fantasy City Sites and Scenes II


This companion to Fantasy City Sites and Scenes presents new city locations and encounters that can be dropped into almost any fantasy campaign.  City sites. Each of the sixteen locations detailed in the book is presented on a two-page spread (for a total of 32 pages worth of locations) and includes a few assorted details the gamemaster can use to add flavor...   [click here for more]
Philip Reed Games  $6.00

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The Book of Unusual Potions

The Book of Unusual Potions


NOTE: The book was designed as a 5.5" wide by 8.5" tall work, with self-cover. The 64-page document is roughly the equivalent of 32 full 8.5-inch wide by 11" tall pages. Alongside scrolls, magic potions are one of those ubiquitous magic items that many of us don’t give a second thought. Potions can heal, boost character attributes, and generally serve as a quick fix...   [click here for more]
Philip Reed Games  $5.00

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The Fantasy Trip Hexagram - Issue #1

The Fantasy Trip Hexagram - Issue #1


Welcome to Hexagram, an old-school RPG zine for The Fantasy Trip. What's inside Hexagram? 36 pages of great stuff, including articles and adventures such as: "Snackromancer," by Guy McLimore. An encounter for use with The Fantasy Trip. "Overloading a Treasure Chest," by Philip Reed. What goes into packing an 8+ pound roleplaying game boxed set? "Rumors...   [click here for more]
Steve Jackson Games  $5.00

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The Fantasy Trip Hexagram - Issue #2

The Fantasy Trip Hexagram - Issue #2


The second issue of Hexagram is another 36 pages of TFT goodness, including three combat scenarios by Phil Reed, an adventure by Guy McLimore, two articles by Stefan Jones, and Steve Jackson's own take on the natural history of the Octopus! And more . . . we filled those little pages very full of Stuff. Come for the astrology, stay for the shadow sharks . . . ...   [click here for more]
Steve Jackson Games  $5.00

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The Fantasy Trip Hexagram - Issue #3

The Fantasy Trip Hexagram - Issue #3


The third time's the charm . . . or should that be "charms"? This third issue of Hexagram includes new magic items for The Fantasy Trip, plus mini-adventures, rule options, behind-the-scenes insight, and more. It's 40 pages of fantastic fun! Where else are you going to find the treasure of the stone king, the legendary undying armor, and enchanted pickles in one package?...   [click here for more]
Steve Jackson Games  $5.00

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