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 Bonedust
Posted: Thu, 20 Nov 20:05:44 CST
Publisher: Michael Brown

A missing son on a world at war! When a corporate heir vanishes into the cartel-ravaged wastelands of Zinnam, the PCs are hired to bring him home — alive, unharmed, and unnoticed. But the trail leads straight into a war zone where alien ruins bleed poison, cartels wield offworld weapons, and every stranger could be a spy, a victim…or a killer. The heroes must navigate corruption, brutality, and a volatile underworld ready to explode. In the end, getting the kid out may be the least dangerous part of the job.

Bonedust is a short science fiction adventure using RPGs using 2D6 engine and rules such as Cepheus Engine and the Original Science Fiction Roleplaying Game. Other systems are easily adapted.

BonedustPrice: $1.00
 A Mutant for All Seasons
Posted: Thu, 20 Nov 19:56:13 CST
Publisher: Dandyline Games

With "A Mutant for All Season" you get 8 characters pre-generated and geared up for play with Mutant Crawl Classics. These characters are presented levels 0-10 and include the base character classes for the game (Sentinel, Shaman, Healer, Rover, Mutant, Manimal, and Plantient) as well as a bonus class taken from C. Aaron Kreader's "Die, Robot!" adventure called...well..."Robot." Each character is illustrated in 5 forms to show their growth and change as they advance in levels. Additionally this product contains 2 new, high-level wetware programs, 6 pages of random gear charts, a chart for simulation adventures (to quickly "level up" your own PCs for higher level play), and a blank character sheet with the wild post-apocalyptic styling of the pregen sheets. Nearly 100 pages of content!

A Mutant for All SeasonsPrice: $15.00
 Tiny Toolbox
Posted: Thu, 20 Nov 19:15:42 CST
Publisher: Green Ronin Publishing

A d6-based solo toolbox appropriate for all fantasy games

Tiny ToolboxPrice: $0.00
 Fey Adept Expanded — Mimeses
Posted: Thu, 20 Nov 17:29:53 CST
Publisher: Studio M—

The Greatest Show, Evolved!
The power of the illusions may be vast and varied, but fey adepts can define themselves through more than one sphere. Fey Adept Expanded — Mimeses adds additional fey adept class features in the form of mimeses, theatrical techniques which each incorporate a different sphere into the class’ deceptions and manipulations. 

Contained within you’ll find

  • 12 new fey adept mimeses tied to different spheres! Draw upon tools such as Allegory, Continuity, Ludonarrative, and Tradition for a variety of unique and all-new abilities!
  • 2 new fey adept archetypes designed to be used with mimeses. Indulge in the artifice of illusions with the Immersed or dive deep into the wielding of mimeses with the regisseur.

The lights are up, so take your place as the new master of the stage!

Fey Adept Expanded — MimesesPrice: $4.99
 Palace of Drakes - 5e - Roll20
Posted: Thu, 20 Nov 17:18:01 CST
Publisher: Elven Tower

With the purchase of this product, the Roll20 Module for this Adventure gets added to your Roll20 Library.

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In Palace of Drakes, a group of level-7 adventurers visits a famous parlor for mercenaries and sellswords called the Dead Cat's Tavern. A place where warriors perform feats of strength and fight in a competition they call the Fiery Crucible. This is all made for fun and spectacle but there is a reward of 100 gp for the weekend tournaments. All competitions are done in good faith and never to the death. The place is in trouble because of a high concentration of drakes from the nearby mountain range that swoop down to attack cattle and farmers. The farmers look for protection behind town walls and the mercenaries are at a loss of what to do after three adventuring parties failed to return victorious.

The adventurers must travel up to the mountain top to a ruined castle that belonged to a royal family line that ruled the land centuries ago. What no one knows is that the royal heir has returned to unearth his family heirloom, a powerful artifact that may help him restore his house and reputation. The only thing that opposes him are the recently arrived team of adventurers and an oversized drake creature that refuses to bow down to his will.

This Adventure features maps with Roll20's amazing walls and light sources, one-click Macros, pre-generated characters, and more!

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Palace of Drakes - 5e - Roll20Price: $7.99
 Wake of the Wind Fish - 5e - Roll20
Posted: Thu, 20 Nov 17:17:55 CST
Publisher: Elven Tower

With the purchase of this product, the Roll20 Module for this Adventure gets added to your Roll20 Library.

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In Wake of the Wind Fish, a group of level-4 adventurers visits a water genasi settlement called Zorannia. A mysterious astral fey fish visits the town once a year. The locals call it the Wind Fish and see its annual visits as a source of good fortune and fertility. Something terrible happened a few days ago when the Wind Fish came for its expected visit. It was sick and weak. A priestess tried to help it but got swallowed in the process to the horror of perplexed bystanders.

An old taboo prevents the genasi from following the Wind Fish to its refuge in the mountain, an ancient temple abandoned generations ago. A drow guide and researcher in town, named Falandir, knows the way up the mountain and is the only person in town willing to investigate the Wind Fish, apart from the adventurers. What no one knows is that an evil creature within the astral fish makes it sick. This quest shall bring the adventurers to the Wind Fish innards to find the malignant parasite.

This Adventure features maps with Roll20's amazing walls and light sources, one-click Macros, pre-generated characters, and more!

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Wake of the Wind Fish - 5e - Roll20Price: $7.99
 Liber Astrorum
Posted: Thu, 20 Nov 16:35:33 CST
Publisher: Arkayn Game Designs

1d100 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 Root Name Cassiopeiae Cygnus Sagitarii Scorpii Cancri Leonis Ursae Pegasi Vulpeculae Cephei Hydrae Bootis Prometheus Nyx Raijin Quetzal Morrigan 1d100 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 Root Name Hecate Helios Shiva Freya Cernunnos Astarte Dagon Zhar Koru Veyra Tashan Eldros Mirai Kethar Solun Arvak Duren 1d100 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 Root Name Orvek Tyros Shuran Velith Dravos Quorin Xyrel Phoros Luneth Arion Zevran Thirax Pyros Hydros Aether Terra Ventis 1d100 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 Root Name Mons Mare Caelum Tempest Fulmen Nebula Astris Lumen Obscura Gelida Arida Viridis Aurum Argentum Ferrum Rubra Nox Optional Steps • Numeric Suffix: Roll 1d1000 to add a catalog‑style number (e.g., Kepler‑Nyx 452). • Flavor Modifier: Roll 1d12 for an evocative suffix. 1d12 1 2 3 4 5 6 7 8 9 10 11 12 Flavor Modifier Prime Majoris Minor Secundus Tertius Ultima Nova Lux Umbra Ascendant Eternal Rift Example Names • Beta Draconis Prime • Kepler‑Nyx 452 • HIP‑Zhar Nova • Alpha Umbra Secundus

Price: $2.99
 Christmas Bestiary Jingle Bells Edition Monster Manual for 5e
Posted: Thu, 20 Nov 16:19:19 CST
Publisher: Sevenson_Tavern

Christmas Bestiary: Jingle Bells Edition

18 delightfully chaotic creatures for snowbound quests, seasonal magic, and tactical merriment.

The snow is falling, the cocoa is warm, and something in the walls is absolutely not a mouse.
Inside this bestiary you’ll find winter folklore’s strangest guests — the merry, the monstrous, and the ones who can’t decide which they’d rather be. From the peppermint-scented Caramel Cube to the furious Animated Christmas Tree to Krampus himself stomping down the chimney with terrible work ethic and excellent calves, these creatures bring festive magic with a slightly unhinged edge.

Designed for D&D 5e, the Christmas Bestiary: Jingle Bells Edition mixes humor, folklore, and surprisingly crunchy mechanics. These monsters spark joy, spark chaos, and occasionally spark actual fires (looking at you, Mulled Wine Elemental). Perfect for holiday one-shots, snowy side quests, or year-round tables that like their fantasy with a wink.


Inside You’ll Find

18 fully illustrated creatures, from CR 1/8 to CR 12
Including winter spirits, festive constructs, folkloric icons, and a few jokes that went too far.

Reimagined folklore from Iceland, Italy, Germany, Wales, Catalonia, and more
Each creature rooted in real seasonal legends, then twisted into game-ready encounters.

Fresh mechanics and memorable abilities
Cozy boons, chaotic hazards, holiday-themed debuffs, and the occasional opportunity to bribe a monster with a carrot.

Lighthearted descriptions with warm humor and winter charm
Perfect for holiday adventures, fireside campaigns, or GMs who want their players to fear a Christmas stocking for once.

A celebration of seasonal storytelling
Equal parts wonder, chaos, tradition, and peppermint.

Christmas Bestiary Jingle Bells Edition Monster Manual for 5ePrice: $4.50
 5E Commoners Compedium
Posted: Thu, 20 Nov 15:57:39 CST
Publisher: Terra RPG

Commoners Compendium

The Commoners Compendium presents everyday NPCs crafted for worldbuilders and Dungeon Masters who want more than background figures in a crowded street.
Each commoner comes with a thematic ability and a complete stat block, making them instantly usable at the table. Whether you need a victim, a witness, a local guide, or a spark for an unexpected side quest, these humble folk bring realism, texture, and humanity to your campaign setting.


Commoner NPC List

(CR 1/8) Beggar

A ragged wanderer surviving on scraps and instinct, quick to notice secrets hidden in the corners of busy streets.

(CR 1/8) Drunkard

A loud, staggering regular of taverns whose unpredictable movements can make them surprisingly troublesome in a brawl.

(CR 1/8) Slave

A weary soul bound by chains, hardened by suffering and desperate to endure another day.

(CR 1/8) Server

A nimble-handed tavern worker who balances dishes, tempers, and gossip with practiced grace.

(CR 1/4) Farmer

A hardworking caretaker of fields and livestock, deeply attuned to weather, land, and the quiet rhythms of rural life.

(CR 1/4) Miner

A rugged laborer of the deep earth, accustomed to darkness, falling rock, and long hours with pick in hand.

(CR 1/2) Lumberjack

A powerful woodsman who spends their days cutting timber and navigating the dangers of deep forests.

(CR 1/2) Messenger

A swift courier trained to run across roads and battlefields alike, delivering urgent messages at any cost.

(CR 1) Innkeeper

A seasoned host who reads people as easily as menus, keeping the peace in a busy tavern filled with strangers.

(CR 5) Village Savior

A humble but courageous protector who rises in times of danger, defending friends and neighbors with unwavering resolve.

5E Commoners CompediumPrice: $0.99
 5E Artisans Compedium
Posted: Thu, 20 Nov 15:52:47 CST
Publisher: Terra RPG

Artisans Compendium

The Artisans Compendium presents versatile NPCs crafted for worldbuilders and Dungeon Masters who want more than faceless townsfolk.
Each artisan comes with a thematic ability and a complete stat block, making them instantly usable at the table. Whether you need a quest giver, a local ally, or a complication waiting to happen, these craftsmen bring life, depth, and personality to your campaign setting.


Artisan NPC List

(CR 1/8) Brewer

A cheerful crafter of ales and spirits whose sharp nose detects impurities — or poisons — long before others notice.

(CR 1/8) Tailor

A nimble-fingered artisan who weaves beauty into fabric, able to stitch, mend, or cut with impressive precision.

(CR 1/4) Cook

A warm-hearted provider whose meals heal the weary and soothe wounded spirits, offering comfort even in dire times.

(CR 1/4) Leatherworker

A patient and steady crafter of hides who reinforces armor, gear, and clothing with practiced and reliable skill.

(CR 1/2) Mason

A silent sculptor of stone whose instincts for structure and stability make them invaluable in cities, ruins, and dungeons.

(CR 1/2) Tradesperson

A charming negotiator who thrives in the marketplace, always ready with a bargain, rumor, or clever scheme.

(CR 1) Alchemist

An unpredictable experimenter whose bubbling concoctions can heal, enhance, ignite, or explode with volatile effect.

(CR 1) Itinerant Merchant

A worldly traveler carrying foreign goods, rare curios, and a network of distant contacts ready to deliver favors.

(CR 2) Smith

A rugged master of hammer and forge whose tempered creations — and temper — hit harder than most expect.

(CR 4) Master Craftsman

A legendary artisan whose insight and expertise elevate simple materials into masterpieces of beauty and power.

5E Artisans CompediumPrice: $0.99
 Bullets & Bootleggers: Prison Blues
Posted: Thu, 20 Nov 15:46:09 CST
Publisher: Ghost Ape Games

PRISON BLUES is a brutal, no-nonsense gangster-noir Bullets & Bootleggers module for the Ghost Ape System (GAS) — a full campaign arc set inside the worst place the State of Illinois ever built: Joliet Penitentiary, 1928.

The players start in cuffs.
They leave in blood, smoke, or something not quite human.

Inside these walls:

  • Power is a currency — cigarettes, muscle, secrets.

  • The guards choose who lives.

  • The gangs choose who eats.

  • And the prison itself remembers every sin carved into its stones.

What begins as a standard “do your time” job spirals into:

  • A turf war behind bars

  • Smuggling and sabotage networks

  • Political pressure from outside bosses

  • A rising supernatural hum in the wires

  • Three deadly targets to settle personal scores

  • And a final escape that rewrites the campaign’s direction

The deeper the crew goes, the more Joliet feels alive.
Hungry.
And patient.

PRISON BLUES is a full campaign book — not a one-shot.
Groups will spend 8–12 sessions surviving the routines, bending the rules, building alliances, and watching the prison mutate around them as the occult leak behind the Lich timeline makes its move.


WHAT’S INSIDE

ACT I — THE ARREST & INTAKE

The police setup.
The courtroom shuffle.
The long walk under the limestone arch.

Procedural, humiliating, airtight.

ACT II — LIFE INSIDE

Daily routines, jobs, contraband, favors, and the slow rise of prison currency.
Over fifty structured scenes, encounters, and downtime hooks.

THREE TARGET MISSIONS

The Outfit needed a crew to go to prison on trumped up charges.  Three inmates are targetted for death. 

Outside talent with no known Outfit connections. They won't see you coming. 

Your mission: Go inside, eliminate the targets as quietly as possible, await legal rescue and a $30k payday at the end of it all.

Each target reshapes your Rep, Heat, and alliances inside the prison.

THE HAUNTING

The prison hums.
Lights flicker out of rhythm.
Locked doors open on their own.
Something is riding the old wires underneath the cellblocks.

FINAL ACT — ESCAPE

Three escape routes, three tones:

  • The Riot Route – full gangster chaos.

  • The Legal Route – The Sting, but uglier.

  • The Occult Gate – the entropy path that ties directly into Lich Too.

Each ending launches the survivors into the Chicago or New York arcs seamlessly.


GAS CONTENT

  • Full NPC roster (guards, inmates, bosses, rats)

  • Rep & Heat system tuned for prison politics

  • Inside Heat escalation table

  • New spells (industrial/entropy flavored)

  • Haunting Intensity engine

  • Custom gear, shivs, boiler-room tools, smuggling kits

  • Gameable maps and breakout zones

  • Union-era corruption, 1930s legal hooks, and escape logistics that feel real and lived-in

Everything is built to be run at the table, not read like a novel.


WHO IT’S FOR

  • Players who want bootleggers, grit, and desperation.

  • GMs who want a full seasonal arc they can drop into any 1920s–1930s campaign.

  • Gas fans who want the Lich timeline’s prison chapter.

  • Anyone who likes their supernatural subtle, physical, and inevitable.


CONTENT WARNING

Brutality, corruption, prison violence, racial tension, execution, body horror (industrial, never grotesque), and adult themes consistent with 1928 organized crime.

Bullets & Bootleggers: Prison BluesPrice: $12.99
 Gránig (Hedgehogfolk) - 5e Playable Species
Posted: Thu, 20 Nov 14:40:05 CST
Publisher: The Rookie DM

Meet the Gránig; cautious, steadfast hedgehogfolk whose quiet resilience has carried them through hardship and superstition alike. Slow to trust but quick to defend their own, they prize preparation, community, and the subtle power of patience. This 5e supplement brings their lore, culture, and game-ready traits to your table.

The Gránig are a small but enduring people who dwell at the edges of forests and farmlands, living simple yet well-tended lives shaped by tradition and the turning of the seasons. Known for their defensive spines, keen awareness of hidden magic, and long winter rests, they balance gentle domesticity with a fierce instinct for self-preservation. Outsiders may whisper tales of witchcraft, but the Gránig know the truth: strength comes not from fear, but from readiness and resilience.

This supplement includes everything you need to bring the Gránig to life at your table:

  • Unique traits such as defensive curling, magical hexsense, and restorative dormant recovery.

  • Balanced 5e mechanics designed for flavorful, sturdy, Small-sized characters.

  • A d100 name table drawn from Irish-inspired naming traditions.

Whether as wary wanderers, winterwise guardians, or a new player ancestry rooted in quiet endurance, the Gránig bring earthy charm, subtle magic, and spiny determination to any campaign world.

Gránig (Hedgehogfolk) - 5e Playable SpeciesPrice: $1.15