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 Fantasia Vixens: Songs of Forgotten Gods (Sourcebook: Mythology)
Posted: Fri, 28 Nov 01:11:21 CST
Publisher: Fantasia Vixens

Songs of Forgotten Gods - Mythology for the Fantasia Vixens Roleplaying Game

Not all myths are ancient. Some are still breathing.

Songs of Forgotten Gods is a mythology tome for Fantasia Vixens RPG, but it is not a catalogue of dead legends or distant pantheons. This book reveals the living, shifting cosmologies that vibrate beneath Fantasia’s fractured world - a place where gods do not preside above reality but seep through its seams, echo through its scars, and answer those bold enough to listen.

This is a book of myth as presence, not history. A collection of divine echoes, post-gods, ascended mortals, and cosmic forces that shape the world whether anyone believes in them or not. Some linger as wounds in creation, others as rhythms, thresholds, or forgotten names that have learned to speak again.

Your characters may worship them, fear them, encounter them - or become entangled in their gravity.

Within These Pages You Will Find:

A full mythic architecture of Fantasia - Creation impulses, forgotten epochs, shattered universes, and world-shaping collisions - told through immersive, poetic myth-cycles.

Dozens of gods, post-gods, and pre-divine forces - From the Shard Gods who resonate inside Worldshard bearers to the Restless Surface’s burned remnants of language and meaning, each entry is vivid, symbolic, and story-ready.

Fallen pantheons with rich history and strange theology - Sound-born divinities, anatomical godlines, echo-based religions, and cosmic cycles lost to time - but not to memory.

Story hooks, divine traces, and ritual echoes - Every myth, entity, and pantheon includes natural adventure seeds and consequences that can alter campaigns, Bloodlines, and magical practice.

A world shaped by what refuses to disappear
These gods are not gone. They are merely forgotten. And forgotten gods have sharp edges.

Why You Want This Book

If you want myth that feels alive, gods that feel dangerous, and cosmology that feels personal, Songs of Forgotten Gods gives you more than lore - it gives you a living metaphysics for your campaign. A mythic engine. A spiritual gravity well. A reason the world behaves the way it does.

These myths do not wait for permission to matter.

They stir.
They manifest.
They remember you.

And when your players listen closely, the world may just begin to speak back.

Add Songs of Forgotten Gods to your table and give your Fantasia Vixens campaign the depth, mystery, and cosmic resonance it’s been waiting to awaken.

Fantasia Vixens: Songs of Forgotten Gods (Sourcebook: Mythology)Price: $1.99
 The Tactical Alchemist
Posted: Thu, 27 Nov 22:23:44 CST
Publisher: Old School Rebellion

Tactical Alchemist: Rules & Arsenal for Shadowdark and Beyond

Ever look at alchemist classes across a dozen rulebooks and still come away thinking, “Almost; but not quite what I want?” So did I.

The Tactical Alchemist is the result of years of playtesting, hard-won table experience, and more than a little trial (and explosive error). This class is built for GMs and players who want a potion-slinger; a field scientist; and a creative troublemaker all in one; a character who thrives in the thick of battle, crafting and hurling volatile brews at a moment’s notice.

Inside you’ll find:

  • A complete class for Shadowdark or any old-school game; rules-light, plug-and-play, and packed with flavor.

  • Unique concoctions with clear effects, concise descriptions, and all the save DCs, durations, and mechanics spelled out.

  • Battle-tested adjudication rules for grenade-like missiles; fumble results, scatter mechanics, and how to handle that classic “did I just blow myself up?” moment.

  • On-the-fly crafting systems for making new brews with the tools and oddments at hand; plus a grab-and-go ingredient table for dungeon delvers.

  • Alignment-based class titles; from Cadet Chemist to Catalyst Outlaw; so your alchemist feels rooted in your world.

If you’ve ever wanted a class that feels like a real field alchemist; mixing, brewing, and lobbing trouble right on the front lines; this is the toolkit. Whether you’re a GM looking to add some tactical spice to your game, or a player who wants to turn every backpack into an arsenal, the Tactical Alchemist is ready for your table.

Fully compatible with Shadowdark; easily hacked into your favorite OSR system.

Ready, set; mix something dangerous.

The Tactical AlchemistPrice: $1.00
 Mountain Echoes - An Adventure for The Dee Sanction
Posted: Thu, 27 Nov 22:00:02 CST
Publisher: Jana Lajdova

A scenario for the Dee Sanction that can be run in two 3–4 hour sessions.

April 1584. John Dee and Edward Kelley accompany the Polish Count Albert Laski on a journey through Poland and Upper Hungary. As the entourage reaches the edge of the Poprad River valley in the foothills of the High Tatras Mountains, the Count suddenly falls into a delirious sleep, as if his body has lost all strength to continue. He mutters in his sleep, repeating incoherent words.

What is the cause of this sudden malady? Are there malicious forces at work? Even a curse, as Dee suspects? And—most importantly—can it be stopped? The answers lie in the free royal city of Kežmarok...

Content warning: gender-based violence, lack of agency, religion

Mountain Echoes - An Adventure for The Dee SanctionPrice: $1.98
 Sanctuary - Fantasy Survival Fallout Shelter Generator for survivalist storylines and campaigns
Posted: Thu, 27 Nov 20:44:52 CST
Publisher: MediaStream Press

A System-Neutral Toolkit for Building Magical Post-Apocalyptic Sanctuaries

When the storms came—arcane, planar, eldritch, or otherwise—civilizations fled underground, into mountains, under oceans, or into hidden labyrinths of their own design. Now those sanctuaries crumble, flicker, and warp… and your players must explore them.

Sanctuary is a 50+ page GM toolkit that lets you create fantasy survival shelters with the same depth and texture as Fallout vaults or sci-fi bunker crawls—but fully system-neutral and designed for any genre of apocalypse.

Whether you’re running gritty dark fantasy, weird magic wastelands, survival horror, or a dying-world epic, this book gives you everything you need to build unforgettable, dangerous, lore-drenched sanctuaries.

WHAT’S INSIDE

Massive Shelter-Building Toolkit
Over 30 d20, d10, and d100 tables that let you create shelters from the ground up:

  • Origins & Purpose

  • Environmental Conditions

  • Architectural Style

  • Layout Themes

  • Major Features

  • Hundreds of Rooms (d100)

  • Power, Water, Food, Defense & Surveillance Systems

  • Population, Society & Faction Dynamics

  • Shelter Hazards & Internal Threats

  • Secrets, Clues, Mysteries & Quest Hooks

Build detailed sanctuaries—or roll fast for instant inspiration.

QUICK-ROLL SHELTER GENERATOR

Need a bunker right now?
Use the 6-table quick generator (d12-based) to build a fully functional shelter in under a minute without flipping through the rest of the book.

Perfect for hexcrawls, wasteland treks, or emergency prep during a session.

SURVIVOR’S LOG — A NARRATIVE THREAD

The book includes a recurring narrative: a survivor and his daughter documenting their journey through one of the shelters.
These short entries give GMs and players:

  • Tone

  • Atmosphere

  • Examples of how shelters feel in play

  • Inspiration for your own stories

Their journey concludes with an escape from “Arcology #5,” a fully mapped, fully generated example shelter included in the book.

SAMPLE SHELTER — ARCOLOGY #5

A complete, ready-to-run ruin:

  • 5-tier, rune-forged labyrinth

  • Flooded chambers

  • Shadow beasts

  • Flickering glyph wards

  • Scarce resources & tense factions

  • Forbidden quarantine zones

  • Growing fungal threat

  • Hidden artifacts & runic clues

Drop it directly into your world—or use it as a template for your own.

SYSTEM-NEUTRAL, SETTING-READY

Designed to plug into:

  • D&D / OSR

  • Pathfinder

  • Shadowdark

  • Cypher System

  • Dungeon World

  • 5E variants

  • Any fantasy, low-tech, or magical apocalypse setting

No stat blocks. No assumptions.
Just pure, flexible tools.

CREATE SHELTERS YOUR PLAYERS WILL NEVER FORGET

Claustrophobic corridors carved with ancient runes.
Flickering wards that hum with unstable mana.
Factions living on the brink.
Creatures in the walls.
Secrets worth killing for… or dying for.

Whether your players are survivors, explorers, scavengers, or scholars chasing the last scraps of knowledge, Sanctuary gives you the tools to build a world that feels lived in, dangerous, and painfully human.

Bring the magic-apocalypse bunker crawl to your table.
Survive the arcology. Or don’t.

Sanctuary - Fantasy Survival Fallout Shelter Generator for survivalist storylines and campaignsPrice: $4.99
 Mask Up
Posted: Thu, 27 Nov 20:34:27 CST
Publisher: PhD20

For years, the people of Kariko Village have been able to live in dangerous proximity to the toxic swamp, thanks to their alchemically-enhanced masks. Two weeks ago, their alchemist set out to restock his supplies and never returned. Without the new supplies, Kariko Village can’t make any more masks. Without the masks, they'll have to abandon their ancestral home.

“Mask Up” is a fifth edition adventure for characters of levels 2-3. The adventure is meant to be playable in 4 hours and takes place in a toxic swamp. It contains dangerous environmental elements, with an emphasis on exploration and survival.

Mask UpPrice: $5.99
 20 Islands
Posted: Thu, 27 Nov 20:16:28 CST
Publisher: Transient Press

20 mostly non-violent island encounters for high or low fantasy settings.

20 IslandsPrice: $1.01
 Tiny Spies Edición Española
Posted: Thu, 27 Nov 19:49:31 CST
Publisher: Akuma Studio
Tiny Spies Edición EspañolaPrice: $10.00
 Warborn Of Karnaxos - Solo Adventure - The Obsidian Sceptre
Posted: Thu, 27 Nov 17:09:48 CST
Publisher: Frontier Gaming

A poisonous dusk hangs over Aškara-Vuun as whispers spread of a relic awakening beneath the dunes. The Obsidian Sceptre of Naar-Uzir—long buried beneath an inverted ziggurat—calls out in dreams to the powerful and the desperate. Civilized towns tighten their gates. Barbarian tribes sharpen their blades. And you, solitary adventurer, stride into a world on the edge of revelation.

The Borderlands of Aškara-Vuun

Far to the east of the Karnaxian heartlands lies the Aškara-Vuun Frontier, a harsh, wind-scoured region where civilization ends and the barbarian tribes of the red sands begin. The land is shaped by ancient rivers that barely cling to life, their banks lined with clay ziggurats, forgotten shrines, and communities who trade bronze, grain, and sorcery with equal pragmatism.

Towns of the Civilised Basin

The greatest settlement is Uraḫ-Tammuz, a once-proud river-city surrounded by reed docks and terraced gardens. Clay-brick homes climb the slopes in honeycomb fashion while bronze-helmed guards patrol the Causeway of Kings. Great scholars study star-glyphs in the House of the Seven Lamps, and merchants whisper that a terrible omen has recently clouded the river’s reflection.

To the north lies Zurrath-Kaan, a fortified hill-town ruled by stern magistrates. It supplies the frontier with bronze spearheads and uncanny fortune-bones carved from desert beasts. The people are wary, for raids from the east have grown bolder.

Barbarian Tribes of the Red Sands

Beyond civilization rise the Šur-Marrakai, a confederation of tattooed barbarians whose axes echo across the dunes. Their shamans speak of a “night-serpent of living stone,” and many believe this omen tied to the artifact you seek.

Among them are the Gaatur-Raan, fire-scarred warriors who honor a creed of absolute strength, and the Ulku-Varr, who decorate their bodies with volcanic ash and swear oaths beneath eclipsed moons.

The Artifact of Legend: The Obsidian Sceptre of Naar-Uzir

Stories claim the Sceptre was carved from the heart of a fallen star in the age before Ael-kings. It is said to contain a shard of living night, able to smother sorcery or ignite it into devastating brilliance. Civilized scholars want it. Barbarian shamans fear it. And many factions believe only chaos will follow if it is found.

_________________________________

HOW TO PLAY

In this Solo Adventure you assume the role of an adventurer in a Bronze Age Fantasy setting where kingdoms rise and crumble beneath obsidian skies, and where warlords, sorcerers, and wandering heroes carve their names into the annals of Karnaxos. You will require the Warborn of Karnaxos Core Rulebook (CRB) and any expansions you wish to incorporate. The story you experience is your own. The actions you choose depend on who and what you encounter, and how you elect to interact. Keep a record of your journey, tracking outcomes and branching consequences. Your decisions become the voice of the unseen Storyteller. The world of Karnaxos stirs to life through your interpretation, your vision, and your courage. This template provides structure, direction, narrative density, and motivational clarity, ensuring you always know what drives the hero, what threatens them, and what lies beyond the next torchlit corner.

Warborn Of Karnaxos - Solo Adventure - The Obsidian SceptrePrice: $0.50
 Warborn Of Karnaxos - Solo Adventure - Night-Serpent Of Ishrakur
Posted: Thu, 27 Nov 17:09:42 CST
Publisher: Frontier Gaming

You stand at the broken gates of Birak-Shul, dawn light bleeding across red-bronze rooftops. Behind you are the whispers of fearful townsfolk; before you, a cracked stone road leading into the wasteland.

Every instinct warns you:
Something alive in the dark is calling your name.

You draw your cloak tighter, steady your weapon, and begin the descent toward the Basalt Rift
where your fate, and the fate of Ishrukar, will be decided.

Far beyond the settled bronze cities of Karnaxos lies the blighted frontier of Ishrukar, a land once ruled by tower-sorcerers whose monuments now lie half-buried in black sand. Great basalt obelisks lean like broken teeth toward a bruise-colored sky, and trails of migrants whisper of a new darkness crawling from beneath the cratered earth. 

The people of Ishrukar are a mixture of barbarian clans—the Šamarr Tusk-Bearers, the Urdukk Flame-Bloods, the Mirakha Dust-Wanderers—and civilised bronze-towns like Zarun-Nekhul, Birak-Shul, and Tammiruk. Tensions between town and tribe have risen for generations.

But now, all divisions are meaningless. In the haunted gorges beneath the Basalt Rift, something ancient has awakened. Hunters vanish. Bronze caravans return hollow-eyed. Livestock is found drained to husks. And every night—no matter the winds—an oily incense rises from clefts in the rock, smelling of serpents, grave-wax, and burned copper.

Rumors speak of a forgotten deity:

Ušur-Namarra, the Night-Serpent Who Sleeps in Stone.

Some say it is a myth.
Some say it is waking.

And some… whisper it has already risen.

You are one of the few willing to descend into the black places of Ishrukar, where old sorceries seep like venom through the earth.


_________________________________




HOW TO PLAY

In this Solo Adventure you assume the role of an adventurer in a Bronze Age Fantasy setting where kingdoms rise and crumble beneath obsidian skies, and where warlords, sorcerers, and wandering heroes carve their names into the annals of Karnaxos. You will require the Warborn of Karnaxos Core Rulebook (CRB) and any expansions you wish to incorporate. The story you experience is your own. The actions you choose depend on who and what you encounter, and how you elect to interact. Keep a record of your journey, tracking outcomes and branching consequences. Your decisions become the voice of the unseen Storyteller. The world of Karnaxos stirs to life through your interpretation, your vision, and your courage. This template provides structure, direction, narrative density, and motivational clarity, ensuring you always know what drives the hero, what threatens them, and what lies beyond the next torchlit corner.

Warborn Of Karnaxos - Solo Adventure - Night-Serpent Of IshrakurPrice: $0.50
 Warborn Of Karnaxos - Solo Adventure - Ashes Beneath Ulgarath
Posted: Thu, 27 Nov 17:09:34 CST
Publisher: Frontier Gaming

In the cracked valley of Ulgarath, storms no longer bring rain—only ashes carried on winds that whisper in dead tongues. Long-abandoned shrines lie broken beneath a pall of grey, and the proud banners of chieftains flutter on empty poles, their warriors devoured by a rising plague. The ancient dead have torn open their tombs, filled with a hunger older than the Bronze Age kingdoms of Karnaxos. Now, the soil itself trembles beneath their march. A single rumor draws you here:
a sorcerous artifact, said to burn with the final embers of the Sun-Forge, stolen long ago by a priest-king whose tomb is now cracked open and screaming. If the dead reach the civilized cities of the south, all will fall beneath their dust-laden tide. And so you descend into Ulgarath… where the line between life and corpse thins with every step.

The Valley of Ulgarath

A plate-shaped gorge of blackened soil and shattered basalt, Ulgarath was once a caravan crossing between barbarian tribes and the highland cities. Now, skeletal orchards creak without wind, rivers run like iron-tinted sludge, and the very shadows cling to the ground as if afraid to rise.

Where once stood circle-forts and earth-hewn watchtowers, now loom only carcass-ridden ruins. But beneath the valley floor lies something older—catacombs carved in spirals, stepped ziggurats consumed by dust, and ossuaries humming with necrotic power.

The Barbarians of the Ash-Clans

Warriors of towering stature, the Ash-Clans once protected the valley’s outer reaches. Their bronze axes and obsidian blades were feared even by the priest-kings of the south. Now their numbers are decimated, their survivors half-mad, their shamans torn between fleeing and reclaiming their sacred dead.

The Civilized Towns of the Southward Road

Markets of hammered copper, orchards of pomegranates, and walls painted with clay-red murals—these towns stand at the edge of dread, watching the horizon as undead silhouettes gather. Traders whisper of caravans slashed open like carcasses, their guards twisted into bone-walkers.

Supplies are scarce. Faith is fading.


_________________________________



HOW TO PLAY

In this Solo Adventure you assume the role of an adventurer in a Bronze Age Fantasy setting where kingdoms rise and crumble beneath obsidian skies, and where warlords, sorcerers, and wandering heroes carve their names into the annals of Karnaxos. You will require the Warborn of Karnaxos Core Rulebook (CRB) and any expansions you wish to incorporate. The story you experience is your own. The actions you choose depend on who and what you encounter, and how you elect to interact. Keep a record of your journey, tracking outcomes and branching consequences. Your decisions become the voice of the unseen Storyteller. The world of Karnaxos stirs to life through your interpretation, your vision, and your courage. This template provides structure, direction, narrative density, and motivational clarity, ensuring you always know what drives the hero, what threatens them, and what lies beyond the next torchlit corner.

Warborn Of Karnaxos - Solo Adventure - Ashes Beneath UlgarathPrice: $0.50
 Algorithm Muse Bard
Posted: Thu, 27 Nov 17:07:37 CST
Publisher: Paizo

Hello Nufriends! This an AMA for the new Muse you can use in this big wide multiverse! We will learn some fun new features and feats to take an old class off the beaten path and strait to the stars!

Algorithm Muse BardPrice: $1.99
 Arabian Nights Classes for 5e: Desert Wanderer
Posted: Thu, 27 Nov 16:42:08 CST
Publisher: RPGGamer

Arabian Nights Classes for 5e: Desert Wanderer

The desert is a place of silence, heat, and endless horizons. To the unprepared, it is a merciless expanse of sand and sun — a trial by thirst and wind. But to those who learn its language, the desert is alive. It whispers through the dunes, hides secrets beneath shifting sands, and tests every traveler who dares to cross it.

Among these travelers are those who do not merely pass through the desert — they belong to it. These are the Desert Wanderers, guides, hunters, illusionists, and survivors who thrive where others falter. They are the keepers of ancient paths, the readers of mirages, and the bridge between civilization and the wild expanse.


Children of Sand and Sun

Some Desert Wanderers are born beneath blazing skies, raised among nomadic tribes who know the stars better than the walls of any city. From childhood, they are taught to find water in dry riverbeds, track a caravan’s trail long after the wind has swept it away, and navigate by starlight when dunes shift like waves.

Others come to the path later — scholars, exiles, mystics, or adventurers — who find themselves tested by the desert’s cruel beauty and emerge forever changed. Whether by tradition, trial, or choice, each Desert Wanderer has forged a bond with the land itself.


Masters of Mirage

The desert plays tricks on the eye: distant oases shimmer, cities appear on the horizon then vanish like smoke, the air itself wavers under the sun’s relentless gaze. Desert Wanderers embrace this natural illusion, learning to shape heat and light into mirages of their own making.

They can make a caravan appear where none exists, hide themselves in shimmering haze, or turn the battlefield into a labyrinth of shifting sands. To fight a Desert Wanderer is to doubt your senses — every glimmer could be real, or a trap.


This contains a full class up to level 20 with abilities and background, based on the Arabian Nights stories and middle eastern culture, this is not written by a native of that area so may contain certain cultural biases from a european point of view.

Arabian Nights Classes for 5e: Desert WandererPrice: $3.00