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 Dice for A Distant Galaxy
Posted: Thu, 22 Jan 20:24:52 CST
Publisher: Geoffquest

Five dice specifically designed for Geoffquest's A Distant Galaxy game. In the game, results of 5s or 6s on a 1d6 roll count as successes. Sure, you can use regular dice for the game, but you can also use these dice. Show your loyalty to the Solar Empire by jazzing up your successes with the Imperial Seal.

Dice manufactured by the fine folks at Q Workshop.

Dice for A Distant GalaxyPrice: $5.00
 The Mentalist overview
Posted: Thu, 22 Jan 19:12:11 CST
Publisher: Tracklogic Adventures

The Mentalist: Class Overview & Sample Character (PWYW)

The Mentalist is a psionic class for players who value judgment, timing, and intent over raw output.

Instead of spell slots or burst damage, the Mentalist operates on a PSI point system, applying decisive force at the right moment rather than overwhelming the battlefield every turn. This class rewards planning, positioning, and restraint—turning small decisions into meaningful advantages over the course of an encounter.

This free bundle includes:

  • A concise class overview explaining the Mentalist’s design philosophy, playstyle, and role at the table

  • A complete Level 6 Crippler character sheet, ready to drop into play as a sample build

The overview walks through how the Mentalist differs from spellcasters, monks, and legacy psionics, explains the class’s core loop (“Is this the moment?”), and includes a short, concrete combat example showing how psi is used in actual play.

The included Crippler demonstrates:

  • Real numbers, not theory

  • How psi, Channels, and Psionic Arts interact at the table

  • A balanced, durable mid-level Mentalist build without optimization tricks

This document is intended to build confidence, not sell hype. If you want to understand how the Mentalist plays—and see proof that it works—this packet gives you everything you need.

The Mentalist is not designed to dominate encounters.
It is designed to decide them.

The Mentalist overviewPrice: $0.00
 Karten für ein Ödland
Posted: Thu, 22 Jan 18:19:15 CST
Publisher: Skirmisher Publishing

Diese Karten aus der Feder des berühmten Künstlers Bob Greyvenstein stellen verschiedene Gebiete innerhalb eines Ödlands dar! Zu den Merkmalen zählen verfallene Gebäude, Autowracks und zahlreiche Asphaltstraßen und unbefestigte Straßen. Diese Publikation enthält außerdem drei maßgefertigte Illustrationen, die zur Inspiration oder als visuelle Hilfsmittel genutzt werden können. 

Dieser Titel umfasst zwei Versionen von sechs großen, 2-seitigen Karten, ein Satz mit einem Raster versehen und einer ohne Raster. Die mit einem Raster versehenen Versionen der Karten haben die Maße 36 x 24 Zoll (91 x 61 cm) und 1 Zoll breite Kästchen (jedes davon steht für ca. 6 Meter bzw. 20 Fuß). Beide Versionen der Karten sowie die Illustrationen tauchen in einem Vorschau-PDF auf und JPG-Versionen aller dieser Karten, mitsamt einer eigens dafür angefertigten Windrose, sind in einem ZIP-Dateien-Ordner enthalten.

Diese attraktiven Karten eignen sich für den Gebrauch mit jedem Pen & Paper-Rollenspiel aus dem Bereich Postapokalypse, Science-Fiction, Neuzeitliche Kriege oder Horror, ebenso für Miniaturenspiele oder Taktik- und Kampfsimulationsspiele, und sie sind besonders nützlich, wenn man Spielrunden online oder auf einer Virtual-Tabletop-Plattform leitet.

Werft auf jeden Fall auch einen Blick auf die hiermit verbundenen „100 Oddities for a Wasteland“ (100 Kuriositäten für ein Ödland), die man im Einklang mit diesen Karten nutzen kann, um schnell und einfach alles Mögliche zu erschaffen, von unterhaltsamen und fesselnden Begegnungszonen bis zu vollständigen Abenteuern. 

Karten für ein ÖdlandPrice: $3.99
 Dicestractions [BUNDLE]
Posted: Thu, 22 Jan 17:57:51 CST
Publisher: Avalon Game Company
This special bundle contains the following titles:


84006-thumb140.jpgDICE-Tractions: Dice Football, Mini-Game #106
Regular price: 0
Bundle price:
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Looking for a simple party game that you can play with your non-gaming friends? How about a poker-like dice game to play with a few of your gaming buddies? Dice Football is a fast paced d6 based dice game with simple rules that are easy to teach new people and a great icebreaker at a meet-and-greet event. With lots of dice to roll and a good team play, Dice Stages is the way to get people to start talking. Features: Very fun game that will have wide appeal in and out of ‘gaming groups’. Easy to learn how to play, can be up and playing within minutes. About the DICE-Tractions line: Have you ever instructed your fellow gamers in the proper way to throw their dice? Does setting your dice to the highest number after rolling them bring you good Dice Karma? Have...

83979-thumb140.jpgDICE-Tractions: Dice Poker, Mini-Game #105
Regular price: 0
Bundle price:
 0
Format:
 PDF
Looking for a simple party game that you can play with your non-gaming friends? How about a poker-like dice game to play with a few of your gaming buddies? Dice Poker is a fast paced d6 based dice game with simple rules that are easy to teach new people and a great icebreaker at a meet-and-greet event. With lots of dice to roll and a good team play, Dice Stages is the way to get people to start talking. Features: Very fun game that will have wide appeal in and out of ‘gaming groups’. Easy to learn how to play, can be up and playing within minutes. About the DICE-Tractions line: Have you ever instructed your fellow gamers in the proper way to throw their dice? Does setting your dice to the highest number after rolling them bring you good Dice Karma? Have yo...

83977-thumb140.jpgDICE-Tractions: Dice Racing, Mini-Game #104
Regular price: 0
Bundle price:
 0
Format:
 PDF
Looking for a simple party game that you can play with your non-gaming friends? How about a poker-like dice game to play with a few of your gaming buddies? Dice Racing is a fast paced d6 based dice game with simple rules that are easy to teach new people and a great icebreaker at a meet-and-greet event. With lots of dice to roll and a good team play, Dice Stages is the way to get people to start talking. Features: Very fun game that will have wide appeal in and out of ‘gaming groups’. Easy to learn how to play, can be up and playing within minutes. About the DICE-Tractions line: Have you ever instructed your fellow gamers in the proper way to throw their dice? Does setting your dice to the highest number after rolling them bring you good Dice Karma? Have y...

83951-thumb140.jpgDICE-Tractions: Dice Shuffle, Mini-Game #103
Regular price: 0
Bundle price:
 0
Format:
 PDF
Looking for a simple party game that you can play with your non-gaming friends? How about a poker-like dice game to play with a few of your gaming buddies? Dice Shuffle is a fast paced d6 based dice game with simple rules that are easy to teach new people and a great icebreaker at a meet-and-greet event. With lots of dice to roll and a good team play, Dice Stages is the way to get people to start talking. Features: Very fun game that will have wide appeal in and out of ‘gaming groups’. Easy to learn how to play, can be up and playing within minutes. About the DICE-Tractions line: Have you ever instructed your fellow gamers in the proper way to throw their dice? Does setting your dice to the highest number after rolling them bring you good Dice Karma? Have you roll...

83950-thumb140.jpgDICE-Tractions: Dice Stages, Mini-Game #102
Regular price: 0
Bundle price:
 0
Format:
 PDF
Looking for a simple party game that you can play with your non-gaming friends? How about a poker-like dice game to play with a few of your gaming buddies? Dice Stages is a fast paced d6 based dice game with simple rules that are easy to teach new people and a great icebreaker at a meet-and-greet event. With lots of dice to roll and a good team play, Dice Stages is the way to get people to start talking. Features: Very fun game that will have wide appeal in and out of ‘gaming groups’. Easy to learn how to play, can be up and playing within minutes Information on how to add a fantasy or science fiction theme to the game. About the DICE-Tractions line: Have you ever instructed your fellow gamers in the proper way to throw their dice? Does setting your dice ...

83912-thumb140.jpgDICE-Tractions: Dice Wars, Mini-Game #101
Regular price: 0
Bundle price:
 0
Format:
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Tired of miniature games where the pieces constantly become outdated? Has one to many sets added rules that needlessly complicate the game? Looking for a complete game you can introduce your non-gamer friends to? Dice Wars is a minis war game that requires nothing more then the dice you already own. In this game, players construct an army made up of your own dice. Add a touch of a fantasy or science fiction themed setting with several variant rules or play a capture the flag type game. Whether you build a small army of the best and the strongest or a large army of green troops, prepare your dice to take on your opponent? Features: Point based army building system. Easy to learn how to play, can be up and playing within minutes. Information on how to add a fantasy or science f...


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Special bundle price:0
Savings of:0 (22%)
Dicestractions [BUNDLE]Price: $12.77
 Dark Age: Bushido - Solo Adventure - Without Oath
Posted: Thu, 22 Jan 16:34:27 CST
Publisher: Frontier Gaming



HOW TO PLAY

In this Solo Adventure, you assume the role of an adventurer in a Medieval Fantasy samurai realm. You will require The Dark Age: Bushido Core Rulebook (CRB), the Dark Age: Otherworld Expansion, and any associated Expansions you wish to use, along with a pen and paper—or a word-processing document—to play.

The story begins with an Introduction, a few initial Locations, and several key Story Points. The rest is shaped by your choices. The Actions you take depend on what you see, who you encounter, and how you choose to interact. Each Action will create ripples in the world; keep a record of events and adapt the world as it responds.

As you play, you become your own Storyteller—crafting an evolving narrative shaped by fate, honor, and the unseen forces that stalk the borders of the mortal realm. Use the Character Creation rules in the CRB to craft your hero, and consult the Storyteller tools in the CRB to generate NPCs. Once you have familiarized yourself with the following sections, you are ready to begin.



_____________________________



You did not flee. You were released. The night you walked away, the hall did not burn and no bodies fell across the steps. Instead, silence followed you—thick, deliberate, final. By dawn, the bond that named you had been severed, and by dusk, the clan realized what that meant. A lone warrior unbound is not merely a loss. It is a liability. Across valleys and borderlands, signs of pursuit appear: watchers too disciplined to be bandits, messengers who ask the wrong questions, inns that close their doors a moment too late. The clan that once shaped you now searches not to reclaim you, but to erase what you know before it is spoken aloud. Yet something greater than vengeance stirs. Far from the roads, old wards weaken. Rivers alter their courses. Animals refuse familiar ground. The threat is not an army, but an awakening—an encroaching force that feeds on collapse and waits for trained hands to either stop it or sharpen it further. The clan believes you are the key, though whether as weapon or warning remains unclear. You walk forward with only what you carry: skill honed through repetition, a code no longer enforced, and memories that surface at the worst moments. Each choice tightens the distance between hunter and hunted, while the unseen danger grows less patient. You are not trying to save the world. You are trying to decide whether it deserves the cost.

Dark Age: Bushido - Solo Adventure - Without OathPrice: $0.50
 Dark Age: Bushido - Solo Adventure - Listening Trees
Posted: Thu, 22 Jan 16:34:21 CST
Publisher: Frontier Gaming



HOW TO PLAY

In this Solo Adventure, you assume the role of an adventurer in a Medieval Fantasy samurai realm. You will require The Dark Age: Bushido Core Rulebook (CRB), the Dark Age: Otherworld Expansion, and any associated Expansions you wish to use, along with a pen and paper—or a word-processing document—to play.

The story begins with an Introduction, a few initial Locations, and several key Story Points. The rest is shaped by your choices. The Actions you take depend on what you see, who you encounter, and how you choose to interact. Each Action will create ripples in the world; keep a record of events and adapt the world as it responds.

As you play, you become your own Storyteller—crafting an evolving narrative shaped by fate, honor, and the unseen forces that stalk the borders of the mortal realm. Use the Character Creation rules in the CRB to craft your hero, and consult the Storyteller tools in the CRB to generate NPCs. Once you have familiarized yourself with the following sections, you are ready to begin.



_____________________________



The forests were never silent. Long before armies learned to march in formation, the trees listened. They absorbed screams, vows, betrayals, and last breaths. Now, as banners clash across valleys and rivers choke with bodies, those memories have begun to stir. An epic war spreads across the land—not a clean struggle of borders, but a slow, suffocating conflict fed by ambition and fear. Great houses maneuver behind lacquered doors while soldiers die nameless in mud and ash. Treaties are signed at dawn and broken by dusk. Victories are announced before the fighting has finished. And in the forests between the armies, the dead walk without feet. They do not appear as apparitions drifting openly through camps. They cling to bark and root, whispering into leaves, bending branches to mislead scouts and guide the desperate. Some spirits were once warriors. Others were messengers, farmers, children—those crushed by decisions made far away. You are drawn into the war not merely as a fighter, but as an instrument of influence. Your path weaves between battlefronts and council chambers, between blood-soaked ground and sacred groves no one dares burn. You carry messages that decide whether thousands will advance or retreat. You uncover plots meant to prolong the war because peace would expose too many lies. The spirits watch you closely. They do not care which banner wins. They care whether this war will ever end.

Dark Age: Bushido - Solo Adventure - Listening TreesPrice: $0.50
 Legends of Thaloranth: The Advanced Leader’s Path
Posted: Thu, 22 Jan 16:26:01 CST
Publisher: Thaloranth Publishing

The Advanced Leader’s Path

Power Is Not Taken. It Is Built.

The Advanced Leader’s Path expands leadership beyond titles, commands, or personal prowess. This book is about influence that endures—power expressed through institutions, networks, and legacy rather than individual action.

Where earlier Paths focus on personal capability, the Advanced Leader’s Path explores what happens when characters stop acting alone and begin shaping the world through people, organizations, and long-term structures.

Leadership here is not about standing at the front of the charge.
It is about deciding where the charge goes—and who follows.


What This Book Explores

  • Leadership as systems and infrastructure

  • Authority gained through trust, obligation, and coordination

  • Guilds, factions, and organizations as extensions of character agency

  • Decision-making at scale: trade, conflict, diplomacy, and legacy

  • How influence persists even when the leader is absent

This Path is designed for characters who operate above the tactical level—those who manage resources, guide others, and shape outcomes indirectly through planning and delegation.

Design Focus

The Advanced Leader’s Path integrates seamlessly with:

  • Domains of Valor (organizational and territorial control)

  • Guild and faction play

  • Campaigns focused on politics, commerce, war efforts, or social power

  • Long-term consequences and inherited influence

Leadership abilities emphasize preparation, coordination, and leverage rather than raw bonuses or personal dominance.

What This Book Is (and Isn’t)

✔ A deep expansion for high-influence characters
✔ Focused on organizational and strategic play
✔ Built for long campaigns and evolving power structures
✔ Compatible with existing Path and Domain systems

✘ Not a replacement for core leadership concepts
✘ Not about command-and-control micromanagement
✘ Not heroic spotlight mechanics

This Path assumes responsibility, compromise, and consequence.

The Advanced Leader’s Path is for characters who understand that the most lasting victories are not won in a single moment—but secured through preparation, alliances, and systems that continue to function long after the decision is made.

Power fades.
Influence remains.

Legends of Thaloranth: The Advanced Leader’s PathPrice: $3.00
 Balkan Folklore Classes for 5e: Fate Spinner
Posted: Thu, 22 Jan 16:21:33 CST
Publisher: RPGGamer

Balkan Folklore Classes for 5e: Fate Spinner

In the tales whispered by firelight, when the night is still and the wind rattles the shutters, there are those who see more than others. They see threads—shimmering lines that bind people, choices, and moments together in a vast, unseen tapestry. These are the Fate Spinners: seers, storytellers, knot-tiers, and destiny-weavers who read the patterns of the world and, when they choose, reach out to alter them.

Where others see coincidence, a Fate Spinner sees design. A meeting at a crossroads is no accident. A sudden illness, a chance remark, a gust of wind at the right (or wrong) moment—every thread hums with possibility. Some Fate Spinners are born beneath strange omens, their gift a birthright marked by the Suđenice—the mythic sisters who weave mortal destiny. Others learn their art from reclusive elders, wandering seers, or through dangerous rituals that grant them glimpses of the Loom itself.

Their power is neither loud nor obvious. Fate Spinners do not summon storms or split mountains. Instead, they speak a single word that sends a soldier walking the wrong path; they tie a knot in a thread that binds two lives together; they whisper a prophecy that changes the choices of kings and shepherds alike. With patient hands and piercing insight, they tug gently at fate’s weave, turning tragedy aside—or bringing it to bear.

Some Fate Spinners live on the edge of villages, respected but feared, consulted when omens turn ill. Others wander crossroads and forests, drawn to places where threads knot together, their presence both a blessing and a warning. Their abilities make them powerful allies and unsettling companions: to travel with a Fate Spinner is to walk within a story, whether you know it or not.

In play, Fate Spinners combine divination and enchantment magic with unique destiny-manipulating abilities. They can foresee outcomes, influence rolls with Destiny Dice, and bind or cut threads to reshape the flow of events. Their three paths reflect the many faces of fate:

  • The Seer, who gazes into the tapestry to reveal hidden truths and future dangers.
  • The Weaver, who ties lives together and reshapes outcomes through shared destiny.
  • The Knots, who bind, curse, and sever threads with a dangerous precision.

In a Balkan dark fairy tale world, the Fate Spinner stands at the crossroads of story and choice. They are not merely spectators; they are participants in destiny’s great weaving, guiding, twisting, or unraveling the threads as they see fit.

When you play a Fate Spinner, you play someone who knows that every action matters—and who has the power to decide which stories are told, and which are cut short.


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

Balkan Folklore Classes for 5e: Fate SpinnerPrice: $3.00
 The Song of Windy Mountain - One Page Adventure
Posted: Thu, 22 Jan 15:32:31 CST
Publisher: Elven Tower

This is our 56th installment of the one-page dungeon series. The objective is to create self-contained adventures/dungeons with all things necessary to spawn fun adventures on a single page. It is system-neutral so it can be easily ported to any system. It shouldn't be much trouble to include it in any medieval setting. This one is about a fabled place where the wind crafts an eerie melody as it passes through crags and rocky formations; the voice of the Windy Mountain. Rumor has it that those willing to listen to this song may learn an ancient, eldritch secret that few are privy of.

OP56_Song_from_the_Windy_Mountain-P1.jpg

What's included:

  • PDF and JPG versions of OP56.
  • B/W printer-friendly versions
  • Hi-Res Map versions
  • The adventure is system-neutral, so no rules or mechanics are included.
The Song of Windy Mountain - One Page AdventurePrice: $0.95
 Cyber Token Borders 2 (VTT)
Posted: Thu, 22 Jan 15:02:14 CST
Publisher: Lazarus

CyberTokenBorders3.png

Cyber Token Borders 2 is a set of VTT token frames designed for use in Sci-Fi, Cyberpunk, and Futuristic settings. It includes five different frames in 28 color combination, providing a total of 140 token frames. It also includes a custom mask file for cutting out portraits.

CyberTokenBorders3_(1).png

Support, community, and requests: https://discord.gg/2zsvMkKeW5

Personal Use Only, Do Not Distribute!

Cyber Token Borders 2 (VTT)Price: $1.99
 The Forgotten Face
Posted: Thu, 22 Jan 15:01:47 CST
Publisher: NUELOW Games

She doesn't remember who she was. But her body does

Lacy's life is ordinary—a quiet job, a small apartment, a routine she can predict with the biggest question facing her each day is whether she should make coffee at home or stop and buy a cup on her way to work. Then, she finds a picture of herself that she doesn't remember being taken. Then memories of a life that isn't hers begin to surface, and, as she tries to find some answers, an attempt is made on her life. An attempt she fights off with lethal skills she didn't know she had--but which seemed to come naturally when she needed them.

As fragments of another lives begin surfacing, Lacy discovers the impossible: she was someone else entirely. Someone trained. Someone dangerous. Someone who was systematically erased and rebuilt into the perfect weapon and theen made to forget and given a false life to live.

Caught between three identities—the woman she was, the woman she believed she was, and the killer she was made to become—Lacy must uncover the truth of who she is before her past destroys her future.

The Forgotten Face includes a never-before-published thriller by Steve Miller (one-time contributor to the Dragonlance, Ravenloft, and Star Wars properties), as well as extensive d20 System rules for playing characters who gradually discover that they are not who they tought they were.

The Forgotten FacePrice: $4.25
 Feature Presentation
Posted: Thu, 22 Jan 14:28:04 CST
Publisher: Darren Campbell

For as long as you can remember, the expanse of gray-green grass to the east of your village has been off-limits due to the high levels of hazardous radiation left over from the Great Disaster. No-one goes into the Blasted Plain.

But now, the wise ones of the village have deemed the region to be safe enough for travel, and a strange white glow is visible on the horizon at night-- something is out there!

As it happens, it is time for the next Rite of Passage, where the young ones of the village go out into the wilderness in search of powerful artifacts of the ancients in order to take their place as adult members of the village. Take up your flint knife, your rations, and your waterskin and venture forth into the Blasted Plain!

---

Feature Presentation is the first illustrated adventure written for Glowburn & Radscars, with some fantastic art by Steven Gomez.

Note: This adventure references the wilderness and exploration procedures outlined in Cairn 2nd Edition, which are available for free on the Cairn website.

What's inside?

  • 25 pages of post-apocalyptic adventure
  • A wilderness pointcrawl
  • An adventure site full of hazards and fun stuff
  • New mutated monsters
  • New artifacts of the ancients
  • Exciting mushrooms to tempt the senses
Feature PresentationPrice: $5.00