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 Skincrawler
Posted: Tue, 10 Mar 02:15:30 CDT
Publisher: Elancharan

SKINCRAWLER is a micro body-horror tabletop roleplaying game set aboard Neo-Belarussia, a massive orbital colony connected to Earth by a colossal orbital elevator. When an asteroid mining vessel returns with a fractured rock sample, something ancient escapes containment. The creature is small, intelligent, and terrifyingly adaptable—it survives by invading living bodies and wearing them like disposable suits.

Players take the role of the alien entity as it moves through the station, slipping from host to host: humans, animals, experimental organisms, or strange mutants living in the depths of the colony. Each short scene represents moments of creeping horror—being discovered, feeding, mutating hosts, or escaping hunters. Bodies decay, mutate, and collapse, but the parasite endures.

The infection spreads silently through Neo-Belarussia as security forces close in, witnesses panic, and the orbital elevator continues to carry new life toward the station.

And the creature is still learning how bodies work.

***

SKINCRAWLER is a fast, brutal micro horror TTRPG where you play the monster.

  • Body-horror gameplay inspired by films like The Thing, Alien, and The Fly

  • Ultra-simple rules using only a single d6

  • Designed for short bursts of play — sessions can last minutes or hours

  • Play as a parasitic alien that steals bodies and mutates hosts

  • Set on a grim orbital colony connected to Earth by a massive elevator

  • Infect anything — humans, animals, research creatures, or mutants

Each round escalates the horror as bodies twist, witnesses panic, and the parasite spreads deeper into Neo-Belarussia.

One alien.
Endless hosts.
The infection has already begun.

SkincrawlerPrice: $1.00
 Skeletons: Species Variants | 5e Monsters Foundry
Posted: Mon, 09 Mar 23:39:06 CDT
Publisher: MmpApps

Skeletons: Species Variants

Skeletons: Species Variants is a monster supplement for 5e that presents skeletons as structural undead rather than disposable minions. Instead of treating skeletons as a single interchangeable stat block, this book expands the concept across multiple peoples and monstrous bodies—each preserving exactly one biomechanical racial trait while remaining mindless, cultureless animated bone.

The intent of this product is mechanical clarity and tactical pressure without numerical escalation. Humanoid variants operate at low CR and are designed to function in groups, forcing weapon adaptation through their Structural Undead doctrine: immunity to piercing damage, resistance to slashing damage, vulnerability to bludgeoning damage, and immunity to poison and necrotic damage. Larger skeletal bodies scale naturally according to their physical frame, not through spellcasting or retained intelligence.

Each skeleton fills a battlefield niche defined purely by anatomy—dense dwarven anchors, swift elven frames, compact halfling interiors, long-limbed bugbear reach controllers, aquatic merfolk hunters, charging minotaur shock units, and colossal giant war engines. These creatures do not command. They do not strategize. They simply move, strike, and rattle forward as animated structure.

Cultural memory, motive, and personality are intentionally absent. Whether raised by battlefield necromancy, ancient curses, lingering magic in forgotten tombs, or divine punishment is left to the GM. Use these stat blocks as tools. Why the bones rise is yours to decide.

Skeleton Roster

Human Skeleton — CR 3
Baseline SRD Skeleton; intelligent undead commander sustained by stolen vitality.

Dwarf Skeleton — CR 3
Chokepoint anchor that resists forced movement and commands shield-bearing undead.

Elf Skeleton — CR 3
Mobile ranged tactician that controls distance and pressures from elevation.

Halfling Skeleton — CR 3
Compact infiltrator that operates in tight interiors and urban environments.

Gnome Skeleton — CR 3
Arcane-resistant undead commander suited to magical ruins and workshops.

Ratfolk Skeleton — CR 3
Sewer tactician that exploits narrow spaces and dim urban terrain.

Goblin Skeleton — CR 3
Opportunistic skirmish commander that repositions and pressures weakened targets.

Merfolk Skeleton — CR 3
Aquatic undead leader that dominates submerged battlefields.

Dragonborn Skeleton — CR 3
Draconic undead with corrupted breath capability and battlefield presence.

Lizardfolk Skeleton — CR 3
Swamp-adapted undead commander with natural armor and aquatic mobility.

Orc Skeleton — CR 3
Relentless shock leader that drives frontal undead assaults.

Hobgoblin Skeleton — CR 3
Disciplined formation commander that strengthens allied positioning.

Gnoll Skeleton — CR 3
Predatory pursuer that capitalizes on fallen enemies and battlefield momentum.

Bugbear Skeleton — CR 3
Long-limbed space controller that strikes from extended reach.

Ogre Skeleton — CR 5
Large undead brute that combines physical dominance with Life Drain.

Minotaur Skeleton — CR 6
Charging undead war beast that breaks lines before draining the fallen.

Troll Skeleton — CR 7
Regenerating undead horror requiring fire or acid to suppress.

Hill Giant Skeleton — CR 9
Massive undead warlord whose presence signals regional devastation.

Skeletons: Species Variants | 5e Monsters FoundryPrice: $7.99
 Tálamor Atlas - Islands of Storm, Fire, and Mist - High Res Map Set
Posted: Mon, 09 Mar 22:53:25 CDT
Publisher: Tálamor Publishing

Looking to start building your campaign but need a setting? This is the high-res map of the Islands of Storm, Fire, and Mist which features a detailed topographic map showing elevation, rivers, lakes, etc.

Low res-preview of the maps

The equatorial Islands of Storm, Fire, and Mist feature tall mountains, volcanoes, rainforests, reefs, thunderstorms, hurricanes, fog, and more. The role of the islands will vary significantly based on your technology level: at low tech, these will be very remote and feature few established cities. At more elevated tech levels though, they may be home to a number of maritime trading societies (or the pirates that accompany them).

Are you looking for remote archipelagoes  for a nautical campaign, perhaps with ancient monsters residing deep in the ocean trench? What about fiery mountains for a dragon lair or deep forests inhabited by elves (or which have been unexplored by intelligent creatures for millennia)? The Islands of Storm, Fire, and Mist best serve as a lower tech-level, remote campaign setting, but can easily serve as a launch point into the broader world.

I hope that you find this nextinstallment of the Tálamor atlas series useful in developing an immersive campaign setting. Look for more of these atlases as we explore more of the continents, an explainer on the solar system/astronomy of Tálamor, and more.

Please note that the continent portions pictured in the lower right and left corners will be the subject of future guides. As they are not in a finalized state, the pdf generation experiences diffiulty rendering them. They are thus omitted from the pdf versions of the map set. No such issues are encountered with the png export, so those maps include the continent portions. As discussed in the companion Atlas, the maps of these regions will be updated once those continent atlases have been completed and released.

Note also that some pdf viewers struggle with rendering shape strokes at low zoom levels. This improves at higher zoom levels. There is also a png version included.

Tálamor Atlas - Islands of Storm, Fire, and Mist - High Res Map SetPrice: $2.50
 The Dreadful Citadel of Urzengotz
Posted: Mon, 09 Mar 20:56:01 CDT
Publisher: 2nd Level Bard Productions

A Terrifying Sojourn to a City Between Worlds

Bring your doomed adventurers to the crossroads of the Cosmoi in this mini-setting for MÖRK BORG!

The Dreadful Citadel of Urzengotz is an extraplanar metropolis full of eerie danger and alien nightmares inspired by science fantasy and weird fiction. Fish for giant sea-worms off the docks of Fluxshackle, navigate the otherworldly bazaar of the Monger’s Mall, or hunt ghastly horrors in the squalid maze of the Groan. Seek wisdom from the hedonist scholars of the Creed of the Voidborne Angel. Delve upwards into the mystery of Overbrume Spire to discover what waits at its pinnacle. And pray to whatever powers are listening you avoid the attention of the Carnelian Lords, the masters of the Dreadful Citadel, and the mind-shattering secrets of the hidden things they serve.

Contains a map and gazetteer of the five sectors of the city full of enticing adventure hooks, an overview of the creatures that call Urzengotz home, and a collection of MÖRK BORG-compatible stat blocks for monsters and adversaries.

The Dreadful Citadel of UrzengotzPrice: $2.00
 Ailurus Red Panda - Playable RPG Racial Miniature Set of 4 - STL files for humanoid beast race with hunter, priestess, warrior, and rogue
Posted: Mon, 09 Mar 18:11:57 CDT
Publisher: MediaStream Press

Ailurus (Playable Race Profile)

Small, agile, clever forest-dwellers from misty mountain jungles and cloud forests. They lean more toward explorers, climbers, herbalists, and scouts than martial artists.

Think:

  • Himalayan foothills

  • bamboo forests

  • mossy temples

  • rope bridges over jungle ravines

Physical Appearance

Height:

  • 3.5–4.5 feet tall

Build:

  • light and agile

  • large fluffy tail (great for balance)

Features:

  • rust-red fur

  • cream facial mask

  • dark limbs

  • expressive eyes

  • rounded ears

  • fluffy tail

  • dextrous hands

Aesthetic (Nepal / Himalayan Jungle Inspired)

Instead of robes or kung-fu uniforms, lean toward mountain trader / jungle scout.

Materials

  • woven hemp cloth

  • bamboo fiber fabrics

  • leather straps

  • beadwork

  • carved wood toggles

Clothing pieces

Ideas for Clothing and Accessories

  • sleeveless vest

  • wrapped cloth tunic

  • layered scarf or shoulder wrap

  • loose trousers

  • jungle climbing wraps

  • rope belts

  • bead necklaces

  • carved bone charms

  • woven sashes

  • climbing hooks

  • bamboo tools

Colors

  • moss green

  • clay red

  • indigo

  • turmeric yellow

  • weathered leather

Cultural Flavor

Instead of a warrior culture, they are known as:

Sky traders

  • mountain caravans

  • rope bridge travel

  • cliffside villages

Herbalists

  • rare jungle medicines

  • fungal lore

  • tea traditions

Temple keepers

  • small jungle shrines

  • weather-worn stone monasteries

Story keepers

  • oral traditions

  • carved prayer wheels

  • wind chimes

Professions that Fit Them

This race would shine as:

  • rogues

  • rangers

  • scouts

  • druids

  • monks (but not kung-fu cliché)

  • alchemists

  • explorers

  • herbalists

Architecture

Their homes could be:

  • bamboo platforms

  • rope bridges

  • stilt houses

  • cliffside villages

  • jungle tree temples

Weapons & Gear

More practical than martial arts.

Examples:

  • short curved jungle blades

  • bamboo spears

  • blowguns

  • climbing picks

  • rope grapples

  • Shields could be woven bamboo discs.

Personality Flavor

Typical traits:

  • curious

  • playful

  • observant

  • nimble thinkers

  • strong community bonds

But also:

  • stubborn

  • territorial about forests

  • protective of sacred groves

Ailurus Red Panda - Playable RPG Racial Miniature Set of 4 - STL files for humanoid beast race with hunter, priestess, warrior, and roguePrice: $5.99
 Soulstone #003
Posted: Mon, 09 Mar 17:44:01 CDT
Publisher: Grim Press

Banner_Soulstone_003.jpg

At the forest’s edge, order isn’t enforced by law alone. It’s maintained by discipline, watchfulness, and the people willing to do unpleasant work before trouble becomes panic.

Soulstone #003 continues the Moonshroud Realms webzine with a grounded look at Wexford, a forest town shaped by stewardship, civic discipline, and the thin line between protection and overreach. This volume pushes deeper into the Wexwood’s politics and pressures, where “safety” is rarely simple and every solution leaves a footprint.

This volume introduces the aelfaen through the lens of Absot, exploring consequence, continuity, and the burdens of guarding what should not be easily crossed. Alongside new character options and a fresh set of magic items, the Gutterdeep Warrens dungeon serial advances into its brutal Arena chapter, while Greencap Hollow delivers a low-level woodland mission that tests restraint as much as steel.

Soulstone #003 contains the following content:

  • FEATURED SETTING: WEXFORD– A forest town of woodworkers, wardens, and disciplined civic order, built at the edge of an ancient woodland where stewardship is survival.
    • SIGNIFICANT LOCATIONS – Key sites across Wexford and its approaches, including gates, halls, and public institutions that shape daily life and movement through the region.
    • GOVERNANCE OF WEXFORD – Civic structure, decision-making, and the systems that keep the town functioning under pressure.
    • OTHER KEY FIGURES – Ready-to-use local NPCs tied to Wexford’s authority, commerce, and conflict.
  • THE COPPER QUIVER – A discreet network of rangers and allied adventurers operating through relief work and quiet institutions, built for threats that crown and council do not see coming.
  • DIVINE FOCUS: ABSOT – An Eternal of cause and effect, cosmic order, and the unbroken chain, exploring consequence as a living force rather than a moral verdict.
  • ITEMS OF NOTE – Magic items rooted in practical use and consequence, including the belt of bridging, brinefire draught, and fungus-bitter chew alongside rare field-ready tools and brews.
  • CHARACTER OPTIONS– New player-facing content built for the D&D5.5e ruleset:
    • SPECIES: AELFAEN – Half-elves reintroduced as a distinct people with their own identity and place in the world.
    • BACKGROUND: SACRIST – A devotional caretaker of rites, records, and sanctified spaces.
    • BACKGROUND: TIMBERHAND – A working professional of the forest roads, mills, and hauling yards, forged by risk and judgment.
  • DUNGEON SERIAL: GUTTERDEEP WARRENS – Chapter Three of the serial, where goblins train ogres through ritualized violence and the warrens reveal themselves as infrastructure, not improvisation.
  • ADVENTURE: GREENCAP HOLLOW – A woodlands quest optimized for 2nd-level characters, built around a destroyed logging camp, a false story powerful enough to move a druid circle, and a problem that cannot be solved cleanly.
  • MAPS, TOKENS & ART ASSETSSix full-color maps in GM-labeled and player-facing formats, plus 95 unique tokens (190 in two styles) and 133 art assets, all suitable for VTTs, handouts, or campaign use.

soulstone_003_ss1.jpg

soulstone_003_ss2.jpg

soulstone_003_ss3.jpg

soulstone_003_ss4.jpg

soulstone_003_ss5.jpg

soulstone_003_ss6.jpg

This content was created using the Dungeons & Dragons 5.5e Ruleset (2024), but is also compatible with D&D5e (2014).

Soulstone #003Price: $14.99
 Tales From The Magician's Skull #13
Posted: Mon, 09 Mar 17:38:52 CDT
Publisher: Outland Entertainment

Behold the wonders of Tales From the Magician’s Skull #13!

Strange realms of horror and adventure lay in the pages ahead, spun to life by master tale tellers recruited by The Skull himself for your entertainment! Do not delay in the expression of your joy; instead, shout from your rooftops and tell all you know of his magnificent accomplishments!

Eight new narratives fill the pages of issue #13, from old and new contributors alike!

Tales From the Magician’s Skull is the premiere magazine of sword-and-sorcery fiction, providing all-new stories from some of the industry’s top writers.


TABLE OF CONTENTS

Editor’s Introduction by Anton Kromoff

Shards of the Obsidian Heart • by S. D. Alisea
Kars finds his home and the surrounding village plagued by a strange happening orchestrated by a sinister mind that has transformed all flesh it touches into cold, lifeless obsidian.

City of Darkness and Thread • by Stephen Wilson
Something ominous sits at the heart of the old city of Kashad. What strange secrets will Tashar Rinn uncover in the city of stone and steel?

The Thing in the Sword • by Anton Kromoff
On a witch-haunted beach, a carefree wanderer must choose between the gnashing maw of a nameless horror or a curse that would see his life changed forever.

Night of the Poisoner • by K.E. Kendall
Hexlo’s world is turned upside down when a mysterious red-haired novice crashes through the roof of his inn room, forcing him into a dangerous game of wit, blades, and unexpected assassins.

Children of the Crown • by Mario Carić
Glain wakes on a mysterious beach, only to be pulled into a perilous journey by strange visions of a desperate girl, leading him toward a temple filled with ancient secrets and daunting dangers.

Dakagna & the Gallakra • by W. J. Lewis
Trapped in her own body by a cunning wizard, the fierce warrior Dakagna must find a way to reclaim control before the claws of a looming monster spell her end.

This is Not a Place of Honor • by Andrew Kozma
Lukasz, a battle-worn mercenary, sits amidst decaying bodies, awaiting another penitent challenger while reflecting on past fights and the inevitable fate that awaits him in a place where only death remains.

Safe Passage • by Cullen Bunn
In a mysterious market, a strange vendor gifts a living parcel to a hunted man, urging him to flee the city and the shadowy assassins that loom near, before the moons are full.

The Shortcut • by JD Jordan
Caught in a relentless storm, two travelers discover a ruined house where a confronting spirit unleashes a mysterious and ominous force that changes their fate. 

Rengor in Chains

The Skull Speaks

The Table

A Tribute to Howard Andrew Jones

Tales From The Magician's Skull #13Price: $9.99
 DSA-Taschenkodex
Posted: Mon, 09 Mar 17:29:35 CDT
Publisher: Ulisses Spiele

Mit diesem Tool kann ein, auf den eigenen Charakter zugeschnittenes, Nachschlagewerk erstellt werden.
Dazu werden gezielt Inhalte aus dem Regelwiki (DSA5) eingelesen und als PDF exportiert.

Features:

  • Gezielte Auswahl der Inhalte aus den Kategorien Götterwirken, Magie, Sonderfertigkeiten, Vor- und Nachteile (… mehr ist geplant)
  • Möglichkeit zur zusätzlichen Erzeugung kompakter Übersichten mit den wichtigsten Informationen
  • Personalisierungsmöglichkeiten (Farben, Seitenhintergründe, ...)
  • ... uvm. in Planung
DSA-TaschenkodexPrice: $1.16
 Tales From The Magician's Skull #12
Posted: Mon, 09 Mar 17:26:17 CDT
Publisher: Outland Entertainment

Behold the wonders of Tales From the Magician’s Skull #12!

Strange realms of horror and adventure lay in the pages ahead, spun to life by master tale tellers recruited by The Skull himself for your entertainment! Do not delay in the expression of your joy; instead, shout from your rooftops and tell all you know of his magnificent accomplishments!

Eight new narratives fill the pages of issue #12, and includes material crafted from these yarns for the Dungeon Crawl Classics role-playing game.

Tales From the Magician’s Skull is the premiere magazine of sword-and-sorcery fiction, providing all-new stories from some of the industry’s top writers.


TABLE OF CONTENTS

Editor’s Introduction by Howard Andrew Jones 

The Skull Speaks by The Skull Himself 

Seekers of the Southron Shard • by John C. Hocking
A Tale of the King’s Blade • Benhus goggled at the thing as the demon struck at him again. He tried to back away, felt his spine thump against the rooftop’s low wall, dropped to one knee and met the monster’s fist with the white dagger’s blade.

Dragonlight • by David Gullen
Robert took the scabbarded sword and reached for the hilt. It leaped into his hand, and when he moved, the blade flowed with him, seeming to anticipate each move.

The Oracle • by Gregory D. Mele
A Tale of Azatlán • Sarrumos Koródu rode north; the Empire of Azatlán’s vengeance at his back and his name condemned from the summit of its patron god’s pyramids, as it was cursed by a father’s lips.

Breakers • by Dan Thurot
The silver crunched into Lip’s palm, hundreds of flakes burrowing into her flesh. She gasped and bent forward, then realized that the wind-chimes were dancing madly, as though she’d reached out and struck them. She had struck them.

The Last Warrior of R’Kim • by Cintain
The braided leather cord tightened, its rough edges digging under the scaly hide of Durkalar’s neck. His hands lay useless at his sides, unresponsive to his furious commands.

Mote in a Monster’s Eye • by Rhonda Eikamp
“The segments take on a life of their own and can be destroyed by normal means, but —” Crahl slid forward, eyes moist, drowned. “The One is the the One. What blade could hurt horror itself?”

Flight of the Marsh Man • by Ian Ableson
He handed his right arm hand-first to Yarlung, who accepted it in stunned silence. “I recommend you swing it by the wrist. Do not touch my blood, for it contains a substance which is paralytic to your kind.

Tales From The Magician's Skull #12Price: $9.99
 Galactic Bestiary 11
Posted: Mon, 09 Mar 17:18:57 CDT
Publisher: Far Distant Future Publishing

Have your players become jaded from the same old goblins and trolls? This volume of the Galactic Bestiary translates some of your favorite foes from the Starfinder RPG into Pathfinder 1E RPG stats.

You'll find 15 monster stat blocks and descriptions, ranging from CR 1/2 to CR 17:

  • Animated Armor (plate armor)
  • Animated Armor (robo-suit)
  • Asteroid Wyrm
  • Asteroid Wyrm Sage
  • Brenneri (mesmerist 3)
  • Brenneri (envoy 7)
  • Cephalume
  • Defrex
  • Defrex Juvenile
  • Dessamar (instar soldier 1)
  • Dessamar (imago mystic 7)
  • Diatha
  • Diatha Elder
  • Dirindi (solarian 4)
  • Dirindi (envoy 13)


In addition, you'll find two new animal companions, a new special material, new ammunition, and more!

Note:

  • This supplement is for the Pathfinder 1E Roleplaying Game.
  • Some of these creatures make use of options found in our other Galactic ClassesGalactic Species, and Galactic Tech series of books.
Galactic Bestiary 11Price: $3.99
 Desert Nomads | 5e NPC Monsters Roll20
Posted: Mon, 09 Mar 17:02:26 CDT
Publisher: MmpApps

Desert Nomads

Desert Nomads is a 5e NPC supplement that presents a fully realized desert trade confederation built around mobility, social power, and environmental mastery rather than military conquest. Instead of treating desert cultures as raiders or generic bandits, this book focuses on caravan networks, shield-bearing guards, camel riders, traders, and divine leaders whose authority is rooted in survival, negotiation, and communal defense.

The intent of this product is mechanical cohesion and encounter-driven design without escalation into army-scale warfare. These nomads rely on layered cloth garments rather than armor, large round shields rather than heavy plating, and divine guidance rather than arcane spellcraft. Sand and heat are integrated directly into their mechanics—ignoring difficult terrain, shaping vision with blowing dust, resisting fire beneath desert sun, and invoking divine intervention to locate hidden water sources.

These NPCs are built to support a wide range of desert encounters: caravan negotiations, oasis diplomacy, trade disputes, escort missions, defensive shield formations, mounted skirmishes, and survival-driven expeditions. Combat exists, but it is secondary to social leverage and environmental control. Cultural details, faith, and political structure are intentionally minimal. Whether these nomads are honorable traders, pragmatic deal-makers, guarded isolationists, or regional power brokers is left to the GM. Use these stat blocks as tools. How and why the desert shapes them is yours to decide.

Multisided tokens are provided for male and female nomads.

Desert Nomad Roster

Nomad Child — CR 0  
Caravan-raised youth trained in water discipline, animal care, and early desert survival.

Nomad Commoner — CR 0  
Herdsfolk, tent-keepers, and traders forming the social backbone of the caravan.

Nomad Scout — CR 1/8  
Dune runner who reads wind and sand, detecting threats before they reach the caravan.

Nomad Camel Handler — CR 1/4  
Mounted logistics expert who manages caravan pace, positioning, and animal control.

Nomad Caravan Guard — CR 1/2  
Shield-bearing defender who protects trade lines through disciplined formation fighting.

Nomad Desert Rider — CR 1  
Camel-mounted skirmisher who strikes, withdraws, and controls open desert space.

Nomad Trader — CR 2  
Negotiator and deal-maker whose influence often prevents violence before it begins.

Nomad Shield Captain — CR 3  
Defensive commander who strengthens shield formations and coordinates caravan defense.

Nomad Sand Cleric — CR 4  
Divine desert guide who shapes sand, protects caravans, and locates hidden water.

Nomad Caravan Master — CR 5  
Wealthy trade authority who commands multiple families and directs regional routes.

Nomad Dune Sovereign — CR 6  
Spiritual and political apex leader whose presence shapes diplomacy, survival, and battle.

Desert Nomads | 5e NPC Monsters Roll20Price: $7.99
 Dwarven Mine Entrance Illustration - Stock Art
Posted: Mon, 09 Mar 16:57:22 CDT
Publisher: RPG Blacksmith

This hand-drawn stock illustration is 1000 x 1321 pixels (300dpi PNG with transparency).

FILES INCLUDED
High definition PNG (300dpi)
Commercial license (pdf)


LICENSE
By purchasing this product you are given a non-exclusive commercial license for any types of digital or physical publications: prints, PDFs, books, board games, animations, video games, websites, etc.

You can copy, share, transform, redistribute, color, alter and/or modify any illustration. The only thing you cannot do is resell or redistribute the product itself (individually or collectively) or include any illustration in another stock art or clipart product. 

You can use the illustrations included in this product in five different commercial projects and an unlimited number of times in any personnal (non-commercial) projects.

For commercial use, you have to credit RPG Blacksmith.

Dwarven Mine Entrance Illustration - Stock ArtPrice: $0.50