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 The Lost Vault of Zarnak for OSE
Posted: Sun, 15 Feb 21:58:39 CST
Publisher: HazardsAndHorrors

Unearth ancient secrets and untold riches in

The Lost Vault of Zarnak, an OSR adventure for characters level 1-6.

Rumors circulate of a newly discovered entrance to an ancient dungeon complex beneath the burned church of Oraios in the village of Moonbreak. The Dungeon Company, keen for treasure, is recruiting brave adventurers and offering substantial rewards to those who can locate and secure the fabled Vault of Zarnak.

Several pages from the interior of the Lost Vault of Zarnak

What awaits you in the depths?

  • A Multi-Level Deep Dungeon: Explore ten distinct levels with unique challenges and factions, from the cunning Kobold Nest, the terrifying Mistress of Spiders and the brutal Gnoll Warren all the way down to the shocking secret of the Vault itself.

The Lost Vault of Zarnak is designed to be compatible with Old-School Essentials and other OSR games.

Designed for Use with Old-School Essentials

The Lost Vault of Zarnak for OSEPrice: $11.98
 Abandoned Tower Battle Map
Posted: Sun, 15 Feb 19:44:06 CST
Publisher: Nerd Dad Maps

At the crossroads no longer travelled you will find an ancient and abandoned tower. Was it used for defense against long forgotten armies. Or merely a waystation for troops travelling to far off front lines? You decide!

For your own custom battle map you can contact me here: nerddadmaps@gmail.com.

Abandoned Tower Battle MapPrice: $0.50
 The Legend of Three Cannon Hill
Posted: Sun, 15 Feb 17:58:36 CST
Publisher: Five Minute Forge

A 5e compatible one-shot module for 3-5 players between level 8-10

The legend of Three Cannon Hill is a pervasive and stubborn local folk tale, filled with stories of vast wealth and the dangerous journey required to obtain it. At least, that’s what the children of Keelharbor Quay are told before bedtime.

The owners of the Red Mast Vineyard Company would much rather these stories cease and desist, to stop unwanted intruders from trespassing on their land and disturbing production of their most lucrative product: Keelharbor Reserve.

The island has long since been a place of dangerous adventure, and the cannons perched atop the peak of the hill are nothing more than rusted relics. However, the ashen soil has grown rich in nutrients and produces the finest grapes ever to grace the feet of those who stomp them into heavenly wine.

“What has this got to do with anything?” I hear you asking.

Well, the legend was not just a simple bedtime story to one greedy soul, who now seeks to lay waste to the vineyard and surrounding land in search of the promised treasure.

A fearsome pirate captain has taken control of the island, killed every last one of the Red Mast Vineyard’s employees, and launched her violent search while revelling in the spoils. Drunk on power and fine wine, Captain Selvara Vex — the notorious “Powder Witch” — will not leave until the treasure is found, and she puts the sword to anyone who challenges her claim.


This module contains everyting you need to run a one-shot adventure, or even slot it into your current campaing. With An NPC complete with playable stat sheets and a Three new homebrew monseter to throw at your players, this encounter is sure to keep them on thier toes.

The Legend of Three Cannon HillPrice: $3.49
 Warborn Of Karnaxos - Solo Adventure - Where Giants Slept
Posted: Sun, 15 Feb 15:59:31 CST
Publisher: Frontier Gaming

Across Karnaxos stretches a land too vast to be ruled by any single crown—an ocean of grass and stone where monuments older than memory rise like the bones of dead gods. Roads vanish into plains. Peaks glare down upon forgotten dungeons. Every horizon promises glory, ruin, or both. Something stirs along the old pathways between heights and depths. Seals are weathering. Oaths are thinning. What once slept beneath monument-shadow now listens for footfalls. Your journey is not bound to one city or cavern, but to the spaces between—where heroes are tested, legends are buried, and steel decides what history remembers.

Ul-Nakaroth is a sweeping expanse of high plains broken by colossal stone works—arches, statues, and stepped monoliths aligned to stars long misnamed. Wind-scoured grasslands give way to jagged escarpments, whose peaks cradle ruined watch-fanes and sky-altars. Beneath them, dungeons spiral downward into darkness carved by forgotten hands. Caravans follow half-remembered routes between monuments, while beasts and bandits claim the spaces beyond torchlight. Every place in Ul-Nakaroth feels transitional—as if the land itself is a threshold between ages, daring travelers to pass or perish.



_________________________________




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 - Where Giants SleptPrice: $0.50
 Warborn Of Karnaxos - Solo Adventure - Fields Of Rival Fire
Posted: Sun, 15 Feb 15:59:22 CST
Publisher: Frontier Gaming

In a land long ignored by kings and conquerors, power has begun to gather where none expected it. Two villages—once little more than names whispered by caravan guards—now stand opposed in ambition, belief, and bloodline. Each claims ancient right to rule the region. Each grows stronger by the season. And each insists that the land itself favors them. Between these rising powers lies a truth buried beneath stone, custom, and quiet violence. Karnaxos has seen such moments before—when humble places became the cradle of empires, and neighbors became enemies not by hatred, but by destiny. You arrive as the balance begins to tilt.

Khar-Emru is a fertile but contested region of low hills, wind-cut valleys, and sacred stone markers older than both villages. Ancient irrigation channels still carry water to barley fields and date groves, while half-crumbled shrines dot the ridgelines like warnings left by a forgotten age. Trade routes cross here, but none linger long. The land feels tense, as though it remembers past wars and prepares for another. At its heart lies a weathered causeway of black stone—claimed by both villages as proof of ancestral dominion.



_________________________________




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 - Fields Of Rival FirePrice: $0.50
 Lamps for the Lost - A Call of Cthulhu Gaslight Scenario
Posted: Sun, 15 Feb 15:46:41 CST
Publisher: Chaosium

Lamps for the Lost

A Call of Cthulhu Gaslight Scenario


From ENNIE, Australian Roleplaying Industry, and VictorianCommunityHistory award winning writer David Waldron and co-writer, Reshmi Lahiri-Roy, comes "Lamps for the Lost. A Call of Cthulhu Gaslight era scenario of Institutional Corruption, murder and supernatural revenge on the Goldfields of colonial Australia.

A young Bengali couple eloped to Australia in the hope of creating a better life, what they found was corruption, grief and sorrow. A sorrowwhich has manifested as something dark which lurks beneath the still waters of Lake Burrumbeet, and hungers for revenge.

The investigators are pulled into a web of corruption, quiet theft, and bureaucratic cruelty and a string of “accidental" drownings officials prefer to dismiss.

  • A complete investigative scenario for Call of Cthulhu
  • Historical context for Ballarat in the 1890s (law, institutions, disease, transport, social tensions)
  • Roleplaying Guide for the Indian diaspora in Australia in the 19th century 
  • Folklore and cultural material grounding the Aleya and other Bengali traditions
  • Guidance for handling themes with care
  • 6 pre-generated Player Characters 

Content warning / sensitivity note 

This scenario contains themes that may be distressing, including: violence and gore, grief and despair, supernatural horror, and historical racism / prejudice. A Session Zero is strongly recommended to establish player boundaries. 

Lamps for the Lost - A Call of Cthulhu Gaslight ScenarioPrice: $4.99
 Meopets
Posted: Sun, 15 Feb 15:13:48 CST
Publisher: Brabblemark Press

The Meopets TTRPG is a quick-play roleplaying game inspired by the classic world of Neopets!

Welcome to Meopia - a sprawling world of humanimals in a variety of species and colors. Together with your friends, you explore the sprawling lands, adopt Puppetz (living plush toys), discover magical paints and brushes, spar with other Meopets in the Battlezone, and more!

The Meopets rules are influenced by Lasers & Feelings and Apocalypse World, as well as the ancient lore of Neopets! Games can be played in one-night sessions or stretched out into multipart campaigns. 

Number of players: 2-5

Age of players: 10+

Length: 2-4 hours per game session

Page Count: 4 incl cover (print double-sided and fold into a booklet)

Release Date: 2026

MeopetsPrice: $2.00
 Brochure Adventure 24 - Blessing of the Sphinx
Posted: Sun, 15 Feb 14:50:51 CST
Publisher: Elven Tower

Hey, Traveler! This is the 24th installment of the brochure adventure series. Following the same train of thought as the one-page dungeons, these are system-neutral and easy to adapt to any system. In this short, this adventure is about the characters seeking the wisdom and/or the treasure of the Golden Sphinx. Many legends about this place claim the wildest things but some things are certain. The wise sphinx lives in a dungeon in the desert. Its wisdom and blessing have aided great heroes in the past. Are the characters worthy of the sphinx's time?

B24_promo_mockup.jpg

What's included:

  • PDF files for easy handling. Prints on letter-sized paper

  • Individual full-res of each sheet (Letter-size 300 DPI)

  • Map variations: labeled, unlabeled (not shown in the brochure)

  • Printer-friendly files included (black and white with a few elements in grayscale)

B24_small_promo.jpg

Brochure Adventure 24 - Blessing of the SphinxPrice: $1.45
 Crown of Thorns, a Wicked Head Piece for MÖRK BORG
Posted: Sun, 15 Feb 14:41:26 CST
Publisher: Lost Cause Media

CROWN OF THORNS
A Wicked Head Piece for MÖRK BORG

A cruel amalgamation of barbed, twisting metal, forged by sadists whose prayers were screams.

Pain shared is pain halved: when you take damage, the Crown answers in kind, dealing d2 damage back immediately to your attacker.

Pay What You Want.
Suffer well, and make it mutual.
Made for Day 9 of Morktober 2025

Crown of Thorns, a Wicked Head Piece for MÖRK BORGPrice: $0.00
 Ten Watch Captain Encounters
Posted: Sun, 15 Feb 14:26:48 CST
Publisher: The Arcverse

DM Essentials #12: Ten Captain of the Watch Encounters

Enter the world of the Thin Iron Line, the Dented Plate, and the Price of Order.

In typical fantasy modules, the Captain of the Watch is a hollow authority figure—a static NPC who exists only to arrest the party after a bar fight or hand out a generic bounty for some goblins. He is treated as "background noise" to be avoided or ignored. That is a missed opportunity for street-level drama and intense social friction. Your players deserve a world where the law is a Hand on the Hilt and the Captain is a Manager of the Town’s Friction.

DM Essentials #22 is a tool designed to move the guardhouse from a "spawn point" to a Security Chokepoint. In an authentic, grounded world, the Captain is the one standing between your players and a jail cell. He isn't a hero; he’s an overworked professional with 40 men trying to watch 5,000 people. He doesn’t care about "Justice"; he cares about keeping the streets quiet so the taxes keep flowing. He knows every secret in the slums and every bribe in the market, and he knows that your players are a variable that might just set his town on fire.

What’s Inside?

The Watch Ecosystem (Mini-Essay): A deep dive into the material and social reality of urban law enforcement. Understand the Captain as the Town’s Pressure Valve, the crushing weight of Moral Burnout, and why "Order" usually has a very specific price tag.

The 10 Captain of the Watch Encounters: Ten hyper-detailed, psychologically rich interactions that move beyond a simple arrest. Each entry includes:

  • The Tension: The immediate conflict or legal hurdle the players face.

  • The Ground Reality: The hidden desperation, "Sacrificial Labor," or internal corruption driving the Captain’s decisions.

  • The Pivot: Targeted 5E Skill Checks to negotiate the standoff, bypass a curfew, or turn the law into a powerful ally.

The Watch Duty d10 Table: A quick-reference tool to instantly drop a forced levy, a bounty trap, or a city-wide lockdown into any urban visit.

The "Pure Steel" Difference

We don't do "Generic Lawmen." We do Social Weight.

  • The Forced Levy isn't a simple monster hunt; it’s Sacrificial Labor—the Captain is drafting the party because his own men are too afraid of what’s in the sewers, and he’d rather lose a few "Invasive" outsiders than a local guard.

  • The Bounty Trap isn't a mission for gold; it’s Information Silencing—the "bandit" you're hunting is actually a whistleblower who knows the Captain is taking bribes, and he needs them dead before they can talk to the Reeve.

  • The Final Watch isn't just a conversation; it’s a Moral Burnout—an honest man in a corrupt system looking for a "Successor of Character" before he takes a knife in the back.

Product Specifications:

  • System: 5E Compatible (Tier 1-2 focus).

  • Setting: Agnostic (Grounded Medieval Inland Town).

  • Use Case: Perfect for "Urban Encounters," street-level intrigue, or adding legal stakes to any town visit.

ENTER THE ARCVERSE

This is your invitation to the Arcverse. We build worlds with soul, from the dented breastplate of the Captain to the ink-stained fingers of the Reeve.

A town without a Captain is a riot waiting to happen. Use this tool to make your lawmen dangerous, weary, and human.

Ten Watch Captain EncountersPrice: $1.99
 Ten Town Reeve Encounters
Posted: Sun, 15 Feb 14:20:07 CST
Publisher: The Arcverse


Stop Treating the Town Official Like a Quest-Board.

Start Navigating the world of the Ledger, the Seal, and the Sovereign Debt.

In typical fantasy modules, the local Reeve is a hollow convenience—a static NPC in a dusty office who exists only to hand out bounties or complain about missing grain. He is treated as "administrative filler" to be talked past. That is a missed opportunity for high-stakes drama and political tension. Your players deserve a world where an official is a Logistical Governor and a Keeper of the Town’s Soul.

DM Essentials #21 is a tool designed to move the town office from a "quest-hub" to an Administrative Chokepoint. In an authentic, grounded world, the Reeve is the bridge between the Lord’s greed and the town’s survival. He is the man who decides whose son is drafted, whose property is "redacted" from the books, and whose secret is buried in the archives. He isn't just "collecting taxes"; he is managing the friction of a town that is one bad audit away from collapse. He has traded his conscience for a quill, but kept the iron in his soul.

What’s Inside?

The Administrative Ecosystem (Mini-Essay): A deep dive into the material and social reality of town management. Understand the Reeve as a Sovereign Proxy, the crushing weight of the Administrative Debt, and why the "Law of the Ledger" is often more lethal than a sword.

The 10 Town Reeve Encounters: Ten hyper-detailed, psychologically rich interactions that move beyond a simple meeting. Each entry includes:

  • The Tension: The immediate conflict or bureaucratic hurdle the players face.

  • The Human Element: The hidden desperation, "False Flag" accounting, or local protection driving the Reeve’s decisions.

  • The Pivot: Targeted 5E Skill Checks to navigate the standoff, find a legal loophole, or turn the official into a powerful ally.

The Town Ledger d10 Table: A quick-reference tool to instantly drop a forged warrant, a labor draft, or a secret audit into any urban visit.

The "Pure Steel" Difference

We don't do "Generic Quest Givers." We do Social Weight.

  • The Redacted Ledger isn't just a lost document; it’s a desperate attempt to hide the town's assets from a cruel Lord's audit so the village doesn't starve in the spring.

  • The Drafted Labor isn't a simple construction project; it’s a "Surgical Filter" used to remove political rivals and rebellious youth by sending them to dangerous "defensive" works.

  • The Final Audit isn't just a conversation; it’s a search for a "Successor of Character"—a man dying with a century of secrets looking for someone with the grit to carry the Town Seal.

Product Specifications:

  • System: 5E Compatible (Tier 1-2 focus).

  • Setting: Agnostic (Grounded Medieval Inland Town).

  • Use Case: Perfect for "Urban Encounters," political intrigue, or adding logistical stakes to any town visit.

ENTER THE ARCVERSE

This is your invitation to the Arcverse. We build worlds with soul, from the ink-stained fingers of the Reeve to the blood-stained axe of the Headsman.

A town without a ledger is just a map. Use this tool to make your officials dangerous, desperate, and human.

Ten Town Reeve EncountersPrice: $1.99
 Docks By Night | Soundscape
Posted: Sun, 15 Feb 13:40:09 CST
Publisher: Hideous Hiss

Rolling mist, bootleggers, ferry passing by, water slowly crashing on the pier and you there in the middle waiting for those damn cultists to arrive...

You get one 10 minute long track, OGG format.

Audio preview of the track below.
Docks By Night | SoundscapePrice: $2.50