Roll 3d6 - Roleplaying Resources

DriveThru RPG

Newest Items

 Dark Age: Bushido - Solo Adventure - Trial By Dawn
Posted: Sun, 18 Jan 09:28:44 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 were sworn too late. The age does not wait for readiness. Lords fall overnight. Bloodlines end between dusk and dawn. What once took decades of patient instruction is now demanded in weeks—sometimes days. Those who hesitate are buried without marker or song. You stand at the beginning of a path meant for a lifetime, yet the world demands mastery now. Your training was interrupted by fire, betrayal, or decree. The hall where you should have learned discipline stands empty, its banners torn down and its instructors either dead or silent. What remains are fragments: half-remembered forms, bruising drills, whispered philosophies about breath, balance, and the will to endure pain without hatred. Across the provinces, unrest spreads. Veteran blades are hunted, corrupted, or bound to failing causes. Those in power seek replacements—young, fast, desperate, and moldable. They will test you not with courtesy, but with death. Strange things stir as you push yourself beyond what flesh should allow. Leaps feel longer. Blows land heavier. Time bends in moments of clarity, as if the world itself leans in to watch whether you will break or become something sharper. You are unfinished. And that makes you dangerous.

Dark Age: Bushido - Solo Adventure - Trial By DawnPrice: $0.50
 Dark Age: Bushido - Solo Adventure - When Roads End
Posted: Sun, 18 Jan 09:28:38 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.



_____________________________



No summons were sent. No banners were raised. And yet they came. From broken roads, river paths, burned halls, and abandoned watchtowers, the masterless arrived—each alone, each carrying a past that no longer answers when spoken aloud. Some came seeking redemption. Others came for proof. A few came because the dream would not stop repeating: stone steps descending into shadow, wind moving without sound, steel ringing where no hands touched it. At the heart of the convergence stands Black Stillness, an ancient site older than recorded oaths. Once a place of trial, later forbidden, then forgotten. Its terraces are worn smooth by centuries of footwork. Its pillars bear marks not made by chisels, but by strikes delivered with intent so focused the stone remembers. They say Black Stillness does not teach. It reveals. As the days pass, more blades arrive. Camps form and dissolve. Duels erupt at dawn and end before witnesses can blink. Some fighters move with a grace that defies weight; others strike with such force the air itself recoils. No authority governs the site, yet order emerges—an unspoken understanding that certain grounds are sacred, certain challenges final. You are one of them. Your past binds you to nothing but the weapon at your side and the discipline you carry within. Whatever drove you here—rumor, guilt, ambition, or instinct—you sense that leaving unchanged is impossible. Black Stillness does not care who you were. Only who remains standing.

Dark Age: Bushido - Solo Adventure - When Roads EndPrice: $0.50
 Demons & Dungeoneers! *Deal of the Day* [BUNDLE]
Posted: Sun, 18 Jan 09:21:15 CST
Publisher: Demons & Dungeoneers Gamebooks
This special bundle contains the following titles:

This gamebook is available for this price until January 19th 11 AM US Eastern time. 


Deal_of_the_Day_Banner.jpg

517977-thumb140.jpg Demons & Dungeoneers! The Tree Shepherd (Solo Adventure)
Regular price: 0
Bundle price:
 0
Format:
 PDF
Salutations! May good fortunes always find you! If you are unsure about purchasing a Demons & Dungeoneers gamebook, download the very first one I wrote for free - Demons & Dungeoneers! The Dragonslayer. That way you can see if it is right for you.  Demons and Dungeoneers! The Tree Shepherd is a gamebook using a sword & sorcery story. To play the game, you will need a 6-sided die or generator. Inside the PDF downloads: - You can choose from 5 pre-made treants, each with individual (fillable) character sheets, eliminating the need to use a pencil and eraser to play the game. - The gamebook is hyperlinked after each action. - There are over 240 illustrations drawn by various professional artists. - The rules are only four pages long, which...

Total value: 0
Special bundle price: 0
Savings of: 0 (80%)
Demons & Dungeoneers! *Deal of the Day* [BUNDLE]Price: $5.00
 Midwest Fantasy Wargame: The Primeval RPG
Posted: Sun, 18 Jan 09:00:42 CST
Publisher: RHampton

What would it have been like if fantasy role playing started with a slightly different origin point? The Twin Cities style of play emerged from a truly American wargaming culture with

limited British influence. Midwest Fantasy Wargame has recovered some of these lost rules directly from the primordial ooze but much is, admittedly, a reconstruction or reimagining. Midwest Fantasy Wargame tries to come as close as possible to reproducing gameplay from 1972 without the benefit of first-hand knowledge. It has been a labor of love to analyze fifty years of misremembered game sessions, some scraps of paper, reminiscences written years after the fact, and a few draft rulesets to find our way home.

Unlike Dragons Beyond, there is no single manuscript to guide this reconstruction. However, a fantasy wargame campaign built upon these rules is playable and is distinguishable from what came in 1974 and later. There is also plenty of great material to poach for any “old school” fantasy campaign from the monsters and prizes.

Within Midwest Fantasy Wargame: The Primeval RPG, you’ll find: 

  •  Rules for running your own “Braunstein” with a complete example from the Twin Cities 
  •  A new dungeon generation procedure guaranteed to create maps with a Twin Cities flavor 
  •  Combat mechanics based, partially, on Charles A. Totten’s Strategos: The American Game of War 
  • A set of Oracles for solo play or Referee use that are based on vocabulary exclusive to the earliest medieval fantasy wargaming ruleset 
  • Dungeon oddities, traps, tricks, and artifacts true to the Twin Cities experience 
  •  Monsters more true to Bulfinch than Lerner 
  •  A non-Vancian magic system

Between 1971 and late 1973 experimentation and discussion coalesced around a central set of themes, ideas, and mechanics. The role playing industry that emerged now has worldwide appeal and a legacy spanning a half a century. 

Midwest Fantasy Wargame: The Primeval RPGPrice: $7.50
 KPOP Tables - Variety Shows and TV or Media Appearances 100 Ideas for KPOP, Korean, and Anime Adventures
Posted: Sun, 18 Jan 08:58:06 CST
Publisher: MediaStream Press

Lights On. Cameras Rolling. Idols Under Pressure.

K-pop isn’t just music — it’s constant visibility.

Variety shows, reality segments, live broadcasts, awkward games, emotional interviews, scripted chaos, and unscripted disaster. Every appearance builds an image… or cracks it.

This d100 Variety Shows & TV Appearances table gives you a fast, authentic way to drop idols, trainees, or pop stars into the spotlight — whether you’re running a tabletop RPG, writing fiction, or designing a narrative-heavy game.

Each entry uses real Korean entertainment terminology, presented as:

Korean – romanization (clear English explanation)

So you get instant flavor and immediate usability at the table or on the page.

KPOP Tables - Variety Shows and TV or Media Appearances 100 Ideas for KPOP, Korean, and Anime AdventuresPrice: $1.00
 Hire a Mage - AKASHA
Posted: Sun, 18 Jan 07:37:37 CST
Publisher: White Wolf

03. Hire an AKASHA

Work-life balance” now includes sparring.


What happens when reality-warping geniuses are forced to justify themselves to a hiring committee?

Applying for a modern, professional position—complete with job description, résumé, interview transcript, HR observations, and a final verdict. Unfortunately for everyone involved, the candidates can literally rewrite the laws of reality but cannot agree on what “team player” means. Paradigms clash with corporate policy, metaphysical debates derail simple questions, and Paradox is always just one poorly phrased KPI away.

These interviews are ideal as:

  • Comedy interludes between serious sessions

  • In-universe documents or handouts

  • Quick NPC introductions with instant personality

  • A satire of both mysticism and modern workplace culture


Other HR interviews: https://www.storytellersvault.com/en/browse?keyword=hire%20a%20mage%20szerepjatekosok.hu

Hire a Mage - AKASHAPrice: $1.99
 The Manticore Encounter | Daggerheart Compatible Adversaries, Environments, Items, and More!
Posted: Sun, 18 Jan 06:05:03 CST
Publisher: Aen

Absolutely no AI was used for any content in this product, including the artwork. By purchasing this product, you are supporting 100% real, human creativity.

Traverse a field that serves as the hunting ground for a pride of manticores, locate their lair, and take down the patriarch before you end up as their next meal in this exciting guide featuring manticore toms, huntresses, patriarchs, and (yes) adorable cubs!

What You'll Get

What You'll Get from this product

Adversaries

This book features 5 adversaries: two for Tier 1 play and three for Tier 2 play, so you can keep the manticore quest going! The manticores or gorgeously illustrated by Cagaratano Wiharja—a real human artist.

Tier 1 Adversaries

The Adolescent Huntress and Manticore Tom are two Tier 1 adversaries that can make up a dreadful yet exciting boss encounter! Pit a series of huntress skulk adversaries against the party out in her hunting ground or send them against a manticore tom solo adversary in his cavernous lair for a real challenge!

Tier 2 Adversaries

At Tier 2 play, the huntress is now an adult, a Manticore Cub minion joins the fray, and the most powerful tom now leads a pride as a Manticore Patriarch! Whether they're working together as a pride or caught off guard on their own, these adversaries pack a punch, can leave party members nearly-paralyzed, and always strike when it's most opportune for them, not their prey, with a special Ambush feature.

Items

Manticore parts can be harvested and used to create powerful Tier 2 items! This book contains 4 illustrated items: a weapon, a shield, a piece of armor, and... the manticore's own toxin as a consumable! If you've been hungering for new items, this is the perfect opportunity to snag some themed and illustrated pieces of equipment for your table.

Beastbound Companion

Beastbound companions are a great way to give your ranger in Daggerheart a fuzzy (or maybe slimy?) friend, but what if that friend had wings, a scorpion tail, a big ol' mane, and a knack for ambushing enemies? This guide introduces a special Beastbound companion: the manticore cub! Train up your manticore cub with options unique to this companion, teach them to use their tail as a weapon, and watch them grow into the deadly ally you need. A unique companion sheet is included with this product, ready to print

Environments

This guide features two environments perfect for your next session featuring a manticore! The massive Manticore Hunting Grounds are a field perfectly suited for manticore huntresses to ambush prey... which may just be the party. If they survive that, the party may eventually find the cavernous Manticore Lair, where toms and patriarchs grow in their determination during combat. These environments feature mechanics that call more manticores to aid the rest of the pride, frighten party members, and either weaken or strengthen present manticores based on roll outcomes!

And More!

This guide also includes:

  • Encounter advice
  • Easy-to-use, print-ready adversary cheat sheets
  • Transparent art for personal use—make handouts for your players, cards, YouTube thumbnails, etc.!
  • 2 Hours of Manticore Hunting Ground ambience—1 hour of daytime and 1 hour of nighttime

Usage

This work is released under the CC BY-SA license, though some items are released under CC BY-NC-SA. Check the Usage Permissions image below or read the usage section of the encounter guide for more information.

Usage Permissions

About the Creator

T. L. Bainter — About Me

My name is T. L. Bainter, and I'm delighted that you're here. I've been a writer and storyteller for as long as I can remember—which admittedly isn't that far, but is still a good chunk of time. In the early days, I stapled sheets of paper together and wrote tales in them before graduating to composition notebooks, then finally to getting a computer of my own, which led to me receiving awards for my short stories EdwinThe Ansleigh ArcBeneath Magenta Rain, and finally Our World is Ending and I Love You. But this isn't the only kind of creativity I enjoy—I've also been a Game Master since 2019, though I got my start running 3.5e and my own custom TTRPG system at an age as young as 8 or 9 (hard to say for sure) wherein I would draw dungeons and worlds on massive sheets of paper for my sister and neighbor to run through.

Having the opportunity to create content for TTRPGs now is outstanding for me and I'm so grateful for the opportunity to continue doing something I'm so passionate about. I've come a long way, and I hope that shows in the content here.

The Manticore Encounter | Daggerheart Compatible Adversaries, Environments, Items, and More!Price: $1.99
 6 Fantasy Villages | Foundry Map Pack
Posted: Sun, 18 Jan 06:05:03 CST
Publisher: MmpApps

6 Fantasy Villages | Map Pack brings six fully realized fantasy settlements to your tabletop, each built around a distinct culture, environment, and way of life. From underground halls to desert oases and towering tree-canopies, this pack provides richly detailed villages perfect for diplomacy, intrigue, exploration, raids, and long-term campaign play.

Delve into Forgeton, a fortified Dwarven village carved from stone and industry, featuring a Royal Quarter, Market Quarter, Mine Quarter, and Chapel Quarter—ideal for political intrigue, guild conflicts, or subterranean threats.

March into Gor Razgul, a brutal Orc village complete with barracks, chieftain and shaman tents, guard towers, slave pits, training grounds, and more. Every structure is provided across arctic, desert, and grassland environments, allowing the same settlement to appear in vastly different regions.

Experience the comforts of Hearthshire, a cozy Halfling village filled with homes, taverns, breweries, and a lively town square. Each major building includes interior and rooftop maps, offering both social and tactical play in a charming rural setting.

Find refuge at Dunewater, a nomad oasis village, featuring a central settlement area along with sleeping and storage tents—perfect for desert travel, caravan intrigue, or water-scarcity conflicts.

Explore the inventive chaos of Tinkerton, a whimsical Gnome village packed with multi-level workshops, siege weapon construction, a two-story pub, and a collection of themed mushroom houses serving alchemists, mages, astronomers, travelers, and master craftsmen.

Ascend into the forest canopy at Elarwood, an Elf tree village built entirely within living trees. Locations include dedicated trees for meetings, cooking, crafting, eating, and sleeping, along with a multi-level entrance tree offering both ground and elevated access.

Whether your party is negotiating alliances, uncovering village secrets, defending against invasion, or simply passing through vibrant fantasy cultures, 6 Fantasy Villages | Map Pack equips your campaign with immersive, story-rich settlements ready for adventure.

This version comes with complete line-of-sight setup, with walls, doors, and windows already placed.


This pack contains the following locations:

- Forgeton - Dwarf Village
  - Royal Quarter
  - Market Quarter
  - Mine Quarter
  - Chapel Quarter
- Gor Razgul - Orc Village
  - Barracks
  - Chieftain Tent
  - Guard Tower - lower & upper
  - House Tent
  - Pub
  - Shaman Tent
  - Blacksmith Tent
  - Slave Pit
  - Training Grounds
  - All in arctic, desert & grassland environments
- Hearthshire - Halfling Village
  - Brewery - inside & roof
  - Home - inside & roof
  - Tavern - inside & roof
  - Town Square
  - Community Garden
  - Wealthy Home - inside & roof
  - Wizard's Hovel - inside & roof
- Dunewater - Nomad Oasis Village
  - Village
  - Sleeping Tent
  - Storage Tent
- Tinkerton - Gnome Village
  - Master Tinkerer's Workshop - two levels
  - Siege Weapon Shop
  - Pub - two levels
  - Alchemist's Mushroom House
  - Astronomer's Mushroom House
  - Clock Maker's Mushroom House
  - Mage's Mushroom House
  - Traveller's Mushroom House
- Elarwood - Elf Tree Village
  - Meeting Tree
  - Cooking Tree
  - Crafting Tree
  - Eating Tree
  - Sleeping Tree
  - Entrance Tree - ground & tree levels

Maps are created using DungeonFog.com

6 Fantasy Villages | Foundry Map PackPrice: $18.99
 2096 Adventures - The Fall
Posted: Sun, 18 Jan 06:05:03 CST
Publisher: 2096 Games

You just delivered a cache of encrypted data to a VIP on the rooftop of a corporate high-rise. She thanks you, boards her lev, and ascends into the sky. Seconds later, her lev drops a payload and missiles streak toward you.

2096 is a dystopian RPG powered by a single d12 and a world that doesn’t care if you make it home. Every scenario is modular and consequence‑driven, designed to slot into your campaign or stand alone as a quick, lethal one‑shot.

Inside you’ll find a 2‑page adventure: a rules sheet for instant play and a scenario built for tension, escalation, and fallout. Perfect for coffee‑break sessions, late‑night runs, or when you want a complete story in under an hour.

 

 

2096 Adventures - The FallPrice: $2.99
 :Otherscape Metro
Posted: Sun, 18 Jan 05:21:13 CST
Publisher: Storypunks Publishing

GÖTTER. MENSCHEN. DROHNEN.

In einer nicht zu fernen Zukunft hat die ständige Bombardierung mit technologischen Reizen, dem sogenannten Rauschen, den menschlichen Verstand überlastet und abgestumpft, so dass einst versteckte okkulte Kräfte nun offen agieren.

Dämonen, Geister, Monster und Götter - dieselben mythischen Mächte, die die Menschheit seit jeher begleitet und heimgesucht haben - müssen ihre Rolle im geopolitischen Machtspiel nicht mehr verbergen. Mit ihnen paktierende Sterbliche erhalten so Fähigkeiten, die die Realität verändern können.

Konzerne und Individuen, die auf diese Wesen aufmerksam werden, wetteifern um deren Macht und wollen sie in ihrem endlosen Krieg um Einfluss nutzen. Gleichzeitig kann die Technik einfache Menschen zu kybernetischen Wesen machen, die es mit den Göttern aufnehmen können.

In weltüberspannenden Megacitys werden arkane Macht und hochmoderne Technologie gehortet und von Unterweltsyndikaten, Regierungsbehörden und Megakonzernen kontrolliert, die von gottgleichen Avataren geführt werden. Auf dem blühenden Schattenmarkt wetteifern kybernetisch verstärkte oder dämonische Attentäter:innen und Tempelräuber:innen um legendäre Werte und das Überleben für einen weiteren Tag.


:Otherscape ist ein Fantasy-Cyberpunk-Rollenspiel, das von Mythen und Legenden inspirierte übernatürliche Kräfte mit den dunklen, neonbeleuchteten Straßen einer futuristischen Großstadt verbindet. Es nimmt deine Gruppe mit auf eine Achterbahnfahrt aus Schießereien, Verfolgungsjagden, Cyberspace- Raubzügen und Urban Exploring, dem Zusammenstoß von Mythologie und Technik, Krieg und Intrigen sowie philosophischen Fragen über die Natur des Menschseins – und was danach kommt.

Dieses Grundbuch basiert auf den optimierten City of Mist-Regeln und enthält alles, was man zum Spielen benötigt: Setting, Regeln, schnelle und individuelle Charaktererstellung und -entwicklung, Hilfen für die Spielleitung und jede Menge gebrauchsfertige Inhalte, darunter einen beim Spielen zu lernenden Auftrag – Schicksalsfäden.

  • //STELL DIR VOR beschreibt das Setting, eine mythisch-futuristische Welt mit Cyberpunk-Flair, die jeder mit eigenen Kampagnen ausgestalten kann. Dazu gehören Beispiele und typische Abenteueraufhänger, Hintergrund zu den Mythen und Legenden, großen Konzernen und dem überall befindlichen Rauschen.
  • //SPIELEN enthält die Spielregeln, für die Spielenden wie für die Spielleitung, mit vielen Beispielen und Vorschlägen für optionale Varianten.
  • //ERSCHAFFEN lässt unendlich viele Charaktere entstehen und sich entwickeln, mit 14 Themenbüchern und über 50 spielfertigen Themenpaketen, Optionen zur schnellen Charaktererschaffung und einem Katalog an Ausrüstungsmerkmalen.
  • //LEITEN bietet Tipps für die Spielleitung, wie man :Otherscape zum Leben erweckt, eigene Aufträge oder Schurken und Schauplätze erschafft, mit vielen Beispielen. Der Auftrag "Schicksalsfäden" als Einstieg in das Spiel und dessen Regeln.
:Otherscape MetroPrice: $20.00
 RMU TreasureLaw+FoundryVTT [BUNDLE]
Posted: Sun, 18 Jan 04:22:52 CST
Publisher: Iron Crown Enterprises
This special bundle contains the following titles:


470221-thumb140.jpgRolemaster Treasure Law (RMU)
Regular price: 0
Bundle price:
 0
Format:
 PDF
Rolemaster Treasure Law For over four decades, Rolemaster has been the definitive fantasy role-playing game that combines realism and depth without sacrificing playability. Rolemaster Unified is the next evolution drawing upon the best elements of previous editions to create a streamlined and consistent game. Rolemaster Treasure Law is the magic item system of Rolemaster Unified. At the heart of Rolemaster Treasure Law is the definitive system for magic item creation. Revised, reformatted, reorganized and expanded, and fully integrated with Rolemaster Spell Law, three new distinct alchemist professions can utilise their spells to create magical marvels. Adepts are the unrivalled Essence masters of fashioning enchanted arms and armor as well as bladerunes and Constructs. Psychog...

552633-thumb140.pngRolemaster Treasure Law (RMU) (Foundry VTT)
Regular price: 0
Bundle price:
 0
Format:
 Foundry VTT
Rolemaster Unified: Treasure Law For over four decades, Rolemaster has been the definitive fantasy role-playing game that combines realism and depth without sacrificing playability. Rolemaster Unified is the next evolution drawing upon the best elements of previous editions to create a streamlined and consistent game. Rolemaster Unified: Treasure Law for FoundryVTT Bring the full depth and gritty realism of Rolemaster Unified to your virtual tabletop. This official FoundryVTT module delivers Treasure, Alchemy and more to Rolemaster Unified. Complete Treasure Law ruleset available in Journals. Adds 3 new Alchemy professions and their spell lists for creating Magic Items. Expanded equipment, armor and material properties. Searchable journals – rules, spell lists, and tables for fast GM r...


Total value:0
Special bundle price:0
Savings of:0 (30%)
RMU TreasureLaw+FoundryVTT [BUNDLE]Price: $49.99
 Rolemaster Treasure Law (RMU) (Foundry VTT)
Posted: Sun, 18 Jan 04:21:46 CST
Publisher: Iron Crown Enterprises

Rolemaster Unified: Treasure Law

For over four decades, Rolemaster has been the definitive fantasy role-playing game that combines realism and depth without sacrificing playability. Rolemaster Unified is the next evolution drawing upon the best elements of previous editions to create a streamlined and consistent game.

Rolemaster Unified: Treasure Law for FoundryVTT

Bring the full depth and gritty realism of Rolemaster Unified to your virtual tabletop. This official FoundryVTT module delivers Treasure, Alchemy and more to Rolemaster Unified.

  • Complete Treasure Law ruleset available in Journals.
  • Adds 3 new Alchemy professions and their spell lists for creating Magic Items.
  • Expanded equipment, armor and material properties.
  • Searchable journals – rules, spell lists, and tables for fast GM reference.
  • Compatible with many modules including: JB2A (free and Patreon), PSFX (free and Patreon), Argon - Combat HUD (RMU), RMU Complementary Skills Calculator, Visage, Polyglot and Dice so Nice.

Rolemaster: Treasure Law

Rolemaster Treasure Law is the Treasure system of Rolemaster Unified.

At the heart of Rolemaster Treasure Law is the definitive system for magic item creation. Revised, reformatted, reorganized and expanded, and fully integrated with Rolemaster Spell Law, three new distinct alchemist professions can utilise their spells to create magical marvels.

Adepts are the unrivalled Essence masters of fashioning enchanted arms and armor as well as bladerunes and Constructs. Psychographers are the consummate Mentalism masters of empowering items with skill, talents and powers from themselves and others, and the creators of magical clones and abominable monstrosities. Sanctifiers channel the power of their god to dedicate items with powers aligned to their religion, to shape Golems and to consecrate shrines and the very land itself. Each profession can choose from at least ten spell lists, allowing for both versatile and specialist enchanters. Each spell list contains a complete set of spells from 1st to 20th level, plus epic 25th, 30th, 35th, 40th, 50th, 60th, 75th, and 90th magics, enabling the creation of artefacts of legendary puissance.

Over two hundred items are fully detailed for use both as treasure and as practical examples. Production costs and spell failure results are included for player-character alchemists while typical market prices are included for those more concerned with magical commerce.

In addition, Treasure Law offers extended equipment lists, magical herbs and poisons, and gems including their physical and magical properties. Random treasure tables are provided for the gamemaster, including various forms of wealth, superior non-magical equipment, and magic items suitable for any level of play. A chapter on economics discusses worldbuilding considerations as well as the mechanics of buying and selling goods.

Rolemaster Treasure Law (RMU) (Foundry VTT)Price: $24.99