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 Maren - She Who Ends Wanting
Posted: Sat, 28 Mar 17:40:21 CDT
Publisher: Fantasy Vixens

Maren — She Who Ends Wanting

A Fantasy Vixens Epic Villain for D&D 5th Edition

Publisher: Fantasy Vixens | Format: PDF | Pages: 53 | System: D&D 5e (2024 compatible)


She doesn't kill. She doesn't threaten. She sits across from you and asks what you want. And then she takes it.

Most villains want power. Maren wants to cure you of wanting it.

Her danger lies precisely in her gentleness.


Product Overview

Maren is a complete epic villain supplement for Dungeon Masters running Dungeons & Dragons 5th Edition campaigns. Built for long-form play rather than a single dungeon crawl, this supplement is designed to reshape the moral architecture of an entire campaign.

A former healer who watched hope die slowly over twelve months at a dying woman's bedside, Maren emerged from that vigil with a mission: to end suffering by removing the capacity to want. Her method offers peace through the destruction of aspiration — apathy reframed as healing, surrender reframed as wisdom.

Your players will not be asked to fight her. They will be asked whether hope is worth the cost.


What's Inside

Full Villain Dossier

A complete psychological profile covering wound, logic, desires, blind spots, dark mirror connections, and GM portrayal guidance. Maren is designed to challenge players not just tactically, but morally.

Combat Statistics (CR 15)

A full stat block with signature abilities including Destroy Hope, Hope Sight, and Aura of Apathy, plus legendary actions, lair actions, and an action economy calibrated to reward dramatic pacing over raw damage output.

Three Fully Developed Lieutenants

  • Marcus, The Failed Dreamer — a stablehand who wanted to be a knight and came to Maren willingly
  • Sister Helena, The Reminder — the institutional figure who created Maren's wound by protecting the wrong person
  • Doria, The Echo — a young healer who mirrors who Maren once was, and what she destroyed in herself

Each lieutenant includes a complete stat block, turning conditions, and layered intelligence PCs can unlock through roleplay.

The Empty Temple — Expanded Lair

A fully described five-room lair built on spatial revelation design: every space delivers a layer of Maren's story, from an antechamber of abandoned coats to the locked room where she still changes the sheets on a dead woman's bed. Includes sensory descriptions, tiered Investigation/Perception/History reveals, and spatial anchoring for all three lair actions.

Five Campaign Hooks

Entry points for any campaign tier, from a cold rumour at a roadside fire to a moral alliance against a greater threat that feeds on hope itself.

Three Confrontation Scenes

Fully staged dramatic encounters — the warning, the personal, the reckoning — with read-aloud options, environmental factors, and GM pacing guidance.

The Staff of Dead Dreams

A legendary signature item with its own mechanical cost, history, and narrative weight.

Four Possible Endings

Destruction, defeat without death, redemption, and her victory — each with concrete playable consequences scaled from local to global impact.


Design Philosophy

This supplement is built on a single question your players will carry long after the campaign ends:

Would you choose to want, even if you'll fail?

Maren's motivations are coherent enough that players will understand her. Her methods are monstrous enough that they will have to stop her. The supplement is designed so that neither of those things comes easily.

Throughout, the priority is moral complexity over shock value, dramatic pacing over combat density, and character interiority over spectacle. Full safety tool recommendations and content warnings are included for use at the table.


Designed For

  • DMs running campaigns with moral weight and long-form antagonists
  • Tables comfortable with psychological themes and difficult choices
  • Players who want a villain worth remembering — not for her cruelty, but for how much sense she almost made

Content Warnings

This supplement contains mature themes including psychological manipulation, hope destruction, despair and apathy, power dynamics through emotional control, and institutional complicity in covering up abuse. Safety tool guidance (X-Card, Lines & Veils, Open Door) is included.


Compatibility

Designed for Dungeons & Dragons 5th Edition. Compatible with the 2024 core rules. All mechanics are self-contained — no additional supplements required.

Fantasy Vixens is not affiliated with Wizards of the Coast.


She is already watching.
She already knows what you want.
The only question is whether you'll still want it
by the time you find her.

Maren - She Who Ends WantingPrice: $7.95
 The Quiet Hunger
Posted: Sat, 28 Mar 17:23:32 CDT
Publisher: Aspire2Hope Games

The Quiet Hunger

A land of rolling hills and quiet villages, Cotsward Hundred has endured on the strength of tradition. Here, life moves at the pace of sheep on the downs and bread rising at first light. Yet change has come—first with the halfling settlers of a generation past, and now with waves of weary refugees pressing at the edges of every village.

In Faynford at the Staple, tension simmers beneath the smell of hearth smoke and fresh bread. Old fears stir as food grows scarce, livestock go missing, and whispers spread—of sickness, of shadows, of the dead no longer resting easy.

Beyond the river bends and chalk downs, the Hundred is holding its breath. The boundaries between custom and survival, welcome and warning, are wearing thin. Something hungers in the dark, and the quiet strength of this land may not be enough to hold it back.

Your road has led here. Whether by duty, kinship, or necessity, you have arrived on the edge of a story that will not wait.

Will you uncover the truth before Faynford at the  Staple falls to fear—and to what walks in its shadow? 

The Quiet HungerPrice: $3.98
 Shadow World Rolemaster Unified Conversion Guide
Posted: Sat, 28 Mar 17:21:30 CDT
Publisher: Iron Crown Enterprises

Return to Shadow World with the Rolemaster Unified rules set.

This free conversion guide will help you transition your existing RMClassic and RMSS/FRP Shadow World games into the most up-to-date Rolemaster rules.

Included in this guide are new talents, stat blocks for all the playable Kulthean races, ten new additional cultures appropriate to Shadow World, as well as introducing the Seer and Astrologer professions to Rolemaster Unified. The Seer and Astrologers professions are each supported by six new base spell lists designed to be fully compatible with Rolemaster Unified Spell Law.

 

Shadow World Rolemaster Unified Conversion GuidePrice: $0.00
 Horizon Fantasy Roleplay (Mage: The Ascension Teaser)
Posted: Sat, 28 Mar 16:21:49 CDT
Publisher: White Wolf

Horizon, the utopian dream of the Magi. 

A realm tranquil and serene. A land where humans and creatures of legend could live together in harmony, under the watchful eye of the Magi of the Nine Mystical Traditions.

Horizon, a kingdom with the crown jewel Concordia as its capital, where it was ruled by the wise and benevolent Council of Nine.  

Horizon, a paradise of magick and wonder, suddenly lost in the ravages of a great spiritual maelstrom at the peak of its civilization.

How could such a wondrous land disappear so fully from the eyes of the Magi of the world? Its secrets so quickly forgotten to the sands of time?

The tale has been left untold for decades, if not centuries. But now, it finally reveals itself.

In celebration of April Fool's, enjoy this teaser for the upcoming TTRPG adaptation of the smash hit Tellus Odyssey VR MMORPG, Horizon Fantasy!  In it, you'll find 60 pages of showcasing the world, mechanics, and behind the scenes of it creation!

Tellus, Worlds at Your Fingertips!

Tellus is a subsidiary of Pentex Industries

Horizon Fantasy Roleplay (Mage: The Ascension Teaser)Price: $5.00
 Dark Rider's Weave - Rule Set
Posted: Sat, 28 Mar 15:22:33 CDT
Publisher: Seth Giolle

Dark Rider's Weave is a card game. You area a soul seeking release from your self-earned purgatory, but the Dark Rider guards the Weave upon which you strain. You and a friend must work together to distract and build a path towards the door. Dodge and Scheme a way past the Rider. Survive Encounters. Reach the end and, together, find your release!

 

Dark Rider's Weave - Rule SetPrice: $1.00
 Oni: Iron Domination | 5e Monsters PDF
Posted: Sat, 28 Mar 15:14:10 CDT
Publisher: MmpApps

Oni: Iron Dominion

Oni: Iron Dominion is a monster supplement for 5e that presents oni not as chaotic brutes but as disciplined warlords of iron and hierarchy. Rather than treating oni as solitary monsters, this book frames them as a structured martial culture built on domination, command, and organized violence.

The intent of this product is mechanical clarity and encounter identity rather than simple stat escalation. The ladder progresses from CR 1 through CR 10, moving from brutal young enforcers to fortress-commanding tyrants. Each rung reinforces the central doctrine of oni warfare: hierarchy, intimidation, and coordinated brutality.

Oni forces are designed to function as organized warbands rather than scattered monsters. Lower ranks enforce strength through intimidation, while higher ranks project command auras that strengthen allied oni and punish weakness. An oni encounter should feel like facing a conquering army — disciplined, oppressive, and relentless.

Cultural lore and historical explanation are intentionally minimal. Whether these oni rule iron fortresses in volcanic mountains, command raiding armies across frontier lands, or dominate enslaved territories is left to the GM. These stat blocks are tools. The empire of iron is yours to define.

The Oni

Oni are tyrants of strength and command. Their society is built around rigid hierarchy where power determines authority and weakness invites destruction. From youth they are trained to dominate, intimidate, and enforce discipline through violence.

Oni encounters emphasize formation fighting, battlefield leadership, and coordinated assaults. Individual warriors are dangerous, but their true strength emerges when fighting under command. As oni leaders rise in rank, their presence reinforces allied resolve while crushing the courage of their enemies.

A force of oni should feel less like monsters and more like an invading army — organized, disciplined, and utterly confident in its right to rule.

Oni Roster

Oni Foundling (CR 1): Massive even in youth. Brutal enforcer-in-training who relies on raw strength and intimidation.
Oni Exile (CR 2): Disgraced warrior hardened by survival who fights ruthlessly to reclaim honor through violence.
Oni Raider (CR 4): Disciplined warband soldier wielding heavy iron weapons and targeting weak links in enemy lines.
Oni Iron Adept (CR 6): Battlefield officer projecting commanding presence and reinforcing allied morale through fear.
Oni War Captain (CR 8): Fortress commander maintaining strict formation discipline while coordinating devastating assaults.
Oni Iron Tyrant (CR 10): Supreme warlord whose oppressive authority strengthens allied oni and dominates the battlefield.

Oni: Iron Domination | 5e Monsters PDFPrice: $2.49
 Oni: Iron Domination | 5e Monsters Roll20
Posted: Sat, 28 Mar 15:14:09 CDT
Publisher: MmpApps

Oni: Iron Dominion

Oni: Iron Dominion is a monster supplement for 5e that presents oni not as chaotic brutes but as disciplined warlords of iron and hierarchy. Rather than treating oni as solitary monsters, this book frames them as a structured martial culture built on domination, command, and organized violence.

The intent of this product is mechanical clarity and encounter identity rather than simple stat escalation. The ladder progresses from CR 1 through CR 10, moving from brutal young enforcers to fortress-commanding tyrants. Each rung reinforces the central doctrine of oni warfare: hierarchy, intimidation, and coordinated brutality.

Oni forces are designed to function as organized warbands rather than scattered monsters. Lower ranks enforce strength through intimidation, while higher ranks project command auras that strengthen allied oni and punish weakness. An oni encounter should feel like facing a conquering army — disciplined, oppressive, and relentless.

Cultural lore and historical explanation are intentionally minimal. Whether these oni rule iron fortresses in volcanic mountains, command raiding armies across frontier lands, or dominate enslaved territories is left to the GM. These stat blocks are tools. The empire of iron is yours to define.

The Oni

Oni are tyrants of strength and command. Their society is built around rigid hierarchy where power determines authority and weakness invites destruction. From youth they are trained to dominate, intimidate, and enforce discipline through violence.

Oni encounters emphasize formation fighting, battlefield leadership, and coordinated assaults. Individual warriors are dangerous, but their true strength emerges when fighting under command. As oni leaders rise in rank, their presence reinforces allied resolve while crushing the courage of their enemies.

A force of oni should feel less like monsters and more like an invading army — organized, disciplined, and utterly confident in its right to rule.

Oni Roster

Oni Foundling (CR 1): Massive even in youth. Brutal enforcer-in-training who relies on raw strength and intimidation.
Oni Exile (CR 2): Disgraced warrior hardened by survival who fights ruthlessly to reclaim honor through violence.
Oni Raider (CR 4): Disciplined warband soldier wielding heavy iron weapons and targeting weak links in enemy lines.
Oni Iron Adept (CR 6): Battlefield officer projecting commanding presence and reinforcing allied morale through fear.
Oni War Captain (CR 8): Fortress commander maintaining strict formation discipline while coordinating devastating assaults.
Oni Iron Tyrant (CR 10): Supreme warlord whose oppressive authority strengthens allied oni and dominates the battlefield.

Oni: Iron Domination | 5e Monsters Roll20Price: $3.99
 CATS [English A4]
Posted: Sat, 28 Mar 15:12:12 CDT
Publisher: Qwein

CATS A TTRPG

by Qwein

A game that does not ask to be classified. It only asks to be lived.

Beyond genres, inside the experience

CATS is not horror. It is not fantasy. It is not science fiction. It is simply a game by Qwein.

And in this apparently minimal definition lies its greatest strength, pure authorship. This is not a product designed to follow market trends, but an artisanal and intimate work that transforms a personal vision into game mechanics. The result is a gaming experience that defies labels and caresses the imagination.

The qualities that make the difference

The radical originality stands out immediately. Playing as cats is not a simple gimmick but a profound narrative choice. The felines become mediators between two planes of existence, the Real World and the Dream World, with rules, perceptions and limits consistent with their nature. The player does not interpret a human with powers but inhabits a different perspective made of instinct, silence and quiet protection.

The elegant minimalism follows closely behind. Paper, pencil and a six-sided die are all you need. There are no complex tables or oppressive statistical calculations. The rules are essential but not poor. The Sense system for initiative, the Fate Points to overturn destiny and the Particularities as unique abilities all serve the narrative rather than hindering it. This makes it perfect for approaching tabletop role playing or for those seeking lightness without sacrificing depth.

The poetic atmosphere and evocative lore create something special. The Orbs are not generic monsters but residual energies, unfinished souls and painful memories that dance like bubbles of light. The manual describes them with an almost lyrical language that evokes rather than explains. And the cats are not heroes but silent guardians who hiss at the void, ruffle their fur and wake you with a paw on your face because something is coming. It is psychological horror yes, but filtered through tenderness.

The dual gameplay plane of Reality and Dream is not just thematic but structural. In the Real World cats act with caution, limited by the physical body. In the Dream World instead they explore scenarios distorted by the Orbs, where human traumas take shape and time bends. This duality creates constant narrative tension where every choice has weight, every lost life counts and the stakes are always emotional, never just mechanical.

The Master-friendly approach and narrative flexibility shine throughout. The manual guides the Master with precious advice including the three time frames of Narrative, Action and Combat, the management of NPCs and the invitation to leave room for player deviations. There is no written ending as the story emerges from the table. The sample adventure The Bookseller's Dream is a small masterpiece of design with 1789 Paris as an emotional echo, deceptions, dream chases and a climax that rewards cunning over strength.

The authorial signature and artisanal spirit complete the experience. Made in Italy and Artisan of Imagination Since 1986 are not slogans but declarations of poetics. CATS bears the mark of those who create with passion, with maniacal attention to coherent details like stylized uniforms, facial features and realistic feline behaviors, and with respect for the player's intelligence. It is a game that signs itself literally as Qwein does not hide behind a brand but puts their name, email and heart on the line.

Who is it for

This game is for those seeking an intimate narrative experience rather than a tactical simulation. It is for those who love poetic supernatural elements rather than gore or epic fantasy. It is for those who appreciate light but meaningful mechanics. It is for those who want to play with the Master rather than against the rulebook. And of course it is for cat lovers, but also for anyone who has ever stared at an empty wall wondering what their cat is looking at.

In conclusion

CATS does not want to convince you that it is something it is not. It only wants to invite you to sit down, pet a die and follow a cat into someone's dream. If you accept, you will discover that sometimes, to save a human, all it takes is a paw in the right place. And that the most beautiful games are those that cannot be defined. They are simply games by Qwein.

9 lives. 1 die. Infinite stories.

CATS [English A4]Price: $4.50
 Where the Old Roads Cross: Fifteen Magic Items from the Myths and Folklore of the Slavic Peoples Vol. 2
Posted: Sat, 28 Mar 15:07:29 CDT
Publisher: Elderlight Press

At the edge of every village, the forest begins.

It has always been there. Veles lives in the roots of the World Tree. Perun's lightning is never random — it's aimed. And at the edge of the forest, Baba Yaga's hut turns slowly on its chicken legs to face you.

Where the Old Roads Cross brings the full depth of Slavic mythology to your D&D 5e table — fifteen magic items drawn from fairy tales, folk customs, and the surviving fragments of one of the richest mythological traditions in the world.

Inside this supplement:

  • Koschei's Needle — externalize your soul and become unkillable. Until someone finds the needle.
  • Baba Yaga's Hut — a legendary magic item that becomes a full-sized house on chicken legs, complete with the ritual of hospitality
  • The Iron Mortar of Baba Yaga — a very rare flying vehicle that takes you where you need to go, not where you asked
  • The Firebird's Feather — it cannot be hidden, cannot be concealed, and the Firebird knows you have it
  • Veles's Silver Coin — make deals with the god of the dead at the crossroads, once per month
  • Perun's Oak Splinter — always warm when shapeshifters are near; calls lightning in a storm
  • The Rusalka's Comb — dangerous beauty, waterway mastery, and a d20 roll you don't want to fail
  • Plus the Domovoi's Hearthstone, the Leshiy's Pine Cone, Mokosh's Loom Weight, the Zorya's Veil, Stribog's Whistle, the Kikimora's Spindle, and more

Every item includes complete 5e mechanical text, a rich lore introduction grounding it in its mythological context, and a Folklore Inspiration section explaining the real history and tradition behind it — making this as useful at the table as it is fascinating off it.

Items span all rarity tiers from Common to Legendary, making the supplement useful across every stage of a campaign. Designed to slot into any setting with minimal adaptation — anywhere there are forests, crossroads, and old bargains that have not yet been paid.

Also in the Elderlight Press mythology series:

  • Gifts of the Amber Shore — Baltic Mythology
  • Bones of the World Tree — Siberian Shamanic Tradition
  • Gold of the Open Sky — Scythian Mythology
  • Shadows Beneath the Mountain — Etruscan Mythology
  • Gifts of the Kamuy — Ainu Tradition

You know the words. Say them.

Where the Old Roads Cross: Fifteen Magic Items from the Myths and Folklore of the Slavic Peoples Vol. 2Price: $3.00
 Dark Rider's Weave
Posted: Sat, 28 Mar 14:59:47 CDT
Publisher: Seth Giolle

Dark Rider's Weave is a card game. You area a soul seeking release from your self-earned purgatory, but the Dark Rider guards the Weave upon which you strain. You and a friend must work together to distract and build a path towards the door. Dodge and Scheme a way past the Rider. Survive Encounters. Reach the end and, together, find your release!

Rule Set: https://sethgiolle.weebly.com/darkridersweave.html.

Dark Rider's WeavePrice: $0.00
 Merlin's Miscellany (Romance of the Perilous Land)
Posted: Sat, 28 Mar 14:58:00 CDT
Publisher: Trollish Delver Games

Welcome to Merlin’s Miscellany a rules supplement for Romance of the Perilous Land. At the time of writing the game is in its 6th year and players the world over have been enjoying their adventures in the 11 kingdoms. The options and material in this booklet are designed to be optional - you can pick and choose what you think will enhance the game at your table.
For those who enjoy some more tactical bite to combat, we have critical weapon effects that trigger on critical hits. The GM gets a new tool under their belt with trials, which adds dynamic depth to skill checks.


New factions include the Order of the Severed One, which player characters can join, along with a new neutral and enemy faction.


Players who want some additional character options can choose from two new Heroic Callings like the Merry Outlaw and Knight of the Road, complete with 10 new talents.


We also delve into the ancient past with worldspeaker artefacts and offer six new monsters for the GM to include in their campaigns.

Merlin's Miscellany (Romance of the Perilous Land)Price: $2.00
 MODERN GANGS COMPLETE TOOLKIT
Posted: Sat, 28 Mar 14:57:35 CDT
Publisher: Eduardo Camps

200 plug-and-play d20 tables to build gritty, cinematic urban gangs and instant city conflict.

A gritty, cinematic, plug-and-play toolkit: 200 d20 tables to generate modern gangs, members, style, crimes, territories, encounters and urban conflict—ready for fast GM use and commercial supplementization.

What you get:


- 200 system-neutral d20 tables organized into 10 usability-focused sections for rapid GM prep.
- Roll-to-generate gangs, leaders, members, territories, crimes, encounters and escalation triggers in seconds.
- Plain-text entries and clear headings for easy copy/paste into notes, handouts, or commercial supplements.
- Designed for cinematic, gritty play: evocative details with practical hooks and stat-block placeholders.
- Cross-references and quick-index layout speed session prep and on-the-fly improvisation.
- Ideal for running modern urban campaigns or building DriveThruRPG supplements—plug-and-play content you can reuse and adapt.

Full Description:
Urban Underworld Toolkit is a system-neutral, ready-to-use collection of 200 d20 tables tailored for modern urban campaigns. Organized into ten focused sections—Gangs & Organizations; Members & NPCs; Appearance & Style; Territories & Infrastructure; Crimes & Illicit Businesses; Rules & Codes; Encounters & Ambushes; Gang Wars & Conflicts; Law Enforcement & Rivals; and Urban Events & Atmosphere—this toolkit turns prep into a five-minute task and provides endless inspiration at the table.

Each table is written for immediate use: concise, vivid entries that plug into any ruleset, stat block, or setting. Need a gang leader on the fly? Roll for personality type, signature clothing, specialist operative, territory assets and a preferred illicit enterprise in seconds. Running a city-wide turf war? Use the conflict tables to generate war aims, escalation triggers, ambush locations, and responding law enforcement priorities. Every table is crafted with GM convenience in mind—clear headings, roll prompts, quick cross-references, and reusable output that can be copied into notes, handouts, or commercial supplements.

MODERN GANGS COMPLETE TOOLKITPrice: $3.00