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 Game Master's Arsenal: Priest NPCs Volume 1
Posted: Fri, 10 Apr 20:03:49 CDT
Publisher: Shelden & Townsend

Do you need some memorable priests to serve as interesting characters to interact with? With this document, you can have priests that fit in the Dark Fantasy, Mecha, and Gothic settings! Each NPC comes with a goal, a personality, an interesting secret, and a few plot hooks to use them as active characters in your campaigns! If you have any more ideas for the kinds of NPCs you'd like to see in the future, please leave a comment. We would love to hear your ideas and make characters that will become favorites at the table!

The goal of our “Dungeon Master’s Arsenal” is to provide dungeon masters with the tools, characters, and locations for their next campaign, reducing the stress and workload of the beloved dungeon master, the masterminds behind our entertainment, joy, and occasional trauma. While these tools are meant to be used as standalone items, we do our best to create system-agnostic rules and characters that can be adapted to any campaign, providing optimal use and flexibility for any scenario.

Game Master's Arsenal: Priest NPCs Volume 1Price: $1.00
 Classy Monster Collection: Vampire Volume 1 - The Gracewalker
Posted: Fri, 10 Apr 19:57:37 CDT
Publisher: Shelden & Townsend

Have you ever wondered what a cleric would look like if it were ever given vampirism? We did, so we made one for you! This is the Gracewalker, an unholy abomination of religious devotion and undead obsession fused into one! After being turned into a vampire and performing a religious ritual of destruction, the Gracewalker now seeks knowledge that only the divine can provide.

The following document contains a full lore breakdown of the Gracewalker, 2 stat blocks (the Gracewalker and its minion, the Volentra), and an art piece of the Gracewalker.

The Classy Monster Collection was inspired by the idea of creating monsters that took on traits of the core classes of the 5e system. Our end goal with this collection is to take legendary monsters, monsters that don't get a lot of attention, just monsters in general, and flip them on their heads by infusing them with the same powers that heroes use to slay them. 

We hope that you enjoy our new monster!

Classy Monster Collection: Vampire Volume 1 - The GracewalkerPrice: $3.00
 The Gehenna - a Chronicle Sourcebook for Vampire: The Masquerade
Posted: Fri, 10 Apr 18:28:37 CDT
Publisher: White Wolf

A child walks the edge of shadows
Born of fractured blood and whispered lies,
Neither savior nor curse, but both entwined,
a mirror cracked yet shining faintly within the dark.
Crafted by hands that seek to twist fate’s thread,
born not of nature’s mercy, but of a desperate design,
a vessel shaped to bind endings and beginnings,
to carry a spark that may burn or cleanse.
The old truths whispered that some were soul stealers.
They were only half right. The darker bloodline, twisted and cast aside long ago,
shares roots with those thought pure. A curse spilled to cleanse a soul,
lingering beneath the surface, forgotten, yet never gone.
Its shadow still moves among the Kindred, shaping fate in silence.
Whispers speak of a coming night, a time when the old world will unravel.
Some call it Gehenna though no one truly knows what that means anymore.
It's less an event and more a slow fading of reality,
a fading of the Veils that separate light from shadow.
But let it be known, that the awakening of the girl
will be its last sign.



    Set in the shadows of New York City, this book presents a reinterpretation of the infamous Gehenna, where the end of the world is not a certainty, but a potential. Its presence is constant, fragmented into prophecies, conspiracies, and conflicting interpretations. Built upon a true chronicle, this book combines narrative, mechanics, and character identity to offer a gaming experience focused on escalating tension, significant decisions, and irreversible consequences. 

     This book is not only a tribute to all those who helped create its incredible universe, but also an invitation to those who want to enjoy a universe filled with characters with strong identities, narrative tension and consequences, a set of new mechanics and powers, and a cinematic experience with that delicious World of Darkness vibe. In simple terms, this book is a hybrid work: part chronicle, part sourcebook, built to support and expand Vampire: The Masquerade Fifth Edition. Rather than separating narrative from mechanics, this book blends both into a single structure, where the story itself becomes the vehicle through which new systems, ideas, and interpretations are introduced. In doing so, this book intentionally revisits and reframes aspects of established canon. It does not seek to replace what came before, but to elevate interpretations that have long existed beneath the surface, bringing them forward and solidifying them within its own internal continuity.

Therefore, this book offers: 


SETTING

  • An alternative New York, in mid-2021, following the cataclysmic events of COVID-19 for the world of both Kindred and kine
  • The new machinations of direct and indirect manipulation in the conflicts and power games among the Kindred
  • An underlying sense of paranoia after a war in the streets between the Damned and their greatest mortal enemies
  • A complete overhaul of the five boroughs and their present states, based on everything that had been worked on up to the current lore


MECHANICS

  • A delightful new secret game of wits and puzzles by Kindred for Kindred, called "The Game of Shadows"
  • New powers of the Blood for vampires of old legacies and generations

CLANS & SECTS

  • A historical retelling of the diabolical Baali, directly linking them to the legends of Saulot's wherabouts in the East
  • The reintroduction of a new face for the Inconnu, as ascended vampires seeking to avoid, above all else, the eventual end of the world

CHARACTERS

  • Brand new cast of  tragic Kindred, with distinct, playable, and recognizable personalities.
  • Guidelines for current games, such as a script to help players role-play the characters at the table. 

GEHENNA

  • A prophetic and paranoid interpretation of the Kindred's eventual end of the world;
  • Tools and elements constructed to convey the constant feeling that something is wrong, even when nothing is apparent; 
  • A whole puzzle filled with hidden innuendos and easter eggs contained within the book itself, exposing the complete truth to the readers themselves

ART AND CONCEPTUALIZATION

This book is, of course, an outlet for two dudes with worlds and images that don't fit in their heads, trying, somehow, to squish them into the following pages. 


This book seeks, in its absolute entirety, to convey to its reader the idea that the end cannot be avoided, not even for the Kindred. However, there are always choices to be made. In the World of Darkness, that choice always rests with you.

This book was imagined, conceptualized, and created with the idea of a thick, hardcover that weighs in your hand, where you carefully turn the pages, curious to see what's on the other side. Therefore, this suplement is best experienced when read horizontally, just like the pages of a regular book.

The Gehenna - a Chronicle Sourcebook for Vampire: The MasqueradePrice: $8.00
 INCUBO ZINE [ITA]
Posted: Fri, 10 Apr 16:28:36 CDT
Publisher: Qwein

INCUBO© – ZINE

[1FOGLIO A4 STAMPATO SOLO FRONTE DIVENTA PIEGATO UN MINI LIBRETTO 8 PAGINE]

Non c'è via d'uscita. Solo un'ombra che sale da sotto il letto.

Sei nel 1867. Indossi un camice senza cintura. Non hai nome, non hai documenti, non hai futuro. Il Prof. Dr. Sigismund Aloysius von Schwarzberg parla solo tedesco. Le suore pregano per te mentre ti legano. I portantini ti picchiano se gridi.

E poi la luce si spegne.    E qualcosa arriva.

Non uccide. Sottrae vita. Ogni notte tiri il dado. Ogni notte sai che potresti svegliarti più vecchio, più spento, più vuoto. Le persone accanto a te non sai se sono vivi o morti che non sanno di esserlo. Ma tu sai che sei precipitato in un INCUBO.

INCUBO è un gioco di ruolo narrativo in formato zine per 3-5 giocatori + 1 Narratore. Solo 1d6, matita, fogli e la consapevolezza che ogni scelta può portarti a +10 (risveglio) o -10 (non uscirai più).

Nato da un incubo personale dell'autore nel 2011

Pubblico adulto trattamenti reali dei manicomi ottocenteschi
6 segreti dentro le mura. Trovarli salva il gruppo. Nasconderli ti condanna
L'ombra non si combatte. Si sopravvive. Finché puoi

"Nessuno grida. Nessuno chiama aiuto. Svegliare il professore sarebbe peggiore."

Formato: Zine (libretto)
Autore: Qwein  Artigiano della Fantasia dal 1986
Illustrazioni: LDStudio ldstudio.ro@gmail,com
Contatti: qwein@protonmail.com

INCUBO ZINE [ITA]Price: $4.67
 Spaceship - sci-fi map pack with Foundry VTT Support
Posted: Fri, 10 Apr 16:02:34 CDT
Publisher: Angela Maps

Space Atrium sci-fi battle map pack


Space Atrium sci-fi battle map pack

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Some people want to get away from it all. What better place to do that than in the dark depths of space? This station has it all, enough room and quarters to house a large family, or a small research team, with fully functioning hydroponics and a lush, vibrant garden. Available in a second, less shiny version, this map makes for the perfect getaway cottage - just don't try to put a pie out on the windowsill!

All are hooked up and ready to play in FVTT.

What's Included:

  • 2 .jpg maps 4000x4000 (40 x 40)
  • Direct link to install the Foundry VTT file (from within foundry)

FAQ:

Do these maps work with Roll20/Fantasy Grounds/XXX virtual tabletop?

You can import the JPG and WEBM files into any system you use to play your games online that allows them, however, the LoS I have setup only works with FVTT. If you use FGU, look for me on DMsGuild!

If you like my maps, I have a Patreon!
A space station that is an atriumA space station that is an atrium
Spaceship - sci-fi map pack with Foundry VTT SupportPrice: $4.99
 Heroes Of Farsia
Posted: Fri, 10 Apr 15:58:14 CDT
Publisher: Relentless Fiction

Heroes of Farsia spotlights the legendary characters who shaped the world of the Farsia 5e Campaign Supplement. Each entry features full stat blocks, bios, story hooks, and adventure content — everything you need to bring these icons to your table.

First up: The Bloodmoon.

En'tegen Pusa. Eight feet tall. Three legendary weapons. A Thunder Lizard named Rah-zur. Ambassador, warrior, cook, and the reason entire battlefields go quiet when he announces his name. He's gruff, unpretentious, and has killed things that most adventurers only hear about in tavern stories.

His story starts here.

Heroes Of FarsiaPrice: $0.00
 Haven Fallen - Solo Adventure - The Core Beneath
Posted: Fri, 10 Apr 15:31:14 CDT
Publisher: Original Frontiers

The first thing you learn about objects that don’t fit established models is that people will try to force them into categories anyway, because uncertainty makes command structures unstable, and unstable structures make bad decisions under pressure, which is why the monument has already been classified three different ways by the time I arrive, each designation reflecting less about the object itself and more about the priorities of the faction assigning the label; to one, it’s a weapon system waiting to be activated, to another it’s a relic of something older than any current framework can explain, and to the third it’s a control mechanism, a node in a network that hasn’t been mapped yet but is assumed to exist because nothing this precise operates in isolation. They’re all wrong, or at least incomplete, which is the only honest assessment you can make when the data doesn’t resolve cleanly, but that hasn’t stopped them from committing resources, personnel, and increasingly aggressive tactics to secure a structure none of them fully understand. I was brought in as a neutral asset, which is a polite way of saying all three factions think they can use me without the others noticing, and under normal conditions I’d consider that a manageable situation, but the monument complicates things, because it responds, not in a way that fits standard interaction protocols, but in subtle shifts, energy fluctuations, structural realignments that occur when certain variables change, proximity, intent, maybe even cognition, which suggests it isn’t passive, and if it isn’t passive, then the real question isn’t which faction controls it, but whether control is even a relevant concept. The problem is that all three factions are operating under the assumption that it is, and they’re running out of patience with each other, which means the situation is approaching a transition point where negotiation collapses into open conflict, and once that happens, whatever the monument does in response won’t be theoretical anymore. I’ve got a limited window to figure out what it is, what it does, and whether any of us should be anywhere near it when it decides to act.



__________________________




In this Solo Adventure you assume the role of an adventurer in the shadow-stained expanse of the Known Galaxy. You will require the Haven Fallen Core Rulebook (CRB) and any associated Expansions you wish to use. The world responds to you—your interpretations, your fears, your ambitions—and you will act as both Character and Storyteller. The Actions you take should depend on who and what you meet, what horrors cross your path, and how you choose to engage with them.  Record the outcomes. Evolve the world. Allow rumours, consequences, and scars to reappear later. As you progress, you will become your own Storyteller, shaping a living cosmos that remembers what you do. The outcome of Actions in Haven Fallen is determined by:

§The Storyteller (you) assigning a Difficulty Rating (DR)
§You rolling a d20
§Applying all modifiers available to your Character
§Determining whether you equal or exceed the DR
§This template expands on that foundation with procedural tools for you to generate plots, worlds, enemies, factions, and motivations—ensuring every session becomes a unique dark sci-fi survival chronicle.
Haven Fallen - Solo Adventure - The Core BeneathPrice: $0.50
 The Entombed Crown - Solo Adventure - Of New Ground
Posted: Fri, 10 Apr 15:30:41 CDT
Publisher: Original Frontiers

Not all who walk Urathun do so in the company of others. Some journeys are solitary by necessity. Others by choice. In the Known World, both paths are equally dangerous - and equally meaningful.

This manual provides a framework for solo play, allowing you to explore, survive, and shape your own story without a GM. You will act as both player and interpreter, guided by systems of chance, logic, and consequence. You are not here to “win.” You are here to endure, discover, and decide.

You will require The Entombed Crown Core Rulebook in order to facilitate play.

___________________________


Vareth’Kyr lies untouched - for good reason. A wide stretch of broken woodland and half-flooded plains, it is rich in potential and thick with danger. Towering trees choke the sky, their roots splitting the land into treacherous ground. Beneath them, things move - too many, too often, too bold. The Diar have declared it viable. Rather than commit their own, they have entered into calculated accord with select Kyran Nations. Kyran warbands - disciplined, numerous, and accustomed to harsh campaigning - are sent ahead to clear the land. The agreement is simple: the Kyran take the risk, the Diar take the land. At first, progress is steady. Camps are established. Paths are carved. Then the monsters change. They do not scatter or retreat. They organize. Patterns emerge. Ambushes grow precise. Something in Vareth’Kyr is not merely resisting. It is learning.

The Entombed Crown - Solo Adventure - Of New GroundPrice: $0.50
 Dieborne - Player's Guide
Posted: Fri, 10 Apr 15:21:24 CDT
Publisher: Nerdura Games

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The wait is finally over. And yes, dear dice goblin, it’s exactly what you think.

Dieborne, heir to TRUE-d6, has arrived to rescue your table from prep hell and rules bloat, with a swagger and a polished blade.

Everything you wanted from a tabletop role-playing game, but were too polite to ask your Master for, is here, ready to elbow its way onto the top shelf of your library and your heart.

Built on solid TRUE-d6 bones, Dieborne doesn’t reinvent the die: it refines it. You’ll still enjoy the fast, intuitive roll under your Attribute on a d6 core, now with smarter structure, clearer tools, and a treasure trove of generators so you can spin up dungeons, hexcrawls, quests, and full scenarios in minutes, not evenings or weekends.

Solo play and hexcrawling have been reimagined to keep every step dynamic and danger-flavored.

WARNING: This book contains only the parts of the rules that are necessary for players.

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5E players, rejoice: no more juggling redundant subsystems, brick-sized handbooks, or week-long prep for a single session. It’s one book, one die. The six classic Attributes (STR, DEX, CON, INT, WIS, CHA) power a clean d6 system with conversion guidelines so you can bring over the treasures already on your shelf. Adjudicate on the fly without the “five-minute page flip to find which other book you should be flipping.” We’ve been there. Never again.

Old-School gamers & veterans get a rules-light engine with real teeth: lean yet layered, simple yet structured, and ready for every mode: solo play, group campaigns, dungeon crawls, hexcrawls. Without duct tape or homebrew gymnastics.

New players can start rolling in under two minutes. Learn what actually matters in a role-playing game first; then, as you level up your confidence, the system’s extra tricks reveal themselves naturally. No stress, no spreadsheets.

Game Masters get a complete, travel-light toolkit. You shouldn’t need a sabbatical to prep game night: get it done in minutes and still have time for real life. We have one, too.

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One die, all the drama. Dieborne is a complete rules-light fantasy TTRPG where a single six-sided die does the heavy lifting: fast tests, quick rulings, snappy outcomes.

Clear, crunchy tests (without the crunch hangover). Roll ≤ your Attribute to succeed; an exact match is a Critical (you also gain 1 Focus), and 6 is always a miss. Elegantly simple, reliably tense.

Hit & hurt in one go. Attacks are resolved with a single roll. Criticals add bite (hello, Silver damage) and fuel your Focus economy for big moments. Combat stays fast; turns stay sharp.

Focus = momentum. Bank Focus on clutch plays, then spend it to power skills, swing advantage, negate damage, recharge abilities, or even snag an extra Action. Cinematic turns on tap.

No sprawling skill bloat. Core play runs on Attribute tests with clean advantage/disadvantage, then layers on class and race skills where it matters. Easy to adjudicate, fun to optimize.

Races: classic to exotic. Humans, elves, halflings… and flavorful exotics like Birdfolk, Lizarmen, and Plantfolk. Each brings punchy, table-ready perks. 18 races (some with subtypes), each granting two exclusive racial skills.

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Eight iconic classes. Cleric, Diplomatic, Fighter, Monk, Rogue, Tinker, Warlock, Wizard, each with a rich list of 30 plug-and-play skills to build exactly the hero you picture.

Specializations for heroic glow-ups. Go 4 levels in one class or 2+2 in two classes to unlock a Specialization (e.g., Archmage, Bard, Druid, Necromancer, Paladin), and unlock its two unique Specialization Skills.

Endless builds, zero spreadsheets. Mix class skills and racial perks to cook up unique synergies: memorable heroes, minimal math.

25a742dde65cca800e7b684957b4b732_origina

Conditions that do heavy lifting. A broad, well-defined Conditions library keeps effects consistent and rulings fast. Some will help, others will hinder.

Milestone level-ups to 10. The Master calls the milestones; you get meaningful toys at each level. No flat levels, no XP bean-counting.

Equipment, simplified. Armor and shields give a clear Defense score; damage types are straightforward; the weapon category matters; conversions from other games are painless. No more glaive-glaive-glaive-guisarme-glaive.

1d3b503d7bbc96591db0927daeaa2455_originaWarning: this table does not appear in the manual.

Hazards made easy. Locks, doors, traps, and environmental threats use the same clean difficulty language. Quick to run, deadly when it matters.

A big, conversion-friendly Bestiary. 121 living, non-living, and undead creatures with simple stat blocks, plus guidelines to convert from today’s most popular system.

ARPG-style Treasure generator. Roll up magical loot with prefixes/suffixes, class-keyed effects, and flavorful item styles (age, origin, condition). Generate loot, identify it, and equip: fast and clean.

947fa12b52937c575fbe11782abb4aaf_origina

Social System that actually sings. Track Social Level, set NPC Disposition, pick your approach (Logic – INT, Empathy – WIS, Presence – CHA, Status – Social Level), and get consistent, story-rich reactions. Great for solo too.

Solo Play support. Built-in oracle, solo perks for true lone wolves, and all the generators you need.

Hexborne & Dungeonborne. Generate biomes, encounters, features, dungeons, NPCs, Quests with tight tables. Perfect for hexcrawls, masterless play, or fast prep.

Player aids included. A tidy character sheet and handy reference tables keep your table moving at the speed of fun.

Game Master printable Screen. A set of six printable sheets to customize your screen and keep all your essential tools at hand.

a04a54b9043f18e0b8932a009ac82414_origina

If you’re done hunting for fun inside corporate-tone tomes, back Dieborne, the rules-light, d6-driven fantasy TTRPG that puts adventure back on the table. Then be the hero who brings it to your group: run a session, share a recap, post your first hexcrawl map, and tag your crew.

Together we’ll prove what the OSR crowd’s been saying for years: light rules, heavy adventure.

(And yes, we still honor the sacred shelf of modules.)

Love what you’re seeing? Share this project’s link with your friends, socials, and gaming groups so more tables can go Dieborne.

d4b863a50d263d13e8577750c48f04e8_origina

Dieborne - Player's GuidePrice: $9.00
 Dieborne
Posted: Fri, 10 Apr 15:21:17 CDT
Publisher: Nerdura Games

1582e24c6953edb6591fddf3d125976b_origina

The wait is finally over. And yes, dear dice goblin, it’s exactly what you think.

Dieborne, heir to TRUE-d6, has arrived to rescue your table from prep hell and rules bloat, with a swagger and a polished blade.

Everything you wanted from a tabletop role-playing game, but were too polite to ask your Master for, is here, ready to elbow its way onto the top shelf of your library and your heart.

Built on solid TRUE-d6 bones, Dieborne doesn’t reinvent the die: it refines it. You’ll still enjoy the fast, intuitive roll under your Attribute on a d6 core, now with smarter structure, clearer tools, and a treasure trove of generators so you can spin up dungeons, hexcrawls, quests, and full scenarios in minutes, not evenings or weekends.

Solo play and hexcrawling have been reimagined to keep every step dynamic and danger-flavored.

ba43205360b9b6001f147dd6a6bfd2dc_originab91488f737f711d328538302463d316a_origina

5E players, rejoice: no more juggling redundant subsystems, brick-sized handbooks, or week-long prep for a single session. It’s one book, one die. The six classic Attributes (STR, DEX, CON, INT, WIS, CHA) power a clean d6 system with conversion guidelines so you can bring over the treasures already on your shelf. Adjudicate on the fly without the “five-minute page flip to find which other book you should be flipping.” We’ve been there. Never again.

Old-School gamers & veterans get a rules-light engine with real teeth: lean yet layered, simple yet structured, and ready for every mode: solo play, group campaigns, dungeon crawls, hexcrawls. Without duct tape or homebrew gymnastics.

New players can start rolling in under two minutes. Learn what actually matters in a role-playing game first; then, as you level up your confidence, the system’s extra tricks reveal themselves naturally. No stress, no spreadsheets.

Game Masters get a complete, travel-light toolkit. You shouldn’t need a sabbatical to prep game night: get it done in minutes and still have time for real life. We have one, too.

77167e93337edf974c3f7096ebdb4ac3_origina9f10cbac76ef599cefd79be9b3646fe1_origina

One die, all the drama. Dieborne is a complete rules-light fantasy TTRPG where a single six-sided die does the heavy lifting: fast tests, quick rulings, snappy outcomes.

Clear, crunchy tests (without the crunch hangover). Roll ≤ your Attribute to succeed; an exact match is a Critical (you also gain 1 Focus), and 6 is always a miss. Elegantly simple, reliably tense.

Hit & hurt in one go. Attacks are resolved with a single roll. Criticals add bite (hello, Silver damage) and fuel your Focus economy for big moments. Combat stays fast; turns stay sharp.

Focus = momentum. Bank Focus on clutch plays, then spend it to power skills, swing advantage, negate damage, recharge abilities, or even snag an extra Action. Cinematic turns on tap.

No sprawling skill bloat. Core play runs on Attribute tests with clean advantage/disadvantage, then layers on class and race skills where it matters. Easy to adjudicate, fun to optimize.

Races: classic to exotic. Humans, elves, halflings… and flavorful exotics like Birdfolk, Lizarmen, and Plantfolk. Each brings punchy, table-ready perks. 18 races (some with subtypes), each granting two exclusive racial skills.

333879b12fb96ef79b839c37145da216_origina

Eight iconic classes. Cleric, Diplomatic, Fighter, Monk, Rogue, Tinker, Warlock, Wizard, each with a rich list of 30 plug-and-play skills to build exactly the hero you picture.

Specializations for heroic glow-ups. Go 4 levels in one class or 2+2 in two classes to unlock a Specialization (e.g., Archmage, Bard, Druid, Necromancer, Paladin), and unlock its two unique Specialization Skills.

Endless builds, zero spreadsheets. Mix class skills and racial perks to cook up unique synergies: memorable heroes, minimal math.

25a742dde65cca800e7b684957b4b732_origina

Conditions that do heavy lifting. A broad, well-defined Conditions library keeps effects consistent and rulings fast. Some will help, others will hinder.

Milestone level-ups to 10. The Master calls the milestones; you get meaningful toys at each level. No flat levels, no XP bean-counting.

Equipment, simplified. Armor and shields give a clear Defense score; damage types are straightforward; the weapon category matters; conversions from other games are painless. No more glaive-glaive-glaive-guisarme-glaive.

1d3b503d7bbc96591db0927daeaa2455_originaWarning: this table does not appear in the manual.

Hazards made easy. Locks, doors, traps, and environmental threats use the same clean difficulty language. Quick to run, deadly when it matters.

A big, conversion-friendly Bestiary. 121 living, non-living, and undead creatures with simple stat blocks, plus guidelines to convert from today’s most popular system.

ARPG-style Treasure generator. Roll up magical loot with prefixes/suffixes, class-keyed effects, and flavorful item styles (age, origin, condition). Generate loot, identify it, and equip: fast and clean.

947fa12b52937c575fbe11782abb4aaf_origina

Social System that actually sings. Track Social Level, set NPC Disposition, pick your approach (Logic – INT, Empathy – WIS, Presence – CHA, Status – Social Level), and get consistent, story-rich reactions. Great for solo too.

Solo Play support. Built-in oracle, solo perks for true lone wolves, and all the generators you need.

Hexborne & Dungeonborne. Generate biomes, encounters, features, dungeons, NPCs, Quests with tight tables. Perfect for hexcrawls, masterless play, or fast prep.

Player aids included. A tidy character sheet and handy reference tables keep your table moving at the speed of fun.

Game Master printable Screen. A set of six printable sheets to customize your screen and keep all your essential tools at hand.

a04a54b9043f18e0b8932a009ac82414_origina

If you’re done hunting for fun inside corporate-tone tomes, back Dieborne, the rules-light, d6-driven fantasy TTRPG that puts adventure back on the table. Then be the hero who brings it to your group: run a session, share a recap, post your first hexcrawl map, and tag your crew.

Together we’ll prove what the OSR crowd’s been saying for years: light rules, heavy adventure.

(And yes, we still honor the sacred shelf of modules.)

Love what you’re seeing? Share this project’s link with your friends, socials, and gaming groups so more tables can go Dieborne.

d4b863a50d263d13e8577750c48f04e8_origina

DiebornePrice: $19.00
 DM Essentials Taverns #2 - The Saltings
Posted: Fri, 10 Apr 15:12:28 CDT
Publisher: The Arcverse

THE SALTINGS: A Beached-Ship Tavern of Salt, Secrets, and Second Chances

DM Essentials Tavern #03 | 5E Compatible (Tier 1-4 Hub)

Welcome to the Last Port Before the Rocks

Drink your rotgut. Forget your name. Pay your way.

On a lonely coast where the sea chews at the land, a timber tavern stands on stilts above a salt marsh. It is reachable only by a stone causeway that vanishes twice a day under the rising tide. This is The Saltings—a place built from the wreckage of a ship that never sailed again, and from the guilt of those who light false beacons on the headland.

The locals are wreckers. They lure ships onto Blackfang Reef with shuttered lanterns, then salvage the cargo. They are not monsters. They are poor. The sea takes their nets, their boats, their sons. They take back. It is a cycle as old as the tide.

The proprietor is Selys, the sole survivor of a wreck fifty years ago—a wreck she watched her own father cause. She built the Saltings on that silence. She asks no questions. She has one rule: No talk of the lights inside these walls.

This isn't your friendly dockside inn. This is a refuge for the damned, a place where debts are paid in silence, and where the tide brings gifts you never asked for.

---

What's Inside

A Fully-Realized Refuge of Desperation

- Atmospheric sensory details—salt, brine, woodsmoke, the groan of the tavern's stilts, the hiss of the tide through marsh channels
- The history of Blackfang Reef and the false lights that have guided ships to their doom for generations
- The unwritten code of the wreckers: take what the sea gives, but never speak of how it came ashore

Three Unforgettable NPCs

- Selys – The grey-haired proprietor with rope-scarred hands and eyes that have stopped crying. She lost her family to the sea—and to her own silence.
- Renn – A mute cook who lost his tongue to a slaver's whip. He prepares pickled eel, fish stew, and a marsh-root spirit that tastes like regret.
- Dorn – A gaunt half-elf lookout, a former lighthouse keeper whose light the wreckers extinguished. Now he decides which ships are "offerings."

Complete Stat Blocks (Challenge 1-2) for all key staff—ready to enforce the rules of the Saltings.

The Menu with coastal pricing (no competition, but no luxury):

- Marsh Root Spirit – Distilled from sedge roots. Tastes like earth, smoke, and regret. (5 cp)
- Pickled Eel – Served cold in a clay pot. Salty, chewy, and surprisingly filling. (3 cp)
- Fish Stew – Thin broth with white fish and seaweed, served with hardtack. (6 cp)
- Hardtack & Dried Fish – The traveler's ration. Tastes like cardboard. (2 cp)

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10 Adventure Hooks to Launch Your Campaign

From the shipwreck survivor seeking justice to the revenants of drowned sailors walking the marsh—these hooks launch whole sessions:

1. The Shipwreck Survivor – A bedraggled woman claims she saw false lights on the headland. She wants justice. The locals watch her in silence.
2. The Cargo That Fought Back – A chest from a recent wreck contains a bound creature—now loose in the marsh, offering bargains.
3. The Revenue Cutter – A royal customs ship anchors offshore. One of the wreckers has a guilty conscience and is ready to talk.
4. The Drowned Return – Bodies of sailors who died years ago wash ashore, perfectly preserved. They walk at night, heading toward the tavern.
5. The Lighthouse Keeper's Daughter – She doesn't know who killed her father. She is asking innocent questions. The wreckers are getting nervous.
6. The Slavers' Pursuit – Renn's old masters have tracked him to the Saltings. They arrive with armed men. The wreckers must choose.
7. The Tide That Won't Recede – The causeway has been underwater for three days. Something large has dammed the estuary. The tavern is running out of food.
8. The Salt Priest – A zealot of a sea god arrives to "cleanse" the Saltings by fire. He has followers. The wreckers have knives.
9. The Map to a Wreck – An old wrecker dies, leaving a map to a sunken treasure ship. The wreck is guarded by something that has waited half a century.
10. The Broken Spoke's Debt – A courier from the Broken Spoke arrives with a message for Selys. Mara calls in an old favor. The players are caught in the middle.

---

10 Instant Tavern Encounters (Roll 1d10)

Something's always happening in the taproom:

- A sailor sobs into his drink—he was the helmsman of the last wreck.
- Two men play cards; one keeps reaching for a knife under the table.
- A salt-crusted chest near the fire drips seawater. Inside: a child's skeleton in fine clothes.
- Voices from the marsh call for help. The marsh mimics voices. But sometimes it's real.
- The entire tavern raises their mugs in silence, toasting a wrecker who died last night.
- A stray dog enters, whining, with a rope from a wreck around its neck.
- A beam of light sweeps across the window. The old lighthouse has been relit.
- A hooded figure offers Selys a pouch of coins. She refuses—she knows the figure is an informant.
- A candle on the bar gutters but never goes out, even when submerged in ale.
- A line of wet sand stretches across the floor. The tide is higher than it should be.

Each encounter includes DCs for Perception, Insight, Survival, and Arcana—plus the truth beneath the surface.

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10 Deep-Dive Scenarios

When you need more than a random encounter, these fully-developed situations turn the Saltings into an adventure location:

- The wreck that wasn't an accident—and the one witness who saw everything
- The revenant helmsman who returns every full moon to beg forgiveness
- The salvage dive that uncovers a slaver's ledger—and the names of still-living victims
- The customs inspector who is not what he seems
- The storm that traps everyone inside, and the murderer among them

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Why Your Campaign Needs The Saltings

This isn't just a place to rest and resupply. It's a moral pressure cooker, a community bound by collective guilt, and a reminder that the line between victim and predator is drawn by the tide. Whether your players are hunting wreckers, protecting them, or simply trying to survive the night, the Saltings offers a coastal hub unlike any other.

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Enter the Arcverse

The Saltings is the second tavern in our DM Essentials library—locations built on history, where the past refuses to stay buried. It connects to the wider Arcverse: the marsh drains into the same estuary as the Drowned Chapel of St. Augor, and bodies from the chapel have been known to float downstream. Renn's former masters may be connected to the same slaving network that operates out of ports targeted by the wreckers.

Also available:

- Tavern #01: The Broken Spoke – A fortified tavern built into a ruined bridge. Neutral ground in a valley carved by war.
- Ruins & Relics #02: The Drowned Chapel of St. Augor – A flooded fane where a failed healer judges the living.
- Ruins & Relics #03: The Hollow Warren – An abandoned mining settlement where the dwarves dug too deep.

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System: 5E Compatible
Tier: 1-4 Hub Location
Pages: 10
Format: PDF

The Saltings: Where the tide gives, the tide takes, and some debts are paid in silence.

DM Essentials locations are designed for immediate drop-in use—minimal prep, maximum atmosphere. Part of the Arcverse family of products.

DM Essentials Taverns #2 - The SaltingsPrice: $4.99
 Warlock Zine: Bestiary
Posted: Fri, 10 Apr 14:59:46 CDT
Publisher: Kobold Press

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Warlock Zine: BestiaryPrice: $4.99