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 The Reaper
Posted: Tue, 24 Feb 00:29:24 CST
Publisher: DIGITIZE

Welcome to the new class for One D&D: The Reaper!

The Reaper is a martial class that utilizes souls and its trusty scythe to defeat its enemies. They are heralds, apprentices, and servants of Death itself.

This product contains the core class and 5 subclasses, each with their own focus, such as decay, entropy, and hemomancy.

The ReaperPrice: $1.99
 Shadow of the Weird Wizard: Sage Screen
Posted: Tue, 24 Feb 00:13:49 CST
Publisher: Schwalb Entertainment

A high-quality, tri-fold screen made from heavy card stock featuring fabulous art from the game, along with reference tables to make running the game even easier!

Shadow of the Weird Wizard: Sage ScreenPrice: $0.00
 Shadow of the Weird Wizard Initiative Token
Posted: Tue, 24 Feb 00:13:38 CST
Publisher: Schwalb Entertainment

The Take the Intiative token is a hefty 2 inches (50mm) diameter and 4mm thick, to be manufactured in beautiful detail by Campaign Coins, and designed by artist Anthea Wright. The back side shows a sword with sun and moon motif as the heroes take the initiative, the front shows a rising dragon to show that the gamemaster is in control.

Shadow of the Weird Wizard Initiative TokenPrice: $0.00
 Megacity Planning Vol 2: Paris
Posted: Mon, 23 Feb 21:43:31 CST
Publisher: Son of Oak Game Studio

Take your :Otherscape game to Paris, the capital of France, a cultural center of Western Europe, and powerful global economy... or at least it was. What will it be in 20XX? This template gives you everything you need to make an :Otherscape game set in Paris including new threats and corporations, a random name generator, and zone maps ready to be used with the :Otherscape MegaCity Generator.

Included in the PDF are...

  • Six new corporations each with their own Challenges and power sets.
  • A random name generator and variant status cards for a thematic Parisian game.
  • Zone maps for the Keihanshin metroplex including four different versions: printer-friendly black and white as well as color versions, each with labelled and unlabelled versions,
  • A Megacity Generator tracker to help you flesh out your group's history for Paris.
Megacity Planning Vol 2: ParisPrice: $4.99
 Megacity Planning Vol 1: Tokyo-Keihanshin
Posted: Mon, 23 Feb 21:20:31 CST
Publisher: Son of Oak Game Studio

Take your :Otherscape game to Keihanshin, the Japanese metropolitan area that includes Kyoto, Osaka, and Kobe. This template gives you everything you need to make an :Otherscape game set in the region including new threats and corporations, a random name generator, and zone maps ready to be used with the :Otherscape MegaCity Generator.

Included in the PDF are...

  • Three new corporations each with their own Challenges and power sets.
  • A random name generator and variant status cards for a thematic Japanese game.
  • Zone maps for the Keihanshin metroplex including four different versions: printer-friendly black and white as well as color versions, each with labelled and unlabelled versions,
  • A Megacity Generator tracker to help you flesh out your group's history for Keihanshin.
Megacity Planning Vol 1: Tokyo-KeihanshinPrice: $4.99
 Dragon Codex - Shark Dragon - Hybrid Creature STL
Posted: Mon, 23 Feb 20:30:46 CST
Publisher: MediaStream Press

Hammermaw Leviathan

Overview

The Hammermaw Leviathan is a pelagic apex sovereign — a living siege engine of the open sea. Where the Glaciermaw rules ice, the Hammermaw rules pressure, current, and depth. It does not guard reefs or nests in coves. It patrols migratory corridors and abyssal trenches. Entire shipping lanes fall silent when one establishes dominion. Its presence alters marine behavior for hundreds of miles. Whales reroute. Sharks scatter. Storms seem to gather along its wake. It does not hoard gold. It hoards oceans.

Physical Description

The Hammermaw’s body is built like a massive great white — torpedo-shaped, muscle-dense, and optimized for relentless forward momentum. Its scales are not smooth but draconic, layered in hydrodynamic ridges that refract light in deep indigo and oil-slick violet hues. Its most striking feature is its cephalofoil head: a broad, hammer-shaped crown reinforced with draconic bone plating. Bioluminescent sensory pits glow faintly along the lateral span, capable of detecting electrical impulses, heartbeats, and subtle magical currents. From its shoulders rise vestigial dorsal spines reminiscent of a dragon’s crest, trailing into a powerful finned ridge. Its tail is impossibly long — borrowing from the thresher shark — ending in a bladed, flexible fluke capable of cracking hulls or stunning entire schools of prey with a supersonic whip-strike. When fully extended, the tail can measure nearly the length of its own body. When it exhales, its jaws part wider than seems anatomically possible, revealing rows of serrated teeth. Its breath manifests not as flame, but as a concentrated lance of abyssal force — supercompressed water and arcane pressure that shears through wood, bone, and steel.

Behavior & Temperament

The Hammermaw is not territorial in a fixed geographic sense — it is territorial along routes. It claims currents, migratory paths, and upwelling zones rich in life. It is highly intelligent, though not conversational. It observes before it acts.

It hunts through disruption. Rather than charging blindly, it circles far below, striking prey from beneath with catastrophic vertical acceleration. It uses its hammerhead to disorient and pin, then lashes with its tail to stun multiple targets at once. Its attacks are surgical and decisive. It does not pursue small vessels for sport. It eliminates perceived threats to its dominion swiftly and without warning. When angered, the water grows unnaturally still before violence erupts.

Habitat & Territory

Hammermaws dominate: continental shelf drop-offs, deep ocean trenches, whale migration corridors, storm-prone open seas, and submerged volcanic ridges. They prefer regions with dramatic depth changes, allowing them to rise from darkness into prey-rich upper waters. Some are known to patrol beneath permanent storm systems. Their lairs are not hoards but pressure sanctums — vast underwater caverns carved into basalt cliffs or trench walls, sometimes lined with the shattered remains of leviathans and shipwreck keels.

Diet & Hunting Methods

Primarily carnivorous, feeding on: giant squid and kraken spawn, whales and mega-fauna, dragon turtles, deep-sea serpents, and large surface vessels if provoked. The Hammermaw often hunts using a three-stage method: (1) shadowing, (2) shock, and (3) execution. Its thresher tail can stun entire pods of prey at once, leaving them helpless in the water column.

Life Cycle & Reproduction

Hammermaws are ovoviviparous — their young develop internally and are born live in deep-water nurseries hidden within trench systems. Litters are small, typically 2–4 pups. Survival rates are brutal. Juveniles resemble oversized hammerhead sharks with faint draconic ridges and minimal breath capacity. Their tail length increases disproportionately as they mature, becoming a primary hunting tool before their breath weapon fully develops. Hammermaws do not mate for life. Encounters between adults are rare and often violent outside breeding seasons. Mating rituals involve high-speed circling displays and synchronized breaches. Lifespans likely span several centuries. The largest individuals become migratory legends — known to coastal cultures by distinct scarring patterns.

Relationship with Dragons & Humanoids

True dragons rarely consider Hammermaws kin. Sea dragons may view them as crude but formidable rivals. Blue dragons respect their dominance of maritime trade routes. Bronze dragons sometimes clash with them when protecting coastal settlements. Dragon turtles consider them competitors. To humanoids, Hammermaws are sea myths made real. Sailors speak of: “The Wide Shadow Beneath the Hull,” “The Split Horizon,” or “The Whip That Breaks the Sea.”

Signs & Omens

  • Sudden disappearance of dolphins and whales along a route
  • Schools of fish scattering violently without visible predator
  • Hulls found split cleanly in two
  • A dark, horizontal silhouette passing beneath moonlit water

Hammermaw Leviathan

Binomial Name: Thalassodraco Malleus
Large Dragon, Unaligned (territorial, instinct-driven)

Armor Class: 18 (natural armor)
Hit Points: 195 (17d10 +102)
Speed: swim 80 ft.

STR 22 (+6) DEX 16 (+3) CON 23 (+6)

INT 10 (+0) WIS 16 (+3) CHA 12 (+1)

Saving Throws: Dex +7, Con +11, Wis +8
Skills: Perception +8, Athletics +11

Damage Resistances: nonmagical bludgeoning, piercing, and slashing
Damage Immunities: cold, psychic
Condition Immunities: frightened
Senses: Blindsight 60 ft. (electroreception in water), darkvision 120 ft., passive Perception 18

Languages: Draconic, understands Aquan
Challenge: 12 (8,400 XP)

Traits

  • Hammerhead Sensory Array. While in water, the Hammermaw has advantage on Wisdom (Perception) checks relying on sound, vibrations, or electrical impulses.
  • Thresher Tail. Creatures struck by the tail attack must make a DC 18 Strength saving throw or be knocked prone and pushed 10 ft. away. Large or smaller creatures take double damage if prone.
  • Aquatic Predator. The Hammermaw can breathe underwater and can move freely in water without impediment. It has advantage on attack rolls against creatures swimming or underwater.
  • Blood Frenzy. When a creature within 60 ft. is below half HP, the Hammermaw has advantage on attack rolls against it.

Actions

  • Multiattack. The Hammermaw makes three attacks: one Bite and two Flipper Smash or Tail attacks.
  • Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage.
  • Flipper Smash. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
    Hit: 18 (2d8 + 6) bludgeoning damage.
  • Tail Whip. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 20 (3d8 + 6) bludgeoning damage. DC 18 Strength save to avoid prone. Large or smaller creatures take double damage if prone.
  • Water Beam (Recharge 5–6). The Hammermaw exhales a focused water/pressure beam in a 60-ft line, 10 ft wide. Each creature in the line must make a DC 19 Dexterity saving throw:
    Failure: 45 (10d8) bludgeoning damage plus 18 (4d8) cold damage, and speed reduced to 0 until the start of the Hammermaw’s next turn.
    Success: Half damage, no speed reduction.

Legendary Actions (2 actions)

  • Detect. Make a Wisdom (Perception) check.
  • Tail Strike. Make one Tail Whip attack.
  • Abyssal Surge (Costs 2 Actions). Move up to half its swim speed and make a Pressure Beam attack as part of the movement.
Dragon Codex - Shark Dragon - Hybrid Creature STLPrice: $2.49
 Dragon Codex - Vulture Dragon - Hybrid Creature STL
Posted: Mon, 23 Feb 20:04:23 CST
Publisher: MediaStream Press

Plaguewing Carriondrake 

Overview

The Plaguewing Carriondrake is a draconic scavenger drawn to mass death like iron to a lodestone. It does not cause war, famine, or plague—but it inevitably follows in their wake. Battlefields, cities struck by disease, lands shattered by catastrophe—all may find dark shapes circling overhead days before the living understand the scale of loss.

Though not malicious, the Carriondrake’s breath accelerates decay, reducing corpses to edible ruin within moments. Unfortunately, this miasmic exhalation does not distinguish between the dead, the dying, and those attempting rescue. Healers, looters, and grieving kin have all perished when caught too close to its cleansing feast.

Physical Description

Smaller and leaner than most dragons, the Plaguewing possesses the hunched silhouette of a great vulture merged with draconic anatomy. Its wings are broad and ragged along the edges, lined with feather-like filaments interwoven between scaled struts. Its head is elongated and hooked, with a sharp, keratinous beak reinforced by draconic bone ridges. The neck is long and flexible, often bare of scales, displaying mottled gray or ashen flesh resistant to disease. The eyes are pale yellow or milk-white, adapted to spot carrion from impossible heights. When feeding, a faint green vapor seeps from its nostrils and throat.

Behavior & Temperament

Plaguewings are not aggressive hunters. They are patient aerial observers, circling high above regions of violence or sickness. They may linger for days before descending. They are non-territorial outside feeding zones, social scavengers, gathering in flocks of 6–12, pragmatic rather than cruel. If approached while feeding, they will defend their meal, but rarely pursue fleeing creatures. When threatened mid-air, they rise higher rather than engage. They are strangely calm creatures, driven almost entirely by instinct and scent.

Habitat & Territory

Plaguewings do not maintain traditional lairs. Instead, they migrate in loose patterns dictated by death: war-torn borderlands, regions struck by plague, earthquake and disaster zones, and massive monster attack sites. After a region is cleared of consumable remains, they disperse until another mass casualty event occurs.

Diet & Hunting Methods

Plaguewings feed exclusively on carrion and flesh weakened by rot. Fresh, healthy prey holds little interest unless provoked. Before landing, a Carriondrake exhales a necrotic miasma that accelerates decomposition. Corpses blacken and soften within moments, making them easier to consume. This breath weapon: hastens decay, weakens wounded creatures, spoils food stores, and withers vegetation in the immediate area

Life Cycle & Reproduction

Plaguewings nest in inaccessible cliffs or atop ruined towers. Their nests are constructed from bone fragments, tattered cloth, and hardened mud. They lay 2–4 eggs every few years. Hatchlings are fed regurgitated carrion and mature quickly, reaching near-adult size within three years. Juveniles lack the full potency of the decay breath and often trail the flock before being allowed to feed directly.

Relationship with Dragons & Humanoids

True dragons generally ignore Plaguewings, though some necrotic or shadow-aligned dragons tolerate their presence near battlefields. Among humanoids: some cultures view them as omens of divine judgment, certain death cults revere them as sacred purifiers, and clerics of healing and harvest gods often consider them abominations.
Attempts to domesticate or bind them have failed; their instinct overrides magical compulsion unless extraordinarily powerful.

Signs & Omens

  • Dark silhouettes circling high above a battlefield
  • A faint greenish haze settling over corpses
  • Rapid spoilage of meat and rations
  • Silence from scavenger animals that normally claim the dead

PLAGUEWING CARRIONDRAKE

Binomial Name: Necrogryphus pestilens
Medium Dragon, True Neutral (food-driven, carrion-bound)

Armor Class: 14 (natural armor)
Hit Points: 45 (6d8 +18)
Speed: 30 ft., fly 60 ft.

STR 14 (+2) DEX 14 (+2) CON 16 (+3)

INT 5 (-3) WIS 14 (+2) CHA 8 (-1)

Saving Throws: Con +5
Skills: Survival +4, Perception +4
Damage Vulnerabilities: Radiant
Damage Immunities: Poison, Necrotic
Condition Immunities: Diseased, Poisoned,
Senses: darkvision 60 ft., passive Perception 14
Languages: Understands Draconic, but cannot speak
Challenge: 2 (450 XP)

Traits

  • Carrion Sense. The Plaguewing can detect corpses or creatures below half their maximum HP within 1 mile.
  • Opportunistic Feeder. The Plaguewing has advantage on attack rolls against creatures that are prone, unconscious, poisoned, or below half HP.
  • Scavenger’s Constitution. The Plaguewing is immune to disease and automatically succeeds on saves against ingested toxins or environmental hazards.
  • Flock Instincts. If at least one allied Plaguewing is within 10 ft. of a target, the Plaguewing deals an extra 3 (1d6) necrotic damage on a hit.

Actions

  • Multiattack. The Plaguewing makes two attacks: one Bite and one Talon.
  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
    Hit: 9 (1d10 + 2) piercing damage plus 3 (1d6) necrotic damage.
  • Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
    Hit: 7 (1d8 + 2) slashing damage. 
  • Rotting Breath (Recharge 6) The Plaguewing exhales a thin cone of decay in a 15-ft. cone. Creatures in the area must make a DC 13 Constitution saving throw.
    Failure: 13 (3d8) necrotic damage and the creature cannot regain hit points until the end of its next turn.
    Success: Half damage.

Bonus Action 

  • Feast. The Plaguewing targets a corpse or creature at 0 HP within 5 ft., regaining 7 (2d6) HP.
Dragon Codex - Vulture Dragon - Hybrid Creature STLPrice: $2.49
 My Other Life
Posted: Mon, 23 Feb 19:55:56 CST
Publisher: La Compagnia delle Dodici Gemme

Vi siete mai chiesti cosa sarebbe successo se aveste scelto diversamente?
Come la vostra vita è stata influenzata dagli eventi e dalle persone?
Come sarebbe stata diversa con altre scelte?
Quanto sareste diversi voi stessi?

In My Other Life si esplorano le vite di una persona in diverse ramificazioni della realtà. Attraverso scene frammentate nel tempo si scopre come cambiamo in base a chi amiamo, e a chi scegliamo di diventare. A ogni scena, un frammento di esistenza prende forma: momenti quotidiani, gesti irrilevanti o eventi che cambiano tutto.

Il gioco si fonda sulla teoria dei molti mondi: ogni scelta genera un nuovo universo, dando vita a infinite realtà alternative in cui versioni diverse di noi percorrono strade differenti, anche se noi possiamo percepire solo quella che stiamo vivendo. Attraverso linee parallele alternative il gioco ci invita a immaginare queste vite, esplorando come incontri cruciali e decisioni diverse possano trasformare la personalità, le relazioni e il destino di una stessa persona.

Un gioco di ruolo di narrazione emergente per 3–4 giocatori senza game master, che esplora le vite parallele di un individuo, mettendo in luce come relazioni e decisioni plasmino la sua identità.


Introduzione del gioco

Filosofia del gioco

Il manuale include un esempio di gioco dettagliato:

Esempio di gioco

My Other LifePrice: $11.66
 Monday Mutants 32: Blood-Thirster
Posted: Mon, 23 Feb 19:20:05 CST
Publisher: Outland Arts

Watch your back!

Also called Ear Faced Devils, these bear sized mutie monsters can hear your characters whispering from a half a kilometer away, and hear your walking from even further off. Watch the shadowy ceilings, too, as these vampiric pack hunters are known to drop on ruin explorers, drain the blood of those they latch onto, and inject paralytic venom into opponents and prey who put up a proper fight.

Written by Will McAusland and illustrated by Avalon McAusland, this freak is our 32nd Monday Mutant for The Mutant Epoch role-playing game using the Outland System. The first 24 Pay What You Want offerings were added into a book along with 6 never before seen, remarkable muties and available in the Monday Mutants Bestiary right here at drivethrurpg.com:

Monday Mutants Bestiary - Outland Arts | The Mutant Epoch RPG | DriveThruRPG

Here’s what’s in the PDF:

Monday-Mutants-32-Blood-Thirsters-The-Mu

Monday-Mutants-32-The-Mutant-Epoch-RPG-E

Look for next week’s nightmare, the Dumpster Mimic, 3D illustrated and written by Timothy Berriault.

Best regards,

William McAusland

Author and Illustrator

The Mutant Epoch RPG https://www.drivethrurpg.com/browse/pub/762/Outland-Arts/subcategory/3754_30009/The-Mutant-Epoch-RPG

Fantasy Clip Inks https://www.drivethrurpg.com/browse/pub/762/Outland-Arts/subcategory/3754_30007/Fantasy-Clip-Inks

Handcrafted Dungeons https://www.drivethrurpg.com/browse/pub/762/Outland-Arts/subcategory/3754_30008/HandCrafted-Dungeons



Monday Mutants 32: Blood-ThirsterPrice: $1.00
 Stock Art Castle Illustrations
Posted: Mon, 23 Feb 18:54:03 CST
Publisher: RPG Blacksmith

This stock art product includes 5 black and white hand-drawn castle illustrations (300dpi PNGs with transparency). Each image is larger or higher than 2000 pixels.

FILES INCLUDED
5 high definition PNGs (300dpi)
Commercial license (pdf)

Stock Art Castle Illustrations

LICENSE

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

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

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

For commercial use, you have to credit RPG Blacksmith.

Stock Art Castle IllustrationsPrice: $1.25
 ΑΝΔΡΑΓΑΘΗΜΑ - Εγχειρίδιο Φυσικών Χαρακτηριστικών
Posted: Mon, 23 Feb 18:37:38 CST
Publisher: Fotis K

Αυτό το παράρτημα για το επιτραπέζιο παιχνίδι ρόλων ΑΝΔΡΑΓΑΘΗΜΑ εστιάζει στη φυσική υπόσταση των ηρώων και των δευτερευόντων χαρακτήρων του Γνωστού Κόσμου, προσφέροντας ένα πλαίσιο για τον καθορισμό των βασικών σωματομετρικών και εξωτερικών χαρακτηριστικών κάθε λαού.

Αυτό γίνεται μέσα από πίνακες και κανόνες για τον προσδιορισμό ύψους, βάρους, χρώματος ματιών, χρώματος και μήκους μαλλιών, καθώς και της γενικής εμφάνισης της τριχοφυΐας του προσώπου.

Στόχος δεν είναι να περιοριστεί η φαντασία σου· άλλωστε, κανένας παίκτης δεν δεσμεύεται από πίνακες όταν αποφασίζει την εμφάνιση του χαρακτήρα του. Οι ήρωες είναι, ούτως ή άλλως, μοναδικέ φιγούρες που μπορούν να διαφέρουν δραματικά από τον μέσο όρο.

Όσον αφορά τους δευτερεύοντες χαρακτήρες, το παρόν χρησιμεύει ως ένα ακόμη εργαλείο στα χέρια του Κριτή, ώστε αυτός να εμπλουτίζει και να χρωματίζει τα πρόσωπα με τα οποία συναναστρέφονται οι παίκτες.

Επιπρόσθετα, οι πληροφορίες που δίνονται εδώ ολοκληρώνουν την κοσμοπλασία, ενισχύοντας τη συνοχή και την αίσθηση ρεαλισμού στον κόσμο του παιχνιδιού.

Η εξωτερική εμφάνιση δεν αποτελεί απλώς διακοσμητική λεπτομέρεια, αλλά συμβάλλει στη διαμόρφωση της ταυτότητας ενός χαρακτήρα και ενισχύει την εμπειρία του παιχνιδιού. Το να γνωρίζεις την όψη ενός χαρακτήρα έχει σημασία, όταν αυτός προσπαθεί να μεταμφιεστεί ως μέλος μιας άλλης ομάδας· το να γνωρίζεις το βάρος ενός χαρακτήρα έχει σημασία, όταν αυτός πέσει αναίσθητος και πρέπει να μεταφερθεί σε ασφάλεια από τους συμπολεμιστές του.

Με αυτό το εγχειρίδιο, κάθε χαρακτήρας αποκτά πιο καθαρή και συγκεκριμένη μορφή, ενταγμένη στο πολιτισμικό περιβάλλον του Γνωστού Κόσμου

ΑΝΔΡΑΓΑΘΗΜΑ - Εγχειρίδιο Φυσικών ΧαρακτηριστικώνPrice: $0.00
 Fighting Fantasy Collector Checklist & Price Guide 2026
Posted: Mon, 23 Feb 18:35:41 CST
Publisher: Fighting Fantasy Collector

Updated for 2026, this extensive 108 page checklist and price guide provides the reader with valuable information regarding all known Fighting Fantasy books, collectables and related merchandise. Includes foreign books and lots of other new bonus material. Red text denotes additions and amendments. Loads of new items added and updated including a tips for collecting.

Although the odd gem can still be found, it covers everything from 1982 through to 2024. It reflects 20+ years of collecting and research on my part with support from fellow collectors, (although I do not own everything myself).

Valuations have been carefully researched and the guide prices are estimates/averages derived from monitoring various on-line auctions and many other sources. They are based on the book or collectable being in mint or very good condition and complete. Items will invariably change hands for less if the quality is impaired. However, that said, prices will be paid (and have been) lower or higher than indicated. This will depend on the demand, rarity and at the end of the day how much you are willing to pay to get that item. Books and collectables that are signed or with provenance are not covered in this version but will no doubt be more valuable and sometimes regardless of it being in very good condition.

Should you be fortunate enough to know of books or collectables not mentioned in this guide including pictures do not hesitate in contacting me.

Fighting Fantasy Collector Checklist & Price Guide 2026Price: $6.74