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 Map of the Crimson Peninsula
Posted: Wed, 06 May 18:35:20 CDT
Publisher: Powercell Games

Map of the Crimson Peninsula

For use with any RPG fantasy setting.

Maps created by Glynn Seal.

4 variations of this map are included: grid, no grid, and both with and without labels! All in 600dpi 10200 x 6600 pixels!

Hagazan_preview_72dpi.png

Not familiair with Dungeonrunner? Check it out!

Download the rules here!

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Map of the Crimson PeninsulaPrice: $9.99
 Dungeonrunner: Map of Hagazan
Posted: Wed, 06 May 18:29:00 CDT
Publisher: Powercell Games

Dungeonrunner: PDF Map of Hagazan

For use with any RPG fantasy setting or to make your own adventures for the Dungeonrunner fantasy solitaire card game.

Maps created by Glynn Seal.

4 variations of this map are included: grid, no grid, and both with and without labels! All in 600dpi 10200 x 6600 pixels!

Hagazan_preview_72dpi.png

Not familiair with Dungeonrunner? Check it out!

Download the rules here!

30__DECKS_IN_ALL.png

card_description.jpg

how_to_play.jpg

how_to_play_2.jpg

How_to_play_3.jpg

Dungeonrunner: Map of HagazanPrice: $9.99
 Whispers of the Burrow Gods - Shadowdark
Posted: Wed, 06 May 18:00:11 CDT
Publisher: Mice of Legend

Whether you are a returning explorer of the Mice of Legend setting or a first-time reader looking for divine inspiration for your old-school campaign, we’re grateful you’ve chosen to spend time with this work. What follows is a guide to the gods, saints, and strange powers that shape this world, not as distant forces, but as living presences in the lives of mortals.

In the lands of Portal Lake, faith is rarely abstract. Gods are not remote ideals, they are woven into daily life, shaping how mice build, mourn, forage, and fight. Some offer healing. Others demand obedience. A few are barely remembered at all.

We hope this guide serves as a useful tool. Whether you’re filling in a forgotten chapel, giving weight to a cleric’s oath, or grounding your world in belief that feels lived-in, these pages offer the divine, the legendary, and the quietly dangerous forces that shape life between the open sky and the depths of the earth.

Inside this supplement you will find:

–      A fully developed pantheon featuring gods, saints, demigods, and divine orders.

–      Entries written in the classic Deities & Demigods style, with AD&D mechanics and story hooks.

–      Content suitable for use in any OSR setting, not just Mice of Legend

–      Both greater deities and minor figures, allowing DMs to tailor the divine landscape to their campaign.

–      Tools to expand the spiritual dimension of Mice of Legend with mythic tone, moral tension, and mortal-scale belief.

Using This Pantheon Beyond Mice of Legend

While these deities were born in the world of Mice of Legend, they are yours to use however best serves your table. Each god, demigod, and saint was crafted with care to evoke timeless themes: life and death, mercy and mischief, law, chaos, and the quiet wonders of nature. Referees may adapt them freely into other fantasy campaigns, settings, or homebrew worlds.

Whether your players are tiny adventurers or towering heroes, this pantheon is setting-agnostic by design. Feel free to change names, species, cosmology, or divine roles as needed, the spirit of the gods will follow.

Though designed for OSRIC, OSE, B/X, and other classic fantasy systems, this guide is equally suited for homebrew worlds, sandbox campaigns, or divine-themed one-shots.

Whether used within the Portal Lake region or transplanted into your own setting, these gods offer both narrative flavor and mechanical support for clerics, druids, prophets, and player characters of every alignment.

Whispers of the Burrow Gods - ShadowdarkPrice: $7.99
 Surpass: Fantasy
Posted: Wed, 06 May 16:51:36 CDT
Publisher: Darren Ruckle

Bring fantasy adventure to the Surpass roleplaying game.

Surpass: Fantasy expands the core Surpass system with everything you need to run combat-forward fantasy campaigns using the same fast, skill-driven 2d6 engine. This book adds ready-to-use fantasy character kits, new fantasy traits, expanded spell colleges, a large spell list, fantasy weapons and armor, magic items, potions, and a bestiary of adversaries built for immediate table use.

Build classic fantasy heroes such as barbarians, bards, clerics, druids, holy warriors, knights, martial artists, scouts, swashbucklers, thieves, and wizards. Add fantasy species kits including cat-folk, dwarves, elves, gnomes, half-elves, half-ogres, half-orcs, and halflings. Outfit characters with expanded fantasy gear, then throw them into danger against monsters, undead, demons, constructs, slimes, faeries, elementals, and stranger threats.

Inside you will find:

19 fantasy character kits
17 fantasy traits and monster tags
113 weapons, armor pieces, adventuring items, potions, and magic items
289 spells across expanded fantasy spell colleges
85 bestiary stat blocks for fantasy encounters

Surpass: Fantasy is designed as an expansion, not a replacement. Use it alongside the Surpass Core Rulebook to run fantasy campaigns with the same core rules for attributes, skills, defenses, health, spellcasting, and single-roll combat resolution.

Whether you want dungeon delves, wilderness monster hunts, undead-haunted ruins, magical duels, or classic fantasy adventuring with a Surpass rules engine, this expansion gives you the tools to start building and running immediately. 

Surpass: FantasyPrice: $5.00
 Spells
Posted: Wed, 06 May 15:41:06 CDT
Publisher: EDGE Studio
Arcane  •  Divine  •  Primal

SPELLS

A Fantasy Magic Companion for Genesys

Magic is power under pressure. The whispered formula. The answered prayer. The old blood in the soil. The impossible thing a desperate caster does when the ordinary world runs out of answers.

Spells brings fantasy magic to Genesys — table-ready, fully integrated, and built on the dice you already roll. No conversion. No bolted-on subsystem. Every spell lists its difficulty, strain, range, duration, dispel pool, overload options, empower spends, and what happens when it goes wrong — all in Genesys terms.

What's Inside

80
Spells
3
Traditions
4
Tiers
3
Bonus Combos

The Three Paths

ARCANE
29 spells of study and pattern. Force, fire, illusion, dispelling, flight, the hidden art of unmaking magic itself.
DIVINE
24 spells of devotion and oath. Healing, judgment, sanctified light, the steady voice that holds an ally on their feet.
PRIMAL
24 spells of instinct and weather. Storm, stone, thorn, the spoken pact with beasts and the green old places.

Four Tiers of Mastery

Cantrips & Apprentice Magic — 30 spells. The everyday magic an apprentice does without a second thought.
Journeyman Spells — 26 spells. Working magic for the working caster — reliable, versatile, table-tested.
Adept Spells — 13 spells. Flight, invisibility, the call of the wild storm. The kind of magic that changes a scene.
Master Spells — 8 spells. Fireball. Stoneform. The greater heal that pulls an ally back from the edge.

Bonus: Combined Tradition Magic

A taste of what happens when two traditions cross — three sample spells gated by a talent-based system that fuses the magical skills:

Theomancy (Arcane + Divine) — Anointed Edge
Necromancy (Arcane + Primal) — Animating Whisper
Shamanism (Divine + Primal) — Ancestor's Counsel

Every Spell Block Includes

•  Difficulty dice pool, with upgrade markers where they apply
•  Strain cost — the mental and spiritual price of the working
•  Range band — Self, Engaged, Touch, Short, Medium, Long, Extreme
•  Duration — Instant, Round, Encounter, Scene, or Until Dispelled
•  Dispel pool for ending an active spell early
•  Overload options that push the spell harder at extra cost
•  Empower spends for advantage, triumph, and threat results
•  Damage, Crit, and Qualities on every offensive working
PLAYER SPELLBOOK  •  GM REFERENCE  •  FOUNDATION FOR YOUR SETTING
Use it. Adapt it. Reskin it. Build a fantasy magic system of your own on top of it.
SpellsPrice: $0.00
 Gravedigger's Harvest
Posted: Wed, 06 May 15:27:04 CDT
Publisher: Lone Colossus Games

Welcome to Gilliksburgh: an odd, smoggy city where people die young and leave no records. This adventure for D&D 5e puts 4 5th-level characters at the center of an unfolding conspiracy tied to a 100-year cycle of pain and lost memories. To end it, the party must explore Gilliksburgh and use their wits, magic, and brawn to delve into a deeper and darker mystery awaiting them below below. The adventure contains: 

  • A closed ecosystem of new, fully-illustrated monsters and strange cultists.
  • An intricate scenario with multiple approaches to solving the mystery, including branching paths that allow different experiences and endings on multiple playthroughs.
  • New magic items, boons, charms, and pacts able to be ritually enchanted using components harvested from monsters found in the adventure or granted through the adventure itself.
Gravedigger's HarvestPrice: $14.99
 Demons & Dungeoneers! Tip Bundle [BUNDLE]
Posted: Wed, 06 May 15:26:59 CDT
Publisher: Demons & Dungeoneers Gamebooks
This special bundle contains the following titles:

Your tip helps me purchase artwork from human artists - no A.I to continue creating gamebooks. Thank you!

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535189-thumb140.jpg Demons & Dungeoneers! The Tunnel of Mortoer (Solo Adventure)
Regular price: 0
Bundle price:
 0
Format:
 PDF
Exclusive! - Visit my personal website - demonsdungeoneers.com - and play the gamebooks directly on one webpage with fillable character sheet and dice roller! The Demons & Dungeoneers digital gamebooks (1 to 30) are free to download and play. If you contribute any funds, it is used to support artists (not A.I.) to continue creating gamebooks. Thank you.  Demons and Dungeoneers! The Tunnel of Mortoer 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 6 pre-made dungeoneers, 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. - The...

521845-thumb140.jpg Refreshing Drink (Tip Jar)
Regular price: 0
Bundle price:
 0
Format:
 PDF
Ah, gather ye ‘round, brave adventurers, for a humble request from a weary scribe! Long have I toiled in the dim glow of candlelight, crafting tales of peril and glory, spinning fates with ink-stained fingers so that thee might embark upon quests most wondrous. Yet even the heartiest of storytellers must venture beyond the confines of their chambers to replenish strength, lest their quill run dry and their imagination wither like a wizard’s old spellbook. Thus, if thou findest thine purse heavy with coin and thine heart brimming with generosity, consider bestowing a mere five gold pieces upon this wordsmith! Such a charitable offering shall provide a goblet of mead at yon tavern, a loaf of bread to stave off hunger, and perhaps even a seat by the fire where new legends may be woven. ...

Total value: 0
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Demons & Dungeoneers! Tip Bundle  [BUNDLE]Price: $8.00
 Stalwart Phile #8
Posted: Wed, 06 May 15:25:46 CDT
Publisher: Splintered Realms Publishing

Excelsior!

I’ve been multi-tasking a bit, working on my Army Ants game alongside Stalwart ’85, and this issue you can see how I ended up with bugs all up in my superheroes! This time we take a dive into the Null Zone, ‘fleshing’ that place out in a little more detail and giving your heroes another place to explore.

Stalwart Phile #8Price: $1.00
 Stock Art Sketch Edition
Posted: Wed, 06 May 15:25:02 CDT
Publisher: Allen Childers

Spellhawks Press Stock Art sketch edition series by Allen Childers. All images Illustrated and rendered by Allen Childers without the use of A.I. Sketch edition provides fantasy character sketches in b/w and grey scale images. Inlcudes 7 images PNG and art license.

Stock Art Sketch EditionPrice: $1.00
 10 Locks That Aren't Skill Checks
Posted: Wed, 06 May 15:08:44 CDT
Publisher: Eduardo Camps

GM Toolkit · Universal System

10 Locks That Aren't Skill Checks

Puzzles, Mechanisms & Sealed Secrets for Any RPG

Ten barriers that demand deduction, cooperation, or sacrifice. No DCs. No auto-success. Just moments your players will remember.

What You Get

10 complete lock mechanisms ready to drop into any dungeon, vault, or ancient ruin
Each entry includes sensory description, core challenge, solution, and complications for shortcuts and failed attempts
System-agnostic design — works with D&D, Pathfinder, TAG, or any system you run
Three categories: Deduction (4 locks), Cooperation (3 locks), Sacrifice (3 locks)

The 10 Locks

DEDUCTION

1. The Harmonic Vault — A bronze door with seven crystal tubes. Players must decode the rainbow sequence from scattered clues before the liquids evaporate.

DEDUCTION

2. The Fibonacci Seal — Five concentric rings and botanical clues hide the combination. A dead scholar's journal points to "growth" — but which numbers matter?

DEDUCTION

3. The Cartographer's Lock — A star-map dome and a scrambled stone sphere. Align the heavens before the luminescence fades to darkness.

DEDUCTION

4. The Court of Nine Masks — Nine masks, nine pedestals, one life story from Birth to Death. The obvious pairings are wrong.

COOPERATION

5. The Synchronized Heart — Two platforms, two pulsing crystals, one chasm. Two players must sync their heartbeats for ten seconds while the whispers grow louder.

COOPERATION

6. The Chain of Trust — Six floating slabs, specific weight requirements, no solo heroics. The party must distribute themselves and move as one across the pit.

COOPERATION

7. The Temporal Lock — Two rooms, two hourglasses, speaking tubes only. Precise timing and turn-taking across a wall that separates and connects.

SACRIFICE

8. The Blood Ledger — Willing blood opens the treasury. The donor decides the cost. Force fails; only genuine sacrifice satisfies the ledger.

SACRIFICE

9. The Memory Vault — A cherished memory, surrendered forever. The orb preserves what you give and takes what you hold back. Future story hooks guaranteed.

SACRIFICE

10. The Scale of Burdens — The scale measures sentimental weight, not gold. A childhood trinket may outweigh a sack of coin. What matters must be left behind.

Why These Locks Work

Every Game Master has watched tension evaporate when a player says "I roll Disable Device." A single die roll replaces exploration, collaboration, and creative thinking. The lock becomes a speed bump, not a story.

These ten mechanisms reward attention, teamwork, and hard choices. They create moments players lean forward for — arguing about clues, coordinating actions, wrestling with what to give up.

Each entry includes complications for the party that takes too long, tries to force their way through, relies on detection magic, or walks away. The lock adapts. The story continues.

Drop one into your next session.

Watch the table stop rolling dice and start actually thinking.

Created by Eduardo Camps · For Game Masters everywhere who believe every obstacle should tell a story.

10 Locks That Aren't Skill ChecksPrice: $1.99
 The New Fenvale Job
Posted: Wed, 06 May 15:02:16 CDT
Publisher: James B. Robinson

Dodge falling parcel stacks and outwit the dastardly thieves’ guild of New Fenvale in this short, free-to-play solo adventure gamebook for Pathfinder Second Edition, suitable for one 1st-level character. Can you safeguard the interests of your new employer from the most heinous of crimes: mail fraud?

The New Fenvale JobPrice: $0.00
 Shadows Over Sol 2e: Sol System Poster Map
Posted: Wed, 06 May 14:59:35 CDT
Publisher: Tab Creations

Two hundred years from now what should be the shining beacon of the future is instead cloaked in conspiracy and horror. Humankind has expanded throughout the solar system, and there it has discovered mysteries older than humanity.

Now you can have your own 12" x 18" poster map of the Sol system, a perfect companion to any Shadows Over Sol 2e campaign.

Shadows Over Sol 2e: Sol System Poster MapPrice: $1.99