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 Twilight of the Last War - Lore and Theme Vol 1
Posted: Thu, 25 Jun 17:41:26 CDT
Publisher: Son of Oak Game Studio

Twilight of the Last War: Lore & Theme Pack Vol. 1 

Twilight of the Last War: Lore & Theme Pack Vol. 1 is a Legend in the Mist supplement offering new options for players and Narrators, including People themes, a new magical themebook, theme kits, lore, and setting-specific character creation rules. Set in the dark high fantasy world of Aluir, the book introduces heroes shaped by the aftermath of the Last War, the spread of the Blight, and the need for courage in a wounded world.

  • 3 new People themes: Desert Elf, Snow Elf, and Wildland Neko.

  • A new magical Variable Might themebook: Magical Ability.

  • 23 new theme kits in total, including magical abilities, companions, duties, possessions, prodigious abilities, influence, and dominion options.

  • Setting lore and glossary material covering Aluir, the Blight, the Gods of Light, the Wardens of Light, the Ember Guard, the Aether Concord, the Dawn Alliance, the Dawnshield Kingdoms, the Thunder Plains, and the Untamed North.

Name of the PRoduct Twilight of the Last War, Elven Warrior and Dracha Priestess
Twilight of the Last War - Lore and Theme Vol 1Price: $2.99
 Wuxia Classes for 5e: Talisman Master
Posted: Thu, 25 Jun 16:39:19 CDT
Publisher: RPGGamer

Wuxia Classes for 5e: Talisman Master

Some warriors trust in their strength.

Others rely on speed, technique, or the refinement of inner power—drawing upon unseen forces to shape the outcome of battle as it unfolds. Their strength is immediate, reactive, ever-changing with the moment.

The Talisman Master chooses a different approach entirely.

They do not wait for the moment to act.

They prepare for it.

To an untrained eye, their craft seems almost insignificant. A strip of paper. A brush. Ink drawn into careful lines that resemble nothing more than practiced calligraphy. There is no visible surge of power, no dramatic gathering of force—only quiet concentration and deliberate motion.

But each stroke matters.

Each mark binds intention into form.

Each talisman becomes a sealed outcome, waiting for the precise moment it is needed.

This is the foundation of their power: not improvisation, but preparation. Where others react to what is happening, the Talisman Master considers what will happen. They build answers in advance—responses to movement, to aggression, to uncertainty—layered within the folds of their sleeves, hidden in plain sight.


This contains a full class up to level 20 with abilities and background, based on Chinese Culture, this is not written by a native of that area so may contain certain cultural biases from a european point of view.

Wuxia Classes for 5e: Talisman MasterPrice: $3.00
 Lonesome Meridian - Blood on the Floorboard
Posted: Thu, 25 Jun 16:26:28 CDT
Publisher: Muqarnas Games

IN THE OPEN COUNTRY YOU CAN RUN. INSIDE, YOU HAVE TO DECIDE.

Violence in the open country has options. A person can run, create distance, or take cover behind a rock. But in a confined space, the options collapse completely. There is no distance to create. There are walls, innocent bystanders who act as both obstacles and vulnerabilities, and the choking smoke of black powder. A gunshot in an enclosed room is a physical event that disrupts the cognitive function of everyone present.

Lonesome Meridian #004: Blood on the Floorboards is a system-agnostic rules supplement focused entirely on the brutal reality of confined violence. It provides modular mechanical systems to help GMs transform indoor gunfights from a clinical dice abstraction into an intense, narrative experience driven by context and environment.

Supplement Features:

  • The Pressure System: Track the accumulation of tension in a room before it breaks into violence. Maintain a private Pressure count that rises as weapons are touched, irreversible words are spoken, or secrets are exposed in public.

  • The Physics of Confined Space: Learn rules for closer, shared, and destructible cover. Hardwood bars splinter over time, tables fail after absorbing a few shots, and multiple parties are forced to compete for the same protective resources.

  • Confined Space Hazards: Implement realistic consequences for indoor gunfights, including heavy black powder smoke accumulation that dynamically reduces visibility across rounds, cognitive paralysis from deafening sound, and broken glass or overturned furniture that permanently alters the floor map.

  • The Panic Response: Acknowledge the honest mechanics of fear. When the noise or thick smoke exceeds a character's capacity to absorb it, they face a Panic Response, forcing them to freeze, make desperate shouts, or rush toward unverified exits.

  • What the Room Remembers: Manage the critical ten minutes after a fight. Map out what the witnesses saw and track how their terrifying stories distort your reputation throughout the town by morning. Deal with physical forensic evidence like bullet hole trajectories and blood on floorboards that leave a permanent record for local sheriffs.

  • Environment Specific Guides: Explores the distinct social and physical qualities of common Western environments, including saloons, crowded stagecoaches, echoing mine shafts, intimate bunkhouses, hotel rooms, and churches.

The town forgives a lot of things that happen on the road between towns. It does not forgive what happens on its own floors.

Lonesome Meridian - Blood on the FloorboardPrice: $1.99
 Traveler's Adventures - The Ivory Dagger
Posted: Thu, 25 Jun 16:26:07 CDT
Publisher: Muqarnas Games

THE ROYAL PALACE'S MOST LOYAL GUARD COMPANY VANISHED IN A SINGLE NIGHT.

The Ivory Crescent had been the elite guard company of the royal palace of Karath for thirty years. Composed of forty-three expert women soldiers, they were the most effective fighting force in the kingdom, fiercely loyal to the institution of the throne rather than to any individual king. But between the midnight change and the dawn report, all forty-three completely vanished. There are no bodies, no blood, and no witnesses. The king lies paralyzed and unresponsive in his bed, while the court sorcerer, Mage Drehn, remains locked away in his private tower.

Bypassing the main gates, your party is quietly brought into the palace through the servants' entrance at the request of the steward. The corridors are empty, but they are not unoccupied. Something is moving through the off-limits eastern wing that was not there before.

Three weeks ago, the guard captain documented financial misconduct by Mage Drehn, who retaliated with forged documents accusing her of treason. Realizing the deep corruption at play, the Ivory Crescent made a collective decision to hide their evidence cache before confronting the sorcerer. In response, Drehn fed the entire company to a horrific spirit of dissolution that he has been secretly binding and feeding beneath the palace for eleven years.

The Ivory Dagger is a self-contained one-shot adventure designed for a single session. It blends political palace mystery with psychological body horror, where the central tension relies on discovery and the weight of a tragedy rather than simple hacking and slashing.

Adventure Features:

  • Perfect for a Single Session: Calibrated for 3 to 5 players at levels 3 to 6, providing a complete 4 to 5-hour experience with zero preparation required beyond reading the zine.

  • A Haunting Investigation: Explore empty guard posts and barracks to uncover the final movements of the vanished company. Hand your players the "Formal Declaration," a handout containing forty-three signatures in forty-three different handwritings, proving the guards made a unified, legal choice before they were consumed.

  • An Anomalous Entity: Face the Spirit of Dissolution, a unique phenomenon that does not kill its victims, but dissolves the connection to their continued existence. The Ivory Crescent is still inside, fully aware, present, and desperate to ensure the king learns they did not choose to abandon their posts.

  • High-Stakes Confrontation: Corner Mage Drehn in his tower. He is a frightened, dangerous, and calculating academic who has spent eleven years making increasingly terrible choices to cover up his initial mistakes.

  • Dynamic Climax Options: Your players must choose how to handle the political fallout. Expose Drehn's accounting crimes to the ailing king, negotiate a complex plea deal for house arrest, or bypass the sorcerer entirely to magically destroy the spirit and extract the guards safely.

  • SRD 5.1 Compatible: Fully compatible with the 5th Edition Systems Reference Document, ready to run as an intense standalone operation or a major political hook in your fantasy campaign.

If someone is reading this, they have found the room. I hope you are someone who can make a better decision than I have been making.

Traveler's Adventures - The Ivory DaggerPrice: $1.99
 Subclasses: On the Adventurers of Golarion
Posted: Thu, 25 Jun 16:01:15 CDT
Publisher: Paizo

This rules supplement for Pathfinder 2nd Edition Remastered offers no shortage of new options for characters, including:


-1 new cause for Champion, the errant Wayfaring cause
-2 new feats for Druid, along with the new Fungal rune
-5 new Hybrid Studies for Magus, including the improvisational Versatile Veteran and the blunt Infalliable Force
-2 new Unconcious Minds for the Psychic, Stifled Rage and Forgotten Memories, as well as 1 new Concious Mind, the harmonious Unity of Purpose
-1 new rare Mystery for the Oracle, the Vanished
-4 new Implements for the Thaumaturge, like the bonding Rings, the obfuscating Veil, and the grappling Gauntlet
-1 new Hunter's Edge for Ranger, the enduring Stalwart, and 2 new feats for Ranger
-7 new Witch mysteries, such as the deceitful Breaker of Words, the tempestuous Howling Gale, or the perfection-seeking Eudaemonia
-1 new Arcane School, the rare School of Pedagogy, and 1 new Arcane Thesis - Spell Grafting - to pair with it
-18 new magical weapons, each with their own unique properties
-Assorted tables to help player characters define their relationship to their abilities better

Whether for player or game master, Subclasses: On the Adventurers of Golarion was designed with the express intent to give players as many new options for Pathfinder 2nd edition as possible.

Subclasses: On the Adventurers of GolarionPrice: $10.00
 205 - Bags & Pouches Pack, 9 images (b&w, 1/4 page)
Posted: Thu, 25 Jun 15:28:29 CDT
Publisher: Monster Mage Games

Monster Mage Games Presents:

Dead Man Delineation
A stock art collection by Jesse Mohn

The images in this product are high-quality TIFF files at a 300 dpi resolution.

END USER AGREEMENT
This artwork may be used in print or electronic products according to the following conditions:

1). Purchase and use of this license and/or the image(s) and/or writing(s) contained within implies agreement to terms of this license.

2). You are purchasing a license for limited rights to print the image(s) and writing(s) in personal or commercial projects. 

3). You may not resell these images or give them to any other entity for the purporses of resale.

4). You may color, crop, enlarge, or shrink the images. You may edit the writing.

5). The artist’s name is required in your product’s credits (see copyright notice below).

6). You may publish the artwork(s) in this license up to three (3) times. After that you must purchase another copy of this license.


ARTWORK(S) CONTAINED WITHIN MAY NOT BE RESOLD - INCLUDING IN COMMERCIAL CLIPART OR STOCK ART COLLECTIONS OR PERSONAL USE IMAGE COLLECTIONS.  

ARTWORK(S) MAY NOT BE POSTED ON THE INTERNET WITHOUT THE EXPRESS PERMISSION OF MONSTER MAGE GAMES AND/OR THE ARTIST.  

ONLY MONSTER MAGE GAMES OR THE ARTIST HAVE THE RIGHT TO SELL THIS ARTWORK.  THE PDF, COVER, AND DESIGN ELEMENTS OF THIS PRODUCT ARE NOT INCLUDED IN THIS LICENSE. 


Any questions may be directed to Jesse Mohn at monstermageoni@gmail.com


Copyright Notice: 

The copyright notice below must be printed within the published product. 

Some art ©2026 Jesse Mohn


Monster Mage Games, Dead Man Delineation and their respective logos are property of Jesse Mohn. All rights reserved.  Published by Monster Mage Games. © 2026 Jesse Mohn


205 - Bags & Pouches Pack, 9 images (b&w, 1/4 page)Price: $18.00
 THE COMPLETE HOLLOW EARTH TOOLKIT
Posted: Thu, 25 Jun 15:15:42 CDT
Publisher: Eduardo Camps

HOLLOW EARTH

100 d20 Tables for Subterranean Expedition RPGs

Ø Subterranean Megapack Unlocked: Leave the sun behind. This massive toolkit contains 2,000 highly detailed encounter prompts exploring bioluminescent depths, non-human civilizations, pre-human technology, and the impossible physics of the planetary core[cite: 2].

From the first terrifying vertical drops to gravity-inverting anomalies at the absolute center of the world, HOLLOW_EARTH.pdf delivers long-form sandbox mechanics (30–60 words per entry) designed for seamless integration into any deep-speleology, pulp sci-fi, or dark fantasy campaign[cite: 2].

Engine Mechanics

Scene-Opening Context: Every table features structural description blocks giving instant thematic atmosphere and precise narrative implementation tips[cite: 2].
Interconnected Narratives: Built-in internal hyperlinks allow you to dynamically chain encounters, morphing a simple crystal cave shortcut into a lost human civilization or an apex monster ambush[cite: 2].
Zero-Prep Implementation: Optimized as an active improvisational tool. Open to any page, roll a d20, and run immersive hollow-earth encounters immediately[cite: 2].

Table Directory: 100 Paths into the Deep

MODULE 1: THE DESCENT (1-10)[cite: 2]
Table 1 — Surface Entry Points[cite: 2]
Table 2 — The Vertical Journey[cite: 2]
Table 3 — Cave Systems and Tunnel Networks[cite: 2]
Table 4 — Subterranean Weather[cite: 2]
Table 5 — Rock Formations and Geology[cite: 2]
Table 6 — Cave-Ins and Structural Collapses[cite: 2]
Table 7 — Underground Gases and Atmospheres[cite: 2]
Table 8 — Depth Markers and Waypoints[cite: 2]
Table 9 — Return Routes and Escapes[cite: 2]
Table 10 — The Threshold[cite: 2]
MODULE 2: BIOLUMINESCENT REALMS (11-20)[cite: 2]
Table 11 — Luminous Flora[cite: 2]
Table 12 — Bioluminescent Fauna[cite: 2]
Table 13 — Fungal Forests[cite: 2]
Table 14 — Crystal Gardens[cite: 2]
Table 15 — Lightless Depths[cite: 2]
Table 16 — The Inner Sun[cite: 2]
Table 17 — Day and Night Cycles[cite: 2]
Table 18 — Luminous Phenomena[cite: 2]
Table 19 — Light-Based Ecosystems[cite: 2]
Table 20 — Shadow Zones[cite: 2]
MODULE 3: SUBTERRANEAN CIVILIZATIONS (21-30)[cite: 2]
Table 21 — Lost Human Cultures[cite: 2]
Table 22 — Non-Human Intelligences[cite: 2]
Table 23 — Underground Cities[cite: 2]
Table 24 — Government and Social Structures[cite: 2]
Table 25 — Religion and Belief Systems[cite: 2]
Table 26 — Trade and Commerce[cite: 2]
Table 27 — Warfare and Conflict[cite: 2]
Table 28 — Diplomacy and First Contact[cite: 2]
Table 29 — Technology and Crafts[cite: 2]
Table 30 — Language and Communication[cite: 2]
MODULE 4: MEGAFAUNA & MONSTERS (31-40)[cite: 2]
Table 31 — Predatory Beasts[cite: 2]
Table 32 — Herd Animals and Prey[cite: 2]
Table 33 — Flying Creatures[cite: 2]
Table 34 — Aquatic Monsters[cite: 2]
Table 35 — Insectoid Giants[cite: 2]
Table 36 — Parasites and Symbiotes[cite: 2]
Table 37 — Apex Predators[cite: 2]
Table 38 — Domesticated Creatures[cite: 2]
Table 39 — Evolutionary Oddities[cite: 2]
Table 40 — Mythic Beasts[cite: 2]
MODULE 5: CRYSTAL & MINERAL WONDERS (41-50)[cite: 2]
Table 41 — Gemstone Deposits[cite: 2]
Table 42 — Crystal Formations[cite: 2]
Table 43 — Exotic Minerals[cite: 2]
Table 44 — Mining and Extraction[cite: 2]
Table 45 — Mineral-Based Technology[cite: 2]
Table 46 — Toxic and Dangerous Minerals[cite: 2]
Table 47 — Sacred Stones and Religious Minerals[cite: 2]
Table 48 — The Crystal Caves[cite: 2]
Table 49 — Mineral Medicine and Poison[cite: 2]
Table 50 — The Mother Lode[cite: 2]
MODULE 6: UNDERGROUND SEAS & RIVERS (51-60)[cite: 2]
Table 51 — Subterranean Oceans[cite: 2]
Table 52 — Underground Rivers[cite: 2]
Table 53 — Lake Systems[cite: 2]
Table 54 — Nautical Vessels and Craft[cite: 2]
Table 55 — Marine Life[cite: 2]
Table 56 — Islands and Archipelagos[cite: 2]
Table 57 — Coastal Communities[cite: 2]
Table 58 — Diving and Underwater Exploration[cite: 2]
Table 59 — Storms and Weather at Sea[cite: 2]
Table 60 — The Great Abyss[cite: 2]
MODULE 7: ANCIENT RUINS & TECHNOLOGY (61-70)[cite: 2]
Table 61 — Pre-Human Architecture[cite: 2]
Table 62 — Forgotten Machines[cite: 2]
Table 63 — Energy Sources[cite: 2]
Table 64 — Transportation Networks[cite: 2]
Table 65 — Weapons of the Ancients[cite: 2]
Table 66 — Storage and Preservation[cite: 2]
Table 67 — Communication Devices[cite: 2]
Table 68 — Construction Technology[cite: 2]
Table 69 — The Builders[cite: 2]
Table 70 — Reactivating Ancient Tech[cite: 2]
MODULE 8: THE SUNLESS SKY (71-80)[cite: 2]
Table 71 — The Inner Sun[cite: 2]
Table 72 — Atmospheric Phenomena[cite: 2]
Table 73 — Weather Patterns[cite: 2]
Table 74 — The Ceiling[cite: 2]
Table 75 — Magnetic and Gravitational Anomalies[cite: 2]
Table 76 — Celestial Bodies from Within[cite: 2]
Table 77 — Atmospheric Dangers[cite: 2]
Table 78 — Light and Shadow Effects[cite: 2]
Table 79 — Sound and Acoustics[cite: 2]
Table 80 — The Horizon[cite: 2]
MODULE 9: EXPEDITION GEAR & HAZARDS (81-90)[cite: 2]
Table 81 — Essential Equipment[cite: 2]
Table 82 — Specialized Subterranean Gear[cite: 2]
Table 83 — Provisions and Supplies[cite: 2]
Table 84 — Light Sources[cite: 2]
Table 85 — Navigation and Mapping[cite: 2]
Table 86 — Health Hazards[cite: 2]
Table 87 — Psychological Stress[cite: 2]
Table 88 — Equipment Failures[cite: 2]
Table 89 — Rescue and Recovery[cite: 2]
Table 90 — Scientific Instruments[cite: 2]
MODULE 10: THE CORE & BEYOND (91-100)[cite: 2]
Table 91 — Approaching the Core[cite: 2]
Table 92 — The Center Itself[cite: 2]
Table 93 — Gravity Inversions[cite: 2]
Table 94 — Dimensional Thinning[cite: 2]
Table 95 — The Hollow Truth[cite: 2]
Table 96 — Other Hollow Worlds[cite: 2]
Table 97 — Return to the Surface[cite: 2]
Table 98 — Surface Consequences[cite: 2]
Table 99 — Those Who Stay[cite: 2]
Table 100 — The Last Expedition[cite: 2]

METRICS REGISTRY:Layout: 10 Thematic Modules / 100 Tables[cite: 2] • Dice Mechanics: d20 System-Agnostic Engine[cite: 2] • Tone: Subterranean Exploration / Primordial Wilderness / Dark Horizons.

"The horizon does not end at the crust. It merely changes direction."

THE COMPLETE HOLLOW EARTH TOOLKITPrice: $3.00
 Stock Art: Blackmon Creepy Suit
Posted: Thu, 25 Jun 14:04:46 CDT
Publisher: Rogue Genius Games

Quality artwork from RGG illustrator, Jacob E. Blackmon!

Color and black & white line drawing.

See preview for license.

Stock Art: Blackmon Creepy SuitPrice: $2.95
 Stock Art: Blackmon Flamboyant Alchemist
Posted: Thu, 25 Jun 14:03:08 CDT
Publisher: Rogue Genius Games

Quality artwork from RGG illustrator, Jacob E. Blackmon!

Color and black & white line drawing.

See preview for license.

Stock Art: Blackmon Flamboyant AlchemistPrice: $2.95
 Stock Art: Blackmon Semi Trailer Mechamorph
Posted: Thu, 25 Jun 14:00:51 CDT
Publisher: Rogue Genius Games

Quality artwork from RGG illustrator, Jacob E. Blackmon!

Color and black & white line drawing.

See preview for license.

Stock Art: Blackmon Semi Trailer MechamorphPrice: $2.95
 Stock Art: Blackmon Powerblade Mechamorph
Posted: Thu, 25 Jun 13:58:57 CDT
Publisher: Rogue Genius Games

Quality artwork from RGG illustrator, Jacob E. Blackmon!

Color and black & white line drawing.

See preview for license.

Stock Art: Blackmon Powerblade MechamorphPrice: $2.95
 Urban Chaos - Solo Adventure - House Of Shadows
Posted: Thu, 25 Jun 13:56:54 CDT
Publisher: Frontier Gaming

The district of Argent Row occupies some of the most valuable real estate in Lucentia, a gleaming enclave of luxury boutiques, private galleries, executive residences, designer hotels, rooftop restaurants, exclusive clubs, and fortified corporate headquarters where power is displayed through wealth rather than force and where influence is measured by access rather than territory, and at the centre of this world stands House Vaulenne, the city's most prestigious fashion house, an international brand whose influence extends far beyond clothing into politics, finance, media, celebrity culture, and elite social networks, making its annual Argent Exhibition one of the most important events in Lucentia's calendar, drawing executives, gang financiers, government officials, foreign investors, and criminal intermediaries into a single highly secure environment, but as preparations begin for the exhibition an assassination shatters the illusion of stability when a senior executive is killed in what initially appears to be a personal dispute before intelligence sources reveal a far more dangerous reality, exposing a covert struggle for control of House Vaulenne itself as rival factions within the company, outside criminal interests, private intelligence contractors, and political operatives manoeuvre to secure influence over an organisation whose access to information rivals that of many governments, while a series of carefully planned killings follows in rapid succession, each designed to remove key individuals from a larger strategic game, transforming Argent Row into an operational battlefield fought through surveillance, infiltration, blackmail, manipulation, and precision violence where appearances become weapons and every public event may conceal a covert objective, forcing those caught within the conspiracy to decide whether to uncover the truth, exploit the chaos, or seize control of a fashion empire whose true value lies not in what it sells but in what it knows.



_____________________________



Lucentia never sleeps - and neither should you. In this solo mode, you step into the city alone, taking on jobs, running cons, evading the law, and navigating the hidden currents of factions. Every decision ripples outward: a missed detail can cost more than cash, and a single bold move can rewrite the city’s balance.

To fully experience the chaos, you’ll need your Urban Chaos Core Rulebook. It contains the rules for attributes, skills, combat, factions, Noise, City Pulse, and the systems that make Lucentia feel alive. The solo adventure system builds on these rules, letting you engage with the city as both protagonist and storyteller.

Expect tension, opportunity, and consequences. You’ll roll dice, make choices under pressure, and see the city respond in real time. Every session is a self-contained story, but one that can leave threads spilling into the next.

Solo play in Urban Chaos isn’t about simply surviving - it’s about thriving in a city that watches, remembers, and pushes back. It’s fast, it’s engaging, and it’s yours to shape. Your moves matter. Your choices echo. And the city? The city is always listening.

Urban Chaos - Solo Adventure - House Of ShadowsPrice: $0.50