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 Town Builder 3: Fully Realized Castles, Temples, Estates, and Great Structures for Your TTRPG Fantasy Towns
Posted: Wed, 25 Feb 03:41:34 CST
Publisher: Lucky Dice Games

Town Builder 3 picks up where Town Builder and Town Builder 2 leave off.

Every great adventure needs a place to breathe. A city where rumors begin. A quiet shop where secrets trade hands. A fortress where nobles plot. A temple where miracles fail.

Town Builder 3 gives you the ability to create these places instantly. It expands your world with a large collection of highly detailed structures, helping turn any settlement into a living, breathing location filled with purpose, personality, and story potential.

If you want your players to feel like they just walked into a real town filled with the important structures that are the fabric of the town, this book is the key.

The Vision of Town Builder 3

Town Builder 3 is the next evolution of a proven series that thousands of GMs already rely on. The first two books gave you the small and mid sized shops found across every settlement. This new volume steps into the heart of city building and focuses on the high impact locations that shape the identity of a town.

Castles. Great temples. Noble estates. Military forts. Embassies. Universities. Hospitals. Merchant guilds. Massive workshops and institutes that define a civilization.

Each structure includes complete room lists, rich descriptions, believable workers, narrative tensions, and ready to use details that give your towns instant depth. You can drop any entry directly into your session or use it as a foundation when designing cities during campaign prep.

Town Builder 3 was created to solve one of the biggest GM challenges. How do you make a place feel alive with very little time? This book gives you everything you need in one clean and practical package.

Inside the Book

Town Builder 3 contains a vast selection of major structures, including:

  • Royal castles and marcher keeps
  • Inner and outer baileys
  • Noble estates and wealthy villas
  • Temples and religious complexes
  • Fortified monasteries
  • Universities and arcane colleges
  • Hospitals, infirmaries, and healing sanctuaries
  • Embassies, consulates, and diplomatic towers
  • City guard forts and watch stations
  • Banks, counting houses, and merchant guild halls
  • Royal gardens and curated natural spaces
  • Menageries and training yards
  • Specialized workshops and academies
  • and much more

Each structure includes:

  • Complete room lists tailored to its purpose: Carefully developed entries that describe what is inside and how each space functions.
  • A cast of workers and minor NPCs: Colorful, believable characters ready to role play without preparation.
  • Operational notes and tensions - Conflicts, secrets, or inefficiencies that naturally generate story hooks.
  • Style and purpose variations - Different ways to adapt the structure to your own world or campaign tone.

Now, it’s time for you to take action. Open the book and start building your next unique and spectacular town.

May all your adventures be grand!

Town Builder 3: Fully Realized Castles, Temples, Estates, and Great Structures for Your TTRPG Fantasy TownsPrice: $19.95
 Rum & Rogues: The Almanac An Atlas and Reference Book for Rum & Rogues
Posted: Wed, 25 Feb 03:26:12 CST
Publisher: Wagon Wheel Publishing

Rum & Rogues: The Almanac is an atlas and world reference designed for Quartermaster-led play.

This book does not present a neutral map of the seas. It shows where pressure comes from, how power moves, and what kind of trouble answers when a crew sails, lingers, or interferes.

Inside you’ll find a fully detailed starting territory and four surrounding regions, each written to be used independently or in sequence. Routes, ports, criminal powers, financial interests, hazards, and mythic threats are presented not as lore, but as tools for making consistent judgments at the table.

Maps in this book are ungirded and intentional. Blank space exists so crews can leave marks that matter. Named locations explain who notices, who responds, and what changes when the world is pushed.

Digital maps and downloadable assets are included with the PDF edition.
Print editions do not include digital downloads unless the PDF add-on is selected.

The Almanac also includes practical Quartermaster guidance, encounter and escalation tables, mythic sea threats, and reference stat blocks for major forces that respond when consequences reach the institutional or legendary scale.

This book is not meant to be memorized. It is meant to be consulted when movement matters, when routes are chosen, and when the sea needs to answer honestly.

You are not required to use everything in this book.
You are expected to use its logic.

Included Maps & Downloads

This book includes full-page, ungirded maps within the PDF for reference and table use. In addition, separate map files are provided for download for use outside the book:

16 total high-resolution map files
2K and 4K PNG maps for each major territory
VTT-ready PNG versions optimized for virtual tabletops
One combined all-territories overview map, provided as a high-resolution PNG

Maps are included both within the Almanac and as standalone files for digital play, printing, or VTT use.

Rum & Rogues: The Almanac An Atlas and Reference Book for Rum & RoguesPrice: $17.99
 Where Fields Go Fallow Zine - Full 36 Page RPG
Posted: Wed, 25 Feb 02:13:10 CST
Publisher: Empath Chamber

The 36 Page Zine PDF Version - Freshly Released at DTRPG!

A game about kinship, ruin, and standing when no one else will.

Where Fields Go Fallow is a tabletop storygame about ordinary people who face the remnants of war. You play as villagers – farmers, herders, blacksmiths – whose home is discovered by a creature born of sorcery and ruin. A chimera. A war-beast. A thing made of nightmares, in darkness, now walking without master or leash.

You do not have swords. You do not have training. But you have your home. You have each other. And sometimes that is enough.

Villagers defending themselves against a monster


What is this? 

This is the full zine edition of Where Fields Go Fallow – expanded and rewritten from the original free one-pager that first appeared during the One-Page RPG Jam 2024. That small game found unexpected traction and was later successfully funded as a 36-page, fully illustrated A5 zine through a Kickstarter campaign.MDJv3p.png The core idea remains: survive together, face the monster, protect what little still matters. 

The game runs on the OGREISH framework, a lightweight, fiction-first ruleset designed for grounded stories and fast resolution. It is free to use for your own games.


What's included in the full game?

Where Fields Go Fallow (Core Game PDF) includes:

  • A setting introduction to the Lower Princedoms, set in the aftermath of the Autumn War, after a malicious king's invasive and destructive war has come to an end. 
  • The player-facing core rules, including play structure, challenge resolution, harm, recovery, and projects
  • GM guidance for tone, pacing, and stakes, with procedures to build unique monsters using war-formed traits and forgotten origins
  • Tools to create your own village, your home rooted in folklore, beliefs, and grief
  • Three original playbooks: Farmer, Blacksmith, and the Herder
  • A village sheet and monster sheet – ready for printing or digital play

Note: This edition does not include the Shadow of Salt playset, which was included in the Kickstarter version.


What kind of game is this?

Where Fields Go Fallow is designed to be short, emotionally resonant, and communal. It plays well as a 2–3 session arc, or as a one-shot with setup and payoff, or for more extended play centered on life in your village. It emphasizes:

  • Conversation-friendly resolution using Facets as aspects of the narration, that players and the GM take into account when the characters face a challenge
  • Five outcome tiers that shape the story: Triumph, Success, Compromise, Failure, and Catastrophe
  • Scale comparison to quickly judge odds between villagers and overwhelming threats
  • Low prep – includes tools to quickly build a village, a monster, and see where it leads
  • Natural flow – no turns, no combat phases – just a conversation, decisions, and shared narration

Where Fields Go Fallow and OGREISH is written and designed by Christian Svalander, illustrated by Steven De Waele, and edited by Monte Lin.

First edition, June 2025


In collaboration with

– Monte Lin - Editing
– Steven De Waele - Art

Where Fields Go Fallow Zine - Full 36 Page RPGPrice: $15.00
 Warhammer Fantasy 4ª ed. - Pasos ligeros y dedos hábiles (Early access)
Posted: Wed, 25 Feb 01:48:51 CST
Publisher: Devir

Desde los bajos fondos de la sciudades hasta las tierras salvajes

Los pícaros rondan los abarrotados barrios marginales de ciudades como Marienburgo, Altdorf y Nuln. Estos individuos no se ganan la vida con un trabajo honesto, sino con engaños, extorsiones o roos, impulsados a la delincuencia por la pobreza, la pereza, la desesperación o la malicia. Muchos adoran a Ranald, el multifacético Dios de los Embaucadores. Si bien mucha gente en el Imperio le reza en secreto para pedirle buena suerte, su adoración y suculto distan mucho de ser respetables y están prohibidos en muchas provincias.

Los rurales se ganan la vida viajando por los parajes salvajes del Viejo Mundo y viviendo de la tierra. Se enfrentan a muchos peligros en la naturaleza, pero las habilidades que practican quienes recorren el campo son invaluables para los grupos de aventureros. Un viaje a través de los bosques, pantanos y laderas del Viejo Mundo siempre conlleva peligros, pero los exploradores y cazadores hábiles pueden mitigar muchas dificultades. Taal, el Dios de lo Salvaje, es a menudo implorado por exploradores y similares.

  • Las nuevas carreras incluyen el Falsificador, el Arriero, el Cazador furtivo, el Guardabosques y los Sacerdotes especializados de Taal y Ranald.
  • Los Milagros de Taal permiten a un sacerdote aprovechar todo lo que el mundo le ofrece, mientras que los de Ranald proporcionan herramientas útiles para que un pícaro las aproveche.
  • Se pueden establecer y desarrollar contactos criminales, lo que proporciona una red de ayuda especializada para los pícaros que planean un hurto mayor
  • Formar una banda criminal puede proporcionar riqueza y seguridad a corto plazo, pero conlleva complicaciones.
  • Problemas con la ley y cómo el soborno, la coerción y las huidas audaces pueden ayudar a un camarada condenado a salir de apuros.
  • Reglas para el rastro en la Naturaleza, desde breves incursiones en el bosque hasta largas expediciones por las tierras salvajes inexploradas del Viejo Mundo
  • Una guía de caza, con ideas sobre el uso de perros y halcones, el mantenimiento de un coto de caza privado o la caza furtiva.

Debes saber que este libro es un early access, esto quiere decir que puede sufrir algunos cambios y que no es el manual definitivo, pero no te preocupes. En el caso de que pueda sufrir alguna modiicación, cuando lo volvamos a publicar en DriveThruRPG, la plataforma te enviará una alerta para que puedas volver a descargarlo sin ningún coste adicional.

El objetivo de este early access es poner a disposición de los usuarios el manual antes de que salga a la venta en formato físico para poder disfrutar de él lo antes posible.

Este PDF figurará en el estado de early access durante un periodo de 15 días tras su publicación en DriveThruRPG, antes de entrar en imprenta. Es por este motivo, que si detectas algún tipo de errata, te agradeceríamos que nos la comunicaras a este e-mail rol@devir.com. Este e-mail solo está destinado para los productos en early acces, no se contestarán e-mails de otros manuales de juego o productos.

Desde el departamento editorial de rol de Devir intentamos mejorar día a día para hacerte llegar nuestros libros en las mejores condiciones posibles.

Warhammer Fantasy 4ª ed. - Pasos ligeros y dedos hábiles (Early access)Price: $14.46
 Cheatsheet para Tales of the Valiant
Posted: Wed, 25 Feb 01:06:52 CST
Publisher: Modiphius

Cheatsheet que he preparado para mi pantalla de DJ y mi grupo para Tales of the Valiant (creado por THE KOBOLD PRESS y publicado recientemente en Español por NOSOLOROL).

Es un conjunto de 4 páginas con ayudas para el director de juego o los jugadores sobre cosas que consultar frecuentemente sin tener que depender del libro directamente.

Nota: La IA solo se ha usado para la portada del catálogo, para el PDF no se usó IA.

Cheatsheet para Tales of the ValiantPrice: $1.18
 Stock character digital sketch - Elf Fighter
Posted: Wed, 25 Feb 00:52:33 CST
Publisher: Vagelio

License & Copyrights
Ideal for book publications. A copy of my license file is included to this purchase for further information.
It can also be accessed for free by selecting to pay $0.00 here: https://www.drivethrurpg.com/product/403223/Brushpen-series--Familiar

Image information:

Title: Elf Fighter
Number of image files: 8
Color profile: RGB & GRAYSCALE
Image resolution: 8.5" x 11" per 300 ppi (21 x 27 cm)
File types: PNG and TIFF. Let me know if you need those images in any other format (e-mail noted below). Some files are background-transparent.

All image files are bundled in a ZIP file.

Contact info: vageliokal@gmail.com
Please do not hesitate to inquire me for any additional commissions you may need.

Social media, newsletter, prints:
https://linktr.ee/vageliokal

Thank you for supporting my work!


A few other examples of my published pieces can be found below. Click on the thumbnails to be transferred on each individual title's page, or in my name if you 'd prefer to see more.

familiar items1 portraits2 portraitbundle  
ranger botanist meditation lorekeeper spiritguide angel wanderer catfolk 2 barbarian portraits 1 traveller adventurers rest deepgnome tieflingbard merc foxfolk human  trip elfbard alleway blacksmith halfling fairy jonathan siren portraits 1 tortle portal meeting kensei bazaar city familiar bridges room temple towers monk wizard drow warrior bucaneer  gith shadowstep catfolk 3 noble elfsorc kobold tieflingpirate fighter lizardshaman unseenseer cattherapy naga delving warden catfolk 4 catbard  kobolld2


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Stock character digital sketch - Elf FighterPrice: $14.00
 Domain of the Broken Blade Cleric
Posted: Tue, 24 Feb 22:24:49 CST
Publisher: Ink that Binds Entertainment

What Is It?

The Broken Blade is a cleric domain devoted to Thanarete, the god of tribulation and fracture. This subclass centers on endurance, retaliation, and the sacred act of standing back up after the world tries to put you down. Its mechanics revolve around adapting to damage, reframing failed saving throws, and turning moments of weakness into tactical advantage.

Rather than preventing harm outright, the Broken Blade sanctifies it. Resistance emerges after the blow lands. Failure becomes vulnerability for an enemy. Even death itself can be delayed, at escalating cost, through divine refusal to fall. This is a front line, reactive domain built for players who want their faith to feel tested and proven in combat.


Why Play It?

Play the Broken Blade if you want to feel unkillable without being invulnerable. This domain rewards timing, positioning, and bold choices. You will make split second decisions about whether to save an ally, set up a devastating strike against a boss, or burn your own future strength to stay standing one more round.

It shines in high tension fights where every hit matters. It supports both defensive play and explosive counterattacks. Most importantly, it creates cinematic moments. The cleric who drops to one knee, rises again through sheer conviction, and turns the tide is not just surviving the battle. They are redefining it.

Broken steel still cuts.

Domain of the Broken Blade ClericPrice: $0.50
 Arcanis 5E - Codex of Adventures, vol. II Fortress of Secrets
Posted: Tue, 24 Feb 21:30:40 CST
Publisher: Paradigm Concepts, Inc.

Codex of Adventure, vol. II: Fortress of Secrets

Beneath the burning skies of the Forsaken Wastes, a blood cult rises.

 Hidden within a fortress that slips between worlds, a fallen Myrantian sorcerer gathers power drawn from living sacrifice and blasphemous planar rites; power enough to drown empires. His followers whisper that the age of empires is ending and that a new dominion, born in blood, will rise in its place.

 If he succeeds, the Known Lands will not face invasion. They will face extinction.


Codex of Adventures, Vol. II: The Fortress of Secrets is a seven-part campaign for characters of 4th through 9th level. What begins as a mission into the Forsaken Wastes becomes a relentless descent into cult strongholds, shifting planes, and a final confrontation on a dying world only a heartbeat removed from Arcanis.

 Within these pages:

 • Emergence of the Spurned

• Under a Dying Sun

• In Blood, Reborn

• The Flowering of the Blood Vine

• Blood Calls to Blood

• Expedition to Goram’Zob

• The Reclamation of Goram’Zob

Ancient conspiracies. Blood-soaked sorcery. Planar horror.

The Known Lands tremble, and the fate of the Shattered Empires lies in your hands.

Arcanis 5E - Codex of Adventures, vol. II Fortress of SecretsPrice: $24.99
 Dwarves of the Extremes | 5e Monsters Foundry
Posted: Tue, 24 Feb 21:22:19 CST
Publisher: MmpApps

Dwarves of the Extremes

We present three new Dwarven types. Ice DwarvesVolcanic Dwarves, and Dark Dwarves.

Dwarves of the Extremes is a monster supplement for 5e that presents dwarves not as generic mountain craftsmen, but as civilizations hardened by the most unforgiving environments in the world. Instead of relying on a single dwarf stat block, this book provides three distinct and escalating NPC ladders: glacier-bound fortress dwellers, magma-forged industrial theocrats, and authoritarian subterranean regimes.

These are not alternate ancestries. They are alternate adaptations.

The intent of this product is environmental pressure and cultural divergence. Ice dwarves represent endurance, communal discipline, and survival against a world locked in frost. Volcanic dwarves represent transformation through fire, sacred industry, and societies built around living flame. Dark dwarves represent rigid hierarchy, subterranean control, and the belief that order must be enforced as unyieldingly as stone itself. Each ladder escalates not simply in strength, but in authority, responsibility, and cultural weight.

Geography, alliances, and rivalries are intentionally undefined. These NPCs can represent polar citadels carved from living glacier, caldera empires suspended above rivers of magma, or deep-stone dominions that have not seen the sun in generations. They are not meant to replace traditional dwarves—they are branches of the same ancestral stock, shaped by different extremes of climate, pressure, and philosophy.

Whether these cultures trade, feud, wage elemental wars, or consider surface dwarves softened by comfort is left entirely in the GM’s hands.

Ice Dwarf Ladder

Ice Dwarf Commoner (CR 0): Artisan, hunter, fisher, or ice-farmer who supports the hold through labor and survival skill rather than combat training.

Ice Dwarf Snow Scout (CR 1/8): Lightly armed pathfinder skilled in snow camouflage and silent movement across frozen terrain.

Ice Dwarf Frost Sentry (CR 1/4): Defensive guard stationed along ice bridges and glacier passes, trained to hold narrow approaches against intruders.

Ice Dwarf Avalanche Skirmisher (CR 1/2): Mobile warrior who uses unstable terrain and shifting snow to disrupt advancing enemies.

Ice Dwarf Adept (CR 1): Runic frost spellcaster who channels ancestral glacier lore to slow enemies and reinforce disciplined formation defense.

Ice Dwarf Frostwarden (CR 3): Veteran leader responsible for protecting glacier tunnels and coordinating counterattacks in harsh weather.

Ice Dwarf Mage (CR 5): Senior rune spellcaster of the glacier holds who commands battlefield frost, reshaping terrain and locking enemies in disciplined cold control..

Ice Dwarf Whitehold Jarl (CR 7): Ruler of a high glacier citadel, combining martial authority and ancestral rune lore.

Ice Dwarf High Runefather (CR 9): Supreme leader of the ice holds, master of frost-forged relics and glacier-bound wards who can reshape the battlefield through cold discipline and ancient authority.

Dark Dwarf Ladder

Dark Dwarf Commoner (CR 0): Laborer, smith, mason, or tunnel worker who sustains the subterranean hold through relentless industry rather than martial training.

Dark Dwarf Tunnel Warden (CR 1/8): Armed sentry stationed in narrow corridors, trained to fight in tight formations and prevent intrusions.

Dark Dwarf Basalt Guard (CR 1/4): Heavily armored defender equipped with shield and hammer, drilled to hold choke points without retreat.

Dark Dwarf Iron Enforcer (CR 1/2): Authority figure tasked with suppressing dissent and maintaining order within the hold through intimidation and force.

Dark Dwarf Shield Captain (CR 1): Tactical leader who coordinates disciplined shield walls and punishes enemies who break formation.

Dark Dwarf Stone Inquisitor (CR 3): Investigator and interrogator who roots out weakness, heresy, and rebellion within the ranks.

Dark Dwarf Obsidian Marshal (CR 5): Battlefield commander who directs formations with cold precision, reinforcing allies and exploiting enemy disarray.

Dark Dwarf High Forgelord (CR 7): Master of the deep forges whose authority shapes both industry and war within the subterranean domain.

Dark Dwarf Basalt Tyrant (CR 9): Absolute ruler of the dark holds, embodying rigid order and stonebound authority, capable of bending an entire fortress to their will.

Volcanic Dwarf Ladder

Volcanic Dwarf Commoner (CR 0): Smith, ash-farmer, magma-tender, or forge laborer who sustains the caldera hold through disciplined industry rather than battlefield training.

Volcanic Dwarf Ash Runner (CR 1/8): Swift messenger and scout accustomed to smoke-choked tunnels and unstable stone, skilled at navigating heat-scarred terrain.

Volcanic Dwarf Emberguard (CR 1/4): Frontline defender armed with fire-hardened weapons, trained to hold lava bridges and defend forge entrances.

Volcanic Dwarf Cinder Skirmisher (CR 1/2): Aggressive combatant who uses sparks, ash clouds, and shifting footing to harry enemies and force repositioning.

Volcanic Dwarf Magma Adept (CR 1): Fire-focused forge spellcaster who channels controlled magma and disciplined flamecraft to shape the battlefield.

Volcanic Dwarf Caldera Captain (CR 3): Battlefield leader responsible for coordinating assaults amid smoke and fire, exploiting chaos with calculated precision.

Volcanic Dwarf Forgebinder (CR 5): Master artisan-warrior who commands living flame within the forge halls, shaping both weapons and battlefield hazards.

Volcanic Dwarf Flame Mage (CR 7): Senior battlefield spellcaster responsible for directing controlled eruptions and coordinated fire assaults within the volcanic holds.

Volcanic Dwarf Inferno King (CR 9): Supreme ruler of the magma citadels, embodiment of relentless heat and industrial might, capable of turning the battlefield into a furnace under their command.

Compatible Products

Ice Dwarves can be found at the Winter Wall, in a Winter Tavern or in the arctic Wilderness Maps.
Dark Dwarves can be found in the Dark Dwarf Tavern.
Volcanic Dwarves can be found volcanic Wilderness Maps.
Dwarves of the Extremes | 5e Monsters FoundryPrice: $7.99
 Romantasy Tables - Intrigues & Betrayals - 100 System and Setting Free Ideas for Dramatic Romance and Fantasy Stories
Posted: Tue, 24 Feb 20:50:41 CST
Publisher: MediaStream Press

d100 Romantasy: Court Intrigue & Betrayals

Silk sleeves hide blades. Kisses hide poison. And every vow can be rewritten.

Behind the glittering chandeliers and moonlit balconies of romantasy courts lies something far more dangerous than romance — ambition. Alliances forged in secret. Love letters used as leverage. Poison slipped into wedding wine. Mate bonds sabotaged for power.

d100 Romantasy: Court Intrigue & Betrayals delivers 100 schemes, conspiracies, secret plots, and devastating acts of treachery designed to fracture kingdoms and ruin hearts.

Each entry is presented in a clean format for immediate use in fiction or at the table:

Intrigue or Betrayal – Description

Inside you’ll find:

  • Poisoned vows and sabotaged rituals

  • Forged prophecies and altered bloodlines

  • Spy networks hidden in salons and bedchambers

  • Blackmail, assassination plots, and secret pacts

  • Romantic betrayals powerful enough to start wars

Perfect for:

  • Romantasy novels and series

  • Courtly intrigue campaigns

  • Political fantasy driven by passion and ambition

  • High-stakes relationship drama

Roll when the feast feels too peaceful. Roll when someone smiles a little too sweetly. Roll when love and power collide. Because in court, betrayal isn’t the exception. It’s tradition.

Explore the rest of the d100 Romantasy series to deepen your courts, scandals, and dangerously beautiful disasters

Romantasy Tables - Intrigues & Betrayals - 100 System and Setting Free Ideas for Dramatic Romance and Fantasy StoriesPrice: $1.00
 Fate of Cthulhu • End of Days Timelines (Softcover+PDF) [BUNDLE]
Posted: Tue, 24 Feb 20:46:13 CST
Publisher: Spotless Dice Games
This special bundle contains the following titles:


550766-thumb140.pngFate of Cthulhu • End of Days Timelines (Book)
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This 108-page book combines our two best-selling Fate of Cthulhu timelines into a single volume. Now available in Hardcover+PDF, Softcover+PDF, or as a PDF-only bundle. Challenge your players to save the world twice, sending their Resistance agents back in time to to stop Tsathoggua the Devourer and an insidious alien invasion spanning a century. Fate of Cthulhu Timeline • The Ascellan Conspiracy Trade Eldritch Gods for an insidious alien invasion spanning almost a century. Resistance agents travel back from 2027 to disrupt four critical events along the timeline – with the ultimate goal of preventing First Contact in 1932. The Ascellan Conspiracy timeline includes modified rules for an alien invasion scenario, examples of Ascellan technology and corrupted stunts, game aids, as w...

433507-thumb140.pngFate of Cthulhu Timeline • The Ascellan Conspiracy
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Extended sale until 31 December 2025 In this 58-page timeline for Fate of Cthulhu, trade Eldritch Gods for an insidious alien invasion spanning almost a century. Resistance agents seek to disrupt four critical events along the timeline – with the ultimate goal of preventing First Contact in 1932. This PDF includes the Ascellan Conspiracy timeline, modified rules for an alien invasion scenario, examples of Ascellan technology and corrupted stunts, game aids, as well as nine pre-generated PCs.   June 2027. Earth has fallen. Somehow, we were invaded - and we barely noticed until it was too late. The President of the United Nations revealed themself as Supreme Leader K’Tel. World leaders proclaimed Earth would now join the Ascellan Confederacy. Across every continent, large spheres began ...

469374-thumb140.pngFate of Cthulhu Timeline • The Rise of Tsathoggua
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In this 47-page timeline for Fate of Cthulhu, your Resistance agents seek to stop Tsathoggua the Devourer, the mythical Frog God. Can you disrupt the four events that led to his Arrival? Or will you succumb to the hunger that stirs within you? This PDF includes the Rise of Tsathoggua timeline, sample corrupted aspects and stunts, game aids, as well as six pre-generated PCs.  In 2040, tens of thousands gather around a sprawling complex of Mayan ruins. At its center, a large circular stone plaza inscribed with strange characters depicts a rare conjunction of stars and planets. As night comes and the stars align, a robed stranger comes forward, holding a large manuscript and leading the swaying masses in an eerie chant. An enormous sinkhole opens, swallowing hundreds of people. Despite t...


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Fate of Cthulhu • End of Days Timelines (Softcover+PDF) [BUNDLE]Price: $29.99
 Romantasy Tables - Court Society - 100 System and Setting Free Ideas for Dramatic Romance and Fantasy Stories
Posted: Tue, 24 Feb 20:42:46 CST
Publisher: MediaStream Press

d100 Romantasy: Court & Society

Silk hides daggers. Smiles hide ambition. Every dance step is political.

In romantasy, love does not unfold in quiet corners — it blooms beneath chandeliers, in rose gardens heavy with magic, and before courts that watch, judge, and remember everything.

d100 Romantasy: Court & Society delivers 100 events, ceremonies, traditions, and social intrigues designed to bring noble courts and glittering societies to life. From masked balls and mate-mark revelations to alliance feasts, public duels, and scandal-laced banquets, every entry is a spark waiting to ignite romance, rivalry, or ruin.

Each entry is presented in a clean format for instant use:

Court or Society Event – Description

Inside you’ll find:

  • Lavish balls and ceremonial rites

  • Betrothal negotiations and public rejections

  • Political feasts and whispered garden pacts

  • Duel traditions and oath-binding celebrations

  • Festivals where destiny, desire, and disaster collide

Perfect for:

  • Romantasy novels and series

  • Courtly intrigue campaigns

  • Love triangles and dangerous alliances

  • High-stakes social drama

Roll to create tension. Roll to complicate a romance. Roll when someone says, “Meet me at the ball.” Because in court, nothing is ever just a celebration. It’s strategy.

Explore the rest of the d100 Romantasy series to deepen your courts, curses, and dangerously beautiful entanglements.

Romantasy Tables - Court Society - 100 System and Setting Free Ideas for Dramatic Romance and Fantasy StoriesPrice: $1.00