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 Operation: Intercept (Top Secret New World Order)
Posted: Sun, 05 Jul 20:13:15 CDT
Publisher: Kongable TSNWO

During Operation: Backfill, an ICON team discovered the Belarusian KGB is intending to use the Vitek brothers’ criminal enterprise to smuggle weaponized drones into western Europe.  An ICON team needs to discover the destination of the initial shipment, uncover who intends to use them and for what purpose, and stop the impending attack.  This module is the conclusion of the Interdiction Duology.  However, the players need not have played the first mission in the series, Operation: Backfill, to play Operation: Intercept.  The module also contains information for Solarian’s Minion system, as  well as rules to run an expedited car chase and rules to run a cat & mouse encounter.  In addition, the package includes a separate supplement with mission complications to assist the Admin in running the mission.  Lastly, the package includes a high-resolution cover graphic.  Some interior art was generated using AI.  (Top Secret NWO)

Operation: Intercept (Top Secret New World Order)Price: $9.00
 Blackbox Archive - Molotok
Posted: Sun, 05 Jul 19:59:41 CDT
Publisher: Kelfecil's Tales

Space Tales offers a universe of system-agnostic sci-fi adventures, mysteries, and encounters designed to drop into any campaign and bring the vastness of the galaxy to your table.

This is part of the Blackbox Archive series.

~Each vessel a voice from the void. Each signal a story waiting to be heard.


This adventure was created by Kelfecil for the Space Tales series!

dt_kt_logo_spacetales.png

  • Author, Design & Organization: Constantine "Kelfecil" Christakis
  • Collaborating Map Artist: Scribbles in Space

  • Themes: Boarding Action, Cargo Recovery, Ship Control
  • Setting: any, Space Tales (Frontier Routes)
  • Expected Sessions/Playtime: 1–2 Sessions (~3–5 hours)

A Molotok-Class patrol vessel drifts near the edge of a controlled traffic lane, its armored hull dark, its turrets still powered, and its cargo bay locked around something important. The patrol beacon returns a valid security code, although no crew answers the hail. Bridge logs are restricted. Turret records have been altered. One container has vanished from the visible manifest while its mass still registers inside the hold. Whoever reaches the Hammer first may claim the ship, the cargo, or the truth behind why it stopped responding.


The Molotok is large, armored, and built for control. Doors lock with mechanical force. Turret systems track nearby vessels. Cargo cranes shift sealed containers through the central bay while Engineering decides whether the ship can move, fight, or stay dead in space. Rival claimants, security forces, pirates, or salvagers may arrive at any time, turning each room into a pressure point where access matters as much as firepower.


Molotok - Blackbox Archive release is a system-agnostic sci-fi scenario that anyone can integrate into their games. Designed for 1 to 2 sessions, it presents a flexible patrol-gunboat scenario centered on boarding action, cargo recovery, disputed ownership, and ship control. With modular events, flexible faction involvement, and no fixed canon, it supports stories of tactical entry, salvage pressure, survivor rescue, piracy, or a crew attempting to claim the Hammer as their own vessel.


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Blackbox Archive - MolotokPrice: $3.99
 Iron Fangs
Posted: Sun, 05 Jul 19:59:40 CDT
Publisher: Kelfecil's Tales

Space Tales offers a universe of system-agnostic sci-fi adventures, mysteries, and encounters designed to drop into any campaign and bring the vastness of the galaxy to your table.


This adventure was created by Kelfecil for the Space Tales series!

dt_kt_logo_spacetales.png

  • Writing & Design: Constantine "Kelfecil" Christakis
  • STL Artist: Realm of Gears
  • Map Artist: Venatus Maps

Themes: Military Hunt, Hostile Wilderness, Ambush Survival, Genetically Modified Predators
Setting: Any, Space Tales
Expected Sessions/Playtime: 1 session (3-5 hours total)

Tracks lead into green,
howls follow behind…

Valcyr’s forest corridor has swallowed every team sent into it. Patrols vanish between clear paths. Survey crews leave behind broken tags and scorched bark. The few recovered transmissions mention thermal fire, clawed shapes in the brush, and a command signal repeating from somewhere deeper in the trees.

A new squad is sent in to finish what the others could not. Their orders are simple enough on paper: enter from the western approach, follow the Wulven trail, identify the Alpha’s ground, and end the threat. The first signs are easy to find. Blood on roots. Armor torn open. Heat traces cooling beside the path. The harder question is whether the trail was discovered or placed.

The Wulven do not defend one camp or wait behind one line. They move through the forest as a pack, using Riflemen to control paths, Clawrunners to punish broken formation, EMP bursts to disrupt coordination, and radiation charges to force movement out of cover. Every loud step, delayed scan, and exposed flank gives them more to use. By the time the squad reaches the Alpha, the hunt has already tested how well they move together.


Iron Fangs is a system-agnostic sci-fi forest hunt adventure built around tracking, tactical ambushes, and a final confrontation against a genetically modified pack leader.

Act 1 follows the squad from the western entry point into the central forest paths, where they recover signs of earlier patrols and begin building The Hunt while trying to avoid raising Pack Awareness. Act 2 draws the squad toward one of several possible ambush points, where the Wulven use prepared lanes, false heat, EMP disruption, and radiation pressure to break formation. Act 3 brings the fight to the Alpha’s ground, a lower open area watched from the slope above.

The adventure uses persistent mechanics for The Hunt, Pack Awareness, Ambush Pressure, Marked Prey, and Exposure. These systems shape how the Wulven respond, how prepared their ambush becomes, and what conditions the squad faces during the final fight.


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Iron FangsPrice: $4.99
 Crits and Consequences
Posted: Sun, 05 Jul 19:59:24 CDT
Publisher: Maphistopheles

Crits and Consequence Cards offer a fun alternative to rolling extra damage dice on a Critical Hit. When a player lands a Critical Hit, they can choose to use the standard damage from the Player’s Handbook or draw a card and let fate take over.

These cards are built for chaos, creativity, and laughs, mixing high humor, pop-culture references, nostalgia, and a little bit of cringe into your game.

For the best experience, we recommend giving players the choice between normal Critical Hit damage and drawing a card. We do not recommend using these cards for NPCs, since that can feel punitive and take away from the players’ role as the heroes of the story.

  • 60 Unique cards

  • 3” x 5” format

  • Sized for Avery index card template 5388

  • No Scissors Required

  • Print in color or black and white

  • Compatible with sleeves or lamination

Preview Images

Crits & Consequences cover artwork

Crits & Consequences card symbols for damage type, multiplier, and special outcome

Crits & Consequences card sample #26

Crits & Consequences card sample #36

Crits & Consequences card sample #49

Crits and ConsequencesPrice: $6.99
 AEDOCK01-A - Port Elizabeth Harbor, Stone Piers
Posted: Sun, 05 Jul 19:35:08 CDT
Publisher: Aether Studios

Before we started our own patreon, Colin worked up a Dockyards Set for Aether Studios. That was nine years from this writing. Port Elizabeth Harbor is the evolution of that original work. Colin continues with new Dockyards work, and with him we continue to bring those tiles to everyone.

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AEDOCK01-A - Port Elizabeth Harbor, Stone PiersPrice: $5.00
 Enigmatic Antagonists
Posted: Sun, 05 Jul 18:32:07 CDT
Publisher: White Wolf

This supplement provides 9 different antagonists from the darkest corners of the Apocalypse, mixing some classic beasts spoken of at moots with fresh new monsters serving the Wyrm. Each antagonist is given a description, template for use in play, and three rumors that can act as leads or flavor for Storytelling. This supplement also includes Legendary Traits that can be attached to the templates of particularly powerful characters. The monsters featured in this book include

  • Abominations

  • Bazouli (New)

  • The Host of Ruin (New)

  • Thunderwyrms

  • Vuhjunka

  • Vo'lag

  • Earthdirge (New)

  • The First Forsworn (Awfully familiar)

  • The Great Zmei (With one template for Goluko, the Mad Beast of Balefire)

It is recommended to also have the sourcebooks Wyrmtide and The Moonlit Path to make full use a few antagonists presented in this supplement.

Enigmatic AntagonistsPrice: $2.00
 Adventure Word Sequences #10
Posted: Sun, 05 Jul 17:52:10 CDT
Publisher: Ken Wickham

Aventure Word Sequences 10 sample

This 88-page issue is for Adventure Word Sequences #10.

It revisits the next 20 frequent keywords from Plot Generator, Conflct (Plot) Generator 2, and Grammar Fuel ™ genre and subgenre books.

Why focus on Adventure Word Sequences?

The answer depends on the type of game that you are running.

  • For that want fully prepared synopsis, ready-to-go adventures, or distinct setting adventures, then this book may not be for you.

  • However, for GMs that play, modify, or plan adventures using suggestions and inspiration, this book may be for you, It gives more details than the keyword tables, yet are vague enough to fit or adjust to most genres, eras, and settings.

This is a guide book that is meant to aid a Gamemaster (GM) or solo game player in making creative adventure story conflict content. It is illustrated with some grayscale open or licensed images.

It's meant to help give useful tips and inspirational ideas.

An Adventure Word Sequence is our set of words that suggest a sequence of conflicts that may be interpreted to create an adventure.

We provide  a brief generic synopsis of what it may be interpreted to mean for each Adventure Word Sequence.

An Example of the first of six Adventure Word Sequence for Into keyword,

1. Claim> Charge > Persist

Characters claim a belief with conviction. They charge into action in strong pursuit of their claim, persevering through difficulties.

Then we provide a table with how the adventure may use each sequence to describe a type of foe of six main types. Here are the ones for the sequence.

Foe

Into Vs monster Vs nature Vs supernatural Vs self Vs person Vs technology (power)

Claim

Challenging
creature related to the claim

The claim is
related to a
challenging
climate, terrain, or location

The claim is 
related to
prophecy, dream, or supernatural
moment

The claim is 
related to
preferences, thoughts,
motivation, or
behavior

The claim is
related to a
challenging
person or people

The claim is 
related to a
challenging
technology or powers

There are about 100 different new Adventure Word Sequences (6 for each keyword, 20 keywords). A few are used more than once (from this and prior books) for similar situations that fit the keyword. A list of this issues keywords is found bellow.

What does this cover?

  • Comparison of 3 keyword prompt methods
  • Reasons, pros, and cons for each
  • Parts of speech, pros, cons of the following: verbs, nouns, adverbs, adjectives, pronouns, and prepositions
  • Using this book
  • Using random tables for 3 different types of worldbuilding
  • Keywords: into, toward, behind, under, above, within, between, accidentally, ambitiously, curiously, fiercely, intensely, madly, quickly, that, why, which, what, who, where
  • For each keyword: Definitions, synonyms, Theme Generator 2e subjects, 6 Adventure Word Sequences, foes table
  • A list at the end lists prior issue keywords and adventure word sequences
Adventure Word Sequences #10Price: $6.99
 Barrow of the Five Kings
Posted: Sun, 05 Jul 17:50:40 CDT
Publisher: Dougal Cochrane

elk skull

About This Adventure

Barrow of the Five Kings is a short adventure written for the Dolmenwood roleplaying name published by Necrotic Gnome. The adventure is an exploration of an ancient burial mound haunted by five spectral chieftains and their undead servants. Recent events have awakened the antler-crowned wraiths and the ancient mound now yawns open. The Antler Wraiths have begun kidnapping victims to bolster the ranks of the Wights that guard an ancient secret within the barrow.

Bold adventurers descending into the tomb must navigate the perils of its haunted halls, and risk the wrath of the Antler Wraiths and Wights interred within.

Time is short. The prisoners are running out of air.

Required Books

The Referee requires the Dolmenwood core books (Player’s Book, Campaign Book, and Monster Book) to run this adventure, though it should be compatible with most B/X style systems with little to no conversion required.

Location and Connections

This adventure can take place in any hex of the Dolmenwood where a barrow could be placed in a forested area but would be ideally suited to Hex 0810 or Hex 1206.

Character Levels 3-4

This adventure is suitable for PCs of 3rd or 4th level. A total of approximately 11,000gp worth of monetary treasure is present. New magic items are listed with their gp value, and some rare comestibles and herbs are present.

License

This is an independent product published under the Dolmenwood Third-Party Licence and is not affiliated with or approved by Necrotic Gnome. Dolmenwood® and all related characters and elements are © Necrotic Gnome

elk skull headed shadow with an axe

Barrow of the Five KingsPrice: $6.70
 THE COMPLETE POISON TOOLKIT
Posted: Sun, 05 Jul 16:38:45 CDT
Publisher: Eduardo Camps

A SYSTEM-AGNOSTIC GM TOOLKIT // VOLUME XV

THE COMPLETE POISON TOOLKIT

100 d20 Tables for Disease & Toxin RPG Scenarios

[ 2,000 ENCOUNTERS // ZERO-PREP NARRATIVE MATRICES ]

Bring grim realism, medical horror, and desperate survival to your table[cite: 11]. Poison & Plague is a comprehensive, mechanics-free toolkit designed for Game Masters running dark fantasy, gritty historical, modern investigative, or apocalyptic scenarios[cite: 11]. From the slow mummification of dry gangrene to alchemical bio-weapons and the unsettling mystery of the plague doctors, this archive procedurally constructs interconnected biological threats as fast as you can roll the dice[cite: 11].

☣️ CONTAGION PROTOCOL EVALUATION:Hyperlink Reference Chains: Four entries per table contain built-in connections to symptoms, carriers, or blighted zones, allowing you to trace an infection from initial bite to terminal organ failure[cite: 11].
Supernatural Layer & Escalation: Seamlessly blend grounded historical plagues like the Black Death with reality-warping contagions, cosmic colors, and demonic sicknesses to unmake your campaign's world[cite: 11].

MASTER FILE: TOXIN & PATHOGEN INDEX

MODULE I: COMMON POISONS (1-10)
Snake & Arachnid Venoms[cite: 11], Poisonous Plants & Deadly Fungi[cite: 11], Mineral & Metal Poisons[cite: 11], Contaminated Food & Water Supplies[cite: 11], Animal & Insect Toxins[cite: 11], and Refined Alchemical Liquids[cite: 11].
MODULE II: DEADLY DISEASES (11-20)
The Black Death[cite: 11], Wasting Consumption[cite: 11], Leprosy exiles[cite: 11], Smallpox pustules[cite: 11], Burning Fever Diseases[cite: 11], Cholera, Dysentery, Gangrene, and Madness-inducing sicknesses[cite: 11].
MODULE III: SYMPTOMS & EFFECTS (21-30)
Skin Manifestations[cite: 11], Sweating blood[cite: 11], Violent purging[cite: 11], Creeping paralysis[cite: 11], Delirium hallucinations[cite: 11], Flesh rot, Respiratory collapse, and multi-system Organ Failure[cite: 11].
MODULE IV: ANTIDOTES & CURES (31-40)
Medicinal Herbs & Alchemical Counter-agents[cite: 11], Folk Superstitions[cite: 11], Brutal Bloodletting & Surgery[cite: 11], Healing Rituals[cite: 11], Quarantine Triage, and legendary Universal Panaceas[cite: 11].
MODULE V: PLAGUE CARRIERS (41-50)
Rat Kings & Rodents[cite: 11], Insect vectors[cite: 11], Birds of Pestilence[cite: 11], Bat-borne guano spores[cite: 11], Infected companions, Livestock plagues, Human vectors, and Corpse contagion[cite: 11].
MODULE VI: POISONED PLACES (51-60)
Barricaded Quarantined Cities[cite: 11], Drifting Plague Ships[cite: 11], Poisoned Wells[cite: 11], Miasmatic Swamps & Bogs[cite: 11], Cursed Graveyards, Leper Colonies, Hospital Wards, and the evolving Blightlands[cite: 11].
MODULE VII: ALCHEMY & BREWING (61-70)
Toxin Formulas & Poison Recipes[cite: 11], Laboratory equipment[cite: 11], Refinement processes[cite: 11], Magical Toxins[cite: 11], Alchemical Accidents[cite: 11], black market Merchants, and Antidote Brewing[cite: 11].
MODULE VIII: PLAGUE DOCTORS (71-80)
Beaked Masks & Leather Coats[cite: 11], Charlatan Quacks[cite: 11], Wise Women herbalists[cite: 11], Battlefield Surgeons[cite: 11], Spiritual Shamans, Hospice Workers, and Angel of Death executioners[cite: 11].
MODULE IX: BIOLOGICAL WEAPONS (81-90)
Poisoned Arrows, Darts & Blades[cite: 11], City-breaching Plague Catapults[cite: 11], Miasma Gas[cite: 11], Assassin Guilds[cite: 11], Hidden Venom Rings, Traps, Siege Diseases, and Biological Sabotage[cite: 11].
MODULE X: APOCALYPTIC PLAGUES (91-100)
Irresistible Dancing Plagues[cite: 11], Divine Punishments[cite: 11], Undead Sicknesses[cite: 11], Demonic & Sentient Pathogens[cite: 11], Reality-Warping Contagions, Cosmic Colors, and Pestilence Incarnate[cite: 11].

DIAGNOSTIC NOTICE: Purely system-agnostic mechanics[cite: 11]. Designed to drop seamlessly into dark fantasy, gritty low-magic, sci-fi horror, or d20 systems without balancing required.

"Cure one man and you are a healer. Cure a city and you are a saint. Cure the world and you are a god or a monster, depending on what the cure demands."[cite: 11]

THE COMPLETE POISON TOOLKITPrice: $3.00
 Teach Your Kids to Game! [70% OFF BUNDLE]
Posted: Sun, 05 Jul 15:57:46 CDT
Publisher: Skirmisher Publishing
This very special 70% off promotional bundle contains several titles that are ideal for introducing younger people to role-playing and miniatures games! They include our rules-light TSRPG and intro scenario, a complete RPG of espionage during the Revolutionary War, some books written by H.G. Wells to introduce his children to gaming, and more. It will only be available for a short time, so be sure to grab it while you can! 

215802-thumb140.jpgCompost Heap
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Composting is the practice of collecting organic refuse — such as fruit and vegetable scraps — into heaps where it can rot and, once decayed, be used for such things as fertilizer, potting soil, and the like. “Compost Heap” is a quick-play card game designed for use by two to four players that simulates this worthwhile activity. It is intended to be fun, mildly humorous, and moderately educational.  There are three sorts of cards in Compost Heap — Good Stuff, Bad Stuff, and Incidents — and a total of 50 cards. These cards have been set up so that they can easily be printed out or copied onto cardstock or blanks for homemade business cards. And, while it is perfectly acceptable to use the cards with plain backs, there is also a page of reverse sides that can be printed or copied onto them...

27947-thumb140.jpgH.G. Wells' Little Orc Wars
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H.G. Wells’ Little Orc Wars is a fun, simple, fast-paced system that is designed to be quick to learn and easy to play, so that players can focus on concerns like strategy and having fun, rather than on mechanics. It includes both basic rules that can be used alone, plus a variety of optional rules that players can add as they see fit to take their games to the next level. These include guidelines for Giants, War Beasts, Undead, Dwarves, Elves, Amphibious and Aquatic Creatures, Elementals, Structures, Siege, Terrain, Boats, and Heroes like Champions (Paladins, Rangers), Priests (Clerics, Necromancers), and Wizards. As their name suggests, the rules contained in this booklet are based on and inspired by the rules and concepts presented by genius writer and game designer H.G. Wells ...

55589-thumb140.jpgH.G. Wells' Little Wars
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Originally written in 1913 by one of the greatest science fiction authors, this is a reprint of the book that gained H.G. Wells the title "Father of Modern Wargaming." Little Wars will appeal to science fiction fans, history buffs, students of politics and international affairs, wargamers, RPGers, and anyone else interested in the works of this great writer.  Skirmisher’s edition of Little Wars is divided into a Foreword, an Introduction, six Chapters, and an Appendix. Features of this edition include: Clear, authoritative, and entertaining text that reveals both the great mind and the sense of humor possessed by one of the world’s greatest science fiction authors. A complete miniatures wargame system that can be played as-is or used as the basis for other miniatures rules. Foreword by Gar...

55114-thumb140.jpgH.G. Wells’ Floor Games
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Often referred to as a companion volume to H.G. Wells’ wargaming classic Little Wars, Floor Games is a republication of "the Father of Miniature Wargaming’s" first volume devoted to recreational gaming. Highlights include a lighthearted, often humorous discussion on the theory and methodology behind a wide variety of "floor" and tabletop games and tips on the use and creation of improvised models, terrain, and other gaming props.  Skirmisher’s edition of Floor Games is divided into a Foreword, an Introduction, and four chapters: I) "The Toys to Have"; II) "The Game of the Wonderful Islands"; III) "Of the Building of Cities"; and IV) "Funiculars, Marble Towers, Castles, and War Games, But Very Little of War Games." Other features include: Foreword by renowned game designer James Dunn...

573851-thumb140.jpgPatriot Spies (A Revolutionary War Role-Playing Game with Everything Needed to Play)
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In this complete Skirmisher Publishing RPG by game developer Octavius Knorr, one or more players assume the roles of individual American Patriot characters and take part in stories of intrigue and adventure through dialogue, investigation, and actions. Meanwhile, a storyteller presents a scenario through scenes and interludes, assumes the roles of other people and creatures, and resolves the outcomes of the players’ actions using the game’s challenge rules. “Patriot Spies” is designed to appeal to new and veteran gamers alike, uses Skirmisher’s popular, flexible, and easy-to-learn TSRPG System, and includes unique mechanics to provide depth and flavor to the setting and characters. It comes with everything needed to play, including a complete 48-page rulebook and a lively, detailed ...

57991-thumb140.jpgStevenson At Play
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Famous as the author of such great works of literature as Treasure IslandKidnapped, and Strange Case of Dr. Jekyll and Mr. Hyde, Robert Louis Stevenson was also a dedicated war gamer. Stevenson at Play, one of the lesser-known works of this “Grandfather of Modern Wargaming,” describes a complex strategic wargame that the author and his stepson, Samuel Lloyd Osbourne, played in the early 1880s.  Skirmisher’s edition of Stevenson at Play includes an Introduction by Osbourne, a Foreword by publisher and wargame designer Michael O. Varhola, and several period pieces of art, including some hand-drawn sketches by Stevenson himself.  This book is part of a thematic series of works on miniatures wargaming published by Skirmisher that includes the H.G. Wells ...

423387-thumb140.jpgTSRPG (Travel-Sized RPG)
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TSRPG (Travel-Sized RPG) is a rules-light storytelling game designed for a storyteller and one or more players that can easily be played anywhere, from the airport waiting area you are stuck in, to the overnight in some hotel where there is nothing to do (and also, of course, in your own home). All the basic rules for TSRPG fit on one page; no dice are needed; characters have just two stats, Physical and Mental; and any bookkeeping that might be required can be done on a cocktail napkin with a pen borrowed from a waiter. Action is resolved through Challenges, and the consequences of these — whether good or bad — determine the flow of a shared narrative. We have also included a version of the rules that can easily be printed out, folded up into a convenient little booklet, and tucked into y...

477641-thumb140.jpgWarning: Danger! A Children’s Guide to Mines & Unexploded Ordnance (Обережно: Небезпека! Дитячий довідник про міни та нерозірвані боєприпаси)
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One of the most serious threats to children in Ukraine, especially those in parts of it that have been occupied or fought over, is the presence of landmines and unexploded ordnance like grenades, fuzes, firing devices, and submunitions.  In response to this tragic and frightening situation, we have created this activity book designed to help children in Ukraine identify, be aware of, and avoid landmines and other explosive hazards. It includes two-dozen coloring book images (many depicting devices at their actual sizes), two puzzles, a board game, and full-color samples of various devices and the game board!  We are currently in the process of distributing as many copies of this publication as possible to vulnerable children in Ukraine, and all proceeds from its sale here will go toward t...

363699-thumb140.jpg~ Introduction to 'City Builder' ~
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This pay-what-you-want publication is an updated 36-page preview of Skirmisher Publishing's popular and Adamantine-bestselling 240-page City Builder: A Guide to Designing Communities!  City Builder is a writer's resource specifically designed to help storytellers create exciting and compelling urban areas and other sorts of communities and places within them. It is a universal sourcebook that can support the needs of any ancient, Dark Ages, Middle Ages, Renaissance, or fantasy fiction or role-playing game setting.  This comprehensive, fully-illustrated book includes:  * An Introduction that describes the scope of the book and how to use the material it contains; * A chapter on Communities that examines the Characteristics of Communities, including thorps, hamlets, villages, towns...


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Teach Your Kids to Game! [70% OFF BUNDLE]Price: $34.01
 Orcs and Halforcs Printable Tokens (2017-2019)
Posted: Sun, 05 Jul 14:41:39 CDT
Publisher: Narnise

Just print, cut and fold!

These tokens are perfect for tabletop games!

For personal use only.

Artwork from 2017-2019.

Please leave feedback or tell me if anything is wrong (Email: Julia_Nalia@yahoo.de)

Orcs and Halforcs Printable Tokens (2017-2019)Price: $2.86
 Combatant Codex Vol. VI: Swashbucklers
Posted: Sun, 05 Jul 14:34:05 CDT
Publisher: Paizo

In need of some stylish swordsmen to challenge your players?  

Welcome to the Combatant Codex: a collection of 40 stat blocks representing humanoid foes from all walks of life.  This series’ sixth entry highlights the iconic Swashbuckler in all their proficient panache.

Whether you're looking to pit your players against a dangerous pirate crew or to use the included statblocks as a base for a wandering duelist, the Combatant Codex has what you need!  This sixth entry includes the Buccaneer, the Cutthroat, the Reveler, the Satirist and the Twinblade.

Includes

  • 5 combatants, each with 8 stat blocks that span from levels 1 to 22.  Challenge your players across all levels of play.
  • 40 JSON files, one for each rank of every combatant to use in Foundry.

Many thanks to all my players who have made this project possible!  Look forward to future entries of the Combatant Codex in the near future!

Combatant Codex Vol. VI: SwashbucklersPrice: $2.99