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 Warlock - Pixie Patron - 5e and 2024 Subclass
Posted: Sat, 21 Feb 10:46:22 CST
Publisher: The Quicksilver Adventuring League

Warlock Subclass for 5e (2014) or 5.5e (2024)

I included 6 Feats and 11 spells that align with this subclass.

I am adding this to my fun variants of the warlock like the leprechaun.  Warlock subclasses tend to serious, dark, or both and I want to change that. I included dedicated spells and feats to give this subclass more flair and enhance their theme.

A Pixie Patron Warlock is a spellcaster bound to a mischievous fey benefactor who grants magic rooted in illusion, charm, and supernatural agility. These warlocks often serve as agents of subtle chaos, solving problems through trickery, clever manipulation, and flashes of dazzling magic rather than brute force. They are marked by faint glimmers of fey influence that reflect the whimsical but ancient power of the Feywild.

Warlock - Pixie Patron - 5e and 2024 SubclassPrice: $1.00
 Astrovoyage
Posted: Sat, 21 Feb 10:30:57 CST
Publisher: Tabletop Nonsenseverse

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A SPACEFARING PULP ADVENTURE GAME

Blast off into high-octane space adventure!

This game is built for groups who want laser fire, alien monsters, political intrigue, space pirates, and explosive ship-to-ship combat.

If you want cinematic space action at the table, this game is for you.

What This Game Delivers

Fast Character Creation
Get your crew assembled quickly and into the action.

Skill-Based System
Create virtually any character that fits the genre — ace pilot, cybernetic bounty hunter, reluctant hero drifter, space pirate, frontier marshal, or something stranger.

Dynamic Personal Combat
Cinematic, high-octane, and designed to simulate classic action movie fight scenes.

Engaging Ship-to-Ship Combat
Designed from the ground up to make starship battles exciting instead of bookkeeping exercises.

Campaign Format
Supports long-term games with evolving factions, political tensions, exploration, and recurring enemies.

AstrovoyagePrice: $0.00
 Urban Fantasy Tables - 100 Black Market Items for Modern Day Urban Fantasy Games and Settings
Posted: Sat, 21 Feb 10:28:22 CST
Publisher: MediaStream Press

d100 Urban Fantasy: Black Market Goods

Not everything magical is sold in bookstores and botanicas. Some things are harvested from graves. Some are scraped from haunted walls. Some are taken from creatures that very much wanted to keep them.

d100 Urban Fantasy: Black Market Goods delivers 100 illicit reagents, supernatural remnants, forbidden curiosities, and ritual-grade contraband ready to drop into your modern occult setting.

Each entry is presented in a clean:

Item – Description

format for instant table use.

Inside you’ll find:

  • Ghost bones, grave dirt, and coffin relics

  • Harvested fangs, claws, ichor, and shed skins

  • Bottled breaths, shadow fragments, and cursed objects

  • Counterfeit holy artifacts with very real power

  • Rare reagents capable of fueling major ritual workings

Every item is usable — as a curative, a ritual component, a warding focus, a bargaining chip, or the center of an entire story arc.

Perfect for:

  • Urban fantasy campaigns

  • Modern occult fiction

  • Magical economies and underground markets

  • Plot hooks, quest rewards, and faction leverage

Roll when your players visit the shadow market. Roll when a fixer opens a velvet-lined case. Roll when someone asks, “How much would it cost to buy something dangerous?”

Because magic isn’t rare. It’s just regulated.

Explore the rest of the d100 Urban Fantasy series to build a living, breathing supernatural city.

Urban Fantasy Tables - 100 Black Market Items for Modern Day Urban Fantasy Games and SettingsPrice: $1.00
 Urban Fantasy Tables - 100 Side Hustle Jobs for Modern Day Urban Fantasy Games and Settings
Posted: Sat, 21 Feb 10:22:30 CST
Publisher: MediaStream Press

d100 Urban Fantasy: Side Hustles

Magic doesn’t just shape the city. It pays the rent.

In the shadows of skyscrapers and beneath humming streetlights, practitioners barter in blood, bottled emotions, protective sigils, dreamwork, and favors that can’t be written down. Not every mage rules a district. Most are just trying to make it through the month.

d100 Urban Fantasy: Side Hustles delivers 100 practical, story-ready ways supernatural citizens earn money, credit, leverage, or survival in a modern magical metropolis.

Each entry is presented in a clean:

Side Hustle – Description

format for instant table use.

Inside you’ll find:

  • Curse removal and ward installation gigs

  • Blood, memory, and essence markets

  • Ritual assistants and arcane technicians

  • Spirit mediators and supernatural couriers

  • Black market spellwork and favor enforcement

Perfect for:

  • Urban fantasy campaigns

  • Modern occult settings

  • Faction-driven play

  • NPC motivations and background detail

  • Creating a believable magical economy

Roll to give an NPC depth. Roll to spark a plot hook. Roll to answer the question: How does magic actually survive in this city? 

Because power is impressive. But hustle keeps the lights on.

Explore the rest of the d100 Urban Fantasy series to expand your living, breathing magical city.

A pocket mirror that shows what’s standing behind you.

d100 Urban Fantasy: Everyday Magic Items delivers 100 subtle, story-ready enchanted objects designed for modern settings. These are low-key, street-level magical items that blend seamlessly into city life — perfect for urban fantasy campaigns, contemporary horror, modern supernatural games, or fiction.

Each entry is presented in a clean:

Item – Description

format for fast rolling and immediate use at the table.

Inside you’ll find:

  • Practical magical conveniences

  • Protective charms hidden in plain sight

  • Items that hint at a larger unseen world

  • Subtle tools that create hooks without overpowering play

These aren’t legendary artifacts.
They’re the magic people carry in their pockets.

Perfect for GMs who want to:

  • Add flavor without breaking balance

  • Seed plot hooks organically

  • Reward players with meaningful but restrained magic

  • Make the modern world feel quietly enchanted

Roll once for a quick detail — or build an entire city where magic hums beneath fluorescent lights.

The city is alive.
And it’s carrying something strange.

Be sure to check out the rest of the d100 Urban Fantasy series to expand your modern magical world.

Urban Fantasy Tables - 100 Side Hustle Jobs for Modern Day Urban Fantasy Games and SettingsPrice: $1.00
 100 Academics, Adventurers, and Information Brokers
Posted: Sat, 21 Feb 10:15:49 CST
Publisher: Azukail Games

Humanity floats on a sea of dark ignorance, unable to perceive the true nature of this universe. For all our scientific achievements and philosophical rigor, we are holding a match while we stare out at a yawning void. There are some among us, though, who have seen something of the shapes beyond our meager light. Men and women who have witnessed the things that swim in the outer darkness, or who have heard whispers of horrors that dwell beyond our understanding.

Some of them went mad. Others found rational explanations for what they experienced, fitting it into an altered worldview. And at least some embraced this knowledge, walking a fine line between those who threw themselves into the arms of the mythos, and those who shut their eyes against the truth of what dwells beyond our small, flickering fires of knowledge.

This collection of NPCs runs the length and breadth of this spectrum, and it is meant to provide Game Masters with a stable of characters who can help provide information to the PCs during their investigations into the strange and bizarre truths of the hidden worlds they find themselves exploring. From academics whose area of expertise brushes up against the mythos, to occultists who have first-hand knowledge of the Old Ones and their servants, to private eyes, museum curators, soldiers and police officers who have seen things they simply cannot explain, these characters are meant to help flesh out your story, delivering information to the player characters in a way that feels organic. Written for the classic period of the late 1920s to early 1930s, this list dovetails with previous supplements covering gangsters, tomes, Arkham businesses and rumors to hear around Lovecraft's signature town.

These characters could end up as allies, antagonists or both at different points in the story. How you use them is up to you, and how they're treated throughout the narrative by your investigators.

This PDF supports Adobe layers and the page backgrounds and images can be disabled to make printing easier.

Here are some sample results:

  • Gretchen Cooper: A dark-haired, dark-eyed woman, Gretchen has a devil-may-care attitude, and a smile that's nearly as sharp as her wit. A pilot by trade, she tends to sign on with explorers and expeditions, always pushing the boundaries of the known. She's been to the jungles of South America, the dark emptiness of the African deserts and she's flown past the lonely mountains that stretch across the Eurasian continent. She knows what lurks beyond the lights of civilization, and if one manages to get her sloshed enough, she may even tell a few of her stories to those who find themselves on a collision course with the eldritch and inexplicable.
  • Nathaniel Thorne: A rangy, rawboned man with icy eyes and a rasping voice, Nathaniel is a hunter of lost things. From missing persons to stolen property, Nathaniel will follow any trail, no matter how cold or how bloody it gets, as long as the reward is worth it. He doesn't talk much about his work, but he has a hard grin and a nasty laugh ready for all the folks who think they want the details about what it is he does to earn his keep.
  • Violet Lexington: A juke joint crooner who looks amazing in a little black dress cocktail dress, Violet has a smoky voice that runs down one's ear like melted butter. She takes any job that pays the bills, and she's not too picky about who is handing her cash, or whether the club's licenses are up-to-date or not. She's seen her share of things that don't make sense, and she's overheard more than a few damning conversations, but she generally minds her business about such things. Nobody goes far when they make a habit of biting the hand that feeds, after all, so she tries to put such things far out of her mind, unless she finds a reason to recall them.
  • Mark Caster: Mark is losing the battle against both his waistline and his hairline, but neither of those losses has distracted him from his interest in the burgeoning field of broadcasting. With an encyclopedic knowledge of the ins and outs of the science and technology behind how radio works, Mark's personal setup rivals that of an official station. Of late, though, he's grown obsessed with a series of rogue signals he keeps intercepting late at night, attempting to find out precisely what they are, and where they're coming from. After months of obsessive study, he's come to the conclusion that the signals are of extraterrestrial origin... a fact he doesn't bring up in mixed company. Not anymore, at least.
  • Rita Carlyle: A socialite who comes from a long line of old money, Rita's short, dark hair and full-throated laugh mark her out at most gatherings she attends. With her fingers in dozens of different pies, she has a taste for the strange and unusual. From hellfire clubs and secret societies, to explorer's groups, speakeasies and high-end masked balls, there isn't a gala or shindig that she can't get an invitation to with one of her saucy smiles, and a flutter of her long lashes.

One page is the front cover, one the front matter and one is ads.

100 Academics, Adventurers, and Information BrokersPrice: $2.49
 100 Hooks and Rumours for the Blight: The Jumble and Town Bridge (Lost Lands)
Posted: Sat, 21 Feb 10:09:15 CST
Publisher: Azukail Games

This supplement has 100 rumours that characters could hear in or about the Jumble and Town Bridge in Castorhage, also called the Blight, of the Lost Lands setting. They could hear these rumours whilst asking around for other information, or stumble across them in other ways. Whether or not a rumour is true, false or somewhere in between is up to the GameMaster. The rumours can be used as a source of background colour, misinformation or as potential adventure hooks.

This PDF supports Adobe layers and the page backgrounds and images can be disabled to make printing easier.

Here are some sample results:

  • Merchant Engineer Eldon Plimp runs the Shipyard, which specialises in unusually large craft. Although he's currently working on a Royal barge, it's rumoured that he's already got the next job lined up, another commission for the city, though not a Royal vessel but a naval ship of immense size.
  • Merrill Merriweather is the current leader of the Town Bridge Mob, thanks to being the nastiest of the gang with the toughest allies. There are rumours, though, that a number of challengers exist in the shadows, and that at least some of these have allies outside the Mob who want to replace the leader with one at least partially under their control.
  • Mirella Heart runs the Wheel of Joy and Misery in the Roguery and it's rumoured that none of her game wheels are honest. It's said that this has caused some of those who have lost out to rigged games to start plotting to get their own back, and that this may involve taking it out of Mirella's skin.
  • Mistress Raven our Lady of Falls, Beatific of the Ladder, is the guardian angel of the Ladder in the Jumble and her image is carved all along the Ladder. It's rumoured that some of these images of Mistress Raven are more than they seem, and are constructs that can animate under the right circumstances.
  • Modest parties are held at Tran's Pinnacle, the home of Sir Rathven Tran, which has kept up even after the death of his wife. Though the parties are never said to be wild or out of control, there have been rumours that the occasional attendee has failed to return from one.

One page is the front cover, one the front matter and one is ads.

This product contains intellectual property of Frog God Games LLC under license. Such intellectual property is considered Product Identity under the terms of the Open Game License provided by Wizards of the Coast.

100 Hooks and Rumours for the Blight: The Jumble and Town Bridge (Lost Lands)Price: $1.99
 100 Hooks and Rumours for the Impossible Lands VI
Posted: Sat, 21 Feb 10:02:51 CST
Publisher: Paizo

This supplement has 100 rumours that characters could hear related to the Impossible Lands, both within and without the region. Whether or not any particular rumour is true is up to the GameMaster. They could range from deliberate misinformation being spread to cause trouble to evidence of conspiracies and dangers. The rumours can be heard when asking for around for information and can be used as background colour or potential adventure hooks and cover Jalmeray.

This PDF supports Adobe layers and the page backgrounds and images can be disabled to make printing easier.

Here are some sample results:

  • It's said that the jungles of Jalmeray are home to a secretive sect of nagaji. These nagaji are claimed to be the reason why poaching is rarely a problem on the island, as they deal with any that they find, and that the nascent god-spirits that the nagaji are said to be protecting help them achieve this.
  • It's said that the thakur's palace in Niswan is such a complex maze that visitors would get lost if it wasn't for the servants who ensure that this doesn't happen. However, there are rumours that some parts of the palace are a maze of confusing rooms and corridors that seem to go on endlessly, and that it's possible to enter such areas and never be seen again.
  • Jalmeray, like Vudra, has the concept of aether as well as air, earth, fire and water. No-one has been arrogant enough to found a monastery to suggest mastery of aether, though as some monks wonder if such might be how Irori ascended to godhood, there are rumours that, though nobody might openly be attempting to master aether, a number with ambitions of godhood are seeking to do so in private.
  • Jalmeray's Monastery of Unblinking Flame is led by Grand Master Anandala, who seems to be apparently ageless. There are rumours that the Grand Master is, in fact, ageless, thanks to secret knowledge he possesses, and that he's led the monastery for all of its existence, though somehow without anyone truly noticing this.
  • Kaina Katakha is an island on which the native population was eradicated by the Arclords of Nex, and it is now tainted by this. Some Sunghari have expressed an interest in cleansing and reclaiming the island, and it's rumoured that they have been managing to talk the thakur in providing support to help them with this.

One page is the front cover, one the front matter and one is ads.

100 Hooks and Rumours for the Impossible Lands VIPrice: $1.99
 Challengers - The Coming Storm
Posted: Sat, 21 Feb 08:07:25 CST
Publisher: Marshal Games

The storm is coming — and your Rangers are the first to see it.

The Coming Storm Collection delivers four escalating missions that drag your crew from routine patrols into the heart‑pounding realization that an unknown enemy is stalking the frontier. Vanished ships. Silent colonies. Precision strikes. A fleet assembling in the dark.

Every clue points to the same truth: something is coming for Terra Nova.

And when the Rangers finally race home with the evidence, they emerge from Javelin space to find a sight that steals the breath from their lungs — a full Consortium battle group arrayed at the Proxima beacon, bristling with firepower, waiting for the inevitable.

The battle hasn’t begun. But the desperate gambit to save Terra Nova starts now.

Challengers - The Coming StormPrice: $3.00
 ¡Octopay Ay Ay!
Posted: Sat, 21 Feb 07:59:57 CST
Publisher: Kelfecil's Tales

Along the southern coast of Latakar, the fishing town of Spreycliff wakes to chaos as void-twisted octopi surge from the sea. Boats are dragged under, docks become killing grounds, and panicked civilians scatter as something unnatural presses inland. What starts as a desperate effort to save lives quickly reveals a deeper problem, reckless magic, a glowing gem lost to the waves, and a shoreline that should never have been disturbed.


This adventure was created by Kelfecil's Tales!

logo250.png

¡Octopay Ay Ay! drops the party into a crisis already underway. As void-corrupted creatures flood the docks, the adventurers must hold ground, rescue civilians, and keep the town from collapsing into panic. Their actions shape how the situation develops, determining who survives and how much control the party has moving forward.

The trail leads from the docks to a cliffside fort, where time becomes the enemy. As corrupted creatures climb from below, the party is forced to push forward under pressure, dealing with unstable terrain, spreading infestations, and the lingering presence of the gnome responsible for the mess.

The adventure culminates at a wrecked ship along the shore, where the void’s influence has settled into something far worse. Rising tides, shifting wreckage, and a corrupted monstrosity turn the final confrontation into a fight for space as much as survival.

Features wave-based defense, time-driven escalation, environmental pressure, and a climactic boss encounter shaped by player momentum rather than static difficulty.


¡Octopay Ay Ay! is a 5th edition, level 4 adventure set in the Starlight Chronicles, blending eldritch themes with a lighter, slightly absurd tone. Across three acts, players defend a coastal town, race against spreading threats, and confront the consequences of magical incompetence gone too far.

Designed to feel busy rather than brutal, the adventure emphasizes constant motion, overlapping threats, and reactive play. Enemies are plentiful, space is limited, and standing still is rarely the right answer, making it ideal for groups that enjoy dynamic encounters and fast-moving scenarios.


About this One-Shot

This package includes the following resources:

  • x3 beautiful maps by Venatus Maps
  • x4 awesome artworks by Trash Mob Minis inside the PDF

Quick Guide

  • Recommended APL: 4
  • Theme: eldritch corruption, coastal chaos, time pressure, light horror
  • Setting: any, Starlight Chronicles (Southern Valleys, Spreycliff)
  • Time/Sessions to Finish: 1 to 2 sessions (3 to 5 hours total)

instagram_writerpromo_octopayayay_dt.jpginstagram_mapartpromo_octopay_dt.jpginstagramartpromo_octopay_dt.jpg

¡Octopay Ay Ay!Price: $6.99
 Earthly Beings
Posted: Sat, 21 Feb 07:56:03 CST
Publisher: Centaur Games

Earthly Beings, a.k.a. There Is a Severe Lack of Southeast Asian Fantasy Visuals–Part Two, is a collection of selected illustrations (black and white only) from 2024. 

Alongside these illustrations, researcher/writer/collaborator Elizabeth Gimbad writes about interesting Southeast Asian objects such as barkcloth textiles and blowpipes and their components.

This art zine was created to help folks imagine a Southeast Asian space.

I also wrote something about the name of Kala Mandala and how it informs my process.

https://tools.drivethrurpg.com/images/27201/_product_images/504290/Earthly_Beings_A5_Size15.jpg

About the Name

Mandala: Form and framework

In their most basic physical form, mandalas are shapes, motifs or figures commonly configured in a geometric and concentric manner. Their centre is the most important or sacred part of the motif.

A mandala can be a ritual tool, a spiritual aid, a representation of cosmology, or a sacred space.Mandalas can be art or represent all of the above, all at once.

In the 4th century BCE treatise, Arthashastra, polymath Kautilya used the Mandala or Rajamandala (circle of kings) as a framework for imaging foreign relations. Kautilya posited that your neighbour is a natural enemy, while your neighbour's enemy is a natural friend; thus forming concentric circles of alternating friends and enemies radiating from your centre.

In History, Culture, and Region in Southeast Asian Perspectives (1982), historian O.W. Wolters further developed the mandala framework to describe the various polities of ancient Southeast Asia. In contrast to the conventional idea of a state characterised by unified bureaucracy and territorial borders, the mandala is characterised by a polity without fixed borders. 

Within Wolters’ framework, smaller rulers look towards the centre — the most powerful ruler, often men (or women) of prowess — for security. The centre's power is maintained by all manner of relationships, cultivated through a mix of diplomacy, magic, and coercion. The mandala’s centre of power is dominant; however, each village, town, kingdom, and ruler possesses their own focal centre, creating a mandala from multiple mandalas. Each individual mandala looks out for themselves, paying tribute to overlapping centres of power, or even usurping power over the larger mandala.

The mandala is an unstable, organic and dynamic space.

On Making Fantasy Mandalas

I feel that in many fantasy worlds, there is a taxonomic approach to world building: Categorical checklists of factions, races, or gods, closely paralleling the conventional modern ethno-nationalist state and its rigid categories of identities and racial narratives.

I find more kinship with the aforementioned mandala model; specifically with their emphasis

on the centre, and how influence radiates out in an organic and personal manner.

My personal approach to fantasy worldbuilding is as follows: I begin with a germ of an idea,

reinforcing its centre, before slowly pushing outwards, exploring its consequences and effects on food, art, magic, anything and everything to do with life.

The mandala expands until I am satisfied, or my editors and collaborators are satisfied, or I hit a page count.

Then I move on to another settlement, another adventure, another mandala.

Hopefully someday, these mandalas will overlap, creating a world that feels, smells and tastes like fantasy Southeast Asia.

What is Kala? 

Kala is a Sanskrit term.

It can be Art.
It can mean Time, of which there is a deity of time, central to Southeast Asian mythology.
It can also mean Black, of which its feminine form is Kali: The black goddess who is also a deity of time.

Art of Mandalas? Okay.
Time of Mandalas? Good.
Black Mandala? Punk.
The ambiguity of which it is? Yes.

This is my Kala Mandala.
Munkao

Specifications: 40 pages, A5 size  (148 x 210 mm or 5.83 x 8.27 inches)

https://tools.drivethrurpg.com/images/27201/_product_images/504290/Earthly_Beings_A5_Size22.jpgSoutheast Asian Fantasy: A woman praying into the woods. In front of her, a toy tiger on the ground. emerging from the dakr of the woods, a large tiger-mask like face emerges.

https://tools.drivethrurpg.com/images/27201/_product_images/504290/Earthly_Beings_A5_Size28.jpgSoutheast Asian Fantasy: 3 adventurers look into a glowing mouth of a giant stone head.

https://tools.drivethrurpg.com/images/27201/_product_images/504290/Earthly_Beings_A5_Size36.jpgA page titled Blowpipes. Containing informational text as well as illustrations of blowpipes.

Earthly BeingsPrice: $6.99
 WITB: Rules-lite SOLO RPG
Posted: Sat, 21 Feb 07:45:16 CST
Publisher: ianthedad

Ever wondered what it would feel like to be a bag of holding? No? Well with 'What's in the Bag?' you can anyway!

Set off on a solo venture as a sentient bag of holding trying its best to save a less than qualified adventurer from death. Be sure to use the right item for the job; otherwise, their HP will be whittled away. 

Complete quests and evade death in 'What's in the Bag?'

  • This can be played as a rules-lite RPG for quickfire fun, though I highly recommend trying it as a journal RPG to tell a story along the way. 
  • Pick up and play anywhere! All you need is the booklet, a d20, and a pen. (Journal optional)

100% Human-made! All images have been sourced from the public domain. 

WITB: Rules-lite SOLO RPGPrice: $1.99
 Frog Horrors of the Wild: Monstrous Encounters for 5e
Posted: Sat, 21 Feb 07:23:03 CST
Publisher: Lucky Dice Games

Frog Horrors of the Wild

Twenty frog-born nightmares lurk where the land turns soft and the air stays wet.

Frog Horrors of the Wild is a dark-toned mini monster manual for 5e, built for swamps, rivers, jungles, frozen marshes, ruined temples, battlefields, and sunbaked dunes. These creatures are not “big animals with hit points.” They are patient ambushers, territorial predators, and unsettling infestations that punish careless movement and reward smart tactics.

Inside you will find 20 original monsters (CR 1–10), each with a full stat block written in classic monster-manual style, plus eerie lore and real-world frog notes you can drop into rumors, research scenes, or ominous foreshadowing. Expect fights that hinge on terrain, sightlines, sound, water depth, footing, and the split-second cost of stepping into the wrong patch of mud.

Highlights

  • 20 frog-horror monsters spanning low to high challenges
  • Dark, grounded tone suitable for horror-leaning fantasy
  • Varied encounter roles: swarms, controllers, bruisers, ambushers, support callers, and apex river predators
  • Unique ecological hooks and behaviors that make each creature feel like a living threat
  • Ready-made fits for wetlands, forests, ruins, deserts, and subterranean floodplains

If your table wants monsters that feel local, predatory, and wrong in the way nature can be wrong, this book belongs in your collection.

When croaking carries through dark water, it is rarely harmless.

May all your adventures be grand!

Frog Horrors of the Wild: Monstrous Encounters for 5ePrice: $1.99