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 Down Among the Dead | Roll20 VTT
Posted: Sun, 10 May 16:17:58 CDT
Publisher: Limithron

Note: This is the Roll20 version of the adventure.

Down Among the Dead

A terrible expansion for Pirate Borg that's jam-packed with four new adventures, modular rulesets, character options, and location generators.
- 3 Full-Length Adventures (see below for details)
- 1 One-Shot Location Adventure
- 150+ NPCs & Monsters as tokens
- 7 Battle Maps, 5 Navigation Maps, & 9 Scenes
- New Classes, Skills, Motivations, & House Rules for Characters
- Generators for Jolly Roger Flags, Islands, Coral Reefs, & Coinage

Adventures

Lost to the Locker: You are DEAD. Yet, your weasley black soul lingers on. Find out what happens to the unfortunate crew who find themselves lost to Davy Jones' Locker!
Venom in the Veins: An unearthly and downright strange scenario set in a haunted snake temple where the walls hiss in ways uncleansed and the ghost of a malevolent druid haunts the halls.
Into The Maelstrom: In this gothic-castle-on-a-boat adventure, you'll cross cutlasses with Albrecht the Tideborne, a vampire lord, and his crew. Garlic and sunlight won't save you from monsters hungry for the blood of scurvy-ridden pirates.

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Down Among the Dead is an independent production by Limithron LLC and is not affiliated with Ockult Örtmästare Games or Stockholm Kartell. It is published under the MÖRK BORG Third Party License. MÖRK BORG is copyright Ockult Örtmästare Games and Stockholm Kartell.

Down Among the Dead | Roll20 VTTPrice: $29.99
 Adventure Word Sequences #4
Posted: Sun, 10 May 15:48:36 CDT
Publisher: Ken Wickham

Aventure Word Sequences 4 sample

This 82-page issue is for Adventure Word Sequences #4.

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 Build keyword,

1. Demand > Design > Produce

Something is in demand. Characters plan possible products. They gather needed materials, tools, and process methods to prototype and make the product.

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 Failure > Rebuild > Resolve sequence.

Foe

Change Vs monster Vs nature Vs supernatural Vs self Vs person Vs technology (power)
Demand A creature opposing something in demand A challenging environment, terrain, or location hinders producing that thing A conflicting prophecy, dream, or supernatural moment hinders producing that thing A character must overcome preferences, thoughts, or motivation related to production person or people hindering production Opposing technology or powers related to production

There are about 55 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: build, organize, otherthrow, return, challenge, deceive, reveal, ambush, retrieve, invade, arrest, control, embark, alter, cause, influence, crash, face, assassinate, observe
  • 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 #4Price: $6.99
 AEFANT05-B - Dwarven Drill and Derricks
Posted: Sun, 10 May 15:45:13 CDT
Publisher: Aether Studios

Fantasy Villages was one of the launch series for our patron backed development. At time of writing, we are now over 90 months past those original releases. These sets have been tenderly updated and, where appropriate, updated to include OpenLOCK options for bases. With the great support of our patrons and tribesfolk, we can now return to give these fantastic village sets the care they deserve.


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TERRAIN RECOMMENDED PRINT SETTINGS

Layer Size: 0.16mm minimum. 0.1mm recommended.

Infill: 10% for all models recommended

Top/Bottom Layers: 9 (or 0.9mm if using a different layer size than 0.1mm)

Side Shell Count: 2 (or 0.8mm if using a different nozzle size than 0.4mm)

Raft/Brim/Supports: None

AEFANT05-B - Dwarven Drill and DerricksPrice: $6.00
 [Tales form the Loop] Le Bruit se Souvient
Posted: Sun, 10 May 15:39:41 CDT
Publisher: Free League Publishing

Boulder City, Nevada. Un colis arrive. Dedans une cassette audio et un mot…
“Le bruit se souvient”. Qu'est-il arrivé à James ? Pourquoi cet enfant disparu il y a 10 ans refait surface maintenant ? Qu'y a-t-il derrière le statique de la cassette ? 

Intro

Le lieu où se déroule l’histoire est Boulder City, Nevada, aux USA. Mais il n’y a rien de spécifique et il est tout à fait possible d'adapter l’endroit.

Le scénario est classique dans la veine de Tales of the Loop, des enfants, un événement, une enquête et un final. La durée de jeu est d'environ 6h mais c'est selon le Roleplay et les circonvolutions de l'histoire.

 

Le pitch en quelques mots

Un colis arrive chez un des enfants. Dedans, une cassette audio et un mot… “Le bruit se souvient”. Voilà comment tout commence. 

 

Et dans le scénario

Des relations avec des adultes : oui

Des échanges avec d'autres enfants : oui mais peu

Les adultes les poursuivent : non

Mystère : oui

Dinosaures : non

Robots : non

Enquête : oui

Scénario ouvert : modéré

Mort : les joueurs seront confrontés à la mort


Infos

Format : A4

 IA : aucun dessin ni aucun mot n'a été écrit par une IA.

 Les dessins : à la main par mes soins. Pas d'IA, jamais. Dans les annexes il y a plusieurs versions des dessins, avec ou sans légendes, couleur ou NB etc. Le but est de pouvoir les imprimer et les partager.

 Langues : français.

 Les plans : à la main par mes soins, assez génériques pour être utilisés ailleurs et sur d'autres jeux.

 Les enfants : il est possible de jouer les vôtres mais c'est taillé sur mesure pour un one shot et avec les persos prétirés du jeu.

 Est-ce une histoire de fantôme ? oui

[Tales form the Loop] Le Bruit se SouvientPrice: $4.80
 The Gangs Of New York - Solo Adventure - A Civilized Guild
Posted: Sun, 10 May 15:32:36 CDT
Publisher: Frontier Gaming

The Five Points has always been judged by those above it, condemned as a district of drunks, cutthroats, and beggars too wild to govern themselves, yet beneath the soot and shouting something new begins to take shape, quiet at first, almost respectable in appearance, as a thieves guild emerges not through brute force but through order, discipline, and strange ambition, gathering pickpockets, burglars, confidence tricksters, and smugglers beneath a shared structure that values refinement over chaos, insisting upon rules, standards, and conduct where once there had only been desperation, and in doing so the guild unsettles the city far more than open violence ever could, for its members move through the streets with tailored confidence, speaking carefully, dressing sharply, and conducting theft not as reckless crime but as organized enterprise, while offering protection, coin, and opportunity to those the city ignores, and soon even ordinary folk begin to question whether these criminals behave with more fairness than the officials and businessmen who condemn them, and as the guild’s influence spreads through taverns, markets, and shadowed counting houses, so too does resistance from those who fear what such a transformation might mean, for the old gangs resent the challenge to tradition, the authorities despise the guild’s growing popularity, and the wealthy grow nervous at the sight of thieves behaving like gentlemen, and you stand within this shifting order, where crime itself is being reshaped into something disturbingly civilized.



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In this Solo Adventure, you assume the role of a gangster in New York’s Five Points and surrounding neighborhoods in the mid-1800s. You will require:

§Any associated expansions you wish to use
§Pen and paper or a word processor to record your story

The story begins with a brief introduction to the situation, a few key locations, and a handful of story hooks. From there, the game is driven by your imagination, choices, and dice rolls.

As you play:

§You will act as your own Storyteller
§You will create and interact with NPCs

You will record events, outcomes, and consequences

The Gangs Of New York - Solo Adventure - A Civilized GuildPrice: $0.50
 Haven Fallen - Solo Adventure - Concrete Frontlines
Posted: Sun, 10 May 15:31:35 CDT
Publisher: Original Frontiers

Urban warfare changes the psychology of conflict because cities are systems built to support continuity, not destruction, and when those systems begin to fail under sustained pressure the collapse spreads through civilian structure, infrastructure, and morale simultaneously, which means every engagement affects more than the immediate tactical situation; these habitats were designed as controlled utopias, self-contained environments where efficiency, stability, and social equilibrium were engineered into the architecture itself, and for a long time that model worked well enough that most residents stopped thinking about defense entirely. The problem with societies optimized for peace is that they tend to interpret early aggression as temporary disruption rather than strategic intent, and by the time they recognize the difference, the systems meant to maintain order are already overloaded. The first exchanges between the habitats were economic, sanctions disguised as policy disputes, transit restrictions framed as temporary security measures, but once infrastructure became a weapon the transition to open conflict was inevitable, because enclosed populations react badly when access to essentials becomes conditional. Now the transit arteries that once carried trade and civilians function as fortified kill zones, residential towers serve as sniper positions, and maintenance corridors designed for repair crews have become routes for infiltration teams and assassins. I’ve operated in conventional warzones before, but this is different because neither side sees itself as the aggressor, both are fighting to preserve the last version of society they still recognize as legitimate, and that makes compromise almost impossible. The habitats continue functioning despite the damage, lights still active in sections already abandoned, public broadcasts repeating outdated assurances of stability while artillery impacts shake entire districts, which creates the unsettling impression that the cities themselves haven’t accepted the reality of the war consuming them. Our assignment is straightforward on paper, secure strategic sectors, eliminate hostile assets, and maintain operational pressure until one side loses the capacity to resist, but operations inside dense urban systems never stay straightforward for long, because the closer the fighting gets to the population centres and infrastructure cores, the harder it becomes to distinguish between defending the habitat and destroying the very thing the war is supposedly being fought to protect.



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In this Solo Adventure you assume the role of an adventurer in the shadow-stained expanse of the Known Galaxy. You will require the Haven Fallen Core Rulebook (CRB) and any associated Expansions you wish to use. The world responds to you—your interpretations, your fears, your ambitions—and you will act as both Character and Storyteller. The Actions you take should depend on who and what you meet, what horrors cross your path, and how you choose to engage with them.  Record the outcomes. Evolve the world. Allow rumours, consequences, and scars to reappear later. As you progress, you will become your own Storyteller, shaping a living cosmos that remembers what you do. The outcome of Actions in Haven Fallen is determined by:

§The Storyteller (you) assigning a Difficulty Rating (DR)
§You rolling a d20
§Applying all modifiers available to your Character
§Determining whether you equal or exceed the DR
§This template expands on that foundation with procedural tools for you to generate plots, worlds, enemies, factions, and motivations—ensuring every session becomes a unique dark sci-fi survival chronicle.
Haven Fallen - Solo Adventure - Concrete FrontlinesPrice: $0.50
 Somnus Domina: Zagalhta's Exolunar Collection (5th Edition Expansion)
Posted: Sun, 10 May 15:26:09 CDT
Publisher: Logan Laidlaw

The Paraprismatic Logo

Written and designed by Logan Laidlaw

Copy Editing by Louise Roberts

Proofreading by Sean Fox

Cover by Jack Nguyen


Zagalhta’s Exolunar Collection is a Kickstarter-funded 5th Edition expansion book from Nat19 that features new classes, subclasses, spells, weapons, artifacts, armor, beasts, rules for play, threats, and lore all wrapped in Nat19’s original setting, Somnus Domina! This expansion book can be used in regular games and settings, but its primary focus is JRPG-inspired science-fantasy content, including astrradecks (space ships), aliens, mecha, space gods and fiends, and more! It can be used to evoke the vibes of space opera media, including Gunbuster, Gurren Lagann, and Cowboy Bebop, as well as the aforementioned mixed-technology settings such as Final Fantasy!

Within the 385 pages of this book, you can find -

2 NEW CLASSES | 50 SUBCLASSES | 5 NEW RACES | 91 SUBRACES | 2 BACKGROUNDS | 9 FEATS | 62 ITEMS & ARTIFACTS | 112 BEASTS & NPCS | 62 NEW SPELLS | SPACE FARING SHIPS | MECHA | SPACE TRAVEL

Features VTT files for FANTASY GROUNDS and FOUNDRY VTT

NO AI WAS USED IN THE MAKING OF THIS PRODUCT OR ITS DERIVATIVES


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This book is a work of passion for space- and science-fantasy-themed content and is intended to match the style and vibe of Nat19’s setting, Somnus Domina, but it can be used in any setting. Among its pages are the means to use or battle extradimensional aliens and spirits, space magic, use deities, swarms, and more.

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Below is a quick run-through of the book:

Chapter 1 - Exolunar Space

Mechanics and details covering space travel, including the conditions of space, the ships used to do it, and personal ATV-like vehicles called liners. Also contains a section detailing rules for piloting mechs, called frame units.

Chapter 2 - People & Places

Planets, colonies, cultures, planes, and more from Somnus Domina, which also serve as examples of how to use this book’s content to create the same things for other settings or tables.

Chapter 3 - Faith & Factions

Factions that hold influence in exolunar space, including friendly and antagonistic forces, details about major and minor gods, and Luminal Minus - a major cosmic threat in Somnus Domina’s universe.

Chapter 4 - General Mechanics

New and old mechanics that serve as the backbone for “5.19th Edition,” which can be fitted into 5th Edition games as needed.

Chapter 5 - Character Options

Races, subraces, backgrounds, and feats that serve the themes and tone of the setting all build on top of Nat19’s highly versatile “Legacy Trait” system to allow for mixing and matching of racial features.

This section also includes five new races:

  • The Changling, updated for Somnus Domina
  • The Galvan, a species born of the Cosmic Teardrop
  • The Protolife, an ooze species that assumes many forms
  • The Scourage, an alien lifeform native to the Astral Plane
  • The Sunling, an enduring primate species

This chapter contains 91 subraces, 2 backgrounds, and 9 feats.

All brought to life by the gorgeous art of our team, imagined through the lens of creators who grew up loving D&D, and wanted to combine it with everything they loved about their favorite inspirations. It's all a little bit JRPG, a little bit anime, and a lot of excitement and adventure!

Chapter 6 - Class Options

This chapter contains classes, races, and new fighting styles. Its primary content are the two classes included:

  • The Dragoneer, a varied, customizable class that wields the soul of a dragon
  • The Frame Pilot, a class made for mecha-themed campaigns

Beyond these classes, this section contains a total of 50 subclasses for new and old classes, as well as new fighting styles.

Chapter 7 - Spells

Spells based around astral themes, including those for space travel and survival, and spells based on the use and maintenance of mechs. This section contains 62 new spells.

Chapter 8 - Treasury

New equipment, from basic armor and weapons to wondrous and magical items. This section includes artifacts from astral gods, shield generators, mech keys, relics from notable warriors, fragments of astral beasts in the form of eidolic armaments and sepherite, and more. There are 62 items listed in this section.

Chapter 9 - Threats and Hazards

Dangers found in exolunar space come in many forms. This section contains optional mechanics to employ in the depths of space, as well as rules for debris fields, and a variety of traps that can be used in and out of dungeons.

Chapter 10 - Bestiary

Finally, the bestiary contains 112 entries, ranging from exolunar soldiers to space djinn to wormhole dragons to gods and fiends. It includes beasts that can be used in space, driven as mechs, or used in traditional settings as outsiders or planar invaders. The bestiary is intentionally crafted to include content for all types of content, from horror campaigns to space-faring ones to ones inspired by Gaelic or Asian settings.



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Everything listed above is brought to life by our amazing artists, who are committed to a wide variety of styles so you can imagine the world in the way that best suits your table! This book combines themes from anime, space operas, JRPGs, traditional TTRPGs, and childhood obsessions into a tapestry of cool, terrifying, alluring, and stunning art!

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Nat19 releases books and splash guides for their setting every three months, and also creates major books like this through crowdfunding from wonderful people like you! If you find you like the content in this guide, please check out our streams and content to see everything in motion, and check below for links to even more!

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This content is based on the world of Somnus Domina, the setting of Nat19's streams. You can find more information about Somnus Domina through its setting guides, available for purchase below:

Lyre's Guide to Retia - Land of Indsutry

A 616-page setting guide containing a wealth of new spells, mechanics, classes, subclasses, races, subraces, fighting styles, and much much more.

This book is the foundation for the 19th Edition system used by this book.

Lyre's Guide to Risk & Reward

This 300+ page bestiary and treasury contains mecha, beasts, faction NPCs, deific aspects, boss monsters, artifacts, hazards, and much much more that can bring flavor to any game!

Be sure to check that out by clicking the heading above!


Nat19

Somnus Domina: Zagalhta's Exolunar Collection (5th Edition Expansion)Price: $25.00
 100 Fun Tavern Traits
Posted: Sun, 10 May 15:09:12 CDT
Publisher: Eduardo Camps

100 Fun Tavern Traits

Every Pub Should Be This Interesting

Breathe life into every tavern your players stumble into. This collection delivers 100 unique, flavorful traits that transform generic inns and pubs into memorable landmarks your party will talk about for campaigns to come.

Each entry is a self-contained story hook, atmosphere piece, and roleplay catalyst—ready to drop into any fantasy world without prep work. No stat blocks. No complex mechanics. Just pure, practical inspiration.

What's Inside

✦ 100 detailed tavern traits

✦ Story hooks & atmosphere

✦ Zero prep required

✦ System-neutral content

✦ Drop-in ready

✦ Instant immersion

A Taste of the Taps

"The ceiling sweats beads of golden condensation that pool into tiny mirrors on the floor, reflecting faces belonging to no one currently in the room..."

"A ghost bartender polishes spectral tankards behind the counter, and only patrons who whisper a genuine secret into their drink receive a refill..."

"The floorboards creak in deliberate, almost musical patterns that correspond to tomorrow's weather throughout the entire region..."

How to Use This Book

Roll d100 when your party enters a new tavern, or choose traits that fit your campaign's tone. Combine multiple entries to build uniquely layered establishments. Each trait works as:

Atmosphere — Set the mood instantly

Hook — Spark player curiosity

Plot — Seed side quests and encounters

Lore — Build your world's texture

System

System-Neutral / Any RPG

Format

PDF, Print-Friendly

Stop running boring taverns.

Give every inn, pub, and watering hole the personality it deserves—
and the stories your players will remember.

100 Fun Tavern TraitsPrice: $1.99
 Guida alle campagne West Marches
Posted: Sun, 10 May 14:32:56 CDT
Publisher: KR1 Publishing

Questo manuale è la tua guida per creare e giocare campagne in stile West Marches.

La traduzione italiana è stata realizzata a mano da Laura Bifulco.

Al suo interno troverai consigli chiari e pratici su come preparare le sessioni, gestire il gioco e valorizzare una narrazione guidata dai personaggi.

Pensato come fondamento della serie West Marches, il libro spiega i principi del gioco open-world e mostra come costruire una campagna basata sull’esplorazione e sulle scelte dei giocatori.

Si integra inoltre perfettamente con il Game Master Workbook, il Party Ledger e il Player Journal, offrendo un set completo di strumenti per ogni livello di gioco West Marches.

Guida alle campagne West MarchesPrice: $4.99
 Clipart Critters 693-Paul Bunyan
Posted: Sun, 10 May 14:27:37 CDT
Publisher: Postmortem Studios

American folklore is studded with larger than life characters, from John Henry to Pecos Bill, but none stand taller than the mile-high lumberjack we all know as Paul Bunyan! The perfect illo for any folklore-flavored book!

Subject to the included license information.  Printed size will be up to a 1200 x 4050 pixels (2.7 X 9 inches) as a 450 ppi TIFF... enough to be used as a 1/3 page illo! Included is a lo-rez version for easy online advertising.

 You can use this image in commercial or fan projects, however, you may not publish it as clip art. Any company that uses images from 'Clip Art Critters' is required to place the artist's name amongst the credits.

Clipart Critters 693-Paul BunyanPrice: $5.99
 Moria's Guide to Ustalav
Posted: Sun, 10 May 13:40:44 CDT
Publisher: Paizo

Take a journey into Ustalav with your helpful guide Moira! Inside you'll find information about the history of Ustalav, major locations, important NPC's, the culture of Ustalav, and helpful travel tips! In addition, you'll find recommended appropriate player options from ancestries and archetypes. If you're a GM, check out the Ustalav threats for which creatures are appropriate to your Ustalavian games!

Moria's Guide to UstalavPrice: $4.99
 Bag of Bones - augury divination roll the bones for fortune telling RPG accessory - STL SET OF 8 BONES FOR OSTEOMANCY
Posted: Sun, 10 May 12:51:54 CDT
Publisher: MediaStream Press

ROLL THE BONES - STL divination bones setl

Eight relics. Three drawn. The future revealed in fracture, omen, and sign.

Each bone has its own distinct silhouette and engraved symbols, matching the established geometry from the collection:

  • Gravebone = chunky relic cube

  • Crowbone = multi-pointed crown/star form

  • Crossbone = cross/intersection form

  • Lifebone = tapered long bone

  • Fatebone = tri-form branching relic

  • Waystone = smooth path-marker shape

  • Witchbone = asymmetrical ritual bone

  • Emberbone = dark charred volcanic bone

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“The bones are not random. Each carries memory, omen, and intention. Draw three. Cast them together. Read how they touch, divide, cross, or stand apart. The future lives in the pattern.”

“THE BONES SPEAK IN RELATION. “ROLL WHAT REMAINS.”


DIRECTIONS:

3D print at 28-32mm size for each bone. Paint and copy the suggested symbols onto the bones or use your own.

Draw out 3 from a bag, blindly, and toss them on the table. Create a meaning based on the symbols or your own intuitions.

Bag of Bones - augury divination roll the bones for fortune telling RPG accessory - STL SET OF 8 BONES FOR OSTEOMANCYPrice: $4.99