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 Fathoms Below the Morning Star
Posted: Mon, 25 May 00:56:49 CDT
Publisher: E. D. Kastin

The year is 2187. Milo Agamemnon, great-grandson of the famous inventor Vincent Agamemnon, has returned to Earth. He plans to journey into the heretofore unexplored depths of the oceans, using the same pressure-suit technology that made colonies on Venus possible.

If you want to join his lucky crew, to see together things no human eyes have seen before, to do together what humans from time immemorial have only dreamed of doing, and to plumb the depths of your characters, together, then you need this book. You'll also need a patented AgaCorp pressure suit, with its electroactive self-repairing metal ion polymer exterior, self-contained fusion reactor, and three inertialess tethers each capable of holding a single item up to a kilogram in mass. Milo has letters and notes from his great-grandfather, but you won't need to see those.

You can take a closer look at the detailed, hand-drawn diagram of your suit, though. Isn't that fun? No need to worry about what Milo may know that—nevermind. Isn't it a cool suit? (Page 3 of the preview.) In it, you're prepared for anything.

Fathoms Below the Morning Star is a lightweight, setting-focused NSR game. The mechanics are simple mathematical functions and the setting is given a few bright points of detail for the GM to plot the murky lines between. The RPG is based on the Master First Edition framework, specifically building out the inventory system. The ideal play group for this game will be more interested in creative problem solving under previously chosen constraints than in statistical arbitrage and chance.

Fathoms Below the Morning StarPrice: $1.00
 Ten Barbarian Spirit Walker Encounters
Posted: Mon, 25 May 00:54:11 CDT
Publisher: The Arcverse

DM Essentials #149: Ten Barbarian Spirit-Walker Encounters

In most games, seers and prophets are just a plot device. A cryptic line, a sudden vision, forgotten by the next scene.

But in a clan-based society, the one who sees is not a fortune-teller. They are the broken vessel – the one who walks between worlds, who carries truths they did not ask for. They see in smoke, in water, in the space between heartbeats. And every vision demands a price: a memory, a night of sleep, a piece of their health, sometimes years of their life.

DM Essentials #149 gives you ten ways to make the barbarian spirit-walker feel like a living presence in your game – not as a quest-giver, but as a warning, a burden, and a reminder that knowing the future is never free. The spirits do not ask politely. Will the party listen before it is too late?

What's Inside?

The Barbarian Spirit-Walker: The One Who Walks Between Worlds (Short Essay)
Who they are, how their gift works, why they are feared and isolated, and the terrible cost of seeing what others cannot.

10 Encounters with the One Who Sees
Each one gives you the surface interaction, the hidden truth, and a primary check for the party to navigate the encounter.

1. The Vision – A hollow-eyed spirit-walker warns the party they are walking toward something terrible. Can the vision be changed?
2. The Burden – A spirit-walker has seen a clan member's death. They cannot tell. They cannot save. Only watch.
3. The Offering – The spirits are hungry. Help gather rare offerings – or face their silence.
4. The Test – The spirit-walker refuses a vision. "The truth would break you." Are they protecting or lying?
5. The Rival – Two spirit-walkers accuse each other of fraud. Who speaks the truth?
6. The Curse – A spirit-walker has gone blind. No visions, no voices – only terrible silence.
7. The Confession – "I lied. I gave them hope. I did not have the heart to tell the truth."
8. The Summons – The spirits call the spirit-walker into the wild. They may not return.
9. The Legacy – An old spirit-walker is dying. Someone must carry the burden of the gift.
10. The Prophecy – A trance-speech, forgotten by the speaker. "The wolf will eat the sun…"

Quick Reference Table – Roll d10 and get a full encounter hook in seconds, including the primary skill check.

Who This Is For:

- DMs who want prophecy to feel costly, not convenient
- Players who think a seer is just a fortune-teller – until they see the hollow eyes and trembling hands
- Anyone who understands that knowing the future is a burden, not a blessing

Also Available

DM Essentials #142: Ten Barbarian Clan Warrior Encounters – honour, kinship, and the weight of the oath.
DM Essentials #143: Ten Barbarian Exile Encounters – loss, shame, and the long road home.
DM Essentials #144: Ten Barbarian Ancestor Spirit Encounters – the dead are not silent.
DM Essentials #149: Ten Barbarian Spirit-Walker Encounters (this volume)

On Barbarians: A Reconsideration of the Tribal Warrior in Fantasy Roleplaying – a pay-what-you-want essay explaining the thinking behind this series.

ENTER THE ARCVERSE

More DM Essentials, adventures, and settings at the link below.

The spirit-walker sits alone at the edge of the camp. They have seen you in smoke, in water, in the space between heartbeats. They are afraid to tell you what comes next.

Are you ready to hear the truth?

Ten Barbarian Spirit Walker EncountersPrice: $2.99
 Seryndor Adventures GM Toolkit: Volume I [BUNDLE]
Posted: Sun, 24 May 23:05:37 CDT
Publisher: Seryndor Adventures
This special bundle contains the following titles:


568856-thumb140.pngMinor Curses and Petty Hexes
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Not every curse needs to doom a kingdom. Some curses are smaller. Some make your shadow judge you. Some make your boots squeak at the worst possible moment. Some cause nearby candles to flicker when you lie about something petty. Minor Curses & Petty Hexes is a system-light fantasy supplement featuring 50 annoying magical afflictions for GMs who want curses that create roleplay, comedy, tension, strange consequences, and memorable table moments without derailing the campaign. Use these curses when a character handles a suspicious relic, insults the wrong hedge witch, breaks a minor magical bargain, ignores a warning, misuses a strange item, or needs a harmless magical complication. Inside, you will find curse sources, symptoms, durations, removal methods, failed cure complication...

569089-thumb140.pngThe Dungeon Tried Its Best
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 Watermarked PDF
Not every dungeon was built perfect. Some rooms have shifted over time. Some mechanisms still work, but not the way they were intended. Some clues refer to older versions of the dungeon. Some guardians still follow orders from builders long gone. The Dungeon Tried Its Best gives GMs 50 practical dungeon features that can be dropped into ruins, tombs, towers, temples, underground complexes, abandoned fortresses, or old magical sites. These are not rigid puzzles with only one correct answer. Each feature includes what the characters notice, what is happening, and possible ways the party might resolve or bypass the problem. The goal is to create investigation, problem-solving, movement, uncertainty, and memorable dungeon rooms without bringing the session to a halt. Use these features wh...

568605-thumb140.webpThe Innkeeper's Ledger
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Every adventurer eventually needs a place to sleep, eat, drink, overhear something dangerous, and make at least one questionable decision. The Innkeeper’s Ledger is a table-ready fantasy supplement designed to help GMs quickly bring an inn, tavern, or roadside stop to life. Drop it into a town, road crossing, market district, frontier village, or stormy roadside whenever the party needs a place to rest, gather rumors, meet strange guests, or stumble into tomorrow’s problem. Inside, you will find a flexible fantasy inn, a ready-to-use innkeeper NPC, food and drink menus, lodging options, room quirks, strange discoveries, common room guests, rumors, complications, and optional twists. Use it for downtime scenes, travel breaks, social encounters, or quick adventure hooks between larger ca...

569090-thumb140.pngThe Market Day Stockbook
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 Watermarked PDF
Markets are easy to describe until the players ask what is actually for sale. The Market Day Stockbook gives GMs a practical set of merchant inventories for fantasy tabletop campaigns. Each merchant includes actual stock, available quantities, and buy prices organized by party tier, making it easy to decide what is reasonably available in a village, town, city, trade hub, or traveling market. Use this supplement when the party visits a local provisioner, searches for armor, buys spell components, hires a caravan quartermaster, seeks restricted goods, or simply wants to know what can be purchased today. Inside, you will find standard merchants such as smiths, armorers, herbalists, scribes, leatherworkers, jewelers, food vendors, dockside traders, and more, along with special merchants f...

568272-thumb140.pngThe Useless Magic Shop
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 Watermarked PDF
Every adventurer dreams of finding the perfect magic shop. This is not that shop. The Useless Magic Shop is a light, table-ready fantasy supplement filled with strange trinkets, cursed conveniences, magical disappointments, and enchanted objects of questionable value. Some are harmless. Some are inconvenient. A few are almost useful in the hands of a dangerously creative player. Drop the shop into any town, roadside market, festival, wizard district, suspicious alley, or traveling merchant scene whenever your party needs comic relief, an odd reward, or a memorable shopping trip that will not derail your campaign. Inside, you will find 50 absurd magical curios, including items such as: The Mug of Mild Confidence Boots of Almost Sneaking The Spoon of Soup Detection The Ring of Suspiciou...


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 Revised Solo Rules | Legend In The Mist
Posted: Sun, 24 May 23:00:56 CDT
Publisher: Son of Oak Game Studio

Legend in the Mist - Solo Rules Rework

A fast, procedural, low-prep solo toolkit for Legend in the Mist.

Legend in the Mist already includes official solo rules in the Narrator Book, and while there are some fantastic ideas in there, they personally did not click with the way I enjoy solo roleplaying. I found myself constantly stopping gameplay to interpret vague oracle results instead of actually playing the game.

This simple toolkit is designed to generate immediate playable material that works directly with the core Legend in the Mist systems.

Inside you’ll find:

  • A custom Yes / No Oracle

  • Random Events triggered by doubles

  • A rewritten Solo Gameplay Loop adapted specifically for Legend in the Mist

  • Scene Descriptor generators

  • Challenge Type tables

  • Challenge Action tables with status ideas

  • NPC generators

  • Fast procedural tools for building adventures on the fly

This project was not created to replace or criticize the excellent work by Son of Oak. I love Legend in the Mist. This was simply my attempt to build a solo system that better matched the way I personally run narrative RPGs.

As always, this is being posted for free because I want more people to enjoy solo RPGs and have better experiences at their tables. If you want to support the project, you can toss in a donation, OR even just check out the original video.


(I used the assets found in the Caldron for the creation of this but reworked it and made my own layout.)

Revised Solo Rules | Legend In The MistPrice: $0.00
 The Market Day Stockbook
Posted: Sun, 24 May 22:59:26 CDT
Publisher: Seryndor Adventures

Markets are easy to describe until the players ask what is actually for sale.

The Market Day Stockbook gives GMs a practical set of merchant inventories for fantasy tabletop campaigns. Each merchant includes actual stock, available quantities, and buy prices organized by party tier, making it easy to decide what is reasonably available in a village, town, city, trade hub, or traveling market.

Use this supplement when the party visits a local provisioner, searches for armor, buys spell components, hires a caravan quartermaster, seeks restricted goods, or simply wants to know what can be purchased today.

Inside, you will find standard merchants such as smiths, armorers, herbalists, scribes, leatherworkers, jewelers, food vendors, dockside traders, and more, along with special merchants for expedition logistics and restricted goods.

The tables are designed to be adjusted easily by settlement size, scarcity, local laws, recent events, and party reputation. A small village should not sell everything, and a major city should not make every purchase simple.

What’s Inside

  • 20 merchant categories
  • 18 standard merchant inventories
  • 2 special merchant inventories
  • Level-scaled stock by party tier
  • Available quantities for quick use
  • Buy prices for listed goods and services
  • Settlement size guidance
  • Stock adjustment tables
  • Market complication table
  • Inventory guidance suitable for fantasy campaigns
The Market Day StockbookPrice: $1.49
 The Dungeon Tried Its Best
Posted: Sun, 24 May 22:57:13 CDT
Publisher: Seryndor Adventures

Not every dungeon was built perfect.

Some rooms have shifted over time. Some mechanisms still work, but not the way they were intended. Some clues refer to older versions of the dungeon. Some guardians still follow orders from builders long gone.

The Dungeon Tried Its Best gives GMs 50 practical dungeon features that can be dropped into ruins, tombs, towers, temples, underground complexes, abandoned fortresses, or old magical sites.

These are not rigid puzzles with only one correct answer. Each feature includes what the characters notice, what is happening, and possible ways the party might resolve or bypass the problem. The goal is to create investigation, problem-solving, movement, uncertainty, and memorable dungeon rooms without bringing the session to a halt.

Use these features when a dungeon needs something more interactive than another empty hallway or locked door.

What’s Inside

  • 50 dungeon features
  • Puzzle chambers and suspicious rooms
  • Damaged mechanisms and false exits
  • Guardian statues and sealed passages
  • Hidden doors, altered warnings, and environmental hazards
  • Practical tells for what players notice
  • Flexible possible resolutions
  • Tables for builders, design flaws, warning signs, feature types, and room responses
  • Optional twists for adapting features to your dungeon
The Dungeon Tried Its BestPrice: $1.49
 The Palace of Dread Vorrick
Posted: Sun, 24 May 22:44:33 CDT
Publisher: David M. Tippy

The Palace of Dread Vorrick is an OSE adventure for players level 4-6. It contains 22 keyed locations and monster stats for OSE, with several appendixes of extra information.

The Palace of Dread VorrickPrice: $1.00
 The Palace of Dread Vorrick
Posted: Sun, 24 May 22:43:10 CDT
Publisher: David M. Tippy

The Palace of Dread Vorrick is an OSE adventure for players level 4-6. 

The Palace of Dread VorrickPrice: $1.00
 Savage War WW II - North Africa Expansion
Posted: Sun, 24 May 21:21:30 CDT
Publisher: Marshal Games

Savage War: North Africa — A Theater Expansion for WWII Roleplaying

The Western Desert was unlike any other front of the Second World War. Endless horizons. Blistering heat. Long‑range patrols that vanished into the dunes. Convoys that lived or died by fuel and water. Fast, brutal armored clashes across open sand. And soldiers who learned to fight, survive, and adapt in one of the harshest environments on Earth.

Savage War: North Africa brings the unique character of the desert campaign to your WWII roleplaying table — without rewriting a single Core rule. This expansion plugs seamlessly into Savage War and gives both players and GMs the tools they need to run authentic, high‑tension missions in the Western Desert.

Inside you’ll find:

  • Desert Branches of Service — roles shaped by heat, distance, and vehicle warfare

  • Desert Archetypes — Navigators, Drivers, Sappers, Scouts, Tank Crewmen, and more

  • Desert Talents — new character options forged by sand, sun, and survival

  • Desert Gear — personal kit and field equipment adapted for the desert war

  • Desert Vehicles (Campaign Notes) — how vehicles define the theater without adding new rules

  • Desert Missions & Seeds — ready‑to‑run structures and sparks for patrols, raids, rescues, and recon

  • Operation Sandglass — a complete introductory mission that drops your squad straight into the action

  • GM Tools for the Western Desert — pacing, complications, factions, and improvisational support

Whether your squad is escorting a vulnerable convoy, striking deep behind enemy lines, clearing a minefield, or racing a sandstorm to rescue a downed pilot, North Africa delivers the tension, grit, and drama that made the desert war unforgettable.

Load up the truck. Check the water. Clean the filters. The desert is waiting.

Savage War WW II - North Africa ExpansionPrice: $3.00
 Heartbeat #3: Bugs and Brambles - The Lost Lands Vol. 2
Posted: Sun, 24 May 20:52:51 CDT
Publisher: Ettin Entertainment

Expand your Daggerheart campaign into a prehistoric wilderness with 34 adversaries, 13 environments, and a complete campaign setting packet.

What's Thumping for this Heartbeat Issue?

The veil of fog has lifted on the Lost Lands. While Issue #2 of the Heartbeat introduced your table to the Dinosaurs and Apex City of the Saurians, Volume 2 plunges your party into Lava River Rapids and the different biomes that fill the continent, while expanding into the world with predatory megafauna and sentient flora. Navigate cutthroat hive politics, track down monstrous beasts, and scavenge ancient ruins before the continent violently tears itself apart!

What's Inside:

  • The Lost Lands Campaign Frame: A fully detailed Campaign Frame with guidelines and mechanics specific for this setting of the Lost Lands. Everything you would expect from a Daggerheart Campaign Frame and MORE!
  • 34 Adversaries: A huge list of threats spanning Tiers 1 to 4. From parasitic Giant Leeches, Bramble Lords, Hungry Caterpillars that cocoon into Blood Moths, and the gargantuan Purple Wurm!
  • 13 Environments: Includes the Cordyceps Caves, the Lava Rapids, a high-tension Claustrophobic Camp, and traversing the insides of the Purple Wurm!
  • Insectoid Ancestry: Lore and a complete Ancestry for Insectoids that let you call the Lost Lands home. (Ancestry Card included)
  • Streamlined Reference Tool: Includes the Ettin Benchmark Scaling Tables and rules reminders in a separate, clean PDF to maximize playable space and limit your mid-game scrolling.

Free Grab Bag and Table Bonuses:

  • The Dinosaur Derby One-Shot: A complete, high-octane Tier 1 one-shot with “Story Arc Spotlight Checks” to allow any GM to “Hold on Gently” and let the players guide the story.
  • Ettin Free Grab Bag: An attached zip file containing a prime selection of more than 40 FREE Adversaries/Environments/Assets from our other products! Including every VTT token from Fangs and Felons (80+ VTT Tokens!)

The Heartbeat is the definitive toolkit for GMs who want their adversaries to have a pulse. Don’t just run an encounter, give it a heartbeat.


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Heartbeat #3: Bugs and Brambles - The Lost Lands Vol. 2Price: $1.00
 Disturbance Timeline RPG 2nd Edition: Herbal Lore & Scavenge Tables
Posted: Sun, 24 May 20:06:36 CDT
Publisher: Ephiroll Productions

Herbal Lore & Scavenge Tables contains expanded tables to replace the ones in the DTR2E core rulebook and also features 2 new Recipes.

This module requires the Disturbance Timeline RPG 2nd Edition.

Disturbance Timeline RPG 2nd Edition: Herbal Lore & Scavenge TablesPrice: $0.00
 Abaddon: Novice Player's Guide
Posted: Sun, 24 May 18:43:17 CDT
Publisher: Schwalb Entertainment

Secure Abaddon, One Street at a Time

You survived the ordeal of being Chosen or felt inspired by those who returned to take up the task of venturing out into the lands beyond Sanctuary Spire. In the ruins await wonders from ages forgotten, plus deranged robots, mutant horrors, and demons aplenty. Abaddon: Novice Player’s Guide offers you everything you need to advance your character to the novice tier and take on the world outside your safe haven. Inside this rulebook, find: 

  • Story cues for what has happened to you in the interim between your first adventure and your next.
  • Details and benefits from joining one of the 10 major factions.
  • Four exciting paths designed for this weird setting.
  • Psychic powers and magical spells to destroy enemies and bypass tough situations.
  • A selection of armor and weapons for novice characters.

This book readies you to go on novice missions in Abaddon’s ruins. You need a copy of the Demon Lord Engine: Rules Compendium and Abaddon: The Angel in the Void to make the best use of this expansion.

Schwalb Entertainment, LLC

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P.O. Box 12548

Murfreesboro, TN 37129

info@schwalbentertainment.com

www.schwalbentertainment.com

Abaddon: Novice Player’s Guide, Demon Lord Engine: Rules Compendium, Abaddon: The Angel in the Void are © 2026 Schwalb Entertainment, LLC. All rights reserved.

Abaddon: Novice Player's GuidePrice: $4.99