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 DEVILISHLY GOOD WEAPONS!
Posted: Sun, 28 Jun 23:55:32 CDT
Publisher: Latecomer Games

Hate how Martials characters never get any homebrew? It's usually all Spells and Caster stuff. NOT TODAY! You get:

+7 New Weapons
+3 New Weapon Masteries
+Multi-Mastery Weapons!
+A Demon That Transforms Into a Magic Item to Tempt and Ambush Adventurers!

DEVILISHLY GOOD WEAPONS!Price: $0.99
 Doom From Above, Fire From Below
Posted: Sun, 28 Jun 22:25:01 CDT
Publisher: Mighty Six Enterprises

A DISTRESS CALL...

From REX-CON has been redirected to you. Their facility has been infiltrated by something that is killing people.

Involving yourself in the incident leads you to a burning oil rig in the North Atlantic, where two secret races are clashing, with a hundred people trapped in a collapsing structure that is pumping a lethal poison into the air.

You are the only ones with the power to stop it. But can even your abilities let you survive...

DOOM FROM ABOVE, FIRE FROM BELOW!


A FUN adventure for 3 to 6 characters of 20 to 30 Creation Points. The FUN RPG ruleset from Mighty Six Enterprises ONLY on DTRPG is highly recommended.

Doom From Above, Fire From BelowPrice: $2.99
 The League of Dark Few Starter Kit [BUNDLE]
Posted: Sun, 28 Jun 21:47:16 CDT
Publisher: Revivify Games
This special bundle contains the following titles:


560557-thumb140.jpgThe Crypt of the Forgotten Duke
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A level 1 adventure for new initiates of the League of Dark Few. Sneak into the ancient crypts of the city’s wealthiest nobles and restore a fallen family to their former glory in this pamphlet adventure.   What's Included: A 6-panel pamphlet adventure that takes the newly initiated members into a crypt below the nobles’ district in search of a magic ring. Thirteen dungeon rooms, formatted for quick prep and ease of use at the table. A map (VTT & Printable) of the crypts and connecting sewers. Eight new foes to fight (or flee from). Designed for either DCC or Shadowdark (both included) Dungeon Crawl Classics and DCC RPG are trademarks of Goodman Games. For additional information, visit www.goodman-games.com or contact info@goodman-games.com ...

573525-thumb140.jpgThe Darkness Dwellers' Handbook
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Join the League of Dark Few, a secret, guild-like organization that has built a reputation as the brokers of influence — a sect of adventurers who practice prowess and discretion. Nothing of importance happens in this city without their shadowy fingers pulling the strings. This zine series is designed to help GMs run a city-based campaign from the perspective of a group of up-in-coming guild members. Players start as hopeful initiates and gain reputation and influence by completing lucrative contracts. Designed for both Dungeon Crawl Classics and Shadowdark systems.  What does it mean to be a darkness dweller? This guidebook outlines the guild’s principles, operations, leadership, and home—The Vulgar Manse. It also includes a potion shop, fence, and contract generator to keep guild life...

573526-thumb140.jpgThe Secrets of the Vulgar Manse
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 PDF
Join the League of Dark Few, a secret, guild-like organization that has built a reputation as the brokers of influence — a sect of adventurers who practice prowess and discretion. Nothing of importance happens in this city without their shadowy fingers pulling the strings. This zine series is designed to help GMs run a city-based campaign from the perspective of a group of up-in-coming guild members. Players start as hopeful initiates and gain reputation and influence by completing lucrative contracts. Designed for both Dungeon Crawl Classics and Shadowdark systems.  Every year, the League of Dark Few initiates a new class of darkness dwellers; the question is just how large that class will be. In this level 0 gauntlet, players navigate their horde of hopeful initiates through a deadly ...


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The League of Dark Few Starter Kit [BUNDLE]Price: $11.98
 The Este Park Incident
Posted: Sun, 28 Jun 21:43:27 CDT
Publisher: Mighty Six Enterprises

A.I.I.I.!

A call for help comes from high in the mountains of Colorado. The small remote town of Este Park is no longer responding. Nothing is responding. Something is disturbing about a bustling town going completely silent. Go there. Seek an answer...


Fight the Dark.


The Este Park Incident is an adventure to be played in the AIII Setting using the FUN rules available from Drivethrurpg.com.

The Este Park IncidentPrice: $2.99
 The Astralir Dictum
Posted: Sun, 28 Jun 21:31:27 CDT
Publisher: Michael Brown

A murdered leader, a missing decree, and a conspiracy that could tear a world apart! When the First of Astralir's ruling council is found dead, his final Dictum vanishes without a trace. Hired to recover the missing document before rival factions seize it, the adventurers are drawn into a deadly web of political intrigue, secret alliances, and professional assassins. But the deeper they dig, the clearer it becomes that the Dictum is far more than a simple final order—and that everyone, from religious authorities and military leaders to criminal syndicates and government officials, has their own reasons for wanting it. In the end, the greatest danger may not be uncovering the truth, but deciding what to do with it.

The Astralir Dictum is a short adventure for 2D6-powered RPGs such as Cepheus Engine and the Original Science Fiction Roleplaying Game. Other systems are easily adapted.

The Astralir DictumPrice: $1.00
 Adventure Word Sequences #9
Posted: Sun, 28 Jun 18:54:27 CDT
Publisher: Ken Wickham

Aventure Word Sequences 9 sample

This 85-page issue is for Adventure Word Sequences #9.

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 Eradicate keyword,

1. Harm > Weaken > Extinguish

Something is causing harm to the community. The characters must discover how to stop or extinguish it. They must work to weaken, contain, or eliminate the target.

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

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

Harm

Challenging
creature related to the harm

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

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

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

The harm is
related to a
challenging
person or people

The harm is 
related to a
challenging
technology or powers

There are about 75 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: eradicate, inhabit, settle, vanish, demand, catch, revenge, monster, creature, mission, brutal, physical, strange, extremely, greatly, by, through, along, against, around
  • 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 #9Price: $6.99
 Galaxy Builder Decks: Card Checklist
Posted: Sun, 28 Jun 18:49:20 CDT
Publisher: Journey Mountain Studios, LLC

BUILD YOUR OWN GALAXY!

Galaxy Builder Decks: Card Checklist is an interactive checklist for every Planet, System, Trait, and Mat card in the series. Included are two versions: the first is a list organized by deck/set for easy browsing of every title. The second is a list organized by card number, so you can make sure you have the cards you need or plan for the cards you want and know which decks they are included with.

The Galaxy Builder Decks Series

Galaxy Builder Decks are a series of system-neutral cards for worldbuilders and GMs to quickly create scifi settings and cultures right on your table. Pair Planet cards with Planet Trait cards or unique locations and encounters. Each deck is designed to work with others in the series to help fully flesh out your galaxy. I created this series for several reasons: 1) as a helpful worldbuilding tool for authors and gamemasters to quickly create believable settings, 2) to boost immersion, appearing on the table as a series of computer display screens, 3) to provide players with a sense of exploration and discovery while you play, and 4) as a modular overmap on the table for seeing where you are in the universe without having to draw circles over and over.

Notable inspirations (Franchises): Star Wars, Star Trek, Mass Effect, Alien, Firefly, Babylon 5, Elite Dangerous, Dune.
Notable inspirations (Games): Stellaris, Endless Space, Master of Orion, Starbound, Stars Without Number, Ironsworn Starforged.

Card Checklist File includes

  • 5-page black and white PDF checklist sheet with interactive check boxes

Card Checklist Sheets print-n-play

Check Out Other Products Available In The Galaxy Builder Deck Series:

Product link for Planet CardsProduct link for Planet Traitssystems tuckboxLabel Cards print-n-play

Galaxy Builder Decks: Card ChecklistPrice: $0.00
 Mercatura - Stone & Spire
Posted: Sun, 28 Jun 17:38:07 CDT
Publisher: Yoru Creative Studio

FROM THE DEEPEST MINE SHAFT TO THE APEX OF THE CATHEDRAL SPIRE.

Mercatura Volume IV: Stone & Spire dives into the vertical arc of the pre-industrial building trades, laying bare the physical, financial, and political machinery that shapes the physical fabric of your setting. These craftsmen build the fortresses your villains occupy, dig the dungeons your players explore, and raise the cathedrals where your clerics pray. They share materials, they share construction sites, and they share political masters, but they rarely share their deepest secrets.

This GM supplement is designed to make the extraction and construction trades playable. It moves beyond background color to transform quarries, lodges, and workshops into dynamic locations, complex social ecosystems, and rich sources of narrative tension.

From the hard-rock miners working underground in toxic conditions to the master architects defending secret geometric proportions, the world of Stone & Spire is heavy, secretive, and structurally volatile.

Inside This Volume:

  • Four Interlocking Disciplines: Explore 20 distinct trade specializations including quarrymen, arch and vault specialists, well-sinkers, and lead glaziers working at the intersection of stone and glass.

  • Geological & Tool Realism: Deepen your world-building with 20 primary building materials, from oolitic limestone and pozzolanic concrete to rare gemstone matrices. Populate your lodges with authentic tools like the plug and feather, the lewis, and the grand tracing floor.

  • Lodge & Site Politics: Flesh out the human element with tables for site characters, staff hierarchies, and unique lodge quirks. Navigate the secretive, cartel-like lodge systems, hereditary monopolies, and disputed design plans.

  • Market & Supply Chain Complications: Dynamic tables covering emergency reconstruction demand, changing architectural fashions, contaminated materials, and raw worker disputes that disrupt construction schedules.

  • 100 Adventure Hooks: A massive d100 table of story seeds directly tied to the building trades, involving cracked treasuries, ancient mason marks on unrecorded work, and missing architectural design templates.

  • System-Specific Mechanics: Packed with dedicated rules, stunts, and NPC stat blocks for both Fate Condensed and D&D 5th Edition (SRD 5.1), including extended tool uses for checks and structural failure tables.

A city wall is a military commission. A dungeon is a mine with intention. A cathedral is a decades-long project with a hundred places where things can go wrong.

Mercatura - Stone & SpirePrice: $4.99
 The Midnight Gazette - Issue #07 - Frostpeak
Posted: Sun, 28 Jun 17:00:57 CDT
Publisher: Kelfecil's Tales

At the southern edge of the Frozen Tundra, Frostpeak rises from steam and stone beneath snow-covered ridges. Warm water cuts through frozen streets, workshops hiss with pressure and heat, and caravans gather before risking the long roads north. Travelers arrive here to repair equipment, hire guides, rest aching limbs, and prepare for routes that grow harsher with every mile beyond the valley.


Published by Kelfecil's Tales

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Description:

Frostpeak is a compact northern trade town built around geothermal springs and steam-driven infrastructure. Though small in size, it serves as one of the most important staging points for expeditions, caravans, and travelers moving between central Latakar and the Frozen Tundra. Steam vents warm the streets, merchants negotiate departures carefully, and every workshop depends on constant maintenance to keep the valley functioning through deep winter.

This issue explores Frostpeak as a place shaped by pressure, preparation, and survival in harsh conditions. Encounters focus on unstable steam systems, route disputes, damaged infrastructure, hidden tensions between travelers and locals, and the routines required to keep northern trade moving safely.

Includes urban encounters, integrated town battlemaps, investigation hooks, practical NPCs, environmental pressure points, and a long-form trouble arc centered on unstable geothermal activity beneath the settlement.

  • Themes: Steam, Survival, Maintenance, Northern Trade
  • Setting: any, Starlight Chronicles, Frozen Tundra

Extra Description:

The Midnight Gazette is a narrative-focused series exploring unique locations across the Starlight Chronicles setting.

Issue #7 presents Frostpeak, a geothermal trade settlement standing at the threshold between central Latakar and the Frozen Tundra. This issue provides detailed town locations, two integrated urban battlemaps, grounded encounters tied to steam infrastructure and northern travel, practical NPCs, environmental hazards, and layered tensions connected to unstable pressure beneath the valley. Designed for flexible insertion into ongoing campaigns, Frostpeak rewards preparation, observation, and careful decision-making in a place where even routine upkeep matters.


Writing, Design & Collab Organization: Kelfecil's Tales
https://www.kelfecilstales.com/

Map Artwork: Tactical Maps
https://www.patreon.com/tacticalmap


TMG_social_7.jpg

midnightgazette_writerpromoisssue7_dt.jpmidnightgazette_mappromo7_dt.jpg

The Midnight Gazette - Issue #07 - FrostpeakPrice: $3.99
 Alice's SOLO Adventures In Wonderland
Posted: Sun, 28 Jun 16:29:53 CDT
Publisher: Xipe Totec Press

You must have been very tired, dear Alice, of sitting by your sister on the bank, and of having nothing to do, when suddenly that White Rabbit with pink eyes ran close by you! 

Hurry, grab your deck of playing cards, some paper, and your sharpest pencil!

Alice's SOLO Adventures In WonderlandPrice: $1.50
 Fortress of Tyranny MEGA Solo
Posted: Sun, 28 Jun 16:29:32 CDT
Publisher: Trollgodfather Press

A 92 page MEGA solo from Japan - translated to English!
Can you coquer the Fortress?  109 paragraphs and 10 pages of rules enhancements for Monsters! Monsters! to use  with this solo.

"They call it the 'Fortress of Tyranny,' darling. A band of brigands suddenly appeared in this region and began raiding the villages. The nearest Zim settlement was the first to fall—annihilated and destroyed. Even those hardy Zim folk were slaughtered in great numbers, poor souls. No one knows what became of those who survived and were taken prisoner. After that, the bandits built a fortress right on the mountain where the Zim village once stood and made themselves at home. But that’s not the only reason they call it the 'Fortress of Tyranny'..."
The one speaking is Nuirel, a Naga who hides deep beneath a grey hood, showing only the glint of their golden eyes. After wetting their parched throat with a bit of wine, they continue in that slithering, theatrical tone.


"Those outlaws in the mountain stronghold kidnap people from the nearby villages. Again and again. Zim and humans alike. No one knows where they are taken—perhaps they are eaten, or perhaps sold into slavery.  

Fortress of Tyranny MEGA SoloPrice: $7.95
 THE COMPLETE GLADIATOR ARENA TOOLKIT
Posted: Sun, 28 Jun 16:24:05 CDT
Publisher: Eduardo Camps

THE COMPLETE GLADIATOR ARENA TOOLKIT

Game Master's Compendium to the Crimson Sands of Aethon

Ø Universe Overview (Aethon): Arena combat is religion, politics, and economy. The Pits—vast arenas with Crimson Floors—host Sand-Bloods (gladiators branded with the Mark of Sand) who fight in Blood-Games for the roar of the Crowns. Ranked by the Four Circles (Iron, Bronze, Silver, Gold), trained by Forgers in five Forge-Paths, and owned by Pit-Lords, every Sand-Blood faces the same question: survive long enough to become legend, or become just another stain on the sand.

Welcome to the premier system-agnostic engine for gladiator campaigns and brutal tactical combat. This comprehensive manual provides GMs with a rich, interconnected tapestry of tables designed to generate grim arena intrigue, terrifying pit-beasts, and sudden architectural rules changes on the fly.

Each table features cross-linked entries containing instructions such as [Go to Table X], allowing you to seamlessly chain random encounters, shifting arenas, and political betrayals into evolving, dynamic storylines across the high-contrast blood sands of Aethon.

How to Use This Toolkit

Roll a d20: Consult the appropriate thematic module or exact table required by your current narrative focus.
Dynamic Threading: Follow internal hyperlinks to connect underground gutter fights directly to noble-house conspiracies.
System-Agnostic Design: Adapt descriptions, combat hazards, and psychological burdens to your favorite ruleset instantly.

Master Table Directory: 100 Pillars of Secrets

Navigate through the complete indexing structure of this supplement:

THE SAND-BLOOD (1-10)
Table 1 — The Branding
Table 2 — Chains of the Gullet
Table 3 — Lessons at the Forge
Table 4 — The Naming
Table 5 — Iron-Bound Days
Table 6 — The First Three
Table 7 — Blood-Brother Bonds
Table 8 — The Wounded Hours
Table 9 — The Crowd's Price
Table 10 — Ascension to Bronze
THE ARENA (11-20)
Table 11 — The Many Faces of the Pit
Table 12 — Secrets of the Crimson Floor
Table 13 — Pit-Wright Engineered Horrors
Table 14 — Wrath of the Arena Skies
Table 15 — The Morphing Kill-Box
Table 16 — Beast-Pit Architectures
Table 17 — The Hidden Pits of the Gullet
Table 18 — Forbidden Formats of the Death-Match
Table 19 — Legendary Arenas That Shaped Empires
Table 20 — Spectacle and Ceremony of the Blood-Games
COMBAT & FIGHTING STYLES (21-30)
Table 21 — The Five Forge-Paths
Table 22 — Signature Weapons and Their Masters
Table 23 — Iron Path Techniques: The Unbroken Shield
Table 24 — Ember Path Techniques: The Devouring Flame
Table 25 — Stone Path Techniques: The Breaking Wave
Table 26 — Shadow Path Techniques: The Lethal Angle
Table 27 — Beast Path Techniques: The Feral Dance
Table 28 — Blood on the Sand: Fighting Wounded
Table 29 — The Unorthodox Arm: Improvised Weapons
Table 30 — Forbidden Pit-Arts: The Black Techniques
THE BLOOD-GAMES (31-40)
Table 31 — The Sand Trials: Duels of Honor
Table 32 — The Crimson Feasts: Mass Combats
Table 33 — Beast Hunts: Pit-Beasts Unleashed
Table 34 — The Gauntlet: Waves of Survival
Table 35 — Regional Blood-Games: Pits of the Provinces
Table 36 — The Bracket of Blades: Seeding and Pairings
Table 37 — The Fixed Blade: Corruption in the Pits
Table 38 — The Law of Sand: Surprise Rules Changes
Table 39 — The Unwalked Path: Byes and Walkovers
Table 40 — The Gates Open: Ceremonies of Blood
PIT-BEASTS & MONSTERS (41-50)
Table 41 — Stone-Maw Behaviors in the Crimson Floor
Table 42 — Razor-Bird Swarm Tactics
Table 43 — Signs The Buried Are Near
Table 44 — War-Hound Bloodlines and Their Signature Kills
Table 45 — Chimera-Spawn Experimental Horrors
Table 46 — Beast-Breaking Techniques of the Forge-Styles
Table 47 — Escaped Beasts in the Gullet
Table 48 — Beast-Handler Accidents During the Last Walk
Table 49 — Legendary Pit-Beasts That Earned Their Crowning
Table 50 — Unforeseen Hybrid Spawn
THE CROWD & POLITICS (51-60)
Table 51 — The Roar of the Crowns
Table 52 — The Ledger of Crimson Odds
Table 53 — When the Sands Burn (Riots)
Table 54 — The Blood Puppets
Table 55 — The Weight of Gold on the Blade
Table 56 — The Voiceless Who Roar
Table 57 — The Echo Shafts Sing
Table 58 — Patrons of the Crimson Thread
Table 59 — Whispers Behind the Crown
Table 60 — The Refusal and the Reckoning
FORGERS & MASTERS (61-70)
Table 61 — The Five Forge-Paths (In Depth)
Table 62 — The Crucible Days
Table 63 — The Oath of Sarid / Oath of Sand
Table 64 — Iron Hand, Velvet Glove
Table 65 — Wars of the Anvil
Table 66 — The Whispered Kata
Table 67 — The Empty Anvil
Table 68 — The Unburdened Blade (Freelancers)
Table 69 — Echoes of the First Forgers
Table 70 — The Betrayer's Wager
THE GUTTER & EXPANSION (71-100)
Tables 71-80 — Deep Sewers, Blood Coin Bets & Meat Matches
Tables 81-90 — Advanced Pit Diseases, Banes & Quiet Hours
Tables 91-100 — Endgames, Crowning of Ashes & Dust or Legend

Sample Excerpt — Table 1: The Branding

Roll when someone becomes a Sand-Blood. The Branding with heated sand and champion's blood is irreversible and not all survive the burning.

d20 Result Description
2 The Scorching. A Pit-Priest presses a white-hot iron sigil into your forearm, searing the Mark of Sand through skin and into memory. The reek of your own flesh becomes your first prayer to the arena. You do not flinch—you cannot, or the brand is pressed again.
7 The Salt Oath. Your open wound is packed with crimson sand taken from the Crimson Floor itself. The grains fuse with scabbed flesh, a permanent reminder that the arena already owns a piece of you. Veteran Sand-Bloods claim they can still feel the grit beneath their skin decades later. [Go to Table 5: Iron-Bound Days]
16 The Duelist's Promise. A local Pit-Lord purchased your debt specifically because of your rumored skill with the blade. The branding ceremony is brief, almost respectful. The Forger waits at the edge of the ritual, already testing your grip, your stance, the hunger in your eyes. [Go to Table 3: Lessons at the Forge]
SYSTEM METRICS:Setting: Empire of Aethon • Format: 100 Linked Tables • Themes: Gladiator Drama, Shifting Battlefields, Flesh-Vat Horrors.

Claim the glory of the Crimson Floors...

Add THE COMPLETE GLADIATOR ARENA TOOLKIT to your library today and let your campaign echo with the roar of the Crowns.

THE COMPLETE GLADIATOR ARENA TOOLKITPrice: $3.00