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 Sentinels of Earth-Prime: Lantern Jack Hero Mini-Expansion
Posted: Thu, 11 Jun 19:22:11 CDT
Publisher: Green Ronin Publishing

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Lantern Jack Hero Mini-Expansion
for Sentinels of Earth-Prime

Lantern Jack is a new hero for the Sentinels of Earth-Prime card game. A ghost of the American Revolution, Lantern Jack’s spectral form still haunts the streets of Freedom City. The light of his lantern burns blue with the light of truth, green with the light of justice, and purple with the light of vengeance as he watches over the world of the living. This mini-expansion includes a unique 40-card deck, a hero character card, a variant card, and a divider that fits right in the core game’s box. This deck is also 100% compatible with Sentinels of the Multiverse. Expand your Sentinels of Earth-Prime character options with Lantern Jack!

For use with Sentinels of Earth-Prime

Sentinels of Earth-Prime is a cooperative card game that recreates the pulse pounding action of superhero comics. This epic team up between Green Ronin Publishing and Greater Than Games uses the rules of the hit game Sentinels of the Multiverse and the setting and characters of the critically acclaimed Mutants & Masterminds Roleplaying Game. Play a hero of the Freedom League like Lady Liberty, Captain Thunder, or Johnny Rocket striving against the schemes of villains such as Argo the Ultimate Android and Omega, Lord of the Terminus, in dynamic environments like Tartarus and Freedom City.

Sentinels of Earth-Prime is a stand-alone game but everything is 100% compatible with previous Sentinels of the Multiverse releases and decks can be mixed and matched as you desire.

Earth-Prime needs heroes! Will you answer the call?

Sentinels of Earth-Prime: Lantern Jack Hero Mini-ExpansionPrice: $5.95
 Sentinels of Earth-Prime: Eldritch Hero Mini-Expansion
Posted: Thu, 11 Jun 19:22:01 CDT
Publisher: Green Ronin Publishing

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Eldritch Hero Mini-Expansion
for Sentinels of Earth-Prime

Eldritch is a new hero for the Sentinels of Earth-Prime card game. Originally an archeologist in the 1930s, he is now the world’s Master Mage. Eldritch is an ally of the Freedom League and provides Earth-Prime’s first line of defense against mystical threats. This mini-expansion includes a unique 40-card deck, a hero character card, a variant card, and a divider that fits right in the core game’s box. This deck is also 100% compatible with Sentinels of the Multiverse. Expand your Sentinels of Earth-Prime character options with Eldritch!

For use with Sentinels of Earth-Prime

Sentinels of Earth-Prime is a cooperative card game that recreates the pulse pounding action of superhero comics. This epic team up between Green Ronin Publishing and Greater Than Games uses the rules of the hit game Sentinels of the Multiverse and the setting and characters of the critically acclaimed Mutants & Masterminds Roleplaying Game. Play a hero of the Freedom League like Lady Liberty, Captain Thunder, or Johnny Rocket striving against the schemes of villains such as Argo the Ultimate Android and Omega, Lord of the Terminus, in dynamic environments like Tartarus and Freedom City.

Sentinels of Earth-Prime is a stand-alone game but everything is 100% compatible with previous Sentinels of the Multiverse releases and decks can be mixed and matched as you desire.

Earth-Prime needs heroes! Will you answer the call?

Sentinels of Earth-Prime: Eldritch Hero Mini-ExpansionPrice: $5.95
 Sentinels of Earth-Prime: Sub-Terra Environment Mini-Expansion
Posted: Thu, 11 Jun 19:21:52 CDT
Publisher: Green Ronin Publishing

SOEP-header_600.jpg


Sub-Terra Mini-Expansion
for Sentinels of Earth-Prime

Sub-Terra is a new environment for the Sentinels of Earth-Prime card game. It is a strange realm deep beneath Earth-Prime, where the Serpent People and the Morlocks engaged in a long and brutal war. It is a place of monsters, myths, and menaces spawned from both science and sorcery that makes an engaging battleground for your heroes and villains. This mini-expansion includes a unique 15-card deck and a divider that fits right in the core game’s box. This deck is also 100% compatible with Sentinels of the Multiverse. Expand your Sentinels of Earth-Prime environment options with Sub-Terra!

For use with Sentinels of Earth-Prime

Sentinels of Earth-Prime is a cooperative card game that recreates the pulse pounding action of superhero comics. This epic team up between Green Ronin Publishing and Greater Than Games uses the rules of the hit game Sentinels of the Multiverse and the setting and characters of the critically acclaimed Mutants & Masterminds Roleplaying Game. Play a hero of the Freedom League like Lady Liberty, Captain Thunder, or Johnny Rocket striving against the schemes of villains such as Argo the Ultimate Android and Omega, Lord of the Terminus, in dynamic environments like Tartarus and Freedom City.

Sentinels of Earth-Prime is a stand-alone game but everything is 100% compatible with previous Sentinels of the Multiverse releases and decks can be mixed and matched as you desire.

Earth-Prime needs heroes! Will you answer the call?

Sentinels of Earth-Prime: Sub-Terra Environment Mini-ExpansionPrice: $3.95
 Sentinels of Earth-Prime: Malador the Mystic Villain Mini-Expansion
Posted: Thu, 11 Jun 19:21:35 CDT
Publisher: Green Ronin Publishing

SOEP-header_600.jpg


Malador the Mystic Villain Mini-Expansion
for Sentinels of Earth-Prime

Malador the Mystic is a new villain for the Sentinels of Earth-Prime card game. An adept of the arcane arts, he earned the title of Master Mage in Atlantis millennia ago but betrayed his oath and his duty to humanity. Malador bargained with unspeakable evil entities from other dimensions, seeking power, knowledge, and eternal life above all else. Can the Freedom League stop his sinister plans? This mini-expansion includes a unique 25-card deck, a character card, a rules card, and a divider that fits right in the core game’s box. This deck is also 100% compatible with Sentinels of the Multiverse. Expand your Sentinels of Earth-Prime villain options with Malador the Mystic!

For use with Sentinels of Earth-Prime

Sentinels of Earth-Prime is a cooperative card game that recreates the pulse pounding action of superhero comics. This epic team up between Green Ronin Publishing and Greater Than Games uses the rules of the hit game Sentinels of the Multiverse and the setting and characters of the critically acclaimed Mutants & Masterminds Roleplaying Game. Play a hero of the Freedom League like Lady Liberty, Captain Thunder, or Johnny Rocket striving against the schemes of villains such as Argo the Ultimate Android and Omega, Lord of the Terminus, in dynamic environments like Tartarus and Freedom City.

Sentinels of Earth-Prime is a stand-alone game but everything is 100% compatible with previous Sentinels of the Multiverse releases and decks can be mixed and matched as you desire.

Earth-Prime needs heroes! Will you answer the call?

Sentinels of Earth-Prime: Malador the Mystic Villain Mini-ExpansionPrice: $5.95
 Hero Kids Deutsch - Weltraum Abenteuer - Schwierigkeiten auf der Grenz-Station
Posted: Thu, 11 Jun 18:42:35 CDT
Publisher: Hero Forge Games

Im Abenteuer „Schwierigkeiten auf der Grenz-Station“ besuchen die Kinder eben diese – eine Handelsstation im Orbit von Circa Prime –, weichen einem tödlichen Asteroidenschauer aus und versuchen anschließend, Ersatzteile an einen Händler zu verkaufen. Doch kaum ist der Handel abgeschlossen, werden sie von Plünderern überfallen und müssen um ihre Flucht kämpfen.

•  Abenteuer mit vier Begegnungen und drei neuen Karten
•  Enthält vier Monstertypen: den Anführer der Plünderer, Sägeblatt-Plünderer, Gauß-Plünderer und Betäubungs-Plünderer 

Hero Kids Deutsch - Weltraum Abenteuer - Schwierigkeiten auf der Grenz-StationPrice: $2.99
 Dungeonrunner H Series + Promo [BUNDLE]
Posted: Thu, 11 Jun 17:39:10 CDT
Publisher: Powercell Games
This special bundle contains the following titles:


565747-thumb140.pngDungeonrunner H1: Sands of Hagazan
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Format:
 Card(s)
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565749-thumb140.pngDungeonrunner H2: Curse the Moon
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Format:
 Card(s)
Download the rules here! ...

565750-thumb140.pngDungeonrunner H3: Catacombs of Punishment
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Bundle price:
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Format:
 Card(s)
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565755-thumb140.pngDungeonrunner Promo Cards 5
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Format:
 Card(s)
...


Total value:0
Special bundle price:0
Savings of:0 (18%)
Dungeonrunner H Series + Promo [BUNDLE]Price: $54.96
 The Gangs Of New York - Solo Adventure - The Coming Storm
Posted: Thu, 11 Jun 17:27:18 CDT
Publisher: Frontier Gaming

The Five Points has endured riots, gang wars, political corruption, and every manner of vice imaginable, yet the district remains standing through a fragile balance maintained by fear, reputation, and tradition. That balance is shattered by the arrival of a new gang known as the Ash Hounds. Unlike the established crews that emerged from the neighborhood's tenements and taverns, the Ash Hounds seem to appear from nowhere. Their members are disciplined, secretive, and remarkably organized. They recruit aggressively, offering protection, wages, and opportunity to those neglected by the older gangs. Within weeks, they establish safehouses, seize gambling dens, and expand into territories long considered untouchable. The crowded streets and narrow alleys of the Five Points buzz with rumours as local bosses struggle to understand how a previously unknown organization has grown so powerful so quickly. Yet the Ash Hounds are merely the visible face of a far greater threat. Strange disappearances plague the district. Merchants begin abandoning long-held loyalties. Entire crews vanish overnight, only to reappear serving the newcomers. As tensions rise, old enemies reluctantly meet to discuss the crisis, fearing that if the Ash Hounds continue their advance there will soon be no independent gangs left at all. The Five Points stands at a crossroads. Whether this new force brings order, domination, or destruction remains uncertain, but one truth has become impossible to ignore. Something is changing in the streets, and the future belongs to whoever survives the coming storm.



_____________________________




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 - The Coming StormPrice: $0.50
 Lullabies of Carcosa
Posted: Thu, 11 Jun 16:46:59 CDT
Publisher: Chaosium

Lullabies of Carcosa appears at first glance to be a series of children's stories, sharing roots with old European folklore. But these tales' unwholesome departures from the traditional archetypes suggest something infinitely more malevolent at work.

Lullabies of Carcosa was discovered amongst a collection of other undocumented manuscripts in a chest at the Salem Athanaeum in 1938. The collection became known as the Salem Bequest. Nothing else about its history or provenance is known.

Mythos Tome

An ancient and terrible power is bound within the pages of these strange tales. To read them is to release Her. Or perhaps instead She will simply invite you in...

Beasts and Villains

A boutique collection of unique horrors, plus one very big bad.

A nightmare odyssey through Carcosa

A hellish journey into the tales themselves which can be dropped into any campaign. Driving investigators to explore the deeper aspects of their characters, this devastating pilgrimage through the unforgiving dreamscape of Carcosa will have grievous, often heartbreaking, consequences for the party.

Original art

Each tale is accompanied by a stunning original plate created by renowned illustrator John Gallagher.

Inspired by Bookshops of Arkham

The creation of this tome was inspired by Chaosium's acclaimed actual play Bookshops of Arkham, and is written by one of the original authors, with original creature creation by celebrated voice actor and game master Mark Meer.

Lullabies of CarcosaPrice: $9.95
 Redacted – Character Sheet Booklet
Posted: Thu, 11 Jun 16:36:24 CDT
Publisher: The Yellow Hand

REDACTED:
CHARACTER SHEET BOOKLET

Because I can tell you, if they flew here from another galaxy, no matter what you've pulled off the shelf, it'll be unlike anything we have on Earth."

– Neil DeGrasse Tyson

THE REDACTED CHARACTER SHEET BOOKLET CONTAINS:

12 full-color, double-sided character sheets


Setting

TONGUE-IN-CHEEK SETTING!


Influences

TASTEFUL INFLUENCES


Background
LAYERED BACKGROUND!
Insects
GIANT RADIOACTIVE INSECTS!


YH-SS-7

Redacted – Character Sheet BookletPrice: $0.99
 Traveler's Adventures - Teeth of the Mountain
Posted: Thu, 11 Jun 15:53:48 CDT
Publisher: Muqarnas Games

THE MOUNTAIN IS NOT COLLAPSING. IT IS WAKING UP.

The great stone teeth of the mountain fall one by one onto the valley below. Each of these massive granite spires weighs as much as a house. For three weeks, the settlement of Dunholt has watched in terror as the mountain called the Warden pushes its teeth out from within. The mountain is not collapsing. Something ancient inside it is waking up, and as it shifts in its sleep, the mountain shifts with it.

Teeth of the Mountain is a Sword & Sorcery one-shot adventure at its most geological. The horror here is scale. The characters are not fighting a malicious monster; they are negotiating with a fact of nature that has recently become aware that it exists. Players must ascend the Warden, descend into its deep roots through the socket of a fallen Tooth, and decide how to deal with the immense entity at the mountain's core before it fully rouses and destroys the valley.

Adventure Features:

  • Perfect for a Single Session: Designed for 3 to 5 players at levels 4 to 6, providing a complete 4 to 6-hour experience. It requires no preparation beyond reading the document.

  • Geological Sword & Sorcery: Navigate an interior dungeon shaped by centuries of the creature's massive movements. Players must move carefully through passages that pulse with the mountain's slow, rhythmic breathing.

  • Non-Combat Resolution: Resolve the crisis using a unique acoustic resonance system rather than conventional combat. Players can attempt to deepen the entity's sleep, guide its waking, or place a physical anchor to temporarily halt the destruction.

  • Scale and Awe: Face an entity whose sleeping body is the mountain itself. Violence is pointless; explosive spells or combat will cause immediate structural disturbance and force more Teeth to fall.

  • SRD 5.1 Compatible: Built using the Systems Reference Document 5.1. It is ready to drop into any 5E campaign or be played as an atmospheric standalone adventure.

The mountain was here before you. It will be here after. 

Traveler's Adventures - Teeth of the MountainPrice: $1.99
 Operation: Blind Knife
Posted: Thu, 11 Jun 15:48:58 CDT
Publisher: Evil Genius Games

Behind Enemy Lines

A routine extraction mission turns into an international powder keg.

Dropped by parachute into the war-torn nation of Wurristan, the heroes are tasked with rescuing a stranded American operative and his family before a devastating airstrike wipes out the region. But nothing is what it seems.

The agent they came to save has been playing both sides, conspiring with a ruthless warlord and Russian operatives in a deadly scheme that could ignite a global conflict. Trapped behind enemy lines, the heroes must survive betrayal, evade destruction, and uncover the truth behind a mysterious rare-earth discovery worth killing for.

With Russian missiles inbound, enemy forces closing in, and the fate of a region hanging in the balance, the heroes will need to fight their way across hostile territory, survive a massive airfield assault, and make one final stand against a warlord determined to leave no witnesses.

Espionage. Betrayal. Explosive military action.

Can your heroes escape Wurristan before they become the spark that starts a war?

Operation: Blind KnifePrice: $0.00
 The Complete Dungeon Delve Toolkit
Posted: Thu, 11 Jun 15:32:49 CDT
Publisher: Eduardo Camps

A Subterranean Horror Toolkit

The Complete Dungeon Delve Toolkit

2,000 Entries. Zero Prep. One d20.

The stone does not sleep. It has been waiting for you.

This is not a dungeon map. Not a room key with stat blocks. The Complete Dungeon Delve Toolkit is a narrative engine of subterranean horror — a hundred tables that transform a single die roll into a living underworld that breathes, watches, and learns. Your players step through a mouth of stone and find themselves in tunnels that shift when unobserved, air that leans inward to compress their torchlight, and depths where the architecture itself has developed heartbeat and hunger.

Every table chains to the next. An entrance becomes a crawl. A crawl becomes a trap that breathes gas and breeds false memories. A false memory becomes Living Stone that seals the return path behind you, leaving only forward — into the Vaults where forgotten dynasties rot on their thrones, past the Forge where magma creatures remember the language of the gods, and finally to the Abyssal Gate where the stone bends and time breaks. Three rolls. Three hours. Zero prep.

Roll 1: The Barnacle Steps

Entry 5 — A sea-cave entrance where fossilized shells carpet the stairs in geometric patterns. The salt in the stone remembers the ocean that carved it, and the memory bleeds into your delvers: they smell surf where there is only stagnant air. The first steps downward dissolve the boundary between where they came from and where they are going. [Go to Table 22: The Whisper — Vapors of Madness]

Roll 2: The Whisper

A gas that is not mist rises from cracks in the floor. It induces a specific madness: the delvers begin to remember a surface life they never lived. Loved ones with faces they cannot quite hold. Sunlight that feels like a dream from childhood. The dungeon breathes out your own false memories to keep you company in the dark. When the hallucination fades, the stone has shifted. The path back is gone. [Go to Table 15: Living Stone Shift]

Roll 3: The Deep Kings

The tunnel opens into a chamber that could swallow a cathedral. The walls are not stone but calcified bone, arranged in patterns that suggest deliberate architecture. At the center, the Forge-Master waits — an anvil the size of a house, and the creature that hammers on it is not a giant but something that used to be a dwarf before the deep changed its mind. The sound is not metal on metal. It is the rhythm of a heartbeat amplified through miles of stone. [Go to Table 91: The Abyssal Gate]

One roll opens a dungeon. Three rolls build a campaign that descends into myth.

What You Get

100 Tables, 2,000 Entries — Every result a complete narrative situation: entrance mouths, claustrophobic crawls, traps that deceive with beauty, monsters that hunt in ecological webs, cursed treasures, and the final confrontation at the world's root
The Cascade System — Entries embed cross-references to other tables, creating emergent dungeon environments that spiral from the threshold to the Abyssal Gate without a single map drawn in advance
True Zero Prep — Read the roll aloud and run it. No stat blocks, no conversion tables, no homework. The dungeon assembles itself through the cascade
System-Agnostic — Pure narrative engine. No mechanics, no stats, no system lock-in. Works with D&D 5e, Old School Essentials, Shadowdark, Mörk Borg, Torchbearer, and TAG
The Living Stone — Stone that breathes, shifts when unobserved, grows like coral, and develops hunger. The environment is your primary adversary before any monster draws breath
Psychological Depth — Tables 81-90 model the Crawler's Mind: morale fracture, hope depletion, memory loss, and the quiet moment when a delver realizes they no longer want to see the surface
The Mark & The Gloom — A complete diegetic navigation system (physical markers left by previous expeditions) paired with active magical darkness that leans inward and compresses torchlight with malignant intention

The Ten Chapters

The Threshold (1-10) — Mouths of the Deep: limestone funnels that weep mineral tears, fossilized stairs that remember ancient seas, and the moment when the weight of all stone above becomes a physical presence on the shoulders
The Warrens (11-20) — Claustrophobic crawls that separate the steel-nerved from the broken, echo halls where sound becomes a weapon, and passages that narrow until the stone kisses your back and chest simultaneously
Traps & Hazards (21-30) — The Whisper that induces madness, deceptions that wear pleasant shapes, architectural beauty that lures the greedy to their death, and the Mark that transforms flesh into something the stone recognizes
Monsters of the Deep (31-40) — Swarming Scrabblers, tunnel-stalking Hungry, iron-sentinels that stand motionless for centuries until the right footstep awakens them, and the ecological webs that bind predator to prey in the dark
Treasure & Loot (41-50) — Crown-Gold that corrodes the soul, singing relics that teach their owners to hear new frequencies, prisons wearing pleasant shapes, and the Fool's Fortune that costs more than it gives
The Vaults & Ancient Ruins (51-60) — Throne halls of forgotten dynasties, bone-crypts where the dead sit in council, workshops of broken wonders, and the deep time that reveals civilizations stacked atop each other like sediment
The Cisterns & The Forge (61-70) — Drowned halls where water has become a solid thing, lava bridges that sing in cooling voices, and creatures of magma and flame that remember the language of the gods who built them
The Deep Kings (71-80) — Apex monster lairs, legendary domains carved from the calcified dreams of sleeping gods, omens written in lichen that only grows where no light has ever touched, and relics that hum with the frequency of creation
Delvers & Survival (81-90) — Torch-depletion measured in heartbeats, empty bellies that make the stone look edible, fractures in the company that turn brother against brother, and the last words spoken before the darkness takes its due
The Abyssal Gate (91-100) — Where stone bends and time breaks, where demon princes hold court in geometries that violate the eye, and the final question: do you descend through the gate, or does the gate ascend through you?

How to Use

1 Roll the Fate — Throw a d20 on any table. Every entry is a complete narrative situation with sensory detail, stakes, and consequence.
2 Follow the Threads — Each entry sends you to another table. Follow the cascade and watch a single roll become an entire dungeon level, a session of escalating dread, or a campaign that descends to the world's root.
3 Build Your Deep — Use tables standalone for single rooms or encounters, or chain them into a ten-chapter campaign that asks whether the treasure is worth the weight of all stone above.

Compatible With

Works seamlessly with any dungeon fantasy RPG system. No conversion required — pure narrative content designed for immediate use.

D&D 5e OSE Shadowdark Mörk Borg Torchbearer Dungeon World TAG

Content Warning

This toolkit contains claustrophobia, body horror through cursed transformation, psychological deterioration, starvation and cannibalism implications, parasitic infestation, betrayal under extreme pressure, and existential dread. The Deep is not a puzzle to solve. It is a mouth that has been open for a very long time.

Check the preview 

random encounter tables, dungeon delving, subterranean horror, dark fantasy, gm screen aid, zero prep, system agnostic, osr, shadowdark compatible, mörk borg, dungeon generator, underground exploration, survival horror, psychological horror, dark fantasy, monster encounters, cursed treasure, ancient ruins, tabletop rpg, dm tools, sandbox generator, session prep, tag compatible, living dungeon

The Complete Dungeon Delve ToolkitPrice: $3.00