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 Demons & Dungeoneers! Guardian Gone Mad
Posted: Wed, 14 Jan 11:00:39 CST
Publisher: Demons & Dungeoneers Gamebooks

In Guardian Gone Mad, a sweeping swords and sorcery epic, someone tests loyalty, forges destinies, and helps one rise above darkness through unity and resilience. When a corrupted guardian and monstrous forces plunged the city of Nurenhill into chaos, legendary sorceress Elenith the Argent must rally unlikely allies and confront the shadows threatening to consume everything.

From breathtaking magical battles atop the Citadel to desperate street skirmishes and moments of hard-won redemption, this tale delivers relentless action, unforgettable characters, and a world where courage and perseverance shape the future. Will the guardians reclaim their honor and restore balance, or will the city fall to the abyss?

Step into a legend where every choice matters, and where the bonds forged in adversity become the city’s greatest strength.

Demons & Dungeoneers! Guardian Gone MadPrice: $1.00
 Haven Fallen - Solo Adventure - Echo Of The Erased
Posted: Wed, 14 Jan 10:40:11 CST
Publisher: Original Frontiers

There is a silence that follows every perfect assassination. It is not the quiet of absence, but the hush of awe—of something vast holding its breath. Those who work in that silence learn to recognize it as a living thing. It listens. It remembers. You have lived your life between heartbeats, where death arrives without warning and leaves no echo. Contracts come shrouded in sigils and half-truths, sealed by glyphs older than any empire still pretending to rule. You were trained not merely to kill, but to unmake—to remove a presence so completely that reality itself hesitates when trying to recall them. That was the promise. That was the lie. Now the silence has begun to whisper. Targets marked for erasure are dying twice. Some are found already slain, their bodies carved with symbols that writhe when not directly observed. Others vanish moments before execution, leaving behind only the smell of ozone and old blood. Divinations contradict one another. Prophetic engines fracture their own predictions. Even magic—ancient, obedient magic—has begun to recoil, as if touched by something diseased. The guilds blame one another. They always do. Blades sharpen, alliances rot, and assassins begin hunting assassins—not for contracts, but out of fear. Terror spreads fastest among those who know how fragile life truly is. You are drawn into this widening fracture not by coin, but by a sigil burned into your dreams. A mark you recognize from forbidden grimoires and redacted kill-orders. A mark that should not still exist. It belongs to a forgotten cabal, one erased so thoroughly that even its absence was assassinated. And yet… it has returned. Or perhaps it never left. Every spell cast in pursuit of the truth reveals something watching from just beyond comprehension. Not a god. Not a demon. Something colder. Something that understands systems—guilds, hierarchies, contracts—and feeds on them. It wears terror like a crown and uses assassins as instruments of its own awakening. Intrigue coils tightly around you. Patrons offer protection with one hand and betrayal with the other. Magic bleeds into machinery, creating horrors that stalk the edges of perception. Each kill pulls you deeper into a design that may predate your species, your orders, even the concept of murder as a tool. The question is no longer who must die. It is whether assassination itself has become the weapon of something far worse. And whether you were ever truly free of it.



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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 - Echo Of The ErasedPrice: $0.50
 HarnWorld Kingdom of Kanday HARDBACK
Posted: Wed, 14 Jan 10:33:35 CST
Publisher: Columbia Games Inc.

This 40th-anniversary limited edition deluxe HARDCOVER of the classic fantasy role-playing setting, rich with authentic medieval detail and bonus material. Over 140 pages of full color.

PDFs of all the material listed below are included with purchase of the physical book. 


WHAT IS HÂRNWORLD?

HârnWorld is a detailed, realistic, flexible, and system-neutral setting for fantasy role-playing games. Since 1983, HârnWorld has been used by thousands of people across the world to run a wide array of medieval fantasy adventures. HârnWorld can accommodate whatever style of campaign you are looking for, whether your player characters are knights, mages, barbarians, clerics, noble lords, mercenaries, gladiators, craftsmen, merchants, thieves, or even simple peasants yearning for adventure.

This edition of the Kingdom of Kanday has the following components:

Kanday

Kanday is a feudal kingdom in southwestern Hârn ruled by King Andasin IV of Clan Kand. Founded after the collapse of the despotic Theocracy of Tekhos, Kanday has a reputation for enlightened and peaceful government. The kingdom has no shortage of internal power struggles, however. Many of its lords are troubled by the power wielded by the king’s father, an advisor to his son and a powerful earl in his own right. Some see King Andasin as overly cerebral and timid in martial matters and would prefer to see his younger brother on the throne.
Kanday has been involved in three major wars over the past 60 years with the neighboring realms. For the past two decades, orders of the Agrikan and Laranian churches have fought bloody skirmishes along the Rethemi border. Although the monarchs of both kingdoms claim this to be merely a dispute between rival religions, the conflict could quickly escalate into a full-scale war. Complicating matters, Kanday recently conceded lands to the Thardic Republic during the Kuseme War. King Andasin’s greatest fear is an alliance between his two northern neighbors.]

Aleath

Aleath, a wealthy chartered freetown, is the kingdom’s largest settlement and principal port. The king’s seat of Dyrisa in the kingdom’s heartland holds an important defensive position on the Eryn River. Menekod, the primary stronghold in the north, is the headquarters of the Order of the Checkered Shield, the Laranian fighting order seen by many as the sole defense against incursions by the “dark churches.” Sarkum, an isolated castle on the windswept southwestern coast, suffered heavily during the last war with Rethem and is the seat of the powerful Earl of Sarkum.
Kingdom of Kanday is an exciting module for your Hârn campaign. Characters could becomen involved in the border conflict between warring faiths, clash with the Thardic legions, explore the Ternu Heath seeking a lost city, or become embroiled in the infighting and intrigues of the king’s court.

HarnWorld Kingdom of Kanday HARDBACKPrice: $59.98
 Tomb of 1,000 Gears
Posted: Wed, 14 Jan 10:30:32 CST
Publisher: Games Omnivorous

“Trixie and Pippo went in to steal the machines.
Trixie and Pippo are now dead.”
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Master Gnorbitt Cogglefizz, a legendary but paranoid gnome inventor, feared the theft of his life's work above all else. In his final years, he designed his own resting place - a grand mechanical dungeon that would guard his tomb and creations for eternity.

Those who survive the dungeon may claim Gnorbitt’s final invention: a device of unfathomable power.

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Tomb of 1,000 Gears is the first official module for FLAIL roleplaying game. A deadly clockwork dungeon rife with clever traps, deadly automata, and challenging puzzles. Adventurers will have to use their wits more than their swords to survive, or be crushed beneath the legacy of a paranoid gnome inventor.

This is a mininalist, low-prep module presented in a six-pannel, double-sided postcard.
Includes the adventure, separate map and item cards. Takes about 2 hours to be played. 


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WHAT IS FLAIL?

FLAIL is a fast, scrappy OSR brawler where spells act up, weapons fall apart, and characters survive mostly through nerve, luck, or whatever they grabbed on the way in. Hit points are low, danger stays high, and plans rarely make it past the second roll. It’s classic fantasy chaos with a slightly unhinged grin.

Created by Andre Novoa, FLAIL is developed and published by Games Omnivorous. Uses a tactile item-and-gear system that makes inventory management actually interesting, and a push-your-luck combat system that feels like a game of dice poker. Quick to learn, quicker to implode, ideal for hexcrawls, dungeons, and players who enjoy seeing what goes wrong first.

Useful links:

  • FLAIL official page: visit https://gamesomnivorous.com/pages/flail for more info on the game. 
  • Patreon: please support the patreon! By pledging $3 per month, you get monthly drops of new content for FLAIL such as new adventures, guilds, monsters, religions, classes and more. Check it out at https://www.patreon.com/c/GamesOmnivorous
  • Discord: join the server to connect with other players and creators.
  • Online tools: create new items for FLAIL and generate hexcrawl maps instantly. Find more at https://gamesomnivorous.com/pages/flail-tools
  • Resources folder: download printable and digital character sheets. Also hireling and construct sheet, cheat sheet, style guide, GM tracker sheet and more. Find the resources at https://gamesomnivorous.com/pages/flail 
Tomb of 1,000 GearsPrice: $3.00
 The Gangs Of New York - Solo Adventure - The Broken Order
Posted: Wed, 14 Jan 10:20:42 CST
Publisher: Frontier Gaming

The Five Points is restless. Smoke curls from the tenements, and the cobblestones glisten with rain, mud, and spilled ale. Lanterns flicker along the alleys, their light barely penetrating the fog that crawls from the East River. The city’s heartbeat echoes in the boots of those who prowl the streets—thieves, rogues, and politicians alike—each hungry for influence, coin, or vengeance. Tonight, the air tastes of copper and fear. Rumors fly faster than the cries of street vendors: a new faction of rogues has emerged, skilled in theft and deception, striking at both the wealthy and the unsuspecting. At the same time, whispers speak of a political uprising—unrest among the tenements’ inhabitants threatening to shake the Five Points’ delicate balance of power. The gangs are uneasy, alliances faltering, and every saloon is alive with rumors, wagers, and secrets. You step into this maelstrom as an unknown—or perhaps remembered—figure of shadowed deeds. Your fingers itch for coin, your eyes scan for advantage, and your mind weighs the cost of action. Somewhere in the alleys, a plan is forming, a rebellion simmering, and only you can decide which side to aid—or betray. The city waits, and the streets themselves seem to hold their breath.



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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 - The Broken OrderPrice: $0.50
 Dark Age: Bushido - Solo Adventure - Unyielding Dawn
Posted: Wed, 14 Jan 10:20:35 CST
Publisher: Frontier Gaming



HOW TO PLAY

In this Solo Adventure, you assume the role of an adventurer in a Medieval Fantasy samurai realm. You will require The Dark Age: Bushido Core Rulebook (CRB), the Dark Age: Otherworld Expansion, and any associated Expansions you wish to use, along with a pen and paper—or a word-processing document—to play.

The story begins with an Introduction, a few initial Locations, and several key Story Points. The rest is shaped by your choices. The Actions you take depend on what you see, who you encounter, and how you choose to interact. Each Action will create ripples in the world; keep a record of events and adapt the world as it responds.

As you play, you become your own Storyteller—crafting an evolving narrative shaped by fate, honor, and the unseen forces that stalk the borders of the mortal realm. Use the Character Creation rules in the CRB to craft your hero, and consult the Storyteller tools in the CRB to generate NPCs. Once you have familiarized yourself with the following sections, you are ready to begin.



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The old teachings no longer hold the land together. What once bound blade to purpose has begun to fracture beneath famine, betrayal, and endless bloodshed. From this decay rises a new order—disciplined, severe, and utterly convinced of its own righteousness. They speak of renewal through resolve, of loyalty sharpened until mercy itself becomes a weakness. War spreads not because the old ways failed, but because they were incomplete. Provinces choose sides not along borders, but along belief. Every road becomes a proving ground. Every oath is weighed against survival. You move through this tightening world as both witness and participant, forced to decide whether honour is something preserved—or something reforged in fire. This conflict will not end when the fighting stops. It will end when one meaning of duty erases all others.

Dark Age: Bushido - Solo Adventure - Unyielding DawnPrice: $0.50
 Demons & Dungeoneers! Novelette Deal of the Day [BUNDLE]
Posted: Wed, 14 Jan 10:10:28 CST
Publisher: Demons & Dungeoneers Gamebooks
This special bundle contains the following titles:

This novelette is available for this price until January 15th 11 AM US Eastern Time. 

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533164-thumb140.jpg Demons & Dungeoneers! There Is No Victory (Novelette)
Regular price: 0
Bundle price:
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Format:
 PDF
One duel. One death. One empire undone. When Syl’Zarien falls, the dark elves are forced to abandon their last stronghold. Torak the Black vanishes into the frost, leaving behind a legacy buried in stone. But Ald’Seran—masked champion, reluctant exile—knows the truth: the duel was never meant to be won. Now, as whispers of betrayal stir and the surface world teeters on the edge of war, Ald’Seran walks a path of silence and sorrow. He seeks no revenge. Only answers. "There Is No Victory" is a dark fantasy novelette of legacy, sacrifice, and the quiet fury of those who refuse to vanish.  ...

Total value: 0
Special bundle price: 0
Savings of: 0 (50%)
Demons & Dungeoneers! Novelette Deal of the Day [BUNDLE]Price: $1.00
 Demons & Dungeoneers! * Deal of the Day * [BUNDLE]
Posted: Wed, 14 Jan 10:05:15 CST
Publisher: Demons & Dungeoneers Gamebooks
This special bundle contains the following titles:

This gamebook is available for this price until January 15th 11 AM US Eastern Time. 

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482583-thumb140.jpg Demons & Detectives! Forbidden Rituals (Solo Adventure)
Regular price: 0
Bundle price:
 0
Format:
 PDF
I wanted to say Happy Birthday to New York City when publishing this gamebook in 2024. It has turned 400 years old in silence, yet not forgotten by those who appreciate its history and its people. Happy Birthday, NYC! Demons & Detectives! Forbidden Rituals is a gamebook using the Roaring Twenties time era. You will need a 6-sided die or generator to play the game. Inside the PDF downloads: - You can choose from 6 pre-made detectives, each with individual (fillable) character sheets, eliminating the need to use a pencil and eraser to play the game. - The game is hyperlinked after each action for your convenience. - There are over 220 beautifully drawn illustrations by various professional artists. - There are only four pages of rules to help you engage in the game in less than a f...

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Demons & Dungeoneers! * Deal of the Day * [BUNDLE]Price: $5.00
 Shadowgate
Posted: Wed, 14 Jan 08:35:23 CST
Publisher: Marshal Games

Four hundred years ago, the Barony of Aaront fled into the highlands rather than worship Krata, the God of Rage. Now the horns of the Iron Horde echo through the mountains as warlock-led legions pour through the Horned Gate. While Aaront bleeds, an immortal conspiracy stretches its claws from the black citadel of Knsatti—and the Elhalian Empire will not come.

This adventure adapts the storyline from my Paladin's Quest novels into the Amanar setting, blending dungeon-crawling expeditions through mountain strongholds with desperate siege warfare and political intrigue. The conspiracy runs deeper than simple invasion, and your heroes will need cunning as much as courage to survive.

ShadowgatePrice: $2.00
 Ear Piercing Scream Part Deux
Posted: Wed, 14 Jan 07:00:53 CST
Publisher: Orphaned Bookworm Productions LLC

Inspiration can come from many places. It can be books, screen, art, or music. Ear Piercing Scream is a creative exercise to create spells based on the names of death metal band, album, and most importantly song names. The inspirations span a wide gamut of genres, but all touch on heavy or death metal.

For the most part, the spells within are directly inspired by the names and not lyrics within said songs. While there are dark and violent spells herein, we went out of our way to avoid anything overly vulgar or disgusting.

In all there are 100 spells in all of their bloody-metal glory, paired with a reference of the inspiration of the spell. These spells make for more interesting combat and can be employed by players and GMs alike.

Ear Piercing Scream Part DeuxPrice: $7.00
 Soulfrost Reliquary - Coloring Artbook
Posted: Wed, 14 Jan 06:57:45 CST
Publisher: Kelfecil's Tales

Soulfrost Reliquary – Coloring Artbook

Enter the frozen myth, one line at a time.

This art-filled companion to Soulfrost Reliquary features the original sketches and line art behind the book’s chilling visuals.

Whether you want to explore the artistic process or bring these icy legends to life with your own colors, this book is made for fans of both fantasy and creativity.

  • Includes all original concept sketches from the Soulfrost project
  • x63 Printable pages perfect for coloring or custom embellishment
  • A behind-the-scenes look at the frozen world of ancient magic and myth

Add your own spark to the frost. Great for GMs, players, and fantasy art lovers alike.

Soulfrost Reliquary - Coloring ArtbookPrice: $12.00
 Soulfrost Reliquary - Hard Mode (+Cards)
Posted: Wed, 14 Jan 06:57:42 CST
Publisher: Kelfecil's Tales

Soulfrost Reliquary – Hard Mode (+Cards)

REQUIRES THE SOULFROST RELIQUARY BOOK IN ORDER TO BE PLAYED.

The only standalone part of this product are the Monster Stat Blocks which could essentially be used anywhere.


Colder. Crueler. Deadlier.

Turn the frozen dread of Soulfrost Reliquary up to eleven with this Hard Mode expansion, designed for experienced parties who want brutal battles, tactical pressure, and high-stakes survival.

Inside this frosted nightmare upgrade:

  • 48-page Hard Mode PDF packed with enhanced monster mechanics, alternate encounter designs, and deadlier dungeon twists
  • 76-page Card PDF featuring quick-reference monster stat cards built for Hard Mode play

Perfect for GMs looking to challenge their table or surprise returning players. Every icy corner of the Reliquary just got a lot more dangerous.

Only the strong survive the freeze.

Soulfrost Reliquary - Hard Mode (+Cards)Price: $18.00