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 THE COMPLETE ALIEN SPECIES TOOLKIT
Posted: Wed, 11 Mar 02:50:13 CDT
Publisher: Eduardo Camps

Alien Species Generator is a system-neutral toolkit for quickly creating unique extraterrestrial species for science-fiction tabletop RPGs with 150 d20 tables.

Designed for Game Masters who need fast inspiration during play or worldbuilding, the generator uses structured random tables to help you build alien civilizations in minutes. By rolling on the tables, you can determine a species’ biology, culture, technology, psychology, and role in the galaxy.

Instead of providing rigid lore, the book delivers flexible prompts that can be adapted to any science-fiction setting—from hard sci-fi exploration to space opera or cosmic horror.

The generator helps you quickly answer questions such as:

  • What does this alien species look like?

  • How do they reproduce or evolve?

  • What kind of society do they have?

  • What technology or abilities define them?

  • How do they interact with other civilizations?

Each generated species can become anything from a minor encounter to a major faction in your campaign.

Because it is system-neutral, the generator works with any sci-fi RPG, including Traveller, Stars Without Number, Mothership, Starfinder, or homebrew systems.

Ideal for:

  • Creating alien races on the fly

  • Expanding your sci-fi setting

  • Generating mysterious first-contact encounters

  • Building factions, empires, or unknown civilizations

Roll the dice, interpret the results, and bring an entirely new species into your universe.

THE COMPLETE ALIEN SPECIES TOOLKITPrice: $3.00
 Hero Kids Italiano - Fantasy Adventure - La Radura dell'Unicorno - Italian
Posted: Wed, 11 Mar 02:31:10 CDT
Publisher: Hero Forge Games

Banner Hero Kids Creator's Guild

L'avventura La Radura dell'Unicorno si svolge durante una delle pattuglie di routine dei ragazzi nel Bosco di Darkenwold. Nel corso della pattuglia si imbattono in un unicorno inseguito da un branco di goblin saccheggiatori. L'unicorno è stato ferito molto gravemente nell'attacco, quindi i ragazzi devono avventurarsi più in profondità nella foresta per trovare una cura.

  • Avventura con nove incontri e nove nuove mappe
  • Include sette mostri: Lupo, Metalupo e una serie completa di goblin
Hero Kids Italiano - Fantasy Adventure - La Radura dell'Unicorno - ItalianPrice: $3.48
 Desert Dancer - STL files for arabian indian middle eastern desert dancing girl
Posted: Tue, 10 Mar 21:52:23 CDT
Publisher: MediaStream Press

Desert Court Dancer

Silk swirls. Anklets chime. Every movement tells a story.

The Desert Court Dancer brings elegance, mystery, and motion to your tabletop. Inspired by the vibrant courts and marketplaces of desert kingdoms, this miniature captures a performer in mid-dance—flowing garments, delicate jewelry, and poised confidence turning every step into spectacle.

Whether she is entertaining nobles beneath lantern-lit pavilions, gathering whispers in the shadowed corners of a palace, or concealing a far more dangerous profession behind a graceful smile, the Desert Court Dancer is a perfect addition to bustling bazaars, royal courts, tavern scenes, or intrigue-filled adventures.

Use her as:

  • A court entertainer in a wealthy sultan’s palace

  • A traveling performer drawing crowds in the marketplace

  • A spy or assassin hiding in plain sight

  • A bard or enchantress whose dance carries subtle magic

With flowing fabrics, ornate accessories, and a confident pose, this miniature adds personality and narrative depth to any desert city, caravanserai, or festival scene.

Because sometimes the most dangerous weapon in the room… is the one everyone is applauding.

NOTE: THIS IS NOT SUPPORTED. SUPPORT AS NEEDED FOR YOUR PRINTER.

Desert Dancer - STL files for arabian indian middle eastern desert dancing girlPrice: $1.99
 Birch Trees Set - STL files for forest trees - single, double, triple
Posted: Tue, 10 Mar 21:37:14 CDT
Publisher: MediaStream Press

Birch Grove Scatter Set

Bring the quiet beauty of northern forests to your tabletop with this Birch Grove Scatter Set, a trio of highly detailed terrain pieces designed to add natural atmosphere and vertical interest to your games. Each piece captures the distinctive character of birch trees—slender trunks, textured bark, and gently spreading branches—while remaining sturdy enough for reliable tabletop play and 3D printing.

This set includes three complementary terrain pieces:

  • Single Birch – A solitary tree perfect for marking a landmark, trail marker, or quiet forest edge.

  • Twin Birches – A naturally paired grouping that creates visual framing for paths, ambush points, or campsite clearings.

  • Trio of Birches – A clustered stand that forms the heart of a small grove, ideal for cover, scenic terrain, or druidic meeting places.

Each tree is scaled to print at approximately 6 inches tall, providing impressive presence on the tabletop while remaining stable and durable. The bases feature subtle natural ground textures—stones, roots, and forest growth—to blend seamlessly with a variety of terrain styles.

Whether used as scatter terrain, forest edges, encounter markers, or scenic centerpieces, the Birch Grove Set adds depth and realism to wilderness adventures, skirmish games, and immersive role-playing scenes.

NOTE: THESE COME UNSUPPORTED. SUPPORT AS NEEDED.

Birch Trees Set - STL files for forest trees - single, double, triplePrice: $3.99
 Quiddity
Posted: Tue, 10 Mar 21:34:49 CDT
Publisher: ChamomileHasAdventures

What Is Quiddity?

Quiddity is an asynchronous epistolary collaborative worldbuilding game.

“Asynchronous” means you don’t all have to be at the same table at the same time. You play in a group chat and people pop in to contribute whenever they’re around. The party is not expected to stay together at all times, and people are expected to drop in and out whenever. This has serious implications for the rules as compared to a synchronous game like D&D, which is why I made a whole new game for it, with constraints like “nothing ever takes more than one die roll to resolve, that way someone can roll the dice once and put a bow on the scene because their bus is pulling up and they have to go.”

“Epistolary” means that the story is told through a collection of letters, journal entries, and other scraps of information compiled into some kind of coherent chronological order. It's the way epistolary novels like Dracula are written.

“Worldbuilding game” means that a primary form of gameplay is worldbuilding. People talk about “worldbuilder’s disease” taking over all the time they set aside for writing their novel, and, y’know, maybe instead we just do worldbuilding for fun on purpose. Quite a bit of quiddity is about designing magic systems, timelines, making maps, and so on.

“Collaborative” means that people's contributions have a proximity to one another that means other people will have to incorporate your worldbuilding into theirs and you will have to incorporate theirs into yours. Nothing about the rules makes it at all difficult to use Quiddity for solo play, using the various boards and arcs as a framework for worldbuilding alone, but the intended use case is for 3-6 people to worldbuild together.

Premise

Okay, so that's the genre I'm trying to build here. What's this specific game about?

You are a wizard at an arcane academy. You regularly leave to go off on sick wizard adventures, and when you return, you write up whatever cool stuff you encountered for the academy's academic journal. Each in-character post to the archives is an epistle, and each epistle might be an adventure log you wrote day-by-day during your trip, some field notes you took on a cool discovery that makes only passing mention of any misadventures encountered on the way to the subject of study, or a recounting of the adventure written after the fact. It can be written after an "adventure" which consisted of sitting around in your office thinking about stuff while students do not show up: detailed analysis and synthesis of existing lore (actually posted to the game or invented for the sake of reference by this epistle) or summary of the current state of the art intended for textbooks or encyclopedias, in which case it can be basically a lore wiki article with "written by Cornelius Spandallicus" at the bottom. It can also be thinly-veiled sniping at disliked colleagues with a fig leaf of academic analysis thrown over it, published in the journal because it's an era with very few academics and the journal editors aren’t picky about what gets published.

You can invent as many wizards for this purpose as you want. You can write each epistle from the same wizard. You can make a new wizard for every epistle. The only rule is that you shouldn't write epistles from someone else's wizard without their permission. People usually pick one wizard as their main guy and invent other characters as supporting cast, but nothing about the rules says you have to do it that way. I usually have two or three main wizards but then also sometimes I'll invent a new wizard for a single epistle just because it's easier to make a new guy from scratch than figure out why any of the existing guys would be on an adventure this far outside their usual interests and abilities.

There are several Great Works that your wizard can attempt to complete, which will require you to define various spells, hexes, gods and lesser divine powers, events on the timeline, and so forth. However, your Great Work may be interrupted by one of several villains. At the end of each epistle, you must roll villain dice for any active villains. Any villain whose dice activates them will require the following epistle to react to them in specific ways defined by their specific villain mechanics. More villains spawn as the game goes on, so sooner or later someone will have to go and deal with them for good to keep the number of villain dice from ballooning out from just one or two up to the seven or eight that might cause continuous villain actions. Beat up the Black Prince and take his lunch money, and you can go back to writing your arcane encyclopedia in peace.

Great Works and villains mean that even if your game only lasts for a few weeks or months, which is typical, you'll still have some kind of satisfying stopping point, which is good, because it takes about 2-3 years to actually complete the game to the point where there is no more room in the spellbook, timeline, hex map, and pantheon for any additional worldbuilding. 2-3 years is a totally possible amount of time to play one game continuously, especially a game designed to be easier to fit into your schedule than a traditional three-hour synchronous gathering, but it's still not the norm, so the Great Works and villains provide intermediate arcs to bring things to a satisfying conclusion on a more typical timescale.

QuiddityPrice: $9.99
 The Hell Crusades: 1099
Posted: Tue, 10 Mar 21:26:32 CDT
Publisher: The Hell Crusades

THE HELL CRUSADES: 1099

A TTRPG Setting of 11th-Century Grit & Infernal Horror

JERUSALEM WAS ONLY THE BEGINNING. HELL IS THE END. ⚔️🔥

The Hell Crusades: 1099 is a brutal, historically-grounded TTRPG campaign setting zine. In 1099, an army of knights and pilgrims marched into the breach on a one-way journey. Not for gold or land—but to leave a scar on Hell itself.

Endure a gritty OSR campaign setting that thrusts 11th-century Christian warriors into a high-stakes infernal nightmare. This is a world where steel meets shadow, and your survival depends on more than just a high roll.

THE $7 DIGITAL ZINE INCLUDES:

  • A Brutal OSR Setting: 40+ pages of grimdark world-building, high-art illustrations, and 11th-century horror.
  • Iron & Faith: There is no magic. Only the broad-bladed swords and heavy chain mail of the First Crusade. Cling to your prayer ropes and reliquaries—in Hell, your faith in God is as much a weapon as your steel.
  • The Bestiary of the Damned: Face souls damned for eternity like the Filicida Palus and the Falsalbus in a landscape that actively tries to break your will.
  • The Amphibious Assault: An included scenario to begin your journey, and set the stage for your invasion of Hell.

WHY JOIN THE CRUSADE?

If you want a setting that rewards clever play, teamwork, and atmospheric dread, take the Cross. This isn't a power fantasy; it's a fight for a legacy in a place of suffering and eternal conflict.

PUNISH EVIL. REMAIN IN LIGHT. ⚔️🔥

The gate is opening. Will you take the cross?

Follow the Crusade: [Twitter] [YouTube]

The Hell Crusades: 1099Price: $7.00
 Shrine of Heroes - One Page Adventure
Posted: Tue, 10 Mar 20:50:55 CDT
Publisher: Elven Tower

This is our 58th installment of the one-page dungeon series. The objective is to create self-contained adventures/dungeons with all things necessary to spawn fun adventures on a single page. It is system-neutral so it can be easily ported to any system. It shouldn't be much trouble to include it in any medieval setting. In this adventure, the characters are hired by a cleric. They must escort him to the Shrine of Heroes to retrieve all manner of documents, relics, and echoes from the past.

This illustration was also drawn on a timelapse video where I talk about the creation process, dungeon-design, and the adventure-writing inspiration for it. See video below.

OP58_Shrine_of_Heroes-P1.jpg

What's included:

  • PDF and JPG versions of OP58.
  • B/W printer-friendly versions
  • Hi-Res Map versions
  • The adventure is system-neutral, so no rules or mechanics are included.
Shrine of Heroes - One Page AdventurePrice: $0.95
 Brochure Adventure 25 - Ossuary of the Mighty
Posted: Tue, 10 Mar 20:44:48 CDT
Publisher: Elven Tower

Hey, Traveler! This is the 25th installment of the brochure adventure series. Following the same train of thought as the one-page dungeons, these are system-neutral and easy to adapt to any system. In this short supplement, this adventure is about the characters are hired to contain the ravenous undead that emerge from the Voyt sepucher. During the adventure, the characters learn of a heinous crime that was committed against those interred in the ossuary. Their pain and anger are justified. It explains their return from the death. Are the characters going to solve this quandary by destroying the undead creatures? Or is there another way out that involves helping fix the situation that got them to this state?

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What's included:

  • PDF files for easy handling. Prints on letter-sized paper

  • Individual full-res of each sheet (Letter-size 300 DPI)

  • Map variations: labeled, unlabeled (not shown in the brochure)

  • Printer-friendly files included (black and white with a few elements in grayscale)

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Brochure Adventure 25 - Ossuary of the MightyPrice: $1.45
 Pigeon's Eleven: Midnight in the Garden of Feast or Famine
Posted: Tue, 10 Mar 20:15:23 CDT
Publisher: 9th Level Games

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Midnight in the Garden of Feast or Famine

Timberdoodle Gunn needs a favor, he wants to photobomb the biggest event in Fast Food and Slow Fashion, the FEAST Gala . He wants to experience high fashion and you want to experience high calorie count. The guest list is exclusive and full or A-listers but more importantly the clothes are all edible. 

Your job is to sneak Timberdoodle Gunn into the years most prestigious fashion event and then get your talons on main attraction, The McBLD (17,000 Calories of breakfast, lunch and dinner).   

Wing your beaks at the high fashion industry in this delicious adventure for Pigeon's Eleven. 

Written by Michael Faulk, Jeff Mitchell, and Scott Slater
Photos, Editing, and Layout by Bug Boll

This feathered adventure is for use with Pigeon's Eleven

Be birds. Do crimes!

A bird heist TTRPG powered by polymorph made wing in wing Arbitrio Games

Getting robbed by a bunch of birds is never high on somebody’s to-do list, but if you hang around long enough in this town, it becomes an inevitability. Oh, they’ll trick ya. They got mummer’s trunks full of little costumes. No warmth in the eyes. Just blank, unassuming stares. Half the time you don’t even REALIZE they’re birds until a fake mustache slips off and you think, hey this guy is kinda short and feathery… and BOOM - that dirty bird is flappin’ his way out the window. He GOTCHA. 

~Old Carl, Crime Coach (retired) & Bird Hater (forever)


Lucky for birds, nobody believes Old Carl when he raves about the time a bunch of sparrows made off with his priceless Fabergé egg and a food truck full of waffles. But he’s right; sooner or later, birds are gonna get you.

This game is about the crimes that birds commit for food. Become a feathered criminal and plan insane heists to acquire a few crumbs of bread! Lean into the gonzo situations of birds who are criminals in this rules-lite affair.

Bird-Inspired Bedlam

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Create your own bird criminal or play as a pre-gen character! Four unique bird baddies come included with Pigeon's Eleven, complete with legends of their own.

Easy to Learn 

Pigeon's Eleven runs on the Polymorph system. Each player only ever uses ONE polyhedral die: a d4, a d6, a d8, or a d10. Each die represents a different character “role” in the group. Whenever a player asks “can I do something?” they roll their die and with a quick glance at a resolution matrix, know if they succeed. It's easy for both newbies and old hats to use and learn.

 

Pigeon's Eleven: Midnight in the Garden of Feast or FaminePrice: $7.99
 Treants: Three Species | 5e NPC Monsters Roll20
Posted: Tue, 10 Mar 19:37:52 CDT
Publisher: MmpApps

Treants – Three Species

We present three new treant lineages. Oak Treants, Willow Treants, and Cactus Treants.

Treants – Three Species is a monster supplement for 5e that presents treants not as solitary forest curiosities, but as dominant ecological authorities shaped by species, climate, and age. Instead of relying on a single treant stat block, this book provides three distinct and escalating ladders: deep-rooted forest sovereigns, mist-veiled river manipulators, and desert-forged thornbound sentinels.

These are not elemental variants. They are biological lineages.

The intent of this product is environmental dominance and evolutionary expression. Oak treants represent authority, endurance, and territorial anchoring. Willow treants represent control, isolation, and the shaping of movement through water and mist. Cactus treants represent survival through punishment, adaptation to extremes, and the weaponization of harsh terrain. Each ladder escalates not simply in size or damage, but in presence, influence, and ecological control.

Geography, alliances, and rivalries are intentionally undefined. These treants can represent ancient forest courts, haunted river kingdoms, or desert dominions that reshape dunes and stone through patient growth. They are not meant to replace the traditional treant—they are divergent expressions of what a treant becomes when shaped by different climates and survival pressures.

Whether these lineages cooperate, compete, war across ecosystems, or view younger forests as naive is left entirely in the GM’s hands.

Oak Treants

Oak treants are the sovereigns of deep forests. Broad-trunked and thick-barked, they anchor territory through immovability and force. Their presence reshapes soil, strengthens surrounding plant life, and locks enemies into battles they cannot easily escape.

They are deliberate, judicial, and territorial. They do not chase. They endure. Combat begins not with a charge, but with the ground itself rebelling against intruders.

Oak treants are designed for:
- Ancient forest strongholds  
- Territorial boundary encounters  
- Defensive, area-control battles  
- Campaign arcs involving regional ecological power  

They do not wander. They claim.

Willow Treants

Willow treants dwell along riverbanks, marshlands, and floodplains. Slender but immense, their long tendrils isolate enemies and drag prey into obscured terrain. Where oak dominates ground, willow dominates movement.

They are patient manipulators. They divide, obscure, and reposition rather than overpower. A willow treant rarely confronts a formation head-on—it breaks cohesion first.

Willow treants are designed for:
- Swamp and river encounters  
- Fog-heavy battlefields  
- Isolation and reposition mechanics  
- Psychological or dream-inflected storylines  

They do not block. They entangle.

Cactus Treants

Cactus treants rise from deserts and arid badlands. Armored in spines and sustained by internal reserves, they embody survival in hostile climates. Every strike against them carries consequence.

They are reactive rather than expansive. Where oak roots and willow drags, cactus punishes. The desert around them becomes a weapon—sand, heat, and needle storms reshaping the battlefield.

Cactus treants are designed for:
- Arid wilderness encounters  
- Ranged-pressure battles  
- High-risk melee engagements  
- Environmental attrition scenarios  

They do not chase survival. They are survival.


Treants – Three Species offers three ecological philosophies shaped by species and age: authority, manipulation, and endurance. How these lineages intersect—whether as rival dominions, distant ecosystems, or forces of nature indifferent to one another—remains entirely in the GM’s hands.

Oak Treant Ladder

Oak Youngwood (CR 1/4): Newly awakened oak that entangles intruders with erupting roots before striking with heavy limbs.

Oak Rootbound (CR 1/2): Thick-barked defender that becomes extremely difficult to move once planted into the soil.

Oak Elder Trunk (CR 3): Massive forest anchor whose roots reshape the battlefield into treacherous terrain.

Oak High Ancient (CR 7): Towering territorial authority capable of upheaving large sections of ground through violent root surges.

Oak Primeval Sovereign (CR 9): Colossal forest monarch whose roots and canopy dominate entire groves.

Willow Treant Ladder

Willow Youngwood (CR 1/4): Slender treant that lashes enemies with hanging tendrils to pull them out of formation.

Willow Grovewarden (CR 1): Mist-shrouded guardian that drags enemies through fog and marsh terrain.

Willow Elder Trunk (CR 3): Riverbound hunter that grapples prey with massive tendrils and drags them through water.

Willow High Ancient (CR 7): Ancient marsh sovereign capable of engulfing battlefields in fog and dragging enemies toward its grasp.

Willow Primeval Sovereign (CR 9): Gargantuan master of waterways and mist that isolates entire groups of enemies within its domain.

Cactus Treant Ladder

Cactus Youngwood (CR 1/4): Young desert sentinel that erupts in spines when disturbed.

Cactus Rootbound (CR 1/2): Hardened cactus defender whose spines punish attackers that strike too closely.

Cactus Elder Trunk (CR 3): Towering desert guardian that alternates between crushing limbs and deadly needle volleys.

Cactus High Ancient (CR 7): Ancient cactus colossus capable of devastating enemies with explosive storms of spines.

Cactus Primeval Sovereign (CR 9): Gargantuan desert monarch that turns sandstorms and needle storms into battlefield weapons.

Treants: Three Species | 5e NPC Monsters Roll20Price: $7.99
 Wandwood Academy
Posted: Tue, 10 Mar 18:58:50 CDT
Publisher: Aiphos the Dragon

Beneath a canopy of whispering leaves, where lantern light glows like fallen stars and moss grows thick along winding paths, stands Wandwood Academy, a woodland school of magic unlike any other.

Here, young critters do not memorize spell formulas from dusty tomes. They do not chant rigid incantations or bend reality through brute force.

Instead, they carve.

Magic at Wandwood is shaped by patient paws, careful tools, and thoughtful design. Students inscribe flowing patterns into wooden tablets, tracing lines that guide living magic into form. Each carving holds power, but nothing lasts forever. Wood cracks. Knots resist. Grain guides. Even the best made tablet will eventually splinter.

At Wandwood Academy, magic is not about perfection.

It is about learning.

It is about experimentation.

It is about mistakes.

And sometimes… it is about cleaning up the mess those mistakes leave behind.

What Is Wandwood Academy?

Wandwood Academy is a cozy tabletop roleplaying game about:

Woodland critters attending a magical school

Carving spells into wooden tablets

Learning through hands on lessons

Solving small mysteries and local problems

Exploring forest paths, forgotten tunnels, and hidden glades

Facing strange creatures, mischievous goblins, and creeping corruption

The tone of the game blends warmth and wonder with quiet danger. Wandwood is a place of tea and lanterns, but also of dark roots, splintered wards, and magic that sometimes goes terribly wrong.

Players take on the roles of students, squirrels, mice, badgers, rabbits, raccoons, foxes, and other forest folk, each with their own talents, fears, and favorite spells.

You are not legendary heroes.

You are not chosen ones.

You are students.

And students break things.

The Heart of the Game

Wandwood Academy is built around three core pillars:

Creative Magic

Cozy Mystery & Exploration

Consequences

A School Day at Wandwood

Each session follows a familiar rhythm:

1. Morning Lesson

2. Tablet Preparation

3. Exploration & Adventure

What You Need to Play

All you need to play Wandwood Academy is a group of friends (one will be the Headmaster who narrates the game), the pdf rulebooks, pens or markers, and the wood tablet pages to "carve" on.

You don't need an art degree to sketch a few quick carvings! All you need is your imagination, good intentions, and a little creative flair.

Who Is This Game For?

Wandwood Academy is for players who enjoy:

Creative problem solving

Drawing and visual imagination

Cozy fantasy with sharp edges

Low prep roleplaying

Narrative driven consequences

You do not need artistic skill.

You do not need system mastery.

You only need curiosity.

Wandwood AcademyPrice: $7.77
 Mazes Fantasy Roleplaying: Prison Tomb
Posted: Tue, 10 Mar 18:40:39 CDT
Publisher: 9th Level Games

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Prison Tomb

A Solo Game Experience that creates an adventure module for Mazes Fantasy Roleplaying

You were once an Ilven Witchking, defeated by a powerful foe and cast into a strange Abyss. Trapped in the void you will create your prison as you explore, trying to break free from the darkness.  Can you escape this trap or be forever caught in the Prison Tomb?

In this unique solo adventure module you play by journaling your escape. The output of your descriptions and decisions builds a playable dungeon that you can then run for other players! 

Designed for Mazes Fantasy Roleplaying, this module can also be used with any OSR-style fantasy game ruleset. 

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For use with MAZES Fantasy Roleplaying

Mazes is a return to the classic sword and sorcery dungeon crawler with award-winning, yet delightfully simple modern rules. The first TTRPG to use the polymorph system, Mazes is easy to learn and teach, and ready to play without a lot of prep.

Designed for episodic play, Mazes is ideal for one-shots and conventions. It's a distillation and modernization of the classic Dungeon Delve, making it a perfect introduction for those new to roleplaying, as well a great excuse for grognards to get back into the dungeon! 

Want more? Check out the bold new Adventure Path by Mazes Architect Patrick Lynn Clapp!

Beyond City of Skull

City of Skull



Mazes Fantasy Roleplaying: Prison TombPrice: $14.99