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 2096 Adventures - The Data Shard
Posted: Sun, 11 Jan 14:34:09 CST
Publisher: 2096 Games

In a warehouse on the outskirts of Darwin the crew finds a half-decrypted data shard pulsing in a busted terminal. A countdown to a zone lockdown, and something inside the shard trying to get out.

2096 is a dystopian RPG powered by a single d12 and a world that doesn’t care if you make it home. Every scenario is modular and consequence‑driven, designed to slot into your campaign or stand alone as a quick, lethal one‑shot.

Inside you’ll find a 2‑page adventure: a rules sheet for instant play and a scenario built for tension, escalation, and fallout. Perfect for coffee‑break sessions, late‑night runs, or when you want a complete story in under an hour.

 

 

2096 Adventures - The Data ShardPrice: $2.99
 Fortnightly Adventures #4: The Dark Heart Tree (OSE)
Posted: Sun, 11 Jan 14:09:52 CST
Publisher: ANGRY GOLEM GAMES

After crossing a series of green hills, the characters will find the Land of the Black Trees, a place abandoned by any form of human civilization. It is said that the region is plagued by hauntings, inexplicable voices, and sudden disappearances. However, much is left unsaid, for no one has returned to tell the tale.

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A Fortnightly Adventure Series: The Dark Heart Tree

Welcome back, adventurer! Our series continues now in the depths of dense tropical forests. After venturing through #0 — The Hollow Tower in the desert sands, #1 — The Pact Flame in volcanic lands, and #2 — On the Frozen Wastelands, #3 — The Suns Betrayal, we now bring you the fifth region.

We invite you to brave The Dark Forest, uncover the mysteries of the Well and the Monolith, explore the Inverted Stairs, and face the Dark Heart Tree, a terrorizing creature born by nature.

The Sun’s Betrayal is an adventure for characters of levels 2–4, designed for use with Old-School Essentials. Written by Nicole Mattos • Edited by Davide Tramma and Ícaro Agostino • Original art by Geraldo Marinho

Inside this volume you will find:

  • A Hexmap of the Region, featuring four distinct locations to explore, including a mini dungeon;
  • A new game mechanic: The Moving Trees;
  • A brand-new creature: The Dark Heart Tree – complete with statistics and an original illustration.


Fortnightly Adventures #4: The Dark Heart Tree (OSE)Price: $4.95
 Dream of Dragons - 5e - Roll20
Posted: Sun, 11 Jan 14:04:24 CST
Publisher: Elven Tower

With the purchase of this product, the Roll20 Module for this Adventure gets added to your Roll20 Library.

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In Dream of Dragons, the people of Eldhollow ponder the idea of marching toward Cloudspire Pinnacle in search of a dragon. They conclude that it is the scaled beast the one responsible for their horrible, vivid dreams they have been experiencing for the past few weeks. They ignore that Zarvalex the Reverent, is an ally, not a foe.

This adventure has the heroes side with two NPCs with opposite goals. One wants the dragon dead. The other believes there must be another path of action, and talks of ancient tales where Zarvalex was a protector of these lands. Will the heroes read between the lines to look for the truth? Or will they draw their weapons and defeat the dreaming dragon?

This Adventure features maps with Roll20's amazing walls and light sources, one-click Macros, pre-generated characters, and more!

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Dream of Dragons - 5e - Roll20Price: $7.99
 Clipart Critters 676-Vulture Headed Demon
Posted: Sun, 11 Jan 13:41:21 CST
Publisher: Postmortem Studios

“I’m bringing home a baby bumblebee…”… but you might not want to sing that old ditty when this vicious-looking avian demon is around! The perfect illo for your next OSR or dark fantasy project!

Subject to the included license information. Printed size will be up to a massive 4500 x 2950 pixels (7.5 X 5 inches) as a backgroundless 600 ppi Tiff... enough to be used as a halfpage illustration! Included is a lo-rez version for easy online advertising.

You can use this image in commercial or fan projects, however, you may not publish it as clip art. Any company that uses images from 'Clip Art Critters' is required to place the artist's name amongst the credits.

Clipart Critters 676-Vulture Headed DemonPrice: $5.99
 South Malton & Lorne Bay
Posted: Sun, 11 Jan 13:28:53 CST
Publisher: Cal Harborne

South Malton & Lorne Bay
A regional guide for Port Kandrill and beyond

Port Kandrill looks out across Lorne Bay and up the Murmer River. South Malton & Lorne Bay is what happens when your players ask, “So what is out there?”

Map of South Malton & Lorne Bay

This sixty page region guide gives you the wider world around Port Kandrill – working rivers, hardening borders, hungry plains, deep forests and an inland lake that behaves like it remembers the sea. It is written for the GM first, with a focus on routes, pressure, and the kind of grounded politics that turn a map into adventures at the table.

Built to be system agnostic, South Malton & Lorne Bay is tuned for fantasy games in the D&D / Pathfinder family, but can be used with almost any rules set.


What you get

1. The Inner Circle – a week from Port Kandrill
A practical guide to the “about a week away” region that defines everyday life around the city. This section covers:

  • The Murmer River corridor and how to run it like a busy street rather than empty wilderness

  • Riverbend as a tutorial town for trade, small corruption and river law

  • The Cantor Hills and Keeley Lowlands, where food for the city is grown and stolen

  • Port Bay, the Duke’s Road and the near edge of Veldin Forest

  • Quick travel baselines in ten mile hexes that you can lift straight into play

The Murmer River valley

2. A region of hardening lines
The wider South Malton map, where borders and rights are actively being argued. Inside you will find:

  • The maritime theatre of Lorne Bay, piracy, Bryer’s Pass and the Shorlin Isles

  • Port Aurlon as a problem port for “free trade”

  • Selborne Lake, Haygal and Alhow, including the hidden tide that links lake to bay underground

  • Plains fence wars, orc migration routes and the Dragon of the Plains as rumour, threat or both

  • Forest belts that act as travel filters rather than backdrops, plus the strange vapour of the Istan Delta

3. Edges and campaign doors
Short, GM facing briefs for the places that sit at the edge of the map: Sylvar’s east shore, Larramy and the delta, Union towns such as Silvercrest and Ceevil Tork, northern belts and wastelands, and more. These are written as “doors not destinations” so you can expand only what your table actually touches.

4. Annexes as a GM control panel

  • “What to do when…” index, with ready hooks for delays, travel choices and consequences

  • Quick truths by location, giving you one playable insight for each major place

  • Guidance for handling frontier and colonial pressure at the table, with clear dials for tone and intensity

  • A peoples annex that frames elves, orcs, dwarfs, halflings and others as First Peoples and neighbours, with internal nuance rather than stereotypes

5. High resolution regional map

The product also includes a full colour South Malton & Lorne Bay map, supplied as a separate image file for use at the table or in your VTT. Each grid square is ten miles, with Port Kandrill, Riverbend, Selborne Lake, Alhow, Bryer’s Pass, the Shorlin Isles and more clearly marked.


How to use this book

  • Extend Port Kandrill
    If you already own Port Kandrill, this book is its natural hinterland. It explains how food, trade and trouble reach the city, and gives you ready hooks whenever the party leaves the docks.

  • Drop into another campaign
    You can also treat South Malton as a stand alone coastal region. Swap out names you do not need, keep the travel patterns, politics and pressures, and fit it around your existing world.

  • Support travel heavy play
    The geography is written to support Between Here & There style travel, where choices of route, season and escort matter without turning into bookkeeping.

Everything is framed as tools: levers to pull when you need a complication, not lore you must learn by heart.


Content and tone

South Malton & Lorne Bay engages with themes of frontier pressure, competing claims, and people whose lives are shaped by taxes, tolls and routes as much as by monsters. An annex at the back gives practical guidance for handling these themes safely and at the level your group wants, from light background texture through to campaigns where those pressures sit at the foreground.

Great Wyvern hunting

There is no sexual content. Violence and horror sit in the grounded range rather than splatter.


Pay What You Want

This title is offered as Pay What You Want for the digital edition. If it earns a regular place in your campaign, tips and ratings are a practical way to signal that you would like to see more material built around this region.

Bias note: this copy naturally highlights the strengths of the book for GMs who enjoy grounded, logistics driven fantasy. If your table prefers high powered wizard courts and constant dungeon delving, South Malton works best as the world outside those walls rather than the focus of play.

South Malton & Lorne BayPrice: $4.00
 Armory Anthology V - 20 Tribal and Primitive Weapons - Optional Weapon Rules for 5E DND
Posted: Sun, 11 Jan 12:38:32 CST
Publisher: MediaStream Press

Why Use Armory Anthology?

For all its tactical depth and heroic imagination, Fifth Edition has often treated weapons as simple tools: a club is for bashing, a spear is for stabbing, a sling is for throwing. The rules rarely consider the ingenuity behind weapons shaped by survival, culture, and environment—where a hafted club might hook and disarm, where a whip-spear can stab, pull, or trip, or where a bone dagger can bleed a foe with precision.

Throughout history, tribal and indigenous peoples designed weapons to solve real problems in chaotic battlefields: dense forests, open plains, or cliffside ambushes. These arms evolved at the intersection of offense, defense, and control. Fighters relied on them not just for damage, but for adaptability—entangling enemies, pulling targets off balance, striking from a distance, or finishing in close quarters. Each weapon was a carefully considered tool for survival and dominance.

This anthology introduces a curated arsenal of historically inspired tribal weapons—each with multiple combat options, signature maneuvers, and tactical versatility. Whether it’s melee or thrown, piercing or bludgeoning, controlling or damaging, each weapon rewards creative deployment, positioning, and split-second decisions.

All entries are simple, clear, and fully compatible with 5E core rules. They can be dropped into any campaign with no new subclasses or complex mechanics, fully self-contained and ready to use at the table.

For GMs seeking to enrich the world’s martial culture, or players who want their weapon choice to meaningfully shape the battlefield, this book expands combat beyond “I attack again.”

Bring back the artistry of adaptive arms. Let fighters thrive in unpredictable combat. Let weapons be as versatile as the warriors who wield them.

Armory Anthology V - 20 Tribal and Primitive Weapons - Optional Weapon Rules for 5E DNDPrice: $1.99
 DINO TALES Character Sheet
Posted: Sun, 11 Jan 12:33:32 CST
Publisher: Jarren Magnell

Updated the sheet just to add the "Comprehend" skill which was pointed out to be missing! 

DINO TALES Character SheetPrice: $0.50
 The Saint's Lost Skull
Posted: Sun, 11 Jan 12:13:54 CST
Publisher: Studio St. Germain

Your players want a thrilling, fast-paced adventure that takes into account the PCs' personal stakes? ‘The Saint’s Lost Skull’ delivers exactly that. Pure Daggerheart action, drama, and surprises!



This low-prep, single-session module is designed for two to five first-level characters and delivers a perfect blend of action, mystery, and social drama. Why is the Order of the Giant Hunters blaming an elusive cloud giant for the theft of a beloved relic? And what is really behind this mysterious crime? Follow a series of clues not intended to challenge the analytical skills of your players but to create drama and excitement. Visit the arctic pirate settlement of Rackletown, the cursed ice forest and the tunnels beneath its frozen ground. Along the way, they’ll engage in tense social encounters, make tough choices, and enjoy the kind of fast-paced, fluid storytelling that makes Daggerheart so exciting.

What sets “The Saint’s Lost Skull” apart is its focus on personalization. The adventure includes customization hooks and questions for your players, ensuring the story ties directly to their characters’ backgrounds and motivations. This isn’t just another generic quest but an experience that feels uniquely theirs. Best of all, this adventure is built for busy GMs. The layout is clear, the prep is minimal, and the story is designed to fit neatly into a four-hour session. Whether your group loves combat, exploration, or dramatic roleplay, “The Saint’s Lost Skull” delivers a complete and satisfying experience. No extra work required, after reading it once, the adventure is baiscally your GM's notes, leaning on best practices from the industry.

Map from the adventure

  • Document designed to be used at the table without GM's notes
  • Customization questions to tie your characters into the story
  • 5 environments and 2 new monsters
The Saint's Lost SkullPrice: $2.00
 THE COMPLETE WUXIA TOOLKIT
Posted: Sun, 11 Jan 12:01:13 CST
Publisher: Eduardo Camps

WUXIA & XIANXIA TOOLKIT 


Transform Your Cultivation Adventures

Dive into the mystical world of martial arts mastery, immortal cultivation, and cosmic destiny with the most comprehensive Wuxia/Xianxia toolkit available. Whether you're running a campaign for veteran players or exploring solo adventures, these 198 meticulously crafted tables provide everything you need to generate authentic Eastern fantasy content on the fly.


What's Inside?

MODULE 1: CORE FOUNDATIONS (12 Tables) Campaign tone, power levels, setting types, core conflicts, and fundamental worldbuilding elements

MODULE 2: CHARACTER GENERATION (20 Tables) Complete character backgrounds, motivations, flaws, appearances, family bonds, rivals, secrets, and distinctive features

MODULE 3: MARTIAL ARTS & CULTIVATION (28 Tables) Cultivation realms, techniques, training methods, special physiques, forbidden powers, breakthroughs, and enlightenment moments

MODULE 4: FACTIONS & LOCATIONS (28 Tables) Martial sects, city atmospheres, wilderness dangers, hidden locations, treasure guardians, alliances, and rivalries

MODULE 5: CONFLICTS & THREATS (30 Tables) Villains, conspiracies, betrayals, monsters, curses, plagues, tournaments, dungeon hazards, and epic confrontations

MODULE 6: NPCS & ENCOUNTERS (32 Tables) Detailed character archetypes, merchants, innkeepers, guards, cultivators, elders, romantic interests, and random encounters for every location

MODULE 7: EVENTS & ATMOSPHERE (20 Tables) Weather, festivals, omens, ceremonies, rumors, dramatic moments, sensory details, and campaign turning points

MODULE 8: STORY SEEDS & ADVENTURE HOOKS (28 Tables) Quest hooks, plot twists, moral dilemmas, training arcs, romance arcs, political intrigue, prophecies, and epic climaxes

THE COMPLETE WUXIA TOOLKITPrice: $3.00
 THRUM
Posted: Sun, 11 Jan 09:39:30 CST
Publisher: Kortthalis Publishing

Want to experience the magic of Cha'alt for an entire weekend in July?  Attend VENGER CON V: The Will To Power in Madison, WI.

_____________


THRUM takes gaming mechanics to a whole new level, hoss.

Instead of worrying about the rational, linnear, and numeric textual qualities of what's going on in your world, THRUM gives you the opportunity to check under the hood, understanding how something feels, the subtext that barely registers when we sit together around the table and try to create an immersive experience.

Don't just foster a living world, but the living story, as well.  Plus, I've extrapolated the D8 vibe check to incorporate worm-riding and remote scrying!  ;)

As a personal challenge to myself, I've set out to create a game mechanic that elevates the entire TTRPG hobby every single year.  This year, I've got two right out of the gate.  This one, THRUM, and Cry "Cha'alt" and Let Slip the Worms of War.

Enjoy 1/11, hoss!

VS

THRUMPrice: $3.00
 Hire a Mage - VIRTUAL ADEPT
Posted: Sun, 11 Jan 09:27:37 CST
Publisher: White Wolf

02. Hire a VIRTUAL ADEPT

Keeps rewriting HR policies as blockchain contracts.


What happens when reality-warping geniuses are forced to justify themselves to a hiring committee?

Applying for a modern, professional position—complete with job description, résumé, interview transcript, HR observations, and a final verdict. Unfortunately for everyone involved, the candidates can literally rewrite the laws of reality but cannot agree on what “team player” means. Paradigms clash with corporate policy, metaphysical debates derail simple questions, and Paradox is always just one poorly phrased KPI away.

These interviews are ideal as:

  • Comedy interludes between serious sessions

  • In-universe documents or handouts

  • Quick NPC introductions with instant personality

  • A satire of both mysticism and modern workplace culture


Other HR interviews: https://www.storytellersvault.com/en/browse?keyword=hire%20a%20mage%20szerepjatekosok.hu

Hire a Mage - VIRTUAL ADEPTPrice: $1.99
 Cry "Cha'alt" and Let Slip the Worms of War
Posted: Sun, 11 Jan 09:25:37 CST
Publisher: Kortthalis Publishing

As a personal challenge to myself, I've set out to create a game mechanic that elevates the entire TTRPG hobby every single year.  This year, I've got two right out of the gate.  This one, Cry "Cha'alt" and Let Slip the Worms of War and THRUM.  

Cry "Cha'alt" and Let Slip the Worms of War is a simple one-page mechanic made for my own Advanced Crimson Dragon Slayer sessions set in the campaign setting of Cha'alt, but is system-neutral enough to be used for any OSR-type game.

I'm pleased to present this PDF and hope it inspires your table to greater heights of gaming awesomeness!  Ok, see you at VENGER CON V: The Will To Power this year in July at Madison, WI.  

Enjoy 1/11, hoss!

VS

Cry "Cha'alt" and Let Slip the Worms of WarPrice: $1.00