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 David Ellis Presents: Spaceman Contemplating Infinity
Posted: Fri, 05 Jun 09:11:24 CDT
Publisher: Misfit Studios

David Ellis Presents: Spaceman Contemplating Infinity

David Ellis Stock Art LogoThis stock art piece by David Ellis presents a Spaceman Contemplating Infinity as he stares into a galaxy or cosmic vortex off in distant space.

This image is presented at 11 x 14 inches in size.

This black and white purchase includes one JPG and one TIFF version, each at 300 dpi. Includes a transparent TIFF variation.

All art files are bundled in a ZIP file.

Who is David Ellis?

David Ellis is a freelance illustrator who specializes in fantasy and science fiction. He works primarily in pen and ink (and the digital equivalent) and has a particular fondness for drawing wizards. David is currently based in Murray, Kentucky but frequently dreams of ditching his day job and disappearing into the forest to become a full-time hermit/illustrator/cartoonist.

David Ellis Stock Art License Summary

All stock art is licensed for use in professional publications. David Ellis retains ownership of the work, meaning you cannot resell the art in your own art packs or the like, and may be required to post an artist credit. There are limits regarding how this art may be edited for use.

You must include the artist's copyright statement in all publications using the art under certain terms and conditions. You obtain a license to use the art, but do not own any rights to it beyond that.

David Ellis Presents: Spaceman Contemplating InfinityPrice: $15.00
 Friday Enhanced Map: 06-05-2026
Posted: Fri, 05 Jun 09:04:56 CDT
Publisher: Paratime Design

The June 5th, 2026 Friday Enhanced Map product contains a multi-layered PDF (allowing the options of numbered or non-numbered areas, labels on or off, and grid or no grid) and a zip file with all relevant map files as individual jpg images.

The Friday Enhanced map is for personal use only. If you are interested in licensing the map for commercial use, please contact Tim Hartin at Paratime Design for additional info.

Friday Enhanced Map: 06-05-2026Price: $3.00
 Nym Maps: Avinter
Posted: Fri, 05 Jun 08:59:24 CDT
Publisher: DoomedWorlds

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Kingdom of Avinter

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"Men rule Avinter's land, but women rule the sea"

The Kingdom of Avinter was once a major province of the Old Darion Imperium, to which Avinter's powerful naval fleets paid a large part in the Imperium's island conquests, as well as its eastwards expansion and reach across Avanor. After the Old Imperium fell, most of Avinter's fleets were essentially "stranded" in the many outlying island or coastal colonies across the continent, and many of them would never return to their homeland; instead forming various smaller nations or pirate states, reaching as far as to distant Far Rest in the east.

As for Avinter itself, its lands have always been ill-suited for agriculture, and so when the Old Imperium lost everything, Avinter, as a newly-founded nation, would struggle to prevail. Much of Avinter's mainland is mountainous and rough, but valuable ores and minerals lie hidden deep in the rock and mountains. Over time, Avinter's fleets were rebuilt, their wealth and military strength enhanced by their mining efforts, and its seafaring culture flourished, as the blue rose blooms.

Most of Avinter's towns and cities are found on islands or along the coastline. There is a heavy culture of fishing and sailing in the nation, to the point where it has become their heartbound identity. Avinter's cities host buildings architecturally shaped in the form of ships, and everywhere one goes there are decorations influenced heavily by the maritime; with nets, hooks, fish and similar found in every inhabitant's house and clothing, even in those rare places nowhere near the coasts.

Every year the Avinterin celebrate "Fiesta de Acosta", which celebrates the nation's founder, Queen Cirene of Acosta, who is often remembered by displaying blue roses; the symbol of her now extinct House. They say that in Avinter, men own the land, but women rule the seas. A long-standing tradition states that only women may captain ships, which came into popularity after Queen Cirene's own escapades on the seas. The ruling nobility, most of whose Houses were led by patriarchs, assumed to rule and counsel from land. And since then it has always been so.

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A simple, medium-sized nation map, featuring the Royal Kingdom of a seafaring nation obsessed with the maritime, along with its vassal states.


The map consists of two main versions: a Clean version and an Aged version. Additionally, there are options for Grid versions for those who desire that.


This map is ideal for early- to mid-level adventures, featuring a culture focused on the maritime, where much of the inland mountainous regions are untouched save for its many mines and prospecting outposts. The majority of Avinter's cities and towns are well-developed and highly cultured; riddled with highborn politics, and underground high-end criminal gangs fighting to control the nation from both above and below.

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The Map

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Download includes:


1x Avinter Map | Clean PNG (4600 x 2373px)

1x Avinter Map | Clean + Grid PNG (4600 x 2373px)

1x Avinter Map | Aged PNG ((4600 x 2373px)

1x Avinter Map | Aged + Grid PNG (4600 x 2373px)

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Official Nym Map

For non-commercial use

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Nym Maps: AvinterPrice: $3.65
 MOBI version: Transgressive Horror: Reflections on Scare Films that Broke the Rules
Posted: Fri, 05 Jun 08:52:12 CDT
Publisher: Fainting Goat Games

Note: The pdf and print versions are here. 

“The blood is the life, Mr. Renfield.”

The horror movie is undead and well after more than a century, its life ever renewed by drinking the blood of genre cliches. Scary movies aren’t afraid to be more terrifying, more gruesome, more daring,  more...transgressive.


Transgressive Horror—Reflections on Scare Films that Broke the Rules is an essay anthology that salutes movies and movie-makers who forever changed the way fright flicks were made, viewed, marketed, released, and merchandised.

Within its possibly blood-stained pages, Transgressive Horror presents an eclectic mix of today’s most talented scribes sharing their humor and insights about their favorite groundbreaking fright films. Readers will see the classics in all new ways, and find some new gory thrills to buy, rent, or stream.

  Our esteemed list of authors:

**Simon Bacon on Twilight (2008)

**Larry Blamire on The Seventh Victim (1943)

**Bill Bodden on Congo (1995)

**Richard Dansky on Night of the Demon (1957)

**Matthew Dawkins on Dawn of the Dead (1978)

**Craig Fischer on Weekend (1967)

**Lynn Firestone on Midsommar (2019)

**Kenneth Hite on The Uninvited (1944)

**Kristen Hutchinson on Prevenge (2016)

**Spike Jones on The Mummy (1932 and 1999)

**Jaye Kovach on The Little Girl Who Lives Down the Lane (1976)

**Murray Leeder on The Wizard of Gore (1970)

**James Lowder on Witchfinder General (1968)

**Colm Lundberg on The Exorcist (1973)

**Mike Mason on Jaws (1975)

**Chloe Maveal on I Spit on Your Grave (1978)

**Prof. Christopher McGlothlin on The Masque of the Red Death (1964)

**Cynthia Celeste Miller on Black Christmas (1974)

**Lisa Morton on Dream Home (2010)

**John Polojac on Godzilla, King of the Monsters! (1956)

**Ade Smith on The Thing (1982)

**Aron Tarbuck on Suspiria (1977)

**Alexander Thomas on Tucker & Dale vs. Evil (2010)

**Robert J. Toth on The Dead Zone (1983)

**Jason Walters on Frankenstein (1931)

**Shannon Watkins on Alien (1979)

**Darren Watts on Audition (1999)

**Eddy Webb on The Hound of the Baskervilles (1959)

**Nicole Winchester on The Blair Witch Project (1999)

Transgressive Horror is Volume One in Everyone’s Gone to the Movies, a series of entertaining essays on cinema genres published by Ghost Show Press.

GSP is the outré vision of longtime writer/game-designer Prof. Christopher McGlothlin, M.Ed. In the tradition of the original ghost shows that thrilled drive-in movie theatre patrons all across mid-century rural America, GSP brings the pure imagination of carnival wonderment to other media.

GSP works with top creators, premier publishers, and new talent on diverse projects to bring their wildest notions to print. Our formula is simple: treat the artists well, do right by our audience, and together have as much fun as possible.

MOBI version: Transgressive Horror: Reflections on Scare Films that Broke the RulesPrice: $10.00
 Traveller's Adventures - The Bone Wage
Posted: Fri, 05 Jun 08:07:13 CDT
Publisher: Muqarnas Games

THE DEAD DO NOT FORGET WHAT THEY ARE OWED.

Three hundred years ago, the Kingdom of Varath hired a mercenary army of five thousand soldiers to fight a war it could not win on its own. The mercenaries won, but the new king dismissed them without pay, executed their leaders, and drove the survivors into the Ashfield to starve.

Now, the dead have risen. They are not mindlessly hungry for flesh; they are marching in perfect formation toward the city of Cressfall to collect their three-century-old wage.

The Bone Wage is a self-contained, sword-and-sorcery one-shot adventure where the horror is mundane: bureaucracy, betrayal, and the weight of unpaid debts. The city has roughly six days before five thousand skeletal soldiers reach its walls. Your players must enter the cursed battlefield of the Ashfield, find the intact skeleton of the mercenary commander, Ysara Voth, and do the impossible: negotiate a settlement with an army of the wronged dead.

Adventure Features:

  • Perfect for a Single Session: Designed for 3 to 5 players at levels 4 to 6, providing a complete story in 4 to 5 hours.

  • Morally Grey Problem-Solving: The skeletons are not evil; they are owed a debt. Players must resolve a 300-year-old injustice under extreme pressure.

  • Multiple Resolution Paths: Resolve the crisis through negotiation, a memorial compact, ritual dissolution, or desperate combat.

  • Unique Undead Encounters: Includes custom stat blocks for memorable NPCs, from the formidable Commander Voth to the sorrowful Sergeant Holvane.

  • SRD 5.1 Compatible: Ready to drop into any 5E campaign or be played entirely standalone.

The dead do not forget. Neither should the living.

Traveller's Adventures - The Bone WagePrice: $1.99
 Mercatura - Wood & Water
Posted: Fri, 05 Jun 07:43:04 CDT
Publisher: Yoru Creative Studio

The Yard is More Than Wood and Water

MERCATURA is a series of GM supplements covering the crafts and trades that form the economic and social backbone of any pre-industrial world. Each volume is designed to make that discipline playable: not as background colour, but as a location, a social world, and a source of story.

Volume II: Wood & Water covers the timber trades in their full extent. From the forester who fells old growth on a mountain slope to the master shipwright who lays a keel that will outlast her by fifty years, this book provides everything a Game Master needs to bring the local shipyard or timber workshop to life.

Inside this supplement, you will find extensive tables designed to work together or independently:

  • The Craft: Discover 20 specialized trades, from shipwrights and caulkers to wheelwrights and mast-makers, and establish unique regional traditions.

  • Materials & Tools: Generate primary timber species and rare materials, alongside the specific tools of the yard.

  • The Workshop: Define the yard's character, staff and hierarchy, unique quirks, and its current state of business.

  • Production & Commerce: Roll for standard commissions, quality results, production complications, supply chain issues, and complex market conditions.

  • Guild & Politics: Navigate guild structures, internal conflicts, and legal complications.

  • 100 Adventure Hooks: A d100 table of interconnected hooks drawn from every aspect of the timber and shipbuilding trades.

System-Agnostic with Dedicated Rules Support

While all other content is system-agnostic and can be used with any tabletop ruleset, Wood & Water also includes dedicated translation sections for two specific systems:

  • Fate Condensed: Includes yard zone aspects, NPC high concepts and troubles, custom stunts, and situation aspects.

  • D&D 5th Edition: Features extended uses for carpenter's and woodcarver's tools, DC reference tables for crafting, failure conditions, 5 detailed NPC stat profiles ranging from Yard Apprentice to Guild Master, and exclusive D&D quest hooks.

Mercatura - Wood & WaterPrice: $4.99
 Saloon of Ghosts
Posted: Fri, 05 Jun 07:36:12 CDT
Publisher: Long Games

SALOON OF GHOSTS

The dead are waiting. The cards are shuffled. Your friends' souls are on the table.

You are a gunslinger and eight members of your gang have just been killed in a bank robbery gone wrong. Now you've stumbled into a saloon that shouldn't exist, somewhere beyond the edge of the desert. Inside, thirteen dead gunslingers are waiting to play cards. Beat them, win back the souls of your friends, and maybe walk out alive. Lose, and you'll never leave.

What Is Saloon of Ghosts?

Saloon of Ghosts is a solo tabletop game where you play blackjack against the ghosts of legendary gunslingers in a haunted frontier saloon.

Armed with nothing but a deck of cards, two hidden aces up your sleeves, and a willingness to cheat death, you'll face thirteen supernatural opponents. Each ghost changes the rules of the game in their own way. Some help you. Some don't. Some are almost impossible to beat.

Defeat a ghost and you'll claim one of their haunted relics: cursed objects that can bend the rules in your favour. Save them for the right moment and they might save your life. Waste them and you'll be facing the dead alone.

Every hand is a duel in this twisted solo-blackjack game set in the weird wild west.

The cards are shuffled. Pull up a chair, it's time to play.

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How It Plays

The game uses a single standard deck of playing cards.

At the start of the game you'll create a legendary gunslinger by drawing cards from a name generator, then prepare three decks:

  • Your Draw Deck
  • The Ghost's Draw Deck
  • The Ghost Deck to determine which legendary spirit you'll face next.

Each ghost has:

  • A unique special ability that changes the rules of the game
  • A unique relic you can win

The first ghosts you meet might give you an advantage. The last ghosts would rather see you buried.

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What You'll Need

  • A standard deck of 52 playing cards
  • A pencil or pen
  • The Saloon of Ghosts PDF
  • About 20–30 minutes

No dice. No game master. No prep.

Just cards, ghosts, and bad decisions.

Who Is This For?

Saloon of Ghosts is for players who enjoy:

  • Solo tabletop games
  • Blackjack and card games
  • Weird westerns
  • Ghost stories
  • Push-your-luck mechanics
  • Small indie RPGs and tabletop experiments
  • Games that tell stories through simple rules

One Last Hand

The piano is playing. The whisky is warm. The ghosts have been waiting a long time for someone foolish enough to sit down at their table. Shuffle the deck. Hide an ace up your sleeve. See if you can beat the dead and win back the souls of your friends and pray that you make it out alive...

About

Player Count: 1

Game Length: 20 - 30 minutes

Pages: 25

Designer: William Long - LongGames .co.uk

Social: Join us on Instagram: @LongGamesCo

Saloon of GhostsPrice: $11.00
 Hand-Drawn RPG Stock Art - Kobold Spearman (With Bonus Token)
Posted: Fri, 05 Jun 07:28:03 CDT
Publisher: Chui Wizard

This stock art image by Chui Wizard 

Add a touch of classic, hand-drawn mystery to your RPG projects! This high-quality ink illustration features a meditative monk with an ancient, weathered tome—ideal for OSR zines, adventure modules, or character chronicles.


This pack includes (ZIP File):

  • High-Resolution Illustration: Authentic cross-hatching ink style (300 DPI).

  • Multiple Formats: Includes both PNG (Transparent Background) and JPG files for easy integration into any layout.

  • Bonus Tokens: Ready-to-use circular character tokens in PNG format for both tabletop and Virtual Tabletops (VTT).

  • 100% Human-Created: Hand-drawn by the artist, no AI involved.

License & Usage: This stock art is available for Commercial Use. You may use these images in your own published RPG products, newsletters, or personal projects. However, direct resale of the images as a standalone product or as part of another stock art collection is strictly prohibited. (Please refer to the included license for full details).

Tags: kobold, lizardfolk, spearman, reptile warrior, dragonborn, ttrpg stock art, osr illustration, old school fantasy, hand-drawn ink, cross-hatching, pen and ink, dungeon monster, creature design, fantasy RPG character, vector line art, black and white illustration, indie RPG asset

Follow Chui Wizard on Instagram for more updates.

Hand-Drawn RPG Stock Art - Kobold Spearman (With Bonus Token)Price: $2.50
 Hexmaster Pirates
Posted: Fri, 05 Jun 06:38:06 CDT
Publisher: Rutibex

HEXMASTER PIRATES: The Black Flag Codex

Raise the black flag across every sea, star-lane, data vault, and planar tide.

HEXMASTER PIRATES: The Black Flag Codex is a 120-page OSR fantasy supplement for Hexmaster Classic, compatible with old-school fantasy campaigns and 5e-style play. It is a complete toolkit for running pirate adventures of every flavor: whimsical treasure-island escapades, grim black-flag murder crews, royal privateers, smugglers, free captains, sea witches, ghost ships, corporate raiders, software pirates, space corsairs, and planar soul-thieves.

Piracy in this book is not just ships and cannons. It is a campaign engine built around mobility, danger, treasure, reputation, betrayal, law, crew loyalty, cursed plunder, and impossible destinations.

Inside you will find:

  • Pirate campaign tools for swashbuckling, horror, privateering, smuggling, space piracy, corporate piracy, software piracy, and planar raiding.
  • Pirate character options, including backgrounds, ship roles, talents, and archetypes such as Freebooter, Sea Witch, Powder Saint, Privateer, Smuggler, Corporate Corsair, Software Pirate, and Planar Raider.
  • Fast OSR ship rules for chases, boarding actions, ship damage, crew morale, mutiny, ship upgrades, and ship quirks.
  • Ports, havens, taverns, islands, reefs, black markets, pirate republics, and cursed shorelines ready to drop into your campaign.
  • Plunder systems for cargo, treasure shares, fencing stolen goods, smuggling jobs, infamy, bounties, cursed treasure, and letters of marque.
  • Pirate magic, including sea witch spells, black powder blessings, cursed coins, ghost crews, ship relics, drowned gods, pirate saints, and strange rituals of salt, rope, wind, and blood.
  • Enemies and monsters, including rival captains, navy officers, bounty hunters, ghost pirates, sea monsters, corporate kill teams, software liches, and planar customs devils.
  • Strange piracy rules for raiding starships, stealing spell licenses, cracking divine miracles, hijacking memories, robbing dream caravans, and plundering the afterlife.
  • Adventure generators and site templates, including a reusable 9-room pirate dungeon structure for ships, wrecks, islands, sea caves, data vaults, space hulks, and planar toll stations.
  • Quick-reference pages for instant ships, ports, plunder, encounters, campaigns, and pirate complications.

Use this book to run:

  • A colorful treasure-hunting campaign full of maps, parrots, rum, and betrayal.
  • A brutal black-flag survival game where hunger, mutiny, and the gallows are constant threats.
  • A privateer war campaign of licenses, prize courts, false flags, and naval politics.
  • A pirate republic sandbox where the players build, defend, and corrupt their own free haven.
  • A weird fantasy sea campaign of ghost fog, cursed islands, drowned gods, and treasure that should have stayed buried.
  • A space pirate campaign of asteroid dens, corporate freighters, jump-lane ambushes, and reactor ransom.
  • A software piracy campaign of copied spells, forbidden code, cracked miracles, license knights, and copyright liches.
  • A planar pirate campaign where the crew steals souls, names, memories, dreams, and pieces of heaven and hell.

The tone can be tuned from goofy goblin buccaneers to deadly cutthroat horror, from classic Caribbean adventure to cosmic metaphysical crime.

If your players have ever wanted to capture a ship, argue over treasure shares, flee the navy, curse a rival captain, steal from a megacorp, smuggle a ghost through customs, rob a god’s supply convoy, or sell a treasure map that is absolutely probably not cursed, this book is for them.

Raise sail. Load cannon. Count the shares. Trust no map.
The black flag flies wherever treasure moves.

Hexmaster PiratesPrice: $4.99
 Plug and Play One Shots [BUNDLE]
Posted: Fri, 05 Jun 06:05:28 CDT
Publisher: Nerdcraft Publishing
This Special bundle contains my first 5 one shots from my foray into indy ttrpg micro publishing. All one shots included are written and illustrated by myself. Thank you for taking the time to have a look and I hope you enjoy.



570118-thumb140.webp Don't Wake The Fire God
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Beneath the Volcanic city of Vulka-Karib, Garag Zaar is stirring. The Sect of Garag Zaar has been corrupted and a tablet has been stolen from his temple, one containing the ritual required to awaken The Avatar of Garag Zaar.  Fire and destruction would soon follow and Vulka-Karib would soon be buried beneath lava and ash. With the Sect of Garag Zaar unhelpful and the volcano billowing ash, it is only a matter of time before the Fire God Awakens. The Fate of the city is now in the hands of brave adventurers. Will you be able to survive the climb? Can you stop the destruction of Vulka-Karib. ------ This Adventure is intended for a party of level 8-10 characters and should take one session to complete. Included are the Stats for The Sect of Garag Zaar and the fiery Avatar of Garag ...

563678-thumb140.webp Peace Was Never An Option
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Every year, the Great Gaggle Gander is held to honour the largest and most violent goose that ever there was. Every year, Farmer Mancer fails to even place in the goosing competition. Every year Farmer Mancer succumbs to his jealousy and uses dark, evil magics to disrupt the events as much as he possibly can. Every year he fails. This year, the Judges have all fallen ill and a group of adventurers are asked to step in. They must navigate the chaos of Farmer Mancer's disruption, do battle with geese as large as horses and thwart Farmer Mancer's entry to this year's Great Gaggle Gander. Will you survive the cut-throat world of small town event administration?   ...

562703-thumb140.webp The Great Goblin Heist
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The Drundiere Museum of Magical History is filled with magical artifacts but no so coveted as The Resurrection Stone. Whch is of course kept securely next to the Gargantuan Dragon Skeleton and the Fossilised Dragon dung. Grazz Zikkit, the leader of Drundiere's own Shatterbone Gang is looking to take The Resurrection stone, resurrect The Gang's founder, the nuisance of a goblin necromancer: Spatt the Wizurd and he is willing to muster the full force of the Shatterbone Gang to do so.  What stands in his way? a party of Morally strong and non kleptomaniacal adventurers. ...

568474-thumb140.webp This House is a Mimic
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You have heard the Jokes, you have heard the stories. Common is the idea among adventurers that an entire dungeon could be a mimic.  It's nothing more than a campfire story. A fable about remaining vigilant. No god would be that cruel. On Durnhaak hill a house has appeared. Mimics plague the town and the guard sent to investigate have not returned. The nobility of Durnhaak want answers. They want results and they have promised a substantial amount to whoever provides them. This is a dungeon set inside a gargantuan mimic and will challenge your party with trap after trap and mimic after mimic.  Included is a table of mimic elements to make the mimic house feel alive,  the stat blocks for 4 Mimics including the GARGANTUAN HOUSE MIMIC. ...

564531-thumb140.webp Toad Rage
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Mudlord Mundus Murkborn is a jealous little tyrant. His armies of frog-like Barrowbogs and ever creeping Murkmire cannot satiate him. He has set his eyes on Jayford by building a great dam, he diverts the river and floods the town. Meanwhile, his shamans start their cruel work of twisting the waters to choking mud. Now you have arrived. Can you save Jayford before it is completely lost to the swamp? Will you be able to navigate this unfamiliar terrain? Will you stop Mundus Murkborn from claiming his prize?...

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Plug and Play One Shots [BUNDLE]Price: $13.42
 The Sanctum and Dynasties of the Blood
Posted: Fri, 05 Jun 06:05:11 CDT
Publisher: White Wolf

In the darkest recesses of the World of Darkness a Vampiric faith steps out of the shadows and back into the world. This supplement discusses faith through the lens of the Lancea Et Sanctum. Originally found in the pages of Vampire the Requiem, this port engages with the ideas of the Sanctum, but pulls them into the V5 Timeline.

The main body of the book is focused on three applications of bloodlines, calling into the deep past of Vampire the Masquerade, the waves lapping out from Enoch to the lives of Kindred, and creating yoru own bloodline.

Chapter 1 brings from Vampire the Requiem the church of Longinus, the Lancea et Sanctum.

Chapter 2 offers a treatment of Bloodlines without relying on Loresheets and giving players options to create their own bloodlines.

Chapter 3 is a paper on some personal musings related to the Lancea Sanctum and the writer’s perceptions of how to have non-Christian members of the Lancea.

3 Loresheets are contained at the rear of the book.

The Sanctum and Dynasties of the BloodPrice: $3.00
 MHI - 79 Storming Seal Point
Posted: Fri, 05 Jun 05:59:27 CDT
Publisher: Adventures in Filbar

With a war in progress, the party has been recruited by Duke Maystrong to assault his opponent's fortress. He doesn't believe there will be many defenders with a big offensive underway. Five of you and a wizard he provides will approach the fortress and hopefully catch them off guard and sieze the stronghold effectively ending the war!

The scenario was designed for a five of fifth level PCs. This offering was a fantastic time for the Murder Hobo Inc. podcast show on Youtube. The series features a rotating cast for a two hour game every week.  We urge you to check us out: tinyurl.com/ttrpgpodcast and don't forget to follow!

MHI - 79 Storming Seal PointPrice: $2.00