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 The Crimson Idol of Aeru-Besh
Posted: Tue, 20 Jan 08:02:11 CST
Publisher: Strange Owl Games

An exciting new adventure for Space 1889: After Empyrean Edition by Richard Rohlin!

The Crew is tasked with locating a missing Society explorer, Lady Imogene Hartnell, who vanished while investigating reports of a “Crimson Idol” near Aaru-Besh. However, they soon uncover a growing cult known as the Whispering Flame, and must confront both its alluring ideology and the true nature of the artifact at its center. As the tension mounts, the Crew receives new orders from the Society: seize the idol, eliminate the cult, and silence any resistance.
But Lady Hartnell is no victim, and the
idol is no mere relic. Ancient Phaetonian intelligence
stirs in the dust, offering a seductive vision
of peace at a terrible price.

The Crimson Idol of Aeru-BeshPrice: $4.99
 Mythpunk Fantasy Reference Guide
Posted: Tue, 20 Jan 06:05:04 CST
Publisher: Lightspress

A core setting guide for mythpunk fantasy roleplaying, written for narrative-first play and compatible with the Principia: The Simple Approach framework, with easy adaptation to other rulesets.

Mythpunk fantasy is set inside living myths that govern daily life. Power moves through gods, oaths, customs, and inherited victories that still sort protection from exposure. Law, labor, and violence carry mythic force because they were shaped long before the characters arrived. Play begins with the assumption that these structures persist, watch for disruption, and respond when crossed. Characters act within systems that expect continuity and react when that continuity is strained.

The defining pressure comes from systems that hold memory. Authority responds to interference through obligation, reputation, and reprisal. Social order tightens access, assigns debt, and redirects blame. Ritual fixes outcomes into place and makes reversal costly. Violence rearranges status and protection rather than settling disputes. Each choice reshapes future conditions, because the world records disturbance and adjusts behavior around it.

This book exists to keep that pressure present and legible at the table. Its use produces sessions where actions carry forward and attention compounds. Interference establishes standing and draws response. Power answers through altered relationships, lost shelter, enforced duty, and narrowing options. Supporting characters remain subject to consequence rather than absorbing it for others. Authority responds through people and institutions. Rebellion becomes sustained effort that consumes time, safety, and trust while binding characters more tightly to the world they’re altering.

Preparation focuses on forces that retain memory and resist collapse. Between sessions, it helps restore stakes when play settles into routine. At the table, it aligns expectations about escalation, fallout, and follow through. Responsibility for consequence circulates across participants, shaping conduct alongside fiction.

The book assumes collaboration built on shared risk. Harm lingers. Victories complicate what follows. Violence reshapes social position and obligation. Myth acts through custom, institution, and enforcement as much as through story. Attention before play begins matters here because this mode of play depends on continuity. What changes remains changed, and everyone at the table accepts the weight of carrying those marks forward once the story is in motion.

Mythpunk Fantasy Reference GuidePrice: $10.00
 Mythpunk: The Ledger of Inherited Harm
Posted: Tue, 20 Jan 06:05:04 CST
Publisher: Lightspress

A companion to the Mythpunk Fantasy Reference Guide

Harm in the genre of mythpunk fantasy persists as a recorded condition rather than a resolved event. Injury, betrayal, loss, and compromise don’t end when scenes close or attention shifts. Each remains active, shaping how risk is read, how trust is extended, and how response is chosen. The decision this article supports is how players and gamemasters act when past damage still exerts pressure, even when no one seeks apology, justice, or repair. Choice begins from the assumption that harm already exists and will continue to shape outcomes.

Mythpunk fantasy treats consequence as cumulative rather than corrective. Damage alters access, expectation, and behavior simply by remaining present. A history of being harmed changes what feels possible long before anyone names the reason. Acting as though the slate is clean misreads the situation and invites further loss.

This framing shifts interpretation before action at the table. Tension signals residue. The question is how existing harm constrains or pressures the current moment. Decisions made without that awareness tend to compound damage quietly. Decisions made with it trade ease for clarity.

The ledger of inherited harm isn't an object characters consult or discuss openly. It’s the weight behind hesitation, caution, and refusal. It explains why certain options feel costly even when they appear reasonable on the surface. Treating harm as ongoing grounds play in consequence without requiring escalation. Action remains possible, but it’s never unburdened.

Mythpunk: The Ledger of Inherited HarmPrice: $4.00
 Magi-Knights Awakening: An Echo From the Stars
Posted: Tue, 20 Jan 06:05:04 CST
Publisher: Magi-Knights Project

Magi-Knights Awakening logo and characters

It's the first week of school at Frost Peak Academy, and before you've even made it through Monday, you've already learned that your new calling as a Magi-Knight won't be an easy one! A shy and awkward student suspiciously has hordes of boys following her around the school grounds, there are rumors of a creepy ghost haunting the streets outside the local café, and several students have been coming down with a strange illness that completely debilitates them!


What to Expect From An Echo From the Stars:

  • The first Episode (also called a module in other games) of the Doombringer Saga of Magi-Knights Awakening, where you will start as level 1 Magi-Knights.
  • Designed for 1-6 players (using Magi-Squire rules for any player count lower than 5), plus the Magic Keeper (GM), of course!
  • 5 in-game days of gameplay with 2-3 combat encounters, the equivalent of approximately 8 sessions.
  • 14 pieces of new artwork, for a total of 28 featured inside.
  • Unique roleplay opportunities with memorable NPC interactions.
  • The discovery and possible obtainment of 3 Relics.
  • A named cultist's hidden agenda that can continue to be used in future Episodes.
  • A year-round school calendar listing all festivals, breaks, holidays, quarters, and test weeks.
  • Map setup guides for the 2 main combat encounters.
  • Recommended player age of 12+ due to the horror themes in Magi-Knights Awakening lore.


MAGI-KNIGHTS AWAKENING is a tabletop roleplaying game with rules based on the 5th Edition SRD. The theme and mechanics were heavily inspired by Magical Girl and Sentai shows and video games, especially those that made their debut in the 1990s.

The core rulebook for Magi-Knights Awakening is a requirement to use this PDF, so we recommend you check it out HERE, if you haven't already done so.

Khierix the winged red panda creature!

Follow us for updates and to find our free resources!

Magi-Knights Awakening: An Echo From the StarsPrice: $8.99
 Wilderness Encounters | Foundry Map Pack
Posted: Tue, 20 Jan 06:05:04 CST
Publisher: MmpApps

Wilderness Encounters | Map Pack provides a versatile collection of outdoor locations designed for spontaneous encounters, travel scenes, and environmental storytelling across a wide range of climates. Perfect for random encounters, ambushes, exploration, and improvised adventures, this pack equips GMs with adaptable maps that can be dropped into virtually any wilderness journey.

Each location is intentionally flexible, allowing you to shape encounters on the fly. Set scenes at abandoned structures, ruins, or statues hinting at lost civilizations, or stage tactical confrontations at bridges, intersecting roads, winding paths, and river crossings. Travelers may stumble upon camps, caravans, fountains, or orc camps, while more open environments like clearings, ocean shores, and cave entrances offer natural staging grounds for exploration or danger.

An empty base map is also included, giving you a blank canvas to customize encounters exactly as needed.

Every location is provided across nine distinct environments—Arctic, Desert, Forest, Grassland, Ice Field, Jungle, Rock, Swamp, and Volcanic—allowing the same encounter to appear anywhere in your world without breaking immersion.

Whether your party is traveling between settlements, navigating hostile terrain, or uncovering forgotten landmarks,Wilderness Encounters | Map Pack gives you a flexible toolkit of high-detail maps ready to support any outdoor adventure.

This version comes with complete line-of-sight setup, with walls, doors, and windows already placed.


This pack contains the following locations:

- Abandoned Structure
- Structure
- Bridge
- Camp
- Caravan
- Cave Entrance
- Clearing
- Fountain
- Intersecting Roads
- Straight Road
- Windy Road
- Ocean Shore
- Orc Camp
- River
- Ruins
- Empty
- Statue

All locations come in:
- Arctic
- Desert
- Forest
- Grassland
- Ice Field
- Jungle
- Rock
- Swamp
- Volcanic

Maps are created using DungeonFog.com 

Wilderness Encounters | Foundry Map PackPrice: $6.99
 Principia Lore: The Knight
Posted: Tue, 20 Jan 06:05:04 CST
Publisher: Lightspress

The Knight archetype addresses the problem of how force gains legitimacy without dissolving into chaos. Stories and play repeatedly need a figure who believes restraint has limits and that violence must answer to something beyond impulse or survival. The Knight appears when power requires a frame that makes action intelligible, accountable, and socially meaningful. Without that frame, conflict drifts toward either endless escalation or moral uncertainty, leaving groups unable to judge when harm was necessary or when it crossed a line that can’t be defended.

This archetype persists because cultures never escape the tension between protection and authority. Someone must stand between danger and what a community claims to value, while accepting that protection carries cost and judgment. The symbols change across eras and genres, but the pattern holds. The Knight acts under rules that outlast the moment, whether shaped by honor, law, faith, or civic duty. Those rules justify action while restraining it, allowing the archetype to remain portable across fantasy, historical drama, science fiction, and modern settings.

The Knight is a pattern of belief expressed through behavior. Commitment binds even when circumstances shift, and legitimacy comes from answering for outcomes rather than escaping them. Where others withdraw, bargain, or adapt, the Knight believes standing fast creates meaning through accountability. At the core of the archetype sits an unresolved contradiction. The Knight seeks order through force, yet force always threatens to erode the order it defends. Every oath sworn narrows freedom, and every defense risks becoming the reason the next demand must be answered.

About The Lore Zine Series

Lore: The Knight is part of the Principia Lore Zine series. Each volume examines a single enduring role through its cultural and narrative lineage. These briefs are designed to complement larger Lightspress releases and support system-agnostic play.

Principia Lore: The KnightPrice: $1.00
 Antique Maps XXXIV - The Territory of d'Orleans in the 1800s
Posted: Tue, 20 Jan 06:05:04 CST
Publisher: Split Eye Productions

Out on the bayou, to the twists and turns of the mighty Mississippi. Seek adventure in the deep green of d'Orleans.

This is a map of the territory of d'Orleans in the 1800s. This is the region known as the Gulf Coast in modern parlance, and you can bring the adventure of exploring this region to your tabletop.

This map can be used in many ways at your table, including:

  • Towns and missions out on the bayou
  • Excursions up the Mississippi
  • Hunting pirate treasures on the sandbars of the Coast
  • Seeking the lost Fountain of Youth

This is the sort of map a pirate captain could lay out in front of their crew, or a British colonel before planning where they are going to attack the colonists at.

Antique Maps XXXIV - The Territory of d'Orleans in the 1800sPrice: $5.00
 ROTTAMI GLORIOSI [ITA]
Posted: Tue, 20 Jan 05:04:07 CST
Publisher: Qwein

Siamo nel 1977, nelle campagne ferraresi si tiene una corsa non uffcial, al limite. I piloti, soggetti da bar comunale, si ritrovano alla quida di vecchie Fiat 500L e si danno battaglia. Il gioco comprende le miniature come mostrato in copertina. Regolamento semplice, alla portata di tutti. Spiegazioni su come creare il circuito, affrontare le curve... e giocare sporco.

Vince chi taglia per primo il traguardo.. Un prosciutto di Parma e il titolo Di Re dei Rottami

Come sempre Qwein Giochi Artigiano della Fantasia dal 1986

ROTTAMI GLORIOSI [ITA]Price: $5.83
 Demons & Discoveries! The Curse of the Mummies (Learning Discoveries)
Posted: Tue, 20 Jan 04:29:40 CST
Publisher: Demons & Dungeoneers Gamebooks

Unlock the secrets of the eternal—where ancient rites, imagination, and the mysteries of preservation entwine.

Demons & Discoveries! The Curse of Mummies is your immersive guide to one of humanity’s most enduring obsessions: the mummy. Journey from the sacred tombs of ancient Egypt to the haunted corridors of pop culture, and discover how the quest to conquer death has inspired legends, curses, and monsters that refuse to stay buried. Whether you’re a writer weaving tales of ancient dread, a game designer crafting unforgettable encounters, or a curious mind drawn to the mysteries that lie beneath the wrappings, this book will illuminate why mummies have fascinated, terrified, and inspired us for millennia.

Chapter 1: Whispers of Eternity: The Origins and Enigma of Mummification
Travel from the sun-baked sands of ancient Egypt to the misty bogs of Northern Europe and beyond. Discover how humanity’s obsession with immortality gave rise to the art of mummification, and how these preserved beings became the first echoes of the undead in myth and legend. This chapter lays the historical and cultural foundation for understanding the mummy’s power as both relic and narrative force.

Chapter 2: The Undead Architect: Designing Mummies for Games and Fantasy Worlds
Unlock the secrets of bringing mummies to life in interactive media and fiction. Explore the game design principles, mechanics, and narrative strategies that make mummies terrifying, tragic, or even sympathetic. Whether you’re a game designer, writer, or worldbuilder, this chapter is packed with practical advice and creative inspiration for crafting unforgettable mummy encounters.

Chapter 3: The Mummy’s Curse: From Sacred Warnings to Pop Culture Legend
Delve into the origins of the infamous “mummy’s curse”—from ancient tomb warnings to the sensational headlines of the 20th century. See how the curse became a narrative engine in literature and film, and how the mummy’s supernatural powers and psychological resonance have evolved to haunt our collective imagination.

Chapter 4: Bandages and Beyond: The Visual Language and Mechanics of the Mummy
Peel back the layers of the mummy’s iconic appearance. This chapter explores how visual design, environmental storytelling, and game mechanics work together to create atmosphere, suspense, and horror. Learn how to use aesthetics and symbolism to make your mummies—and their worlds—truly unforgettable.

Chapter 5: From Tomb to Toon: The Mummy’s Playful Afterlife in Animation
Witness the mummy’s transformation from a figure of dread to a beloved character in children’s animation and pop culture. Discover how cartoons and comics reimagine mummies as comedic, friendly, or even heroic, and how these playful interpretations can inspire new creative directions.

Chapter 6: Wrapped in Mystery: The Mummy as a Halloween Icon
Explore how the mummy became a staple of Halloween—appearing in costumes, decorations, haunted houses, and seasonal storytelling. This chapter examines the mummy’s role as a bridge between ancient ritual and modern celebration, and how its enduring allure continues to inspire playful fright and creative expression.

Chapter 7: From Tomb to Gallery: The Science, Ethics, and Legacy of Real-World Mummies
Step into the world’s great museums and archaeological sites to see how real mummies are studied, displayed, and debated. Learn about the latest scientific discoveries, the ethical challenges of exhibiting human remains, and the ongoing dialogue between science, culture, and respect for the dead.

Whether you’re a storyteller, designer, or simply fascinated by the mysteries of death and the afterlife, this book is your essential guide to the mummy’s journey—from sacred tomb to pop culture legend. Unwrap the secrets. Reanimate your imagination.

Demons & Discoveries! The Curse of the Mummies (Learning Discoveries)Price: $3.00
 Adversary Pack: GIANTS for Daggerheart™ Compatible
Posted: Tue, 20 Jan 03:43:24 CST
Publisher: Tenawa

Adversary Pack: Giants
Daggerheart™ Compatible Supplement – PLAYTESTED!

A focused bestiary of 20 giant adversaries for Tier 1, 2, 3 and 4: from savage trolls to mysterious death reapers.

Inside you’ll find:

  • 20 fully new developed Adversaries with complete with stats and flair.

  • The full giant ordning: Hill, Stone, Frost, Fire, Cloud, Storm, Death as well as Trolls, Ogres, Oni, and Fomorians.

  • Field notes and marginalia by Thelonious Nawa, chronicler and scholar, whose collected fragments frame these beings as mythic forces rather than mere beasts.

  • Every Adversary presented both in the printable PDF and as individual PNG cards — perfect for quick reference or tabletop use.

  • Easy reference document for easy copy&paste the Adversary blocks

  • From an experienced designer who created over a dozen new supplements for Daggerheart

  • NO AI CONTENT, ALL IS HANDCRAFTED


Featured Adversaries

The Savage Kin

  • Half-Ogre – Tier 1 bruiser

  • Ettin – Tier 2 bruiser

  • Troll – Tier 2 solo

  • Oni – Tier 2 leader

The Earth-Bound

  • Hill Giant – Tier 2 solo

  • Cyclops – Tier 2 bruiser

  • Stone Giant – Tier 2 solo

  • Fomorian – Tier 3 standard

  • Stone Giant Dreaming One – Tier 3 solo

The War-Forged

  • Frost Giant – Tier 3 bruiser

  • Frost Giant Everlasting One – Tier 3 solo

  • Fire Giant – Tier 3 bruiser

  • Fire Giant Commander – Tier 3 leader

  • Fire Giant Dreadnought – Tier 3 solo

The High Lords

  • Cloud Giant – Tier 3 bruiser

  • Cloud Giant Smiling One – Tier 3 solo

  • Storm Giant – Tier 3 solo

  • Storm Giant Quintessent – Tier 3 solo

The Harbingers

  • Death Giant Reaper – Tier 4 solo

  • Death Giant Shrouded One – Tier 4 leader

Adversary Pack: GIANTS for Daggerheart™ CompatiblePrice: $3.99
 The Hillside Town of Skamber - Fantasy City Map by Daniel's Maps
Posted: Tue, 20 Jan 03:25:23 CST
Publisher: Daniels Maps

In the southern foothills of the Peaks of Datte, lie the lands of the clan of Skamber. This is the southern most of the Olor clans, and characterised by their isolation. For many centuries they have held on to their identity as one of the Olor clans, sternly considering the rivers to the south as the border between them, and the Kings of the South. Yet, the mountains and hills to the north separate them from the other Olor Clans, leaving them a strange outlier between states and clans.

  • Regular
  • Autumn
  • Winter
  • Desert
  • Ruined
  • Foggy
  • Rainy
  • Shadowfell
  • Parchment
  • B&W

If you like these maps consider supporting me on Patreon. There you'll get access to a wonderful community and over 250+ maps like this one.

The Hillside Town of Skamber - Fantasy City Map by Daniel's MapsPrice: $4.99
 Belly of the Beast - animated battle map pack with Foundry VTT Support
Posted: Mon, 19 Jan 23:54:25 CST
Publisher: Angela Maps

Belly of the Beast - animated battle map pack with Foundry VTT Support


BELLY OF THE BEAST - ANIMATED FVTT BATTLE MAP PACK

1Asset-1.png

Thick, slick, sick, the belly of the beast! So your party decided to go on a three hour cruise, or maybe they were escaping from a toy-based island with an overabundance of candy, whisky, and donkeys. Suddenly, their vessel is devoured by a massive maritime monster! Is this the end for your brave heroes? Never fear, AngelaMaps is here with an inner look at the entrails of that terrible monster, where your party may make their lives as they progress their inward journey, encounter terrible intragastric foes, or plan their escape! Fully animated and available in two versions, one without a shipwreck, the other with rather ill looking innards, perhaps eager to be healed, this map will have your players wishing Ms. Frizzle would stop with her crazy fieldtrips!

All are hooked up and ready to play in FVTT.

What's Included:

  • 3 .jpg maps 30×40 (3000 x 4000)
  • 3 .webm animated maps
  • Direct link to install the Foundry VTT file (from within foundry)

FAQ:

Do these maps work with Roll20/Fantasy Grounds/XXX virtual tabletop?

You can import the JPG and WEBM files into any system you use to play your games online that allows them, however, the LoS I have setup only works with FVTT.  If you use FGU, look for me on DMsGuild!

If you like my maps, I have a Patreon!
Battle map for TTRPGs inside the belly of a whale or large beastBattle map for TTRPGs inside the belly of a whale or large beastBattle map for TTRPGs inside the belly of a whale or large beast

Belly of the Beast - animated battle map pack with Foundry VTT SupportPrice: $4.99