Roll 3d6 - Roleplaying Resources

DriveThru RPG

Newest Items

 Oddments and Enchantments - Throne and Alley Armory
Posted: Sat, 30 May 11:47:14 CDT
Publisher: Glyphtamer Games

From jeweled regalia borne through palace halls to desperate tools traded in shadowed alleys, Throne and Alley Armory gathers enchanted treasures from every corner of the city!

Created to complement the Between Crown and Cobble subclass series of Mantles and Masteries, this volume expands the available magic items suitable for nobles, scoundrels, agents, wanderers, and survivors alike - each shaped by ambition, necessity, and the uneasy meeting of power and poverty.

Within these pages you will find 62 unique magic items suitable for any 5E campaign. Weapons, armor, rings, boots, and other unique items!

To aid players and GMs alike, three appendices are included: all 62 items are listed alphabetically, by rarity, and by item type in their repsective appendix.

Oddments and Enchantments - Throne and Alley ArmoryPrice: $2.99
 100 Sights To See At An Arcane Academy
Posted: Sat, 30 May 10:13:09 CDT
Publisher: Azukail Games

Magic is no easy art to learn, and even those born with a talent for it need to be able to refine that talent... preferably with the aid and assistance of experienced instructors. This is where the idea of the arcane academy comes in! Perhaps it's a place hidden by illusions and secrets, lurking in plain sight in a modern fantasy setting, or it's an imposing edifice of stone where the finest wizards are produced before going out on quests with ironclad knights and faith-bound clerics in a more traditional high fantasy world. Whatever form your arcane academy takes, though, the following sights can make it feel like a place where magic is commonplace, and there's enough danger present that those who make it to graduation without scars really are at the top of their class.

While many of these happenings can be used as set dressing, others can easily be turned into encounters, or even used as plot hooks for a campaign arc set on the grounds of an arcane academy. How you use these incidents, though, is entirely up to you!

This PDF supports Adobe layers and the page backgrounds and images can be disabled to make printing easier.

Here are some sample results:

  • A gilded painting on the top floor of the main academy building depicts a woman in an elegant black dress and a black mourning veil. It's said that if one speaks their secrets to this painting, unburdening themselves of the terrible things they're dealing with, that she will listen. And in the case where someone has been a victim, the woman in black may even attempt to take vengeance on their behalf. When that happens, the woman disappears from her frame as she seeks to balance the scales. When that happens, it's best to stay out of her path unless someone knows how to assuage her wrath.
  • Letter fires burn in particular niches throughout the main hall, and there's one on every floor of the academy. These fires burn bright green, and the wisps that curl from them rise in plumes that resemble peacock feathers. Letters fed into the fires are whisked away to the destination either written on the envelope, or clearly spoken into the blaze before the letter is consigned to the fire. If the destination isn't reachable, though, the letter fire will spit the missive back out again with some charring around the edges to show it had already been sent through once.
  • Sitting in a lounge on the third floor is a game board with a set up for a fresh round of Regicide. Any time someone sits down in one of the chairs, two knocks sound from the table, and the game begins if the person returns the knocks. The pieces move on their own, and a distinct chill fills the space as long as the game is going on. Those who lose the game (which seems to be a majority of those who play), always find their invisible opponent is willing to play another round on subsequent days. Those who manage to defeat the force that plays the game are said to receive a secret boon... but no one has claimed to have won a game of Phantom Regicide for generations, and what the boon supposedly is has been lost to time.
  • The creeping ivy along the walls of the main building crawls across the bricks a few inches at a time. The flowers that peek out from the green are bright red, and their perfume fills the spring and summer night air when they're in full bloom. The ivy has a nasty habit of reaching in through open windows and stealing trinkets from the students’ bathrooms, and bedside tables. Most put up with the ivy and its shenanigans, though, because it voraciously devours the insects that would otherwise buzz through the grounds in the warmer months. A little bit of petty thievery is just the price one pays to keep the academy free of blood biting flies, and all their ilk.
  • A huge teapot on mechanical legs wanders the halls during the early parts of the day (and occasionally during the late evenings). Those who approach the kettle steamer and hold out a cup find that it pauses, turns toward them and tilts itself, pouring a steady stream of strong, dark tea. A small set of pouches are strapped around the central pot like a pair of saddlebags, and inside them are sugar cubes. No matter how many cubes have been used, though, the bags never seem to be empty. Considered a necessity during exam weeks, the strangest thing about this unusual automaton is that no one seems to know precisely where it comes from, or where it returns to when it's finished serving those in need of a little wake up.

One page is the front cover, three the front matter and half is ads.

100 Sights To See At An Arcane AcademyPrice: $1.99
 Locales of Sundara: The Fort, Ironfire's Temple to Charne
Posted: Sat, 30 May 10:08:21 CDT
Publisher: Azukail Games

The Locales of Sundara range covers a specific location in Sundara, such as a business or tavern, with the intention of covering enough details for a GameMaster to use it in a campaign.

This supplement covers a location that is intended for use with Silkgift in the Sundara setting, but could be dropped into other settings. It's intended to help flesh out an urban setting with a location the characters may visit. The supplement covers some important details of the location, though it isn't mapped out. To use it outside the Sundara setting, simply change some of the details to fit another campaign world; there are some details specific to Sundara, which are gone into in more detail in other of the setting's books, but these should be easy enough to change.

The temple is located in the Stone Pole District of Ironfire, and a god of battle and bloodshed is popular in a city which is a focus of the Iron Trade of mercenary work, with many individual mercenaries following Charne. Stone Pole itself is noted for the duels that take place by the titular obelisk, and duels also fall under Charne's aegis.

This PDF supports Adobe layers and the page backgrounds and images can be disabled to make printing easier.

Two pages are the front and rear covers, one the front matter and one is ads.

Locales of Sundara: The Fort, Ironfire's Temple to CharnePrice: $1.49
 100 Hooks and Rumours for the Impossible Lands VII
Posted: Sat, 30 May 10:02:22 CDT
Publisher: Paizo

This supplement has 100 rumours that characters could hear related to the Impossible Lands, both within and without the region. Whether or not any particular rumour is true is up to the GameMaster. They could range from deliberate misinformation being spread to cause trouble to evidence of conspiracies and dangers. The rumours can be heard when asking for around for information and can be used as background colour or potential adventure hooks and cover Jalmeray and the Mana Wastes.

This PDF supports Adobe layers and the page backgrounds and images can be disabled to make printing easier.

Here are some sample results:

  • The justice system in Prada Hanam is known as the Dharmic Trishastra, in which the devotee of one god prosecutes a case and the devotee of another defends. It's rumoured that in the past this has caused issues, where the one being defended was either part of the prosecutor's religion or opposed to the one defending.
  • The Mana Wastes are home to many tinkerers who have the ability to reverse engineer guns and come up with their own variants. A lack of standardisation and the ability to mass produce them greatly limits the ability to repair these firearms, and it's rumoured that some of the gunsmiths of the wastes have started cooperating to a degree to make their guns more interchangeable.
  • The Mana Wastes are the result of the long war between Geb and Nex. Though the war has, for now, ended, the Mana Wastes remain and have slowly continued to grow. Those who keep track of such things have claimed that the rate of expansion of the Mana Wastes has been increasing, with the borders expanding by a greater distance each year.
  • The Mana Wastes have a desert climate and the ensuing issues with dehydration that such poses. It's rumoured, though, that there are parts of the wastes where the land will literally suck the moisture right out of the body, turning living creatures venturing into those regions into desiccated mummies in a matter of minutes.
  • The Mana Wastes have a number of unique hazards, some formed solely by the conditions that arose there. Reportedly, some mages have been investigating these hazards, seeking to know just what conditions led to their creation, so that they can be duplicated elsewhere and used as defences.

One page is the front cover, three the front matter and most of one is ads.

100 Hooks and Rumours for the Impossible Lands VIIPrice: $1.99
 Dark Age: Bushido - Solo Adventure - The Jade Star
Posted: Sat, 30 May 09:59:50 CDT
Publisher: Frontier Gaming



HOW TO PLAY

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

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

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



_____________________________



There are relics that grant power. There are relics that preserve kingdoms. And then there are relics that change the course of ages. For centuries, the Jade Star existed only in songs sung by wandering storytellers and preserved within the sealed archives of forgotten temples. Said to have fallen from the heavens during the First Dawn, the relic was believed lost long before the rise of the great houses. Some described it as a jewel. Others as a weapon. Others still claimed it was neither, but a fragment of a greater truth carried into the world by celestial fire. Few believed the stories. Until now. An ancient map has surfaced. Not a complete map, but enough. Enough to convince rulers, monks, warriors, thieves, scholars, and exiles that the Jade Star may truly exist. Within months, expeditions begin crossing mountains, rivers, deserts, and haunted valleys. Alliances form and break. Old rivalries awaken. Entire provinces become consumed by rumours of the relic's location. You are among those drawn onto the road. Perhaps you seek glory. Perhaps redemption. Perhaps your family once guarded a fragment of the truth. Whatever the reason, your journey quickly becomes larger than yourself. Every trail leads deeper into lands abandoned by history. Forgotten fortresses emerge from mountain mist. Ancient guardians awaken within ruined shrines. Travelers disappear while following clues written centuries before their birth.

Dark Age: Bushido - Solo Adventure - The Jade StarPrice: $0.50
 The Midnight Monster Compendium
Posted: Sat, 30 May 08:23:40 CDT
Publisher: Eldritch Atlas

This supplement gathers a collection of monsters, legendary hunters and villains, inspired by myth, folklore, gothic literature, and classic horror.

Within these pages you will find: 53 complete statblocks, regional effects, random encounter ideas, light lore and descriptions, all designed to help Game Masters bring tales of vampires, lycanthropes, witches, undead, and other supernatural horrors to life at their tables.

Statblocks for:

1  Vampire Familiar 27  The Creature of Dr. Frankenstein
2  Vampire Thrall 28  Dr. Henry Jekyll
3  Vampire Spawn (Early Vampire) 29  Mr. Edward Hyde
4  Vampire 30  The Invisible Man
5  Vampire Lord 31  Dorian Gray
6  Vampire Lady 32  The Headless Horseman
7  Blood Wraith 33  Nightmare Steed
8  Bat 34  Ichabod Crane
9  Swarm of Bats 35  Zombie
10  Rat 36  Skeleton
11  Swarm of Rats 37  Witch
12  Lycan 38  Owl
13  Lycanthrope 39  Cat
14  Lycanthrope Alpha 40  Banshee
15  Vrykolykos 41  Ghost
16  Wolf 42  Poltergeist
17  Dire Wolf 43  Revenant
18  Lord Corvus Nevermore 44  Wraith
19  Werecrow 45  Specter
20  Raven 46  Ghoul
21  Swarm of Ravens 47  Ghast
22  Abraham Van Helsing 48  Gargoyle
23  Vittorio Von Rechten 49  Scarecrow
24  Monster Hunter 50  Mummy
25  Monster Huntress 51  Mummy Soldier
26  Victor Frankenstein 52  Mummy Priest
53  Mummy Lord
The Midnight Monster CompendiumPrice: $4.99
 Janky Goblins
Posted: Sat, 30 May 07:49:55 CDT
Publisher: Knight Owl Publishing

Have you ever wondered why monsters left to guard treasure don't just loot the chests themselves? The creatures of Goblin Tower did just that. While they remain gangly little critters, they are equipped with powerful Relics and Treasures. It would take brave or foolhardy people to rob the tower. That's where you come in.

This 36 page adventure for the Old School Essentials has got hooks, forest locations, other adventurers, a fully fledged tower filled to the brim with treasure, and unique Goblin mechanics. Featuring tons of little individually created goblins from Amanda Lee Frank, this adventure is one you'll never forget.

goblins_4.jpg

Janky Goblins takes a couple of hours to run, and is good for people who haven’t played many role-playing game before. 

Janky GoblinsPrice: $12.00
 Transportation Sensations: Mega Train
Posted: Sat, 30 May 07:46:53 CDT
Publisher: Gabriel Pickard

A standard sized train? Who needs it. Get a train several stories high and wider than a two lane road! Train exteriors come in four color variations, and interiors come in furnished and unfurnished versions, and some with multiple interior versions. Also comes with hover and normal rail straight sections. The largest car size is 1120x3220px (8x23 squares). Contains 91 images in total. Preview image shows only one example color variation each. Intended for use with virtual tabletops.

Check out my other Transportation Sensations sets!

Set includes (cars come with exterior versions only unless otherwise noted):
Artillery car (exteriors, 3 floors with 2 furnished versions, and turret exterior and furnished and unfurnished interiors) 
Bucket car
Coal car
Engine (exteriors and 2 stories of interior)
Flat bed car
Freight car (exteriors, 1 single-story interior version, and 1 3-story interior)
Gravel car
Hazardous contents car
Passenger car (exteriors, four stories of interior with 2 versions)
Short flatbed
Smelter car (hot and cold versions)
Tanker car
Hover rails
Metal rails

Download is a ZIP file containing images in PNG format.


All assets are for personal non-commercial use only. Resale in whole or part regardless of modification is forbidden. Happy gaming!

Check out some other industrial and transport sets!

Draft a Spacecraft Industrial Giants Quick Encounters Trains Vile Tiles Industrial Hulk Decor
Transportation Sensations Military Aircraft Draft a Spacecraft Cruiser Mapper Vile Tiles SciFi Decor

Mosaic of traincars in MEGATRAIN

Transportation Sensations: Mega TrainPrice: $4.99
 Bastet Worship
Posted: Sat, 30 May 07:42:49 CDT
Publisher: Varyag's Forge

Bastet Worship is a supplement greatly expanding the options available to the worshipers of Bastet. The contents of this book include:

- Bastet's Deific Obedience, along with boons for the Evangelist, Exalted and Sentinel classes.
- 3 religion traits that let your character better embody a part of the goddess' portfolio.
- A new channel feat available to the worshipers of Bastet.
- 3 new magic items, tied to the goddess but not inherent to her worship.

While designed for PF 1e, it is easy to adapt for the second edition and other d20 TTRPG systems.

Bastet WorshipPrice: $1.50
 SPACE BEND: A Mothership RPG Pamphlet Adventure
Posted: Sat, 30 May 07:23:27 CDT
Publisher: Pyry Qvick

The crew is subcontracted to disinfect an ancient artifact right before testing.
What could go wrong?



SPACE BEND
 is a free two-page brochure adventure, compatible with the Mothership Sci-Fi Horror RPG 1e. Intended as a one-shot, but can be added as a location and mission for any campaign.

Set foot on a desolate research base for quick and easy money. But things are quickly getting bent out of shape as each room of the base turns to a dangerous obstacle for the crew.

Rated number 2 at TripTech³ jam, with Best Design from the judges.

JZ6862.png

Mind-bending content:
- Straitforward, easy-to-follow adventure
- Mapped and indexed research base
- A unique deadly hazard for each room
- 1d10 unlucky alterations for unprotected crew members
- Player handout map image

CREDITS
Writing and design by Pyry Qvick
Cover art by Roque Romero
Thanks to Brian Childs and Buzzahfoo
Made as part of the Triptech³ jam

Available later as a print on Tuesday Knight Game's site!

SPACE BEND: A Mothership RPG Pamphlet AdventurePrice: $1.99
 Blast Rangers - Solo Adventure - Omega Frontline
Posted: Sat, 30 May 07:19:17 CDT
Publisher: Original Frontiers

The war consumes entire star systems now. What began as scattered border conflicts and covert military operations has escalated into something far greater - an interstellar catastrophe stretching across the known frontier. Massive fleets burn in orbit over contested worlds while planetary defense grids shatter beneath relentless bombardments. Entire civilizations collapse in the wake of advancing armadas wielding weapons powerful enough to scar continents from orbit. The age of limited warfare is over. This is annihilation on a galactic scale. At the center of the conflict lies the heavily fortified world of Xeryth Prime, an immense military-industrial planet whose foundries produce some of the most advanced weapons systems ever constructed. The planet’s orbital rings manufacture dreadnought hulls, siege platforms, and prototype energy weapons capable of disabling fleets in a single discharge. Every major power wants control of Xeryth Prime. Whoever claims it may decide the outcome of the entire war. For months the planet has remained under constant siege. Fleet engagements rage endlessly above the atmosphere while mechanized armies grind against one another across ruined fortress continents below. Entire cities have become battlefields layered atop older battlefields, their shattered towers transformed into artillery nests and defensive strongholds. Yet the war is about to become even worse. Intelligence intercepts confirm that a classified superweapon project - known only as Oblivion Spear - has reached operational status somewhere beneath the planet’s surface. Details remain fragmented, but every surviving report describes the same terrifying possibility: A weapon capable of piercing planetary shields and vaporizing entire capital worlds. No faction can allow their enemies to possess it. Now vast invasion fleets converge toward Xeryth Prime from every direction. Orbital space becomes a graveyard of drifting wreckage and burning carriers while desperate commanders commit entire armies into the conflict regardless of casualties. Ancient alliances fracture under pressure. Mercenary houses sell themselves to the highest bidder. Rogue scientists and war cults descend upon the planet hoping to claim fragments of the technology for themselves. You are a Blast Ranger, deployed into the center of the largest military conflict the frontier has seen in generations. Your mission may involve infiltrating warzones to secure strategic objectives, sabotaging enemy superweapons, rescuing trapped battalions, or determining the true nature of Oblivion Spear before someone unleashes it upon the galaxy.


______________________________


You are about to step into a galaxy that does not wait for permission. Blast Rangers Solo is not a tutorial, not a watered-down mode, and not a substitute for group play. It is a full-power way to experience the Blast Rangers universe - alone, decisive, and unfiltered. In solo play, there is no GM behind the curtain, no table consensus to soften outcomes, and no pause button when things go wrong. There is only your Ranger, your choices, and a universe that responds immediately.


To play Blast Rangers Solo, you must have the Blast Rangers Core Rulebook. This solo framework is built directly on the Total Core RPG System and assumes full access to its rules, attributes, Masteries, equipment, and setting foundations. The Core Rulebook provides the mechanical backbone; Solo Play provides the ignition. Together, they turn intent into action. You decide when to act. You decide what matters. You decide which risks are worth taking. There is no waiting for turns to come back around the table. No scenes lost to distraction. No momentum broken by debate. Solo play moves at the speed of thought - and often faster than comfort allows. Every decision lands directly on you. That pressure is the point.

Blast Rangers - Solo Adventure - Omega FrontlinePrice: $0.50
 Blast Rangers - Solo Adventure - Eclipse Battalion
Posted: Sat, 30 May 07:18:40 CDT
Publisher: Original Frontiers

They were designed to end wars before they began. Across the frontier, rebellious worlds, pirate kingdoms, insurgent colonies, and separatist factions had become increasingly difficult to suppress through conventional military means. Entire sectors bled resources into endless campaigns that dragged on for decades. Governments demanded a solution - something faster, stronger, and utterly decisive. The answer became the Warborn Program. Genetically engineered super-soldiers enhanced through advanced cybernetics, combat conditioning, neural synchronization, and adaptive battle implants. Every Warborn unit was created to pacify entire planets with ruthless efficiency. They could survive wounds that would kill ordinary troops, process tactical data faster than battlefield AIs, and operate continuously for weeks without psychological degradation. At least, that was the official claim. For a time, the Warborn were unstoppable. World after world fell beneath their campaigns. Rebellions vanished overnight. Planetary governments surrendered before invasions even began, terrified by stories of armored giants descending from orbit like mechanized executioners. Entire military doctrines were rewritten around their effectiveness. Then the transmissions stopped. The first reports emerged from the industrial world of Varynth IX, where a Warborn occupation force suddenly ceased communication with central command. Orbital observers recorded strange troop movements inside the planetary megacities. Civilian broadcasts described mass executions, militarized curfews, and the construction of colossal fortress structures around major population centres. At first command assumed local insurgents had compromised communications. Then the Warborn fleets opened fire on their own reinforcements. Now the rebellion spreads system by system. Entire Warborn battalions have severed ties with their creators, declaring themselves independent military sovereigns. Some claim they were betrayed by the governments that built them. Others insist they have evolved beyond the need for ordinary humanity altogether. The worst reports are the most terrifying. Some Warborn commanders appear to be modifying themselves further - augmenting their already enhanced bodies with unstable technologies recovered during planetary occupations. Battlefield footage shows towering armored figures capable of tearing through mechanized divisions alone. Planets are falling under their control. And unlike ordinary conquerors, the Warborn understand exactly how to pacify resistance. You are a Blast Ranger, deployed into the escalating crisis as sectors collapse into fear and militarized chaos. Your mission may involve hunting rogue commanders, sabotaging occupation networks, rescuing trapped populations, or uncovering the true cause of the rebellion before it spreads further.


______________________________


You are about to step into a galaxy that does not wait for permission. Blast Rangers Solo is not a tutorial, not a watered-down mode, and not a substitute for group play. It is a full-power way to experience the Blast Rangers universe - alone, decisive, and unfiltered. In solo play, there is no GM behind the curtain, no table consensus to soften outcomes, and no pause button when things go wrong. There is only your Ranger, your choices, and a universe that responds immediately.


To play Blast Rangers Solo, you must have the Blast Rangers Core Rulebook. This solo framework is built directly on the Total Core RPG System and assumes full access to its rules, attributes, Masteries, equipment, and setting foundations. The Core Rulebook provides the mechanical backbone; Solo Play provides the ignition. Together, they turn intent into action. You decide when to act. You decide what matters. You decide which risks are worth taking. There is no waiting for turns to come back around the table. No scenes lost to distraction. No momentum broken by debate. Solo play moves at the speed of thought - and often faster than comfort allows. Every decision lands directly on you. That pressure is the point.

Blast Rangers - Solo Adventure - Eclipse BattalionPrice: $0.50