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 Bob Book 1- Bobs Legacy
Posted: Sun, 31 May 13:11:15 CDT
Publisher: Mongoose

Your uncle Bob is dead. He left you his ship, his rock, and every enemy he ever made. The ship has an AI with opinions. The rock has a six-person hit squad cutting through the lower deck. And Bob, it turns out, isn't quite as dead as everyone thought.

BOB: Episode 1 — Legacy is a full-length Traveller adventure set in the Glisten Belt, the richest asteroid system in the Spinward Marches. It is the first book in the BOB series, and the start of a campaign that will take the Travellers from the outer belt to Glisten Prime and beyond into the dangerous frontier of District 268.

The Glisten Belt in the Spinward Marches has always been an exciting and popular setting for Traveller adventures, from the very first publication in 1979 it has been the spiritual home of the Belter ever since.
This series of adventures is designed for a group for up to five with one being a native of Glisten and Bobs Grand Nephew and all having some connection and starship skills- Navy, Scouts, Marines, Merchants who band together with the promise of a ship, trade and some money.


There are a lot of moving part happening behind the scenes-

  • Legitimate Creditors: The Forward Finance Bank of Glisten financed much of Bobs operations, currently according to their latest calculations Bob owes in excess of 8Mcr.
  • Illegitimate Creditors: Bob had both borrowed money and favours from less savoury members of society leaving him a marked man (a key reason for the events in the adventure).
  • Creditors will serve as an incentive for the new owners of the District Resolve to either run for it or arrange something with both these groups and give the Referee a great mechanic for pushing them forward. There is money to be made with the District Resolve and a mystery to solve regarding Bob and his whereabouts.

For those that want to there is a full character generation process for Belters, an interesting and unique path that opens up possible exploration and riches or a cold dark death in space.


Important Skills
To survive its recommended that each Traveller have a level of Vacc Suit and/or Zero-g skill as there will be quite a bit of space activity also the District Resolve will need a Pilot, Navigator, Engineer at a minimum, a Steward, Medic and Gunner would be ideal.
Due to the ships automation and expert programs it can be run with a minimum crew of Pilot and Engineer however its not sustainable and wont allow the ship to do everything it can, especially if it gets into to trouble.


Running The Adventure

  • Not everything is a gunfight, many of the conflicts can be taken care of with negotiation.
  • The ships earning potential. The Travellers can use the ships earning potential as leverage.
  • There is money in trade. The real adventure is making money in the subsector and later extending out to the frontier of District 268.
  • The Glisten system is huge. The Belters and the Glisten system are incredibly important and wealthy compared to the rest of the region. It is the most important places in the Spinward Marches and represents the pinnacle of the Imperium’s technology- always have incidents of amazing constructions and habitats, the warrens of Glisten Prime and the enormous amount of economic activity that happens across the system.
  • Glisten Prime is dangerous. The sooner the Travellers work this out, the better- their movements are tracked at all times and without some sophisticated tech to cloak them they will be found and held account for Bobs debts.
  • Library Data. There is a lot of data to provide triggers for adventure, especially in the trading phase and once the District Resolve is secure. Referees should use this as they like but as one or more of the Travellers are locals they will know some, all or versions of this.


The Main Themes

  • Family: The obligation to the Veylan family and the support of the wider Belter community
  • Cloning: The ethical, legal and practical issues behind clones and their uses.
  • Glisten: The importance, influence and variety that one system can offer.
  • Trade: The business of running a ship on the frontier and the adventures to be had.

As usual there is a lot of material in this book, far too much probably (the obsession has really taken hold!) but Referees can take what they want and need to adapt into their own campaign or use this as the start of a new one.

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Bob Book 1- Bobs LegacyPrice: $9.00
 Stämme
Posted: Sun, 31 May 13:08:46 CDT
Publisher: White Wolf

Dieses Quellenbuch wurde in erster Linie für meine eigene Runde von Werwolf die Apokalypse W5 geschrieben. Es sammelt Ideen, Hintergründe, Stimmungen und Ansätze, die unsere Geschichten bereichern und als gemeinsamer kreativer Werkzeugkasten dienen sollen.
Der Inhalt versteht sich ausdrücklich als Inspiration — nicht als feste Vorgabe. Alles in diesem Dokument darf nach Belieben angepasst, erweitert, verdreht oder vollständig ignoriert werden, wenn es besser zur eigenen Chronik, Gruppe oder Erzählweise passt. Jede Runde entwickelt ihren eigenen Stil, ihre eigenen Wahrheiten und ihre eigenen Legenden.
Wenn dieses Material neue Gedanken anstößt, spannende Konflikte schafft oder einfach Lust auf mehr Geschichten macht, dann erfüllt es bereits seinen Zweck.

Warum ich „Stämme“ geschrieben habe

Der primäre Grund war, dass in unserer Runde „Wendland Chroniken“ der Eindruck bestand, dass sich die Stämme in W5 nur schwer erkennbar voneinander unterscheiden. Daher habe ich mich gefragt, ob es sinnvoll sein könnte, den Stämmen bestimmte Philosophien zuzuordnen und so zu deutlichen Unterscheidungsmerkmalen zu kommen.
Mein Problem war nur, ich habe von Philosophie kaum eine Ahnung. Also habe ich hier was gelesen, mir dort etwas angeschaut und an anderer Stelle was aufgeschnappt. Letztlich war es für uns hilfreich. Vielleicht könnt ihr mit „Stämmen“ ja auch was anfangen, das würde mich freuen.

— ini

StämmePrice: $0.00
 Ouroboros
Posted: Sun, 31 May 13:08:21 CDT
Publisher: White Wolf

Dieses Quellenbuch wurde in erster Linie für meine eigene Runde von Werwolf die Apokalypse W5 geschrieben. Es sammelt Ideen, Hintergründe, Stimmungen und Ansätze, die unsere Geschichten bereichern und als gemeinsamer kreativer Werkzeugkasten dienen sollen.
Der Inhalt versteht sich ausdrücklich als Inspiration — nicht als feste Vorgabe. Alles in diesem Dokument darf nach Belieben angepasst, erweitert, verdreht oder vollständig ignoriert werden, wenn es besser zur eigenen Chronik, Gruppe oder Erzählweise passt. Jede Runde entwickelt ihren eigenen Stil, ihre eigenen Wahrheiten und ihre eigenen Legenden.
Wenn dieses Material neue Gedanken anstößt, spannende Konflikte schafft oder einfach Lust auf mehr Geschichten macht, dann erfüllt es bereits seinen Zweck.

Warum ich „Ouroboros“ geschrieben habe

Die folgenden Seiten basieren auf meiner ganz persönlichen Interpretation der Welt von Werwolf die Apokalypse. Dieser Inhalt dient als Grundlage für meine Spielrunde Wendland Chroniken und weicht bewusst vom offiziellen Materials ab.
In meinen Geschichten existieren keine klassischen Helden und Schurken. Die Apokalypse wird nicht als ein klarer Kampf zwischen Gut und Böse dargestellt. Jede Figur hat eine eigene Motivation, die in ihrem Kontext schlüssig und nachvollziehbar ist. Dies gilt für die Charaktere der Spielenden aber auch gleichermaßen für Antagonist*innen. Alle Charaktere besitzen Ecken und Kanten, gute wie schlechte Seiten.
Auch die, die Schwarzen Spirale tanzen...

— ini

OuroborosPrice: $0.00
 Seitwärts wechseln
Posted: Sun, 31 May 13:07:24 CDT
Publisher: White Wolf

Dieses Quellenbuch wurde in erster Linie für meine eigene Runde von Werwolf die Apokalypse W5 geschrieben. Es sammelt Ideen, Hintergründe, Stimmungen und Ansätze, die unsere Geschichten bereichern und als gemeinsamer kreativer Werkzeugkasten dienen sollen.
Der Inhalt versteht sich ausdrücklich als Inspiration — nicht als feste Vorgabe. Alles in diesem Dokument darf nach Belieben angepasst, erweitert, verdreht oder vollständig ignoriert werden, wenn es besser zur eigenen Chronik, Gruppe oder Erzählweise passt. Jede Runde entwickelt ihren eigenen Stil, ihre eigenen Wahrheiten und ihre eigenen Legenden.
Wenn dieses Material neue Gedanken anstößt, spannende Konflikte schafft oder einfach Lust auf mehr Geschichten macht, dann erfüllt es bereits seinen Zweck.

Warum ich „Seitwärts wechseln“ geschrieben habe

Das spirituelle Element in Werwolf die Apokalypse hat mich seit der 1. Edition fasziniert. Für mich hat die W5 diesbezüglich noch mal eine Schippe drauf gelegt.
Anlässlich der Diskussion, um ein bestimmtes Bild im Grundregelwerkt der W5, habe ich das erste Mal von der Band Heilung gehört und angefangen mich für die Band zu interessieren. In einem Youtube Interview mit Kai Uwe Faust von Heilung hat der ein bisschen etwas von Core-Shamanism erzählt. Das fand ich dann doch so spannend, dass ich mich gefragt habe, wie sich das in unsere gerade startende Werwolf Kampagne „Wendland Chroniken“ einbauen lässt.
Nichts war naheliegender als der Übertritt der Garou in die Umbra.
Gleichzeitig habe ich mir gewünscht, dass die Spielenden ein Möglichkeit erhalten, die spirituelle Welt nicht einfach nur zu bereisen, sondern sie eventuell mitbeeinflussen zu können.
Was soll ich sagen, es klappt gut.

— ini

Seitwärts wechselnPrice: $0.00
 Low-Down, No Good, Damn Dirty BASTARD
Posted: Sun, 31 May 12:41:44 CDT
Publisher: Tesseract Engine

The Frontier Isn’t Big Enough for the Both of You.

LOW-DOWN is a fast, tense, solo tabletop role-playing game that pits order against lawlessness in a brutal frontier showdown. Taking place across a tight, three-hex map, you choose your side: play either as the relentless LAWMEN tracking down justice, or the desperate OUTLAW running out of places to hide. Whichever role you don't choose is driven automatically by a ruthless Automa engine.  

To the Left sits TOWN, the bastion of civilization. To the Right sits CAMP, the refuge of the lawless. In between lies THE BADLANDS—a wild center hex packed with opportunity, hunting, horse taming, and treasure.  

But every turn you spend gathering resources is a turn your opponent uses to scale up and close the distance. As the TENSION clock ticks upward, the distance shrinks. The moment you meet, a lethal, multi-phase gunfight triggers instantly. Will you draw clean and land a mortal blow, or end up taking a dirt nap?  
Inside 3HEX Issue 006:

    Complete Solo Rules: A self-contained, fast-paced 2D6 resolution system designed for immediate solo play.  

    Asymmetrical Gameplay: Unique events, starting resources, and strategic goals depending on whether you wear a badge or run with a gang.  

    Dynamic Automa Tables: A responsive automated adversary that reacts based on its current location, actively hunting you down or gathering stashed loot.  

    The Tension Clock: A creeping mechanical penalty system that mathematically turns up the pressure the closer you get to High Noon.  

    Cinematic Final Duel: A blind-stance showdown matrix (Cold-Blooded vs. Fast-Handed) where your gear, grit, and preparation decide who walks away.  

    Print-and-Play Map & Trackers: Includes a stylized three-hex landscape map and a visual Tension Tracker to run your game right out of the PDF.  

Grab your six-shooter, watch your back, and find out if you've got what it takes to survive the Low-Down.

Low-Down, No Good, Damn Dirty BASTARDPrice: $4.99
 Warborn Of Karnaxos - Solo Adventure - Splintered Spears
Posted: Sun, 31 May 11:58:20 CDT
Publisher: Frontier Gaming

For centuries, the Clan of Aram-Korûn was little more than a minor tribe dwelling among the wind-carved plateaus of eastern Karnaxos. Surrounded by stronger rivals and ignored by kings, they endured through stubbornness, discipline, and unity. Then came the Splintering. A bitter dispute over succession shattered the clan into several competing houses. What should have destroyed them instead transformed them. Freed from old traditions, ambitious leaders pushed outward. They conquered trade routes, seized mines, forged alliances, and recruited warriors from defeated enemies. Within a single generation, Aram-Korûn became one of the most powerful clans in Karnaxos. Yet success brought new dangers. Each splinter-house claims to be the rightful heir of the clan's destiny. Assassinations have become common. Raids between allied settlements occur in secret. Ancient blood-feuds, once buried beneath victory, rise again. Now the clan stands at the height of its power. And on the brink of destroying itself. You arrive as the first sparks of civil war begin to spread across the highlands. Whether peacemaker, opportunist, warrior, or exile, your actions may decide the future of Aram-Korûn.

The clan's domain stretches across rugged uplands, bronze-rich valleys, and ancient stone roads built by forgotten civilizations. Important locations include:

The Hall of Spears

The ancestral stronghold where the original clan chiefs once ruled. Now claimed by rival factions and heavily fortified.

The Bronze Terraces

Rich mining settlements that provide the clan's growing wealth. Control of these lands is fiercely contested.

The Blackwind Pass

A strategic mountain route linking the clan to distant trade networks. Whoever controls it commands commerce and war.

The Ashen Stones

Ancient standing monoliths predating the clan itself. Elders claim they hold forgotten secrets concerning the clan's origins.

The Red Camps

Vast military encampments where rival houses gather warriors and prepare for inevitable conflict.

_________________________________




HOW TO PLAY

In this Solo Adventure you assume the role of an adventurer in a Bronze Age Fantasy setting where kingdoms rise and crumble beneath obsidian skies, and where warlords, sorcerers, and wandering heroes carve their names into the annals of Karnaxos. You will require the Warborn of Karnaxos Core Rulebook (CRB) and any expansions you wish to incorporate. The story you experience is your own. The actions you choose depend on who and what you encounter, and how you elect to interact. Keep a record of your journey, tracking outcomes and branching consequences. Your decisions become the voice of the unseen Storyteller. The world of Karnaxos stirs to life through your interpretation, your vision, and your courage. This template provides structure, direction, narrative density, and motivational clarity, ensuring you always know what drives the hero, what threatens them, and what lies beyond the next torchlit corner.

Warborn Of Karnaxos - Solo Adventure - Splintered SpearsPrice: $0.50
 High Water
Posted: Sun, 31 May 11:58:15 CDT
Publisher: Son of Oak Game Studio

HIGH WATER

The rain has not stopped for weeks. Roads have disappeared beneath muddy water, farms have become islands, and the village school has turned into a refuge for those driven from their homes.

In this introductory adventure for Legend in the Mist, the heroes travel through a flooded river valley helping their neighbors survive the disaster. They may need to persuade a widow to leave the home she refuses to abandon, rescue a family trapped on a rooftop, track down a missing huntress sheltering a wounded deserter, confront looters raiding abandoned farms, and help a young witch renew the ancient signs that guard the Sleeping Barrows.

High Water is a low-combat, community-focused adventure about responsibility, local traditions, and the bonds that hold people together when hardship comes. With its open structure, the heroes decide for themselves who needs help first and what is worth saving.

High WaterPrice: $0.00
 Rebel Class
Posted: Sun, 31 May 11:49:30 CDT
Publisher: Faidwen Homebrewery

Rise against the impossible. The Rebel is a brand-new Daggerheart class built for players who want to fight oppression through courage, sabotage, solidarity, and relentless determination. Using the Liberty and Midnight domains, Rebels thrive in moments where hope feels fragile and resistance seems impossible. They rally companions through inspiring acts of defiance, build hidden networks beneath the noses of tyrants, and turn small victories into unstoppable momentum. Whether you play a fiery revolutionary leader, a masked underground operative, a folk hero hunted by the powerful, or a survivor who refuses to kneel, the Rebel specializes in empowering allies, controlling the flow of dangerous scenes, and creating opportunities where none should exist.

This class includes two complete subclasses:

The Firebrand, a fearless speaker and living symbol of resistance who strengthens allies through inspiration and shared courage.

The Shadow Cell, a covert operative who uses secrecy, sabotage, and hidden preparation to dismantle enemies from within.

Rebel ClassPrice: $4.99
 Guide to Writing Non Player Character Sheets
Posted: Sun, 31 May 11:33:33 CDT
Publisher: White Wolf

Do you enjoy creating characters by the dozen?
Your campaign is filled with NPCs, and you’re proud of them. Naturally, you’d like to share all that work with fellow storytellers, but there’s a catch. It would mean writing up all the character sheets. The thought alone is enough to stop you in your tracks and keep you from moving forward with your writing.
What if I told you there was a solution?


You will find in this micro-supplement:
My home system, adaptable to any game from the World of Darkness, to create minimalist NPCs that are easy to handle. Thus, you will be able to write in two minutes this NPC that has prevented you from putting your work on paper for the past two weeks, and you will no longer be ashamed of presenting your creations to your fellow storytellers if you do not have impeccable worksheets. And after all that, you’ll still have time left to work on your next scenario, and maybe, let's go crazy, take a shower.

Guide to Writing Non Player Character SheetsPrice: $0.00
 The Mysterious Island: Part 3 of the Spear Saga
Posted: Sun, 31 May 10:48:54 CDT
Publisher: Chaosium

The Mysterious Island, The Third Adventure of the Spear Cycle

Finna taken! The villainous Ingvar has the taken the spear and Finna. Now the heroes must race across the sea to rescue Finna from the clutches of Ingvar. Disaster strikes and the heroes find themselves stranded on a mysterious island, filled with supernatural threats and opportunities. Can they overcome these challenges, rescue Finna, and return to Iceland?

A 2-3 hour adventure for Age of Vikings.

The Mysterious Island: Part 3 of the Spear SagaPrice: $2.99
 Dulcet Devilry Records
Posted: Sun, 31 May 10:37:50 CDT
Publisher: BritePalette

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A Golden Touch in Music.
A Record Label on the Rise.
And a Bloodthirsty Killer on the Payroll.

But a contract's a contract. 

Dulcet Devilry Records is a Dark Doo-Wop ttrpg set in the 1960s.

Create the hot new solo or musical group of your dreams. Then promote their career and release new songs in search of the next sizzling hit. By night, help your longtime star performers survive maniacal targeted killings. It’s a balancing act you’ll play out with just a deck of cards and writing tools.

The tension is high and the harmonies are diabolical in this thrilling solo micro-ttrpg.

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Dulcet Devilry RecordsPrice: $0.00
 Hirelings, Mounts, and Vehicles Sheets for Cairn 2e
Posted: Sun, 31 May 10:14:03 CDT
Publisher: Cairn Press

Character sheets for:

  • Hirelings
  • Mounts (Horses, Mules, etc.)
  • Vehicles (Carts, Wagons, etc.)

Includes 2x2 and 4x4 Letter-size PDFs and fillable PDFs!

Hirelings, Mounts, and Vehicles Sheets for Cairn 2ePrice: $0.00