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 AFF Dark Dungeons Boardgame Soundtrack
Posted: Wed, 11 Feb 05:26:19 CST
Publisher: Arion Games

Composed to accompany the Advanced Fighting Fantasy boardgame (Dark Dungeons), this twelve-track album provides an atmospheric ambient enhancement!  Also great for AFF RPG sessions, these compositions both fade into the background and stand out!

Track list:

   The Fighting Fantasy

   Descent into the Tunnels

   Our Journey Begins

   Hunting the Dark Coven

   The Dire Citadel

   The Last March

   Hall of the Ganjees

   Goblin Raiding Party

   No Rest for the Wicked

   Deeper the Darkness Dwells

   The Heroes Procession

   And Peace Returns

Complete with full metadata!

AFF Dark Dungeons Boardgame SoundtrackPrice: $6.00
 Nostalgia. A Storytelling Game
Posted: Wed, 11 Feb 05:18:11 CST
Publisher: Martin Ackerfors

Are you ready to relive the greatest adventures you never had?

Nostalgia is a fast-paced and exciting story-telling game for two or more players of all ages. The participants take the roles of old, retired heroes who have lost most of their greatness (and parts of their wits), but whose minds are still filled with the thrilling adventures and wonderful journeys of their youth.

The goal is to show off and boast, convincing every­body that you deserve the undivided admiration of the younger generation. To do that, you need the ability not only to highlight your own great­ness, but also to make the others look bad if you get the chance. This is an ability that every human possesses, but which is often kept in check by social rules and proper upbringing. When playing Nostalgia, open those closed gates and let the primal need to boast flow freely. Let everybody know that you are the best!

Playing Nostalgia is very easy. In fact, the only things you need to play are this book, pencils, paper and a deck of normal playing cards. You also need a small pile of tokens to keep track of points. Anything goes, from pebbles to sapphires.

A round of Nostalgia takes up to an hour to play, but if you like the game, it’s certainly possible to play longer. Conversely, if you’re in a hurry, you can wrap it up in about half an hour; it all depends on what you want.

For more information, see: www.kaleidoskop.games/nostalgia

Nostalgia. A Storytelling GamePrice: $4.99
 Awesome Ancestries: Machines of War!
Posted: Wed, 11 Feb 05:07:48 CST
Publisher: Far Distant Future Publishing

Have you played your fair share of boring characters? Never fear! Awesome Ancestries are here to provide new, intriguing possibilities for your game.

In this installment, we present the MACHINEFOLK -- a brand-new character species, inspired by classic science fantasy and steampunk.

These constructs may have been created by humans (and other humanoids) to fight their wars and do their dirty work, but as they became more sophisticated and gained sentience, they turned their back on their makers. Now they seek to understand their place as a new people in the world.

Inside you'll find:

  • A full description and background details for the machinefolk
  • Species traits for this 14 RP species, including 14 custom options based on the machinefolk's primary construction materials
  • 9 alternate species traits
  • 3 variant versions of the machinefolk species
  • 6 machinefolk species-specific feats
  • Favored class bonuses for 25 classes
  • A 3-level machinefolk-specific ancestry paragon class

Note:

  • This supplement is for the Pathfinder 1E Roleplaying Game.
Awesome Ancestries: Machines of War!Price: $2.95
 Oculus Prime
Posted: Wed, 11 Feb 04:50:01 CST
Publisher: Elancharan

This is a unique vertical map designed to drop seamlessly into Troika!, Starfinder, and other science-fiction or science-fantasy tabletop roleplaying systems. Easily accessible via pdf and mp4 format on mobile devices and print friendly on a single sheet of paper.

3 files: A pdf/jpg and an animated map.

Please donate! And leave a comment if you'd like to see more of these scifi maps!

***

A vast, vertical science-fantasy city built around a hovering mechanical eye, its gaze suspended above layered plazas and subterranean chambers. Skyships drift between fractured towers, colossal statues watch in silence, and bridges spiral over a dark, circular void below. Ancient machinery, observatories, and hidden markets interlock in a dense, hand-drawn labyrinth where technology and myth converge around the ever-watchful central lens.

Oculus PrimePrice: $1.00
 The Village of Murkhil - Fantasy City Map by Daniel's Maps
Posted: Wed, 11 Feb 03:54:39 CST
Publisher: Daniels Maps

Murkhil! Its name’s origin long lost to time. Today, most call it Murky Hill, and the name is not unfitting. The village sits among a cluster of bleak, uneven hills, surrounded by a landscape of scattered thickets and lingering fog, just north of a gloomy marshland whose stench can reach this fine town on a bad day. What allowed Murkhil to endure is its position at the crossroads between the roads to Wyryndam, Ipsam, and Thring. The people of Murkhil also like to claim that their village is the last stop before venturing into The Swamps to the north, though they conveniently forget to mention that one passes through both Wyryndam and Hareton before entering the true marshlands.

  • 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 300+ maps like this one.

The Village of Murkhil - Fantasy City Map by Daniel's MapsPrice: $4.99
 Shifters Encounter 1 - The Red Button
Posted: Wed, 11 Feb 03:39:50 CST
Publisher: Late Gaming Company

The Red Button is a three-act urban occult horror scenario for Shifters, the modern horror RPG of thin places, parasitic realities, and desperate people who step sideways into the Gloom to prevent the world from splitting open.

This adventure features:

  • A reality-warping urban Residue disguised as civic infrastructure
  • Escalating accidents that bleed between worlds
  • Moral choices that determine whether the city suffers quietly or catastrophically
  • The looming presence of an Infadha drawn to feast on instability
  • Opportunities for investigation, social tension, Gloom traversal, and existential dread

The stakes are intimate and civic. No one believes in monsters. The news will call it coincidence.

But the fog is growing warm.

Can your Shifters sever the infection before something vast and alien decides to cleanse it for you?

Shifters Encounter 1 - The Red ButtonPrice: $2.00
 THE COMPLETE SECTOR GENERATOR
Posted: Wed, 11 Feb 03:09:31 CST
Publisher: Eduardo Camps

The Complete Sector Generator is a high-density, table-driven toolkit for building a playable sci-fi sector in minutes and evolving it across a campaign. It focuses on usable pressure: power blocs, routes, enforcement, markets, crises, and the “sector in motion” elements that keep play escalating without prep fatigue. Every table is designed for fast GM decisions at the table—snapshots, complications, NPC reactions, travel micro-events, and endgame accelerators—so the sector stays coherent while still surprising you.

Inside you’ll find tools to:

  • Establish a sector’s identity, stability, economy, and reputation with quick baseline rolls.

  • Define stellar geography, hazards, travel flow, and route dynamics that matter in play.

  • Populate the sector with factions and power blocs, including agendas, resources, weaknesses, and escalation triggers.

  • Generate crisis pressure and consequences that push sessions forward.

  • Run high-frequency play support: contacts, encounters, hard choices, reactions, and one-roll scene generators.

  • Track long-term change: evolution, legacy, post-end states, and campaign continuation hooks.

Compatibility

  • Planet Generator (Complete Planet GM Toolkit): Fully compatible. Use the Sector Generator to define where and why things matter (routes, factions, markets, law), then drop Planet Generator results into specific systems as the “ground truth” locations for missions, disputes, and exploration. Planet-level outputs plug directly into sector-level hooks, crises, and trade dependencies.

  • Spaceship Generator / Spaceship Toolkit: Fully compatible. The Sector Generator creates the pressure framework (inspections, smuggling prevalence, route volatility, patrol behavior, travel events). The Spaceship Generator provides the hardware and crew reality that interacts with that framework—making ship condition, cargo capacity, stealth choices, and maintenance consequences immediately meaningful.

System-neutral: Works with any sci-fi RPG. Designed to be modular—use it for five-roll quick sectors, or drill down into dense tables for campaign-grade depth.

THE COMPLETE SECTOR GENERATORPrice: $4.99
 Hymn of the Dragonflower - Cypher System
Posted: Wed, 11 Feb 03:01:53 CST
Publisher: Mr.Tarrasque

Survive the mountain, resist the cold, find the flower!

Take your group of adventurers on a quest through frigid, cold and bitter mountains to harvest a legendary mythical flower for its magical properties. Pit your players against a host of original monsters for the Cypher System. 

Originally written and published by industry legend Dot Steverson (Vineyard RPG, Kobold Press,...), JVC Parry (Call from the Deep, Nordgames, ...) and Mr.Tarrasque. Adapted for the Cypher System by the one and only Qedhup!

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Legend says that far upon Mitra mountain, a lone flower grows, nestled at the apex and towering like a god. Information about its magic is unknown to almost everyone. Only the dwarven Lords of the Mountain know the truth of its mysterious secrets. The dwarves from Mitra Mountain occasionally send out brave souls in an attempt to harvest its priceless petals with the promise of great riches upon return. Throughout history, countless have sacrificed everything to reach the legendary Dragon Flower, but none have ever returned.

The Hymn of the Dragon Flower is an honored poem dedicated to the Dragon Flower, but mostly is misunderstood by today’s bards. The superstitious believe the hymn to be true, but most common folk see it as only a tall tale. The truth is kept only by the Lords of the Mountain and passed down through the generations. As it was their ancestors who wrote the hymn to a beautiful song said to be carried on the wind after the flowers first bloom. Audible now only to dwarven ears.

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Hymn of the Dragonflower - Cypher SystemPrice: $19.00
 The Whirring Island (Farlands Region Guide)
Posted: Wed, 11 Feb 02:51:21 CST
Publisher: MammothFactory

"Off the Iridian Coast, coral-speckled brass spires and giant rusk-caked gears have risen from the ocean depths. Faction agents, pilgrims and scholars alike rush to stake their claim on secrets promised by the island's rhythmical hum; oblivious to the alien consciousness that stirs within the cogwork core of the Whirring Island"

7th of 7 Farlands Region Guides

This Region Guide PDF includes:

- 36 Page 5e Region Guide
- 2 Battlemaps (Digital Assets)
- Paper Minis & VTT Tokens (Digital Assets)
- Magic Items & More
- Monster Lore & Playltested Statblocks

Digital Assets via link in PDF

Foundry VTT included

The Whirring Island (Farlands Region Guide)Price: $9.00
 Balkan Folklore Classes for 5e [BUNDLE]
Posted: Wed, 11 Feb 02:32:59 CST
Publisher: RPGGamer
This special bundle contains the following titles:


551908-thumb140.jpgBalkan Folklore Classes for 5e: Bear Brother
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Balkan Folklore Classes for 5e: Bear Brother In the deep forests, where rivers twist like veins and the wind carries the breath of old spirits, there are those who do not merely live in the wild — they belong to it. These are the Bear Brothers: men and women who have bound their lives to animal totems, walking the narrow path between human and beast. Their power is not taught in halls or written in tomes. It is whispered by trees, felt in the pounding of paws through earth, and found in the silence of winter dens. To become a Bear Brother is to accept the wild within, to share in the strength, instincts, and spirit of a creature older than cities or crowns. Some are chosen at birth, marked by omens; others find their calling through trials in the forest, blood pacts, or dreams in which ...

551912-thumb140.jpgBalkan Folklore Classes for 5e: Bog Walker
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Balkan Folklore Classes for 5e: Bog Walker Few dare to enter the wetlands at night. Beneath the drifting fog and tangled reeds, the bog swallows the careless, hides old ruins, and harbors creatures older than memory. Yet some move through these places as if they were home. Their feet find the firm earth beneath the muck, their eyes catch the faint ripple that betrays danger, and their ears recognize when the silence is wrong. These are the Bog Walkers—swamp hunters, ruin trackers, and supernatural trappers—figures half-respected, half-feared in the whispered lore of the land. A Bog Walker is not merely a scout or a thief. They are navigators of liminal spaces, walking the border between the living world and the haunted places that lie just beyond. They know where the old paths sink into...

551902-thumb140.jpgBalkan Folklore Classes for 5e: Dark Hunter
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Balkan Folklore Classes for 5e: Dark Hunter There are places where the road grows thin, where the warm light of the hearth falters and the night presses close. In those places, stories are not just told—they breathe. The Dark Hunter walks there. Neither hero nor outcast, the Dark Hunter belongs to the borderlands between worlds. They know the smell of disturbed earth where a revenant stirs, the sound of branches shifting when no wind blows, the quiet dread before a wolf’s cry that is not quite animal. Where others bolt their doors and whisper prayers, the Hunter takes up relic and blade, and goes out into the night. These are not knights, nor soldiers. Their strength lies in woodcraft and wit—in the alchemy of herbs and powders, in relics that hum with forgotten blessings, in knowledge...

551905-thumb140.jpgBalkan Folklore Classes for 5e: Dragon Slayer
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Balkan Folklore Classes for 5e: Dragon Slayer In the shadow of ancient mountains, where rivers cut deep through the stone and storms gather like memories, there are whispers of dragons. Not the winged beasts of distant myths, but serpent-like powers older than nations—beings of storm, fire, and earth, coiled beneath hills, sleeping in caverns, or riding the winds above. When such a wyrm stirs, the land trembles. Cattle vanish. Rivers boil. Thunderheads crown the peaks. And somewhere, someone feels the call. This person is the Dragon-Slayer — not by choice, but by destiny. Some are marked at birth, born during strange omens or under the gaze of storms. Some are heirs to ancient vows, trained from childhood to face what others dare not name. Others are chosen by tragedy, the lone survivor...

551913-thumb140.jpgBalkan Folklore Classes for 5e: Fate Spinner
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Balkan Folklore Classes for 5e: Fate Spinner In the tales whispered by firelight, when the night is still and the wind rattles the shutters, there are those who see more than others. They see threads—shimmering lines that bind people, choices, and moments together in a vast, unseen tapestry. These are the Fate Spinners: seers, storytellers, knot-tiers, and destiny-weavers who read the patterns of the world and, when they choose, reach out to alter them. Where others see coincidence, a Fate Spinner sees design. A meeting at a crossroads is no accident. A sudden illness, a chance remark, a gust of wind at the right (or wrong) moment—every thread hums with possibility. Some Fate Spinners are born beneath strange omens, their gift a birthright marked by the Suđenice—the mythic sisters who...

551904-thumb140.jpgBalkan Folklore Classes for 5e: Guslar
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Balkan Folklore Classes for 5e: Guslar In the hush of mountain valleys and the shadow of old forests, where rivers whisper and stones remember, the Guslar sings. They are not entertainers. They are voices of memory and fate — keepers of songs that carry the weight of centuries. When the gusle’s single string moans beneath the bow and the voice rises in verse, the world listens. Spirits gather, stories wake, and sometimes, the future leans close to hear its own name. The Guslar’s craft is born from oral tradition, passed down through families, apprenticeships, visions, or encounters with the uncanny. Their instrument is simple: carved wood, horsehair, and a single resonant string. Yet from it flows power older than kings — songs that can bless, curse, or reveal what has not yet come to ...

551910-thumb140.jpgBalkan Folklore Classes for 5e: Moroi
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Balkan Folklore Classes for 5e: Moroi Across hills and valleys, where the earth remembers old names, the dead do not rest easily. Their whispers thread through abandoned shrines, overgrown graveyards, and crossroads where candles flicker in the wind. In villages, people murmur of strange figures who walk among the forgotten, neither priests nor villains, whose power comes from listening to what others fear. These figures are the Moroi. The Moroi are spellcasters who draw their strength from death itself—but not through cruelty or domination. Instead, they act as listeners, bargainers, and wardens. In Balkan folklore, the boundary between life and death is porous. Spirits linger in homes, graves, forests, and springs; ancestors whisper guidance and warnings; wronged souls refuse to sleep...

551909-thumb140.jpgBalkan Folklore Classes for 5e: Sacred Guardian
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Balkan Folklore Classes for 5e: Sacred Guardian Across hills and river valleys, at the edges where village fields meet deep forest, the world grows thin. There, the old stones lie half-buried in moss, boundary markers carved by forgotten hands. Shrines stand at crossroads where candles flicker in jars through the night. Springs murmur beneath wooden icons. These places are more than landmarks—they are the last walls holding back the dark. And where those walls stand, someone must keep them. The Sacred Guardian is the living embodiment of the boundary—a sentinel bound by oath, spirit, or inheritance to defend a specific warded site or community perimeter. Their power does not come from distant gods or distant lands, but from the soil beneath their feet, the stones they touch every day...

551903-thumb140.jpgBalkan Folklore Classes for 5e: Witch of the Woods
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Balkan Folklore Classes for 5e: Witch of the Woods In the deep woods, where the canopy strangles sunlight and the air grows thick with moss and memory, there are whispers. They curl through hollow trees, echo across river stones, and tangle in the hair of those who wander too far. These whispers belong to spirits, to the land itself, and to the ones who have learned to listen: the Witches of the Woods. The Witch is not a scholar in towers or a priest of distant heavens. Her magic comes from soil and smoke, wind and bone, words spoken in secret. She knows the old ways — the turning of seasons, the names of roots that heal and herbs that curse, the songs that soothe spirits or drive them away. Her craft is inherited through bloodlines, whispered by elders, taught by forests, or bargaine...


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Balkan Folklore Classes for 5e [BUNDLE]Price: $27.00
 Veiler - 5e Class
Posted: Wed, 11 Feb 02:28:54 CST
Publisher: Adventure Ripples

The Veiler of Amun is no mere priest, no petitioner, and no follower bound by temple walls. They are the living mystery of Amun, the Hidden One whose presence is felt but never seen; the divine breath that stirs the stillness between all things.

The Veiler does not channel light, flame, or thunder. Their power is subtle and unseen, the authority of the invisible wind that sustains creation itself. They call upon Amun’s Veil, shrouding themselves and others in concealment, silencing their steps, and striking from nowhere.

The Veiler of Amun plays like a hybrid between a monk and rogue, emphasizing precision, control, and concealment. Their resource (Veil Dice) represents the divine wind within them, expended to vanish, heal, misdirect, or strike with unseen force.

  • Path of the Hidden Wind: Those who walk this Path embody Amun’s earliest form; the unseen air that moves through all creation. Their bodies become as the wind itself: silent, elusive, and untouchable. These Veilers vanish from sight in a breath, walk unseen through battle, and strike when you least expect it.
  • Path of the Hidden Sun: This Path reflects Amun’s unification with Ra; the mystery of light concealed within darkness. Veilers of the Hidden Sun channel radiant energy cloaked in shadow, striking with brilliance that flickers only for an instant before fading back into the unseen. They balance the paradox of revelation and obscurity, wielding sunlight that blinds the unworthy and illuminates the faithful.
  • Path of the Hidden Breath: These Veilers embody Amun as the breath of life; the unseen force that animates all beings. Their mastery of divine respiration allows them to heal with exhalation, to still suffering with a single breath, or to silence pain with tranquil wind. In their presence, wounds close, tempests calm, and the weary find rest.

For the illustration of the pages we are using Midjourney, then use Photoshop to edit the illustration for the desired result.

Veiler - 5e ClassPrice: $3.50
 Strange Frequencies - GANGREL
Posted: Wed, 11 Feb 02:13:30 CST
Publisher: White Wolf

STRANGE FREQUENCIES

Episode 05 – The Dog With Human Eyes

(Gangrel)



Strange Frequencies
is an in-universe late-night radio podcast that reports on unexplained events, strange people, and unsettling urban legends—without ever naming the supernatural.

The host doesn’t know about vampire clans, mage Traditions, or the hidden war for reality.
Your players do...they might.

Each episode presents a self-contained story that unmistakably reflects a specific Clan, Tradition, or supernatural faction, disguised as a mundane human experience: a wellness program, an art collective, a street protest, a missing person report, a therapy session gone wrong.

How to use these recordings:

  • Atmospheric Openers
    Play or read an episode transcript at the start of a session to establish tone, foreshadow threats, or hint at faction activity in the city.

  • In-World Clues
    Episodes can reference locations, NPCs, or events the characters will encounter later—serving as indirect intel without breaking immersion.

  • Masquerade-Safe Exposition
    Deliver lore, faction behavior, and supernatural consequences through human misunderstanding, keeping mystery intact.

  • Player Engagement Hooks
    Characters might recognize themselves, their allies, or their enemies in an episode—and wonder who else was listening.






Time: 5:27

Format: mp3
Language: English (with slight Eastern European accent)


Other podcasts: https://www.storytellersvault.com/en/browse?keyword=Strange%20Frequencies

My profile page:
 https://www.storytellersvault.com/browse.php?keywords=szerepjatekosok.hu


Strange Frequencies - GANGRELPrice: $2.99