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 LychGate Character Sheet
Posted: Fri, 22 May 09:43:44 CDT
Publisher: Frenzy Kitty Games

This is a printer-friendly version of the character sheet for LychGate - the RPG of time-travelling-bounty-hunting-consciousness-jumping lyches. It's just as weird as it sounds. Made by the same nutters who brought you Bioheist.

LychGate Character SheetPrice: $0.00
 Bones Bundle [BUNDLE]
Posted: Fri, 22 May 09:16:41 CDT
Publisher: Quest Forge Studios
This special bundle contains the following titles:



The Reaper Class
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 0
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 PDF
So.... you died. You died and now the is a hooded figure handing you a job application. WHAT? The Reaper class is a 5E compatible class were you become a (Grim) Reaper for your local plane. The paerwork is brutal, the hours are constant, and there are no re-tirement benefits. It's always a case of the Mondays!!...

568618-thumb140.webp Woke up a Skeleton
Regular price: 0
Bundle price:
 0
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 PDF
Another class from Quest Forge Studios. So you woke up a skeleton huh? Thats.... different. Did you die, faint, get knocked out by a goblin and have your skin and muscles stolen? What ever the case, you woke up this way and you have to deal with it.  This is just a twenty level class with no subclasses. Something different for this one....

Total value: 0
Special bundle price: 0
Savings of: 0 (35%)
Bones Bundle [BUNDLE]Price: $5.75
 Haven Fallen - Solo Adventure - The Hollow Vein
Posted: Fri, 22 May 08:52:54 CDT
Publisher: Original Frontiers

You locate a profitable vein, establish infrastructure, secure the perimeter, and keep extraction moving efficiently enough that the numbers justify continued expansion. That was the theory behind this operation, a newly established facility positioned over unusually rich deposits identified during preliminary scans, valuable enough that the site moved from survey status to active development before long-term analysis had even finished. My assignment was part of the second deployment wave, security reinforcement and systems oversight, which usually means preventing sabotage, managing labor disputes, and discouraging opportunistic raiders who mistake industrial sites for soft targets. The first indication that the situation was deviating from standard procedure came from the miners themselves, not formal reports but fragmented complaints, missing equipment, vibrations that didn’t match drilling patterns, workers refusing to enter lower shafts without being able to explain exactly why. Management dismissed most of it as stress response caused by accelerated schedules, and under normal conditions they might have been correct, because isolated facilities produce psychological pressure even when everything functions properly. Then the excavation teams broke through into something that wasn’t listed on any geological projection, an empty section beneath the main extraction zone containing structures too symmetrical to be natural and too old to belong to any registered operation. After that, the accidents escalated rapidly, systems failures spreading through independent networks simultaneously, sealed doors opening without command authorization, personnel disappearing inside active corridors where surveillance showed no movement entering or leaving. The facility changed atmosphere almost overnight, not physically at first but psychologically, the way people spoke becoming shorter, quieter, every worker carrying the same unspoken awareness that something below the mine had noticed the intrusion. Security doctrine assumes threats originate externally, raiders, insurgents, hostile competitors, but this situation reverses the equation entirely because the danger isn’t trying to get into the facility. It’s already underneath it, and every ton of ore removed from the ground seems to bring it closer to the surface.



__________________________




In this Solo Adventure you assume the role of an adventurer in the shadow-stained expanse of the Known Galaxy. You will require the Haven Fallen Core Rulebook (CRB) and any associated Expansions you wish to use. The world responds to you—your interpretations, your fears, your ambitions—and you will act as both Character and Storyteller. The Actions you take should depend on who and what you meet, what horrors cross your path, and how you choose to engage with them.  Record the outcomes. Evolve the world. Allow rumours, consequences, and scars to reappear later. As you progress, you will become your own Storyteller, shaping a living cosmos that remembers what you do. The outcome of Actions in Haven Fallen is determined by:

§The Storyteller (you) assigning a Difficulty Rating (DR)
§You rolling a d20
§Applying all modifiers available to your Character
§Determining whether you equal or exceed the DR
§This template expands on that foundation with procedural tools for you to generate plots, worlds, enemies, factions, and motivations—ensuring every session becomes a unique dark sci-fi survival chronicle.
Haven Fallen - Solo Adventure - The Hollow VeinPrice: $0.50
 Writer’s 50 Lovecraft Motivations and Devices
Posted: Fri, 22 May 08:41:28 CDT
Publisher: Creative Concepts

Presented to you here are 50 random Lovecraft Motivations and Devices.

Over 125,000 possible combinations!

One column of 50 Named Characters.

One column of 50 Motivations.

And one column of 50 Devices or weapons.

Roll a die, pick a column, another, and then the third for any writing, RPG game, or storytelling situation.

For your Cthulhu campaign, or Urban Fantasy, or horror novel!

Create your worlds!

Writer’s 50 Lovecraft Motivations and DevicesPrice: $0.99
 Friday Enhanced Map: 05-22-2026
Posted: Fri, 22 May 08:36:54 CDT
Publisher: Paratime Design

The May 22nd, 2026 Friday Enhanced Map product contains a multi-layered PDF (allowing the options of numbered or non-numbered areas, labels on or off, and grid or no grid) and a zip file with all relevant map files as individual jpg images.

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

Friday Enhanced Map: 05-22-2026Price: $3.00
 New Arcane Background: Survivalist
Posted: Fri, 22 May 08:14:47 CDT
Publisher: Pinnacle Entertainment

English/Portuguese

Survive the wilderness with cunning, herbs, traps, and improvised creations!

The Survivalist is a new Arcane Background for Savage Worlds inspired by Weird Science, but adapted for rugged fantasy settings. Instead of casting spells, Survivalists create preparations using herbs, toxins, resins, traps, special arrows, medicinal poultices, and natural compounds gathered from the wild.

Perfect for hunters, woodsmen, herbalists, alchemists, scouts, trappers, and hardened wilderness survivors.

Compatible with Savage Worlds Adventure Edition and the Fantasy Companion.

Note: English is not my first language, so if you notice any errors or parts that could be rewritten for better clarity, feel free to reach out to me at fernandohcp@gmail.com.

Check out my other products HERE!


Sobreviva às regiões selvagens com astúcia, ervas, armadilhas e criações improvisadas!

O Sobrevivencialista é um novo Antecedente Arcano para Savage Worlds inspirado em Ciência Estranha, mas adaptado para cenários de fantasia mais rústicos. Em vez de conjurar magias, Sobrevivencialistas criam preparações usando ervas, toxinas, resinas, armadilhas, flechas especiais, cataplasmas medicinais e compostos naturais coletados na natureza.

Perfeito para caçadores, mateiros, herbalistas, alquimistas, batedores, armadilheiros e experientes sobreviventes das regiões selvagens.

Compatível com Savage Worlds Edição Aventura e o Compêndio de Fantasia.

New Arcane Background: SurvivalistPrice: $0.50
 Ten Barbarian Chieftain's Heir Encounters
Posted: Fri, 22 May 07:55:20 CDT
Publisher: The Arcverse

DM Essentials #148: 10 Barbarian Chieftain's Heir Encounters

In most games, the heir to the chieftain is just a quest-giver. They stand in the hall, look worried, and send the party off to solve their problems.

But an heir is not a quest-giver. They are a person crushed by the weight of expectation. Every decision is scrutinised. Every failure is remembered. They are not allowed to be young, foolish, or uncertain – even when they are. They have watched their parent lead all their life, but they do not know how to be anyone else. Some rise to the challenge. Some break under it. Some walk away.

DM Essentials #148 gives you ten ways to make barbarian heirs feel burdened, uncertain, and deeply human. They are not future leaders – they are people who have to earn the right to become one.

What's Inside?

The Heir's World (Short Essay): What it means to be born into leadership, the weight of the clan's expectations, and the tests that separate the worthy from the unready.

10 Encounters with the One Who Must Prove Themselves: Each one gives you a situation, the truth behind it, and a way for the players to respond.

- The Dying Chieftain – The old leader lies dying. The heir stands outside, pale, afraid. "I am not ready. I do not know how to lead."
- The Rival – Another warrior challenges the heir's claim. "You are young. You are weak. I should lead." Words or steel?
- The Council of Elders – The heir must answer the elders' questions. The test is not about plans – it is about character.
- The Blood Price – A clan member has been killed. Demand weregild or declare war? There is no right answer.
- The Exile's Return – An exile returns with the old chieftain's seal. "Will you honour your father's word?"
- The Test – A quest to find a lost heirloom. The heir needs help – but must face the final challenge alone.
- The Confession – "I never asked for this. I would give it away if I could. But there is no one else."
- The Alliance – A neighbouring chieftain offers a marriage alliance. Duty vs the heart.
- The Outcast – A warrior passed over for leadership demands combat. Tradition cannot be refused.
- The Crowning – The old chieftain dies. The heir speaks the oath. The party is invited to witness.

Quick Reference Table: Roll d10 and get a full encounter hook in seconds.

Who This Is For:

- DMs who want leadership to feel like a burden, not a promotion
- Players who think an heir is just a title until they see one paralysed by a choice
- Anyone who understands that the crown is heavier than any sword

Also Available

DM Essentials #142: Ten Barbarian Clan Warrior Encounters – honour, kinship, and the weight of the oath.
DM Essentials #143: Ten Barbarian Exile Encounters – loss, shame, and the long road home.
DM Essentials #144: Ten Barbarian Ancestor Spirit Encounters – the dead who advise, the cairn that speaks.
DM Essentials #145: Ten Barbarian Rite of Passage Encounters – the trial, the threshold, and the becoming.
DM Essentials #146: Ten Barbarian Totem Keeper Encounters – the spirit of the claw, the wing, and the one who listens to the wild.
DM Essentials #147: Ten Barbarian War-Dancer Encounters – the rhythm, the trance, and the dance before the blood.

On Barbarians: A Reconsideration of the Tribal Warrior in Fantasy Roleplaying – a pay‑what‑you‑want essay explaining the thinking behind this series.

ENTER THE ARCVERSE

More DM Essentials, adventures, and settings at the link below.

The chieftain is dying. The heir is not ready. The clan is watching. Will they rise, or will they fall?

Ten Barbarian Chieftain's Heir EncountersPrice: $2.99
 Ten Barbarian Tribal Dance Encounters
Posted: Fri, 22 May 07:38:08 CDT
Publisher: The Arcverse

DM Essentials #147: 10 Barbarian War-Dancer Encounters

In most games, the war-dance is just flavour text. A few lines about shouting and stomping, then the battle starts.

But the war-dance is not a performance. It is a ritual of preparation – a way to quiet the mind, to move with allies, to enter battle with eyes open and heart steady. It teaches discipline, not fury. Those who dance poorly are not mocked; they are encouraged to try again. The war-dancer is not a berserker. They do not lose control – they find it.

DM Essentials #147 gives you ten ways to make war-dancers feel like the heart of pre-battle ritual. These are not combat encounters. They are moments of community, courage, and tradition.

What's Inside?

The War-Dancer's World (Short Essay): Why the clans dance before battle, what the movements mean, and how the rhythm calls courage.

10 Encounters in the Circle of Fire: Each one gives you a situation, the truth behind it, and a way for the players to respond.

- The First Dance – A young warrior must lead the war-dance for the first time. The clan is watching. Perfection is not the test – courage is.
- The Broken Drum – The drummer has fallen ill. Without the drum, the dance has no heart. Find a replacement – or learn to drum.
- The Disputed Rhythm – Two drummers argue over the correct rhythm. Both are right. The rhythm changed over generations. The party must mediate.
- The Outsider – A warrior from another clan asks to join the dance. “I have no people left.” Welcome them, or turn them away?
- The Night Before – The night before battle, a dancer sits alone, afraid. Courage is feeling fear and dancing anyway.
- The Mocking – Outsiders laugh at the dance, calling it primitive. Defend the dancers, or explain the meaning behind the movements.
- The Old Dancer – An elder who can no longer dance teaches the steps to children. Passing on knowledge before it is lost.
- The Vision – During the dance, a dancer falls into a trance and sees the coming battle. Trust the vision, or dismiss it as fever?
- The Rival – Two dancers compete to lead. One older, one younger. The clan must choose. The party may be asked to judge.
- The Dance of Peace – After the battle, a dancer offers to teach a dance for stillness. Not all dances are for war.

Quick Reference Table: Roll d10 and get a full encounter hook in seconds.

Who This Is For:

- DMs who want pre-battle ritual to feel meaningful, not skipped
- Players who think a war-dance is just shouting until they see the focus in a dancer's eyes
- Anyone who understands that courage can be learned, not just summoned

Also Available

DM Essentials #142: Ten Barbarian Clan Warrior Encounters – honour, kinship, and the weight of the oath.
DM Essentials #143: Ten Barbarian Exile Encounters – loss, shame, and the long road home.
DM Essentials #144: Ten Barbarian Ancestor Spirit Encounters – the dead who advise, the cairn that speaks.
DM Essentials #145: Ten Barbarian Rite of Passage Encounters – the trial, the threshold, and the becoming.
DM Essentials #146: Ten Barbarian Totem Keeper Encounters – the spirit of the claw, the wing, and the one who listens to the wild.

On Barbarians: A Reconsideration of the Tribal Warrior in Fantasy Roleplaying – a pay‑what‑you‑want essay explaining the thinking behind this series.

ENTER THE ARCVERSE

More DM Essentials, adventures, and settings at the link below.

The drum waits. The fire burns. The dancer breathes. The clan watches. The battle comes. Will they dance, or will they stand still?

Ten Barbarian Tribal Dance EncountersPrice: $2.99
 The Patient Hour
Posted: Fri, 22 May 07:34:59 CDT
Publisher: Chaosium

THE PATIENT HOUR

The Hour That Will Not Pass

A Call of Cthulhu campaign for one Keeper and 3–5 Investigators, built as committed patients. Historical era, Varnham State Hospital, Massachusetts, October 1924. Roughly 16 to 22 hours of play across four core sessions plus an optional fifth.

THE PITCH

Five patients wake to their first morning at Varnham State Hospital, in the last week of October 1924. The doors lock at eight. The food comes up cold from the village. One nurse is kind and learns their names; one attendant counts heads twice and writes the number in a book.

They have done this before. More times than they can count.

What none of them knows yet is that the fire already happened — that they died in it, on the first of November at seventeen minutes past four — and that the week has been folding back on itself ever since. A clever, kindly doctor has been studying them, and his attention has bent the last week of their lives into a closed ring.

They are not investigating a haunting. They are the haunting.

Run it slow. Let the dread breathe.

WHAT'S INSIDE

One continuous arc in three parts, each turning the screw harder than the last. Part One — The Settling establishes Varnham as a real, grinding, ordinary asylum and plants the small wrong things. Part Two — The Turning is the players catching the loop, using it, mapping what moves and what will not, and learning the worst of it: they are among the dead, and the loop holds them because they belong to it. Part Three — The Hour is the descent beneath the hospital to the thing that makes the week repeat, and a last, costly choice.

Seven player handouts (a casebook, a newspaper ahead of its date, a 1692 deposition, a dosing register, and more), presented as text you can format yourself. Combat statblocks for the two Mythos presences behind it all, kept as dread rather than opponents.

Four resolutions — Let it burn, Hold the hour, Force the hour, Come unstuck — every one of them paid for in something that does not come back, and mixed endings encouraged. At-the-table reference appendices: the Fixed Week timeline, a Glossary, and a single-page Keeper's reference you can copy and run from with the rest of the book shut.

Compatible with Call of Cthulhu 7th Edition.

WHAT'S NOT INCLUDED — PLEASE READ BEFORE BUYING

This is a text-first document. To save anyone disappointment:

No maps. No floor plans, no building diagrams. Varnham — the wards, the hydrotherapy wing, the records room, the forgotten stair, the node beneath the hill — is described in prose and as text plans. If your group needs visuals, you'll need to source or sketch them.

No graphical handouts. Handouts are present as text ("Handout B: Pages from Merrick's casebook") rather than printable period-styled graphics. Treat them as scripts you can format yourself if you want the prop on the table.

No interior illustrations. The cover uses a public-domain Harry Clarke illustration (1919) and the Miskatonic Repository banner; there is no commissioned or interior art. The book is typography-driven.

No pre-printed character sheets in Chaosium's official format. The five pre-gens are one-page text statblocks. Transcribe onto blank official sheets if you want the at-the-table look.

No VTT modules, audio, or music. No Roll20, Foundry, or Fantasy Grounds packages. No ambience playlists. No tokens. A plain document for tabletop or your own VTT setup.

No sandbox and no fifth ending. The arc is structured, not open-world; the four resolutions (and their mixes) are the ways it ends.

CONTENT WARNINGS

This campaign deals with committal against a person's will; the medicine of 1924 used as both treatment and punishment (hydrotherapy, sedation, restraint, the wet pack); suicide; the deliberate ruin of a mind; and the slow cruelty of an institution. Its premise also asks each player to spend the opening believing their character is mentally ill, and to learn later that some of what they wrote was never true.

Safety tools, and guidance for handling all of this, are set out up front in "A Note Before You Begin." If any of these elements are unsuitable for your group, this campaign is not for that group.

FORMAT

PDF, 26 pages, US Letter, two-column body, with single-column cover, credits, contents, character sheets, and reference. Bookmarked for navigation, and designed for screen reading and home printing. The interior is printer-friendly — a single deep-red used on headings and rules only; the cover is full-colour.

WHO THIS IS FOR

Keepers comfortable running period Call of Cthulhu. Tables that prefer slow psychological dread to set-piece combat — the institution is the monster long before anything under the hill is. Players who want their characters' histories woven into the case from the first morning. Groups willing to work without maps and visual aids, leaning on prose and theatre-of-the-mind play.

WHO THIS ISN'T FOR

Groups that need pre-built VTT support out of the box. Tables that rely on tactical battle maps and frequent combat. Players uncomfortable with any of the topics in the content warnings above. Keepers looking for a one-shot — this is an advanced campaign, sixteen hours minimum, with a hidden timeline and real state to track.

CREDITS

Written by Louis Sabin. The Patient Hour © 2026 Louis Sabin.

Cover illustration: Harry Clarke, "But, for many minutes, the heart beat on with a muffled sound" (The Tell-Tale Heart), from Tales of Mystery and Imagination, 1919. Public domain.

Call of Cthulhu is a Trademark of Chaosium Inc. and is used with their permission via the OBS Community Content program. For more information please visit Chaosium's website: www.chaosium.com. The Miskatonic Repository Logo is used under license.

The Patient HourPrice: $6.50
 Vermin 2047 - Survival Kit
Posted: Fri, 22 May 06:45:00 CDT
Publisher: Studio Agate

Vermin 2047 is a role-playing game of survival and cooperation set in post-apocalyptic 2047. Players take on the roles of survivors in a world devastated by successive epidemics, riots, civil wars, and natural disasters — a world in which vermin such as insects and rats have replaced humans at the top of the food chain, but in which hope remains…

Vermine_Totem_1000_(1).jpg

The Survival Kit contains everything required to play your first scenarios in the Vermin 2047 universe:
• Presentation of the setting
• Rules system
• Character creation
• 6 Premade characters
• 3 Ready-to-play adventures

Vermine_La-Chasse_1000_(1).jpg

Vermine_Totem-foret_1000.jpg

Vermin 2047 - Survival KitPrice: $12.50
 Shipyards
Posted: Fri, 22 May 06:12:20 CDT
Publisher: Monachus Press

You want to own a starship? Shipyards is the guide to buying both new and used starships, suitable for all games derived from the Cepheus Engine SRD and generic enough to be used in most SF RPGs.
Shipyard includes the following:

Finance options and how to afford that Armed Merchant.
The design and build process.
Tech level improvements, how does a shipyard get to the next higher tech level?
Military Research Bases.
Buying used, the number of ships available for sale in a location, their condition and value. Refurbishments, how to evaluate a used starship, buying through an Agent, change of ownership process.
Commercial contracts, how to fill a huge ship working a fixed route.
Kamenka subsector
Thunderbolt Armed Merchant  deck plans and description.

ShipyardsPrice: $8.00
 Q10 – Here to There
Posted: Fri, 22 May 06:05:27 CDT
Publisher: Adventures in Filbar

A slow ocean crossing has left you and your friends one day to complete your delivery mission. With a mix of directions from the locals, you opt to find a map maker to get you to Centerpoint!

The scenario was designed for a party of four of 2nd level PCs. This offering was a fantastic time for the Murder Hobo Inc. podcast show on Youtube. The series features a rotating cast for a two hour game every week. We urge you to check us out: tinyurl.com/ttrpgpodcast and don't forget to follow us on the socials @mhoboinc!

Q10 – Here to TherePrice: $2.00