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 ROAR: Reclaimers of Arcane Realms
Posted: Sat, 23 May 14:21:40 CDT
Publisher: Stormforge Productions

Gather your young adventurers and step into the Wonderbound Archive! 

ROAR: Reclaimers of Arcane Realms is a tabletop roleplaying game designed specifically to introduce children to the hobby. Guided by a parent or older sibling acting as the Guide, players will team up to rescue stolen fairy-tale lands from the wicked Witch Queen.

Reclaim the Arcane Realms

  • Classic Fairy Tales with a Twist: Journey through twelve distinct realms, from the Coral Kingdom to the Sugarwood. Each realm features unique allies, puzzles, and villains.

  • The Wonderbound Archive: A magical hub where heroes can rest, swap out clever magical items called Curios, and plan their next daring adventure through the portals.

  • The Witch Queen's Threat: Work together to defeat local baddies and eventually face the Witch Queen to restore the stolen magic of each world.

Accessible, Fast-Paced Gameplay

  • Simple Mechanics: The game uses a straightforward dice-pool system with standard six-sided dice. Rolling a 4, 5, or 6 scores a hit, keeping the maths easy for younger players.

  • Four Core Skills: Every challenge is resolved using one of four intuitive skills: Fighting, Talking, Thinking, or Exploring.

  • Tactical Action: Combat and movement are tracked on simple squares. This gives kids a visual way to plan their moves and use their teamwork skills.

Build Your Hero

  • Six Hero Styles: Players can choose to be an Alchemist, Explorer, Knight, Trickster, Warrior, or Wizard. Each style comes with unique starting gear and a special ability.

  • Customisable Growth: Characters evolve using the Advancement Map. This honeycomb of hexes allows players to unlock new powers as they complete realms.

  • Teamwork Rewarded: Players are encouraged to share ideas and lend a hand for bonus dice. They can also spend Lucky Charms to overcome tricky rolls together.

What's Inside

  • Complete rules for playing and guiding the game.

  • A massive catalogue of Curios and unique baddies to keep adventures fresh.

  • A built-in tutorial adventure set in Crimson Hollow to get you playing in minutes.

Grab your dice, gather your party, and unleash a mighty ROAR! The Arcane Realms are waiting for you!

ROAR: Reclaimers of Arcane RealmsPrice: $9.99
 HORIZON WINGS [ITA]
Posted: Sat, 23 May 14:19:03 CDT
Publisher: Qwein

HORIZON WINGS

Guerra tra caccia stellari Gioco da Tavolo

2-8 giocatori (espandibile)

Stampa, ritaglia, incolla e gioca. Pedine bidimensionali. Nuovo sistema a decagono per manovre precise.

La guerra. Terra contro Anelli la colonia. Nessuno ricorda chi ha sparato per primo. I piloti volano su caccia stellari, combattono e muoiono per il controllo di rotte che cambiano ogni mese. Chi comanda non vuole la pace. La pace significherebbe ammettere che i propri morti sono morti per niente.

Il gioco. Scegli la tua fazione. Terra o Anelli. Pianifica le manovre in segreto, poi muovi il tuo caccia sul tavolo usando il decagono. Inquadra il nemico. Tira il dado. Colpisci. Gestisci carburante, munizioni e danni subiti. Un errore e perdi la vita.

Si impara in 5 minuti. Si gioca in 30-60 minuti.

Ogni vittoria sposta l'asse della guerra. Chi conquista tre quadranti vince. Ma in questa guerra non ci sono veri vincitori. Solo ragazzi e spazio.

Qwein – Artigiano della Fantasia dal 1986
Prodotto in Italia

HORIZON WINGS [ITA]Price: $8.11
 Faces of Fate Druids- NPC Tokens
Posted: Sat, 23 May 12:57:53 CDT
Publisher: Andie Less

Bring your NPCs to life instantly with this high-quality Token Pack, fully compatible with Roll20.
These tokens are designed to populate your towns, taverns, markets, guild halls, caravans, campsites, and every corner of your fantasy world with memorable and visually clear characters.

What’s Inside

  • PNG tokens optimized for Roll20  256x256px 

  • A4 printable page included, perfect for physical tabletop play or NPC reference binders - 25x25mm

🎲 Perfect For

  • GMs who want instantly usable NPCs that enrich immersion

  • One-shots, long-term campaigns, and custom worlds

  • Online play (Roll20 ready) and in-person sessions with printed material

Give your game world more personality and make your NPCs unforgettable with these ready-to-use, visually striking tokens!

Note: Same characters from Faces of Fate Druids- NPC Portrait Deck RPG

Faces of Fate Druids- NPC TokensPrice: $1.16
 FREE SAMPLE: Faces of Fate Druids – NPC Portrait Card RPG
Posted: Sat, 23 May 12:57:44 CDT
Publisher: Andie Less

Faces of Fate Druids– NPC Portrait Deck (FREE Sample)

A taste of the full NPC portrait deck!

This free sample gives you a small preview of the Faces of Fate Druids– NPC Portrait Deck, a collection of printable character cards designed to help GMs quickly generate memorable NPCs during their tabletop RPG sessions.

Inside this sample, you will find:

  • ✔️ 1 full NPC portrait card + 1 Card Back

  • ✔️ 1 Token 

  • ✔️ 1 Standee 

  • ✔️ Same layout, style, and format as the full deck

If you enjoy this sample and want more NPCs ready to drop into your adventures, check out the full product:

👉 Faces of Fate Druids– NPC Portrait Deck
Includes the entire deck, printing sheets, and the full usage guide.


FREE SAMPLE: Faces of Fate Druids – NPC Portrait Card RPGPrice: $0.00
 Imperium Obscura: The Arcana Bestiary
Posted: Sat, 23 May 12:40:28 CDT
Publisher: Ghost Ape Games

Imperium Obscura: The Arcana Bestiary

The Empire is not alone.

Beneath Rome’s marble temples and triumphal arches lurk things older than the Republic, older than the Caesars, and perhaps older than mankind itself. In hidden crypts, plague pits, flooded tombs, forgotten catacombs, and remote frontier shrines, the boundaries between the sacred, the infernal, and the unknown begin to rot.

The Imperium Obscura Bestiary is a dark occult monster compendium for the Ghost Ape System, containing 44 fully detailed creature entries designed specifically for investigative horror, political conspiracy, survival, and supernatural encounters inside the Empire.

Inside you will find:

  • Roman and Mediterranean mythological horrors

  • Infernal entities, demons, cursed spirits, and divine servants

  • Undead born from failed rites, battlefield atrocities, and forbidden burial practices

  • Predatory creatures hidden beneath the Eternal City

  • Cult-bound monstrosities tied to secret religions and imperial conspiracies

  • Frontier horrors from Germania, Egypt, Britannia, and beyond Rome’s borders

  • Supernatural infestations designed for investigations, not simple dungeon fights

  • Rare cosmic entities and reality-warping threats best left unnamed

Every entry includes:

  • Full GAS-compatible statistics

  • Lore and historical context

  • Behavioral details and motivations

  • Investigation hooks and encounter ideas

  • Methods of containment, banishment, or destruction

  • Guidance on how the Empire responds to supernatural threats

The book also explores how Imperial Rome classifies and handles the unnatural through law, religion, secrecy, military force, and political manipulation. Within these pages are the procedures and beliefs surrounding things considered:

  • Sacred — divine manifestations, relics, miracles, and holy curses

  • Infernal — demons, forbidden rites, possession, pacts, and corruption

  • In Between — entities and phenomena the Empire cannot fully explain, classify, or control

This is not a heroic fantasy monster manual filled with wandering beasts waiting in caves. These creatures are rare, dangerous, politically explosive, and often hidden behind layers of denial, ritual, bureaucracy, and fear. A single monster can destabilize an entire district, destroy noble bloodlines, ignite cult panic, or trigger an Imperial purge.

Some things Rome kills publicly.

Others are erased quietly.

Imperium Obscura: The Arcana BestiaryPrice: $25.00
 Imperium Obscura: Player's Guide
Posted: Sat, 23 May 12:23:31 CDT
Publisher: Ghost Ape Games

Imperium Obscura – Player’s Guide

The Empire has a thousand eyes.

Some belong to the state.
Some belong to the gods.
Some belong to things older than Rome itself.

Imperium Obscura – Player’s Guide is the player-facing companion to the Imperium Obscura GM Guide, bringing players into a world of occult conspiracies, political corruption, forbidden cults, criminal intrigue, and supernatural investigations beneath the streets of Imperial Rome.

Built for the Ghost Ape System (GAS), this book provides everything needed to create characters and survive inside the largest, richest, and most dangerous city on earth.

This is not heroic fantasy.

Combat is lethal.
Magic is feared.
The law is political.
And sometimes the dead refuse to stay buried.

Inside you’ll find:

  • Complete character creation rules

  • Roman social backgrounds and careers

  • Six full character classes

  • Investigation mechanics

  • Roman equipment, armor, and weapons

  • Rules for ritual magic and occult practice

  • Urban survival systems

  • Faction ties and political pressure

  • Criminal contacts, informants, and underworld play

  • Guidance for running investigative sandbox campaigns in Imperial Rome

Players may serve:

  • the Empire,

  • hidden resistance networks,

  • criminal organizations,

  • forbidden cults,

  • or simply themselves.

You might investigate murders in plague-ridden insulae, escort senators carrying cursed relics, descend into forgotten catacombs beneath the city, or uncover conspiracies powerful enough to shake the Empire itself.

Imperium Obscura blends:

  • historical Rome,

  • occult horror,

  • noir investigation,

  • political thriller,

  • supernatural mystery,

  • and survival-focused roleplaying
    into a living sandbox campaign setting.

The roads are crowded.
The city is alive.
The gods are listening.

And somewhere beneath Rome, something ancient still remembers.


The Six Classes of Imperium Obscura

Legionary

“A legionary learns quickly that courage is mostly exhaustion that has not killed you yet.”

The Legionary is the backbone of Roman civilization:
soldier, enforcer, bodyguard, executioner, caravan guard, auxiliary scout, or hardened veteran of the frontier wars.

Legionaries specialize in:

  • combat,

  • endurance,

  • tactical survival,

  • shield formations,

  • intimidation,

  • and battlefield leadership.

In investigative campaigns they often serve as:

  • escorts,

  • riot control,

  • interrogators,

  • visible authority,

  • or the hard edge behind an investigation.

A Legionary understands something most civilians never do:

Order is fragile.
Crowds become mobs quickly.
And once blood appears publicly, Rome changes shape in seconds.


Scoundrel

Thieves, smugglers, infiltrators, assassins, black-market operators, grave robbers, confidence artists, and urban survivors.

Scoundrels thrive in the spaces where the law breaks down:
dockyards,
gambling dens,
smuggler tunnels,
crowded tenements,
hidden shrines,
and corrupt backroom deals.

They specialize in:

  • stealth,

  • infiltration,

  • evasion,

  • criminal networks,

  • hidden movement,

  • forgery,

  • black market access,

  • and surviving the underworld of Rome.

A Scoundrel knows:
the difference between legality and criminality is often just official permission.

Most investigators eventually need one.
Most magistrates pretend not to.


Orator

Advocates, magistrates, negotiators, cult speakers, lawyers, propagandists, political fixers, and manipulators of public belief.

Rome is governed as much through speech as violence.

An Orator can:

  • calm riots,

  • destroy reputations,

  • sway judges,

  • manipulate crowds,

  • negotiate political survival,

  • and weaponize the law itself.

They specialize in:

  • persuasion,

  • rhetoric,

  • negotiation,

  • institutional leverage,

  • social manipulation,

  • and public authority.

A skilled Orator may never draw a blade.

They simply arrange matters so someone else does.


Occultist

Priests, augurs, necromancers, astrologers, spirit mediums, ritualists, exorcists, forbidden scholars, and interpreters of things mankind was not meant to fully understand.

Occultists deal with:

  • curses,

  • spirits,

  • relics,

  • forbidden rituals,

  • ancient gods,

  • funerary practices,

  • possession,

  • and the unstable boundary between religion and magic.

Not all Occultists are criminals.
Not all priests are safe.

In Imperium Obscura, magic is dangerous, political, and feared. Rituals are not clean little combat tricks. They involve:

  • sacrifice,

  • geometry,

  • smoke,

  • invocations,

  • relics,

  • blood,

  • old names,

  • and powers that answer for reasons of their own.

The Occultist is not a fantasy wizard.

They are someone willing to ask questions sane people stopped asking centuries ago.


Physician

Doctors, plague researchers, anatomists, engineers, poison specialists, surgeons, forensic investigators, and practical scholars of the human body.

Physicians specialize in:

  • medicine,

  • anatomy,

  • poison,

  • forensic analysis,

  • engineering,

  • surgery,

  • practical logic,

  • and identifying physical evidence left behind by supernatural events.

Most hauntings still leave footprints.
Most monsters still bleed.
Most curses eventually rot something physical.

A Physician understands:
the supernatural becomes less mysterious once you start dissecting it.

Sometimes that makes it worse.


Wanderer

Scouts, hunters, caravan guards, trackers, frontier auxiliaries, explorers, wilderness guides, and survivors from the edges of Empire.

Rome’s roads stretch across the known world.
They do not reach everywhere.

Wanderers specialize in:

  • survival,

  • navigation,

  • tracking,

  • environmental awareness,

  • expeditions,

  • scouting,

  • and exploration beyond civilized territory.

Some served in distant legions.
Some crossed deserts or mountain passes.
Some came from lands Rome failed to fully conquer.

When the investigation leaves the city,
when the roads end,
when the ruins begin,
the Wanderer becomes the most important person in the group.


For Game Masters seeking the full hidden machinery behind the Empire, the Imperium Obscura GM Guide expands the setting into a complete investigative sandbox filled with occult conspiracies, secret factions, forbidden archives, political corruption, supernatural case structures, hidden cults, encounter systems, dynamic factions, and the buried truths Rome kills to protect. Inside are the tools to run the Eternal City as a living machine of fear, power, religion, and secrecy — where every alley, temple, and senate chamber may conceal another layer of conspiracy beneath it. The GM Guide reveals what the public is never meant to know:
what truly moves beneath the streets of Rome,
what the Empire hides from its own citizens,
and why some doors were sealed in the first place.

For those who want to populate the Empire with horrors worthy of its shadows, the Imperium Obscura Bestiary brings together monsters, spirits, cult entities, cursed beings, forgotten gods, undead, supernatural predators, and mythological terrors drawn from Roman belief, ancient folklore, and the darker corners of the setting’s occult cosmology. These are not wandering fantasy monsters waiting politely in dungeons. They are hidden infestations beneath insulae, things haunting aqueduct tunnels, predators lurking along tomb roads, and entities tied to rituals, curses, relics, politics, and buried history. Every creature is designed to function as both a threat and a mystery — something to investigate, survive, and perhaps understand only moments before it kills you.

Imperium Obscura: Player's GuidePrice: $25.00
 Imperium Obscura: Game Master Guide
Posted: Sat, 23 May 12:23:10 CDT
Publisher: Ghost Ape Games

Imperium Obscura – Game Master’s Guide

Rome never fell.
It learned how to hide its monsters.

Welcome to Imperium Obscura, a historical-occult sandbox setting for the Ghost Ape System (GAS) — where ancient Rome stands at the height of its power beneath the shadow of conspiracies, forbidden magic, and things older than the Republic itself.

This is not heroic fantasy Rome.

This is a city of smoke, blood, marble, and secrets.

The alleys of the Subura stink of piss, lamp oil, and burned flesh. Senators purchase cursed relics through black market intermediaries. Triumphs march through streets built atop buried gods. Cults whisper beneath bathhouses and aqueducts. The dead do not always stay dead. And somewhere beneath the Eternal City, the Empire’s greatest secret sleeps atop a mountain of confiscated magic.

You are the Game Master behind it all.

Inside this massive GM resource volume you’ll find tools to run:

  • occult investigations

  • political conspiracies

  • supernatural crime

  • Roman urban survival

  • faction warfare

  • noir mystery campaigns

  • monster hunts

  • imperial intrigue

  • cult horror

  • low-magic historical fantasy

Built for long-form sandbox play, Imperium Obscura blends:

  • historically grounded Rome

  • investigative horror

  • subtle supernatural terror

  • procedural “case file” adventures

  • faction-driven campaign escalation

  • gritty, lethal gameplay

This book includes:

Inside the GM Guide

  • A fully realized occult-noir interpretation of Ancient Rome

  • The role of the Speculatores — Rome’s secret investigators

  • Roman law, crime, punishment, and social hierarchy

  • Religious festivals, triumphs, omens, and public ritual

  • Rules and guidance for investigations and clue-based play

  • Factions, conspiracies, mystery cults, and political networks

  • Black market magic and forbidden relic trafficking

  • Dynamic urban encounter tools

  • Informants, criminal contacts, and rumor systems

  • Guidance for running low-magic horror and historical fantasy

  • Undercity structures, hidden shrines, forgotten tunnels, and buried Rome

  • Sandbox campaign frameworks for long-term play

  • GM tools designed specifically for procedural Roman campaigns

Tone & Inspiration

Imagine:

  • HBO’s Rome

  • The X-Files

  • ancient conspiracy thrillers

  • Roman political dramas

  • investigative noir

  • grim historical fantasy

—all fused into one living city campaign.

The Ghost Ape System

Imperium Obscura uses the Ghost Ape System (GAS):

  • deadly combat

  • unified mechanics

  • exploding damage dice

  • fast resolution

  • low bookkeeping

  • high tension

  • genre-flexible design

No bloated subsystems.
No endless rules chains.
Just dangerous people making terrible decisions in the greatest city on earth.

The Empire is eternal.

Whether mankind is meant to survive it is another question entirely.

Imperium Obscura: Game Master GuidePrice: $25.00
 The Broken Road
Posted: Sat, 23 May 12:09:50 CDT
Publisher: Marshal Games

MISSION TWO: THE BROKEN ROAD

An Escort Mission Through Forty Miles of Ruin and Reckoning

Autumn 1944. The German army is retreating, the roads are collapsing, and the line between soldier and survivor grows thinner with every mile.

In Mission Two: The Broken Road, your squad is ordered to escort Hauptmann Werner Krause, an Abwehr defector carrying intelligence that could shorten the war — and a past that stains every step of the journey. What should be a simple convoy run becomes a forty‑mile gauntlet of mined crossroads, flooded fords, shattered villages, and civilians caught in the teeth of retreat.

Worse still, SS Sturmgruppe Vogel is hunting him.  

And they know the road better than you do.

This mission delivers:

- A tense, character‑driven escort scenario  

- Moral pressure and hard choices under fire  

- Vehicle rules, pursuit mechanics, and environmental hazards  

- A disciplined SS pursuit force with its own agenda  

- A story about duty, doubt, and the cost of protecting someone who doesn’t deserve it  

The Broken Road stands alone — but it becomes unforgettable as part of the full Savage War: World War II – European Theater campaign.

The road doesn’t care how you feel about Krause.  

It only cares that you keep moving.

The Broken RoadPrice: $1.00
 Faces of Fate Druids – NPC Portrait Deck RPG
Posted: Sat, 23 May 11:57:59 CDT
Publisher: Andie Less

This is the deck of NPC Portraits & Personalities , your new favorite tool for bringing the people of your world to life!

Inside this box lies a world of possibilities:

  • 9 unique Portrait Cards, each one a window into a character.
  • 9 Personality Backs, offering quirks, hooks, and secrets to spark story-rich interactions.
  • Dual Aspect Mood System : two aspects of Sun and two of Moon to help you read and interpret emotional states from multiple angles, adding depth and drama.

With this druids expansion, every shuffle gives birth to someone new: a friendly face, a mysterious traveler, or a thorn in your party’s side.

This tool is made to fuel your imagination, speed up prep time, and surprise even the most seasoned Game Master. Whether you're crafting an entire town or just need someone to guard the tavern door, your next unforgettable NPC is just a draw away.

May your stories be full of life, and your NPCs unforgettable.

Andie Less

Note:
this expansion is meant to be used with Faces of Fate – NPC Portrait Deck RPG

Faces of Fate Druids – NPC Portrait Deck RPGPrice: $4.99
 Warborn Of Karnaxos - Solo Adventure - The Bronze Storm
Posted: Sat, 23 May 11:31:48 CDT
Publisher: Frontier Gaming

Karnaxos has always known war. City has risen against city. Kings have drowned kingdoms in blood for bronze, gold, and pride. Yet all such conflicts now seem like sparks before the coming inferno. Across the continent, armies gather beneath seven great banners. Ancient alliances collapse. Trade roads burn. Border fortresses vanish in the night. Prophets speak of a final war that will end an age and decide the fate of all surviving kingdoms. At the center of the storm lies the vast plain of Thar-Vorûn - a sacred battlefield where empires once shattered each other in forgotten ages. Now, once more, the plain fills with marching hosts, towering siege engines, mercenary legions, barbarian warbands, temple knights, and fanatics. Every ruler believes victory will forge a new empire. None realize what truly waits beneath the battlefield. You arrive during the final days before open war erupts. And once the first banner falls… Karnaxos may never recover.

The Plains of Thar-Vorûn

Thar-Vorûn stretches across hundreds of miles of scorched plains, black hills, ruined watchtowers, and abandoned fortresses left from wars older than memory.

Encampments spread endlessly across the horizon:

The Bronze Citadels  -  heavily fortified command camps of the southern kingdoms.

The Ash Camps  -  sprawling warbands and mercenary companies loyal only to coin and conquest.

The Hollow Shrines  -  sacred ruins where priests and prophets prepare rituals for victory.

The Grave Fields  -  ancient battlefields where rusted weapons still protrude from the earth.

At the center of the plain rises the shattered monument known as the Throne of Spears, an immense ruin said to mark the site of the first war ever fought in Karnaxos. Strange tremors shake the ground beneath it. The dead do not remain still at night. And every army unknowingly marches toward something far older than war itself.



_________________________________




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 - The Bronze StormPrice: $0.50
 Warborn Of Karnaxos - Solo Adventure - Iron And Ash
Posted: Sat, 23 May 11:31:19 CDT
Publisher: Frontier Gaming

In Karnaxos, war creates heroes But the arenas create legends. The city of Bel-Vareth was built upon spectacle and blood. Its colossal arena, carved from black stone and bronze, dominates the skyline like a throne for violence itself. Thousands gather beneath its banners to witness gladiators, beasts, condemned criminals, and champions battle for survival before roaring crowds. To the people, the arena is glory. To the fighters, it is survival. Champions rise from slavery, poverty, exile, and conquest, each carrying ambitions greater than the arena walls. Some seek freedom. Some seek revenge. Others seek immortality through fame written in blood. Yet beyond the cheers and spectacle, something darker festers beneath Bel-Vareth. Champions vanish after their victories. Strange rituals are held beneath the arena at night. And the rulers of the city seem less interested in entertainment than in the violence itself. You enter the Crimson Arena at a time when its greatest tournament in generations is about to begin. But this contest was never truly meant for mortal eyes.

The Arena of Bel-Vareth

The Crimson Arena is a sprawling complex of battlegrounds, training halls, beast pens, underground prisons, and noble viewing galleries. At its center lies the Grand Pit - a massive circular battlefield layered with crimson sand imported from distant deserts. Bronze gates open into the pit from every direction, allowing warriors, monsters, and machines to enter without warning. Beyond the public spectacle lie hidden depths:

The Champion Cells  -  cramped chambers where gladiators live between battles.

The Beast Vaults  -  underground labyrinths holding creatures captured from the wild frontiers of Karnaxos.

The Ashen Corridors  -  secret tunnels used by assassins, gamblers, and arena masters.

The Blood Sanctum  -  a forbidden chamber beneath the arena floor known only to the ruling elite.

The arena never truly sleeps. Even in silence, it feels hungry.

_________________________________




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 - Iron And AshPrice: $0.50
 100 Parks for a Fantasy City
Posted: Sat, 23 May 10:13:39 CDT
Publisher: Azukail Games

Cities, and smaller settlements, may have areas that can be classed as parks, or gardens in some cases, places where the primary feature is growing things, though not always. This supplement has 100 parks that could be placed in, or perhaps near, a fantasy city, ranging from the very small to the large, and from the well-kept and maintained through the neglected to areas of remaining wildlands. They may have been constructed for a variety of reasons, from memorials to recreation. Some may be inhabited by those who like such surroundings. They can be places to visit or sites of potential adventure hooks.

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

Here are some sample results:

  • Series of caverns with a single main entrance, though there are various smaller entrances and light shafts. Inside the caverns can be found many examples of living rock, which have been carefully designed and altered for maximum beauty, and light from the light shafts has been directed down via mirrors to illuminate the caverns and the most beautiful features of them.
  • Small area of common land that's used exclusively for the growing and harvesting of herbs. Herbs of many different kinds are grown on the land, maintained by a small number of gardeners who work out of a stone shed in one corner of the park. Everyone can take herbs from the common, but not to excess.
  • Small area that is home only to sand and rocks. The rocks look to have been selected for having interesting shapes and have been carefully positioned, with the sand in swirls around it. Several benches sit around the garden to allow contemplation of it. Those who disturb the sand or the rocks find that they are slowly moved back into position by invisible forces.
  • Small garden full of wooden trellises, some of which have benches built into their base. On the trellises grow many different types of suitable plants, such as honeysuckle, jasmine and climbing roses. In season, when the flowers are in bloom, the air is filled with the scent of the roses and many bees can be found flying around the flowers.
  • Small garden surrounded by a high stone wall that's tucked away between buildings. The garden itself lacks and grass, consisting of just gravel paths and flower beds. In the centre of the garden is a fountain carved to look like a rose, and the flowerbeds, trellises over the paths and on the walls are all home to different kinds of roses.

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

100 Parks for a Fantasy CityPrice: $1.79