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 Hexmaster Modern
Posted: Fri, 23 Jan 23:01:15 CST
Publisher: Rutibex

Hexmaster: Modern — Core Rules

A Post-Digital OSR d20 System Money is XP. Attention is Danger. Advancement is Paid in Blood and Dollars.


What Is Hexmaster: Modern?

Hexmaster: Modern is a gritty, rules-light yet tactically deep tabletop RPG that treats the modern world like a dungeon crawl — filled with hostile institutions, bureaucratic traps, and surveillance instead of dragons. Designed with Old-School Revival (OSR) philosophy and built on a streamlined d20 engine, it rewards creative play, risky decisions, and strategic downtime.

Forget balanced encounters and cinematic immunity. In Hexmaster: Modern, you survive by spending smart, hiding your Heat, and knowing when to burn it all down for one last level-up.


Core Features

  • Capital Is XP – Advancement comes only through laundering and burning real in-game money. No handouts. No freebies.
  • Heat & Exposure – A pressure system that replaces wandering monsters with hostile institutions, surveillance, and retaliation.
  • Six Attribute-Based Classes – STR to CHA, each one representing a method of control in a dangerous world: brute force, systems mastery, narrative leverage, and more.
  • Advanced Classes – Unlock post-human evolution, command institutions, manipulate global media, or master cyberwarfare — if you survive long enough.
  • Downtime is Half the Game – Advance, recover, reduce Heat, or build your empire — but you can’t do it all.
  • Tools, Not Tropes – No narrative plot armor. Every rule justifies itself in the fiction. If it doesn’t make sense in the world, it doesn’t exist in the mechanics.

Built for Hackers, Designers, and Sandbox GMs

  • Modular and open-ended for easy customization
  • Perfect for campaign sandboxes, faction warfare, and procedural worldbuilding
  • Ideal companion system for cyberpunk, crime thrillers, occult conspiracies, post-collapse dramas, and modern horror

Inside This Book:

  • 6 core attribute-based classes (Enforcer, Operator, Survivor, Analyst, Sentinel, Influencer)
  • Complete core mechanics and streamlined d20 resolution
  • Capital-burn advancement system and downtime rules
  • Heat & Exposure threat engine
  • Gear, assets, vehicles, and urban exploration as dungeon crawl
  • Institutions-as-boss-monsters model for long-term play
  • Full sandbox-compatible philosophy with zero handholding
Hexmaster ModernPrice: $9.99
 Demons & Discoveries! The Folklore of Wendigos (Learning Discoveries)
Posted: Fri, 23 Jan 22:59:41 CST
Publisher: Demons & Dungeoneers Gamebooks

Demons & Discoveries: The Folklore of Wendigos

Step into the icy heart of North American legend with this immersive exploration of the Wendigo—a creature whose chilling myth has haunted the wilds and the human imagination for centuries. Whether you’re a reader seeking atmospheric horror, a writer in search of authentic lore, a game designer crafting unforgettable monsters, or simply curious about the intersection of culture and fear, this book is your essential guide.

Chapter 1: Whispers from the North – The Genesis of the Wendigo
Journey into the boreal forests, where the Wendigo was born from the existential dread of starvation, isolation, and the unforgiving landscape. Discover how Indigenous oral traditions shaped a monster that is both a warning and a reflection of survival’s darkest edge.

Chapter 2: The Wendigo in the Collective Consciousness – Cultural Impact
Trace the Wendigo’s transformation as it crossed paths with explorers, fur traders, and missionaries. See how this sacred entity became a misunderstood figure in Western imagination, and how its symbolism of greed and cannibalism resonates across cultures.

Chapter 3: The Modern Monster – Wendigo in Literature and Media
Follow the Wendigo’s evolution from oral legend to pulp fiction, horror novels, and cinematic nightmares. Uncover how writers and filmmakers have reimagined the creature—sometimes losing its nuance, sometimes amplifying its terror—making it a staple of supernatural storytelling.

Chapter 4: The Nature of the Beast – Exploring Wendigo Existence
Delve into the psychology and science behind the myth. Examine real-world phenomena like starvation, isolation, and “Wendigo psychosis,” and see how folklore and empirical reality intertwine to create monsters both imagined and disturbingly real.

Chapter 5: Architects of Fear – Crafting the Wendigo
For creators and storytellers: this chapter is your toolkit. Learn how to respectfully research, design, and narrate the Wendigo, balancing authenticity with innovation. Discover the importance of honoring Indigenous perspectives while crafting monsters that terrify and captivate.

Chapter 6: The Enduring Legend – Wendigo in the Future
Witness the Wendigo’s journey into the digital age—through video games, virtual reality, and new media. Explore its adaptability as a metaphor for modern anxieties: consumerism, environmental collapse, and psychological isolation. Understand why the Wendigo remains a vital symbol, and why its legend will continue to evolve.

Why this Book?

  • For Readers: Experience atmospheric horror rooted in cultural depth.
  • For Writers: Unlock authentic lore and narrative inspiration.
  • For Game Designers: Build monsters with psychological and symbolic resonance.
  • For the Curious: Discover how myth, history, and modernity collide.

Demons & Discoveries: The Folklore of Wendigos is more than a monster manual—it’s a bridge between worlds, a beacon for those who seek to understand the primal fears and enduring wonders at the heart of folklore. Are you ready to face the hunger in the woods—and within yourself?

Demons & Discoveries! The Folklore of Wendigos (Learning Discoveries)Price: $3.00
 Roads of the Realm: Medieval Trade Routes & Travel Battlemaps
Posted: Fri, 23 Jan 20:15:25 CST
Publisher: Magical RPG Games

Roads of the Realm

Medieval Trade Routes & Travel Battlemaps

Roads of the Realm is a complete battlemap bundle focused on the places adventurers, caravans, and travelers actually go.

From forest paths and mountain passes to busy city streets and dangerous border crossings, this collection provides grounded, believable medieval travel locations designed for real gameplay—not abstract terrain.

Whether your party is escorting a merchant caravan, springing an ambush, investigating roadside trouble, or defending wagons from bandits, these maps are built to support dynamic encounters on the road.


🗺️ What’s Included

This bundle contains 18 high-quality, VTT-ready battlemaps, all featuring:

  • Top-down perspective

  • Clear square grids (consistent scale across all maps)

  • High-contrast terrain for excellent token readability

  • Grounded medieval fantasy style (low-magic, believable environments)

  • No embedded labels or text – system-agnostic and flexible

Included Locations:

  • Crossroads & forked roads

  • Village square & roadside gathering areas

  • Roadside inn and staging point

  • Muddy road / wagon stuck encounter

  • Desert trade road

  • Mountain pass

  • Forest road

  • Border crossing & checkpoint

  • River crossing

  • Busy city street

  • Additional varied road, travel, and caravan locations designed for ambushes, inspections, and social encounters


🎲 Perfect For

  • Dungeons & Dragons (5e and earlier editions)

  • Pathfinder & Pathfinder 2e

  • OSR & low-magic fantasy systems

  • Any medieval or fantasy tabletop RPG

  • Virtual tabletops (Roll20, Foundry VTT, Fantasy Grounds, etc.)

These maps are designed to drop directly into play with minimal prep, making travel scenes more engaging than a simple narration skip.


📁 File Details

  • High-resolution image files

  • Grid-aligned and VTT-ready

  • Instant download

  • Compatible with all major virtual tabletops


❤️ A Note From Magical RPG Games

Travel is where stories happen—unexpected encounters, hard choices, and moments that shape a campaign. This bundle was built to make roads feel dangerous, alive, and worth playing out at the table.

If you enjoy this set, a rating or review on DriveThruRPG helps other GMs find our work and keeps new map packs coming.

Thanks for your support—and safe travels on the road.

Magical RPG Games

Roads of the Realm: Medieval Trade Routes & Travel BattlemapsPrice: $7.99
 The Cube - Side Quest 1 - The Warrior's Blessing (FoundryVTT)
Posted: Fri, 23 Jan 19:31:03 CST
Publisher: WyldFurr

The Warrior's Blessing for FoundryVTT

The Magical Puzzle World of the Cube – Side-Quest 001
A Pathfinder Compatible Module

Just outside the village of Carlsburg lies a small necropolis with graves and mausoleums. Among the tombs is the resting place of the Journeyman Knight, Fanz Hauser. The ghost of the fallen warrior haunts the graveyard, seeking those who can prove their worth to complete what the ghostly warrior could not.

The legend of the ghost’s challenge has spread far and wide, and the tomb has become a place of pilgrimage for young warriors eager to test their skill with a blade. They hope to best the ghost’s challenge and earn the Warrior’s Blessing for the challenges ahead.

Meanwhile, the Mother’s Arms Tavern, Inn, and Bathhouse offers weary travellers respite from the hazards of the open road. Hot food, comfortable beds, warm private baths, and barmaids of negotiable affection can help lighten the purse strings of the discerning traveller.

While the workshops of Carlsburg provide supplies and repairs for the journey ahead. Situated on the Trader’s Way between the Great Gnome City of North and the Principality of East, the village serves as an important way station for travellers and merchants alike. Keen Adventurers and Explorers often use the village as a base camp for exploring the surrounding wilderness of the magical puzzle world of the Cube.

Purchase of this product will unlock access to the content on the following virtual tabletop roleplaying platform:

FoundryVTT

Don't want this content on the FoundryVTT platform. Why not grab it on the Roll20 platform instead?

Included in The Warrior’s Blessing:

  • The Warrior’s Blessing Story Narrative - Visit the Carlsburg Necropolis and the haunted tomb of the Journeyman Knight, Fanz Hauser. Undergo the Warrior’s Challenge to see if you are worthy of being granted the Warrior’s Blessing.
  • Plot Hooks to Further Side Quests - Those who best the ghost’s challenge will receive clues to explore further.
  • A cast of friendly Actors - The Ghost of the Journeyman Knight, Fanz Hauser and the Carlsburg Graveyard Ghosts.
  • Location Maps - The village of Carlsburg and the Tomb of the Warrior.
  • Settlement Information - Explore the workshops and Tavern of Carlsburg.

Important: This product is not a stand alone game. Purchase of this product will unlock access to content on the FoundryVTT platform.

The Cube - Side Quest 1 - The Warrior's Blessing (FoundryVTT)Price: $6.49
 Mission 231: Search & Rescue (A Sci-Fi Horror One Sheet For SWADE)
Posted: Fri, 23 Jan 19:09:03 CST
Publisher: Pinnacle Entertainment

Mission 231: Search & Rescue

Mission Log: J’Tun is a war-devastated world. Situated at the edges of three separate warring regions, the planet is hotly contested regarding its ownership. Wars have left no front lines, only devastation. Our crew has been dispatched to this destroyed world on a recovery operation. We must locate a missing reclamation team attempting to profit off the discarded armaments and munitions left behind, assess salvage viability, and extract survivors if any remain. Long-range scans are scattered due to environmental hazards, and our hails remain unanswered due to interference, no survivors, or the inability to answer. Regardless, our mission is set. Just a routine Search and Rescue.

 

This one-shot is best for Novice with Seasoned characters.
This adventure utilizes Savage Worlds and Savage Worlds Horror Companion.

Setting Rules:

  • Dynamic Backlash

  • Gritty Damage

Mission 231: Search & Rescue (A Sci-Fi Horror One Sheet For SWADE)Price: $1.00
 Vault Resources: Bloodline Logos for Vampire: The Masquerade
Posted: Fri, 23 Jan 17:42:40 CST
Publisher: White Wolf

Originally created for the White Wolf Wiki, these logos fill in a gap left by official products, providing logos for numerous official bloodlines and clan variants. All logos are made to resemble official logos from 2nd Edition and Revised Edition as much as possible. For example: the Giovanni logo uses the Wilhelm Klingspor font, so all Giovanni family logos here also use Wilhelm Klingspor.

Perfect for use in custom character sheets, game handouts, or Clan Books.

Includes more than 60 logos for the following clan variants and bloodlines from Vampire: The Masquerade:

  • Assamites
    • Assamite antitribu
    • Banu Haqim
    • Bedouin
    • Courtiers
    • Sorcerer Caste
    • Vizier Caste
    • Warrior Caste
  • Brujah
    • Brujah antitribu
    • Bay't Mushakis
  • Followers of Set
    • Children of Damballah
    • Daitya
    • Serpents of the Light
    • Tlacique
    • Walid Set
    • Warriors of Glycon
    • Warrior Setites
    • Witches of Echidna
  • Gangrel
    • Greek Gangrel
    • City Gangrel
    • Country Gangrel
    • Gangrel Mariners
    • Wah'Sheen
  • Giovanni families
    • Asano
    • Della Passaglia
    • Dunsirn
    • Ghiberti
    • Milliner
    • Pisanob
    • Puttanesca
    • Rossellini
  • Lasombra
    • Lasombra antitribu
    • Angellis Ater
    • Qabilat al-Khayal
  • Malkavians
    • Malkavian antitribu
    • Ananke
    • Bay't Majnoon
    • Dominate Malkavians
  • Nosferatu
    • Nosferatu antitribu
    • Bay't Mutasharid
  • Ravnos
    • Ravnos antitribu
    • Bay't Mujrim
    • Phuri Dae
  • Toreador
    • Toreador antitribu
    • Nephilim
    • Ray'een al-Fen
    • Volgirre
  • Tremere
    • Tremere antitribu
    • Telyavelic Tremere
    • Trimira
  • Tzimisce
    • Tzimisce antitribu
    • Koldun
  • Ventrue
    • Ventrue antitribu
    • Danava
    • El Hijazi
  • Others
    • Baali: Azaneali
    • Caitiff: Panders
    • Daughters of Cacophony: Sons of Discord
    • Salubri: Salubri antitribu
    • Salubri: Al-Amin
    • Salubri: Healer Caste
    • Salubri: Warrior Caste
    • Salubri: Watcher Caste
Vault Resources: Bloodline Logos for Vampire: The MasqueradePrice: $0.99
 Pirate Cove: Treasure Island | Roll20 Dynamic Lighting
Posted: Fri, 23 Jan 17:25:48 CST
Publisher: MmpApps

Treasure Island is a richly detailed pirate hideaway designed for exploration-driven adventures. The island features dense jungle, treacherous coastline, hidden beaches, ominous ruins, and numerous evocative landmarks—each perfect for clues, encounters, and narrative twists. Whether your players arrive by shipwreck, mutiny, or ill-fated bargain, the island invites discovery at every turn.

This pack includes two complementary versions of the same island:

  • full-color tactical map for immersive gameplay and encounters

  • drawn parchment map ideal as an in-world player handout or treasure map clue

Use them together to let players uncover the truth behind an old pirate legend—or let the parchment map mislead them toward danger.

All you need to do is place the X.

Perfect for pirate campaigns, jungle exploration, lost treasure hunts, or any adventure where mystery and greed rule the seas.

Pirate Cove: Treasure Island | Roll20 Dynamic LightingPrice: $1.99
 Dark Age: Bushido - Solo Adventure - The Open Road
Posted: Fri, 23 Jan 17:05:48 CST
Publisher: Frontier Gaming



HOW TO PLAY

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

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

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



_____________________________



The world was once held together by journeys. Before courts hardened into stone and borders learned to bleed, the land was crossed by wandering champions, sworn guardians, and seekers of perfected motion. Their deeds were sung not because they won wars, but because they moved through them—leaping ravines, striking down tyrants, shattering armies with timing alone.

That age has faded into story. Now the roads are dangerous again. Across plains, cliffs, river gorges, and ruined strongholds, unrest spreads. Warlords rise where teachers once stood. Villages pray for protection that never arrives. Ancient paths—meant to test discipline and spirit—have become gauntlets of ambush and betrayal. You walk one of those paths. Whether driven by honor, defiance, or a hunger to prove yourself against the legends of the past, you travel light and move fast. Your techniques are powerful but incomplete, refined through hardship rather than formal blessing. When you fight, the world seems to stretch—steps carry farther than they should, strikes land with impossible precision, and momentum becomes a force as real as steel. Word of your passage spreads ahead of you. So do challenges. The Road of Ten Thousand Steps is not a single trail, but a reputation. To walk it is to face trials left behind by those who came before—some noble, some monstrous, all unforgettable. By the time your journey ends, you will either be counted among the stories or erased between them.

Dark Age: Bushido - Solo Adventure - The Open RoadPrice: $0.50
 Wizard Doctrine of Divination
Posted: Fri, 23 Jan 15:57:09 CST
Publisher: Ink that Binds Entertainment

What Is the Doctrine of Divination?

The Doctrine of Divination is a wizard subclass built around foresight as burden.

This is not prophecy that hands you answers. This is divination that tells you just enough to keep moving while everything gets worse. You do not escape the Ordeal. You arrive prepared to endure it.

This doctrine reframes divination magic as anticipation, intervention, and cost. You read intent before actions resolve, you step in when rolls are about to fail, and you shoulder Stress to force outcomes into survivable shapes. Knowledge here does not prevent disaster. It decides who is still standing when the path closes.

Set within the Forsaken Province and tied to the fractured Binding of Savanostros, this subclass treats foresight as a narrowing road. Every glimpse costs something. Every correction leaves a mark.


Why Play the Doctrine of Divination?

Play this class if you want to feel like the person who saw it coming and paid for that knowledge.

Mechanically, this doctrine lets you:
• Turn near failures into successes by taking on Stress
• Read enemy intent before they act
• Convert accumulated Stress into defense
• Intervene on crucial d20 rolls after they are rolled
• Shut down rerolls, resistances, and fate manipulation at the highest tiers

You are not the wizard who prevents bad things from happening. You are the wizard who steps forward when they already are.

This subclass thrives in tense, high stakes tables where choices matter and consequences stick. It rewards players who enjoy tactical foresight, reaction timing, and managing risk across an entire adventuring day. Stress is not a side mechanic here. It is your shield, your currency, and your eventual breaking point.

If you like divination that feels heavy, reactive, and narratively grounded, this doctrine gives you power without comfort. You will know enough to continue. That is the promise.

Wizard Doctrine of DivinationPrice: $0.99
 Wizard Doctrine of Necromancy
Posted: Fri, 23 Jan 15:57:03 CST
Publisher: Ink that Binds Entertainment

What Is the Wizard Doctrine of Necromancy?

The Doctrine of Necromancy is a wizard subclass about survival after ruin.

This is not necromancy that cheats the grave. This is necromancy that carries it. Practitioners of the Drowned Lantern do not command the dead, they gather what remains and give it the weight to continue. Every casting is a descent. Every victory returns heavier than before.

This doctrine treats undeath as proof, not power. Proof that something drowned. Proof that the Story broke. Proof that what came back did so changed. Rather than raising armies, these necromancers bind corpses into a single Lantern-Bound Amalgam, a stitched monument to loss that grows stronger as more is fed into it. The light they carry is not meant to guide others. It exists to remind them what survival costs.

Tied to Fosvino, the Binding of the Ordeal, this doctrine frames necromancy as obligation. To rise is not triumph. To rise is to bear what was lost and move forward anyway.


Why Play the Wizard Doctrine of Necromancy?

Play this class if you want necromancy to feel heavy, intimate, and personal.

Mechanically, this doctrine lets you:
• Gain defensive resilience through exposure to necrotic magic
• Sense the presence of the dead and the unfinished
• Bind multiple corpses into a single customizable undead Amalgam
• Upgrade that Amalgam into a massive, intelligent, spell-bearing entity
• Store and deploy necromancy spells through your creation

You are not a summoner managing a swarm. You are a caretaker of something that should not have endured.

This subclass rewards players who enjoy long term companions, battlefield control through positioning and presence, and moral weight baked directly into their mechanics. Your Amalgam is not disposable. It grows, it changes, and if it falls, everything that made it collapses with it.

If you want necromancy that asks whether survival alone is enough to justify what remains, this doctrine gives you the tools and forces you to live with the answer.

Wizard Doctrine of NecromancyPrice: $0.99
 Wizard Doctrine of Abjuration
Posted: Fri, 23 Jan 15:56:55 CST
Publisher: Ink that Binds Entertainment

What Is the Wizard Doctrine of Abjuration?

The Doctrine of Abjuration is a wizard subclass about refusal as an active, exhausting act.

This is not passive protection. This is standing in the blast radius and deciding who the world is allowed to touch. Every ward is an argument. Every barrier is a door held shut by will alone. When you cast abjuration magic, you are not asking reality for safety, you are daring it to push harder.

Followers of the Closed Door understand that saying no has consequence. The Story notices resistance. Stress accumulates. Allies are spared catastrophe, enemies recoil from ruptured wards, and the abjurer absorbs the strain of every denied outcome. At their peak, they can carve companions out of disaster entirely, erasing them from harm as if they were never there. Each perfect refusal brings them closer to the moment when even they can no longer hold the door.

This doctrine is tied to Phroniso, the murdered Binding of refusal. His death proved that the right to stop, hesitate, and deny was the greatest threat the villains ever faced.


Why Play the Wizard Doctrine of Abjuration?

Play this class if you want protection to feel earned, costly, and absolute.

Mechanically, this doctrine lets you:
• Make abjuration spells impossible to counter or dispel by taking on Stress
• Read the intent behind magical effects and wards
• Force rerolls for allies when they would fail, at personal cost
• Turn broken or ended wards into violent recoil
• Completely exclude allies from devastating effects, as if they were never targeted

You are not a background defender. You are the line. When something horrible happens, you decide who it happens to.

This subclass shines in brutal encounters, high lethality campaigns, and tables where defense matters as much as damage. Stress management is central. You will save lives, shut down enemy plays, and occasionally break yourself doing it. The power is real, but it is never free.

If you want abjuration to feel like defiance instead of maintenance, this doctrine gives you the authority to say no and the scars to prove it.

Wizard Doctrine of AbjurationPrice: $0.99
 Wizard Doctrine of Transmutation
Posted: Fri, 23 Jan 15:56:52 CST
Publisher: Ink that Binds Entertainment

What Is the Wizard Doctrine of Transmutation?

The Doctrine of Transmutation is a wizard subclass about knowing where change breaks things.

Followers of the Gilded Hand obsess over thresholds. How much strength can a body carry before joints fail. How much speed before control slips. How long a spell can be stretched before it stops behaving like itself. Transmutation, to them, is not about transformation in the abstract, it is about limits, tolerances, and stress points.

These wizards do not trust clean upgrades. When they enhance a creature or object, they watch closely for the side effects, the hidden costs, the places where refinement creates instability. They learn to read those signs in others and exploit them, turning overstretched magic into weakness and polished perfection into something brittle. When necessary, they push spells past their intended boundaries by absorbing the strain personally, accepting that improvement always pulls a debt forward in time.

This doctrine is tied to Eudeimos, the corrupted Binding of Reward, whose fall taught a simple lesson. What you gain always asks to be paid for, even if the bill arrives late.


Why Play the Wizard Doctrine of Transmutation?

Play this subclass if you enjoy control that comes from precision, timing, and pressure rather than raw output.

Mechanically, this doctrine lets you:
• Enhance allies with powerful refinements that leave behind mechanical strain
• Identify hidden weaknesses, resistances, and structural flaws
• Convert failed saves into lingering penalties that shape later turns
• Extend transmutation spells beyond their normal duration at personal cost
• Engineer dramatic tempo shifts by collapsing effects like Haste and Slow into a single moment

This subclass rewards players who like planning several turns ahead, watching how spells ripple outward, and squeezing value out of situations that others would let pass. Stress is not a mistake here. It is the price of pushing systems harder than they were meant to go.

If you want transmutation to feel like engineering under fire rather than magical wish fulfillment, this doctrine gives you tools that work, and consequences that refuse to be ignored.

Wizard Doctrine of TransmutationPrice: $0.99