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 THE DEEP WORKS (Tortuga setting)
Posted: Sat, 06 Dec 03:05:54 CST
Publisher: Eduardo Camps

THE DEEP WORKS

A Complete Mining Complex for Space Opera RPGs

Descend into the heart of Tortuga Colony—where fortunes are carved from stone and lives are measured in shifts survived.

The Deep Works is Tortuga's reason for existence: a sprawling network of mining tunnels carved into the asteroid's core where over 2,000 workers labor in claustrophobic darkness, extracting rare elements that justify the colony's harsh existence. This complete location resource delivers everything you need to run compelling sessions in a gritty, industrial mining operation where corporate greed meets worker desperation.

What's Inside

Module 01: Design & Layout - Comprehensive facility design including the Throat (main access shaft), Distribution Hub, corporate upper levels, independent mid-levels, the Crucible processing center, and the mysterious sealed sections reaching down to Level 20. Complete with sensory details, infrastructure systems, and the haunting Memorial Wall.

Module 02: 35 Unique NPCs - A diverse cast spanning the mining hierarchy, from Director Helena Vask (cold corporate efficiency) to "Crazy" Marla Voss (oracle of the depths). Includes corporate management, security forces, active miners, independent wildcatters, support staff, and the enigmatic Deep Dwellers. Features alien species representation including Velkorians, Krovars, Drazen, Thrassians, and more.

Module 03: 80 Rumors - Information seeds organized into eight categories: Corporate Operations, Worker Tensions, Sealed Section Mysteries, Personal Drama, Independent Operations, Technology, Cross-Location Connections with other Tortuga settings, and Dark Secrets. Each rumor includes truth value and connects to larger storylines.

Module 04: 8 Encounter Tables (130 Total Encounters) - Dynamic random encounters for General Mine, Upper Levels, Mid Levels, The Crucible, Sealed Sections, Distribution Hub, Emergency Situations, and Cross-Location scenarios. Compressed format maintains variety while respecting page count.

Module 05: 20 Adventure Seeds - Fully developed scenario frameworks ranging from corporate conspiracies and worker uprisings to sealed section horrors and cross-location operations. Includes The Colonial Collapse—an apocalyptic finale scenario. Adventures scale from single sessions to extended campaigns.

Key Features

Interconnected Design - NPCs, rumors, and adventures span multiple Tortuga locations (The Crater's Edge Cantina, Tycho's Bazaar, Tortuga Landing)
Moral Complexity - No clear villains or heroes; explore nuanced labor conflicts and survival ethics
Scalable Content - From atmospheric encounters to campaign-defining crises
Atmospheric Details - Visceral sensory descriptions bring the claustrophobic mines to life
Mystery & Horror Elements - The sealed sections and Level 20 provide cosmic horror hooks
Class Conflict Themes - Rich opportunities for stories about labor, exploitation, and solidarity

THE DEEP WORKS (Tortuga setting)Price: $2.00
 Serenissima Folge 10
Posted: Sat, 06 Dec 02:41:46 CST
Publisher: Ulisses Spiele

Dies ist Folge 10 der DSA-Romantasy-Serie “Serenissima”.

Jeden Samstag erscheint eine neue Folge hier im Scriptorium. Serenissima ist von vorne bis hinten 100% menschengemacht, keine KI. Alle Illustrationen zu diesem Projekt sind selbst erstellt (von Ramona von Brasch).

Du kennst die Serie noch nicht? Dann findest du hier ihren Anfang:

>> www.ulisses-ebooks.de/product/541071 <<


Hinweis: Serenissima richtet sich an ein erwachsenes Publikum. Es enthält sexuell explizite Szenen, die nicht für Kinderaugen bestimmt sind.

Serenissima Folge 10Price: $1.16
 Lairs of Doom
Posted: Fri, 05 Dec 23:34:52 CST
Publisher: Elven Foundry

Beneath the ruins of forgotten kingdoms, beyond the edge of mortal maps, dwell powers that were never meant to fade. Their domains still breathe — in the crackle of forges, the hush of crypts, and the whispers between worlds.

Lairs of Doom is a journey into these places of peril and wonder — a compendium of realms shaped by ambition, hunger, and ancient will. Within lie detailed domains ruled by monsters, warlords, and entities that dream in the dark, each crafted to test courage and tempt fate.

Step into their sanctuaries, uncover their secrets, and face the legends that await in the depths — for in every lair, a story hungers to be told.

Lairs of DoomPrice: $5.82
 Trouble at Turnip Hill
Posted: Fri, 05 Dec 23:30:19 CST
Publisher: Mister Smith Design

Trouble at Turnip Hill is the first installment in Four-Page Forays—a series of compact, ready-to-play PDF adventures built for one or two sessions. Each lightweight scenario delivers a complete story, ideal for last-minute game nights, convention slots, campaign side-trails, or bridging the gap between bigger arcs.

Overview

The farms and fields around Turnip Hill are being plundered. Desperate locals need heroes to investigate—and stop whatever’s threatening their livelihoods. A straight-forward job—but things have a way of getting complicated.

Fully compatible with Old-School Essentials, D&D Basic/Expert, and most classic-style RPGs.

A suitable trial for 4–6 characters, levels 1–3.

Trouble at Turnip HillPrice: $1.99
 AEDARK01B - Dark Manor
Posted: Fri, 05 Dec 22:22:39 CST
Publisher: Aether Studios

This set, Dark Manor, has a long history. It was one of the original sets the Carl did for the studio. At the time, I didn’t really think it would be such an important set in our catalog. But I was wrong. I was very wrong. People love this series. It is one of our most popular. I am (happily) doing remixes of the models every month for our patrons and tribers. Multiple new sets in the series remain waiting to be published at time of writing. I was very, very wrong. But I’m OK with that. I think we’re all better off for it.1.jpg2.jpg3.jpg4.jpg5.jpg6.jpg7.jpg8.jpg9.jpgOLDB.png

AEDARK01B - Dark ManorPrice: $10.00
 OLDSKULL GRAND BESTIARY - C is for Chimera
Posted: Fri, 05 Dec 21:38:28 CST
Publisher: Kent David Kelly

Celebrating over 50 years of fantasy adventure role-playing in the Gygaxian and Arnesonian tradition, the OLDSKULL GRAND BESTIARY book series unifies the ultimate fantasy game’s Advanced, Basic, and Expert monster systems into a single master design, perfect for your Advanced, B/X, Original, Shadow, Old School, or Fifth Edition campaign.

The Grand Bestiary series has been written for the classic Moldvay Basic / Expert and Old School systems (1974-1981), allowing for easy migration into your favorite rules set. Kent David Kelly, researcher and author of over 100 old school fantasy books, has worked for four years to codify this ambitious unification system.

The foundation volume for this book series is the Imperious Overlord’s Codex, available separately. A is for Anhkheg and B is for Basilisk are available as well.

C is for Chimera features the iconic 1977 Bestiary monsters that begin with the letter C. Here you will find full details, expansions, errata, Treasure Type calculations, lore, and legendry for Camels, Catoblepones (the formal plural of Catoblepas), Cattle, Centaurs, Centipedes, Tentacled Centipedes, Chimeras, Cockatrices, Coral Worms, Couatls, Giant Crabs, Giant Crayfish, Crocodiles, and Giant Crocodiles.

You will also find hundreds of details on dozens of Oldskull variant monsters, including camels of Paimon, the centaur demigods, bucentaurs and apotharni, three different Player Character classes (and the full bloodline powers) for centaur heroes, centaur barding details, centaur names and name meanings, Hecatonean centipede spawn, the secret lore of the centipede god in Grimrook, chimera tyrants, draconian cockatrices, couatl psychic powers, colossal crabs, Cthulhoid crayfish monstrosities, and much more.

Beyond the monsters’ statistical templates, special features of Oldskull Lore include details concerning venomous vs. black magic catoblepas variants, tales of the Centauromachia, Lovecraftian ties of the tentacled centipedes, a curious glimpse of dungeon crocodiles in the Lake Geneva campaign, and more.

So what are you waiting for? The old school spirit of the game is reaffirmed and celebrated grandly here. If you are weary of endless reiteration of the same barebones monster statistics with no meat upon the bone to speak of, this is the book series for you.

Another fine release from Kent David Kelly and Wonderland Imprints, Only the Finest Works of Fantasy.

172 pages (including a 28-page recap from the Imperious Overlord’s Codex), 53,000 words, 150 human-hand illustrations. No AI writing or art is included in this tome. Annotated with over 250 footnotes, with citations leading you to original Gygaxian and Draconian resources of additional interest.

OLDSKULL GRAND BESTIARY - C is for ChimeraPrice: $4.99
 Hexmater Solo
Posted: Fri, 05 Dec 21:28:30 CST
Publisher: Rutibex

Hexmaster Solo

A Complete Solo Engine for HexmasterCampaigns

What if your fantasy world kept moving when you weren’t looking? What if dungeons shifted, factions schemed, weather changed, and NPCs remembered—all without a GM?

Hexmaster Solo is a fully featured solo ruleset designed to make d20-compatible play feel alive, reactive, and dangerous. It replaces passive oracles with active systems: clocks, pressure mechanics, environmental modeling, emergent threat cycles, and world-scale simulation.

This is not just “yes/no” solo play. This is a living campaign engine.


FEATURED SYSTEMS INCLUDED

Wilderness Exploration Engine

Hex-based travel with weather modeling, hex hazards, travel modes, supply tension, predator behavior, faction patrols, magical weather, and the Wilderness Pressure Clock—a system that escalates danger the longer you roam.

Dungeon Exploration Engine

Turn-based delving with 10-minute exploration rounds, dynamic room states, trap logic, patrol cycles, arcane surges, denizen migration, rival adventurers, environmental shifts, faction agendas, and a Dungeon Metabolism Clock that ensures dungeons evolve over time.

Robust Social Encounter System

Social interactions are structured encounters with:

  • TrustSuspicion, and Patience clocks
  • NPC DispositionMotive, and Resolve
  • Degrees of success that shape negotiation, interrogation, diplomacy, or deception
  • Long-term Relationship & Memory Clocks

Run court intrigue, tense negotiations, or interrogation scenes solo and seamlessly.

Combat AI and Dynamic Battlefields

Enemies act with purpose using behavior profiles, morale thresholds, reaction logic, and battlefield escalation:

  • Environmental shifts
  • Reinforcements
  • Hostage/objective changes
  • Magical anomalies
  • Foe or PC advantage events

Combat becomes cinematic, unpredictable, and narratively charged.

Full World Simulation Loop

Between sessions, the world breathes:

  • Faction clocks and schemes advance
  • Ecosystems shift
  • Prices and scarcity change
  • Rumors propagate
  • Weather cycles evolve
  • Macro-events shape nations and regions

Your world is no longer static—it’s in motion.


THE HEXMASTER ORACLE

A multi-layered oracle suite for inspiration and resolution:

  • Yes/No logic with probability bands
  • Exceptional results: twists, complications, extremities
  • Detail generation across sensory, thematic, and magical categories
  • Motivations, reactions, secrets, and scene hooks
  • NPC behavioral logic
  • Twist engines that reshape story direction

Use it alone or combined with Hexmaster’s simulation clocks for rich emergent storytelling.


HEXMASTER CLASSES

Ten new classes designed specifically for simulationist play:

  • Trail Warden & Horizon Witch — masters of weather, hex hazards, and wilderness pressure
  • Delver-Savant & Echo Binder — dungeon analysts and whisperers who treat dungeons as entities
  • Masked Envoy & Whisper Spider — social manipulators who bend conversations and factions
  • Battle Orchestrator & Avalanche Berserker — warriors who shape (or thrive in) chaotic battlefields
  • Fate-Touched Seer & Clockwright — oracles and temporal manipulators who influence fate and world clocks

These aren’t generic subclasses—they are mechanically entwined with the solo engine.


WHO IS HEXMASTER FOR?

Solo Adventurers Run full campaigns alone—sandbox, hex-crawl, megadungeon, intrigue, or open world.

GM-Less Groups Play cooperatively with no GM, letting the system drive discovery and danger.

Worldbuilders & Designers Use the simulation engines to generate factions, events, ecology, and evolving political landscapes.

d20 Players Who Want a Living World Plug Hexmaster’s subsystems into a traditional campaign to make your world dynamic and reactive.

Hexmater SoloPrice: $4.99
 HarnWorld Kingdom of Melderyn HARDBACK
Posted: Fri, 05 Dec 18:29:42 CST
Publisher: Columbia Games Inc.

This 40th-anniversary limited edition deluxe HARDCOVER of the classic fantasy role-playing setting, rich with authentic medieval detail and bonus material. Over 140 pages of full color.

PDFs of all the material listed below are included with purchase of the physical book. 


WHAT IS HÂRNWORLD?

HârnWorld is a detailed, realistic, flexible, and system-neutral setting for fantasy role-playing games. Since 1983, HârnWorld has been used by thousands of people across the world to run a wide array of medieval fantasy adventures. HârnWorld can accommodate whatever style of campaign you are looking for, whether your player characters are knights, mages, barbarians, clerics, noble lords, mercenaries, gladiators, craftsmen, merchants, thieves, or even simple peasants yearning for adventure.

This edition of Chybisa has the following components:

Kingdom of Melderyn

Melderyn, Hârn’s oldest human kingdom, is named for the island off the southeast coast of Hârn on which it was founded. The many strange goings-on and mystical persons attributed to the island, which is commonly called “The Wizards’ Isle,” have given the realm a reputation as a place of mystery and enchantment.

The kingdom is the gateway for trade and travel between Hârn and the realms of the Lythian continent. Three barbarian tribal nations inhabit lands claimed by Melderyn: the reclusive Bujoc, horse-breeding Hodiri, and primitive Solori. Nomadic gargun (Hârnic orcs) prowl the northern reaches of the realm.

Melderyn’s King Chunel Toron is advised by a secret assembly of scholars, wizards, and priests called the Council of Eleven. Although Melderyn’s kings have traditionally used diplomacy to achieve their ends
and no Melderyni king has fielded an army on Hârn, its history is not without violence. The kingdom has suffered attacks by foreigners, including two viking raids by Ivinian pirates in the last 15 years. Melderyni knights and adventurers have carved out petty kingdoms and joined causes that stained Hârn with blood, including the crusade currently being waged by the Laranian Order of the Lady of Paladins against the Solori tribes.

Cherafir

Cherafir is the capital city and principal port of the Kingdom of Melderyn. The city is well fortified and its strong citadel is the main residence of the king. Known as the "Mages' City," Cherafir is seen by most as a bizarre anomaly, prone to strange happenings and inhabited by weird entities. While largely fictitious, this reputation is promoted by the inhabitants. Cherafir is the most cosmopolitan of Hârnic towns, particularly its dock-side foreigners' quarter known as the Alienage. Cherafir has always been a city of scholars. Dozens of secret societies of practitioners of various arcane arts have their headquarters here.

Thay

Thay is the second-largest city in the Kingdom of Melderyn in southeast Hârn. The city is the dominant economic force in northern Melderyn, both as as a busy seaport and the terminus of one of the major trade routes of eastern Hârn. It is the closest port on the Hârnic mainland to the Lythian continent.

HarnWorld Kingdom of Melderyn HARDBACKPrice: $59.98
 Adventure A3: Dead Dead Bodies (Preview)
Posted: Fri, 05 Dec 18:29:31 CST
Publisher: Mice of Legend

THIS IS A PREVIEW: Beta readers who provide feedback will get a book credit *AND* a complimentary upgrade to the released version - a great value!

WHY IS THIS NOT PWYW IF ITS A PREVIEW? When this was tried in the past, there were dozens of downloads but no one provided feedback, which is really what I need.  Even in a preview state, this is a fully written and illustrated copy that provides a ton of value for GMs.

HOW IS THIS DIFFERENT FROM OTHER MOUSE SYTEMS?
Desgined to be 100% compatible with Shadowdark RPG, as a campaign setting you can bring an existing party into the mouse world and back out again.  Non-PC animals appear as true animals vs. anthropomorphized hybrids.

****


The Lake Town Mysteries!


With a blend of investigation, combat, and rich role-playing opportunities, Module 3: Dead Dead Bodies promises to deliver an intense and memorable adventure. Track down the thief who stole the holy relic, survive the dungeons, and uncover the true evil lurking in the shadows of Lake Town.

The third gripping module in the Perils of Portal Lake campaign, your mouse-sized adventurers find themselves embroiled in a chilling murder mystery that will take them from the bustling streets of Lake Town to its dark, dangerous underground, uncovering an ancient evil lurking beneath the surface.

As your party investigates, they will navigate a web of political intrigue. Only through their wits, teamwork, and bravery can they uncover the truth and prevent further bloodshed.


A Thrilling Murder Mystery

Investigate the macabre murders that have shaken Lake Town. Each clue brings you deeper into a conspiracy that could upend the political structure of the town.

Urban Adventure with a Dungeon Crawl Twist

This module blends urban intrigue with old-school dungeon crawling. The streets above offer political tensions and social challenges, while the dungeon below brings intense combat and supernatural threats.

Deadly Foes

From dealing with a dangerous Thieves Guild to confronting an evil cleric serving the god of the undead, your party will face an array of enemies that will test both their combat and investigative skills.

Expansive, Detailed World

Explore Lake Town, a city divided by wealth and power, each district brimming with unique NPCs, secret plots, and hidden treasures.

For more information find us at alchemicalpress.io

Adventure A3: Dead Dead Bodies (Preview)Price: $1.99
 Haven Fallen - Solo Adventure - Hollow Phalanx
Posted: Fri, 05 Dec 17:25:04 CST
Publisher: Original Frontiers

The battlefield stretches beyond horizon and reason—a landscape scarred by energy bombardments, chemical fogs, and the shattered bones of forgotten mechs. Power armor hums and glows with internal life support, shielding warriors whose bodies are augmented beyond natural limits. Each soldier knows the cost: one wrong move, and the circuits fail, the neural implants fry, and the flesh they wear becomes a tomb.

Yet the war persists, endless, cyclical, and merciless. Orders flow like data streams from unseen high commands, each mission a calculus of lives and territory. Technology has surpassed morality; machines think faster than men, and men bend themselves into machines just to survive. In this crucible of steel and shadow, a new mission emerges—a target of critical importance, a weapon hidden within a ruined stronghold, a secret that could tilt the balance of the endless campaigns.

You are deployed alone, or perhaps with a skeleton crew, into this hostile theater. Enemies move like whispers, and allies may vanish under fire, under sabotage, or under strange technology that twists perception itself. Every corridor, every crater, every ruined tower is a test—not merely of skill, but of will. Victory will demand more than reflexes; it will demand understanding, improvisation, and courage against an enemy that learns, adapts, and strikes before thought itself.



__________________________




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 - Hollow PhalanxPrice: $0.50
 Haven Fallen - Solo Adventure - The Glass Tribunal
Posted: Fri, 05 Dec 17:24:49 CST
Publisher: Original Frontiers

The city glows in perfect symmetry. Towers rise in spirals that reflect the sun like polished obsidian. Gardens float in the air, irrigated by streams of shimmering light. Citizens move in quiet cadence, their every action measured and efficient. On the surface, it is a utopia: harmonious, orderly, and seemingly benevolent. The hum of machinery, the soft pulse of surveillance arrays, and the distant chime of ceremonial bells create a lullaby of certainty. Yet beneath this radiance lies a darkness that never rests. Whispers of those who disappear in the night, of laboratories conducting impossible experiments, of memories subtly altered in the minds of the populace, circulate only in fragments. The city’s perfection is not natural—it is engineered, maintained by forces that answer to no one. And now, subtle tremors suggest that these forces are shifting, evolving in ways neither predictable nor safe. The harmony you see is only a mask; beneath it, currents of power, secrecy, and ambition churn like molten glass. You enter this city alone—or perhaps as a sanctioned investigator, or a rogue seeking forbidden truths. Every interaction, every observation, every decision has consequence. Trust is a commodity in short supply, and revelation can be as dangerous as deception. The utopia is alive in more ways than one, and it watches your movements, measuring your intent, waiting for you to reveal yourself—or be consumed by its hidden mechanisms. In this place of light and shadow, survival is more than endurance—it is understanding the forces that shape reality and bending them, subtly, toward your own purpose. In a world of perfection, chaos waits patiently in the corners, and the true nature of the utopia is yet to be discovered.



__________________________




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 Glass TribunalPrice: $0.50
 AECAVE01B - Basalt Caverns
Posted: Fri, 05 Dec 15:57:12 CST
Publisher: Aether Studios

This set was a fast followup to the success of it’s predecessor, and in some ways has proven even more popular with its variety and unique options. When we came to do the OpenLOCK work in the summer of 2025, we found the 200+ models of this set would need to be split up for republishing and along the way we took the opportunity to pad it even further with new models.

This was the odd orphan of the original Swole Caverns set. The Basalt Caverns were tiny upon release, only a handful of models. But they got a lot of love on our Discord, with requests and new models always on the horizon.

With this latest update, we’ve doubled the size of the set (and then some) in the hopes that we can return a fraction of the love our supporters send our way.

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AECAVE01B - Basalt CavernsPrice: $9.00