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 What Has He Got in His Pockets? 100 Items for a Cyberpunk Musician
Posted: Sat, 13 Jun 10:17:23 CDT
Publisher: Azukail Games

Defeated enemies have pockets, as well as other means of carrying items as well as homes and other places. This supplement has 100 items that could be found in the pockets of a defeated musician type in a cyberpunk-themed setting. Some are junk, some may have value and some are odd.

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

Here are some sample results:

  • Plastic case holding a pair of noise cancelling ear plugs.
  • Pocket-sized electronic metronome.
  • Programme for a music festival.
  • Quote for various pieces of merchandise branded with the band's logo.
  • Recording of a rival's song being done at a studio on a data chip.

One page is the front cover, one the front matter and half is ads.

What Has He Got in His Pockets? 100 Items for a Cyberpunk MusicianPrice: $1.25
 100 Farming Country Encounters (5E)
Posted: Sat, 13 Jun 10:08:00 CDT
Publisher: Azukail Games

Lands used to raise crops and livestock are essential for feeding a country and are often deeper in said country's heartland so that they are better protected. In a fantasy setting, better protected is not the same as safe. This supplement has 100 encounters for such regions, ranging from the curious to the mundane to the potentially dangerous. They can be used to enliven a journey or as 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:

  • Huge clouds of insects enswathe the crops in a nearby field, by the looks of it locusts stripping it bare (there are six swarms of insects, which could cause serious problems for the local area if not stopped).
  • Huge, shaggy beasts roam in the fields, looking not dissimilar to cows but much larger and covered in thick fur (treat as bulls, https://www.5esrd.com/database/creature/bull/).
  • Hundreds if not thousands of birds of many different types are at this farm, from chickens and turkeys to grouse and pheasants (the farmer will sell dead versions of the same, at 10% below normal price, and will also sell feathers).
  • In a farmyard stands a well and two people are currently working on it. The well's stone wall has been partially removed and one person is inside the shaft itself.
  • In a field is a partially eaten cow, which a farmer is carefully examining to see what might have done it (inspecting the carcass with a DC 12 Intelligence (Nature) check will identify the creature responsible; the GM should choose an appropriate predator for the area).

One page is the front cover, one the front matter, one is ads and one the Open Game License.

The supplement is also available in the following versions: 3Deep, Black Spear, Lore 100, Pathfinder and system neutral. You do not need all versions.

100 Farming Country Encounters (5E)Price: $1.49
 100 Hooks and Rumours for the Emerald City VII
Posted: Sat, 13 Jun 10:02:09 CDT
Publisher: Catalyst Game Labs

Runners may come across bits of information when asking around, or overhear rumours in bars and other places. This supplement has 100 such pieces of information and rumours to hear in or about the Seattle metroplex. Whether or not any particular rumour is true or not is up to the GameMaster; they can be used as misinformation, background colour or 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:

  • Renraku has been improving the infrastructure of the Underground's Zone Six, and bringing homes up to code often leaves the owner with a large debt to Renraku, as well as a Renraku SIN and a new job to work it off. It's rumoured that shadow investigations are currently underway to see if Renraku has been deliberately padding the costs of improvements to make people more indebted to them.
  • Renraku is making a killing in the underground and it's rumoured that some of the other companies, who thought Renraku had originally taken contracts that would get them screwed, have started to rethink things and look into ways of getting a piece of the action themselves. It's said that a number of Mr Johnsons are hiring runners to perform different kinds of runs against Renraku.
  • Sea-Tac Mall in Tacoma, which specialise in Salish imports and culture, has had hits by wannabe terrorists claiming to be patriots and thrill gangs which has led to a large increase in security in the place. It's rumoured that some have now taken this as a challenge, and are planning to launch a much more professional attack on the mall.
  • Sensei Yamada is a former corporate samurai from Shiawase, who now passes his knowledge on to others in Tacoma, though he's no longer loyal to the company, which they are apparently not pleased about. It's rumoured that some within Shiawase believe that an example needs making of Yamada sooner rather than later.
  • Shiawase is spread a bit thin currently with constant supply convoys between their towers in Tacoma, the dock and the Arcology. It's rumoured that this has led to vulnerabilities in some areas, which some are planning to take advantage of in order to perform a run on the company.

One page is the front cover, one the front matter and half is ads.

100 Hooks and Rumours for the Emerald City VIIPrice: $1.99
 Apocalyp5e
Posted: Sat, 13 Jun 09:59:14 CDT
Publisher: Darrin Drader Designs

THE WORLD ENDED. SURVIVAL IS JUST THE BEGINNING.

The bombs fell in waves. Cities vanished in firestorms. Power grids collapsed. Communications abruptly ended. In less than a day, the United States ceased to exist as a functioning civilization.

That was a hundred and fifty years ago.

Apocalyp5e is a classless post-apocalyptic roleplaying game built on a modified 5th Edition framework, set in the shattered ruins of the former United States. It is a game about scarcity, consequence, and the stubborn refusal of human beings to stop trying, even when everything around them is telling them to quit.

A WORLD REBUILT FROM RUIN

The American Wasteland is not a single ruined landscape. It is a continent of wildly different environments shaped by two centuries of collapse, mutation, and the inevitable reinvention. Forests have swallowed suburbs. Deserts have expanded where water systems failed. Coastlines are reshaped by flooding. Amidst it all, radiation zones mark the worst of it: dead soil and lingering sickness. But the land has also healed in strange and unpredictable ways.

In this world, a functioning piece of pre-war technology can elevate someone to power. Clean water is worth fighting for. A settlement that controls a bridge or a trade route becomes the center of a regional economy. Medicine is rare. Ammunition runs out. Vehicles break down. And yet people endure.

The Texarkana Empire extends its roads and protectorates across the southern wastelands. The Convoy Sovereigns control many of the highways between cities. The Lock Dwellers are emerging from underground shelters carrying knowledge the surface world has forgotten. Factions compete, cooperate, and betray each other across nine distinct regions, each with its own culture, politics, and dangers. The future is genuinely unwritten but the player characters are there to help shape it.


A CLASSLESS SYSTEM BUILT FOR SURVIVORS

Apocalyp5e eliminates character classes entirely. Instead of choosing a predefined package of abilities, you build your survivor one decision at a time as they gain levels. The result is a character who reflects the specific experiences, hardships, and opportunities of their life in the wasteland. You are not bound by a template or niche.

At 3rd level, you choose one of six Subclasses that locks in your character's defining specialization:

  • Defender — The wall between your allies and everything that wants to kill them
  • Martial Artist — Discipline and a trained body, because sometimes that's deadlier than a gun
  • Preservationist — Dedicated to learning and preserving the remnants of the old world
  • Rager — Hit harder, endure longer, refuse to go down
  • Raider  — You don't care about saving the world. Only helping yourself to what's left in it
  • Road Warrior — At home behind the wheel and lethal when the vehicles start moving
  • Scavenger — Explorers living on the edge of society who know where to find the good stuff
  • Slipknife — Precision, deception, and the understanding that the first strike should be the last
  • Survivalist  — The world's a harsh place but they know how to survive in it

Two of the most powerful abilities in the game — Rage and Sneak Attack — are gated to specific subclasses and deliberately incompatible with each other. Apocalyp5e is designed to be slightly lower-powered and meaningfully more dangerous than standard 5E. The wasteland has consequences.


WHAT'S DIFFERENT FROM STANDARD 5E

If you've played 5E before, most of the core mechanics will feel familiar. Apocalyp5e builds on that foundation and makes changes where the post-apocalyptic genre demands it:

  • Radiation damage is a separate damage type that cannot be healed by standard medicine. You need the right pharmaceuticals, and they're never guaranteed to be available
  • Death and Dying rules are redesigned to make your character less safe. Falling off a building and charging straight back into combat is highly unlikely
  • Feats are streamlined; if you qualify, you can take it, without navigating subcategories
  • Psionic disciplines there is no magic, but there are a number of Psionic talents available, covering mental abilities from physical endurance boosts to neural manipulation
  • ARC Tokens are the wasteland's trade currency. They're also an energy source

MOTORIZED COMBAT

Vehicles in Apocalyp5e aren't just fast travel between encounters. They are weapons, status symbols, fortresses on wheels, and can mean the difference between reaching the next settlement and dying in the ditch in the desert.

The vehicle system uses its own ability scores — Power, Maneuverability, Speed, Ruggedness, and Flex — alongside a hex-based combat framework designed to keep chases and firefights moving without requiring miles of open game mat. Collision rules account for angle of impact. Environmental hazards range from flooded crossings to collapsed overpasses to ambush canyons. Passengers can attempt emergency repairs mid-combat. And Flex, a vehicle's Charisma equivalent, determines whether your war-rig makes raider checkpoints reconsider their life choices before anyone fires a shot.


BUILD SOMETHING WORTH DEFENDING

The Settlement System gives TGMs and players the tools to invest in a community and watch it grow... or watch it burn if they're not paying attention. Settlements have five core statistics (Population, Defense, Prosperity, Stability, and Technology), a Threat Meter that escalates when problems go unaddressed, and a full event system with three tiers of crisis. Buildings are constructed, upgraded, and defended. Factions exert influence: allied factions reduce your costs and unlock exclusive structures; hostile factions embargo your supply chains and send operatives to sabotage your projects.

The system is designed to make settlements feel like characters in the campaign, not background scenery.


WHAT'S INSIDE

  • A fully realized post-apocalyptic setting across nine distinct regions of the American Wasteland, with named settlements, major factions, prominent NPCs, and specific local conflicts
  • A classless character advancement system compatible with 5th Edition rules
  • A number of subclasses, each with their own abilities
  • A range of playable species, including: Human, Degenerate, Mutant, Mutated Animal, Mutated Plant, and Synthetic Human
  • A full range of background, a robust feat list, and both beneficial and harmful mutations for Mutants
  • Psionic disciplines to open up the powers of the mind
  • A complete equipment chapter covering handguns, longarms, sniper rifles, energy weapons, explosives, melee weapons, armor, medical supplies, drugs, and survival gear
  • Full motorized combat rules with vehicle ability scores, chassis types, performance and structural modifications, and environmental hazards
  • A settlement system with buildings, upgrades, investment actions, faction integration, and a full crisis event system
  • Comprehensive scavenging rules with tiered loot tables
  • A full Rules Glossary
  • Over 70 unique wasteland creatures, from Azcats to Mutant Scorpions to the Burned Ones

381 pages. All of it compatible with 5th Edition of the world's most popular roleplaying game.


Apocalyp5e is the product of a successful Kickstarter campaign and represents a complete, fully realized post-apocalyptic roleplaying experience. If you know 5E, you already know most of how to play. The wasteland will teach you the rest.

Apocalyp5ePrice: $29.99
 Pilot Episode
Posted: Sat, 13 Jun 08:41:46 CDT
Publisher: SmallRedRobin13

Pilot Episode is a horror hack of Time To Drop inspired by 1950s sitcoms such as I Love Lucy and Leave It To Beaver. The game follows the cast shooting the pilot episode of a brand new sitcom, only for something to go horribly wrong.you use a custom-written soundtrack to determine where you are in the loop; when the music ends, the loop resets, giving you a chance to fix your mistakes. When something is in doubt, you roll a six-sided die to see if the joke lands, or falls flat. 

Pilot Episode is perfect for horror fans, particularly those who enjoy Lovecraftian horror mixed with the bland, idealized conformity of American suburbia as depicted in the sitcom. It plays with the inherent horror of being trapped in a world that constantly resets to its bland, normal state, no matter what happened the previous episode. Significant research into sitcom history and aesthetics went into Pilot Episode, giving it an in-depth understanding of the themes and aesthetics being explored.

3-6 Players, No Gm: Pilot Episode is a GMless system for three-to-six players; instead of one person taking on the mantle of a Game Master or facilitator, the role is divided evenly amongst the players. When your Cast Member is not in the current scene, you will instead take on the role of a non-player character or narrator, giving everyone an opportunity to describe and introduce the conflicts the Cast will face.

Low/No Preparation: Pilot Episode requires little-to-no prep to play! Setting up the characters and the world is part of the session, making it great for a last-minute change of plans at game night.

To play a successful game of Pilot Episode, all you need is a six-sided die, a deck of tarot cards, a way to track your game that everyone can see (e.g. pen and paper, whiteboard), and a way to play the game's soundtrack (or a twenty-minute timer).

Pilot EpisodePrice: $18.00
 ALLIED COMMAND [BUNDLE]
Posted: Sat, 13 Jun 05:14:27 CDT
Publisher: Marshal Games
Take command of the European Theater. The Allied Command Bundle gives you the complete WWII experience: the Core Rulebook plus thirteen missions spanning the front lines of Europe. From daring raids to desperate defenses, every operation is ready to run and easy to drop into any campaign. The eyes of the Free World are upon you.
Everything you need. One bundle. $8.
This special bundle contains the following titles:



571487-thumb140.png Assault on Ardennes Abbey
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June 7th, 1944. Normandy burns. Your squad has survived the brutal fighting at Authie—barely. Now the 12th SS “Hitler Youth” Division is flooding the line with armor, fanatic infantry, and a cruelty that chills even hardened veterans. Cut off. Outnumbered. Hunted. When your retreating company is ambushed and men are dragged away into the night, command gives a single order: Find where the counterattack is coming from… and stop it. Following field telephone lines through shattered farmhouses and moonlit hedgerows, the squad uncovers the truth—the enemy headquarters is hidden inside Ardennes Abbey, a fortified medieval complex crawling with SS troops, armor, and machine‑gun nests. Inside those walls are your captured comrades. Inside those walls is the nerve center of the German counter...

571772-thumb140.png Savage War European Theater Core Rulebook
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Savage War: European Theater — Core Rulebook A complete WWII roleplaying experience for Savage Worlds Savage War: European Theater brings the human scale of World War II to your table with clarity, respect, and cinematic intensity. This is not a game about commanding battalions or rewriting history. It is about ordinary individuals placed in extraordinary circumstances and how they cope, endure, and change. Built on the fast, furious, and flexible engine of Savage Worlds, this 300+ page core rulebook gives you everything you need to run grounded, character‑driven campaigns across the European Theater from 1939–1945. A Human‑Centered Approach to WWII Roleplay As one reviewer wrote, “These are the stories of ordinary individuals placed in extraordinary circumstances and how they cope....

569567-thumb140.png The Anvil of the Liri Valley
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The Anvil of the Liri Valley — A Savage War Mission The road to Cassino runs through shattered stone and smoke. In the Liri Valley, every house is a fortress, every street a kill zone, and every step forward is paid for in blood. The Anvil of the Liri Valley drops your squad into the brutal, house‑to‑house fighting that defined the winter of 1944. The hamlet of Santa Lucia has become a German strongpoint — a crossroads village fortified by Fallschirmjäger, MG‑42 teams, and combat engineers preparing demolition charges. Civilians hide in flooded basements. Snipers watch from broken windows. The supply depot in the square is the key to the valley, and the Germans intend to destroy it before they give it up. Your squad must break into the village, clear the outer streets, fight room‑to‑ro...

569561-thumb140.png The Wolves of Winter
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The Wolves of Winter — A Savage War Mission Winter has come to Italy. On the slopes of the Bernhardt Line, fog rolls through shattered villages and German mountain troops hunt in the cold. The Wolves of Winter drops your squad into the first true test of the Winter Line — a mission of silence, precision, and fear. The ruined village of San Martino hides a German observation post directing artillery onto Allied positions. Snipers watch from broken windows. Civilians shelter in cellars. Mines and booby traps choke the narrow alleys. And in the church tower above, disciplined spotters wait for dawn. Your squad must climb the frozen mule tracks, infiltrate the village, neutralize the OP team, and hold the crossroads long enough for the division to advance. The Germans will not give ground ...

569288-thumb140.png A Line of Stone and Steel
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Mission 4 — A Line of Stone and Steel Operation Dune Citadel A remote Allied strongpoint — an ancient stone fort reinforced with sandbags and wire — stands between an Axis armored detachment and a vulnerable supply column. Your squad must reinforce the garrison and hold the Citadel until relief arrives. This mission features: fortification repair and preparation ammunition shortages and morale pressure escalating infantry assaults mortar fire and breach attempts armor at the gate a desperate last stand on the ramparts A brutal siege scenario where courage, grit, and teamwork decide whether the line holds — or buckles....

569286-thumb140.png Ambush at Sun's Anvil
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Mission 3 — Ambush at the Sun’s Anvil Operation Sunbreaker A vital Axis convoy is threading its way through a narrow canyon known as the Sun’s Anvil — a perfect kill‑zone. Your squad must reach the canyon first, prepare the ambush, spring the trap, and escape before reinforcements seal the exits. This mission delivers: canyon scouting and kill‑zone planning demolitions and firing‑line setup a tense waiting game in the heat a violent, cinematic ambush armored response and flanking attempts a frantic escape through the southern wadi ...

569283-thumb140.png Devil Take the Hindmost
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Mission 1 — Devil Take the Hindmost Operation Sandglass A long‑range patrol vanishes into terrain marked “impassable” on every Allied map. Your squad is sent to find Outpost Kestrel, uncover what happened, and track the mysterious “ghost convoy” moving through the desert where no road should exist. This mission features: brutal heat and resource attrition vehicle survival under pressure a silent outpost investigation a hidden Axis observation post the reveal of an impossible desert corridor a tense escape through the wadi A perfect opener for a North Africa campaign — or a stand‑alone tale of heat, fear, and reconnaissance on the edge of nowhere....

569284-thumb140.png The Jackal's Forge
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Mission 2 — The Jackal’s Forge Operation Iron Jackal Deep in a hidden basin, Axis engineers are assembling improvised armored cars for a coming offensive. Your squad must infiltrate the repair yard, plant charges, ignite the forge, and escape before the entire basin erupts in fire and steel. This mission includes: stealth infiltration industrial hazards and welding crews fuel‑yard demolition captured Allied equipment a roaring Act III firestorm a desperate escape under pursuit ...

568945-thumb140.png Ashes in the Rain
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MISSION THREE: ASHES IN THE RAIN Crossing Into Germany Means Leaving Something Behind Winter 1944. The border is behind you, the Reich is ahead, and the war feels different on this side of the river — heavier, quieter, and closer to ending than anyone wants to admit. In Mission Three: Ashes in the Rain, your squad is tasked with pushing into the outskirts of Germany to secure a critical foothold for the Allied advance. What begins as a straightforward assault becomes a grim, close‑quarters fight through ruined streets, shattered factories, and neighborhoods where civilians and soldiers blur together in the smoke. The rain never stops.   The ash never settles.   And every step forward feels like trespassing. This mission delivers: - A tense urban incursion on the German...

568658-thumb140.png River of Ghosts
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War remembers. The river keeps its dead. And tonight, it wants more. Lorraine, 1944. Rain pounds the Sarre Valley as the 90th Infantry prepares a desperate push. But before the attack can begin, someone must silence the German relay station hidden in the ruins of an old mill. That someone is you. Slip across the river under the eyes of German observers. Navigate a drowned village filled with the echoes of those who didn’t make it. Uncover the truth behind LAZARE — and why the SS wants them alive. Assault Echo‑7 before dawn breaks over the valley. The River of Ghosts is a brutal, atmospheric WWII mission for Savage Worlds, built on tension, moral ambiguity, and the terrible weight of orders that must be carried out. Some missions change the war. This one changes the people who survive...

569538-thumb140.png The Broken Bridges
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The Broken Bridges — A Savage War Mission Italy punishes everyone. The Broken Bridges drops your squad into the opening hours of Operation Baytown, where the Allied landing meets almost no resistance — until the push inland collides with a valley full of blown bridges, mined terraces, and terrified civilians fleeing the collapse of Italian authority. Italian engineers race north to destroy the final bridge the Allies need. Carabinieri try to protect families. Blackshirt militia force civilians to stay put. The terrain itself becomes the enemy as stone terraces crumble, mines detonate, and the valley turns into a maze of danger and desperation. This mission brings the mainland campaign to life: chaos, compassion, collapsing orders, and the hard choices soldiers face when civilians are t...

568934-thumb140.png The Broken Road
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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   - Mora...

569525-thumb140.png The Children of Pachino
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The Children of Pachino — A Savage War Mission Italy is where the war becomes human. The Children of Pachino drops your squad into the opening days of Operation Husky, where the push inland collides with the reality of civilians caught in the path of retreating Italian forces. What begins as a straightforward advance turns into a crisis: a collapsing farmhouse, terrified children, a missing Bonded NPC, and a moral decision that will shape the squad’s Stress, Bonds, and reputation for the rest of the campaign. This mission brings the heart of the Italian Campaign to your table — compassion under fire, responsibility in the middle of chaos, and the moment Allied soldiers realized they were not just fighters… they were liberators. Inside this mission you’ll find: A full 5–8 hour scenar...

568948-thumb140.png The Iron Front
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MISSION FOUR: THE IRON FRONT The Factories of Lorraine Don’t Break — They Break You Winter 1944. The Allied advance has reached the industrial belt of Lorraine, where the war is no longer fought in forests or fields but in steel, smoke, and concrete. Every building is a fortress. Every machine is a weapon. Every street is a killing ground. In Mission Four: The Iron Front, your squad is ordered to seize a critical factory complex before German forces can regroup and turn it into a stronghold. What follows is a brutal, close‑quarters assault through assembly halls, boiler rooms, catwalks, and shattered workshops — a fight measured in yards, not miles. The enemy is desperate.   The terrain is unforgiving.   And the factory itself feels alive with danger. This mission deliver...

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ALLIED COMMAND [BUNDLE]Price: $12.50
 The Good Shubin — A Creature for Vaesen
Posted: Sat, 13 Jun 04:32:58 CDT
Publisher: Free League Publishing

Shubin [ˈʃuːbɪn], or The Good Shubin, is a creature of the Ukrainian bestiary that inhabits mines and appears exclusively in the folklore of the Donetsk region. From legend to legend, he appears either as the spirit of a deceased person — a restless soul seeking justice — or as a spirit of nature. Who your Shubin is, is up to you to decide.

Made in Ukraine

Ukrainian Version

The Good Shubin — A Creature for VaesenPrice: $1.50
 Добрий Шубін — Істота для Vaesen
Posted: Sat, 13 Jun 04:15:48 CDT
Publisher: Free League Publishing

Шубін, або Добрий Шубін — це істота українського бестіарія, що мешкає у шахті та з’являється лише у фольклорі донецького регіона. Від легенди до легенди він постає чи як дух мерця — невпокоєна душа, що шукає справедливості, чи як дух природи.

Ким є ваш Шубін — вирішувати вам


Зроблено в Україні / Made in Ukraine

English Version


Добрий Шубін — Істота для VaesenPrice: $1.50
 Serenissima Folge 37
Posted: Sat, 13 Jun 01:51:44 CDT
Publisher: Ulisses Spiele

Dies ist Folge 37 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 37Price: $1.16
 [Free] Deep Road Encounters Sample Pack
Posted: Fri, 12 Jun 22:14:16 CDT
Publisher: InfiniumPublications

Descend into the dark beneath the world.

Deep Road Encounters Sample Pack is a preview of quick-play, scalable combat encounters designed for Dungeon Masters who want atmospheric, ready-to-run challenges with minimal preparation.

This sample pack includes four complete encounters, one for each tier of play, ranging from low-level ambush predators to a colossal aberrant horror that turns itself into a living cage.

Inside, you’ll find:

  • 4 ready-to-run combat encounters for levels 1–20
  • Scaling matrices for Easy, Medium, Hard, and Deadly encounters
  • Terrain features built around caves, chasms, webs, darkness, and claustrophobic spaces
  • Inspiration objectives that reward creative play
  • Custom Infinium creatures, including the Deep Spider and the Road Keeper
  • Monster tables, treasure suggestions, and tactical guidance
  • Reference pages for terrain, conditions, movement, skills, ability scores, and senses

Featured encounters include:

Darkmantles — Small ambush predators cling among the stalactites, waiting for warmth, sound, and light.

Deep Spiders — A ruined passage has become a webbed hunting ground, where cocooned victims still twitch in the dark.

Behir — A broken chasm and desperate rope crossing become a death trap when lightning serpents rise from below.

The Road Keeper — An ancient skeletal aberration wakes around the party, sealing the passage in ribs of bone and feeding from within its own body.

This sample also includes optional support assets, such as battle maps, tokens, and statblock cards.

Perfect for Dungeon Masters looking for dark, subterranean encounters compatible with 5th Edition fantasy campaigns.

[Free] Deep Road Encounters Sample PackPrice: $0.00
 AEDWRF27-A - Smeltery Forges
Posted: Fri, 12 Jun 20:43:47 CDT
Publisher: Aether Studios

Our team voted early in 2026 to stick to specific themes for the year. For this illustrious year, The Director choose Dwarven. This set is the result of that choice and our continuing effort to expand our Dwarven terrain with OpenLOCK base options. Our original dwarven sets were iconic and made us many early fans. Now we return to see the kingdom of dwarves brought to the summit of excellence with new models, new sets, and refinements at every corner. Marc, Nasos Jacob, and Will each poured themselves and their talent into this set. Thank you for your support of Aether Studios. We can’t tell you how much we appreciate the place you’ve saved for us at your table.

1.jpg2.jpg3.jpg4.jpg5.jpgOLDB.png

AEDWRF27-A - Smeltery ForgesPrice: $6.00
 Intrigas & Paixões - Novelas Brasileiras
Posted: Fri, 12 Jun 19:26:53 CDT
Publisher: thiagogomes

As Novelas Brasileiras possuem um destaque narrativo totalmente diferente de outras novelas ao redor do mundo. Este suplemento, Novas Brasileiras, visa trazer informações de como conduzir uma novela brasileira em uma campanha de Intrigas & Paixões.

Além das novelas serem divididas em cinco Estilos, ainda temos a mecânica da Tabela de Acontecimentos e um pouco sobre a história das novelas brasileiras catalogadas, para servir de inspiração.

Se você gosta de novelas brasileiras e quer criar sua própria novela, no mesmo estilo, em campanha de RPG, este livro foi feito para você.

Intrigas & Paixões - Novelas BrasileirasPrice: $2.95