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 Blade and Fury™: Player’s Guide A Mercenary Fantasy RPG
Posted: Tue, 10 Feb 20:45:13 CST
Publisher: Wagon Wheel Publishing

Blade and Fury™ is a mercenary fantasy roleplaying game about taking dangerous work in a fractured world and surviving long enough to be paid.

You do not play chosen heroes, saviors, or rulers.
You play Blades—people who accept Missives posted where authority has failed, entering places others avoid because someone has offered coin to solve a problem.

Combat is fast and decisive.
Resources are limited.
Survival is earned through endurance, positioning, and the willingness to keep going when others fall.

The Player’s Guide contains everything players need to create and play a Blade, including:

  • Core rules built on a fast percentile system

  • Five attributes and three survival resources: Heart, Energy, and Soul

  • Four distinct classes: Swordsman, Hunter, Ritualist, and Beastmaster

  • Brutal, flat-damage combat resolved through success bands

  • Load-based gear and survival pressure

  • Ritual magic that trades blood and endurance for power

  • Advancement driven by survival and completed work, not kill counts

  • Full character sheets included

Blade and Fury™ is designed for theater-of-the-mind play, hard choices, and worlds that respond honestly to action and failure.

This book is intended to be used alongside Blade and Fury™: Warden’s Guide, which provides adjudication procedures, escalation tools, and world-response systems. Together, they form the complete core rules.

You take the work.
You survive if you can.

Blade and Fury™: Player’s Guide A Mercenary Fantasy RPGPrice: $16.99
 AtR: Spells & Magic Supplement
Posted: Tue, 10 Feb 20:15:12 CST
Publisher: Rusted Portal Games

AtR: Spells & Magic

PDF Supplement containing all Spells as written and Magic items published in the AtR Campaign Setting and Expansion 1: Survivor Starter. This will be a living PDF, with new magic items and spells added from future expansions. All those that purchase will be informed when an update is published if you've opted in to DriveThru RPG & Rusted Portal Games emails.
Apocalypse the Risen (AtR) 5E Compatible +SPINE Powered Campaign Setting
.

 AtR is an all in one campaign setting based on modern Earth 25 years after The Fall of society in an event known as The Rise.

Pick this up is you're familar with Apocalypse the Risen and want to have all of the spells, spell lists, magic items, and magic item creation tables all in one place.
AtR: Spells & Magic SupplementPrice: $5.00
 Mythic Magazine Compilation 9
Posted: Tue, 10 Feb 18:34:50 CST
Publisher: Word Mill Games

Mythic Magazine Compilation #9

Mythic Magazine is a monthly ezine with tips, rules, and more goodies for the Mythic Role-Playing System, Mythic Game Master Emulator, and Crafter Series from Word Mill Games.

This compilation collects the complete volumes 49-54 into a single book. Articles include:

The Society Crafter: Randomly generate societies, including histories, cultural details, what they produce, and more to make communities come alive in your adventures.

A Guide For New Solo Roleplayers: With an eye toward fundamentals, this guide presents solo roleplaying at its most essential level, with suggestions on how to get organized and how to solve common problems.

Deconstructing Prepared Adventures For Solo Play: Use prepared adventures to fuel solo adventures quickly and easily.

Mythic On The Move: When leaving home don't leave your solo adventures behind! Ideas and strategies for playing while traveling.

The Mechanics Crafter: A simple system to randomly connect bits of your adventure to RPG rules to create new, custom crunch specific to your adventure.

The Event Crafter Collection: Three Event Crafter Situations to drop into your adventures to easily create interesting and evolving events. They include: Evidence Of A Conspiracy, Creature Feature, and Expansive Catastrophes.

A Mythic Bestiary: Five unique monsters with stats, lore, and adventure hooks to drop them into any solo adventure for new twists! Suggestions are provided to translate them for your chosen RPG, or use them as-is directly with Mythic GME and the combat system included in the article.

Non-Linear Solo Adventures: Bend time in your solo adventures by playing narratives that don't move in chronological order. The past, present, and future are all available!

Discovery Prompts: Add an extra layer of meaning and context to Discovering Meaning by creating flavorful questions that inspire interesting answers.

Mythic As A Board Game Opponent: Mythic game mechanics are given a twist and applied to board games, any board game, allowing Mythic to fill the role of a player at your table.

Simplify Playing Parties Solo: Build a party of PCs that isn't a chore to handle by yourself by combining them all together.

Down Time Adventures: Forget the quests! What does your PC do when the battles are done? Adventures that are down time all the time.

You'll also find the collected welcome letters from each issue and the cover art.

This PDF file contains layers, allowing you to make the file more printer friendly.

Happy adventuring!

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Mythic Magazine Compilation 9Price: $14.95
 The Necromancer's Game: Box Set (TNG) [BUNDLE]
Posted: Tue, 10 Feb 18:30:44 CST
Publisher: Frog God Games

The House Rules of Necromancer & Frog God Games

RPG rules that drive fast-paced, classic fantasy adventures focused on player agency

This special bundle contains the following titles:



556073-thumb140.png The Necromancer's Game: Encounter Poster (TNG)
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The House Rules of Necromancer & Frog God Games Game Masters! Get ready to amp up your gaming space with the The Necromancer’s Game: Encounter Poster! This eye-catching poster brings the Encounters by Terrain Type table from The Necromancer's Game: Game Master's Guide right into your living room, making it a fantastic addition to your wall or gaming table. Whether your players' characters are deep in a dark forest or navigating treacherous mountains, this poster is your new best friend for planning epic encounters. It's not just practical; it's also a great conversation starter. So, hang it up (or lay it out), gather your fellow adventurers, and let the battles begin! Who knows what kind of wild and wacky scenarios await? With this delightful poster by your sid...

553069-thumb140.png The Necromancer's Game: Player Character Sheets (TNG)
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The House Rules of Necromancer & Frog God Games The Necromancer’s Game is a rules-light set of guidelines for a White Box-style table-top role-playing game. The Players and Game Master (GM) work together to create the game they want. With a rules-light approach, the GM is empowered and encouraged to make rulings based on the guidelines in the game, so action and role-play maintain momentum, instead of getting bogged down in the Quest for the Perfect Game Rule. These blank official Character Sheets are ready for you to print and use in your next session of The Necromancer’s Game. So, roll up your next player character for The Necromancer’s Game, and see where the adventure takes you!...

553032-thumb140.png The Necromancer's Game: Player's Handbook (TNG)
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The House Rules of Necromancer & Frog God Games These rules have been designed and used to make good players great. In our games, and the Lost Lands in general, high stats and character optimization are not the keys to success. Thoughtful play and using your head are what make great players. Creative use of items and spells rather than brute force is the path to favorable outcomes when playing in our games. The Necromancer’s Game is a rules-light set of guidelines for a White Box-style table-top role-playing game. The Players and Game Master (GM) work together to create the game they want. With a rules-light approach, the GM is empowered and encouraged to make rulings based on the guidelines in the game, so action and role-play maintain momentum, instead of getting bogged down in th...

553065-thumb140.png The Necromancer's Game: Game Master's Guide (TNG)
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Bundle price:
 0
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 PDF
The House Rules of Necromancer & Frog God Games The Necromancer’s Game is a rules-light set of guidelines for a White Box-style table-top role-playing game. The Players and Game Master (GM) work together to create the game they want. With a rules-light approach, the GM is empowered and encouraged to make rulings based on the guidelines in the game, so action and role-play maintain momentum, instead of getting bogged down in the Quest for the Perfect Game Rule. The Game Master’s Guide includes Different Styles of Play in Fantasy Games, Gathering Information, Hirelings, Henchmen, and Pets, the End Game, Encounters in the Dungeon and Wilderness, Treasures Magical and Mundane, Optional Rules, and a complete listing of Encounters by Terrain Type (replicating the giant Encounter Poster in...

553066-thumb140.png The Necromancer's Game: Tome of Monsters (TNG)
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 PDF
The House Rules of Necromancer & Frog God Games The Necromancer’s Game is a rules-light set of guidelines for a White Box-style table-top role-playing game. The Players and Game Master (GM) work together to create the game they want. With a rules-light approach, the GM is empowered and encouraged to make rulings based on the guidelines in the game, so action and role-play maintain momentum, instead of getting bogged down in the Quest for the Perfect Game Rule. The Tome of Monsters includes Monsters, Creatures and Other Interesting People to Meet, including over 240 creatures for your TNG campaign, condensed stat blocks for all creatures and stat block variations for creatures like dragons, elementals, hydras, and liches that are more powerful at different ages or sizes and power (hi...

556666-thumb140.png The Necromancer's Game: Adventure #1 (TNG)
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Adventure #1: Of Maps and Ruined Temples An Introductory Adventure for Players and GMs Suitable for character levels 3–4, featuring a wilderness hex-crawl and a small dungeon. Portions of The Player's Handbook are included to help guide the GM and Players, whether new to role-playing or new to The Necromancer's Game. Of Maps and Ruined Temples includes 14 types of wilderness encounters and are designed to showcase a broad base of character abilities and skills as well as basic game mechanics. The adventure starts in a fortified wayside tavern — the Roc Egg Tavern. Here, your halfling or bard can sing or tell jokes for their supper. Characters can meet tavern owner and former adventurer, Erik Thornhelm, his barmaid, and cook. The characters can discover the other patrons of the tavern, ...

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The Necromancer's Game: Box Set (TNG) [BUNDLE]Price: $125.95
 Digital Issue #11 Wild Westerner
Posted: Tue, 10 Feb 18:29:47 CST
Publisher: 3MuchFun

The mythology of the Wild West lives immortal. An era of subjugation, violence, and hope reincarnates again and again in lighthearted Saturday television, doleful songs with tobacco smoke vocals, unpunctuated novels, and brooding films shot in shades of gray. The best stories of the Wild West owe everything to their characters: hopeful heroes, wounded wanderers from around the globe, and ancestral inhabitants unyielding against a violent tide of change. It’s time to discover your place in this arid dreamland. Check your tack–we ride at dawn.

  • This chapter will help you create a wild westerner by rolling dice through 14 categories
  • Pg count 18
  • This chapter is included in the Roll For Your Life hardcover and PDF editions
Digital Issue #11 Wild WesternerPrice: $4.99
 Thieves' Guild NPCs | 5e Monsters PDF
Posted: Tue, 10 Feb 18:12:09 CST
Publisher: MmpApps

Thieves’ Guild expands the familiar back-alley criminal trope into a full, encounter-ready hierarchy designed for 5e play. Rather than treating thieves as a single low-level nuisance, this supplement presents a complete ladder of street operatives, professional criminals, disciplined enforcers, and unseen masterminds—from lookouts and runners to burglars, lieutenants, and elusive guildmasters—each built to fill a specific role at the table.

Whether you need disposable eyes to flood an alley, agile cutpurses to harass and scatter a crowd, brutal muggers to apply pressure, skilled infiltrators to bypass locks and wards, or a calculating crime boss directing the encounter from the shadows, Thieves’ Guild provides mechanically distinct stat blocks at every tier of play. The ladder is designed to scale naturally, allowing urban encounters to grow from petty crime and street violence into coordinated operations, territorial wars, and campaign-defining confrontations.

Each guild role is designed with clear encounter purpose, strong internal synergy, and GM-friendly abilities that emphasize coordination, control, and leverage over raw damage. Use them as pickpocket rings, organized crime syndicates, shadowy city guilds, or sprawling underworld networks—the structure is provided, the city they control is yours.

Images are provided in both male and female versions, with nine color-bordered tokens for each.

Thieves' Guild Ladder

Guild Lookout (CR 0): Unarmed sentries and street eyes who warn the guild of danger. They flee at the first sign of trouble and value survival over loyalty.

Guild Runner (CR 0): Messengers, decoys, and bait used to draw attention, deliver information, or lead pursuers into traps. Fast, disposable, and hard to catch.

Guild Cutpurse (CR 1/8): Pickpockets and petty thieves who work crowds, markets, and festivals. They rely on distraction and escape rather than confrontation.

Guild Forger (CR 1/8): Document falsifiers who create fake permits, writs, seals, and ledgers. Dangerous not for combat skill, but for the chaos their work causes.

Guild Mugger (CR 1/4): Alley predators who ambush isolated targets for quick profit. Brutal but undisciplined, they strike hard and retreat faster.

Guild Grave Robber (CR 1/4): Tomb looters and crypt crawlers who strip corpses and forgotten sites. Superstitious, filthy, and often carrying unsettling relics.

Guild Tough (CR 1/2): Enforcers and bodyguards who protect guild interests through intimidation and violence. Loyal while paid, ruthless when cornered.

Guild Smuggler (CR 1/2): Specialists in moving illicit goods through docks, borders, and city gates. Skilled at concealment, bribery, and escape.

Guild Burglar (CR 1): Professional infiltrators who bypass locks, traps, and alarms. Prefer stealth and planning to open conflict.

Guild Highwayman (CR 1): Roadside robbers who ambush travelers with threats and negotiation before violence. Confident, theatrical, and always prepared to disengage.

Guild Scout (CR 2): Reconnaissance experts who track targets, map routes, and set ambushes. Rarely fight alone and withdraw once their task is complete.

Guild Witchknife (CR 2): Criminal specialists trained to steal from spellcasters and temples. Use stolen charms, wards, and countermeasures rather than true spellcasting.

Guild Assassin (CR 3): Precision killers hired for specific targets. They strike decisively and disappear, avoiding prolonged fights whenever possible.

Guild Fence (CR 4): Influential brokers who control stolen goods, information, and contacts. More dangerous socially than physically, with reach across the city.

Guild Lieutenant (CR 5): Trusted crew leaders who command cells and coordinate operations. Pragmatic tacticians who know when to fight and when to retreat.

Guildmaster (CR 6): The unseen hand behind the guild’s operations. Rarely encountered directly, relying on preparation, leverage, and layered escape plans to survive.

Compatible Products

These thieves fit naturally into any of our Fantasy Maps.

Thieves' Guild NPCs | 5e Monsters PDFPrice: $4.99
 Trilaterum Unit ID Guide and Basing Recomendations
Posted: Tue, 10 Feb 16:51:08 CST
Publisher: Trilaterum Miniatures

This is a visual guide of the Units in Trilaterum as well as the number of models per base recommendations.

https://www.trilaterum.com/

Trilaterum Unit ID Guide and Basing RecomendationsPrice: $0.00
 Bone Crunch Symphony The Butcher's Bill
Posted: Tue, 10 Feb 16:11:17 CST
Publisher: Relentless Fiction

21.pngThere is no quit in the ring,
only the Butcher's Bill.

Thralen is back to bring to us all the one thing he does best: Pure, joyful violence! The Butcher's Bill continues where Bone Crunch Symphony left off in the most bone-breaking way possible.

Rules for different styles of hand-to-hand attacks: Punch, Kick, Head-butt and more. Ever want to know what happens when you target an attack to an arm, leg, or vitals? Pain! Includes 4 new Boxer Specialties: The Brutalist, Lord of the Jungle, Street Fighter, and the spell-casting, hard-punching Wraithlock.

Become the vicious shark folk, the Makotane, and bite and rend your way to victory.
Enjoy new feats that will turn your hand-to-hand fighter into the deadliest thing in the dungeon. Includes info on the Soul
Smash, a multiversal tournament where the fate of your world hangs in the balance.

Prepare yourself to bring your foes to heel the only true and beautiful way... with your fists!

Bone Crunch Symphony The Butcher's BillPrice: $5.99
 The Jester
Posted: Tue, 10 Feb 16:10:10 CST
Publisher: The Bugbear Brothers

The Jester

Two Table-Ready Class Options for D&D 5E

Not every trickster casts spells.

Some survive on timing, mockery, and nerve.

The Jester presents two complete, non-magical character classes for Dungeons & Dragons 5th Edition, written to sit comfortably beside the Player’s Handbook without rewriting the game or bending its assumptions. Both classes use clean, PHB-style language and are ready for immediate play.

What’s Inside

  • Two complete 1–20 character classes

    • The Jester — a front-line debuffer who weakens enemies through morale pressure and battlefield presence rather than raw damage. Includes two subclasses.

    • The Harlequin (Acrobat Jester) — a highly mobile skirmisher who disrupts foes through movement, reactions, and punishing mistakes.

  • Six Jester Troupes, each representing a distinct tradition, philosophy, and survival strategy.

  • Jester Troupe generator tables for fast character integration.

  • Two jester-themed magic items designed to reinforce timing and control without high-magic bloat.

Designed for Real Tables

This product introduces no new subsystems, no encounter-locking effects, and no mechanics that require special DM adjudication. Power scales predictably across tiers, with intentional quiet levels and familiar 5e expectations throughout.

If your table allows official PHB classes, these will feel immediately at home.


The JesterPrice: $3.95
 Anime Neo x Mangaverses Character Sheet
Posted: Tue, 10 Feb 15:56:41 CST
Publisher: Robert Rankin

A quick character sheet for Anime Neo x Mangaverses. This Character Sheet is compadible with Anime Neo and Eon Legacy!

Anime Neo x Mangaverses Character SheetPrice: $0.00
 Thieves' Guild NPCs | 5e Monsters Roll20
Posted: Tue, 10 Feb 15:55:00 CST
Publisher: MmpApps

Thieves’ Guild expands the familiar back-alley criminal trope into a full, encounter-ready hierarchy designed for 5e play. Rather than treating thieves as a single low-level nuisance, this supplement presents a complete ladder of street operatives, professional criminals, disciplined enforcers, and unseen masterminds—from lookouts and runners to burglars, lieutenants, and elusive guildmasters—each built to fill a specific role at the table.

Whether you need disposable eyes to flood an alley, agile cutpurses to harass and scatter a crowd, brutal muggers to apply pressure, skilled infiltrators to bypass locks and wards, or a calculating crime boss directing the encounter from the shadows, Thieves’ Guild provides mechanically distinct stat blocks at every tier of play. The ladder is designed to scale naturally, allowing urban encounters to grow from petty crime and street violence into coordinated operations, territorial wars, and campaign-defining confrontations.

Each guild role is designed with clear encounter purpose, strong internal synergy, and GM-friendly abilities that emphasize coordination, control, and leverage over raw damage. Use them as pickpocket rings, organized crime syndicates, shadowy city guilds, or sprawling underworld networks—the structure is provided, the city they control is yours.

Tokens are multisided for male and female versions.

Thieves' Guild Ladder

Guild Lookout (CR 0): Unarmed sentries and street eyes who warn the guild of danger. They flee at the first sign of trouble and value survival over loyalty.

Guild Runner (CR 0): Messengers, decoys, and bait used to draw attention, deliver information, or lead pursuers into traps. Fast, disposable, and hard to catch.

Guild Cutpurse (CR 1/8): Pickpockets and petty thieves who work crowds, markets, and festivals. They rely on distraction and escape rather than confrontation.

Guild Forger (CR 1/8): Document falsifiers who create fake permits, writs, seals, and ledgers. Dangerous not for combat skill, but for the chaos their work causes.

Guild Mugger (CR 1/4): Alley predators who ambush isolated targets for quick profit. Brutal but undisciplined, they strike hard and retreat faster.

Guild Grave Robber (CR 1/4): Tomb looters and crypt crawlers who strip corpses and forgotten sites. Superstitious, filthy, and often carrying unsettling relics.

Guild Tough (CR 1/2): Enforcers and bodyguards who protect guild interests through intimidation and violence. Loyal while paid, ruthless when cornered.

Guild Smuggler (CR 1/2): Specialists in moving illicit goods through docks, borders, and city gates. Skilled at concealment, bribery, and escape.

Guild Burglar (CR 1): Professional infiltrators who bypass locks, traps, and alarms. Prefer stealth and planning to open conflict.

Guild Highwayman (CR 1): Roadside robbers who ambush travelers with threats and negotiation before violence. Confident, theatrical, and always prepared to disengage.

Guild Scout (CR 2): Reconnaissance experts who track targets, map routes, and set ambushes. Rarely fight alone and withdraw once their task is complete.

Guild Witchknife (CR 2): Criminal specialists trained to steal from spellcasters and temples. Use stolen charms, wards, and countermeasures rather than true spellcasting.

Guild Assassin (CR 3): Precision killers hired for specific targets. They strike decisively and disappear, avoiding prolonged fights whenever possible.

Guild Fence (CR 4): Influential brokers who control stolen goods, information, and contacts. More dangerous socially than physically, with reach across the city.

Guild Lieutenant (CR 5): Trusted crew leaders who command cells and coordinate operations. Pragmatic tacticians who know when to fight and when to retreat.

Guildmaster (CR 6): The unseen hand behind the guild’s operations. Rarely encountered directly, relying on preparation, leverage, and layered escape plans to survive.

Compatible Products

These thieves fit naturally into any of our Fantasy Maps.

Thieves' Guild NPCs | 5e Monsters Roll20Price: $7.99
 Mazes Fantasy Roleplaying Module 43: Island in the Wind
Posted: Tue, 10 Feb 15:07:28 CST
Publisher: 9th Level Games

Within the REALM OF AIR there is only the Bridge and the Island. Upon the Bridge, forces of Light and Dark wage an eternal contest to claim pieces of it for their side. Once claimed, those pieces merge with the towering Island in the Wind − a colossal construction of atriums, courtyards, plazas, temples, strange crypts, and forgotten dungeons. Eventually, pieces of the Island fade from existence, to be replaced by new conquests from the Bridge. 

Somewhere within a temple on the Island in the Wind, a vault used for ages to arm champions of both sides with mighty weaponry is fading. Seers and Loremasters within the Guild of Midnight & Silver have identified this temple as the resting place of a great sword of legend. Time is short, and more than a party of Venturers from Skull have their many eyes upon the temple.

Can your adventurers delve a fading dungeon within the Realm of Air before it fades to nothingness?

Want more adventure? Subcribe to Mazes Monthly Year 4 and get a discount! 

Written by
PATRICK LYNN CLAPP
Cover image by
Daniel Comerci

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For use with Mazes Fantasy Roleplaying available here

Mazes is a return to the classic sword and sorcery dungeon crawler with award-winning, yet delightfully simple modern rules. The first TTRPG to use the polymorph system, Mazes is easy to learn and teach, and ready to play without a lot of prep.

Designed for episodic play, Mazes is ideal for one-shots and conventions. It's a distillation and modernization of the classic Dungeon Delve, making it a perfect introduction for those new to roleplaying, as well a great excuse for grognards to get back into the dungeon!

Pages from Mazes

Mazes Fantasy Roleplaying Module 43: Island in the WindPrice: $5.99