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 Traveler's Adventures - The Face That Is Not Yours
Posted: Thu, 02 Jul 03:35:13 CDT
Publisher: Muqarnas Games

SOMEONE IS WALKING THE CITY WEARING A FACE THAT IS NOT THEIRS. THAT SOMEONE COULD BE ANYONE. INCLUDING, BY NOW, ONE OF THE CHARACTERS.

Last night, a priceless golden mask known as the Auric Face was stolen from a private gallery. This morning, the wealthy collector who owned it, Orvel, was found dead at his desk-unwounded, untouched, but utterly drained of life. The city guard is treating it as a natural death, but the empty showcase tells a far more sinister story.

Brought in to find the mask and hunt down the killer, your party is thrust into a breathless, single-day race across the bustling city of Varek. But the investigation quickly fractures into a profound identity crisis. The thief, a woman named Seel, is actively moving through the streets wearing the dead collector's face as a disguise. More terrifyingly, her research reveals the truth Orvel ignored for eight years: the mask is a parasitic predator that fuses with its wearer, permanently claiming their identity and life force after twenty-four hours.

Seel has been wearing it for eighteen hours. She didn't steal it for profit—she stole it to destroy it in an industrial assay furnace before it claims her life, just as it claimed her father's. With the clock ticking down and the voluntary removal window rapidly slamming shut, the party must navigate a city where anyone could be the killer, separate a woman from an aggressive magical parasite, and decide what justice truly means when the victim deserved his fate.

The Face That Is Not Yours is a self-contained Sword & Sorcery murder mystery and psychological thriller for 3 to 5 players at levels 5 to 9, lasting 4 to 6 hours. It challenges players to look past conventional alignments to solve a critical puzzle where the murderer is the only one who can stop a burgeoning curse.

Adventure Features:

  • Perfect for a High-Tension Session: Calibrated for 3 to 5 players at levels 5 to 9, delivering a tightly paced, 4 to 6-hour investigation where every single hour matters.

  • A Parasitic, Shifting Threat: Face an artifact that acts as a ticking biological clock. Witness the horror of a shape-changing target whose disguise literally begins to bond with her skin, raising the stakes from a simple arrest to a time-sensitive rescue.

  • Intricate Urban Investigation: Piece together the dark lineage of the artifact. Scour a dead collector’s estate, decipher a hidden visitor log, cross-reference historical autopsy records in the city archive, and trace specialized chemical buys through the lower merchant quarter.

  • Dynamic Shape-Changer Chase: Track a target who can look like anyone. Anticipate her movements using her stolen research notes, navigate public complications like suspicious guard officers and nosey hedge mages, and use structural knowledge of her motives to make contact without triggering a fatal battle.

  • High-Stakes Abjuration Mechanics: Engage in a grueling, multi-participant removal ritual inside an active industrial furnace room. Roll critical saves as the mask aggressively fights back to maintain its psychological grip on its host.

  • Morally Gray Dilemmas: Confront a resolution with no clean closures. Deal with a guilt-ridden steward who typed corporate cover-ups for years, and choose whether to hand a vengeful daughter over to the city guard, help her flee the law, or let the furnace consume artifact and host together.

  • SRD 5.1 Compatible: Fully compatible with the 5th Edition Systems Reference Document, ready to drop seamlessly into any sprawling metropolitan hub, high-magic city-state, or urban intrigue campaign.

"I am not going to apologise for what I did to the man who could have stopped it and would not. ... Are you here to take me to the guard or are you here to help me finish this?"

Traveler's Adventures - The Face That Is Not YoursPrice: $1.99
 Lonesome Meridian - Marked Men
Posted: Thu, 02 Jul 03:34:34 CDT
Publisher: Muqarnas Games

BEING KNOWN IS NOT THE SAME AS BEING SAFE. SOMETIMES IT IS THE OPPOSITE.

The wanted poster is one of the most persistent, romanticized images of the popular American West. But in reality, a bounty is not simply a cash price or a cold legal mechanism; it is a violent transformation of a person's entire social existence. To place a price on someone's head is to legally authorize the suspension of their social protections, inviting any stranger within earshot to hunt, capture, or kill them for financial profit.

For the wanted man, the world instantly becomes fundamentally adversarial. Every stranger becomes a potential hunter, every familiar face becomes a calculated risk, and the question of who knows your identity becomes the most urgent question in any room. You are forced to move through a landscape under an impending storm, knowing a definitive decision about your future has already been made by someone else, and it is only a matter of time before it catches up with you.

Lonesome Meridian #009: Marked Men is a 34-page A5 zine rules supplement introducing the Iron Laws of bounty mechanics, wanted status, and the social weight of carrying a price on your head. This system-agnostic framework provides Game Masters and players with a mathematically and psychologically precise look at the true cost of being hunted in a world without safety.

Supplement Features:

  • The Anatomy of a Bounty: Deconstruct warrants into five mechanical pillars including the issuing Authority (federal, county, or extralegal private entities), the precise monetary Amount, specified dead or alive Conditions, the visual Description accuracy, and the operative physical Jurisdiction.

  • The Financial Scaling Signals: Bounty prices dictate the scale of tracking urgency. Modest local nuisance payouts ($5-19) motivate green town deputies, while serious offenses ($20-99) attract professional claws, heavy incomes ($100-499) draw dedicated tracker outfits, and sovereign-level payments ($500+) target figures who have severely disrupted powerful magnates.

  • The Dynamic Recognition System: Track social knowledge across four distinct operational layers. Trackers move fluidly from Unknown status to Suspicious observation, stepping forward into absolute Certainty before finally choosing to enter the hostile, decisive Acting state.

  • The Attention Tax & Psychological Cost: Marked player characters must pay an ongoing mental tax in every social interaction. Scribes enter rooms in two registers simultaneously, assessing sightlines, exit traps, and recognition vulnerabilities, stripping away their focus from ordinary tasks.

  • The Scarcity Currency of Trust: Being wanted permanently fractures human relationships. Because every associate carries a standing corporate offer to betray you, true trust is no longer built on history or affection, it is verified solely by an ally's demonstrated willingness to leave career-changing money on the table.

  • The Professional Bounty Hunter Profile: Shift beyond flat villain archetypes to run nuanced, calculation-driven pursuers. Master three fully fleshed-out NPC trackers: Celestina Hatch, a methodical, non-violent eleven-year veteran open to negotiation; Abel Dunbar, an inflexible, self-righteous former deputy hunting off moral assumptions; and Florencia Quill, an inexperienced, high-risk tracker driven by sheer desperation.

  • Systemic Resolution Paths: Bounties do not simply fade away. Resolve your hunted status through physical Collection, corporate Expiration due to political shifts, complex hidden-agenda Negotiations, deep-cover Disappearances requiring total network severance, or state-level Displacement leverage.

  • Deep Series Expansion Vectors: Integrates rules perfectly with existing zines. Manage the active, shifting bounty hunt of Dolores Maes from Dispatch #001, escalate the tight saloon claustrophobia systems of Iron Laws #004, or navigate the dangerous, unrecorded outlaw trail portfolios built by The Cartographer #008.

The law says wanted. The money says found. The difference between them is the man holding the gun.

Lonesome Meridian - Marked MenPrice: $1.99
 Edo - Samurai
Posted: Thu, 02 Jul 03:33:54 CDT
Publisher: Yoru Creative Studio

EDO: VOLUME I — SAMURAI (WARRIOR OF HONOUR • BLADE OF THE LORD • LIVING DEATH) is a system-agnostic and multi-framework TTRPG sourcebook presenting a highly nuanced, playable character archetype for Japanese fantasy role-playing games. Moving past standard hack-and-slash tropes, this supplement captures the profound psychological friction of a warrior elite preserved across the peaceful Tokugawa era (1603–1868)—a caste trained exclusively for war in a society that has structured it out of existence.

Complete with tactical setups, this zine features ready-to-play rules supporting system-agnostic gameplay, the Fate Condensed engine, and a complete D&D 5e System Reference Document (SRD 5.1) Fighter subclass.

“To know the way of the warrior is to know the way of death. This is not pessimism. It is clarity.”

The heart of the Samurai archetype lies in the profound paradox of the Tokugawa peace. Denied the battlefields that birthed their identity, these warriors transformed into administrators, tax collectors, and dojo-bound ceremonial fixtures. Bushido—and foundational texts like the Hagakure—taught that a warrior who has fully accepted their own mortality is liberated from self-preservation, rendering them immune to fear and entirely free to act with unwavering, objective judgement.

The visual and narrative space of the Samurai is built on controlled intensity and competing layers of obligation. A samurai's duty flows explicitly from their lord, to their family, and then to personal honor. When these values inevitably crash against each other—or when an unyielding code demands an act that violates a samurai's personal conscience—a gripping, tragic space opens up for intense, character-driven narrative play.

Key Features

  • The Weight of Enforced Peace: Roleplay a character whose identity is tightly organized around a martial capacity their society no longer needs, choosing whether to seek peace in administrative scholarship or strain restlessly against the bonds of structural stillness.

  • A Crucial Hierarchy of Conflict: Drive your campaign's narrative forward by exploring classic honor conflicts: navigating unjust orders from your lord, fulfilling family feuds, or choosing when to drop everything to save a defenseless stranger.

  • The Daisho and Status: Wield the dual blades—the long katana and the short wakizashi, not just as armor-piercing battlefield tools, but as strict legal signifiers of social status and the ultimate instruments used to perform seppuku to preserve personal honor.

  • System-Agnostic Attribute Block: Highlights an exceptional 5-tier Martial Skill and a 4-tier Composure trait. Features abilities like Iai Draw (gaining advantage on surprise strikes) and Death Acceptance (ignoring wound penalties and fear effects under immediate threat).

  • Fate Condensed Setup: Seamlessly build an honor-bound fighter using evocative aspects like The Code Demands One Thing; My Conscience Demands Another. Utilize stunts like The Code's Weight to gain a +2 bonus against mental compulsions when acting in accordance with Bushido.

  • D&D 5e SRD Fighter Subclass: Unlock a complete, 5-tiered archetype available at 3rd level. Features initiative-boosting reflexes, doubled proficiency bonuses during formal social contexts, supernatural Wisdom save scaling, and late-game magical weapon mastery.

Fighter Subclass Features (D&D 5e SRD)

  • 3rd Level - Iai Reflexes: Add your proficiency bonus to your initiative rolls. On the first round of combat, your very first attack roll has advantage if you haven't taken a turn yet.

  • 3rd Level - Honour Code: Gain proficiency in History and Persuasion. Your proficiency bonus is doubled for Persuasion and Intimidation checks when interacting with characters who respect the warrior code.

  • 7th Level - Death Acceptance (1/Long Rest): Use a bonus action to enter a transcendent state for 1 minute. You become immune to the frightened condition, gain advantage on death saving throws, and can keep fighting at 0 hit points until you fail three death saves.

  • 10th Level - Two-Sword Discipline: While dual-wielding a katana (longsword) and wakizashi (shortsword), use a bonus action to execute an additional off-hand strike or defensively impose disadvantage on an incoming attack.

  • 18th Level - Living Weapon: Your katana attacks bypass non-magical damage resistances, and once per turn, you can deal an extra $2d8$ damage to manifest the absolute apex of your lifetime martial training.

Edo - SamuraiPrice: $2.99
 Training Tapes - Reality Deviant Identification (video file)
Posted: Thu, 02 Jul 02:55:24 CDT
Publisher: White Wolf

Technocracy Training Tapes

Welcome to the Technocracy Training Archives, a collection of immersive in-universe audio scripts designed to bring the cold, clinical paranoia of the Technocratic Union directly into your Mage chronicle.

Tape #2 — Reality Deviant Identification

Learn to identify threats.

An internal classification guide covering the warning signs of dangerous unauthorized individuals, predatory entities, unstable phenomena, and reality collapse subjects.




How to Use in Your Chronicle:

  • Session Openers
    Play a tape at the start of a session to instantly establish atmosphere.
  • Story Hooks
    Build investigations, missions, or entire chronicles around the events described in the recordings.
  • Player Handouts
    Present the tapes as recovered VHS archives, internal files, or classified Union briefings.
  • Technocracy Campaigns
    Perfect for chronicles focused on Union operatives, containment, and internal politics.
  • Background Atmosphere
    Use during briefings, downtime scenes, investigations, or pre-session setup.


Includes: mp4+mp3 files

Disclaimer:
Audio and video content created without the use of Artificial Intelligence by real voice-over artist (with slight Eastern-Europen accent). 
This product is the intellectual property of Szerepjatekosok.hu and is distributed via Storyteller’s Vault.

Copying, modifying, redistributing, selling, or extracting any part of this product—including audio, video, scripts, and visual assets—is strictly prohibited without written permission.

Use is permitted only for personal, non-commercial purposes and private tabletop gaming sessions.


Training Tapes - Reality Deviant Identification (video file)Price: $3.99
 Battlemaps Scenery - Dungeon Set
Posted: Thu, 02 Jul 02:37:10 CDT
Publisher: 0one Games

Every Game Master knows the feeling: you describe a torch-lit chamber lined with bookshelves and a heavy iron door, but all your players see is a flat grid on the table. What if you could give them actual walls to look at — towering stone corridors, arched doorways, and eerie dungeon details — without spending hours assembling complicated terrain?

That's exactly what Battlemaps Scenery does. Each sheet is a beautifully hand-drawn battlemap that folds into a freestanding 3D room. No glue, no painting, no craft skills required. Cut along the marked lines, make three simple folds, secure with a paperclip, and you have an instant dungeon room with two standing walls, a gridded floor, and all the atmospheric detail your players need to feel like they're really there.

When the session ends, unfold everything flat, slip it into an envelope, and carry your entire 3D dungeon alongside your rulebooks.

this is BATTLEMAPS SCENERY DUNGEON SET - The natural evolution of the Base Set. Where the Base Set gives you blank canvas rooms, the Dungeon Set fills them with atmosphere. It contains 21 iconic dungeon rooms, each one a fully realized location packed with hand-drawn detail on the walls and floor.

 

Battlemaps Scenery - Dungeon SetPrice: $10.99
 Battlemaps Scenery - Base Set
Posted: Thu, 02 Jul 02:36:50 CDT
Publisher: 0one Games

Every Game Master knows the feeling: you describe a torch-lit chamber lined with bookshelves and a heavy iron door, but all your players see is a flat grid on the table. What if you could give them actual walls to look at — towering stone corridors, arched doorways, and eerie dungeon details — without spending hours assembling complicated terrain?

That's exactly what Battlemaps Scenery does. Each sheet is a beautifully hand-drawn battlemap that folds into a freestanding 3D room. No glue, no painting, no craft skills required. Cut along the marked lines, make three simple folds, secure with a paperclip, and you have an instant dungeon room with two standing walls, a gridded floor, and all the atmospheric detail your players need to feel like they're really there.

When the session ends, unfold everything flat, slip it into an envelope, and carry your entire 3D dungeon alongside your rulebooks.

this is BATTLEMAPS SCENERY BASE SET - The foundation of the system. The Base Set gives you 16 double-sided battlemaps in a range of room sizes, from tight 2×7 corridors to spacious 5×7 halls. The walls feature classic dungeon stonework with doors, torches, shields, and architectural details — versatile enough for any fantasy setting.

 

Battlemaps Scenery - Base SetPrice: $9.99
 Battlemaps Scenery - The Thing in the Well
Posted: Thu, 02 Jul 02:36:31 CDT
Publisher: 0one Games

This product contains 10 Battlemaps Scenery rooms designed to accompany the adventure The Thing in the Well. While intended as a companion to the adventure, the set works perfectly well on its own as a collection of 3D battle maps. Used alongside the adventure, however, it takes on added value: thanks to the included room walls, it serves not only as a battlefield but also as a visual handout. The rooms are scattered with clues and objects that the PCs must find over the course of the adventure.

Every room is double-sided. Front side presents the fully furnished dungeon room, complete with atmospheric details on the walls and floor. Back side keeps all the wall decorations and scenery intact but clears the floor of furniture, giving you a blank grid to arrange your own miniatures and props however you like.

When the session ends, unfold everything flat, slip it into an envelope, and carry your entire 3D dungeon alongside your rulebooks.

The set also two cutouts to reveal hidden secret passages, where the adventure demands.

 

Battlemaps Scenery - The Thing in the WellPrice: $7.99
 The Thing in the Well
Posted: Thu, 02 Jul 02:36:02 CDT
Publisher: 0one Games

The Thing in the Well is a 24 pages adventure for the Shadowdark RPG, designed for a party of levels 2 to 3. Inside you will find: 

A village hub of unquiet secrets, with NPCs, clues, and unfolding events 

Masterwork fully hand-drawn maps

 Two player handouts to place into trembling hands at the right moments 

Full compatibility with the Battlemaps Scenery line: playable with the base sets, and enhanced by a dedicated set (Battlemaps Scenery — The Thing in the Well) whose rooms hide clues of their own.

 

The Thing in the WellPrice: $6.99
 Demons & Discussions! Newsletter Issue #1
Posted: Thu, 02 Jul 01:11:01 CDT
Publisher: Demons & Dungeoneers Gamebooks

Salutations traveler! 

Demons & Discussions Newsletter focuses on honoring gamebooks. It also has small bits and pieces of other ideas that could be helpful in creating your own solo adventures. 

Issue #1 

- Classic Gamebook Appreciation - The Warlock of Firetop Mountain (1982)

- Creature of the Day - The Nuckelavee (Scottish Folklore)

- Demon of the Day - Lamashtu (Mesopotamian Mythology)

- Castle of the Day - Kruje Castle in Albania

- Medieval Word of the Day - Aumbry 

- On this Day Historical Medieval Event - July 2nd 1244 - Duke Frederick II of Austria

- Small Advertisement - Demons & Dungeoneers! The Dragonslayer

- Opportunity to promote your work (for free) - for solo or gamebook writers. 

May good fortunes always find you. Thank you for stopping by. 

Yours truly,

Dave

Demons & Discussions! Newsletter Issue #1Price: $0.50
 DM Essentials Highways#1 - The Ash Road
Posted: Thu, 02 Jul 00:18:12 CDT
Publisher: The Arcverse

THE ASH-ROAD: A Haunted Highway of Buried Battles, Marrow, and Midnight Marches

DM Essentials Highways #01 |

5E Compatible (Tier 1-4 Journey Location)

The Dead March at Midnight. Do Not Stop.

The road remembers. The dead march at midnight. Do not stop.

Four hundred years ago, the Velian Imperium built a road straight through the heart of the Blackwood—a pale scar of bone-white stone laid over the mass graves of the conquered Bone People. Thousands of bodies, stacked like cordwood beneath the cobblestones. Their skulls turned to face the road, watching every traveller who would ever pass above them.

The Imperium built the road to forget them.

It has not worked.

On certain nights—when the moon is hidden, when the wind comes from the north—the road remembers. The stones weep blood. The dead march in the mist. And those who walk the Ash-Road sometimes find themselves marching alongside them.

This isn't a generic haunted road. This is a journey location with centuries of weight.

What's Inside:

A Fully-Realised Journey of Grief and Memory

Atmospheric sensory details that bring the road to life—the iron tang of old blood, the crunch of gravel underfoot, the faint sound of marching boots that never catch up.

The history of the Velian conquest and the Battle of the Blood-Mire—a massacre that cursed the land for four centuries.

The curse of Gorm the Silent—a chieftain thrown alive into the pit, who bound the dead to the stone with his dying breath.

The secret beneath the stones—why the road is weakening, and what it will take to break the curse.

Four Unforgettable NPCs

Caelus the Warden – The last Road Warden, an old man with a bad knee and a worse memory. He maintains the road, but he knows he is failing. He has seen the dead marching in the mist.

Maren of the Blackwood – A grieving widow who leaves offerings at the milestones. She saw her husband walking with the ghosts—and she fears she is not appeasing the dead, but awakening them.

Sergeant Rallus – A deserter with hollow cheeks and scabbed knuckles. He fled the northern garrisons before the massacre—but he carries a stolen box containing the officers' research into the road's curse.

The Marching Man – A spectral figure of shadow and bone, adorned with fractured antlers. He marches north, always north, with an army of the dead behind him. He does not attack. He does not speak. But his presence drains the warmth from the living.

Complete Stat Blocks (Challenge 1/4 to 5) for all key NPCs—including:

The Marching Man with legendary actions and a curse that makes him unkillable while the road remains intact

Caelus the Warden with his Toll the Stones ability and salt-and-iron warding gestures

Maren of the Blackwood with her Offering of Remembrance that suppresses the road's hazards

Sergeant Rallus with his paranoia and desperate flight reflexes

10 Adventure Hooks to Launch Your Campaign

From the bleeding stones to the deserter's confession, these aren't just rumors—they're session starters. Plus:

The Bleeding Stones – The road is leaking blood. The locals are terrified. The Warden needs someone to investigate the source.

The Deserter's Confession – A soldier claims the legions were murdered by the dead. He has information—but he is being hunted by his own men.

The Widow's Vigil – Maren asks the party to join her on the anniversary of the battle. She wants to see her husband. He is walking with the ghosts.

The Anniversary – It is the night of the massacre. The dead will march. The party must decide to stay, flee, or fight.

10 Instant Road Encounters (Roll 1d10)

Something's always happening on the Ash-Road:

A child stands in the middle of the road, crying. She is covered in mud and has no shoes. She is a ghost—the spirit of a Bone People child who died on the road.

A cobblestone lies in the middle of the road, far from any loose stones. It is warm. It has been "awakened" and will roll towards any living creature.

The party hears the sound of boots marching, but no one is visible. The sound is coming from beneath the road—from the bodies buried below. They are trying to break free.

Each encounter includes DCs for Perception, Insight, Nature, and Investigation checks—plus the truth beneath the surface tension.

10 Deep-Dive Scenarios

When you need more than a random encounter, these fully-developed situations transform the Ash-Road into an adventure location:

The lord who sacrificed his own son to appease the road

The former Warden who is breaking the road to free the dead

The blind pilgrim who hears the dead singing—and is being led to a mass grave

The ghost of the toll keeper returning to collect names instead of coins

The merchant caravan that vanished, leaving only footprints leading into the forest

The ritual that backfired, awakening the ghosts of the Bone People

Each scenario includes a clear conflict, key NPCs involved, possible outcomes (at least 2-3), and a moral dilemma or hard choice.

Weather & Hazards Table

The Ash-Road is never safe. Roll 1d6 for the condition of the road:

1. Fog – Dense, clinging mist reduces visibility to 30 feet. Disadvantage on Perception checks; travel speed halved.

2. Rain – Cold, driving rain soaks the road. All terrain is difficult; Acrobatics checks have disadvantage.

3. The Bleeding Stones – Red fluid seeps from the cracks. Constitution save or be poisoned for 1 hour.

4. Unnatural Cold – Temperature drops sharply, even in summer. Constitution save or gain one level of exhaustion.

5. The Silent March – The sound of marching feet echoes in the distance. Disadvantage on Survival checks; cannot take short rests.

6. Clear and Still – Perfect weather—too perfect. The forest is silent. Something is watching. No mechanical effect, but the oppressive stillness signals an encounter.

---

Landmarks Along the Ash-Road

Roll 1d6 or choose from these notable features:

1. The First Milestone – A cracked stone marker bearing an inscription in the Old Tongue: "They are not forgotten." The stone is warm to the touch, even in winter.

2. The Broken Cart – A shattered wagon lies overturned near the road. It never rots. The merchant's bones are still in the driver's seat.

3. The Standing Stone – A single carved stone, taller than a man, covered in ancient runes. It has been moved. Something is dragging it north.

4. The Toll House – An abandoned stone building with a collapsed roof. The toll board still hangs, but the prices are scratched out—replaced with a single word: "Blood."

5. The Mass Grave Marker – A simple slab of stone set into the road itself. On nights of the new moon, the slab becomes slick with blood.

6. The Wayward Tree – A massive oak that has grown through the edge of the road. Its roots are breaking the cobblestones. Inside the hollow is a skeleton in ancient armour, clutching a rune-carved dagger.

---

Why Your Campaign Needs The Ash-Road

This isn't just a place to travel through. It's a journey that tests resolve, a source of local superstition, and a border between warring factions. The road marks the boundary between three petty kingdoms, each claiming dominion over a road they dare not fully use.

The dead do not rest. They have grievances. And they are patient.

Whether your players are Tier 1 nobodies fleeing a war or Tier 4 legends seeking to break an ancient curse, they will need to cross the Ash-Road. Make it the one place on the map where the past is never truly past—where the road remembers, and the dead march at midnight.

---

System: 5E Compatible
Tier: 1-4 Journey Location
Pages: 10
Format: PDF

The road remembers. The dead march at midnight. Do not stop.

DM Essentials locations are designed for immediate drop-in use—minimal prep, maximum atmosphere. Part of the Midrealm family of products.

DM Essentials Highways#1 - The Ash RoadPrice: $4.99
 Realm of Fortune
Posted: Wed, 01 Jul 22:26:09 CDT
Publisher: NUELOW Games

GRAB SOME DICE AND GET READY TO HAVE FUN!

Realm of Fortune is a one-page fantasy roleplaying game that can be mastered in minutes and played for hours. And, hey, the price can't be beat!

Realm of FortunePrice: $0.00
 Earl Geier Presents: Demon Worm Guardian Eating Woman
Posted: Wed, 01 Jul 21:57:33 CDT
Publisher: Misfit Studios

Earl Geier LogoThis stock art piece from Earl Geier depicts a vicious Demon Worm Guardian Eating a Woman as it springs from the chest she opened.

The image is 7 x 11" in dimension.

This purchase includes a JPG and a TIFF version at 300 dpi, along with an EPS vector version.

All art files are bundled in a ZIP file.

Earl Geier Stock Art License Summary

All stock art is licensed for use in professional publications. Misfit Studios (or, in some cases, the third-party artist) retain ownership of the work, meaning you cannot resell the art in your own art packs or the like, and may be required to post an artist credit.

You must include the artist's copyright statement in all publications using the art under certain terms and conditions. You obtain a license to use the art, but do not own any rights to it beyond that.

Earl Geier Presents: Demon Worm Guardian Eating WomanPrice: $10.00