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 Urban Chaos - Solo Adventure - Contract State
Posted: Mon, 22 Jun 12:27:02 CDT
Publisher: Frontier Gaming

The district of Cinder Gate was designed to be Lucentia's answer to urban instability, a heavily developed corridor of corporate offices, logistics hubs, luxury residential compounds, transport terminals, industrial estates, and fortified commercial zones where security became a commodity bought and sold like any other service, and for years that security was provided by Blackshield Solutions, a powerful mercenary company whose uniformed operatives patrol streets, protect facilities, escort convoys, and intervene in gang activity with military efficiency, earning public trust and lucrative contracts across the district, but beneath the polished image lies an organisation corrupted by ambition, greed, and hidden loyalties, manipulating crime levels to secure additional contracts, secretly supplying rival factions with intelligence, and quietly prolonging conflicts that increase dependence on their services, while gang leaders, smugglers, politicians, and corporations become trapped within an increasingly complex web of influence controlled by Blackshield's executives, creating a dangerous situation where every outbreak of violence may be orchestrated and every apparent victory may serve a hidden agenda, as faction wars begin erupting throughout Cinder Gate between criminal organisations, community defence groups, political interests, and mercenary units themselves, some loyal to the company, others seeking to expose or overthrow it, turning the district into a battlefield where shifting alliances and manufactured crises collide in a struggle for power, profit, and survival, because in Cinder Gate peace has become a business model and war is simply another service being sold.



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Lucentia never sleeps - and neither should you. In this solo mode, you step into the city alone, taking on jobs, running cons, evading the law, and navigating the hidden currents of factions. Every decision ripples outward: a missed detail can cost more than cash, and a single bold move can rewrite the city’s balance.

To fully experience the chaos, you’ll need your Urban Chaos Core Rulebook. It contains the rules for attributes, skills, combat, factions, Noise, City Pulse, and the systems that make Lucentia feel alive. The solo adventure system builds on these rules, letting you engage with the city as both protagonist and storyteller.

Expect tension, opportunity, and consequences. You’ll roll dice, make choices under pressure, and see the city respond in real time. Every session is a self-contained story, but one that can leave threads spilling into the next.

Solo play in Urban Chaos isn’t about simply surviving - it’s about thriving in a city that watches, remembers, and pushes back. It’s fast, it’s engaging, and it’s yours to shape. Your moves matter. Your choices echo. And the city? The city is always listening.

Urban Chaos - Solo Adventure - Contract StatePrice: $0.50
 Lords of Falkenhof
Posted: Mon, 22 Jun 12:24:02 CDT
Publisher: Dark Dice Adventures

Lords of Falkenhof

You are the last heir of a dying house.

A sealed letter brings you to the forgotten borderlands of Falkenhof, where the old Blackthorn Manor watches over a ruined hamlet, abandoned fields, broken roads, and woods full of hungry things. The crown has given you one final chance: restore the land before the next tax season, or lose everything your family once ruled.

But Falkenhof is not empty.

Bandits stalk the roads. The dead stir beneath the old shrine. Strange lights burn in the marsh. Ancient powers sleep under black water. Every week matters, every project costs coin, and every expedition may decide whether your settlement survives or falls into darkness.

Lords of Falkenhof is a dark fantasy sandbox campaign for Shadowdark RPG, built around exploration, settlement restoration, dangerous dungeons, and player-driven choices. Rebuild your manor, attract settlers, secure food, raise defenses, uncover old secrets, and carve a future out of a land that does not want to be saved.


Adventure Summary

The characters inherit Blackthorn Manor and the ruined hamlet of Falkenhof, a forgotten holding on the eastern edge of the realm. Once a proud settlement, Falkenhof has fallen into poverty, fear, and decay. Its fields are abandoned, its shrine is defiled, its roads are unsafe, and its people are barely surviving.

The crown grants the characters one final chance: restore Falkenhof before the next tax season, or the land will be reclaimed.

From this point forward, the campaign becomes a race against time. The characters must explore the surrounding wilderness, clear dangerous locations, recover lost resources, attract new settlers, and invest treasure into rebuilding the manor and village. Each passing week brings hard choices: repair the mill or secure the roads, feed the people or raise defenses, chase rumors or prepare for the next threat.

As Falkenhof grows, old enemies begin to stir. Bandits, undead, marsh-born horrors, and forgotten powers all threaten the fragile settlement. What begins as a simple inheritance soon becomes a struggle to decide the fate of an entire borderland.


Build, Restore, and Rule

Unlike a traditional dungeon crawl, Lords of Falkenhof gives the characters a place to call their own.

The ruined hamlet is not just a starting location. It is the heart of the campaign. Players can restore buildings, improve defenses, reopen trade, repair old roads, rebuild the shrine, expand food production, and turn a broken settlement into a living domain.

The settlement is tracked through simple, gameable resources:

  • Food determines how many people Falkenhof can support.
  • Population represents settlers, workers, families, and new arrivals.
  • Security measures how safe the hamlet is from bandits, beasts, undead, and worse.

Every week, the characters decide how to spend their time and treasure. Do they invest in the mill, clear the old shrine, build a barracks, improve the fields, or follow rumors into the wilderness? These choices shape the future of Falkenhof and create long-term consequences without slowing down play.

A Sandbox Built for Long-Term Campaign Play

Lords of Falkenhof is designed to provide a strong foundation for an ongoing campaign.

The players begin with a clear goal, a home base, and immediate problems to solve. From there, the campaign opens outward. The more they restore Falkenhof, the more the region responds. New settlers arrive. Threats grow bolder. Old secrets rise to the surface.


Explore the Borderlands

The lands around Falkenhof are dangerous, strange, and full of opportunity.

Characters may travel through ruined roads, dark woods, haunted marshes, abandoned shrines, forgotten tombs, lonely riversides, and broken places where old powers still linger. Some locations offer treasure. Others offer answers. Many offer death.

The region is built for open-ended exploration. Rumors, wilderness encounters, settlement events, and dangerous sites all push the players toward action while leaving the final choices in their hands.


Features

  • 170+ pages of sandbox content
  • A complete borderland region centered on the ruined hamlet of Falkenhof
  • A strong campaign premise that gives players a clear goal from session one
  • Rules for restoring Blackthorn Manor and rebuilding the settlement
  • Weekly domain turns using Food, Population, and Security
  • Dozens of buildings, upgrades, projects, and settlement improvements
  • A living home base that grows, suffers, and changes through player choices
  • Dangerous wilderness locations, rumors, events, and encounters
  • Dungeons, ruins, marsh horrors, undead threats, and forgotten shrines
  • Long-term campaign support through downtime, rebuilding, exploration, and domain play
  • Designed for open-ended play, meaningful choices, and emergent stories
  • Easy to drop into an existing campaign or run as a full sandbox campaign
  • Compatible with the fast, deadly, old-school spirit of Shadowdark RPG

Perfect For Groups Who Want

  • A campaign with a strong home base
  • Settlement management without heavy bookkeeping
  • Old-school exploration with modern pacing
  • A clear long-term goal beyond “clear the dungeon”
  • Dangerous choices, meaningful downtime, and visible progress
  • A dark fantasy region that can support many sessions of play

Restore the manor. Feed the people. Hold the roads. Survive the dark.

Falkenhof is yours now.


Launch Discount

To celebrate the release of Lords of Falkenhof, the PDF is available at a special launch price.

Launch Price: $14.95 ($19.95)


Print Editions

Softcover and hardcover editions of Lords of Falkenhof are planned and will be available soon!


Lords of FalkenhofPrice: $14.95
 Wuxia Classes for 5e: Qi Cultivator
Posted: Mon, 22 Jun 12:08:56 CDT
Publisher: RPGGamer

Wuxia Classes for 5e: Qi Cultivator

There are those who train their bodies, and those who sharpen their minds—but the Qi Cultivator walks a path far deeper, far more demanding. They do not seek strength from the outside world. They do not rely on tools, titles, or fleeting advantage.

They turn inward.

Within every living being lies a current—subtle, elusive, easily ignored. Most pass their entire lives unaware of it, their potential scattered like mist in the wind. But a Qi Cultivator learns to feel it, to gather it, and ultimately, to transform it.

This energy is Qi.

At first, it is faint. Unstable. A whisper that slips away the moment it is grasped. But through discipline, breath, and relentless focus, that whisper becomes a stream—and that stream, a roaring force contained within the body itself.

The path of cultivation is not one of sudden power. It is a process of refinement.

Each moment of stillness draws Qi inward. Each trial tempers it. Each controlled release sharpens it further. Over time, what was once diffuse becomes dense, what was once fleeting becomes enduring. A cultivator’s strength does not simply grow—it evolves, condensing into higher and more potent forms.

Yet this power is not meant to remain dormant.

A Qi Cultivator lives in constant balance between accumulation and expression. To store too much is to stagnate, allowing energy to grow heavy and unresponsive. To release too freely is to risk emptiness, leaving oneself exposed. Mastery lies in knowing when to hold, when to refine, and when to unleash.


This contains a full class up to level 20 with abilities and background, based on Chinese Culture, this is not written by a native of that area so may contain certain cultural biases from a european point of view.

Wuxia Classes for 5e: Qi CultivatorPrice: $3.00
 Aventurische Mode 10 Elfen
Posted: Mon, 22 Jun 12:03:59 CDT
Publisher: Ulisses Spiele

Aventurische Mode  Elfen

Wallende Röcke aus Bausch, mit Pferdehaar bestickte Jagdhemden, Tuniken aus Federn, kuschelige, mit Robbenfell gefütterte Stiefel: Das sind nur ein paar Beispiele für die zuweilen verspielte und zuweilen praktische Kleidung der Elfen. Elfen haben sich und ihre Gewänder perfekt an ihren Lebensraum angepasst, nutzen ihre Mode aber auch dazu, ihre Persönlichkeit auszudrücken. 

Diese Spielhilfe bietet vielfältige Vorschläge für die klassischen Elfenvölker in Eis, Wald, Steppe oder Auen sowie Anregungen für Elfen, die in menschlichen Siedlungen leben. Dazu enthält es Informationen über die Mode der Wüsten-, Hoch- und Dunkelelfen.

Auf dass es euer Spiel bunter macht, Nurd’dhao (Gedeihen mit Dir)!

   

„Aventurische Mode“

Diese Spielhilfe zur Mode aventurischer Regionen und Kulturen soll Euch dazu inspirieren, eure Held*innen passend einzukleiden, denn es gibt so vieles mehr als Kleid, Hemd und Umhang. Regionale Unterschiede und Besonderheiten in der Mode werden ebenso beschrieben wie spezifische Herstellungstechniken und stilistische Vorlieben: Wie kleiden sich Personen unterschiedlicher Stände und Berufe? Wo gibt es überhaupt Kleiderordnungen und warum sind sie mehr oder weniger streng? Was genau schreibt der Codex Albyricus vor? Was tragen eigentlich Goblins, Achaz und Trolle? Welche Bedeutung hat Kleidung für jene, die sieeiner Idee wurde ein großes Projekt, das nun kapitelweise nach Regionen und Kulturen veröffentlicht wird. Kleider machen Leute – Leute machen Kleider!

Aventurische Mode 10 ElfenPrice: $0.00
 Chronicles of Ivria - Schola Mystica
Posted: Mon, 22 Jun 10:56:29 CDT
Publisher: PlanarInk Editions

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Chronicles of Ivria - Schola MysticaPrice: $8.90
 Chronicles of Ivria - Bestiary of Torrschola
Posted: Mon, 22 Jun 10:48:39 CDT
Publisher: PlanarInk Editions

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Chronicles of Ivria - Bestiary of TorrscholaPrice: $8.90
 Scalemail RPG Core Rulebook
Posted: Mon, 22 Jun 10:35:51 CDT
Publisher: Earl of Fife Games

Adventure awaits in the pages of the Scalemail Core Rulebook!

A sinister fog known as the Murk has consumed the southern lands, bringing despair and hopelessness to any who enter its mists. Powerful magic has kept it from enveloping the Northern Kingdoms, but it is only a matter of time before it seeps its way in and wipes joy from the world.

The world of Motus needs bold Adventurers to seek out lost relics and ancient knowledge in the hope that something will be found to stem the Murk’s inexorable expansion. If the fog wasn’t bad enough, some see the plight of the Murk as an opportunity to grab power and dangerous monsters still roam the lands in search of prey. 

Are you bold enough to take up sword and staff and venture out into the wilds of the Northern Kingdoms? Will you delve into musty tombs to seek your fortunes, or will you hunt down terrible beasts before they consume the innocent? Scalemail lets you and your friends tell whatever fantasy stories you like, with features like:

  • A simple OSR inspired game mechanic that is easy to learn for new and experienced players. Pick up a d20 along with another die based on one of your Attributes and the challenge of the task, and if you beat the Difficulty you succeed! Players make all the rolls, allowing the Narrator to focus on telling the story.
  • 9 Ancestries including classic fantasy options such as elves and orcs, and unique choices like the undead Remnants and uplifted animals known as Wilder. You customize your Ancestry by picking from various traits, making them unique from any others within your group.
  • 3 Classes that contain 7 different Paths each, giving you options from Assassins to Sorcerers to Diplomats. As you advance, you choose Path traits to customize your career or you can dip into other Paths to diversify your skills.
  • Rules for environmental dangers, downtime activities between adventures, and devious traps that make every step in the dungeon dangerous.
  • An extensive bestiary of enemies to challenge your adventurers at any level, including deadly Multi-Stage Menaces that serve as end bosses for different stages of your story.
  • Rules for Solo Play based on the core mechanic of the game, so you can tell your own stories!
  • Everything you need is in a single book, so start adventuring today before the Murk consumes the world!
Scalemail RPG Core RulebookPrice: $15.00
 Traveler's Adventures - The Burned Oracle
Posted: Mon, 22 Jun 10:11:05 CDT
Publisher: Muqarnas Games

THE ORACLE IS DEAD. HER FINAL VISION REMAINS UNSPOKEN.

For thirty-one years, the oracle Vess operated from her tower above Ashport, delivering specific, flawless prophecies to those willing to pay the ultimate price: one year of their own life, given willingly. Three weeks ago, the tower burned to the ground in a supernatural blaze. Vess is gone, but her final prophecy remained inside her at the moment of death. Today, her ashes still stand in a perfect, warm, human-shaped form on the ruined floor, resisting the wind and rain.

The prophecy can be received by only one person. The ashes will speak exactly once, and then they will be still forever. Three powerful factions have descended upon the rubble, each armed with legitimate contracts and a absolute conviction that the prophecy belongs to them: a regional diplomat avoiding political destabilization, a massive merchant house securing an essential trade route, and a single, silent old man who gave his last year of life to find his missing son.

The Burned Oracle is a self-contained Sword & Sorcery mystery one-shot focused on high-stakes investigation, social pressure, and a deeply human core. Your players are thrust into a situation where they must decipher the oracle's true intent before her prophetic energy completely dissipates.

Adventure Features:

  • Perfect for a Single Session: Calibrated for 3 to 5 players at levels 4 to 6, offering a complete 4 to 5-hour experience with no preparation required beyond reading the zine.

  • An Unresponsive Witness: The ash shape cannot be attacked, compelled, or moved without scattering into nothingness. It perceives the intentions of anyone who approaches, meaning players must read the clues left in Vess's final journals, her administrative vaults, and the physical orientation of the ash itself to find who she chose to speak to.

  • Tense Social Diplomacy: Manage the competing claims of the regional factions without collapsing Ashport into chaos. Players can attempt direct logical argumentation using physical evidence, leverage legal loopholes with the city council, or bypass the blockades entirely using a stealthy midnight approach.

  • A Resonant Climax: The content of the prophecy is not predetermined; it is tailored directly by the GM to match the recipient the players bring forward, ensuring a memorable, emotional payoff for the table.

  • SRD 5.1 Compatible: Fully compatible with the 5th Edition Systems Reference Document, allowing you to seamlessly integrate this investigation into your ongoing campaign world.

The ashes speak only once. That person has to be worth speaking to.

Traveler's Adventures - The Burned OraclePrice: $1.99
 Lonesome Meridian - The Last Stage North
Posted: Mon, 22 Jun 10:10:51 CDT
Publisher: Muqarnas Games

OUT HERE, THE ONLY MAGIC IS SURVIVAL.

The West was not a stage; it was a wound that kept reopening. The people moving through it did not see grand vistas. They saw mud, distance, and the particular loneliness of a sky too large to hold any single person's grief.

Lonesome Meridian #001: The Last Stage North is a system-agnostic, single-session scenario built around a single journey and a single choice that will not wait.

The setup is simple: The stagecoach departs Caldero Wells at first light for the town of Penance, a place that does not appear on any railroad map. The players take the roles of passengers who do not know each other, each carrying the secret, heavy weight of what they are running from or toward. Halfway through the first day, the stage is professionally robbed. The outlaws take the strongbox, but they also take a passenger's bag containing a deeply incriminating deposition that was never supposed to be on the manifest. What follows is not a cinematic chase, but a moral reckoning.

Scenario Features:

  • Perfect for a Single Session: A tightly focused, 37-page A5 zine format designed for 2 to 5 players and one Warden, playable in 3 to 4 hours.

  • System-Agnostic Design: Written completely system-neutral, allowing you to seamlessly drop these tense encounters and moral dilemmas into your favorite western or low-fantasy ruleset.

  • Pre-Generated Passenger Sketches: Includes highly compelling character concepts such as the compromised Accountant, the tight-lipped Widow, the dismissed Surveyor, and the temporary Deputy, each with built-in hooks to the stolen documents.

  • A Gritty Moral Sandbox: Meet the outlaws' leader, Dolores Maes, a former schoolteacher turned fugitive seeking justice where the corrupt courts refused it. There are no simple villains or heroes here; everyone has a reason, and violence carries heavy, lasting consequences.

  • Warden's Toolkits: Packed with quick-reference d6 and d8 random tables for atmospheric roadside observations, hidden luggage items, and unpredictable NPC reactions to keep the table on edge.

There is no correct ending. Whether you turn back, hunt down the outlaws, ally with pursuing corrupt deputies, or guide all six strangers and three outlaws into Penance together, it is entirely the ending your table earns.

Every road north is also a road away from something.

Lonesome Meridian - The Last Stage NorthPrice: $1.99
 DM Essentials XIV: Barbarians [BUNDLE]
Posted: Mon, 22 Jun 10:05:53 CDT
Publisher: The Arcverse
This special bundle contains the following titles:


568313-thumb140.pngOn Barbarians
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On Barbarians: A Reconsideration of the Tribal Warrior in Fantasy Roleplaying This is not an encounter pack. It is not a location. It is not a stat block. It is an essay. A short, thoughtful one. And it’s pay what you want. Why are we writing this? We like the word “barbarian.” It sounds cool. It has weight. But we have been thinking about what it actually means – both historically and in our games – and we want to give it a different flavour. The original term was a Greek and then Roman slur for anyone outside their empire. And over the years, the class has picked up a lot of baggage: the raging brute, the noble savage, the “primitive” warrior. That doesn’t fit the kind of stories we want to tell. So instead of throwing the word away, we want to keep it – but change what it means. ...

568442-thumb140.pngTen Barbarian Ancestor Spirit Encounters
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DM Essentials #144: 10 Barbarian Ancestor Spirit Encounters In most games, the ancestors are just a story. A name on a cairn, a line in a eulogy, forgotten by the next scene. But in a clan‑based society, the dead are not gone. They speak in dreams, in omens, in the quiet moments before dawn. They remember old oaths, old debts, old betrayals. They have expectations. And they do not forget. DM Essentials #144 gives you ten ways to make barbarian ancestor spirits feel like a living presence in your game – not as monsters to fight, but as guides, judges, and reminders of the weight of tradition. The dead are not silent. Will the living listen? What's Inside? The Ancestor Spirit's World (Short Essay): Who they are, how they speak, and why they will not rest until their business is finished...

568759-thumb140.pngTen Barbarian Chieftain's Heir Encounters
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DM Essentials #148: 10 Barbarian Chieftain's Heir Encounters In most games, the heir to the chieftain is just a quest-giver. They stand in the hall, look worried, and send the party off to solve their problems. But an heir is not a quest-giver. They are a person crushed by the weight of expectation. Every decision is scrutinised. Every failure is remembered. They are not allowed to be young, foolish, or uncertain – even when they are. They have watched their parent lead all their life, but they do not know how to be anyone else. Some rise to the challenge. Some break under it. Some walk away. DM Essentials #148 gives you ten ways to make barbarian heirs feel burdened, uncertain, and deeply human. They are not future leaders – they are people who have to earn the right to become one. Wh...

568397-thumb140.pngTen Barbarian Clan Warrior Encounters
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DM Essentials #142: 10 Barbarian Clan Warrior Encounters In most games, the barbarian is defined by rage. They shout, they swing, they break things. A fury‑driven engine of combat. But a barbarian is not a machine. They are a person bound by honour, by kinship, by an oath sworn before the ancestors. Their strength comes from the knowledge that they fight for something larger than themselves – for their blood, for their chieftain, for the memory of those who fell before them. A barbarian who abandons the clan is not free; they are lost. DM Essentials #142 gives you ten ways to make barbarian clan warriors feel like the heart of a tribal society – people with complex laws, deep spirituality, and a fierce love for their kin. These are not mindless berserkers. They are warriors of honour,...

568441-thumb140.pngTen Barbarian Exile Encounters
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DM Essentials #143: 10 Barbarian Exile Encounters In most games, the exile is just a backstory. A few lines in a character sheet, a mention of a tribe left behind. Then forgotten. But a barbarian who cannot go home is not a backstory. They are a tragedy that has lasted years, maybe decades. Cast out from their clan, cut off from family, from the ancestors, from the only life they knew. They carry the weight of a crime they may not have committed. They walk the wilds because the clan’s fires are forbidden to them. They are dangerous, not because they are cruel, but because they have nothing left to lose. DM Essentials #143 gives you ten ways to make barbarian exiles feel broken, haunted, and unforgettable. They are not mysterious strangers. They are the ones who lost everything, and they...

569122-thumb140.pngTen Barbarian Funeral Rite Encounters
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 Ten Barbarian Funeral Rite Encounters (DM Essentials #151) In most games, death is a condition. A saving throw, a healing word, a scene later forgotten. But in a clan‑based society, death is not the end. The pyre sends the warrior home. The unavenged cannot rest. The second funeral – held a year after the first – releases the spirit from the world of the living. The ancestors wait. The living must carry on. And if the rites are not performed correctly, the dead may not leave. DM Essentials #151 gives you ten ways to make barbarian funeral rites feel like a sacred and urgent presence in your game – not as window dressing, but as rituals that demand respect, payment, and sometimes sacrifice. The pyre is lit. Will the party ensure the warrior reaches home? What's Inside? The Barbarian ...

568581-thumb140.pngTen Barbarian Rite of Passage Encounters
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DM Essentials #145: 10 Barbarian Rite of Passage Encounters In most games, becoming a warrior is just a level‑up. You gain a feature, you get a new ability, you move on. But among the clans, the rite of passage is not a level‑up. It is a night alone on a frozen hill. A hunt for a wounded wolf. A test of memory, endurance, or spirit. Those who pass are welcomed into the ranks of the warriors. Those who fail may try again – or may never be accepted. The rite leaves marks. The young return changed – tired, scarred, but different. They have faced something that scared them and survived. DM Essentials #145 gives you ten ways to make rites of passage feel like genuine thresholds of transformation. These are not combat encounters. They are tests of courage, wisdom, and endurance. What's Insid...

569117-thumb140.pngTen Barbarian Shield Kin Encounters
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Ten Barbarian Shield-Kin Encounters (DM Essentials #150) In most games, warriors who fight together are just allies. A shared battle, a nod of respect, forgotten by the next quest. But in a clan‑based society, the shield‑kin are not comrades – they are family. Cousins, siblings, aunts, and uncles who have fought beside each other since childhood. They know each other's tells, each other's fears, each other's breaking points. The shield wall is a promise: I will not run. I will not let you fall. If you die, I will carry your body home. DM Essentials #150 gives you ten ways to make barbarian shield‑kin feel like a living presence in your game – not as hirelings or quest‑givers, but as brothers and sisters bound by blood oaths, shared combat, and the unbearable weight of surviving when yo...

569095-thumb140.pngTen Barbarian Spirit Walker Encounters
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DM Essentials #149: Ten Barbarian Spirit-Walker Encounters In most games, seers and prophets are just a plot device. A cryptic line, a sudden vision, forgotten by the next scene. But in a clan-based society, the one who sees is not a fortune-teller. They are the broken vessel – the one who walks between worlds, who carries truths they did not ask for. They see in smoke, in water, in the space between heartbeats. And every vision demands a price: a memory, a night of sleep, a piece of their health, sometimes years of their life. DM Essentials #149 gives you ten ways to make the barbarian spirit-walker feel like a living presence in your game – not as a quest-giver, but as a warning, a burden, and a reminder that knowing the future is never free. The spirits do not ask politely. Will the ...

568586-thumb140.pngTen Barbarian Totem Keeper Encounters
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DM Essentials #146: 10 Barbarian Totem Keeper Encounters In most games, the totem is just a subclass feature. You pick an animal, you get a bonus, you forget about it. But a totem is not a feature. It is a spirit that chooses the warrior, not the other way around. It appears in dreams, in the shape of a wolf on a ridge, or as a raven that follows the war band. The totem keeper must listen, respect, and sometimes sacrifice. The spirit gives warnings, offers strength, and demands honour. It may refuse to help if it is disrespected. The bond is one of mutual respect, not ownership. DM Essentials #146 gives you ten ways to make totem keepers feel like partners with the wild – not masters of it. These are not combat pets. They are spirits with their own wills, their own needs, and their own ...

568758-thumb140.pngTen Barbarian Tribal Dance Encounters
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DM Essentials #147: 10 Barbarian War-Dancer Encounters In most games, the war-dance is just flavour text. A few lines about shouting and stomping, then the battle starts. But the war-dance is not a performance. It is a ritual of preparation – a way to quiet the mind, to move with allies, to enter battle with eyes open and heart steady. It teaches discipline, not fury. Those who dance poorly are not mocked; they are encouraged to try again. The war-dancer is not a berserker. They do not lose control – they find it. DM Essentials #147 gives you ten ways to make war-dancers feel like the heart of pre-battle ritual. These are not combat encounters. They are moments of community, courage, and tradition. What's Inside? The War-Dancer's World (Short Essay): Why the clans dance before battl...

569124-thumb140.pngTen Barbarian Wanderer Encounters
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DM Essentials #152: Ten Barbarian Wanderer Encounters In most games, the exile is a backstory. A line in a character sheet: "I was cast out of my tribe." Then forgotten. But in a clan‑based society, the wanderer – the one who left, or was driven out – carries a complex weight. Some walk away seeking glory. Some are banished for crimes real or imagined. Some return after decades, unrecognised, seeking reconciliation or revenge. The clan does not forget. The wanderer does not forgive easily. DM Essentials #152 gives you ten ways to make barbarian wanderers feel like a living presence in your game – not as lone wolves or edgy loners, but as broken or hardened souls carrying the weight of exile, the hope of return, and the scars of walking the road alone. Some leave. Some never come back. A...


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DM Essentials XIV: Barbarians [BUNDLE]Price: $33.89
 DM Essentials Clerics [BUNDLE]
Posted: Mon, 22 Jun 09:47:53 CDT
Publisher: The Arcverse
This special bundle contains the following titles:


571151-thumb140.pngTen Cleric Crisis of Faith Encounters
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DM Essentials #163: Ten Cleric Crisis of Faith Encounters In most games, clerics are healbots and holy blasters. Prayers work. Spells land. The god always answers. But faith is not certainty. It is believing when there is no proof, praying when no answer comes, blessing the dying when the blessing does nothing. Every cleric faces the dark night of the soul – the moment when the god feels absent, the spells falter, and the calling feels like a lie. DM Essentials #163 gives you ten ways to make that crisis of faith a living presence in your game – not as a mechanical penalty, but as a story about doubt, silence, and the courage to keep believing when the god does not speak. The altar is cold. The prayers echo. Will the party help the cleric find their way back? What's Inside? The Cleric...

571852-thumb140.pngTen Cleric Death Domain Encounters
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DM Essentials #166: Ten Cleric Death Domain Encounters In most games, death is a condition. A saving throw. A healing word. A spell slot to bring someone back. But for a death domain cleric, death is not an enemy. It is a transition. A door. A duty. They comfort the dying, guide the restless, and ensure that the dead are properly sent to whatever waits beyond. They are not evil. They are not morbid. They are necessary. DM Essentials #166 gives you ten ways to make the death domain feel like a sacred, urgent presence at your table – not as a grim reaper archetype, but as an undertaker, a grief counsellor, and a spirit detective all in one. The ghost points at a house. The corpse sits up in the morgue. The grave is empty. Will the party help the cleric lay the restless to rest? What's In...

572796-thumb140.pngTen Cleric Divine Intervention Encounters
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DM Essentials #170: Ten Cleric Divine Intervention Encounters In most games, divine intervention is a reward. A miracle that saves the day. A sign that confirms the cleric is on the right path. But a miracle is not a gift. It is a command. When the god intervenes directly, the cleric is no longer a servant – they are a tool. The miracle demands a response: a journey, a sacrifice, a confrontation. There is no refusing the divine. There is only obedience or ruin. DM Essentials #170 gives you ten ways to make divine intervention feel like a real burden at your table – not as a reward, but as a test of faith, free will, and the cost of being chosen. The voice is in the storm. The statue weeps blood. The hands glow with unwanted healing. Will the party help the cleric understand what the god...

572799-thumb140.pngTen Cleric Exile Encounters
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DM Essentials #171: Ten Cleric Exile Encounters In most games, exile is a backstory. A line on a character sheet: "I was cast out of my temple." Then forgotten. But exile is not a backstory. It is a wound that never fully heals. A cleric cast out by their temple, fleeing corruption, or walking away because they no longer recognise the institution they once served carries a weight that does not fade. The god may still speak. The community no longer listens. DM Essentials #171 gives you ten ways to make exile feel like a living, breathing presence at your table – not as a footnote, but as a wound that shapes everything the cleric does. The holy symbol still hangs around their neck. The temple spires are visible on the horizon. The road stretches forward. Will the party help the exile fi...

572438-thumb140.pngTen Cleric Heretic Hunt Encounters
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DM Essentials #169: Ten Cleric Heretic Hunt Encounters In most games, heretics are easy villains. They worship the wrong god. They preach forbidden doctrine. They get burned at the stake, and the party moves on. But heresy is never that simple. Sometimes the heretic is a visionary who sees what the temple refuses to see. Sometimes they are a scapegoat, blamed for political convenience. And sometimes – just sometimes – the temple is the one that has lost its way. DM Essentials #169 gives you ten ways to make heretic hunts feel like real moral crises at your table – not as simple monster hunts, but as tests of conscience, loyalty, and faith. The book is burning. The inquisitor is doubting. The childhood friend is hiding in the cellar. Will the party hunt the heretic – or protect them? ...

572436-thumb140.pngTen Cleric Relic Seeker Encounters
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DM Essentials #168: Ten Cleric Relic Seeker Encounters In most games, relics are magic items with a holy paint job. A bone that glows. A chalice that heals. A sword that does extra damage against undead. But a relic is never just an object. It is an anchor of faith – a fragment of the divine made tangible. It carries the weight of a saint's sacrifice, the prayers of generations, and the desperate hope of the faithful. And it attracts thieves, forgers, and the obsessed. DM Essentials #168 gives you ten ways to make relic seekers feel like real, conflicted pilgrims at your table – not as treasure hunters, but as people whose faith is built on fragments that may or may not be real. The bone is in the velvet case. The chalice heals – but drains life. The tomb is open, and the guardian is co...

572032-thumb140.pngTen Cleric Temple Politics Encounters
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DM Essentials #167: Ten Cleric Temple Politics Encounters In most games, the temple is a safe place. Healing. Quests. A friendly priest who sends you to kill rats in the cellar. But temples are human institutions – with all the greed, ambition, and cruelty that entails. Priests scheme for power. Donors buy influence. The poor are turned away while the wealthy receive private blessings. The god watches. The god does not always intervene. DM Essentials #167 gives you ten ways to make temple politics a living, breathing obstacle at your table – not as a distraction, but as a test of faith, courage, and moral clarity. The donation logs are empty. The confessional is a blackmail tool. The council meets behind closed doors. Will the party help the cleric expose the rot – or become part of i...

571850-thumb140.pngTen Cleric War Priest Encounters
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DM Essentials #165: Ten Cleric War Priest Encounters In most games, war clerics are combatants with a holy flavour. Bless. Smite. Heal. Repeat. But serving a god of battle is not a simple matter of swinging a mace with divine approval. The war priest must bless the blade that will kill, pray over the dying while the fight still rages, and carry the weight of every soldier who fell under their watch. Their god demands blood – sometimes the enemy's, sometimes their own. DM Essentials #165 gives you ten ways to make the war priest feel like a real, conflicted presence at your table – not as a holy warrior archetype, but as a spiritual leader on a killing field, struggling with moral injury, holy violence, and the silence of a god who may not be good – just hungry. What's Inside? The Cler...


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 La Cisterna dei Nomi Spenti — Un’avventura enigmistica per Dragonbane
Posted: Mon, 22 Jun 09:28:16 CDT
Publisher: Lorenzo Bentivoglio

Banner La Cisterna dei Nomi Spenti — Un’avventura enigmistica per Dragonbane

A Fontebruna i nomi si consumano nell’acqua.
Solo chi ricorda il patto può scendere e tornare.

La Cisterna dei Nomi Spenti è un’avventura autoconclusiva compatibile con Dragonbane, pensata per 1–3 giocatori, sessioni rapide e preparazione snella.

I personaggi vengono chiamati a Fontebruna, un villaggio dove alcuni nomi iniziano a svanire dalla memoria degli abitanti. Sotto una vecchia cisterna crollata si nasconde un luogo antico, rituale e sommerso: acqua stagnante, passaggi dimenticati, nomi incisi, voci che affiorano dal buio e una scelta finale che non lascia tutto com’era.

La Cisterna non è solo un luogo da esplorare.
È un patto sepolto, una memoria spezzata e una domanda lasciata in fondo all’acqua: quali nomi devono tornare, e quali devono restare custoditi?

Nel fascicolo trovi:

- un’avventura autoconclusiva compatibile con Dragonbane
- scenario ottimizzato per 1–3 giocatori
- mappa della cisterna e luoghi numerati
- PNG, voci del villaggio e primi indizi
- prove, tracce, conseguenze e pressione crescente
- il Custode della Cisterna
- la Tavoletta dei Nomi
- tabelle operative per improvvisare con ordine
- scelta finale ed epiloghi alternativi
- collegamento alla linea Archivi del Silenzio

La Cisterna dei Nomi Spenti è pensata come porta d’ingresso alla linea Rintocchi e Rovine: un’avventura breve, cupa e immediata, utile sia per provare il tono degli Archivi del Silenzio sia per portare al tavolo una sessione completa con mistero, esplorazione e decisioni morali.

Formato:

- PDF illustrato in formato A5
- 16 pagine
- contenuto in italiano
- adatto alla lettura digitale
- prodotto in offerta libera / Pay What You Want

File inclusi:

- PDF illustrato HD
- PDF print-friendly in scala di grigi, con sfondi alleggeriti e resa più adatta alla stampa domestica

Se ti piace questa avventura, puoi continuare negli Archivi del Silenzio con:

- Rintocchi e Rovine — Santuari Perduti per Dragonbane
- Guida Old School alla Spedizione
- Strumenti di Spedizione
- Archivi del Silenzio — Collezione Digitale

Nota legale:

Prodotto indipendente compatibile con Dragonbane. Richiede il regolamento base di Dragonbane per l’uso diretto al tavolo. Non è un prodotto ufficiale Free League. Questo supplemento è stato creato ai sensi della Dragonbane Third Party Supplement License di Fria Ligan AB.

Dichiarazione IA:

Il prodotto utilizza strumenti di IA generativa come supporto visivo in alcune fasi di lavorazione grafica. Testi, struttura dell’avventura, contenuti di gioco, revisione, selezione dei materiali e impaginazione finale sono stati curati dall’autore.

La Cisterna dei Nomi Spenti — Un’avventura enigmistica per DragonbanePrice: $2.00