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 Paranoia: Five Clones from Alpha Complex - PDF
Posted: Mon, 18 May 04:49:54 CDT
Publisher: Modiphius
The Computer is your friend.
You must keep Friend Computer happy.
To do otherwise is Treason.

Welcome to the miniatures version of the iconic, dark-humour Paranoia RPG, adapted by the same team as Five Parsecs from Home and Five Leagues from the Borderlands.

Want a game where teammates have each other’s backs and work together to accomplish a noble goal? Well, this ain’t it.

Join a so-called ‘team’ of Troubleshooters (find the trouble, get shot) and complete missions that keep Alpha Complex the safe, efficient Utopia its citizens trust. None of them are members of secret societies, and absolutely none of them have mutant powers. They’re certainly not going to report each other as Traitors or shoot each other in the back with a laser pistol. Hey, get them before they get you!

And if you die, don’t worry, you have five identical clones to take your place and mop up what’s left of you.

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Trust The Computer. It never makes mjstakes.

  • Procedural solo, co-op and group play rules and gamemastered options throughout.
  • Fast-moving system, emphasising fun over complexity
  • 50 Mutant Powers that you definitely don’t have
  • 20 pieces of starting equipment.
  • Mission generator, plus 20 Scenarios with 7 Objective types.
  • Secret Society and Security Clearance rules
  • Foes including IntSec Troopers, Vulture Squadron Warriors, Bots, Mutant Creatures, Monsters, and Aliens, and, of course, your fellow clones
  • Rules for random hazards, cameras, vending machines, even doors
  • Optional rules for Mandatory Bonus Duties, Service Groups, and more
  • 10 status effects – you too can be Confused, Stunned, Bleeding, Stressed, Infected, and more. Often at the same time!

 

Embrace the anxiety.
Paranoia will keep you safe.
Trust No-One and Keep Your Laser Handy!

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Paranoia: Five Clones from Alpha Complex - PDFPrice: $20.00
 ウォーハンマーRPG 帝立動物園
Posted: Mon, 18 May 04:20:43 CDT
Publisher: Hobby Japan

帝立動物園──三度の冒険遠征による調査記録

ヴェラ・ヴァルニッケより──ねえねえ聞いて、うれしい知らせよ。こないだ話した遠征旅行に、とうとう金づるが見つかったのよ。しかも一度どころか、都合三回に及ぶ遠征の面倒を見てくれそうだってんだからたいそうな御仁じゃない。なにせエンパイア領内の辺土はおろか、国境の外側までも探り回ろうという旅だってのにね。で、あなたが白羽の矢を立てた面々にはこっちで話を付けておいたわよ。どうやらあなたの言葉通りの凄腕揃いみたいだわね。だってさ、ちょっとそこいらまで出かけるだけで、大学食堂の夕食までに帰ってこられるような小冒険なんぞとはワケが違って、極めつけの奥地の深みに分け入って、あっと息を呑むほどの標本生物をあれこれ持ち帰らなきゃならない旅なんだからね。それも、帝立動物園の高給にぬくぬく浸かった御用学者どもをうたた寝から覚まさせるほどの珍獣奇獣をね!

 『帝立動物園──ウォーハンマーRPG生物誌』は、最果て山脈のカラク=カドリンから、南国ティリアの都市ミラグリアーノに至るまで、オールド・ワールドをはるばる巡った三度にわたる調査遠征に基づいた怪物寓話集にして旅行記。本書には、オールド・ワールドに生息する珍獣奇獣、怪物魔物、合わせて60種を上回るクリーチャーの細目が羅列され、さしもの凄腕冒険者パーティをも武者震いさせること請け合いである。さらに、かねて作成済みのキャラクター6名が、いずれも独特な技能と異能、そして秘めたる過去を抱えて、出番を待っているのだ。オールド・ワールドに跳梁跋扈する甚大この上ない脅威との対決に主眼を据えたキャンペーンに投入するには、まさしくうってつけの陣容である。

『帝立動物園──ウォーハンマーRPG生物誌』には、以下の内容が収められている。

•知識と少しばかりの栄誉を求め、オールド・ワールド中を探検する冒険者一行の旅路を描いたスリリングな物語。
•冒険者の行手に立ちはだかる数十種ものクリーチャー。稀少ではありながら危険至極なプレイトンから、“ 紅蓮の大鎌”カレダイア──暴威をふるう伝説のドラゴン──のように、個体名が広く知られているモンスターに至るまで。
•新たなクリーチャー特徴。冒険者パーティへの新たな挑戦状が、随所に立ち現れる。
•クリーチャー、とりわけ “魔力の風” に触れた存在から採取した錬金術の材料を保存し、販売するためのルール。
•作成済みのキャラクター6 体。君たちがすぐに冒険に乗り出せるよう、あらゆる情報が書き込まれている。

ウォーハンマーRPG 帝立動物園Price: $31.45
 Fateless: The Tooth Fairy
Posted: Mon, 18 May 03:41:20 CDT
Publisher: MammothFactory

"In the once-quiet town of Tremez, shared nightmares plague the populace, and children vanish from their beds. The Tooth Fairy, once invoked as a blessing, is now whispered about in  fear. As rumors of stolen youth and dark bargains spread, brave heroes must uncover the truth behind the disappearances before Tremez suffers the revenge of The Tooth Fairy."

This 5e One-Shot includes:

- 24 Page 5e One-Shot
- 1 Battlemap (Digital Assets)
- Paper Minis & VTT Tokens (Digital Assets)
- Magic Items & More
- Monster Lore & Playltested Statblocks

Digital Assets via link in PDF

Foundry VTT included

Fateless: The Tooth FairyPrice: $9.00
 Fateless: The Miceketeers of Burrowtown
Posted: Mon, 18 May 03:38:30 CDT
Publisher: MammothFactory

"Wulfgar, the Big Bad Wolf, is throwing the party of the year in his lavish villa. Promising to be a howling good time, it presents the perfect opportunity to dress up, mingle and launch a spectacular rescue mission to free the Miceketeers of Burrowtown!"

This 5e One-Shot includes:

- 22 Page 5e One-Shot
- 1 Battlemap (Digital Assets)
- Paper Minis & VTT Tokens (Digital Assets)
- Magic Items & More
- Monster Lore & Playltested Statblocks

Digital Assets via link in PDF

Foundry VTT included

Fateless: The Miceketeers of BurrowtownPrice: $9.00
 Item Concept Collection 2026 [BUNDLE]
Posted: Mon, 18 May 01:45:59 CDT
Publisher: Ennead Games
This special bundle contains the following titles:


180925-thumb140.jpgQuick Generator - Magical Item Concept
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Quick Generator - Magical Item Concept Sometimes you don’t need an insane amount of tables and charts. You may just need something quick and simple to help flesh out basic details without going overboard on the details. This is where the Quick Generator is helpful, providing you with a simple one-sentence description of a particular subject. This particular Quick Generator covers magic items and is used when you need a quick name for a magical item that has been discovered. With several thousand possible combinations, you’re sure to find something that will spark your imagination and creativity. Some of the examples you can generate from the 2 d100 tables - Timepiece of Charm Monster Badge of Move Earth Dice of Control Human ...

194939-thumb140.jpgQuick Generator - MagicTech Concept
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Quick Generator - Magictech Concept Sometimes you don’t need an insane amount of tables and charts. You may just need something quick and simple to help flesh out basic details without going overboard on the details. This is where the Quick Generator is helpful, providing you with a simple one-sentence description of a particular subject. This particular Quick Generator covers Magictech, technology from a universe that has magic and figured out how to combine the two. With several hundred possible combinations, you’re sure to find something that will spark your imagination and creativity. Possible outputs can include :- Possessed Computer Alchemists Reactor Gnomish Dissipator ...

568154-thumb140.pngQuick Generator Magic Item Concepts 2
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Quick Generator Magic Item Concepts 2 Names , concepts, quick descriptions and ideas for magical or enchanted items Magic items, a staple of the fantasy genre, come in many forms, from weapons, to tools and everything in between. What they do can be as varied as the items themselves, from giving the user command over any fires nearby, to a device that bring peace and calm to any who behold it… This Quick Gen, a sequel to the original Magic Item Concept generator by Ennead Games, gives you 2 x d100 tables to help generate a name, concept, quick description or ideas for magical or enchanted items.. Uses the format : [item] of [effect] Examples outputs include… • Globe of Serenity • Bracelet of Fire • Wand of the Serpent …and many more, up to 10,000 possible combinations!...

429233-thumb140.pngQuick Generator Magical Instrument Concepts
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Quick Generator Magical Instrument Concepts Concepts and ideas for magical instruments Musical instruments can come in many varieties and forms, from the haunting melodies of bagpipes to the almost ethereal sounds that a flute can make and everything else that might be possible! Some of those instruments, especially in a world or setting with magic or supernatural forces, might have different qualities to them. They might produce a cacophonic blast of force or even devour the souls of those unfortunate to hear them being played! This PDF gives you two x d100 tables, which, when combined as per the instructions, can give you 10,000 combinations of names or concepts for magical or unusual music instruments. The results from this are designed to be used on its own or, alongside “Equipmen...


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Item Concept Collection 2026 [BUNDLE]Price: $6.48
 DM Essentials - The Silent Tongue: A Guide to Thieves' Cant
Posted: Mon, 18 May 01:38:23 CDT
Publisher: The Arcverse

The Silent Tongue: A Guide to Thieves' Cant

In most games, Thieves' Cant is a handwave. You roll a check, you understand the message, you move on. A mechanic, not a world.

But a secret language is not a handwave. It is a living, breathing dialect shaped by the streets, the roads, the sea. It has regional accents, gestures that can start a war or save a life, and marks chalked on doorframes that mean everything to those who know how to read them. It is the language of the desperate, the cunning, and the betrayed.

This guide gives you everything you need to bring Thieves' Cant to life at your table. No more rolling and forgetting. Instead, immerse your players in a world where a beggar's scratch of the nose can warn of an ambush, a chalk circle on a warehouse door means "fence inside," and a black spot delivered at midnight is a death sentence.

What's Inside?

- The History of Cant – how real criminal languages evolved from necessity
- Regional Variants – City Cant (fast, clipped, for pickpockets and beggars), Road Cant (sparse, for smugglers and highway robbers), Port Cant (nautical, for dockworkers and fences), and Pirate Cant (democratic, for the Brotherhood)
- Lexicon, Gestures, and Marks – sample phrases, subtle hand signals, and chalk symbols that rogues leave for each other
- Seniority and "The Made Man" – how rogues earn the right to speak the full cant, the ritual of initiation, and the privileges of the senior rogue
- The Black Spot – the ultimate mark of rejection in pirate culture and urban guilds, and how to use it as a story engine
- 10 Adventure Hooks – from a coded letter that leads to a hidden treasure, to a lost dialect carved on a gravestone that might awaken a curse

Why This Guide?

Because the underworld is not a monolith. It has its own cultures, its own politics, and its own languages. Using Thieves' Cant at your table signals to your players that they are entering a world with depth, history, and rules that are not written in any lawbook. It transforms a simple skill check into a moment of genuine mystery and discovery.

Who This Is For:

- DMs who want their criminal underworld to feel like a living subculture, not a quest hub
- Players who want to earn the right to speak the secret tongue, not just roll a die
- Anyone who understands that the language of the shadows is as rich and varied as any royal court's

ENTER THE ARCVERSE

More DM Essentials, adventures, and supplements at the link below.

The beggar scratches his nose. The chalk mark glows faintly in the lantern light. The black spot waits in a darkened room. Do you know what they mean?

DM Essentials - The Silent Tongue: A Guide to Thieves' CantPrice: $8.99
 Quick Generator Magic Item Concepts 2
Posted: Mon, 18 May 01:10:09 CDT
Publisher: Ennead Games

Quick Generator Magic Item Concepts 2

Names , concepts, quick descriptions and ideas for magical or enchanted items

Magic items, a staple of the fantasy genre, come in many forms, from weapons, to tools and everything in between.

What they do can be as varied as the items themselves, from giving the user command over any fires nearby, to a device that bring peace and calm to any who behold it…

This Quick Gen, a sequel to the original Magic Item Concept generator by Ennead Games, gives you 2 x d100 tables to help generate a name, concept, quick description or ideas for magical or enchanted items..

Uses the format : [item] of [effect]

Examples outputs include…
• Globe of Serenity
• Bracelet of Fire
• Wand of the Serpent

…and many more, up to 10,000 possible combinations!

Quick Generator Magic Item Concepts 2Price: $1.99
 DM Essentials XIII: Ranger Encounters [BUNDLE]
Posted: Mon, 18 May 00:26:25 CDT
Publisher: The Arcverse
This special bundle contains the following titles:


567376-thumb140.pngTen Ranger Beast Friend Encounters
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DM Essentials #133: 10 Ranger Beast-Friend Encounters In most games, the ranger's animal companion is just a stat block. It attacks, it tracks, it takes damage. A tool, not a friend. But a beast-friend is not a tool. It is a partner who hunts, sleeps, and fights beside the ranger. The bond is older than speech, deeper than loyalty. When it breaks, the ranger is never whole again. The animal has its own will, its own fears, its own pride. It may refuse a command. It may act in ways the ranger does not expect. It may fall in battle, and the ranger will carry that grief like a wound that never heals. DM Essentials #133 gives you ten ways to make the ranger's bond with an animal feel real, fragile, and unforgettable. This is not about combat advantage. It is about loyalty, loss, and the qui...

567749-thumb140.pngTen Ranger Blight Walker Encounters
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DM Essentials #137: 10 Ranger Blight-Walker Encounters In most games, corrupted land is just a hazard. You take poison damage, maybe fight a monster, then move on. The land heals offscreen. But a ranger who walks into the blight does not walk out unchanged. Their skin grows pale, their eyes clouded, their cough never quite leaving. They are marked by the land they try to save. The work is slow, dangerous, and often hopeless. They carry the corruption with them – in their lungs, in their scars, in the slow decay of their own body. They fight what cannot be healed, knowing that the best they can hope for is to slow the spread. DM Essentials #137 gives you ten ways to make blight-walkers feel desperate, self‑sacrificing, and quietly tragic. They are not heroes – they are the ones who go wh...

567372-thumb140.pngTen Ranger Border Warden Encounters
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DM Essentials #132: 10 Ranger Border Warden Encounters In most games, the border is just a line on a map. You cross it, maybe the guards ask a question, then you move on. But a border warden is not a guard. They do not stand at a gate or wear a uniform. Their post is a forgotten trail, a smugglers' pass, a stretch of river that no one patrols. They watch for enemies, for refugees, for the desperate and the hunted. They are judge, jury, and sometimes executioner. No one thanks them. No one knows their name. They are the line between order and chaos, and they stand alone. The weight of every crossing, every life saved or turned away, rests on their shoulders. DM Essentials #132 gives you ten ways to make border wardens feel isolated, burdened, and quietly heroic. They are not soldiers – t...

568152-thumb140.pngTen Ranger Burial Encounters
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DM Essentials #141: 10 Ranger Burial Encounters In most games, the dead just vanish. A body is looted, a grave is mentioned, and the party moves on. Death is a speed bump. But a ranger who buries the fallen knows that death is not a speed bump. It is a weight. The ground is hard, the markers are few, and the faces of those they have buried stay with them forever. They dig graves in frozen soil, say prayers to the wind, and carve names into stone that no one else will read. They do not fight for glory. They fight so that the fallen are not forgotten. The dead do not rest alone, and the living who bury them carry the memory of every single one. DM Essentials #141 gives you ten ways to make ranger burials feel like a sacred duty – not a chore. These are not combat encounters. They are mome...

567672-thumb140.pngTen Ranger Exile Encounters
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DM Essentials #135: 10 Ranger Exile Encounters In most games, the lone ranger in the wilderness is just a hermit. They live alone, they know the land, they offer a quest. A bit of colour before the party moves on. But a ranger who cannot go home is not a hermit. They are a tragedy that has lasted years, maybe decades. Cast out from their tribe, their order, their homeland. They carry the weight of a crime they may or may not have committed. They walk the wilds because the civilised world has closed its doors. They are dangerous, not because they are cruel, but because they have nothing left to lose. They know the forest better than any settled ranger, but the wild does not comfort. It simply is. DM Essentials #135 gives you ten ways to make ranger exiles feel broken, haunted, and unfo...

567922-thumb140.pngTen Ranger Forager Encounters
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DM Essentials #140: 10 Ranger Forager Encounters In most games, foraging is just a Survival check. Roll the die, find some food, move on. A simple mechanical task. But a ranger who lives off the land knows that the forest is not a pantry. It is a living thing that must be read, respected, and sometimes fought. They know which mushrooms are safe, which roots heal, which berries will kill. Their knowledge is not magical – it is the result of years of trial and error, of sick stomachs and lucky finds. They are the reason the party does not starve. But they also carry the weight of every mistake, every misidentification, every time they fed someone something they should not have. DM Essentials #140 gives you ten ways to make ranger foragers feel knowledgeable, humble, and deeply connected t...

567750-thumb140.pngTen Ranger Guide Encounters
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DM Essentials #138: 10 Ranger Guide Encounters In most games, the guide is just a shortcut. You pay, they lead, you arrive. A simple transaction. But a ranger who leads strangers through the wild does not just know the path. They carry the weight of every life entrusted to them. They must judge who can keep up, who will panic, who will betray. They have lost travellers before – to rivers that rose too fast, to bandits they did not see, to storms that came without warning. They still see the faces of those they could not save. A guide is not a guardian, but they are the one who has to live with the loss. DM Essentials #138 gives you ten ways to make ranger guides feel burdened, skilled, and morally complex. They are not walking maps. They are the ones who lead – and who bear the cost whe...

567692-thumb140.pngTen Ranger Last Watch Encounters
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DM Essentials #136: 10 Ranger Last Watch Encounters In most games, the watchtower is just a landmark. A place on the map, maybe a quest hook. The ranger inside is a few lines of dialogue. But a ranger who has stood alone on a remote tower for years, watching for enemies that never come, for signals that never arrive – they are not a landmark. They are a vigil. Their duty is to be ready, always, for nothing. They watch the same horizon, the same trees, the same path until they begin to see things that are not there. They ask themselves: is the threat real, or have I been staring into the dark so long I have forgotten how to see the light? DM Essentials #136 gives you ten ways to make the last watch feel lonely, desperate, and quietly heroic. These are not combat encounters. They are moment...

567908-thumb140.pngTen Ranger Scout Encounters
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DM Essentials #139: 10 Ranger Scout Encounters In most games, scouting is just a Stealth check. Roll the die, see the enemy, report back. A simple action. But a scout who walks ahead of the army sees more than the enemy's numbers. They see the faces of soldiers who will die, the weakness in the wall that will be exploited, the route of the supply wagons that will be ambushed. They carry knowledge that cannot be written down – the mood of the camp, the fear in a sentry's eyes, the name of a traitor. They are often alone, always afraid, and never thanked. If they are caught, they are not soldiers. They are spies, and spies are not ransomed. DM Essentials #139 gives you ten ways to make ranger scouts feel isolated, desperate, and quietly heroic. They are not couriers. They are the eyes tha...

567381-thumb140.pngTen Ranger Tracker Encounters
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DM Essentials #134: 10 Ranger Tracker Encounters In most games, tracking is just a Survival check. Roll the die, follow the trail, find the monster. The story is in the destination, not the path. But a tracker reads a trail like a confession. They know whether the person they are following is running, walking, limping, carrying something heavy. They know how long ago they passed, whether they are afraid, whether they are with others. A stumble means exhaustion. A change in gait means injury. A pause means doubt. The tracker is a hunter of people, and the morality of that is never simple. They have brought back the guilty and the innocent, and they remember the faces of those they could not save. DM Essentials #134 gives you ten ways to make ranger trackers feel skilled, burdened, and mo...


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DM Essentials XIII: Ranger Encounters [BUNDLE]Price: $29.90
 Ten Ranger Burial Encounters
Posted: Mon, 18 May 00:19:19 CDT
Publisher: The Arcverse

DM Essentials #141: 10 Ranger Burial Encounters

In most games, the dead just vanish. A body is looted, a grave is mentioned, and the party moves on. Death is a speed bump.

But a ranger who buries the fallen knows that death is not a speed bump. It is a weight. The ground is hard, the markers are few, and the faces of those they have buried stay with them forever. They dig graves in frozen soil, say prayers to the wind, and carve names into stone that no one else will read. They do not fight for glory. They fight so that the fallen are not forgotten. The dead do not rest alone, and the living who bury them carry the memory of every single one.

DM Essentials #141 gives you ten ways to make ranger burials feel like a sacred duty – not a chore. These are not combat encounters. They are moments of grief, tradition, and the quiet dignity of remembering those who cannot speak for themselves.

What's Inside?

The Burial's World (Short Essay): Why rangers bury the dead, what the rituals mean, and how the weight of memory shapes the living.

10 Encounters with the Unmarked Grave: Each one gives you a situation, the truth behind it, and a way for the players to respond.

- The Unburied – The ground is too hard. The ranger cannot dig alone. Help them bury a friend.
- The Mass Grave – Dozens of bodies, one exhausted ranger. Help dig, pray, or gather stones for markers.
- The Forgotten – A ranger searches for a grave they marked years ago. They promised to return with an offering.
- The Confession – "I had to leave a comrade behind. There was no time to bury them. I have carried the guilt ever since."
- The Desecration – A grave has been dug up – by animals, by grave‑robbers, by scavengers. Restore it and find the culprits.
- The Offering – A cup of water, a piece of bread, a handful of wildflowers. The dead still hunger for memory.
- The Ghost – A spirit walks at night. Something is unfinished. Lay them to rest.
- The Rival – Two rangers argue over where to bury a mutual friend. Both are telling the truth as they remember it.
- The Legacy – An old ranger digs their own grave. "I want to choose where I lie."
- The Promise – A token to carry to a distant grave. The ranger is too old, too sick. Keep the promise.

Quick Reference Table: Roll d10 and get a full encounter hook in seconds.

Who This Is For:

- DMs who want death to have weight, not just loot
- Players who think a grave is just a hole until they have to dig one for a friend
- Anyone who understands that the dead are not gone as long as someone remembers

ENTER THE ARCVERSE

More DM Essentials, adventures, and settings at the link below.

The grave is shallow. The marker is rough. The ranger is tired. They have buried too many. Will you help them remember, or will you walk away?

Ten Ranger Burial EncountersPrice: $2.99
 Champions Classics #15: Viper’s Folding Nest
Posted: Sun, 17 May 23:41:34 CDT
Publisher: Hero Games

VIPER has long been a problem for the forces of justice and order.  Their continual criminal enterprise around the world is legendary, and now a new Nest has formed that has an edge unlike any other: their agents just disappear!  Can your heroes solve the puzzle of VIPER's Folding Nest and stop their crime wave? Includes 15 page PDF plus Hero Designer files.

Champions Classics #15: Viper’s Folding NestPrice: $3.00
 Issue #6 - The Waking Forest - Tales and Tomes
Posted: Sun, 17 May 19:19:34 CDT
Publisher: Tales and Tomes

Tales & Tomes Issue 6: The Waking Forest

This is Issue 6 of Tales & Tomes. 57 pages of setting agnostic, table ready content for 5th Edition, written by a DM who runs games for DMs who run games.

What's Inside
The Waking Forest - A 3 to 4 hour adventure for four characters of 8th to 10th level. Brindlemark's loggers pushed past the old Greenveil boundary markers, and the Rootwarden has woken up. A grieving druid named Theron Forsworn is directing its rage at the town. Three possible endings, including a negotiation climax instead of a boss fight. Encounter scaling notes for parties of 3 or 5 at every step. Pages from Theron's journal included as handouts.

Ancient Guardians - Five primordial titans built as a full campaign spine from level 8 to 20. The Rootwarden (CR 12), the Stonewarden (CR 14), the Tidewarden (CR 16), the Dunewarden (CR 18), and the Frostwarden (CR 20) as the capstone. Each one runs in two modes: Standoff (lair pressure, world degradation, negotiation framework) and Combat (full solo boss stat block). Each has an elemental weakness that bypasses defenses and shuts off Phase 2 regeneration. Includes a wrath escalation timer, awakening triggers by biome, and a DM toolkit for building your own.

Arcane Alley - The wandering market returns with a new shop. Dungeon Loot Co returns with a restock. The Last Draft is a custom potion brewery run by Maren Dolwar, a drow alchemist who does not negotiate price and does not make small talk. Plus a fresh d12 encounter table (V6) with twelve new moments, from a staircase that ends at a brick wall to a sleepwalking elf with shoes that don't match.

Roots and Remembrance - Four new General Feats for the wilderness born: the tracker who leaves no trail, the listener who hears what the trees are saying, the survivor whose skin has thickened like old bark, and the one who has been left for dead and refused to stay there. Plus six new spells for druids and rangers, from a cantrip that trips enemies with remembered roots to a 5th level spell that forces a city street to remember the forest it replaced.

Plus an introduction to the Flex-Attune system (baseline benefit while carried, full power when attuned), the Carved Heartwood Amulet, the Staff of the Deepwood, and the Rootwarden Heartwood as a legendary-rarity crafting component with a 90 day decay clock.

Issue #6 - The Waking Forest - Tales and TomesPrice: $10.00
 Japanese Mansion - Shinden Zukuri Manor - D&D Asian Battlemap Map Pack
Posted: Sun, 17 May 19:15:21 CDT
Publisher: Cyclopean

Japanese Mansion — Shinden Zukuri (54”×60”)

Step into the refined elegance of classical Japanese architecture with this sprawling shinden-zukuri mansion. Your players will navigate between multiple pavilions connected by covered walkways, each structure positioned around tranquil garden courtyards & koi ponds. The traditional raised floors & open design create countless opportunities for dramatic entrances, sneaky infiltrations, & rooftop chases across those distinctive sloped tiles.

The central water feature winds through the compound garden like a serpentine moat, complete with ornamental bridges that could serve as chokepoints or dramatic duel locations. Whether hosting a tea ceremony that turns deadly or investigating a murder mystery among the nobility, this authentic estate provides the perfect backdrop for intrigue!

Thoughts

  • The multiple building entrances & connecting walkways create natural opportunities for split-party scenarios where different groups can approach from various angles.
  • Those koi ponds aren’t just decorative, they’re perfect hiding spots for water-breathing assassins or magical creatures (kappa?) that your players won’t expect!
  • Harbor a prayer at the fox statue, corner shrine, or perhaps at the graves scattered across the island garden.
  • The massacre variant transforms this peaceful estate into a crime scene, perfect for investigation campaigns or showing the aftermath of a failed diplomatic mission.

Contents

  • Spring: Cherry blossoms & fresh greenery bring the estate to vibrant life
  • Summer: Lush gardens in full bloom with rich emerald foliage
  • Autumn: Maple leaves paint the grounds in brilliant reds & golds
  • Winter: Snow blankets the rooftops & gardens in serene white
  • Fire: The estate burns dramatically, with flames consuming buildings & spreading across walkways
  • Massacre: Blood stains the pristine grounds, perfect for investigation scenarios or showing the aftermath of violence
  • Blueprint: Architectural drawings for planning sessions or player handouts
  • Day/Night Variants: Wherever applicable!
  • Canopy Overlays: Built for VTT canopy usage!

All maps are provided with & without square grids in WEBP format.

In addition, a Foundry module with a compendium of pre-built scenes for major variants is provided!

Furthermore, full-color PDF files in both single-page and divided poster formats are provided for printing!

  • The divided poster PDFs are cut into US Letter-size pages; they have guidelines, sheet numbering, & a convenient sheet for sticking them together after you’ve printed them out, and have margins so that you don’t have to be pixel-perfect when cutting with your scissors.
  • The single-sheet PDFs are suitable for making high-quality prints via print shops & on large-scale printers.

Formats

WEBP for digital

With or without square grid!

(Please note that while WEBP is compatible with all major VTTs, it may not be previewable in old Windows 10 photo viewers.)

PDFs for print

The PDFs come in two versions: a “single-sheet” PDF with the whole image on one page for print shops or large printers, and a “divided” PDF split into US Letter/A4 sheets that can be cut out & stitched together on a home printer!

Foundry VTT module included

A module with pre-made walls, lighting, & more for every scene is included for manual installation!

Japanese mansion in the shinden zukuri style

Japanese Mansion - Shinden Zukuri Manor - D&D Asian Battlemap Map PackPrice: $6.99