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 The House of Electrum : A Starfinder 2e One Shot
Posted: Mon, 16 Mar 06:17:14 CDT
Publisher: Paizo

The renewed interest in the region of space known as Kazmurg’s Absurdity, where Drift Travel through conventional navigation is made unreliable and only physical maps allow for safe travel, has brought many opportunities.

The wealthy Prophets of Kalistrade have located an antique mausoleum ship belonging to their faith and wishes for it to be audited, repaired and to make sure its eternal resident is safe and sound. A group of adventurers is mandated by the rich patron to go on site and face the unknown of this spacefaring tomb.

In this one shot adventure a group of 4 to 5 player characters at 3rd level will have to explore the tomb ship, navigate unfamiliar antique tech, face against its security detail, and investigate the strange magic at work in this time-lost mausoleum.

The House of Electrum : A Starfinder 2e One ShotPrice: $4.99
 Kobold Tavern | Roll20 Dynamic Lighting
Posted: Mon, 16 Mar 06:05:03 CDT
Publisher: MmpApps

Kobold Tavern is part of our Fantasy Map Collection, featuring a twisted maze of winding halls, doors, and hidden rooms designed to baffle all but the cunning kobolds who call it home. This chaotic establishment is perfect for mischievous encounters and adds a layer of trickery and confusion to any adventure.

Kobold Tavern  | Roll20 Dynamic LightingPrice: $2.99
 Ten Elven Captain of the Watch Encounters
Posted: Mon, 16 Mar 04:28:12 CDT
Publisher: The Arcverse

DM Essentials #64: 10 Elven Captain of the Guard Encounters

In most games, the captain of the guard is just another combat stat block.

They stand there looking tough, maybe they challenge the party, maybe there's a fight. They're a speed bump between the party and whatever they actually came to do.

But an elf who has protected a royal court for millennia, who has seen every assassination attempt, every spy, every threat that never reached the throne—they are not a speed bump. They are the shield. They have forgotten more about security than any mortal will ever know. And they are watching the party right now.

DM Essentials #64 gives you ten ways to make the elven captain of the guard feel ancient, vigilant, and quietly powerful. They are not an enemy. They are not a friend. They are the protector, and they decide whether the party is a threat or just another visitor.

What's Inside?

The Elven Captain's World (Short Essay): Who they are, what they protect, and why they watch everyone so carefully.

10 Encounters with the Court's Shield: Each one gives you a situation, the truth behind it, and a way for the players to respond.

- The Assessment – The party is watched constantly. Everywhere. A test of nerve. React with fear, and fail.
- The Questioning – A guard stops them. Where are you going? Who are you meeting? The captain trains them well.
- The Test – A guard blocks the path. Just slightly. Wait politely, or push past and fail.
- The Warning – The captain appears, speaks quietly: "There are those here who would harm you." A genuine kindness.
- The Shadow – A guard follows at a distance, never interfering. Protection, not surveillance.
- The Accusation – The captain confronts them with a false crime. A test of character. Stay calm, and pass.
- The Respect – A small nod, almost invisible. The party has earned something rare.
- The Threat – An assassin moves. The captain sees it first and acts. Trust them, or act alone?
- The Request – "Watch for a face. Tell no one but me." The captain trusts them. A rare honor.
- The Bow – At the end, the captain bows. Just once. They have never done this before.

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

Who This Is For:

- DMs who want protection to feel real, not just a perception check
- Players who think they're being watched until they realize they actually are
- Anyone who understands that the person guarding the door is often the most dangerous person in the room

ENTER THE ARCVERSE

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

They have protected this court since before your grandparents were born. They will protect it long after you are gone. They are watching you right now.

Ten Elven Captain of the Watch EncountersPrice: $2.99
 Beyond the low wall of sleep
Posted: Mon, 16 Mar 04:03:02 CDT
Publisher: Chaosium

“I think I have been deceived. The Sea of Dust is an ocean without stars or currents. I am forgetting myself and I do not know the way back. He seeks to slay Death and open the way between our world and this world. And doing so, everything will be as dead.” 

A scenario for Call of Cthulhu 7th edition set in Iron Age Europe.

The player characters sail to a nearby settlement after news that their chief's sister has fallen ill. Can they solve the mystery and rescue her from the Sea of Dust where all souls go after death?

Beyond the low wall of sleepPrice: $4.00
 ANOMALIES: Hunted Heroes™ — Starter Campaign Bundle [BUNDLE]
Posted: Mon, 16 Mar 03:04:40 CDT
Publisher: Wagon Wheel Publishing
ANOMALIES: Hunted Heroes™ — Starter Campaign Bundle
A tabletop role-playing game of power, surveillance, and survival.

In a world where every camera may be watching and every drone may be scanning, those born with strange abilities are forced to live in the shadows.

They are called Anomalies.

Some hide.
Some run.
Some fight back.

The ANOMALIES: Hunted Heroes™ Starter Campaign Bundle includes everything needed to begin a full campaign in a modern surveillance state where power always comes with risk.

Create your anomaly.
Build your cell.
Stay off the grid.


This Bundle Includes

ANOMALIES: Hunted Heroes™ Core Rulebook

The complete tabletop role-playing game system.

Inside the Core Rulebook you will find:

• Full character creation rules
• Eight unique Anomaly Domains
• Power branches and progression systems
• Modern equipment and combat rules
• The Alert State surveillance system
• Tools for building and managing an underground anomaly cell

The system is designed for story-driven campaigns where characters must balance the use of their powers against the growing attention of a world that is always watching.


Phase One — The Safe House

The first campaign arc for ANOMALIES: Hunted Heroes™.

After a chaotic anomaly incident in Seattle’s waterfront district, the characters are forced to flee containment patrols and surveillance drones. A mysterious contact known only as Rain leads them to an abandoned industrial structure that could become their first safehouse.

If they can survive long enough to build it.

During Phase One the players must:

• Secure and disguise their new base of operations
• Recruit critical allies to support the cell
• Acquire signal-scrambling technology to evade detection
• Infiltrate an Agency equipment depot
• Rescue a captured anomaly before transfer to a black site
• Survive an expanding surveillance sweep across the district

By the end of the campaign, the Seattle cell may finally become operational.

But the Agency will already be closing in.


The Surveillance State

Cities are no longer just places.

They are monitored grids of drones, cameras, and containment teams searching for anomalies.

Every use of power risks exposure.
Every mistake increases attention.

Players must operate carefully while navigating a network of criminals, civilians, and Agency personnel who may become allies—or enemies.


Begin the Campaign

This bundle provides the complete starting experience for ANOMALIES: Hunted Heroes™, including both the core game system and the first full campaign arc.

Build your anomaly.
Establish your safehouse.
Survive the first phase of the hunt.

The Underground is waiting.

This special bundle contains the following titles:



559381-thumb140.pngANOMALIES: Hunted Heroes — Core Rulebook
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ANOMALIES: Hunted Heroes™ A tabletop role-playing game of power, surveillance, and survival In the modern world, surveillance never sleeps. Drones sweep city skylines. Cameras line every street. Governments quietly hunt those who possess abilities that should not exist. These individuals are known only as Anomalies. Some hide. Some run. Some fight back. ANOMALIES: Hunted Heroes™ is a modern tabletop role-playing game where players take the role of anomalies struggling to survive inside a world built to find them. Rather than superheroes saving the world, characters are vigilantes and survivors, navigating a constant surveillance state while trying to build something that might last. Every decision carries consequences. Every display of power risks exposure. Stay hidden. Stay ...

559383-thumb140.pngPhase One: The Safe House — Campaign Expansion for ANOMALIES: Hunted Heroes™
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Phase One: The Safe House A campaign expansion for ANOMALIES: Hunted Heroes™. The first step toward survival is finding a place to hide. Phase One: The Safe House begins the first campaign arc for ANOMALIES: Hunted Heroes™, introducing the formation of a new underground anomaly cell operating inside a heavily monitored city. After a chaotic anomaly incident in Seattle’s waterfront district, the characters are forced to flee surveillance drones and containment patrols. A mysterious contact known only as Rain leads them to an abandoned industrial structure that may become the foundation of something larger. If they can survive long enough to build it. But the city is watching. The Beginning of a Cell This campaign guides players through the creation of their first underground base o...


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ANOMALIES: Hunted Heroes™ — Starter Campaign Bundle [BUNDLE]Price: $33.98
 ANOMALIES: Hunted Heroes — Core Rulebook
Posted: Mon, 16 Mar 03:04:15 CDT
Publisher: Wagon Wheel Publishing

ANOMALIES: Hunted Heroes™

A tabletop role-playing game of power, surveillance, and survival

In the modern world, surveillance never sleeps.

Drones sweep city skylines. Cameras line every street. Governments quietly hunt those who possess abilities that should not exist.

These individuals are known only as Anomalies.

Some hide.
Some run.
Some fight back.

ANOMALIES: Hunted Heroes™ is a modern tabletop role-playing game where players take the role of anomalies struggling to survive inside a world built to find them.

Rather than superheroes saving the world, characters are vigilantes and survivors, navigating a constant surveillance state while trying to build something that might last.

Every decision carries consequences.
Every display of power risks exposure.

Stay hidden.
Stay alive.


Inside the Core Rulebook

The ANOMALIES: Hunted Heroes™ Core Rulebook contains everything needed to create characters and run campaigns in a world of hunted powers.

Inside you will find:

• Complete character creation system
• Eight unique Anomaly Domains
• Flexible power branches and progression
• Modern equipment and gear
• The Alert State surveillance system
• Tactical combat rules
• Guidance for building and managing an underground cell
• Campaign tools for running long-term anomaly stories

The system is designed for story-driven modern campaigns where power comes with risk and every action can attract attention.


The World of ANOMALIES

Cities are watched.

Networks of surveillance drones, automated scanners, and intelligence systems monitor every anomaly incident.

Government containment teams respond quickly and decisively.

But they are not the only ones watching.

Underground cells of anomalies operate quietly in the shadows, helping others escape detection and survive long enough to fight back.

Players will build their own cell, recruit allies, establish safehouses, and navigate a world where exposure can mean capture.


Begin the Campaign

The ANOMALIES: Hunted Heroes™ Core Rulebook provides the complete rules needed to play.

For groups ready to jump directly into a campaign, the first story expansion is available separately:

Phase One — The Safe House

This companion book begins the first campaign arc, where players establish their first underground base while evading the growing attention of the Agency.


Publisher

Wagon Wheel Publishing & Games

ANOMALIES: Hunted Heroes — Core RulebookPrice: $16.99
 Phase One: The Safe House — Campaign Expansion for ANOMALIES: Hunted Heroes™
Posted: Mon, 16 Mar 03:04:08 CDT
Publisher: Wagon Wheel Publishing

Phase One: The Safe House

A campaign expansion for ANOMALIES: Hunted Heroes™.

The first step toward survival is finding a place to hide.

Phase One: The Safe House begins the first campaign arc for ANOMALIES: Hunted Heroes™, introducing the formation of a new underground anomaly cell operating inside a heavily monitored city.

After a chaotic anomaly incident in Seattle’s waterfront district, the characters are forced to flee surveillance drones and containment patrols. A mysterious contact known only as Rain leads them to an abandoned industrial structure that may become the foundation of something larger.

If they can survive long enough to build it.

But the city is watching.


The Beginning of a Cell

This campaign guides players through the creation of their first underground base of operations.

Over the course of Phase One, the group must:

• Secure and disguise their new safehouse
• Recruit critical allies to help maintain the cell
• Acquire signal scrambling technology to avoid detection
• Infiltrate an Agency-controlled facility
• Rescue a captured anomaly before relocation to a black site
• Survive an expanding surveillance sweep across the district

Each operation builds toward a single goal:

Keeping the cell hidden long enough to become operational.


The Surveillance State

Seattle is no longer just a city.

It is a monitored grid of cameras, drones, and containment teams searching for anomalies.

Every use of power risks exposure.

Every mistake increases attention.

Players must learn to operate quietly while navigating a network of criminals, civilians, and Agency personnel who may become allies—or threats.


Inside This Campaign

Phase One: The Safe House includes:

• A complete multi-session campaign arc
• Mission structures designed for escalating surveillance pressure
• New NPC allies and adversaries
• Underground contacts and criminal factions
• The Seattle Operational Grid for campaign navigation
• Tactical maps for the Safehouse and Agency facilities
• Optional extended-play scenarios that expand the cell’s network

This expansion is designed to be played immediately after creating characters using the ANOMALIES: Hunted Heroes™ Core Rulebook.


Build the Underground

If the players survive the events of Phase One, the Seattle cell becomes operational.

They will gain:

• a hidden base of operations
• a technician capable of maintaining their signal network
• a scientific ally researching anomaly abilities
• a newly freed anomaly who may become a powerful future asset

But surviving Phase One does not end the danger.

It only ensures the Agency now knows something is happening in Seattle.

And they will not stop looking.


Requires

ANOMALIES: Hunted Heroes™ Core Rulebook


Publisher

Wagon Wheel Publishing & Games

Phase One: The Safe House — Campaign Expansion for ANOMALIES: Hunted Heroes™Price: $16.99
 Quick Generator Mutants/Aliens Species Names
Posted: Mon, 16 Mar 03:03:14 CDT
Publisher: Ennead Games

Quick Generator Mutants/Aliens Species Names

Names , concepts, quick descriptions and ideas covering the topic of alien. Mutant or other species

In most games with mutated and alien like creatures, a name is often required for identification of the species or sub-group. These names , sometimes reflect what they look like, where they are from, what they can do, or even being just a word that sounds like is the “right” word to use when describing them, even if that word is otherwise nonsense.

This Quick Gen gives you 2 x d100 tables to help generate a name, concept, quick description or ideas for species that are considered weird, wonderful, mutated or alien like, not just sentient or sapient beings.

It is highly probably that this group, assuming the species is able to have the capacity for these types of thoughts, not what they call themselves in their native language (assuming they are capable of understanding language), but more how others describe and call them.

Some of the prefixes and suffixes are based on real world creatures, objects and so on, such as “bovines” meaning , to put in very simplified terms, “Cow-like” with others being made-up words that sound real..ish.

Example outputs include...

  • Caninnovas
  • Muscucentarus
  • Lupupiscis
  • Felissapiens
Quick Generator Mutants/Aliens Species NamesPrice: $1.99
 Ten Elven Seneschal Encounters
Posted: Mon, 16 Mar 02:27:05 CDT
Publisher: The Arcverse

DM Essentials #63: 10 Elven Seneschal Encounters

In most games, the seneschal is just a door guard with a title.

You approach the court, they stop you, you make a Persuasion check, and then you walk past. They're a single roll, a line of dialogue, a brief pause before the real action begins.

But a being who has controlled access to an elven throne for centuries, who has seen every kind of visitor—the humble, the proud, the desperate, the deceitful—and who has forgotten more about protocol than any mortal will ever know—they are not a speed bump. They are the gate. And they decide who passes.

DM Essentials #63 gives you ten ways to make the elven seneschal feel ancient, patient, and quietly powerful. They are not an enemy. They are not a friend. They are the threshold, and they have stood there longer than your entire civilization has existed.

What's Inside?

The Elven Seneschal's World (Short Essay): Who they are, why they control access, and what they look for in those who seek an audience.

10 Encounters at the Court's Door: Each one gives you a situation, the truth behind it, and a way for the players to respond.

- The Waiting – The party waits. For hours. For days. A test of patience. Complain, and fail.
- The Forms – Endless paperwork. Every question matters. The seneschal reads between every line.
- The Protocol Lesson – How to address the lord. Where to stand. What not to say. Forget, and the audience ends.
- The Interruption – Another visitor arrives, more important. The party is pushed aside. A test of humility.
- The Gift – A gift for the lord. The seneschal examines it in silence. It reveals character.
- The Question – "Why should they see you?" They have heard every answer. They want the truth.
- The Delay – The lord is unavailable. For a week. A month. The seneschal is protecting them.
- The Invitation – A lesser function, not the audience. How the party behaves here determines everything.
- The Warning – Quietly, privately: "Do not mention the war. Do not ask about the child." A kindness.
- The Door – "They will see you now. Remember what I taught you." The test is over. The audience begins.

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

Who This Is For:

- DMs who want courts to feel like they have real barriers
- Players who think "I persuade the guard" works on everyone until they meet someone who has seen it all for millennia
- Anyone who understands that the person at the door is often more powerful than the person in the throne room

ENTER THE ARCVERSE

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

They have stood at this door since before your grandparents were born. They will stand here long after you are gone. They decide who enters.

Ten Elven Seneschal EncountersPrice: $2.99
 Thrice-Forged RPG Player’s Guide
Posted: Mon, 16 Mar 00:47:19 CDT
Publisher: Story Studios

This Player’s Guide is your entry into the Thrice-Forged RPG, and it is designed for players to create and equip their own, fleshed-out heroes.

The Thrice-Forged RPG has a simple, underlying mechanic that makes it easy to play, but it is endlessly expandable by more experienced players. It’s about the play and having fun, not endless rules and subsystems.

What’s in this book

  • Create a complete, fleshed-out hero with speed and ease, and update existing heroes
  • Thirteen detailed social classes, including the heroes’ father’s profession, starting equipment and money, and their backgrounds and skills
  • Height, weight, and age rules
  • Twenty-two underlying motivations for adventuring
  • Sixty-six Talents
  • Fifty-seven Disadvantages
  • Twelve levels of advancement
  • Robust selection of equipment, goods, and services
  • Printable Character Sheet

Future core books will include combat, magic, and a bestiary.

The Game System

The Thrice-Forged RPG is no retro-clone, but an original build, a meat-and-potatoes tabletop roleplaying game, where spells are the real wealth and treasure.

What It Has

  • A single dice mechanic, using only six-sided dice for everything.
  • Hero creation is fast, using only dice and player choice, no cumbersome point systems.
  • The same rules apply across the board to heroes, foes, and support characters. They all have the same set of stats, levels, progression, talents and disabilities.
  • Hero advancement is based on roleplaying, problem solving and teamwork, not combat or wealth acquisition.
  • A robust combat system with a single roll for attacking and damage. Action moves quickly and dramatically, flowing as it would in a novel or movie, not some tedious mathematical exercise.

What It Doesn’t Have

  • Alignment—People are complex, good and evil are subjective, and the players may define characters by their intentions, aspirations, and what they do and say. 
  • Challenge Rating—There is no artificial game balance. When is real life fair and balanced? Heroes must use cunning and common sense to succeed, not an artificially leveled playing field.
  • Character Classes—Without classes, all heroes have the seeds of sword-swinging, spell-casting rogues in them. 
  • Combat Magic—Magic is not a bazooka. Magic is subtle, but that also makes it more profound. The magician is expected to be cunning and to employ their power in clever ways.
  • Damage Dice—Striking and damage are governed by the same roll.
  • Initiative Checks—Whoever starts the combat goes first, thereby establishing the order for the rest of the combat.
  • Skill List—The hero is not limited by specific skill lists. Instead, skills are generalized. If it makes sense for a hero to have skill, they do.
  • Spell Slots or Points—Magic has no arbitrary restrictions. Magic’s cost is measured in uninterpreted time and, for more powerful spells, the logistics of teamwork. How often and how many times may a hero attempt to cast spells they know? It’s unlimited. 
  • Superheroes—These heroes are not overpowered superheroes masquerading as medieval characters. Instead, injury has consequences, and death is always possible. 
Thrice-Forged RPG Player’s GuidePrice: $2.99
 Tales From The Dark Archive | Idol of the Iruxi
Posted: Mon, 16 Mar 00:03:30 CDT
Publisher: Paizo

The Crawling Plague!

At the ragged edge of the wild Narlmarches, where ancient forest roots drown in the choking bogs of the Hooktongue Slough, something foul has begun to stir. Travelers whisper of fevered dreams, of corpses clawing their way from blackened waters, and of a sickness that crawls through the marsh like a living thing. At the heart of this festering dread lies a terrible truth: an ancient Iruxi tribe has lost the demonic idol they once guarded in fearful secrecy.

For generations the scaled wardens kept the relic hidden, fearing what might awaken should its power fall into the wrong hands. Now the idol is gone. Something has claimed it. And the swamp itself is beginning to rot.

Will you brave the Slough’s poisoned waters, uncover the truth behind the Carrion Bloom, and reclaim the idol before its corruption spreads beyond the swamp? Or will the mire claim you, as it has so many before?

Idol of the Iruxi is a Pathfinder Second Edition adventure designed for four 9th-level characters. Set within the shadowed wetlands of the Hooktongue Slough, the adventure blends mystery, exploration, and deadly swamp survival as heroes unravel a dark secret threatening the surrounding lands.

Players will navigate treacherous bogs, investigate strange outbreaks of disease and undeath, negotiate with a wary Iruxi tribe, and ultimately confront the sinister cult behind the spreading corruption.

  • A full adventure module designed for a party of four 9th-level characters
  • Six detailed encounter maps depicting swamp ruins, hidden cult sites, and a crumbling castle sinking into the mire
  • Unique swamp hazards and environmental obstacles, from choking bogs and disease-ridden waters to treacherous marsh terrain
  • New encounters with swamp creatures and corrupted monstrosities
  • Full details on the Carrion Bloom, a sinister and secretive cult with their own dangerous agenda
  • Adventure hooks and story threads to continue your campaign deeper into the wilds of the River Kingdoms

Will your heroes reclaim the lost idol and cleanse the Slough of corruption? Or will the swamp claim yet another secret beneath its black waters?

Ruined Outpost  Village of Tleq'iss  Blackmire Keep

*** The Complete Adventure Prepared For Foundry VTT At No Additional Cost! ***

Ruined Outpost  Village of Tleq'iss  Blackmire Keep

*Requires a FoundryVTT.com license to enjoy the additional virtual tabletop materials. Ensure that you are using Foundry VTT version 13 build 351 or higher, and Pathfinder 2nd Edition version 7.11.2 or higher

Tales From The Dark Archive | Idol of the IruxiPrice: $3.99
 BUE03: The Atheneaum Bundle [BUNDLE]
Posted: Sun, 15 Mar 21:28:34 CDT
Publisher: Duck and Crow Press
This special bundle contains the following titles:


540651-thumb140.jpgPlundering the Athenaeum of Ilth
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An OSR system-agnostic adventure in the Undying Expanse. A festering swamp steeped in ancient mystery, treasure-hungry lake pirates scouring the region, angry alligator people defending their holy sites, and weird dungeons exuding a sense of impending doom. Seriously - what more do you want from an adventure? Explore and plunder the ruins of the Athenaeum of Ilth before it is too late! What you'll find inside: Undying Expanse setting info including the settlements of Obilu and Tyvebugt. Multiple factions of both pirates and alligator people for maximum mayhem. 4 - count 'em 4 - kickass dungeons! 13 new magical relics for players to cause trouble with. 18 new monsters to torment the unwary. 8 pages of player handouts. An Aftermath section to decide what happens next. A handy referenc...

560758-thumb140.jpgUE031: Gardens of the Grub Witches
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An OSR system-agnostic mini-adventure in the Undying Expanse. Use with UE030: Plundering the Athenaeum of Ith or as a standalone role playing opportunity! Some spirits of the swamp are vile and corrupt things, but others just want to tend their strange and often unearthly gardens in peace. Gardens of the Grub Witches expands possible encounters with these misunderstood entities. Are the rumors true? There is only one way to find out. Written by Dale Houston Tri-fold module (2 pages), color PDF....

560759-thumb140.jpgUE032: Wreck of the Ill-Fated Saint Jorge
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An OSR system-agnostic mini-adventure in the Undying Expanse. Use with UE030: Plundering the Athenaeum of Ith or as a standalone mini-adventure! The crew finds themselves in possession of a map leading to the wreck of ship lost long ago. What is the worst thing that could happen searching for sunken treasure? Written by Dale Houston Tri-fold module (2 pages), color PDF....

560760-thumb140.jpgUE033: Trouble and Mayhem in Tyvebugt
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A system-agnostic supplement for any fantasy setting. Use with UE030: Plundering the Athenaeum of Ilth or as a standalone worldbuilding supplement! Tyvebugt, called Pirate Town by the fools who live in society dominated by the laws of kings and ombudsmen, is in a bit of a transition state. Is it a rebellion, a changing of leadership, something more sinister? Will the crew get involved with the trouble and mayhem brewing in Tyvebugt? Written by Dale Houston Tri-fold module (2 pages), color PDF....


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BUE03: The Atheneaum Bundle [BUNDLE]Price: $20.00