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 Ironwake
Posted: Wed, 27 May 19:54:28 CDT
Publisher: Kelfecil's Tales

A towering mechanical walker crosses the Southern Valleys under its own power, crushing ground beneath iron feet and leaving poisoned plasma in its wake. Fields are scarred, streams turn sickly green, and trade roads begin to shift around the moving threat. What began as a private test has become a public danger, and every mile the machine travels leaves more damage behind.


This adventure was created by Kelfecil's Tales!

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Ironwake

Ironwake sends the party after a roaming war machine built by Klemwick Coilgrin, a disgraced engineer from Olbia whose ambition outgrew the limits others tried to place on him. The adventure begins with the party tracking the Iron Strider through the Southern Valleys, then pushing onto its exterior while it is still in motion.

Act 1 focuses on boarding and fighting across the unstable top of the walker, where shifting footing and exposed hazards make every position matter. Act 2 moves into the body of the machine, where tight corridors, crew resistance, and a volatile engine room turn the walker into a compact moving dungeon. Act 3 returns the action to the exterior as the machine begins to fail, plasma spills across the valley floor, and the final confrontation unfolds in the middle of a full collapse.

Encounters are built around movement, instability, and hazard pressure. The battlefield keeps changing as the walker moves, the interior tightens around the party, and the plasma system becomes more dangerous the closer the party gets to shutting the whole machine down.


Ironwake is a 5th edition adventure designed around a moving battlefield and a compact, high-pressure structure. The walker itself is the central mechanic of the adventure, shaping footing, boarding, interior pacing, and the final collapse. Plasma hazards and Spillborn Plasma Oozes turn the finale into a fight against both Klemwick and the consequences of his design.

The structure supports multiple outcomes depending on how the party handles momentum, environmental pressure, and Klemwick himself. Success here is not only about surviving the machine, but also about deciding what happens once it finally stops moving.


About this One-Shot

This package includes the following resources:

  • A beautiful map by MapXilla
  • Awesome tokens by Dusky Cat

Quick Guide

  • Recommended APL: 5
  • Theme: moving war machine, magitech sabotage, plasma hazards, environmental damage, high pressure encounters
  • Setting: any, Starlight Chronicles (Southern Valleys, near Olbia)
  • Time/Sessions to Finish: 1-2 sessions (4-6 hours total)

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IronwakePrice: $5.99
 Adventure Word Sequences #6
Posted: Wed, 27 May 19:23:59 CDT
Publisher: Ken Wickham

Aventure Word Sequences 6 sample

This 101-page issue is for Adventure Word Sequences #6.

It revisits the next 20 frequent keywords from Plot Generator, Conflct (Plot) Generator 2, and Grammar Fuel ™ genre and subgenre books.

Why focus on Adventure Word Sequences?

The answer depends on the type of game that you are running.

  • For that want fully prepared synopsis, ready-to-go adventures, or distinct setting adventures, then this book may not be for you.

  • However, for GMs that play, modify, or plan adventures using suggestions and inspiration, this book may be for you, It gives more details than the keyword tables, yet are vague enough to fit or adjust to most genres, eras, and settings.

This is a guide book that is meant to aid a Gamemaster (GM) or solo game player in making creative adventure story conflict content. It is illustrated with some grayscale open or licensed images.

It's meant to help give useful tips and inspirational ideas.

An Adventure Word Sequence is our set of words that suggest a sequence of conflicts that may be interpreted to create an adventure.

We provide  a brief generic synopsis of what it may be interpreted to mean for each Adventure Word Sequence.

An Example of the first of six Adventure Word Sequence for Bury keyword,

1. Suspicion > Investigate > Expose

Someone or some group that is powerful actively tries to hide an event, such as a crime, accident, scandal, or the disadvantageous truth. They may cause contradictory testimonies, suppressed evidence, false leads, political pressure,  or misinformation. What is exposed may upheave or shift the community.

Then we provide a table with how the adventure may use each sequence to describe a type of foe of six main types. Here are the ones for the Suspicion > Investigate > Expose sequence.

Foe

Track Vs monster Vs nature Vs supernatural Vs self Vs person Vs technology (power)

Suspicion

Challenging
creature related to the suspicion

The suspicion is
related to a
challenging
climate, terrain, or location

The suspicion is
related to
prophecy, dream, or supernatural
moment

The suspicion is
related to
preferences, thoughts,
motivation, or
behavior

The suspicion is
related to a
challenging
person or people

The suspicion is
related to a
challenging
technology or powers

There are about 80 different new Adventure Word Sequences (6 for each keyword, 20 keywords). A few are used more than once (from this and prior books) for similar situations that fit the keyword. A list of this issues keywords is found bellow.

What does this cover?

  • Comparison of 3 keyword prompt methods
  • Reasons, pros, and cons for each
  • Parts of speech, pros, cons of the following: verbs, nouns, adverbs, adjectives, pronouns, and prepositions
  • Using this book
  • Using random tables for 3 different types of worldbuilding
  • Keywords: bury, disguise, persuade, chance, restore, keep, conduct, drive, stop, charge, in, dangerously, power, secret, death, crime, dangerous, mysterious, ancient, sinister
  • For each keyword: Definitions, synonyms, Theme Generator 2e subjects, 6 Adventure Word Sequences, foes table
  • A list at the end lists prior issue keywords and adventure word sequences
Adventure Word Sequences #6Price: $6.99
 The Great Crusade [BUNDLE]
Posted: Wed, 27 May 18:19:31 CDT
Publisher: Marshal Games

THE GREAT CRUSADE BUNDLE

From the burning sands of North Africa to the mountains and villages of Italy — the complete Savage War experience.

The Great Crusade Bundle collects the Savage War: World War II Core Rulebook, the North Africa Expansion, and the Italian Campaign Expansion into a single, definitive trilogy of grounded, human‑centered WWII storytelling for Savage Worlds.

Across these volumes, you’ll follow the war as the soldiers lived it: not as myth, but as reality — full of courage, fear, endurance, and compassion.

Inside this bundle you’ll find:

  • Complete WWII rules for Savage Worlds

  • New Hindrances, Edges, gear, hazards, and environmental systems

  • The Stress system, Bond Tokens, and Trust Track

  • Mission generators, GM tools, and operational guidance

  • Full campaign arcs from Tunisia to the Gothic Line

  • Dozens of ready‑to‑run missions and scenario dossiers

  • Historical context, cultural notes, and tools for respectful play

If you want to tell stories of liberation, responsibility, and the human cost of war, The Great Crusade Bundle gives you everything you need.

This special bundle contains the following titles:



566245-thumb140.png Savage War WW II - European Theater
Regular price: 0
Bundle price:
 0
Format:
 Watermarked PDF
War is not about armies. It’s about the people who carried each other through it. Savage War: WWII – European Theater brings the human experience of the Second World War to your table with fast, lethal action and grounded, character‑driven storytelling. Built on the Savage Worlds Adventure Edition engine, this game puts you in the boots of ordinary soldiers, medics, partisans, and scouts fighting their way through the most violent years of the 20th century. You won’t command divisions or rewrite history. You’ll crawl through rubble, drag wounded friends to safety, make impossible choices under fire, and feel the weight of every mission. Stress, bonds, fear, courage, and sacrifice shape every session as your squad struggles to survive the European Theater. This is not a simulation. It is...

569082-thumb140.png Savage War WW II - North Africa Expansion
Regular price: 0
Bundle price:
 0
Format:
 Watermarked PDF
Savage War: North Africa — A Theater Expansion for WWII Roleplaying The Western Desert was unlike any other front of the Second World War. Endless horizons. Blistering heat. Long‑range patrols that vanished into the dunes. Convoys that lived or died by fuel and water. Fast, brutal armored clashes across open sand. And soldiers who learned to fight, survive, and adapt in one of the harshest environments on Earth. Savage War: North Africa brings the unique character of the desert campaign to your WWII roleplaying table — without rewriting a single Core rule. This expansion plugs seamlessly into Savage War and gives both players and GMs the tools they need to run authentic, high‑tension missions in the Western Desert. Inside you’ll find: Desert Branches of Service — roles shaped by heat...

569426-thumb140.png Savage War WW II - The Italian Campaign
Regular price: 0
Bundle price:
 0
Format:
 Watermarked PDF
Italy was not just another battlefield. It was someone’s home. Savage War: World War II — The Italian Campaign brings the war into villages, mountains, ruined towns, and the lives of the civilians caught between armies. This expansion transforms your Savage Worlds WWII game into a story of liberation, responsibility, and the human cost of war. Inside you’ll find: A full campaign arc from Sicily to the Gothic Line New Hindrances, Edges, gear, hazards, and terrain rules The Bond Token and Trust Track systems for civilians and partisans Mission generators, operational tools, and ready‑to‑run scenarios Historical context, cultural notes, and guidance for respectful play A complete Mission Dossier with fully developed Italian Campaign adventures Italy is where the war beca...

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Savings of: 0 (71%)
The Great Crusade [BUNDLE]Price: $6.88
 * Wisdom from the Wastelands [80% OFF MEGA-BUNDLE] *
Posted: Wed, 27 May 18:14:46 CDT
Publisher: Skirmisher Publishing
This very special mega-bundle contains all 52 issues of the "Wisdom from the Wastelands" supplement for sci-fi, modern, and post-apocalyptic roleplaying games! We have also thrown in a few bonus items that can be used in cojunction with them. 

228776-thumb140.jpg Mutant Race (Pathfinder Roleplaying Game)
Regular price: 0
Crawling out from the wreckage of nuclear, biological, and chemical warzones, created in the laboratories of misguided geniuses, and spawning in realms contaminated by wild magic, mutants are both a ...
64697-thumb140.jpg The Thrasher Gang (Cardstock Characters™)
Regular price: 0
This set of 30mm downloadable miniatures has been designed to be suitable with any post-apocalyptic or science-fiction game in general and Skirmisher Publishing LLC's licensed Mutant Future su...
101077-thumb140.jpg Wisdom from the Wastelands Issue #10: Monsters That Improve with Age 2
Regular price: 0
The age chart is a powerful tool for Mutant Lords who want to scale monster encounters with the powers and artifacts of the player characters. These charts describe how a creature’s characteristics ch...
101237-thumb140.jpg Wisdom from the Wastelands Issue #11: Optional Combat Rules
Regular price: 0
In almost every roleplaying game, one of the biggest aspects is combat. Mutant Future is no exception, for, in many ways, combat could be considered one of the game's most crucial aspects - ne...
101685-thumb140.jpg Wisdom from the Wastelands Issue #12: Parasite Mutations/Transformations
Regular price: 0
Gut worms and intestinal bacteria, athlete’s foot fungus, toxoplasmosis protozoa, lycanthropy and Rage and vampire viruses. Whether biological fact or fictional terror, we are surrounded (and coloniz...
102138-thumb140.jpg Wisdom from the Wastelands Issue #13: Medical Devices
Regular price: 0
Fantasy has spells and potions to heal injuries and resurrect the dead. Science fantasy has similar ways of curing what ails, but through technology. Although the Mutant Future core book descr...
102923-thumb140.jpg Wisdom from the Wastelands Issue #14: Aggregates
Regular price: 0
Having another creature living on or inside your body is not a thought most would enjoy. Nor is the idea of having the same type of creature living inside a child and grandchild, joining generation af...
103553-thumb140.jpg Wisdom from the Wastelands Issue #15: Robots Part 1
Regular price: 0
Robots are just as important to Mutant Future as biological creatures. They can be antagonists, sources of information, or even slave labor. This is the first of four robot-themed issues, and ...
106201-thumb140.jpg Wisdom from the Wastelands Issue #16: Robots Part 2
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Robots are just as important to Mutant Future as biological creatures. They can be antagonists, sources of information, or even slave labor. In this second installment of four robot-themed iss...
106669-thumb140.jpg Wisdom from the Wastelands Issue #17: Artifact Conditions
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Artifacts play a key role in Mutant Future. Like magical items in fantasy games, artifacts are treasures sought by adventuring parties that brave the mutant-infested ruins of the Ancients’ wor...
107239-thumb140.jpg Wisdom from the Wastelands Issue #18: Robots Part 3
Regular price: 0
Robots are just as important to Mutant Future as biological creatures. They can be antagonists, sources of information, or even slave labor. In this third installment of four robot-themed issu...
107873-thumb140.jpg Wisdom from the Wastelands Issue #19: Robots Part 4
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Robots are just as important to Mutant Future as are biological creatures. They can be antagonists, sources of information, or even slave labor. In this fourth installment of author Derek Holl...
99107-thumb140.jpg Wisdom from the Wastelands Issue #1: Artifacts, Manuals, and Toolkits
Regular price: 0
Welcome to the inaugural issue of Wisdom from the Wastelands! This publication is dedicated to providing useful information, game content, and ideas to players of modern, science fiction, and ...
108556-thumb140.jpg Wisdom from the Wastelands Issue #20: Mutation Modifiers
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Just as a single change to a stock creature can result in a very different and distinct entity, mutation modifiers can expand the scope and variety of Mutant Future mutational powers, altering ...
109438-thumb140.jpg Wisdom from the Wastelands Issue #21: High-Tech Melee Weapons
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Although most Ancients considered melee weapons like swords, axes, maces, spears, and even exotic ranged weapons such as bolas and shuriken to be archaic, some did practice the use of such weapons, a...
109658-thumb140.jpg Wisdom from the Wastelands Issue #22: Personal Shields
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Force screens were developed for individuals from all walks of life, to guard them from all manner of threats. There were simple fields that warded users from the insults of weather and city life, th...
110155-thumb140.jpg Wisdom from the Wastelands Issue #23: Sea Monsters
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Despite much of the planet being covered by ocean, sea monsters have oddly been absent from all editions of the game that inspired Mutant Future. Such a vast area, in a variety of latitudes and...
110795-thumb140.jpg Wisdom from the Wastelands Issue #24: Weapon Modifications
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This issue presents technologies and items for making Mutant Future weapons more lethal and combat more colorful. These additions include expanded range rules, new ammunition types for both mo...
111381-thumb140.jpg Wisdom from the Wastelands Issue #25: Metamorphosis I
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In poetry, the transformation from caterpillar to butterfly describes how something ugly becomes uniquely beautiful. But in nature metamorphosis is common as living things change forms over their lif...
112108-thumb140.jpg Wisdom from the Wastelands Issue #26: Energy Weapons
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The latest installment in our popular series on leading edge military technology and combat rules, this issue brings five deadly weapon systems and several new combat “conditions” to your gaming tabl...
112475-thumb140.jpg Wisdom from the Wastelands Issue #27: Metamorphosis II
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Once again we bow to the wisdom of the Ancient philosophers, who recognized that the only constant in life (aside from death and taxes) was change, change, change. Metamorphosis can take very ...
113518-thumb140.jpg Wisdom from the Wastelands Issue #28: Nanotechnology I
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Nanotechnology has existed since the late 20th century. At first, the tiny machines were used mostly in medicine and genetic manipulation, but technological advances brought wider application. Many o...
116717-thumb140.jpg Wisdom from the Wastelands Issue #29: Mutualists I
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To mangle a paraphrase from John Donne, no mutant is an island — unless your mutant is an island. And even then it probably does not live entirely alone. Whether you are part of a community or ...
99291-thumb140.jpg Wisdom from the Wastelands Issue #2: Monsters That Improve with Age
Regular price: 0
Like a fine wine, some monsters improve with age, and it is to them that this second thematic issue of Wisdom from the Wastelands is devoted! An age chart can be a wonderful tool for Game Mast...
117265-thumb140.jpg Wisdom from the Wastelands Issue #30: Nanotechnology II
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Nanotechnology has existed since the late 20th century. At first, the tiny machines were used mostly in medicine and genetic manipulation, but technological advances brought wider application. Many o...
121450-thumb140.jpg Wisdom from the Wastelands Issue #31: Nanotechnology III
Regular price: 0
Continuing with the examination of this hi-tech subject that we started in issues #28 and #30 of Wisdom from the Wastelands, this third installment in our nanotechnology series presents many n...
122051-thumb140.jpg Wisdom from the Wastelands Issue #32: Shapeshifters
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Shape changing is a fascination crossing time, culture, and genre: Greek gods and mythic Indian monsters, vampires, were-creatures, spirit and shadow beings all captivate and intrigue with their metam...
123323-thumb140.jpg Wisdom from the Wastelands Issue #33: Drugs
Regular price: 0
The science fiction equivalent of magical potions and elixirs, drugs and medications are similarly treasured. Because of widespread use by the Ancients, chemical compounds of all sorts can be found a...
124774-thumb140.jpg Wisdom from the Wastelands Issue #34: Plant Mutants I
Regular price: 0
No matter what your choice of post-apocalyptic game, plants usually get the hind bud. And, unfortunately, Mutant Future is no exception. Although the core rulebook has example mutant plants an...
125432-thumb140.jpg Wisdom from the Wastelands Issue #35: Terror Weapons
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During the final wars, various factions came to rely on psychological tactics like terror, rather than conventional bombs, bullets, and energy beams, as their weaponry of choice. Many believed a terr...
126189-thumb140.jpg Wisdom from the Wastelands Issue #36: Plant Mutants II
Regular price: 0
In real life, we take plants for granted. Stretching out on the grass on a summer’s afternoon, leaning back against a gnarled oak with a good book (or your favorite device), watching the kids twirl t...
127278-thumb140.jpg Wisdom from the Wastelands Issue #37: Plant Mutants III
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Although some might treat plants as a monotony of greenery and stalks, there is actually a great deal of variety within their kingdom. The previous two issues in our plant series discussed organisms d...
127738-thumb140.jpg Wisdom from the Wastelands Issue #38: Radiation Sickness
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Radiation. For many in a post-apocalyptic world, the word conjures burning thoughts of flesh-corrupting terror; for others, the tingling aura of mutation-granting nirvana. In the core Mutant Future...
128301-thumb140.jpg Wisdom from the Wastelands Issue #39: Unique Superscience Artifacts
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Imagine — barely 50 years ago — pulling out your smart phone in Dallas to take a selfie as President Kennedy passed by. The technology people casually sit on today might have gotten you disappeared by...
99522-thumb140.jpg Wisdom from the Wastelands Issue #3: High-Tech Weapons
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Like magical weapons in fantasy games, high-technology firearms are treasures that adventurers seek out with great eagerness in the post-apocalyptic world. No matter how cool a weapon is, however, pl...
130657-thumb140.jpg Wisdom from the Wastelands Issue #40: New Races 2
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Over time, mutations can become consistent, creating unique species and new creatures — for example, birds evolving from dinosaurs. But Mutant Future races need not be consistent, or even physi...
131357-thumb140.jpg Wisdom from the Wastelands Issue #41: Alternate Forms of Radiation
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As one of technology’s four horsemen, radiation is an important factor in post-apocalyptic and sci-fi games: hazard, theme, bringer of mutation, waster of civilizations. The game mechanics assume a s...
135420-thumb140.jpg Wisdom from the Wastelands Issue #42: Unique Superscience Artifacts II
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Excalibur. Mjolnir. Aegis. The Millennium Falcon. The Eiffel Tower. A red shirt. A sonic screwdriver. The Horn of Roland. The Spear of Destiny. Whether from myth, history, fiction, fantasy, or actual ...
137604-thumb140.jpg Wisdom from the Wastelands Issue #43: Optional Combat Rules II
Regular price: 0
As a weary game master, nearing the end of a long session and faced with a sudden, sticky conundrum, have you ever looked across at a table full of your eager/irate/meddlesome players (taut  with the...
138299-thumb140.jpg Wisdom from the Wastelands Issue #44: Unique Superscience Artifacts III
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Following a theme begun in Wisdom from the Wastelands Issues #39 and #42, this issue of Wisdom from the Wastelands focusing on superscience artifacts coalesces around things alien — whe...
138939-thumb140.jpg Wisdom from the Wastelands Issue #45: Mutant Dinosaurs
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Using their expertise in biotechnology, the Ancients created or recreated many new species for use as pets or livestock. Ever-popular dinosaurs were among the first large, complex creatures brought b...
139520-thumb140.jpg Wisdom from the Wastelands Issue #46: High-Tech Weapons 4
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In this issue, the fourth installment of our popular “weapons for every budget and apocalypse” series, we are proud to present more high-tech implements of destruction for your gaming pleasure. There...
140462-thumb140.jpg Wisdom from the Wastelands Issue #47: Underwater Rules
Regular price: 0
Water covers over 70% of Earth’s surface, so it is likely that many adventures will take the occasional aquatic turn. This could happen in the wilds, on the open ocean, or down in inky subterranean de...
141658-thumb140.jpg Wisdom from the Wastelands Issue #48: Unique Superscience Artifacts IV
Regular price: 0
The unique items in this issue of Wisdom from the Wastelands are so advanced they appear magical to post-apocalyptic peoples. Although intended for use with Mutant Future, these items co...
143090-thumb140.jpg Wisdom from the Wastelands Issue #49: Unique Superscience Artifacts V
Regular price: 0
With amazing powers, terrible mutants, and scientific advancements available only in our collective imagination, Mutant Future stretches the bounds of conception. From a foundation of Clarke's ...
99720-thumb140.jpg Wisdom from the Wastelands Issue #4: New Races
Regular price: 0
Even though some post-apocalyptic game worlds have only allowed Humans, mutants, mutant plants, and animals as characters, there has always been room to expand upon this. Mutant Future did an ...
145073-thumb140.jpg Wisdom from the Wastelands Issue #50: Artifact Quality
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Fantasy games thrive on magical weapons and items, giving players something to shoot for — and to shoot with. These are rewards for overcoming obstacles and defeating monsters, both reflecting and boo...
158545-thumb140.jpg Wisdom from the Wastelands Issue #51: Mutated Animal/Plant Genotypes
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When a player character wishes to play a mutated animal or plant, he has several choices to make. Animals alone represent a large category but can actually be mammal, reptile, amphibian, avian, or ev...
191758-thumb140.jpg Wisdom from the Wastelands Issue #52: Nanotech Undead
Regular price: 0
In the Ancients’ movies and literature, undead were often created by magic, curses, or other supernatural phenomena. The hideous and terrifying creatures now stalking the wastelands are closer to ano...
99928-thumb140.jpg Wisdom from the Wastelands Issue #5: Domesticated Creatures
Regular price: 0
With the huge variety of life, domesticated creatures in Mutant Future come in all shapes and sizes. Some are harmless, some are inherently dangerous, and some become so when they are not tend...
100188-thumb140.jpg Wisdom from the Wastelands Issue #6: Factions
Regular price: 0
Social-political groups were one element that brought a lot of fun into the original old-school science-fantasy games. This issue presents several factions or alliances Mutant Lords can easily incorp...
100439-thumb140.jpg Wisdom from the Wastelands Issue #7: Planar Creatures & Concepts
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One mutation that could greatly influence a campaign setting and its population is plane shift. Once a planar gate is opened, anything that comes through will affect the Mutant Future w...
100686-thumb140.jpg Wisdom from the Wastelands Issue #8: Diseases & Medical Options
Regular price: 0
During the final wars that destroyed the Ancients’ civilization, some of the most horrifying weapons unleashed were terrible biological diseases and plagues. Such diseases were great equalizers, thei...
100912-thumb140.jpg Wisdom from the Wastelands Issue #9: High-Tech Weapons 2
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The second installment of our weapon-themed series, this issue picks up where Wisdom from the Wastelands Issue #3:High-Tech Weapons left off and presents more than a half-dozen new sort...
568914-thumb140.jpg ~Cartes pour une Terre Désolée~
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Ces cartes, réalisées par le célèbre artiste Bob Greyvenstein, dépeignent diverses zones au cœur d'un vaste désert post-apocalyptique ! On y trouve notamment des bâtiments en ruine, des voitures épave...
387935-thumb140.jpg ~Morlocks: Druckbare Figuren für Rollenspiele & Kriegsspiele („Cardstock Characters“) ~
Regular price: 0
Bevor es Orks gab, existierten schon Morlocks, die ursprünglichen kannibalischen humanoiden Bewohner einer unterirdischen Welt, erschaffen von dem genialen Sciencefiction-Pionier H.G. Wells! Diese gra...

Total value: 0
Special bundle price: 0
Savings of: 0 (80%)
* Wisdom from the Wastelands [80% OFF MEGA-BUNDLE] *Price: $66.44
 Savage War WW II - The Italian Campaign
Posted: Wed, 27 May 18:11:03 CDT
Publisher: Marshal Games

Italy was not just another battlefield. It was someone’s home.

Savage War: World War II — The Italian Campaign brings the war into villages, mountains, ruined towns, and the lives of the civilians caught between armies. This expansion transforms your Savage Worlds WWII game into a story of liberation, responsibility, and the human cost of war.

Inside you’ll find:

  • A full campaign arc from Sicily to the Gothic Line

  • New Hindrances, Edges, gear, hazards, and terrain rules

  • The Bond Token and Trust Track systems for civilians and partisans

  • Mission generators, operational tools, and ready‑to‑run scenarios

  • Historical context, cultural notes, and guidance for respectful play

  • A complete Mission Dossier with fully developed Italian Campaign adventures

Italy is where the war became human. This book helps you tell that story with clarity instead of myth — honoring the courage, fear, endurance, and compassion of the people who lived it.

Savage War WW II - The Italian CampaignPrice: $3.00
 Standard Dungeon Tiles 1
Posted: Wed, 27 May 17:38:50 CDT
Publisher: Avant Novis Gaming, LLC

Unique standard tiles, undecorated, for your adventures and maps. Our standard tiles are free from decorations or assets, perfect for Dungeon masters who want to create their own unique adventures and environments. 3 Transparent 8"x8" grid overlay images are included. Over 70+ unique tiles rendered in 3 different styles (230+ tiles).

All tiles come in a resolution of 300 pdi.

Standard sizes 

37 unique 4x4” tiles, 3 different styles

8 unique adapter tiles, 3 different styles

25 unique 2x4” inch tiles, 3 different styles

7 unique  1x1” inch tiles, 3 different styles

3 PDF tile books. Each book holds all the tiles in one style

230+ individual tile images

The Pack comes with the Following:

Each “High Clarity Tiles” come as a PNG file (70+ tiles)

Each “Dim Lighting Tiles” come as a PNG file (70+ tiles)

Each “Black and White Tiles” come as a JPG file  (70+ tiles)

1 8”x8” transparent grid, black. PNG file

1 8”x8” transparent grid, white PNG file

1 8”x8” transparent grid, stylized PNG file

1 8”x8” transparent hexagon PNG file

Please note: this tile set is for home use only

Standard Dungeon Tiles 1Price: $3.00
 Beast Casters V01
Posted: Wed, 27 May 16:47:01 CDT
Publisher: Seth Giolle

Beast Casters is a game where you are Casting Beasts to do battle. This game is set in an age where magic flowed freely, and young minds went in search of training. The magic schools they sought out were perched atop or upon majestic scenes: valleys, ice fields, lava flows, endless oceans! One such school was set amid a diverse climate with many terrains, zones, and many Beasts. To aid their students in their learning, they devised a game.

              Beast Casters!

              Students pair off against each other and Cast Beasts to do battle with one another. They summon the Elements of Fire, Water, Wind, Ice, and Earth. They magically Cast Zones of Forest, Mountain, Lake, Plain, and Desert.

              Making use of your Beast Caster, you can play this game too!

              Cast your Tokens and summon your Beasts. Use your strategy to surpass all others and prove you have what it takes. The Podium is yours to claim!

Webpage Link: https://sethgiolle.weebly.com/beastcasters.html

3D-Model Download Link: https://cults3d.com/en/3d-model/game/beast-casters-e3e7b5a857e4f758b706

YouTube Video Link, Video 01: https://youtu.be/d_YS0EOkmag

YouTube Video 02: https://youtu.be/Oa-Xx9vMy58

YouTube Video 03: https://youtu.be/csSkZiqfh-g

Beast Casters V01Price: $4.00
 A Compendium of Familiars & Companions: Plants & Undead
Posted: Wed, 27 May 15:09:23 CDT
Publisher: Adventurica

Compendium of Familiars & Companions: Plants & Undead for 5e is a collection of plant and undead familiars designed to expand your game with unusual allies and meaningful bonds. Some companions bloom with vitality, rooted in ancient groves and primal cycles of growth, while others rise from grave-soil and lingering echoes of unfinished stories. Whether nurtured through care or bound through darker rites, each offers abilities that can influence both survival and storytelling at your table. Every creature is presented in a format reminiscent of a classic monster manual, featuring rich loredigital illustrations, and detailed stat blocks.

You’ll also find guidance on how each companion might be created, found or summoned, presented in ways that feel especially thematic for these kinds of creatures, offering immersive ways to introduce them into your campaign. Optional rules and tweaks for the Find Familiar spell are also included, making it simple to bring them into even the most traditional settings.The book contains 50 familiars & companions, each presented on a one-page spread. 

Each creature has a CR 0 to CR 3 (with guidance on how to adjust their strength, if desired, provided in the GM Notes). The creatures are designed to be diverse and unique, ensuring that the book remains both engaging and useful. Every entry includes:

  • Origins & Lore: A rich backstory to inspire your roleplaying and immerse your players in the creature's history.
  • Summoning & Bonding: A guide to how the familiar can be created, summoned or found, and how it forms its bond with the player.
  • Personality & Behavior: Insight into the familiar's personality and habits.
  • Digital Illustration: Each familiar includes a full-color digital image to help bring it to life at your table. A folder with all the artwork is included for easy use, perfect for sharing with players or importing into your favorite VTT platform.
  • Detailed Stat Block: Clear stats and abilities designed to easily integrate the familiar into your game, making them ready for action at a moment's notice.

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A Compendium of Familiars & Companions: Plants & UndeadPrice: $6.99
 Monsters [80% OFF BUNDLE]
Posted: Wed, 27 May 15:07:17 CDT
Publisher: Skirmisher Publishing
This special 80% off bundle contains a dozen bestselling titles, ranging from classics to new releases, dedicated to running and creating monsters of all sorts! They include a complete 152-page graphic novel, two self-standing scenarios with all of the rules needed to play them, and much more.

567961-thumb140.jpgBonus Content for 'Someplace in Time'
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This publication contains a variety of bonus content for "Someplace in Time," a self-contained mini-game that contains all of the rules needed to play it and which Skirmisher Publishing created for DriveThruRPG's PocketQuest 2026 event! Material in this supplement includes the basic rules for the TSRPG system; two infographics that demonstrate the consequences of success and failure in Challenges; rules for character advancement; original art that does not appear in the adventure; larger versions of illustrations that do appear in it; and four extra pregenerated characters that you can use for "Someplace in Time" and other scenarios.  We very much hope this bonus supplement will help you to enjoy "Someplace in Time" even more!  ...

511727-thumb140.jpgGoblings (Cardstock Characters™)
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This beautiful set of cardstock miniatures by fantasy artist Amanda Kahl contains 16 unique figures, along with horizontally-flopped versions of them to provide additional variety (for a total of 32 different miniatures).  This set includes:  ● 16 different anthropomorphic Pig/Gobling cardstock miniatures, including four with swords, four with spears, four with bows, and a command group that includes a leader, standard bearer, and two musicians; ● A folder with 64 round tokens (16 different images in four colors each); and,  ● A folder with 16 avatar versions of the miniatures that are ideal for use on virtual tabletops and with online games.  All of the miniatures are provided in two sizes, standard c. 28-30 mm scale and large 54 mm scale (2"). They are suitable for use with any fantasy ...

228776-thumb140.jpgMutant Race (Pathfinder Roleplaying Game)
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Crawling out from the wreckage of nuclear, biological, and chemical warzones, created in the laboratories of misguided geniuses, and spawning in realms contaminated by wild magic, mutants are both a race unto themselves and no race at all. Viewed with a mixture of contempt and pity by members of more clearly defined species, mutants are united in desperation by the abnormalities which separate them from other humanoids. As diverse — if not more so — in form and outlook as other humanoids, mutants display the best and worst characteristics evolution has to offer. This title contains guidelines for playing the Mutant Race as characters and includes details on physical appearance, society, relations with other races, alignment and religion, and typical adventures; typical male and female na...

521733-thumb140.jpgPlan 9 From Outer Space (A Graphic Novel Based on the Sci-Fi/Horror Cult Film)
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Greetings, my friends, and welcome to Skirmisher Publishing’s graphic novel adaptation of the cult classic movie “Plan 9 from Outer Space”! As conceived of by writer and director Ed Wood, “Plan 9 from Outer Space” is an epic story that deftly combines elements of Atomic Age science fiction with classic Gothic horror. This film was almost immediately forgotten after it appeared on movie theater screens in 1957 but has subsequently gone on to become one of the most famous and recognizable films in the world. We have thus created this book both as a way for fans of this quintessential cult classic movie to enjoy it in a new way, and to introduce its fun and lively story to those not yet familiar with it. ...

382271-thumb140.jpgShui Hu, the Water Tiger (A Monster for 5th Edition)
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In honor of the Lunar New Year, we have released the Shui Hu! This publication includes a detailed D&D 5E description and stats for the “Water Tiger” of the Asian Zodiac and is a perfect addition to anything from a traditional fantasy campaign setting to one with East Asian or Wuxia elements. Water Tigers, are large, dangerous Elemental monstrosities that have the heads, forequarters, and torsos of Tigers and the lower bodies of great Carps. Overall, they have a striking, frightening, and impressive appearance. Water Tigers are very rare on the Prime Material Plane and those present on it will likely be found in freshwater ponds, marshes, and slow-moving streams and rivers in woodland areas. Water Tigers are sometimes also kept as guardians or companions by powerful spellcast...

527539-thumb140.jpgSinister Serpents: New Forms of Dragonkind
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Dragons are the iconic creatures for most fantasy games. They come in all shapes and sizes, can fill almost every niche that a game master can imagine, and are usually highly magical. They can be monstrous fiends, wise oracles, sources of insanity, or keys to reality. This sourcebook contains 38 new and diverse species of Dragon that can be readily used with any OSR, OGL, or d20 system games. ...

565810-thumb140.jpgSomeplace in Time (A Timepunk Game with Everything Needed to Play)
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Monsters are threatening the very fabric of space-time! The players assume the roles of agents of the Office for the Research of Unusual Science (ORUS) who must skip through time to capture several Lovecraftian Mythos monsters. As described in the Call of Cthulwho adventure, these creatures recently escaped from the secret Area 4791 ORUS research facility. After the monsters fled from the facility, the cosmic overlord of time and space, Cthulwho, took them aboard his time and space warping Radio’Luminescent Yonder-Epoch Habitationizer (R'LYEH) to engage in malicious mischief. Unfortunately, the R’LYEH malfunctioned and propelled the hapless monsters to disastrous points in time and space, where each is engaged in transforming the existing disasters from bad to worst. If the characters succ...

497501-thumb140.jpgThe Call of CthulWho (A MythosPunk Adventure for TSRPG)
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Iä! Iä! CthulWho Fhtagn!  In a hidden base in the frozen northern borderlands, researchers from the ultra-secret Office for Research of Unusual Science (ORUS) poke, prod, and probe a handful of hapless Mythos monsters. These horrific creatures, imprisoned in the bowels of a repurposed military bunker, await an opportunity to escape their anthropoid captors.  Meanwhile, CthulWho, the Great Lord of Space and Time, seethes on a nearby islet, his nefarious travels interrupted by a magnetic surge that damaged his reality-bending Radio’Luminescent Yonder-Epoch Habitationizer (R’LYEH). And, while the imprisoned monsters lie sleeping, dread CthulWho visits their dreams and calls on them to help him escape this dismal reality.  It is up your players, whether acting as Deep One, Ghoul, Elder Thing, ...

423387-thumb140.jpgTSRPG (Travel-Sized RPG)
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TSRPG (Travel-Sized RPG) is a rules-light storytelling game designed for a storyteller and one or more players that can easily be played anywhere, from the airport waiting area you are stuck in, to the overnight in some hotel where there is nothing to do (and also, of course, in your own home). All the basic rules for TSRPG fit on one page; no dice are needed; characters have just two stats, Physical and Mental; and any bookkeeping that might be required can be done on a cocktail napkin with a pen borrowed from a waiter. Action is resolved through Challenges, and the consequences of these — whether good or bad — determine the flow of a shared narrative. We have also included a version of the rules that can easily be printed out, folded up into a convenient little booklet, and tucked into y...

77981-thumb140.jpg~ MILFS 2: Monsters I’d Like to F*** (Cardstock Characters) ~
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Have you ever looked at a particularly alluring female monster your party was facing and thought: "Man, I'd like to roll d20 to hit that!" Well, now you can! MILFs are the monsters you would most like to have a random encounter with. This set of full-color paper miniatures is designed to be compatible with other 25/30mm figures and contains nine different creatures, all scaled to be approximately man-sized. Furthermore, four of these have also been scaled for use as giant-sized creatures. Miniatures in this set include: * One alluring Satyress * One two-headed, quadruple-D babe that has also been scaled for use as an Ettin  * One sexy Snake Demoness scaled at both human and giant sizes * One eye-catching busty Beholder, provided in both medium and large sizes * One ...

568914-thumb140.jpg~Cartes pour une Terre Désolée~
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Ces cartes, réalisées par le célèbre artiste Bob Greyvenstein, dépeignent diverses zones au cœur d'un vaste désert post-apocalyptique ! On y trouve notamment des bâtiments en ruine, des voitures épaves, ainsi qu'une multitude de routes, pavées ou en terre battue. Cette publication inclut également trois illustrations originales, utilisables comme source d'inspiration ou comme supports visuels. Ce titre propose deux versions de six grandes cartes sur double page : un jeu quadrillé et un autre sans quadrillage. Les cartes quadrillées mesurent 36 x 24 pouces (environ 91 x 61 cm) et comportent des carrés d'un pouce (chacun représentant 20 pieds). Les deux versions des cartes ainsi que les illustrations sont consultables dans un fichier PDF d'aperçu ; par ailleurs, les versions JPG de toutes le...

387935-thumb140.jpg~Morlocks: Druckbare Figuren für Rollenspiele & Kriegsspiele („Cardstock Characters“) ~
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Bevor es Orks gab, existierten schon Morlocks, die ursprünglichen kannibalischen humanoiden Bewohner einer unterirdischen Welt, erschaffen von dem genialen Sciencefiction-Pionier H.G. Wells! Diese grausigen Humanoiden tauchten erstmals in dem postapokalyptischen Klassiker Die Zeitmaschine auf. Dieses Set von Miniaturen hält sich an die Beschreibung dieser Kreaturen durch den Autor selbst als Kannibalen, Sklavenhalter und die Hüter unterirdischer Maschinen und es enthält neun menschengroße Morlocks, vier jugendliche Morlocks und zwei große Morlock-Ungetüme, neben 10 Spielmarken für Waffen und Ausrüstung. Diese Miniaturen wurden für die Kompatibilität mit anderen 25/30mm-Figuren entworfen und können so oft ausgedruckt und zusammengesetzt werden wie du möchtest. Zwei Versionen von ...


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Monsters [80% OFF BUNDLE]Price: $49.84
 THE COMPLETE ALIEN SPECIES TOOLKIT VOL 2
Posted: Wed, 27 May 15:03:14 CDT
Publisher: Eduardo Camps
THE COMPLETE ALIEN SPECIES TOOLKIT VOL 2
200 Alien Species for Science Fiction RPGs
Volume 2 of The Complete Alien Species Toolkit
4,000 Xenobiological Entries. Zero Prep. One d20.

The first contact team reported singing. Not radio signals — singing, from creatures whose hollow quills vibrate in harmonic consensus to decide whether you live or die. They are blind, they are ancient, and they have mapped every canyon on their world through echoes that they believe are the voices of their ancestors. They do not have a word for lonely.

This is not a bestiary of stat blocks. It is a xenobiology — the second volume in The Complete Alien Species Toolkit, adding 200 entirely new species. Each table is one complete species with 20 variants: subspecies, behaviors, ecological roles, and encounter scenarios. Every entry is built around one biological gimmick so strange that it reshapes the culture, the language, and the very concept of identity for the beings that carry it.

No stats. No mechanics. Just pure xenobiological imagination.

Three Rolls. Three Worlds. Zero Prep.

Roll 1 — Verrin Howlers (Table 1): Blind cave-dwelling mammals with hollow keratin quills that function as echolocation organs and harmonic resonators. Social decisions are reached through synchronized quill vibration creating stable chords. The Ridgeback Harmonizers use infrasonic disorientation against travelers. The Bone-Resonance Elders are immobile living instruments fused to calcium deposits, maintaining territorial boundaries through subsonic drone. The Fever-Singers carry a parasitic spore infection that produces unbearably beautiful melodies — and hallucinations in anyone who listens too long.

Roll 2 — Qo'larum Dreamers (Table 2): Tall humanoids with photosynthetic fur that shifts from indigo in darkness to gold in light. Every 42 years they enter the Great Recumbence — synchronized dormancy where shared neural visions travel via airborne spores. They have no word for loneliness. The Wake-Walkers are outcasts who cannot enter dormancy; they form desperate cults seeking forced slumber through any means. The Night-Blooming Dreamers photosynthesize through bioluminescence and negotiate with the dark itself.

Roll 3 — Kraathak Cartilage-Singers (Table 12): Dense-atmosphere acoustic-world beings whose entire respiratory system is a musical instrument. They do not speak — they breathe symphonies. Different social castes are distinguished by harmonic range. The Mourning Choirs perform multi-day requiems that literally map the deceased into the landscape, turning grief into geography. Their wars are judged by musical complexity rather than casualties — a dissonant chord carries the same weight as a massacre.

Three rolls. Three civilizations. No stat blocks required.
What You Get
200 Complete Alien Species — 4,000 Entries
Every table is one species with 20 variants: subspecies, cultures, ecological roles, encounter scenarios, and plot hooks. No filler, no generic humanoids-with-rubber-masks.
Biology-First Design
Each species is built around one biological gimmick so fundamental that it reshapes language, art, politics, and identity. The culture emerges from the body — not the other way around.
True Zero Prep — Read and Run
No stat blocks, no conversions, no mechanical overhead. Pure xenobiological imagination that works with any system. Roll once for a species, roll again for a variant, drop it into your session.
System-Agnostic by Design
Pure narrative worldbuilding. Works with Traveller, Starfinder, Mothership, Stars Without Number, Cypher System, Coriolis, and TAG. Bring your own mechanics — the aliens provide the wonder.
Sustained Weird Sci-Fi Tone
Poetic, linguistically ornate, body-horror adjacent but never gratuitous. Species with names like "Kraathak Cartilage-Singers" and "Zelathyr Mind-Gardeners." The weirdness has teeth.
Escalating Weirdness Architecture
Tables 1–80: Organic planetary species you might meet on a survey mission. Tables 81–160: Exotic and unnatural beings that challenge physics. Tables 161–200: Cosmic entities that reshape campaigns.
Volume 2 — The Complete Alien Species Toolkit Continues
The sequel to The Complete Alien Species Toolkit. 200 entirely new species across ten fresh biomes. No overlap with Volume 1. 
What's Inside
Mammalian & Humanoid (1–20) — Verrin Howlers with harmonic quill consensus, Qo'larum Dreamers who photosynthesize through fur and share dreams via spores, Kraathak Cartilage-Singers whose wars are judged by musical complexity.
Reptilian & Amphibian (21–40) — Ouroboros Eternals who consume their own timelines, Amphibious Mnemosyne that remember water they have never touched, Salamandrine Forge-Born bred in stellar plasma nurseries.
Insectoid & Arachnid (41–60) — Vespirynth with hive-minds distributed across separate bodies, Formicantheon that worship their own future castes, Phasmathex who exist partially out of phase with reality.
Crystalline & Silicon-Based (61–80) — Memoria-Diamon that store memories in lattice defects, Fractionalites existing in multiple quantum states simultaneously, Entropics accelerating toward maximum disorder with religious fervor.
Energy & Plasma Beings (81–100) — Chronoarcs feeding on temporal paradox, Solar-Ghosts haunting fusion reactors, Tachyon-Swimmers outracing causality itself.
Aquatic & Deep Ocean (101–120) — Leviathren singing gravitational hymns, Void-Anglers fishing in the space between stars, Brine-Saints worshipping the crushing dark at the bottom of trench-worlds.
Fungal & Plant-Like (121–140) — Mycorrhiza Tolk with neural networks spanning continents, Chronos Entari that experience all time simultaneously through root systems, Mnemovine consuming and replaying the memories of dead civilizations.
Machine-Hybrid & Synthetic (141–160) — The Mnemosyne species that are living archives, The Remnanted cyborgs who cannot remember which parts are original, Nullware intelligences that infect rather than communicate.
Cosmic & Void-Dwellers (161–180) — Hawking Grazers feeding on black hole radiation, Pulsar Ticks synchronized to neutron star rotation, Oort Lich entities that have outlived their originating stars.
Transcendent & Godlike (181–200) — The Entrophagi consuming the heat death of universes, The Symphony of Silence that unmake sound itself, The Eschaton — a species that is the end of all things, arriving slightly ahead of schedule.
How to Use

1. Roll the Species. Choose a category or roll d10 for one of ten biomes. Each table is a complete species with 20 variants — cultures, behaviors, ecological roles, and encounter scenarios.

2. Roll the Variant. d20 gives you a subspecies, cultural offshoot, or specific encounter scenario. The Ridgeback Harmonizer is different from the Bone-Resonance Elder — same species, utterly different at the table.

3. Let the Biology Drive the Story. The Qo'larum Dreamers' 42-year dormancy creates natural campaign timelines. The Kraathak Cartilage-Singers' musical wars become diplomatic puzzles. The biology is the plot engine.

System Compatibility

Works seamlessly with TAG, Traveller, Starfinder, Mothership, Stars Without Number, Cypher System, Coriolis, Alien RPG, and any sci-fi system that values wonder over arithmetic. No conversion needed — the aliens are pure narrative fuel.

This product is system-agnostic. It provides species, cultures, and encounter frameworks. Bring your own mechanics — or run encounters purely through negotiation, misunderstanding, and xenobiological discovery.

Tags: alien species, xenobiology, sci-fi bestiary, random encounter tables, system agnostic, zero prep, gm tools, sandbox generator, traveller, starfinder, mothership, alien rpg, cypher system, dark sci-fi, weird science fiction, space opera, worldbuilding, creature generator, alien races, science fiction rpg
200 d20 Tables · 4,000 Xenobiological Entries · Zero Prep
by Eduardo Camps
THE COMPLETE ALIEN SPECIES TOOLKIT VOL 2Price: $3.00
 31 Miseries 2025
Posted: Wed, 27 May 14:45:17 CDT
Publisher: Rat Sack Games

A Fan-Made Supplement for Mörk Borg

A collection of foes, relics, weapons, locations and other filthy assets to dishearten players in your Mörk Borg games.

All entries in this book are based on prompts from Mörktober 2025—from cursed orcs and corpses controlled by massive maggots, to a potion peddling hermit and a disease-ridden wizard PC class.

31 Miseries 2025Price: $14.99
 Fury & Tactics; Catalysts for The Fleetfoot Class from ModerPowerline
Posted: Wed, 27 May 14:32:01 CDT
Publisher: ModernPowerline

In this expansion for ModernPowerline’s Fleetfoot Class for DnD 5e 2014-2024 is 2 subclasses, one is focused on running into battle with reckless abandon, while the other uses their wit to position enemies and allies into tactical advantages.

Fury:"You are an unyielding force whose own fury propels you across the battlefield, retaliating against anyone foolish enough to attempt to harm you".
Fury Fleetfoots focus on dealing increased damage on each hit , reducing damage to themselves, and retaliating when they take damage.


Tactics
:"
Every fight is a puzzle and you are good at puzzles. You might be a soldier commanding your allies to victory, a criminal using your wit to gain every advantage, or just someone with a sharp mind and quick reflexes".
Tactics Fleetfoots selects enemies to debuff while assisting allies to deal damage and maintain superior positioning.

Fury & Tactics; Catalysts for The Fleetfoot Class from ModerPowerlinePrice: $2.00