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 File #02 - Level 1 Playable Characters - Arkham Citizens
Posted: Tue, 28 Apr 11:37:24 CDT
Publisher: Eldritch Atlas

12 ready to play Level 1 characters, ideal to start your Eldritch Horror game. Each character is unique, has its own biography, personality, special characteristics, items, and stat block. Take inspiration from them or take them straight into battle!

  • Smoke Over Grass: Tabaxi, Fighter, Citizen of Arkham, Private Eye
  • Edith Fletcher: Human, Rogue, Raised in Boston, Smuggler
  • Lenny Thélefeuille (Tealeaf): Halfling, Entertainer, Sang de la République, Musician
  • Lord Percival Caldwell: Human, Paladin, Subject of the Crown, Aristocrat
  • Father Nathaniel James: Human, Priest, Born in Faith, Dedicated to the Faith
  • Barnabas Brask: Orc, Barbarian, Citizen of Arkham, Bartender
  • Victor Emberlain: Dragonborn, Fighter, Free of the Commonwealth, Taxi Driver
  • Callum Fraser: Human, Doctor, Citizen of Arkham, Outdoorsman
  • Azza Sinweaver: Tiefling, Sorcerer, Citizen of Arkham, Drifter
  • Theresa Noone: Tiefling, Cleric, Born in Faith, Dedicated to the Faith
  • Sereen Greenwood: Elf, Scholar, Citizen of Arkham, Lawyer
  • Millicent Gearwright: Gnome, Machinist, Child of the Countryside, Engineer / Mechanic

They are not ordinary souls, though the world may yet see them as such. Each of them carries a past shaped by a place, blood, or circumstance. Whether driven by curiosity, duty, ambition, revenge, or something far less understood, they stand at the edge of a wider truth. The roads ahead are uncertain, and not all things that await can be explained… but they will go there anyways.

File #02 - Level 1 Playable Characters - Arkham CitizensPrice: $4.99
 Nowhere Man: Songs about Roleplaying Life
Posted: Tue, 28 Apr 11:00:38 CDT
Publisher: Nightpath Publishing

Nowhere Man: Songs about Roleplaying Life is a demo album by musician and game designer M. S. Farzan. Listen for free on SoundCloud and YouTube!

Nowhere Man: Songs about Roleplaying LifePrice: $1.00
 Orobor Maps • Scars & Ruin
Posted: Tue, 28 Apr 10:53:31 CDT
Publisher: Orobor Worldforge

Orobor Maps: Scars & Ruin
Scarred Places of a Crumbling World

This set includes five battle maps built for play: worn roads, failing crossings, lived-in spaces, and places where something went wrong, each designed with clear detail and room to run encounters straight at the table.

Inside you will find 5 unique battle maps, each with grit and clean versions, in high-resolution A1 print-ready format.

Maps in this Set
The Old Road
The Ancient Bridge
Lakeside Lodge
The Farm
The Ruin

Orobor Maps • Scars & RuinPrice: $7.99
 Urban Chaos - Solo Adventure - Dawn Of Control
Posted: Tue, 28 Apr 10:33:03 CDT
Publisher: Frontier Gaming

Lucentia is used to gangs rising and falling, but few emerge with the speed, discipline, and brutality of the Ashen Dawn Cartel, a new organisation spreading across the district known as Cinderline Expanse, a scorched industrial zone of refineries, abandoned factories, freight yards, and heat-warped infrastructure where old corporate shells sit half-melted into the ground and nightlights flicker through permanent haze, as the Cartel expands with ruthless efficiency, taking over failing crews, dismantling resistance with surgical strikes, and converting fractured territory into tightly controlled zones of influence, using a hybrid model of fear, economic coercion, and strategic elimination to ensure compliance rather than chaos, as smaller gangs find themselves either absorbed or erased, and established powers scramble to understand how the Cartel coordinates so effectively across such a wide area without visible leadership exposure, while rumours circulate that Ashen Dawn operates through rotating command cells, encrypted street intelligence, and an internal doctrine that prioritises expansion above all else, making them unpredictable, fast-moving, and extremely difficult to destabilise, as they begin pushing beyond Cinderline Expanse into adjacent districts, targeting supply chains, transport nodes, and weak leadership structures, creating a wave of controlled violence that feels less like gang warfare and more like an organised campaign, forcing Lucentia’s existing factions, corporations, and enforcement bodies to reconsider whether they are dealing with a gang at all, or something closer to a new form of urban authority emerging from the ashes of the old order.

_____________________________



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

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

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

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

Urban Chaos - Solo Adventure - Dawn Of ControlPrice: $0.50
 Urban Chaos - Solo Adventure - Asset Zero
Posted: Tue, 28 Apr 10:32:57 CDT
Publisher: Frontier Gaming

Lucentia’s corporate world is built on layers of protection, deniability, and controlled distance from the chaos of the streets, but occasionally an asset falls through the cracks, and when that happens the corporations do not send rescue teams, they send retrieval protocols, containment teams, and silent correction agents, as one such asset becomes the focus of a citywide operation unfolding across the district known as Vantory Spire, a vertical corporate enclave of skybridges, sealed office towers, data vaults, private transit elevators, and heavily monitored residential blocks where every corridor is tracked, every access point logged, and every deviation flagged in real time, and yet the asset - an individual holding sensitive proprietary information, financial keys, or strategic intelligence depending on who you ask - has gone off-grid within this controlled environment, forcing a tightening net of corporate security divisions, rival firms, mercenary contractors, and internal double agents all converging on the Spire in a coordinated attempt to recover, eliminate, or exploit the asset before competitors can, turning the entire district into a silent battlefield where movement is lethal, trust is impossible, and every corporate actor claims legitimacy while operating in secrecy, as the lone asset must survive not only the corporations hunting them but also the shifting alliances forming in real time around their existence, because in Lucentia a single piece of information is worth more than a life, and Vantory Spire is where information is fought over without ever being seen.



_____________________________



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

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

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

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

Urban Chaos - Solo Adventure - Asset ZeroPrice: $0.50
 Dead Drop: Solo Espionage Beta
Posted: Tue, 28 Apr 10:31:06 CDT
Publisher: DwarfMine Entertainment

Dead Drop: Solo Espionage Beta

It is clear, genre-forward, easy to remember, and signals immediately that this is a solo spy game in testing.

Product description

Dead Drop: Solo Espionage Beta is a solo tabletop roleplaying playtest package about covert operations conducted under pressure. You play a capable operative navigating surveillance, cover identities, fragile contacts, controlled spaces, compromised routes, and institutions that watch, remember, and react.

Built around a sharp Objective / Control resolution engine, the game asks not only whether you succeed, but what the field learns while you do it. Missions unfold through leads, preparation, infiltration, pursuit, extraction, fallout, and recovery. A clean success is valuable. A compromised success is common. Failure does not stop the story; it changes the operation and gives the field something to use later.

This beta packet includes quickstart rules, prebuilt operatives, linked solo oracles, test missions, recovery procedures, worksheets, play logs, and feedback forms. It is designed for players who enjoy procedural espionage, tense solo play, grounded tradecraft, and campaigns where every mission leaves a trace. The playtest package is based on the current solo spy rulebook draft and its core systems for Field Checks, Exposure, covers, lines, routes, threat sites, and aftermath.

send feedback to Masthik@gmail.com

Dead Drop: Solo Espionage BetaPrice: $1.50
 Daring & Dread: City Engine
Posted: Tue, 28 Apr 10:00:49 CDT
Publisher: Darrin Drader Designs

Daring & Dread: City Engine
A Fast, Flexible GM Toolbox for Building Fantasy Cities
Daring & Dread: City Engine is a GM‑first utility book designed to help you build, customize, and run fantasy settlements of any size—quickly, consistently, and with just enough flavor to make each one feel alive.

This isn’t a lore encyclopedia or a deep dive into a single canonical city. Instead, it’s a toolkit for creating your cities—whether they exist in the Daring & Dread campaign setting or any other fantasy medieval world you’re running.

If you want fast prep, improvisation support, and a structured way to make cities feel dynamic and reactive, this book is built for you.

What This Book Is
A plug‑and‑play city builder for any fantasy RPG, and a core utility supplement for the Daring & Dread campaign setting.

Inside you’ll find:

• City Identity Tools
Define a settlement’s purpose, founding, mood, and cultural texture in minutes.

• District & Neighborhood Generators
Create unique districts—markets, docks, noble quarters, slums, temples, artisan blocks—each with their own traits, landmarks, and street‑level details.

• Government, Law, and Power Structures
Quick prompts and tables for rulers, councils, guilds, criminal factions, and the tensions between them.

Economy & Daily Life
Shops, services, trade goods, bazaar booths, festivals, and the rhythms of a living city.

NPC Tools
Merchants, officials, street toughs, informants, priests, performers, and everyday citizens—ready to drop into any scene.

Urban Encounters & Events
From market‑day chaos to rooftop chanting, sewer disturbances, political intrigue, and supernatural weirdness.

Recent Developments Table
A signature City Engine feature: how the city changes after adventures, disasters, or player actions—keeping your world dynamic and reactive.

Quick‑Start City Generator
Build an entire settlement in under 5 minutes using a structured, step‑by‑step system.

What This Book Is Not
City Engine is not a lorebook.
It doesn’t present a fixed canon city, a mandatory setting, or a locked‑in world history.

Instead, it’s a Daring & Dread campaign setting tool designed to be effortlessly portable. Use it with the Daring & Dread campaign setting, or with the world of your choice. 
Drop it into:

* Your homebrew world

* Any published fantasy setting

* Any medieval‑style campaign

* Any system compatible with fantasy adventure

No rewrites. No conversions. No friction.

Why You’ll Love It
* Fast prep: Build a city during your lunch break.

* Improvisation‑friendly: Perfect for when players wander somewhere unexpected.

* System‑neutral: Works with 5E, PF2, OSR, or any fantasy ruleset.

* Replayable: Tables and generators produce endless combinations.

* GM‑facing design: Tons of essays, tables, tools, and guidelines that work at the table.

Perfect For GMs Who Want…

* Cities that feel alive without writing a novel

* Tools that spark creativity instead of dictating lore

* A consistent method for building settlements

* A way to keep cities evolving as the campaign grows

* A lightweight, affordable supplement that punches above its page count

Daring & Dread: City EnginePrice: $5.99
 MythCraft Core Rulebook | PDF + Roll20 [Bundle]
Posted: Tue, 28 Apr 10:00:05 CDT
Publisher: QuasiReal House

The content will be unlocked on both Roll20!

Purchasing this Bundle for MythCraft Core Rulebook provides everything you need to play online.

What is the Roll20 Version?

A ready-to-play compendium includes:

  • Compelte rules references
  • Drag & drop MythCraft features 18 Lineages, 13 Classes, 58 Subclass Tracks, 5 Sources of Magic and 340 spells, 17 Professions, and over 2,000 Talents.

How to Access Your Roll20 Content

Character Sheet

  • Roll20 VTT: When starting a new game, select the MythCraft Character Sheet.

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Embark on an Unforgettable Journey!

Within the pages of this tome, you will find everything you need to create heroic characters for the MythCraft role-playing game. Choose from countless combinations of lineage, background, and talent options to design exactly the character that you want to play.

The Core Rulebook is an essential for any game master or player. In addition to extensive player options, this book also contains all of the basic rules that you need to play the game.

MythCraft offers you a uniquely customizable role-playing experience. As you explore grand fantasy worlds, you must rely on your diplomatic words, your keen senses, and your sharpened steel. Your actions have consequences, and your legacy may be heralded or decried for generations to come.

Vast, undiscovered realms await you. What myths will you craft?


MythCraft Mechanics

MythCraft is an original tabletop roleplaying game with unrivaled character creation options, intuitive magic, a true Action Point system, a full "Backgrounds, Occupations, and Professions" system, and familiar but reimagined d20 mechanics. Build characters like never before with tens of thousands of unique builds.


MythCraft features 18 Lineages, 13 Classes, 58 Subclass Tracks, 5 Sources of Magic and 340 spells, 17 Professions, and over 2,000 Talents.

Every Level Matters

Character progression in MythCraft is exciting and intuitive. No weird, arbitrary math or spreadsheets are needed! Beyond gaining power at every level, you also gain a new Lineage Feature every 5 levels from your chosen lineage.
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Talent Points

MythCraft features 2000+ talents. Each level, you gain 1 Talent Point that can be spent on any Talent you meet the prerequisites for. These are split into 13 Class Stacks, 58 Subclass Tracks, 5 Magic Source, and Specialization Talent groupings.

Following a Subclass Track gives you access to Capstone talents, which are especially powerful ways to define your character.
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Backgrounds, Occupations, and Professions

While you are an adventurer, there is much more to your life than just battling beasts, hoarding treasure, and going on quests. MythCraft features a robust Backgrounds, Occupations, and Professions (BOP) system that provides ways to advance your character beyond just combat abilities.

MythCraft has 17 Professions that rank up, and grant new abilities as your character progresses. Become the governor of your own settlement, a renowned entrepreneur, or the admiral of your own fleet of ships
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Action Point System

At the start of each of your turns, you gain a set amount of AP, which can be increased as you level up by investing in the Coordination attribute. You can spend AP to move, attack, cast spells, and perform other actions - or you can save AP to spend reactively on other creatures' turns! Unspent AP can roll over to your next turn, allowing for strategic setups, dynamic combat, and incredible feats of teamwork!
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Five Sources of Magic

In MythCraft, casters and mythical monsters can draw from one of five distinct sources of magic: Arcane, Divine, Occult, Primal, and Psionic - each with their own mechanics and spell lists. As powerful mages, cultists, and oracles throughout Ancerra conflict, it gradually becomes evident that each of the sources of magic are stronger than some, and weaker than others, in a grand cosmic balance.

Each spellcaster will have a certain number of Spell Points they can expend to cast spells and gain more spell points as they take levels in a magical class. Spell Points can interact with Action Points in exciting ways, such as conjuring powerful spells that might take multiple turns or making tactical decisions like charging up a spell and going nova! 

Death Points

When you reach 0 HP - you're not out of the fight, even though you are dying. Characters have 8 Death Points that they accrue from taking damage whilst at 0 HP. At 8 Death Points, your character dies. This allows for much more epic moments and plays more into strategy than just playing whack-a-mole with healing or stabilization mechanics.
MythCraft Core Rulebook | PDF + Roll20 [Bundle]Price: $29.99
 Sea Creature Stock Art
Posted: Tue, 28 Apr 09:28:05 CDT
Publisher: Dren Productions

Thanks for taking the time to check out my RPG Stock Art!

This piece is of a monstrous sea creature we did for one of our campaigns.

Enjoy!

Commercial Stock Art License

The commercial terms and conditions for the Stock Art are simple and flexible.

The image can appear in print, electronic or web-based advertisements for the product in which it features. The image may not be used in another stock art collection, or individually.

The licensee may crop, rotate, and/or resize the image as they see fit to work within the publication provided the artist’s signature must legibly appear in the final image or be credited below it. If the image is resized, the original proportions must be maintained.

The author and artist's name must appear in the product's credits.


Private Use License

This illustration can be used in personal products without restriction.

Sea Creature Stock ArtPrice: $1.99
 Paths & Peculiarities of the Traveling Mage: School of the Unwritten Word
Posted: Tue, 28 Apr 09:27:23 CDT
Publisher: Quest Forge Studios

Take away spells? The Traveling Mage has heard of this school of magic. School of the Unwritten Word is for Wizards who like to counter, dispell, or totally remove a spell from their opponents and adversaries. 

Leave a review if you can and let us know how we are doing!

Paths & Peculiarities of the Traveling Mage: School of the Unwritten WordPrice: $1.00
 Castle Carbuncle
Posted: Tue, 28 Apr 09:25:31 CDT
Publisher: Kabuki Kaiser

A Solo Paragraph Adventure of Strange Rooms & Crystal Peril

Castle Carbuncle is a 360+ solo deep cut paragraph challenge in the heroic Tunnels & Trolls and Fighting Fantasy tradition, illustrated with naïve 80s-style black-and-white plates.

It slept in a dead locker alongside Buffalo Castle and The Warlock of Firetop Mountain, or perhaps only pretends it did.

You will find no plot here. No read-aloud. No history section. No campaign frame either, though if you join the dots and read between the lines, you may find some sense of consistency there, even a little ecology. How you join them, and what shape emerges, is up to you.

It is a dungeon and that is enough.

Built for Many Sought Adventure characters, with notes for easy use with B/X and other related OSR systems.

Inside are implied factions, familiar monsters made uncanny again, unique creatures, companions, familiars, weird magic, shrewd conundrums, bad surprises, and a more tactical kind of solo combat, where doors, darkness, ambush, and what you carry can matter as much as your stats. Choices do not merely branch, but change the whole run. What you notice matters. What you missed three paragraphs ago may matter most of all, spinning a different story every delve.

So take your favourite rogue wizard, patch one up, or grab one of the characters provided. Light your torch. Get through the gate if you can, and test your mettle.

† Classic monsters, creatively turned sideways.

† Wondrous locations and mysteries.

† Informed choices, real consequences.

† Hours and hours of play.

† High replay for solo play.

Castle CarbunclePrice: $7.99
 BATTLEFRONT VALKYRIE: Expansion Set 9
Posted: Tue, 28 Apr 09:13:12 CDT
Publisher: Fat Dragon Games

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Today is a good day to die... for the enemy crew!

Battlefront Valkyrie Expansion Set 9 explodes onto the scene, unleashing the thunderous power of a new Light Cruiser and the sleek lethality of a deadly Destroyer into the heart of the Cygnian fleet!

This expansion includes two ship models, bases, and ship cards.

BATTLEFRONT VALKYRIE™ is a groundbreaking 3D printable wargame that delivers the thrill of epic fleet battles right to your tabletop, all at a cost that's just a fraction of traditional games! 

All models are optimized for printing on FDM printers and print without supports.

Expand your Battlefront Valkyrie game with other Expansion Sets and have massive starship battles:

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Terms & Conditions for products by Fat Dragon Games can be viewed HERE. 

BATTLEFRONT VALKYRIE: Expansion Set 9Price: $3.99