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 201 - Dungeon Stairs (b&w, full page)
Posted: Tue, 19 May 19:27:50 CDT
Publisher: Monster Mage Games

Monster Mage Games Presents:

Dead Man Delineation
A stock art collection by Jesse Mohn

The images in this product are high-quality TIFF files at a 300 dpi resolution.

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ARTWORK(S) CONTAINED WITHIN MAY NOT BE RESOLD - INCLUDING IN COMMERCIAL CLIPART OR STOCK ART COLLECTIONS OR PERSONAL USE IMAGE COLLECTIONS.  

ARTWORK(S) MAY NOT BE POSTED ON THE INTERNET WITHOUT THE EXPRESS PERMISSION OF MONSTER MAGE GAMES AND/OR THE ARTIST.  

ONLY MONSTER MAGE GAMES OR THE ARTIST HAVE THE RIGHT TO SELL THIS ARTWORK.  THE PDF, COVER, AND DESIGN ELEMENTS OF THIS PRODUCT ARE NOT INCLUDED IN THIS LICENSE. 


Any questions may be directed to Jesse Mohn at monstermageoni@gmail.com


Copyright Notice: 

The copyright notice below must be printed within the published product. 

Some art ©2026 Jesse Mohn


Monster Mage Games, Dead Man Delineation and their respective logos are property of Jesse Mohn. All rights reserved.  Published by Monster Mage Games. © 2026 Jesse Mohn


201 - Dungeon Stairs (b&w, full page)Price: $12.00
 Kit Bash!
Posted: Tue, 19 May 18:43:34 CDT
Publisher: Rusty Sellsword Design

You want to run a superhero campaign, but you're sick of starting with someone else's universe. What if the table built the world together, from scratch, before the first punch is thrown?

Kit Bash! by June Shores is a superhero setting design toolkit that turns campaign prep into collaborative play. The game unfolds in three phases: first, the players and GM build the world together, its tone, threats, and history. Then they build the cast, using modular Kits that combine power sets and backgrounds into flexible archetypes. Finally, they play in the world they've made.

The Pathways map gives structured guidance for collaborative worldbuilding without making it feel like homework. The Kit system is elegant: instead of building powers from scratch, players select and remix pre-built sets, allowing genuine creativity while keeping character creation focused. Multiple player-facing worksheets make the creative process tactile and shareable.

Kit Bash! carries the highest prep rating in the Spotlight line for good reason—all that front-loaded work pays off in a campaign that feels entirely, irreplaceably yours. For groups that love the creative side of gaming as much as the playing-it side, this is the one.

Superhero | Setting d6 / Prep d12 / Complexity d8

The Cortex Prime Spotlights are fully playable RPG settings designed for the Cortex Prime system, spanning pulp adventure, space opera, kaiju action, supernatural drama, post-apocalyptic survival, and more. Each Spotlight includes a complete setting, rules variants tailored to its genre, sample characters, and everything you need to run a campaign or one-shot. All you need to add is the Cortex Prime Game Handbook and dice.

© 2022 Dire Wolf Digital, LLC. Distributed under license by Rusty Sellsword Design, Ltd. All rights reserved.

CORTEX, CORTEX PRIME, Dire Wolf and the Dire Wolf logo are registered trademarks of Dire Wolf Digital, LLC.


Kit Bash!Price: $4.99
 Solarpunk
Posted: Tue, 19 May 18:43:32 CDT
Publisher: Rusty Sellsword Design

The corporations took everything. The land, the water, the air. But they didn't get you. Not yet.

Solarpunk by Beau Jagr Sheldon is a near-future eco-punk setting about community resistance, hopeful futures, and the radical act of building something better. You play Flares—organizers, hackers, engineers, and dreamers—pushing back against the corps that have privatized the planet. Your weapon of choice is solidarity.

The non-violent ethos is built into the mechanics. Crisis Pools replace the traditional doom pool, reframing opposition as systemic pressure rather than enemies to defeat. Your Commune is a group character with its own traits and needs; what happens to the community matters as much as what happens to you. Three distinction types—identity, community, and purpose—ensure your character is always understood in relation to the world around them, not just as an isolated individual.

Hovercrafts, bionics, and cybernetics are available as signature assets for characters who want a more action-forward feel. But Solarpunk's real power is in making cooperation and mutual aid feel heroically satisfying, in mechanics and in story.

Near-future eco-punk / hopepunk | Setting d8 / Prep d6 / Complexity d8

The Cortex Prime Spotlights are fully playable RPG settings designed for the Cortex Prime system, spanning pulp adventure, space opera, kaiju action, supernatural drama, post-apocalyptic survival, and more. Each Spotlight includes a complete setting, rules variants tailored to its genre, sample characters, and everything you need to run a campaign or one-shot. All you need to add is the Cortex Prime Game Handbook and dice.

© 2022 Dire Wolf Digital, LLC. Distributed under license by Rusty Sellsword Design, Ltd. All rights reserved.

CORTEX, CORTEX PRIME, Dire Wolf and the Dire Wolf logo are registered trademarks of Dire Wolf Digital, LLC.

SolarpunkPrice: $3.95
 Misty Cove
Posted: Tue, 19 May 18:43:30 CDT
Publisher: Rusty Sellsword Design

The town knows you're different. They always have. What they don't know… what you've always kept hidden… is just how different you really are.

Misty Cove by Shawn C. Harris is a small-town supernatural drama with a crucial inversion: you play the monsters. Twelve supernatural creature types—Faerie, Ghost, Guardian, Vampire, Werewolf, and more—all trying to pass, connect, and belong in a town that wasn't built for them. The drama lives in the gap between what you are and what you want to be.

Characters are built on emotion-based attributes—Anger, Desire, Fear, Joy, Sorrow—that put feeling at the center of every roll. Primary attribute stress tracks how your emotional state is being pushed to the breaking point, and the Shaken mechanic adds a second layer of vulnerability when things go badly. Secrets and Appetites are baked into character creation: every creature has something to hide and something they hunger for, and both will eventually come out.

For fans of True Blood, Being Human, or any corner of the supernatural drama tradition, Misty Cove offers a Cortex lens on that tradition: intimate, emotional, and dangerous.

Small-town supernatural drama | Setting d6 / Prep d6 / Complexity d8

The Cortex Prime Spotlights are fully playable RPG settings designed for the Cortex Prime system, spanning pulp adventure, space opera, kaiju action, supernatural drama, post-apocalyptic survival, and more. Each Spotlight includes a complete setting, rules variants tailored to its genre, sample characters, and everything you need to run a campaign or one-shot. All you need to add is the Cortex Prime Game Handbook and dice.

© 2022 Dire Wolf Digital, LLC. Distributed under license by Rusty Sellsword Design, Ltd. All rights reserved.

CORTEX, CORTEX PRIME, Dire Wolf and the Dire Wolf logo are registered trademarks of Dire Wolf Digital, LLC.

Misty CovePrice: $3.95
 Brighter Stars
Posted: Tue, 19 May 18:43:29 CDT
Publisher: Rusty Sellsword Design

The mission was supposed to last ten years. There were supposed to be answers at the end of it. Nobody told you the hardest part wouldn't be the void—it would be staying human out there.

Brighter Stars by Filamena Young is an aspirational space opera about the crew of the EASS Diana, humanity's flagship for a ten-year deep space mission. This is not grimdark. It's a story about Courage, Curiosity, Hope, and what we choose to hold onto when everything familiar is impossibly far away.

What sets this Spotlight apart is its mechanical heart: Values and Relationships together form your primary trait sets. What you believe in matters as much as what you can do—and those beliefs are tested as the journey stretches on. The Culture Shock doom pool variant creates pressure when the crew encounters the genuinely alien, and milestone-based advancement means your character arc is built into the rules.

With one of the most accessible complexity ratings in the line, Brighter Stars is a wonderful entry point for players new to Cortex, and a perfect fit for groups that want thoughtful, character-driven science fiction without the grind of a high-prep system.

Aspirational space opera | Setting d6 / Prep d6 / Complexity d6

The Cortex Prime Spotlights are fully playable RPG settings designed for the Cortex Prime system, spanning pulp adventure, space opera, kaiju action, supernatural drama, post-apocalyptic survival, and more. Each Spotlight includes a complete setting, rules variants tailored to its genre, sample characters, and everything you need to run a campaign or one-shot. All you need to add is the Cortex Prime Game Handbook and dice.

© 2022 Dire Wolf Digital, LLC. Distributed under license by Rusty Sellsword Design, Ltd. All rights reserved.

CORTEX, CORTEX PRIME, Dire Wolf and the Dire Wolf logo are registered trademarks of Dire Wolf Digital, LLC.

Brighter StarsPrice: $3.95
 Fanmail Inspiration/Fate Ledger - Double Feature
Posted: Tue, 19 May 18:22:09 CDT
Publisher: Russell Sawyer

Fanmail Inspiration & The Fate Ledger

A double feature of shared heroics, table momentum, natural 20s, natural 1s, and fate keeping score.

Every table knows the feeling.

A player makes the desperate roll. The die tumbles. Everyone leans forward. A natural 20 hits the table and the room erupts. A natural 1 lands and everyone groans like the floor just cracked open.

Those moments matter.

But the rules do not always know what to do with that emotion.

Fanmail Inspiration & The Fate Ledger gives those moments shape.

This independent fifth edition fantasy roleplaying supplement from RV Sawyer and Tobacco Road Games presents two companion house rules designed to make your table louder, sharper, more generous, and more dangerous.

Fanmail Inspiration reworks Inspiration into a banked, shareable table currency. Players can hold more than one Inspiration, award it to one another, and pour it into the rolls that matter most. A brave choice, a perfect line, a painful character moment, a clever plan, a sacrifice, all of it can become fuel for the table. Inspiration stops sitting in a lonely little box on the character sheet and starts moving like fire passed from torch to torch.

The Fate Ledger gives natural 20s and natural 1s a place to matter without turning every check into a miracle or every bad roll into slapstick disaster. Fortune Marks and Doom Marks gather over time. When enough of them fill the ledger, fate answers. Sometimes the road rises to meet the party. Sometimes the road remembers what they owe.

Together, these rules create a shared economy of praise, risk, luck, pressure, and consequence. One rule moves through the players. The other moves through the dice. Both make the whole table pay attention.

Inside you will find:

  • A complete Fanmail Inspiration system built for fifth edition fantasy roleplaying
  • Rules for banking, sharing, spending, and seeding Inspiration
  • The “priming the pump” procedure that keeps Inspiration moving
  • Guidance for meaningful rolls, table pacing, and preventing abuse
  • The Fate Ledger, with Fortune and Doom tracks
  • Full Fortune and Doom effect tables
  • Rules for Fortune Dice and Doom Dice
  • Advice for using both systems together
  • An original independent character sheet appendix with Fate Ledger tracking built in

These rules were written by RV Sawyer, a long-time Game Master, designer, and table tinkerer with more than twelve years of live table experience using banked and shareable Inspiration in actual play. This is not theory polished in a tower. This is tablecraft, beaten into shape by dice, laughter, panic, bad decisions, better stories, and players who know exactly when a moment deserves applause.

Tobacco Road Games creates fifth edition compatible material with an eye toward practical play, strong table procedures, and mechanics that serve the story without putting a leash around its throat. The goal is simple: give Game Masters tools they can use immediately, and give players more reasons to care about each other’s moments.

Use Fanmail Inspiration & The Fate Ledger if you want Inspiration to move, natural 20s and natural 1s to echo, and the party to feel like they are all writing in the same book.

Sooner or later, the ledger opens.

Make sure your table is ready.

Fanmail Inspiration/Fate Ledger - Double FeaturePrice: $4.00
 The Nightmare Files: Bloodlust Surgeon
Posted: Tue, 19 May 18:09:36 CDT
Publisher: Jon Amaral

The Nightmare Files: Bloodlust Surgeon is a system-ready toolkit for Wardens running Mothership Sci-Fi Horror RPG.

This supplement introduces a Nightmare Aspect - The Bloodlust Surgeon - a manifestation of medical anxiety and body horror that warps stations, colonies, and ships into surgical hellscapes. Inside are tools to mutate reality and turn NPCs into terrifying vessels of “healing.”

What’s inside:

  • d10 Encounters themed around invasive treatment and surgical horror
  • d10 reality-warping Rifts that alter environments and player perceptions
  • d10 grotesque Mutations for PCs and NPCs
  • d10 powerful Blessings granted by embracing the Nightmare
  • Ready-to-use Vessel, Speaker, and Abomination stat blocks
  • Player Nightmare Tracker sheet to manage Mutations and Blessings at the table

This supplement will help you add escalating horror to prewritten modules, create recurring set pieces, or build entire sessions from random results.

Embrace the Nightmare!

Compatible with Mothership and easily adaptable to other sci-fi survival horror RPGs.

The Nightmare Files: Bloodlust SurgeonPrice: $2.99
 Hard S.F. Worldbuilding Cookbook #6.1: Salvage and Space Archaeology: The Skif-U Battlestation
Posted: Tue, 19 May 17:51:27 CDT
Publisher: John Freeman

Hard S.F. Worldbuilding Cookbook #6.1: Salvage and Space Archaeology: The Skif-U Battlestation

A how-to guide for writers and roleplayers

Start with your story. Choose your salvage, hazards, situations, and useful prompts as you need them. Have the science behind it all at your fingertips, when you want it. 

Inspiration first, then worldbuilding.


The Hard SF Worldbuilding Cookbooks:

Written for worldbuilders who want their in-world science to be more than just technobabble, the Hard SF Cookbooks are focussed on story and dramatic possibilities rather than just being ‘here’s the science, now go create’. Each starts with a guide for the aspiring space traveller,  then pulls out to the artist, writer and GM point-of-view, with lookup tables so you can start from the trope or scenario you want, find interesting prompts and new story hooks, and work back towards the science behind them.

Ah.. the cold war: If there are bad things in near-Earth space, waiting for an unwary spacecraft-salvaging astronaut most of them probably trace their origins to then. And.. there are. 

Of the tens of thousands of spacecraft orbiting Earth, the USSR  built some of the most bonkers. So, when US president Reagan announced plans to field a system of missile detecting and destroying satellites, Moscow began planning a series of orbiting battlestations to shoot them all down. Shortly before the USSR fell they had developed the design - called the ‘Skif’* satellites - as far as launching a bare-bones prototype. 

The end of the cold war seemed to put th kibosh on attempts to dominate space with huge lasers - but it's easy enough to imagine alternate realties where things played out differently. Or alien worlds that suffered their own cold wars, and had parrellel developments leadng to similar battlestation-satellites for your characters to encounter.

Which is where this booklet come in...

Its aim is to give an author, GM, or other world-builders a plain-language run down on what a Skif-U type battle-station satellite would be like: How long it might last in space, what sort of condition it would be in, what you could get from it, what it could be used for, what the experiences of approaching one might be… and what they might be like if the Skif-U decided you were a threat.


Some of the specifics it goes into are:

How old can salvage be before it becomes 'space archaeology'? p6

Basics of the Skiff-U Satellites: p8

Possible uses for a salvaged SKif-U: p9

Where did the USSR want to place it? p9

Who could build one of these? p9

Visuals of approaching a Skiff-U satellite: p10

Prompts: p10

Salvage & systems specific to a Skif-U: p11

Flares, Coronal mass Ejections, and radiation belts: p28

Kinetic impacts: p30

Interplanetary navigation: p31

General spacecraft salvage: p33

Radiation countermeasures for space vehicles  p37

Impact countermeasures for spacecraft: p38

General terms: p38

John Freeman is PhD physicist, who acts as advisor for world-builders when they want some real world details to help their creations. This series owes its existence to the GMs, writers, artists, and even historians who collaborated with him (and who keep him in touch with the real world, and supply him with snacks).
Hard S.F. Worldbuilding Cookbook #6.1: Salvage and Space Archaeology: The Skif-U BattlestationPrice: $3.99
 VILLAGE Experience Cards - Daggerheart Compatible Reference Cards
Posted: Tue, 19 May 16:34:17 CDT
Publisher: SPARCS Games

VILLAGE Experience Cards

Daggerheart Compatible Experience Cards Collection

70 professionally designed cards

Bring the world of small, close-knit rural communities to your Daggerheart table. The Village Experience Cards collection captures the lives of characters shaped by self-sufficiency, mutual support, and intimate knowledge of land and neighbors — the shepherds, hedge witches, hunters, and village elders whose stories begin in places where everyone knows everyone.

Designed around the theme of Community & Survival, every card in this 70-card set evokes life in settlements of fewer than 500 souls: the long winters survived together, the bandit raids defended against shoulder-to-shoulder, the blood feuds that span generations, and the quiet bonds that tie a person to the land and to each other.

This set follows the standard Daggerheart Experience structure with five SRD-aligned categories, plus two custom categories unique to this collection that capture what only village life can offer.

What's Included

  • 70 Complete Experience Cards
  • 10 Background Cards — Rural professions and life paths
  • 10 Characteristic Cards — Personality traits forged by tight-knit community life
  • 10 Specialty Cards — Practical expertise developed in rural settings
  • 10 Skill Cards — Physical and sensory abilities honed by daily survival
  • 10 Phrase Cards — Folk wisdom and beliefs passed down through generations
  • 10 Village Bonds Cards (custom category) — Relationships, obligations, and connections that define your place in a small community
  • 10 Shared Hardships Cards (custom category) — Communal crises and traumatic events the entire village endured together

Designed for Balanced Play

Every card has been carefully balanced for practical use at the table — roughly 40% of the set offers clear combat or combat-adjacent applications, with the remainder supporting exploration, social interaction, and flexible roleplay. 

Part of the Settlement Experience Cards collection — three themed sets (Village, Town, City) that work standalone or together to give every character in your party a rooted sense of place. Each set is fully independent; collect all three for 210 themed Experience cards covering every settlement size in your world.


Legal Information:

This product includes materials from the Daggerheart System Reference Document 1.0, © Critical Role, LLC. under the terms of the Darrington Press Community Gaming (DPCGL) License. More information can be found at https://www.daggerheart.com. Content has been modified and adapted for card format. There are no previous modifications by others.

While care has been taken to accurately represent game mechanics, players should refer to the official Daggerheart rulebooks for authoritative rules. This is a reference tool and not a substitute for the official rules.

Daggerheart Compatible. This is independent community content created under the Darrington Press Community Gaming License. Not affiliated with or endorsed by Critical Role, LLC or Darrington Press.

Darrington Press™ and the Darrington Press authorized work logo are trademarks of Critical Role, LLC and used with permission.

VILLAGE Experience Cards - Daggerheart Compatible Reference CardsPrice: $5.00
 TOWN Experience Cards - Daggerheart Compatible Reference Cards
Posted: Tue, 19 May 16:34:10 CDT
Publisher: SPARCS Games

VILLAGE Experience Cards

Daggerheart Compatible Experience Cards Collection

70 professionally designed cards

Bring the bustling life of trade hubs and market towns to your Daggerheart table. The Town Experience Cards collection captures the lives of characters shaped by commerce, specialized craft, and the networks that tie a community together — the merchants, town guards, master artisans, and silver-tongued negotiators whose stories play out where rural and urban worlds meet.

Designed around the theme of Commerce & Specialization, every card in this 70-card set evokes life in settlements of 500 to 5,000 souls: the guilds that gatekeep a craft, the favors traded over tavern tables, the reputations earned and lost in a single market season, and the networks of contacts that turn an ambitious artisan into a fixture of regional trade.

This set follows the standard Daggerheart Experience structure with five SRD-aligned categories, plus two custom categories unique to this collection that capture what only village life can offer.

What's Included

  • 70 Complete Experience Cards
  • 10 Background Cards — Rural professions and life paths
  • 10 Characteristic Cards — Personality traits forged by tight-knit community life
  • 10 Specialty Cards — Practical expertise developed in rural settings
  • 10 Skill Cards — Physical and sensory abilities honed by daily survival
  • 10 Phrase Cards — Folk wisdom and beliefs passed down through generations
  • 10 Connections Cards (custom category) — Professional and social network contacts who provide resources, information, and assistance
  • 10 Reputations Cards (custom category) — How you're known around town and the stories people tell about you

Designed for Balanced Play

Every card has been carefully balanced for practical use at the table — roughly 40% of the set offers clear combat or combat-adjacent applications, with the remainder supporting exploration, social interaction, and flexible roleplay. 

Part of the Settlement Experience Cards collection — three themed sets (Village, Town, City) that work standalone or together to give every character in your party a rooted sense of place. Each set is fully independent; collect all three for 210 themed Experience cards covering every settlement size in your world.


Legal Information:

This product includes materials from the Daggerheart System Reference Document 1.0, © Critical Role, LLC. under the terms of the Darrington Press Community Gaming (DPCGL) License. More information can be found at https://www.daggerheart.com. Content has been modified and adapted for card format. There are no previous modifications by others.

While care has been taken to accurately represent game mechanics, players should refer to the official Daggerheart rulebooks for authoritative rules. This is a reference tool and not a substitute for the official rules.

Daggerheart Compatible. This is independent community content created under the Darrington Press Community Gaming License. Not affiliated with or endorsed by Critical Role, LLC or Darrington Press.

Darrington Press™ and the Darrington Press authorized work logo are trademarks of Critical Role, LLC and used with permission.

TOWN Experience Cards - Daggerheart Compatible Reference CardsPrice: $5.00
 CITY Experience Cards - Daggerheart Compatible Reference Cards
Posted: Tue, 19 May 16:34:06 CDT
Publisher: SPARCS Games

CITY Experience Cards

Daggerheart Compatible Experience Cards Collection

70 professionally designed cards

Bring the dense, dangerous, dazzling world of metropolitan life to your Daggerheart table. The City Experience Cards collection captures the lives of characters shaped by anonymity, extreme specialization, and the harsh realities of urban density — the rat catchers, dock workers, gang enforcers, and street-hardened survivors whose stories play out in alleys, rookeries, temple districts, and crowded markets.

Designed around the theme of Complexity & Anonymity, every card in this 70-card set evokes life in settlements of 5,000 souls or more: the gang wars survived in narrow streets, the executions watched from the crowd, the districts that raise their children with their own customs and dangers, and the marks the city leaves on those who endure it.

This set follows the standard Daggerheart Experience structure with five SRD-aligned categories, plus two custom categories unique to this collection that capture what only village life can offer.

What's Included

  • 70 Complete Experience Cards
  • 10 Background Cards — Rural professions and life paths
  • 10 Characteristic Cards — Personality traits forged by tight-knit community life
  • 10 Specialty Cards — Practical expertise developed in rural settings
  • 10 Skill Cards — Physical and sensory abilities honed by daily survival
  • 10 Phrase Cards — Folk wisdom and beliefs passed down through generations
  • 10 City Marks Cards (custom category) — Physical, mental, or social scars left by transformative urban experiences
  • 10 Districts Cards (custom category) — Which quarter of the city raised you, and the skills, connections, and worldview that came with it

Designed for Balanced Play

Every card has been carefully balanced for practical use at the table — roughly 40% of the set offers clear combat or combat-adjacent applications, with the remainder supporting exploration, social interaction, and flexible roleplay. 

Part of the Settlement Experience Cards collection — three themed sets (Village, Town, City) that work standalone or together to give every character in your party a rooted sense of place. Each set is fully independent; collect all three for 210 themed Experience cards covering every settlement size in your world.


Legal Information:

This product includes materials from the Daggerheart System Reference Document 1.0, © Critical Role, LLC. under the terms of the Darrington Press Community Gaming (DPCGL) License. More information can be found at https://www.daggerheart.com. Content has been modified and adapted for card format. There are no previous modifications by others.

While care has been taken to accurately represent game mechanics, players should refer to the official Daggerheart rulebooks for authoritative rules. This is a reference tool and not a substitute for the official rules.

Daggerheart Compatible. This is independent community content created under the Darrington Press Community Gaming License. Not affiliated with or endorsed by Critical Role, LLC or Darrington Press.

Darrington Press™ and the Darrington Press authorized work logo are trademarks of Critical Role, LLC and used with permission.

CITY Experience Cards - Daggerheart Compatible Reference CardsPrice: $5.00
 Ten Barbarian Clan Warrior Encounters
Posted: Tue, 19 May 15:58:33 CDT
Publisher: The Arcverse

DM Essentials #142: 10 Barbarian Clan Warrior Encounters

In most games, the barbarian is defined by rage. They shout, they swing, they break things. A fury‑driven engine of combat.

But a barbarian is not a machine. They are a person bound by honour, by kinship, by an oath sworn before the ancestors. Their strength comes from the knowledge that they fight for something larger than themselves – for their blood, for their chieftain, for the memory of those who fell before them. A barbarian who abandons the clan is not free; they are lost.

DM Essentials #142 gives you ten ways to make barbarian clan warriors feel like the heart of a tribal society – people with complex laws, deep spirituality, and a fierce love for their kin. These are not mindless berserkers. They are warriors of honour, tradition, and consequence.

What's Inside?

The Clan Warrior's World (Short Essay): Honour, kinship, exile, and the weight of the oath.

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

- The Blood Price – A warrior demands weregild for a slain kinsman. The death was an accident. Mercy or justice?
- The Young War Leader – A young warrior is given command for the first time. The veterans do not trust them. Prove leadership without a fight.
- The Shield Oath – Two warriors swear a bond of brotherhood before a sacred stone. The oath is binding forever.
- The Coward – A warrior fled a battle. The clan demands exile. But they fled to warn a village. Coward or hero?
- The Exile – Cast out for a crime they did not commit. The real thief is the chieftain's son. Help them prove their innocence.
- The Hunt – A young hunter must bring down a great beast – their first kill. But the beast is sacred. Feed the clan or honour the spirit?
- The Vision Quest – A youth fasts for three days, waiting for a sign. The ancestors are silent. Patience or despair?
- The Unquiet Grave – An ancestor's cairn has been disturbed. The spirit walks at night. A child took a stone. Make amends.
- The Chieftain's Heir – The old chieftain is dying. The heir is not ready. Earn the elders' trust, not a trophy.
- The Pyre – A great warrior has died. The clan builds the pyre. The dead had secrets. Speak the truth or let them burn?

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

Who This Is For:

- DMs who want barbarians to feel like people, not stereotypes
- Players who think honour and kinship are richer motivations than fury
- Anyone who understands that the strongest warrior is the one who carries the weight of their clan

Also Available

On Barbarians: A Reconsideration of the Tribal Warrior in Fantasy Roleplaying – a pay‑what‑you‑want essay that explains the thinking behind this series. Available separately.

ENTER THE ARCVERSE

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

The clan is the warrior's soul. The oath is their chain. The ancestors are watching. Will you stand with them, or will you walk alone?

Ten Barbarian Clan Warrior EncountersPrice: $2.99