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 Story Drawn
Posted: Sat, 07 Mar 12:11:16 CST
Publisher: NUELOW Games

Story Drawn is a collaborative storytelling game for 2-6 players that uses a standard deck of playing cards to generate spontaneous, creative narratives.

Players randomly select character cards, draw a genre card, and then take turns building a story together using additional cards as plot prompts. The game combines the unpredictability of chance with the creativity of improvisation, resulting in unique stories every time you play.

HAPPY STORYTELLING!

Story DrawnPrice: $0.75
 Drowned Undead | New 5e Monsters Roll20
Posted: Sat, 07 Mar 11:51:58 CST
Publisher: MmpApps

Drowned Undead | 5e Monsters

Drowned Undead is a monster supplement for 5e that presents maritime undead as a structured drowning hierarchy rather than isolated waterlogged corpses. Instead of treating drowned sailors as simple environmental hazards, this book establishes a disciplined chain of command beneath the tide—each rung escalating control, coordination, and the inevitability of submersion.

The intent of this product is environmental dominance and forced-movement lethality without arbitrary CR inflation. Each drowned retains the same core identity—barnacle armor, relentless grappling, and compulsion toward water—while scaling through battlefield control, coordinated assault, and regional authority. No rung abandons the drowning doctrine; each new manifestation deepens it.

Drowned undead are not shamblers, not plague-spreaders, and not mindless zombies. They are coordinated maritime dead driven by singular purpose: drag the living below the waves and make them one of their own.

Their combat strategy is methodical and tidal:

- Lure. They whisper the Call of the Deep, compelling the unwary toward shoreline, pier, or deck edge.
- Seize. They grapple with unnatural strength, resisting separation and dragging victims toward water.
- Submerge. In waist-deep surf or flooded hold, they restrain and suffocate.
- Coordinate. Officers amplify forced movement, collapse docks, and churn tides to break formation.
- Overwhelm. Commanders convert terrain into water, isolate targets, and turn deaths into reinforcements.

At higher tiers, drowned leaders gain battlefield and regional control—not to increase raw damage, but to ensure no footing remains stable and no ally remains within reach. Legendary and lair actions reinforce environmental inevitability rather than damage spikes.

Cultural lore and motive remain intentionally minimal. Drowned undead may be cursed sailors, storm-lost fleets, harbormasters bound by ancient pacts, or victims of a greater abyssal will. Their origin is yours to decide. Their purpose is not: They drown you.

Drowned Ladder

Drowned Sailor — CR 1  
Baseline barnacle-armored grappler that drags a single target toward water.

Barnacle Dragman — CR 3  
Heavy brute that restrains multiple creatures and advances while hauling prey.

Saltbound Helmsman — CR 5  
Undead officer who directs nearby drowned and surges localized tides to break footing.

Tidecaller Revenant — CR 7  
Battlefield manipulator that churns water into difficult terrain and compels movement toward the sea.

Blackwater Captain — CR 9  
Coordinated assault leader that amplifies forced movement and punishes isolated targets.

Harbormaster of the Damned — CR 11  
Regional shoreline tyrant that collapses docks and initiates mass submersion.

Deepbound Admiral — CR 13  
Supreme drowned commander that floods battlefields and exerts wide compulsion toward open water.

Apex Maritime Horrors

Stormbound Lighthouse Keeper — CR 15  
Legendary undead conduit bound to a cursed beacon, commanding drowned across miles of coast and turning the lighthouse itself into a weaponized arena.

Abyssal Leviathan — CR 20  
Mythic undead sea colossus whose presence warps tides, shatters ships, and births drowned in its wake.

Drowned Undead | New 5e Monsters Roll20Price: $7.99
 Wide-Eyed Terror (Revisited) BPX-DC003
Posted: Sat, 07 Mar 11:25:35 CST
Publisher: Breaker Press Games

Famine has set in across the rain-soaked region of Stennard. Desperation has led to vile acts of banditry and poaching. Trade struggles under weight of these attacks. The Old Barn Tavern in Stennard eagerly awaits a delivery from the Bushelbearer Farm, but it has not arrived. Concerned, Jowan Alemonger wishes to send a group of mercenaries to check on the Bushelbearers and secure this important delivery.

Wide-eyed Terror is an adventure designed for 12-16 0-level characters or 6-8 1st level characters supported by followers and hirelings. This adventure includes 4 detailed NPCs, 2 unique monsters, 17 curious rumors, and more than a dozen encounter areas. The adventure is perfect for a single 3-4 hour session or can be lengthened with random encounters or can be connected to The Precipice of Corruption.

Wide-Eyed Terror (Revisited) BPX-DC003Price: $15.00
 Sea Giant Queen - STL files for underwater merfolk giant warrior woman
Posted: Sat, 07 Mar 10:34:04 CST
Publisher: MediaStream Press

Abyssal Queen of the Tides

From the silent depths where sunlight fades and ancient ruins lie half-buried in coral, the Abyssal Queen rises.

Neither monster nor mermaid alone, she is a sovereign of the deep sea — a being of grace, intelligence, and terrible power. Her form flows seamlessly from regal humanoid figure into the living mantle of the ocean itself, her many tentacles spreading like the folds of an elegant gown. Coral armor adorns her breast, bound with graceful straps like royal attire, while a crown of branching coral and a spiraled nautilus shell marks her dominion over the endless waters.

She stands upon the shattered remains of drowned civilizations, barnacled stones and broken columns rising from the seafloor around her throne. Starfish cling to ancient masonry, seaweed drifts like banners in a silent current, and pearls gleam faintly in the shadows of forgotten temples.

To sailors she is a legend. To the creatures of the abyss she is law.

Where tides rise and storms gather, the Queen of the Deep remembers that the oceans once ruled the world… and may yet again.

Sea Giant Queen - STL files for underwater merfolk giant warrior womanPrice: $1.99
 100 Pseudo-Magical Trinkets to Find
Posted: Sat, 07 Mar 10:21:09 CST
Publisher: Azukail Games

In a fantasy setting, magical items may or may not be common, but they will almost certainly be known of. However, there may also be items that are reputed to have minor magical powers that are in general sold to those without any true magical powers. This supplement has 100 such items. In some cases, they might have genuine use in magic, but only if they were properly created and used by those with the knowledge to use them. Most will, in fact, be random junk. They could be found for sale by less reputable merchants, or perhaps in the possession of NPCs.

This PDF supports Adobe layers and the page backgrounds and images can be disabled to make printing easier.

Here are some sample results:

  • Straw poppet with crudely made clothes and facial features drawn with charcoal.
  • Stuffed raven posed on a stand.
  • Tarnished green copper brooch in the shape of a holly leaf.
  • Tiny wand made from quartz.
  • Torc made from beaten copper.

One page is the front cover, one the front matter and most of one is ads.

100 Pseudo-Magical Trinkets to FindPrice: $0.99
 Invisible Stalkers Ladder | 5e Monsters Roll20
Posted: Sat, 07 Mar 10:18:50 CST
Publisher: MmpApps

Invisible Stalkers

Invisible Stalkers is a monster supplement for 5e that presents invisible stalkers as a mathematically scaling assassination lineage rather than a single mid-tier elemental stat block. Instead of treating the invisible stalker as a one-bracket threat, this book expands the concept across thirteen escalating manifestations—each retaining the same core chassis while adding cumulative, disciplined hunting talents.

The intent of this product is controlled lethality and solo encounter viability without CR inflation. Each stalker preserves the fundamental air elemental identity—permanent invisibility, relentless pursuit, and focused violence—while scaling through predictable mathematical progression. No rung abandons prior abilities; each new manifestation adds to the assassination toolkit rather than replacing it.

Invisible stalkers are not skirmishers, not battlefield commanders, and not chaotic storm spirits. They are elemental assassins bound to a single quarry. Every action they take—movement, positioning, target selection, and even attacks against bystanders—is evaluated solely through the objective of killing that designated creature.

Their combat strategy is deliberate and disciplined:

- Designation. Upon summoning, a stalker is bound to one quarry. It always knows the direction of its target while on the same plane.
- Approach. It stalks patiently, choosing terrain, timing, and elevation to maximize isolation.
- Disruption. It scatters allies with controlled bursts of wind, pushes protectors out of formation, and relocates the quarry through forced movement rather than brute force.
- Isolation. It drags, pins, lifts, and strands its target away from support.
- Execution. It delivers concentrated burst damage only against the quarry, conserving force against others unless removing interference advances the mission.

At higher tiers, stalkers gain limited legendary mobility and control options—not to increase damage output, but to maintain pressure in solo encounters against coordinated parties. These legendary actions never add direct damage; they exist to reposition, disrupt, and isolate.

Cultural lore and motive remain intentionally minimal. Invisible stalkers may be summoned by mages, bound by ancient compacts, dispatched by elemental courts, or unleashed by accident. Their purpose is singular. They are wind given intent.

Use these stat blocks as precision instruments. The reason the air wants someone dead is yours to decide.

Invisible Stalkers Ladder

Invisible Stalker I — CR 3  
Baseline assassination chassis; invisible elemental bound to a single quarry with focused burst damage and relentless pursuit.

Invisible Stalker II — CR 4  
Hardened manifestation with increased durability and sustained pressure against its designated target.

Invisible Stalker III — CR 5  
Mobile hunter that repositions after striking, maintaining constant isolation pressure on its quarry.

Invisible Stalker IV — CR 6  
Disciplined pursuer with improved resilience and unbroken focus on execution.

Invisible Stalker V — CR 7  
Isolation specialist that drags its quarry out of formation and into exposed positions.

Invisible Stalker VI — CR 8  
Battlefield manipulator that strengthens forced movement and separation tactics.

Invisible Stalker VII — CR 9  
Formation disruptor that actively scatters allies to leave the quarry exposed.

Invisible Stalker VIII — CR 10  
Legendary-tier assassin with enhanced mobility and control to sustain solo pressure.

Invisible Stalker IX — CR 11  
Greater predator with amplified burst damage and improved battlefield disruption.

Invisible Stalker X — CR 12  
Intensified manifestation with heightened resilience and relentless execution pacing.

Invisible Stalker XI — CR 13  
Arcane disruptor that weakens concentration and magical defenses while isolating its quarry.

Invisible Stalker XII — CR 14  
Near-apex hunter with overwhelming positional dominance and sustained control.

Invisible Stalker XIII — CR 15  
Peak elemental assassin that delivers devastating finishing strikes once its quarry falters.

Invisible Stalkers Ladder | 5e Monsters Roll20Price: $7.99
 DEEP SPACE ADVENTURE #16 - PRIMARY TARGET
Posted: Sat, 07 Mar 10:16:31 CST
Publisher: Farsight Games

This is a priority one communication and must be acted upon immediately.

DETAILS: A Data has informartion pertaining to government agents working in this sector, and he intends to sell this information to what we believe is a high-end contact in the underworld.

MISSION: Approach the industrial unit, eliminate rival gangs, eliminate Data Courier. Data Courier is the primary target.

Requires 'DEEP SPACE - A SIMPLE SPACE ADVENTURE ROLEPLAYING GAME' 

DEEP SPACE ADVENTURE #16 - PRIMARY TARGETPrice: $1.34
 A Baker's Dozen of Black Market Magical Items II (C&C)
Posted: Sat, 07 Mar 10:12:45 CST
Publisher: Azukail Games

This collection is of minor magic items that, despite their typically low value, level and limitations on how often they can be used, may be hard to buy on the open market. This is because many of them have less than reputable uses, either in addition to, or as an abuse of, their main use, or they have no truly honest use. How legal or illegal the items might be will depend on the locale; they could range from legal to controlled use and ownership to outright illegal. As such, they may often be possessed by those in less than honest professions.

This PDF supports Adobe layers and the page backgrounds and images can be disabled to make printing easier.

The items are as follows:

  • Arrows of the Treant
  • Coins of Returning
  • Distractor
  • Elixir of the Wild Mage
  • Face-swapping cards
  • Horn of Eavesdropping
  • Murderer's Skull
  • Mutable Knife
  • Nail Claws
  • Pain Inducer
  • Seal Manipulator
  • Tracer
  • Writing Alterer

One page is the front cover, one the front matter, most of one is ads and one the Open Game License.

The supplement is also available in the following versions: 5E and Pathfinder.

This work is compatible with the Castles & Crusade Players Handbook.

A Baker's Dozen of Black Market Magical Items II (C&C)Price: $1.49
 Map - Town 2
Posted: Sat, 07 Mar 10:08:22 CST
Publisher: Azukail Games

This is a hand drawn map of a town by a river. The art may be used in personal and commercial products, and can be modified in any way. It cannot be resold, even if modified, as stock art or part of another stock art pack. Attribution is required in commercial products for this piece.

The zip contains eight 300 dpi versions of the map (3272x2541 pixels, 27.7x21.51 cm), four versions on a transparent background, with the walls and/or water coloured, and four on a white background, with the walls and/or water coloured.

Map - Town 2

Map - Town 2Price: $2.50
 100 Hooks and Rumours for Fading Suns: Lost Worlds III
Posted: Sat, 07 Mar 10:02:03 CST
Publisher: Ulisses Spiele

When asking around in different places, characters may overhear rumours of different things. They may be insuring about a different matter entirely and stumble across additional information by accident. This supplement has 100 rumours that characters could hear. They can be used as misdirection, background information or as potential adventure hooks and cover the Lost Worlds of Pandora and Sargasso.

This PDF supports Adobe layers and the page backgrounds and images can be disabled to make printing easier.

Here are some sample results:

  • Landing on Sargasso without help from Sargassan "traffic control" is often a good way to commit suicide for any pilots who weren't raised on planet. This has allowed the Sargassans to remain independent, but there are rumours that the Charioteers are gradually insinuating themselves further and further into traffic control, thereby making it much easier for them to spread further influence on the planet.
  • Less than entirely legal, or out and out illegal, jobs are becoming more and more prevalent amongst the choices made by Sargassan pilots. It's thought that the Charioteers are unhappy about this, given such used to join that guild, and are trying to cause problems for those who choose to primarily pilot outside the law.
  • Loyal workers of "Uncle" Fredo Sackville, the Scraver boss of Neo Chiba, are sometimes rewarded with cybertech. It's rumoured that Fredo ensures that the cybertech can be deactivated if the follower proves to be disloyal, and that this may well end up being fatal to the possessor.
  • Low-tech watercraft and speeders are often used to travel the oceans of Sargasso, which can be a dangerous occupation. It's said that a group is trying to arrange an around the world race, a competition in which pilots compete to see who can circumnavigate the globe in low-tech craft as quickly as possible, with prizes to be won.
  • Migon Fungus is a creeping rot originating on Migon in the Pandora system which destroys the electrical systems of visiting ships. It's rumoured that some offworlders have been seeking to obtain samples of this rot in order to use it against enemy vessels.

One page is the front cover, one the front matter and one is ads.

100 Hooks and Rumours for Fading Suns: Lost Worlds IIIPrice: $1.99
 Vlätkrig Set Eleven: Griskynne of the Gáldaethra
Posted: Sat, 07 Mar 10:01:50 CST
Publisher: Zhu Industries

Griskynne of the Gáldaethra

Vlätkrig Set Eleven: Griskynne of the Gáldaethra presents 10 unique, hand drawn, Griskynne characters for you to print, cut-out and play in both printable PDF and VTT friendly PNG formats.

Vlätkrig Set Eleven: Griskynne of the GáldaethraPrice: $2.67
 Invisible Stalkers Ladder | 5e Monsters Foundry
Posted: Sat, 07 Mar 09:13:23 CST
Publisher: MmpApps

Invisible Stalkers

Invisible Stalkers is a monster supplement for 5e that presents invisible stalkers as a mathematically scaling assassination lineage rather than a single mid-tier elemental stat block. Instead of treating the invisible stalker as a one-bracket threat, this book expands the concept across thirteen escalating manifestations—each retaining the same core chassis while adding cumulative, disciplined hunting talents.

The intent of this product is controlled lethality and solo encounter viability without CR inflation. Each stalker preserves the fundamental air elemental identity—permanent invisibility, relentless pursuit, and focused violence—while scaling through predictable mathematical progression. No rung abandons prior abilities; each new manifestation adds to the assassination toolkit rather than replacing it.

Invisible stalkers are not skirmishers, not battlefield commanders, and not chaotic storm spirits. They are elemental assassins bound to a single quarry. Every action they take—movement, positioning, target selection, and even attacks against bystanders—is evaluated solely through the objective of killing that designated creature.

Their combat strategy is deliberate and disciplined:

- Designation. Upon summoning, a stalker is bound to one quarry. It always knows the direction of its target while on the same plane.
- Approach. It stalks patiently, choosing terrain, timing, and elevation to maximize isolation.
- Disruption. It scatters allies with controlled bursts of wind, pushes protectors out of formation, and relocates the quarry through forced movement rather than brute force.
- Isolation. It drags, pins, lifts, and strands its target away from support.
- Execution. It delivers concentrated burst damage only against the quarry, conserving force against others unless removing interference advances the mission.

At higher tiers, stalkers gain limited legendary mobility and control options—not to increase damage output, but to maintain pressure in solo encounters against coordinated parties. These legendary actions never add direct damage; they exist to reposition, disrupt, and isolate.

Cultural lore and motive remain intentionally minimal. Invisible stalkers may be summoned by mages, bound by ancient compacts, dispatched by elemental courts, or unleashed by accident. Their purpose is singular. They are wind given intent.

Use these stat blocks as precision instruments. The reason the air wants someone dead is yours to decide.

Invisible Stalkers Ladder

Invisible Stalker I — CR 3  
Baseline assassination chassis; invisible elemental bound to a single quarry with focused burst damage and relentless pursuit.

Invisible Stalker II — CR 4  
Hardened manifestation with increased durability and sustained pressure against its designated target.

Invisible Stalker III — CR 5  
Mobile hunter that repositions after striking, maintaining constant isolation pressure on its quarry.

Invisible Stalker IV — CR 6  
Disciplined pursuer with improved resilience and unbroken focus on execution.

Invisible Stalker V — CR 7  
Isolation specialist that drags its quarry out of formation and into exposed positions.

Invisible Stalker VI — CR 8  
Battlefield manipulator that strengthens forced movement and separation tactics.

Invisible Stalker VII — CR 9  
Formation disruptor that actively scatters allies to leave the quarry exposed.

Invisible Stalker VIII — CR 10  
Legendary-tier assassin with enhanced mobility and control to sustain solo pressure.

Invisible Stalker IX — CR 11  
Greater predator with amplified burst damage and improved battlefield disruption.

Invisible Stalker X — CR 12  
Intensified manifestation with heightened resilience and relentless execution pacing.

Invisible Stalker XI — CR 13  
Arcane disruptor that weakens concentration and magical defenses while isolating its quarry.

Invisible Stalker XII — CR 14  
Near-apex hunter with overwhelming positional dominance and sustained control.

Invisible Stalker XIII — CR 15  
Peak elemental assassin that delivers devastating finishing strikes once its quarry falters.

Invisible Stalkers Ladder | 5e Monsters FoundryPrice: $7.99