Roll 3d6 - Roleplaying Resources

DriveThru RPG

Newest Items

 White Box Quarterly #2
Posted: Tue, 31 Mar 23:20:36 CDT
Publisher: Barrel Rider Games

White Box Quarterly is, as the name implies, a quarterly digital 'zine that provides new resources for your White Box Cyclopedia (and other White Box-based) game! Each issue includes a new heritage, a new class, new monsters, new magic items, a short adventure, and new optional rules!

In this issue, we've got...

  • The mystical Stonespeaker Dwarf heritage.
  • The rugged magic of the Runecaster class.
  • Fungal freaks and strange constructs like the Dwarven Smith-Sentinel, the Fungal Spider, and the Lichen Lurker - just to name a few!
  • A dragon, long frozen in an icy tomb shall be reawakened if the players can't recall The Bladesmith's Prayer.
  • Forge new wonders with the Anvil of the True Smith and shatter wood and stone with the Hammer of Demolition!
  • Finally, new rules to make underground exploration more dynamic with rules for avalanches, cave-ins, tight spaces, and biolumenence are provided!

Simple, printer-friendly layout, combined with classic line art evokes an era of gaming 50 years in the making!

White Box Quarterly #2Price: $4.99
 NPC Line-Up cards for Twilight:2000
Posted: Tue, 31 Mar 23:18:07 CDT
Publisher: Free League Publishing

Twilight: 2000  NPC Sheet

 

Being organized can be a struggle for any GM.  Juggling stats for Players, NPC’s, monsters, archetypes and encounters can be difficult.  The Line-Up Cards just made all of that easier.

What is it?

The Line-Up Card sheet is a 3X3 array of Cards detailing all of the major stats for Twilight:2000 That means on one sheet you can detail 9 NPC’s, units groups or mooks.   That’s enough for an average session worth on NPC’s, The major crew of a ship, the key Villains in an adventure or the random encounter your players might encounter in a dungeon, all in one easy to read sheet.

But wait, as they say, there’s more.

Each of the 9 Cards in a sheet is sized to be cut out and fit into a card sleeve.  Now NPC’s Can easily be divided among your players to run during the combat.  The key villains for a session can be laid out behind the GM screen and easily referenced.  A stack of wandering encounters can be accessed and drawn from for sudden combats.  Because the cards are sized for protectors, a 3x3 card sheet can be used to sort monsters by encounter type or region.  Friendly soldiers can be assigned to individual units or major villains can be assigned to different sectors of the battlespace and move from area to area.  

Possible uses for the Line-Up Card Sheets:

  • Set up, by name an individual unit, refugee band, scavenger  team,  ship crew or polka band with all stats at the ready.
  • Organize the people  the players will encounter in a typical campaign with easy access to the stats and less book-flipping.
  • Keep a handy List of all the players stats on one sheet in easy reach.
  • Have a handy list of the “folks about town” or scout section in one place
  • Have a quick and easy way to detail all the important people in a session, even if you only have a few moments before hand.

If you would like to cut the cards out you can

  • Create a deck of random encounters and then sort them by location, order of appearance in the campaign or frequency.
  • Detail the stats for the most important NPC in the players group (Platoon, crew, shift etc.)  and then easily assign them into sub-groups or pass them out for the players to run.
  • Create a quick and easy set of archetypes cards handy for new or guest players

Combine the Cards into Card Sheet Protectors (usually also 3x3) to let you:

  • Design multiple groups like factions in a city, units, locations in a city and easily move NPC’s between them as the story is needed
  • Build units on the fly from existing PC/NPC sheets.
NPC Line-Up cards for Twilight:2000Price: $1.00
 Guilds: Arcane, Faith & Steel | 5e Monsters Roll20
Posted: Tue, 31 Mar 23:15:01 CDT
Publisher: MmpApps

Guilds: Arcane, Faith & Steel

Guilds: Arcane, Faith & Steel is a settlement-scale NPC supplement for 5e that explores the organized institutions controlling magic, religion, and martial discipline within a functioning city. Instead of presenting these classes solely as wandering adventurers, this book treats them as structured guild authorities responsible for training, licensing, enforcement, and doctrine.

Each ladder represents a formal hierarchy rather than a band of heroes. Apprentices, investigators, instructors, and senior authorities enforce standards within their respective institutions. These characters are not designed to roam the wilderness seeking treasure. They exist to regulate knowledge, maintain doctrine, and impose order within a community.

The intent of this product is to provide grounded NPC roles suitable for urban campaigns, political intrigue, and institutional conflicts. The creatures in this supplement are intentionally restrained in power compared to typical adventuring parties. They represent bureaucratic authority, trained specialists, and disciplined officials rather than world-shaking champions.

Cultural detail is intentionally light. Whether these guilds cooperate, compete, or secretly undermine one another is left to the GM. A wizard council might resent temple oversight, a knightly order might enforce doctrine against the will of priests, or arcane regulators may restrict magic that religious leaders consider sacred. These stat blocks provide the framework. How the institutions interact is your story to tell.

The Arcane Guild

The Arcane Guild regulates magical education, licensing, and enforcement within the city. Spellcasting is treated as a controlled profession rather than a personal talent. Apprentices must train under recognized instructors, licensed wizards are expected to follow guild doctrine, and unauthorized magic invites investigation.

Arcane encounters emphasize controlled spellcasting, investigation of magical activity, and enforcement of magical law. Guild spellcasters are disciplined practitioners who rely on preparation, regulation, and structured magical authority rather than chaotic experimentation.

The Faith Guild

The Faith Guild represents organized religious authority. Temples maintain doctrine, guide public worship, and enforce the moral codes recognized by the city. Clergy and holy warriors work together to preserve spiritual order while protecting sacred sites and followers.

Faith encounters emphasize divine authority, protective magic, and disciplined religious structure. Priests and temple officials rarely seek conquest, but they will enforce doctrine and defend the sanctity of their faith when challenged.

The Steel Guild

The Steel Guild governs martial training and the professional warrior class within the city. Fighters serve as instructors, security forces, and disciplined combat specialists trained through formal guild structures rather than battlefield survival alone.

Steel encounters emphasize coordination, discipline, and martial leadership. These warriors represent organized military authority within the settlement, maintaining training halls, overseeing tournaments, and commanding forces when the city calls for defense.

Arcane Guild Roster

Arcane Page (CR 0): Young apprentice beginning formal magical study under guild supervision.
Licensed Wizard (CR 1): Recognized practitioner authorized to cast and practice magic within the city.
Arcane Specialist (CR 2): Investigative mage trained to analyze magical phenomena and irregular spellcasting.
Spell Auditor (CR 3): Arcane law enforcer responsible for investigating and suppressing illegal magic.
Archmagister (CR 5): Senior wizard authority overseeing magical doctrine and guild governance.

Faith Guild Roster

Temple Acolyte (CR 0): Novice religious assistant responsible for temple duties and early spiritual training.
Ordained Cleric (CR 1): Fully initiated priest authorized to perform rituals and guide worship.
Holy Knight (CR 2): Sacred warrior serving as the militant protector of the temple and faithful.
Doctrine Inquisitor (CR 3): Religious investigator ensuring adherence to doctrine and rooting out heresy.
High Prelate (CR 5): Senior spiritual authority guiding temple policy and religious governance.

Steel Guild Roster

Training Squire (CR 0): Young martial trainee undergoing disciplined guild combat instruction.
Guild Fighter (CR 1): Professional warrior serving as a guard, instructor, or guild enforcer.
Arena Veteran (CR 2): Seasoned combatant hardened through repeated martial contests.
Field Captain (CR 3): Battlefield leader coordinating disciplined fighters in organized formations.
Grand Marshal (CR 5): Supreme martial authority directing guild strategy and military command.

Guilds: Arcane, Faith & Steel | 5e Monsters Roll20Price: $7.99
 Guilds: Coin, Voice & Discipline | 5e Monsters Roll20
Posted: Tue, 31 Mar 23:14:59 CDT
Publisher: MmpApps

Guilds: Coin, Voice & Discipline

Guilds: Coin, Voice & Discipline is a settlement-scale NPC supplement for 5e that explores the organized professions governing trade, culture, and personal discipline within a functioning city. Rather than portraying these classes as wandering adventurers, this book presents them as structured institutions that train apprentices, regulate professions, and maintain social influence.

Each ladder represents a professional hierarchy rather than a band of heroes. Apprentices, inspectors, envoys, instructors, and senior authorities enforce standards within their respective guilds. These characters are not designed to seek treasure or explore distant ruins. They exist to maintain order within commerce, public expression, and disciplined personal mastery.

The intent of this product is to provide grounded NPC roles suitable for urban campaigns, political intrigue, and institutional encounters. The creatures in this supplement are intentionally restrained in power compared to typical adventuring parties. They represent professional authority, skilled specialists, and respected masters rather than legendary adventurers.

Cultural detail is intentionally minimal. Whether these guilds cooperate, compete for influence, or quietly manipulate civic leadership is left to the GM. Merchant authorities may clash with religious doctrine, traveling performers may influence politics through public sentiment, and monastic orders may pursue discipline that few outsiders truly understand. These stat blocks provide the framework. How these institutions shape the city is your story to tell.

The Trades Guild

The Trades Guild regulates skilled labor and craftsmanship within the city. Apprentices learn under licensed masters, guild inspectors enforce standards of quality, and senior artisans control access to trade knowledge and economic influence.

Trades encounters emphasize professional skill, organized labor, and civic authority through economic power. Craftsmen may not wield great magic or divine influence, but the city depends on their work, and the guild protects its interests carefully.

The College of Voice

The College of Voice represents the organized tradition of performers, musicians, and cultural envoys. Bards influence public sentiment through music, storytelling, and diplomacy, shaping how people think and how leaders are remembered.

Voice encounters emphasize charisma, performance, and social influence. Members of the college rarely dominate through violence; instead they inspire crowds, negotiate conflicts, and quietly influence the politics of a city through reputation and persuasion.

The Monastic Order

The Monastic Order governs disciplined training in body and mind. Monasteries produce warriors of focus and restraint who value mastery over spectacle. Students learn patience, control, and precision through years of dedicated practice.

Monastic encounters emphasize martial discipline, controlled movement, and personal mastery. These monks rarely seek glory. Instead they train, teach, guard sacred spaces, and intervene only when necessary to restore balance or protect their traditions.

Trades Guild Roster

Tradesman Apprentice (CR 0): Young worker beginning formal training under guild supervision.
Licensed Tradesman (CR 1): Recognized professional authorized to practice a skilled trade within the city.
Guild Foreman (CR 2): Experienced crafts leader responsible for supervising large projects and labor crews.
Guild Inspector (CR 3): Authority tasked with enforcing trade standards and investigating violations.
Master Guildsman (CR 5): Senior artisan controlling guild knowledge, training, and economic influence.

College of Voice Roster

College Busker (CR 0): Street performer learning the fundamentals of public entertainment.
Licensed Bard (CR 1): Recognized performer authorized to represent the college in public venues.
Court Performer (CR 2): Refined musician and storyteller serving noble courts and elite audiences.
College Envoy (CR 3): Diplomatic bard representing the college in political or cultural negotiations.
Grand Virtuoso (CR 5): Legendary performer whose reputation carries influence across entire regions.

Monastic Order Roster

Monastery Novice (CR 0): Young student beginning the long discipline of monastic training.
Ordained Monk (CR 1): Fully trained martial practitioner practicing the monastery’s traditions.
Temple Guardian (CR 2): Disciplined defender responsible for protecting sacred grounds.
Order Instructor (CR 3): Senior teacher guiding the next generation of disciplined monks.
Grand Master (CR 5): Supreme authority of the monastery, representing perfected discipline and mastery.

Guilds: Coin, Voice & Discipline | 5e Monsters Roll20Price: $7.99
 Guilds: Arcane, Faith & Steel | 5e Monsters PDF
Posted: Tue, 31 Mar 23:14:58 CDT
Publisher: MmpApps

Guilds: Arcane, Faith & Steel

Guilds: Arcane, Faith & Steel is a settlement-scale NPC supplement for 5e that explores the organized institutions controlling magic, religion, and martial discipline within a functioning city. Instead of presenting these classes solely as wandering adventurers, this book treats them as structured guild authorities responsible for training, licensing, enforcement, and doctrine.

Each ladder represents a formal hierarchy rather than a band of heroes. Apprentices, investigators, instructors, and senior authorities enforce standards within their respective institutions. These characters are not designed to roam the wilderness seeking treasure. They exist to regulate knowledge, maintain doctrine, and impose order within a community.

The intent of this product is to provide grounded NPC roles suitable for urban campaigns, political intrigue, and institutional conflicts. The creatures in this supplement are intentionally restrained in power compared to typical adventuring parties. They represent bureaucratic authority, trained specialists, and disciplined officials rather than world-shaking champions.

Cultural detail is intentionally light. Whether these guilds cooperate, compete, or secretly undermine one another is left to the GM. A wizard council might resent temple oversight, a knightly order might enforce doctrine against the will of priests, or arcane regulators may restrict magic that religious leaders consider sacred. These stat blocks provide the framework. How the institutions interact is your story to tell.

The Arcane Guild

The Arcane Guild regulates magical education, licensing, and enforcement within the city. Spellcasting is treated as a controlled profession rather than a personal talent. Apprentices must train under recognized instructors, licensed wizards are expected to follow guild doctrine, and unauthorized magic invites investigation.

Arcane encounters emphasize controlled spellcasting, investigation of magical activity, and enforcement of magical law. Guild spellcasters are disciplined practitioners who rely on preparation, regulation, and structured magical authority rather than chaotic experimentation.

The Faith Guild

The Faith Guild represents organized religious authority. Temples maintain doctrine, guide public worship, and enforce the moral codes recognized by the city. Clergy and holy warriors work together to preserve spiritual order while protecting sacred sites and followers.

Faith encounters emphasize divine authority, protective magic, and disciplined religious structure. Priests and temple officials rarely seek conquest, but they will enforce doctrine and defend the sanctity of their faith when challenged.

The Steel Guild

The Steel Guild governs martial training and the professional warrior class within the city. Fighters serve as instructors, security forces, and disciplined combat specialists trained through formal guild structures rather than battlefield survival alone.

Steel encounters emphasize coordination, discipline, and martial leadership. These warriors represent organized military authority within the settlement, maintaining training halls, overseeing tournaments, and commanding forces when the city calls for defense.

Arcane Guild Roster

  • Arcane Page (CR 0): Young apprentice beginning formal magical study under guild supervision.
  • Licensed Wizard (CR 1): Recognized practitioner authorized to cast and practice magic within the city.
  • Arcane Specialist (CR 2): Investigative mage trained to analyze magical phenomena and irregular spellcasting.
  • Spell Auditor (CR 3): Arcane law enforcer responsible for investigating and suppressing illegal magic.
  • Archmagister (CR 5): Senior wizard authority overseeing magical doctrine and guild governance.

Faith Guild Roster

  • Temple Acolyte (CR 0): Novice religious assistant responsible for temple duties and early spiritual training.
  • Ordained Cleric (CR 1): Fully initiated priest authorized to perform rituals and guide worship.
  • Holy Knight (CR 2): Sacred warrior serving as the militant protector of the temple and faithful.
  • Doctrine Inquisitor (CR 3): Religious investigator ensuring adherence to doctrine and rooting out heresy.
  • High Prelate (CR 5): Senior spiritual authority guiding temple policy and religious governance.

Steel Guild Roster

  • Training Squire (CR 0): Young martial trainee undergoing disciplined guild combat instruction.
  • Guild Fighter (CR 1): Professional warrior serving as a guard, instructor, or guild enforcer.
  • Arena Veteran (CR 2): Seasoned combatant hardened through repeated martial contests.
  • Field Captain (CR 3): Battlefield leader coordinating disciplined fighters in organized formations.
  • Grand Marshal (CR 5): Supreme martial authority directing guild strategy and military command.
Guilds: Arcane, Faith & Steel | 5e Monsters PDFPrice: $4.99
 Guilds: Coin, Voice & Discipline | 5e Monsters PDF
Posted: Tue, 31 Mar 23:14:57 CDT
Publisher: MmpApps

Guilds: Coin, Voice & Discipline

Guilds: Coin, Voice & Discipline is a settlement-scale NPC supplement for 5e that explores the organized professions governing trade, culture, and personal discipline within a functioning city. Rather than portraying these classes as wandering adventurers, this book presents them as structured institutions that train apprentices, regulate professions, and maintain social influence.

Each ladder represents a professional hierarchy rather than a band of heroes. Apprentices, inspectors, envoys, instructors, and senior authorities enforce standards within their respective guilds. These characters are not designed to seek treasure or explore distant ruins. They exist to maintain order within commerce, public expression, and disciplined personal mastery.

The intent of this product is to provide grounded NPC roles suitable for urban campaigns, political intrigue, and institutional encounters. The creatures in this supplement are intentionally restrained in power compared to typical adventuring parties. They represent professional authority, skilled specialists, and respected masters rather than legendary adventurers.

Cultural detail is intentionally minimal. Whether these guilds cooperate, compete for influence, or quietly manipulate civic leadership is left to the GM. Merchant authorities may clash with religious doctrine, traveling performers may influence politics through public sentiment, and monastic orders may pursue discipline that few outsiders truly understand. These stat blocks provide the framework. How these institutions shape the city is your story to tell.

The Trades Guild

The Trades Guild regulates skilled labor and craftsmanship within the city. Apprentices learn under licensed masters, guild inspectors enforce standards of quality, and senior artisans control access to trade knowledge and economic influence.

Trades encounters emphasize professional skill, organized labor, and civic authority through economic power. Craftsmen may not wield great magic or divine influence, but the city depends on their work, and the guild protects its interests carefully.

The College of Voice

The College of Voice represents the organized tradition of performers, musicians, and cultural envoys. Bards influence public sentiment through music, storytelling, and diplomacy, shaping how people think and how leaders are remembered.

Voice encounters emphasize charisma, performance, and social influence. Members of the college rarely dominate through violence; instead they inspire crowds, negotiate conflicts, and quietly influence the politics of a city through reputation and persuasion.

The Monastic Order

The Monastic Order governs disciplined training in body and mind. Monasteries produce warriors of focus and restraint who value mastery over spectacle. Students learn patience, control, and precision through years of dedicated practice.

Monastic encounters emphasize martial discipline, controlled movement, and personal mastery. These monks rarely seek glory. Instead they train, teach, guard sacred spaces, and intervene only when necessary to restore balance or protect their traditions.

Trades Guild Roster

  • Tradesman Apprentice (CR 0): Young worker beginning formal training under guild supervision.
  • Licensed Tradesman (CR 1): Recognized professional authorized to practice a skilled trade within the city.
  • Guild Foreman (CR 2): Experienced crafts leader responsible for supervising large projects and labor crews.
  • Guild Inspector (CR 3): Authority tasked with enforcing trade standards and investigating violations.
  • Master Guildsman (CR 5): Senior artisan controlling guild knowledge, training, and economic influence.

College of Voice Roster

  • College Busker (CR 0): Street performer learning the fundamentals of public entertainment.
  • Licensed Bard (CR 1): Recognized performer authorized to represent the college in public venues.
  • Court Performer (CR 2): Refined musician and storyteller serving noble courts and elite audiences.
  • College Envoy (CR 3): Diplomatic bard representing the college in political or cultural negotiations.
  • Grand Virtuoso (CR 5): Legendary performer whose reputation carries influence across entire regions.

Monastic Order Roster

  • Monastery Novice (CR 0): Young student beginning the long discipline of monastic training.
  • Ordained Monk (CR 1): Fully trained martial practitioner practicing the monastery’s traditions.
  • Temple Guardian (CR 2): Disciplined defender responsible for protecting sacred grounds.
  • Order Instructor (CR 3): Senior teacher guiding the next generation of disciplined monks.
  • Grand Master (CR 5): Supreme authority of the monastery, representing perfected discipline and mastery.
Guilds: Coin, Voice & Discipline | 5e Monsters PDFPrice: $4.99
 Awesome Ancestries: Giant Floating Eye
Posted: Tue, 31 Mar 23:08:31 CDT
Publisher: Far Distant Future Publishing

Have you played your fair share of boring characters? Never fear! Awesome Ancestries are here to provide new, intriguing possibilities for your game.

In this installment, we present the ancestry you've all been waiting for...

GIANT FLOATING EYES!

A common trope of every fantasy story, these familiar protagonists have been ignored for too long. Well, no longer!

Inside you'll find:

  • A full description and background details for the giant floating eye species
  • Species traits for this 22 RP monstrous species
  • 2 alternate species traits
  • 1 species-specific feat with a really long name that you'll think twice about taking just because you won't want to write it on your character sheet (but then you'll realize it's a pretty good feat for your build and anyway you can abbreviate it)
  • Favored class bonuses for only 2 classes (but they're 2 really good ones that you'll find thematically very appropriate)

Note:

  • This supplement is for the Pathfinder 1E Roleplaying Game.
  • This was released FREE for April Fool's Day, but is totally playable in every way, unlike our last April Fool's Day offering, which was honestly a mess. (I blame Cthulhu.)
Awesome Ancestries: Giant Floating EyePrice: $0.00
 Dygon's Dragon Bestiary
Posted: Tue, 31 Mar 21:49:26 CDT
Publisher: Deep Light Games

Dygon is said to be the most foolish (or perhaps boldest) dragon explorer who ever lived. Maybe both descriptions are accurate. In his dossier, he recorded notes on his favorite dragons that he had witnessed throughout his life, one for each letter, and a special one at the end.

Dygon's Dragon Dossier is a system agnostic dragon bestiary. It features 27 sections, 1 for each letter, plus a final one. 

At each Letter section you'll find:

  • A dragon and its art and lore 
  • Two d20 tables with dragon's features, events, abilities, loot, and much more
Dygon's Dragon BestiaryPrice: $12.00
 Hordes & Armies 2: Mass Combat Expansion 5.5e
Posted: Tue, 31 Mar 21:46:37 CDT
Publisher: d1Games

This booklet includes the same guidance on running mass combat in 5e and 5.5e as the first Hordes & Armies, but provides new horde stats for the following creatures.

Sahuagin

Spirits

Mephits

Dire Wolves

Dragon Wyrmlings

Giant Spiders

And More

Hordes & Armies 2: Mass Combat Expansion 5.5ePrice: $4.00
 GOBSNECHT
Posted: Tue, 31 Mar 21:46:26 CDT
Publisher: Steven M Long

After the disappearance of the tall-­folk, goblin-kind has discovered their secrets and devoted themselves to the glory of NICHTDUMB, an ancient measure of virtue and righteousness.  The sneakiest, stinkiest, and maddest of goblin-kind have taken on the mantle of GOBSNECHT, embarking on daring, mercenary QUESTS for the WHOLLY GRUEL.

How ambitious a goal, to make all that can be eaten into soup!

GOBSNECHT is a fast paced game of luck, implausible feats, and backstabbery meant to be played in a couple frantic hours.  This pamphlet game includes all the rules necessary to create and kill characters, as well as tools to help Questmasters create an exciting adventure on the fly.

GOBSNECHTPrice: $0.00
 T5 Imperiallines 16
Posted: Tue, 31 Mar 21:36:43 CDT
Publisher: Robert Eaglestone

Welcome to Imperiallines 16, written by the team that brought you Xboat.

These issues help you unlock the Galaxiad and Traveller5, a little at a time. This issue gives us our first Amber Zone; presents a casual encounter, plus a Rogue career generation walkthrough; and completes Greg Lee's article on interstellar smuggling.

13 pages total.

T5 Imperiallines 16Price: $1.20
 Front Porches
Posted: Tue, 31 Mar 21:28:28 CDT
Publisher: Paper Realms

Front Porches

Here's an easy way to add variety to your homes and storefronts!

The Tudor Building Set gives you all the basics you need for making all sorts of buildings, inside and out, to fill your villages, towns and cities. By following a modular design, it becomes super simple to craft new parts to open up more possibilities with your setups.

What is included in the set:

  • New 6" walls designed to accommodate a 1" and a 2" porch
  • 6" beam walls to span the front of your buildings
  • Instructions showing how to combine the walls and posts
  • Automated cutter files compatible with Silhouette brand cutters

What other materials are required:

  • The Tudor Building Set
  • Adobe Acrobat Reader is required to use the files provided
  • Heavy paper (100# cardstock or matte photo paper)
  • Printer
  • Hobby knife
  • Metal ruler
  • Cutting mat
  • Glue (white glue and spray glue recommended)
  • Markers for edging pieces
  • Foamcore

Front Porches
Front Porches
Front PorchesPrice: $1.00