Roll 3d6 - Roleplaying Resources

DriveThru RPG

Newest Items

 The Defiant North 5A - Blood in the Woods (Solo 5e or Shadowdark Adventure)
Posted: Sat, 04 Apr 10:19:44 CDT
Publisher: Elfypunk

Captain Isabella Castellon has three problems she needs solved. Three farmsteads have gone quiet. A dying man crawled into Hrafnheim with a message from a settlement called Holvrik Fen, where a sickness is taking the living. A cartographer named Arannis Veluor went out to survey the old road six days ago and never came back.

She is sending you in.

The forest holds its secrets carefully. But the clues are there, in the cold hearths, the ruins, the rune-marked stones, and they all point in the same direction. A Torgoro warband has moved through these farmsteads, and whatever they came for, they have not finished yet.

Find Arannis. Get the healer through. Bring the missing home.


A 5th edition and Shadowdark solo adventure for a level 5 character.

Blood in the Woods (DN5A) contains:

  • Streamlined solo play rules for choices, encounters, and GM-less play.
  • An NPC companion, Seriwyn Dunhiril, with dual-system stat blocks, unique abilities, and progression.
  • A detailed realm map of Hrafnheim, Noblejora, and Torgorod.
  • Nessa's Armory, packed with potions, scrolls, wands, and magical gear for both 5e and Shadowdark.
  • 8 narrative-driven encounters.
  • Up to 12 random encounters.
  • Complete monster stat blocks for both systems.
  • Downtime activities, including crafting and trade.
  • Milestone progression for advancing your character in a solo campaign.
The Defiant North 5A - Blood in the Woods (Solo 5e or Shadowdark Adventure)Price: $2.99
 100 Chests to Find in a Dungeon
Posted: Sat, 04 Apr 10:13:51 CDT
Publisher: Azukail Games

Chests, as receptacles for treasure or ordinary items, can be common in dungeons as well as other places. This supplement has 100 descriptions for chests, ranging from full descriptions of their construction to oddities that they have. These can be used to add interest as a chest, or possibly be more, as a potential adventure hook or sign of danger.

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

Here are some sample results:

  • The chest is made from steel and picks up an electrical charge, which is discharged into anyone who touches it.
  • The chest is made from steel that has been polished to a high shine with a nearly mirror-like finish. However, things reflected in the chest always appear distorted.
  • The chest is made from unseasoned green wood. The planks are warping, and oozing sap.
  • The chest is odd to look at, because it isn't symmetrical, although it still functions properly.
  • The chest is odd-looking, as the lid is made from one type of wood, banded with iron, and the main body another type of wood, reinforced with bronze, as if it's been assembled from two different chests.

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

The supplement is also available in the following versions: Pathfinder. You do not need all versions.

100 Chests to Find in a DungeonPrice: $1.49
 100 Chests to Find in a Dungeon (PFRPG)
Posted: Sat, 04 Apr 10:08:22 CDT
Publisher: Azukail Games

Chests, as receptacles for treasure or ordinary items, can be common in dungeons as well as other places. This supplement has 100 descriptions for chests, ranging from full descriptions of their construction to oddities that they have. These can be used to add interest as a chest, or possibly be more, as a potential adventure hook or sign of danger.

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

Here are some sample results:

  • Several pieces of bric a brac are next to the chest, looking (DC 5 Perception check) as if they were going to be placed inside but forgotten about.
  • Several pieces of small tableware, with the remains of food on them, are on the top of the chest, as if a Small individual has used it as a table.
  • Spiderwebs have been drawn all over the chest.
  • The body of the chest has been carved from stone, but the lid, which looks like it was added later (confirmed with a DC 5 Knowledge (engineering) check), has been fashioned from wood.
  • The chest and contents are washed of colour, nearly transparent and don't seem possible to interact with, as objects pass through them (the chest is ethereal, though not fully; a dispel magic is required to return it to the prime plane).

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

The supplement is also available in the following versions: system neutral. You do not need all versions.

100 Chests to Find in a Dungeon (PFRPG)Price: $1.49
 Level 1: Axl & the Damage Done
Posted: Sat, 04 Apr 10:02:11 CDT
Publisher: Paizo

There’s a moment after the dice stop rolling and before anyone stands up from the table where the room goes quiet.

Not because the story’s over.
Because it landed.

Level 1: Axl & the Damage Done lives in that silence.

This is a first‑person campaign journal written from inside a Pathfinder RPG table—after the night ends, after the adrenaline fades, when what happened still matters.

It follows Slash, a tiefling skald in Korvosa, as the city stops being a map and starts being a place with teeth. There are no dice here. No mechanics. No Game Master behind the curtain. The world believes in itself, and the voice you’re reading belongs to someone who survived it long enough to write it down.

The story ends when it should. Clean. Earned. Scarred.

Readers who choose to continue past that point will find reflection and aftermath—material meant for those who care not just about how games are played, but why they linger.

This book will not teach you how to play Pathfinder.

It will remind you why you play.

Level 1: Axl & the Damage DonePrice: $1.01
 100 Matokai for Esper Genesis
Posted: Sat, 04 Apr 10:01:44 CDT
Publisher: Skydawn Game Studios

This supplement has 100 briefly described matokai, beings who are each infused with one of the four primordial energies of the universe, that can be used in a game of Esper Genesis. Each is given a brief description, which may or may not include their sub-type, if that has relevance. With matokai, the first part of the name is their clan name and the second part is their personal name. They can be used as random NPCs encountered, or as friends or foes.

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

Here are some sample results:

  • Krataka Rakund: Rakund is a matokai who has become fascinated with the bahtera, from whom the matokai are descended, much to the disgust of the latter species. They are of the opinion that, given that matokai are descended from the bahtera, it should be possible for a matokai to become one of such. Rakund spends their time researching the bahtera to try and discover just what the differences between them and the matokai are, and just how a matokai could be made into the former. Much of their research Rakund keeps secret because the bahtera would likely take offense.
  • Krimat Pilar: Matokai have bases and settlements all across the Silrayne Arc so that their people are represented everywhere and have closer relations with the other intelligent species. Pilar is a matokai who spends their time travelling between the various settlements and outposts, bringing news from one place to another so that the matokai people are kept up to date on what's happening in other areas where the matokai are. There are many ways for such information to be shared, but Pilar considers it their mission to do it.
  • Lajerei Vajarax: Vajarax is a skytalon matokai who prides themselves on how open-minded they are. Criticisms of them, however, don't consider Vajarax open-minded so much as gullible and easily influenced; they seem to lack the wisdom that is a common trait of skytalons. Vajarax has been known to fall for almost any scam that goes around, and has a tendency to believe even the most outlandish of theories. Some of their associates think it's surprising that Vajarax is still alive, given some of the, potentially dangerous, things they've been gullible enough to believe.
  • Latakha Raxar: Raxar is a matokai who is delving into the origins of their kind as an offshoot of the bahtera, those hybrid beasts of matter and energy. The matokai is curious to see whether any other creatures, perhaps not intelligent ones, could be formed in a similar manner. Raxar is hindered by the fact that this would really require the cooperation of at least some bahtera to fully explore, and as the bahtera consider matokai to be an abomination, they are unlikely to willingly cooperate in attempts to create similar creatures. Raxar is contemplating going for unwilling cooperation.
  • Lathta Voruun: Voruun is a matokai explorer who seeks to help push the bounds of their kind's exploration of space, and maybe even beyond. After spending years on ships exploring new systems and planets, Voruun has become fascinated with the existence of other dimensions, and is seeking to explore them in the same way. They acknowledge that doing such could be very dangerous, even more dangerous than the hostile environment of space in some cases, but still believe that this is a worthy goal.

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

100 Matokai for Esper GenesisPrice: $1.99
 Modern Homes & Apartments Combo [BUNDLE]
Posted: Sat, 04 Apr 09:58:33 CDT
Publisher: MmpApps
This special bundle contains the following titles:



518185-thumb140.jpg Typical Modern Homes & Apartments | Roll20 Dynamic Lighting
Regular price: 0
Bundle price:
 0
Format:
 Roll20 VTT
This version is a Roll20 VTT game add-on featuring dynamic lighting for seamless virtual play. If you’re looking for downloadable maps for general use, please visit our Typical Modern Homes & Apartments | Map Pack. Typical Modern Homes & Apartments is part of our Modern Maps Collection, showcasing a variety of modern living spaces: a one-story house, a two-story house, a luxury penthouse, and a rundown apartment. These maps are perfect for campaigns set in the modern era—whether you’re running a zombie apocalypsespy thrilleralternate historysuperhero adventure, or any other contemporary scenario....

518325-thumb140.jpg Typical Modern Homes & Apartments | Map Pack
Regular price: 0
Bundle price:
 0
Format:
 Multiple Formats
Typical Modern Homes & Apartments is part of our Modern Maps Collection, showcasing a variety of modern living spaces: a one-story house, a two-story house, a luxury penthouse, and a rundown apartment. These maps are perfect for campaigns set in the modern era—whether you’re running a zombie apocalypsespy thrilleralternate historysuperhero adventure, or any other contemporary scenario. Designed to be used with any roleplaying game system, these maps can easily be integrated into popular Virtual Tabletop (VTT) systems such as Roll20, Fantasy Grounds, and others. The maps may also be printed. If you are interested in a Roll20 addon with dynamic lighting see Typical Modern Homes & Apartments | Roll20 Dynamic Lighting....

Total value: 0
Special bundle price: 0
Savings of: 0 (30%)
Modern Homes & Apartments Combo [BUNDLE]Price: $3.48
 Urban Fantasy Tables - 100 Paranormal Crimes for Modern Day Urban Fantasy Games and Settings
Posted: Sat, 04 Apr 09:02:52 CDT
Publisher: MediaStream Press

d100 Urban Fantasy: Paranormal Crimes

Crime didn’t stop when magic showed up. It adapted.

A thief reaches through a vault using a hand-sized portal.
A scammer rewrites contracts with living ink.
A gang moves contraband through shadows.
A killer never touches their victim—because the curse does it for them.

In a modern magical city, every law has a loophole. And someone is always exploiting it.

d100 Urban Fantasy: Paranormal Crimes delivers 100 offenses ranging from strange misdemeanors to city-shaking catastrophes—each one carried out through magic, supernatural methods, or reality-bending tricks.

Each entry is presented in a clean: Paranormal Crime – Description format for instant use.

Inside you’ll find:

  • Everyday crimes with uncanny twists

  • Magical fraud, theft, and smuggling operations

  • Organized occult crime networks

  • Supernatural assaults, kidnappings, and assassinations

  • Large-scale incidents that can destabilize an entire city

Perfect for:

  • Urban fantasy campaigns

  • Mystery, detective, and noir-style storytelling

  • Building criminal underworlds and conflict

  • GMs who want instant plot hooks and complications

Roll to spark an investigation. Roll to complicate a scene. Roll when something feels off—and then gets worse. Because in a magical city, crime isn’t just illegal. It’s impossible. Until someone proves otherwise.

Explore the rest of the d100 Urban Fantasy series to build your living, breathing supernatural metropolis.

Urban Fantasy Tables - 100 Paranormal Crimes for Modern Day Urban Fantasy Games and SettingsPrice: $1.00
 The Stormsurge Isle - The city of Aethelgard
Posted: Sat, 04 Apr 09:00:07 CDT
Publisher: Monkey Business Games

The Stormsurge Isle - The city of Aethelgard

Power is a story. Decide who tells it.

Aethelgard is not a city of heroes.

It is a city of influence. Of whispered deals. Of truths buried beneath layers of ambition.

On Stormsurge Isle, rival factions battle for control through politics, manipulation, and carefully crafted narratives. Elections decide nothing. Power belongs to those who shape perception — and those who control what others believe.

Beneath the surface, the real game unfolds.

Secret societies move unseen. Criminal empires thrive in the cracks of authority. Every smile hides an agenda. Every alliance is temporary. And every piece of information can be weaponized.

This is not a story you follow.
This is a city you change.

In this sandbox campaign module, players are free to rise, manipulate, expose, or dominate. Build alliances. Break them. Rewrite reputations. Or burn the system down entirely. The city responds. It adapts. It remembers.

No path is scripted.
No ending is fixed.
Only consequences are certain.


Inside Aethelgard:

  • A fully realized living city designed for open-ended play
  • Interconnected factions driven by ambition, fear, and hidden motives
  • A deep cast of reactive NPCs with evolving relationships
  • Social intrigue, investigation, and political conflict at the core
  • Trade, influence, and justice systems that reinforce meaningful choices

In Aethelgard, power is not held.

It is believed.

And belief can be rewritten.

The Stormsurge Isle - The city of AethelgardPrice: $5.25
 Thaumaturgy for beginners
Posted: Sat, 04 Apr 08:55:46 CDT
Publisher: White Wolf

So you want to play a Tremere but don't know the basics of Thaumaturgy or how the Clan works? 

This short booklet provides a short, snappy and easy to understand in universe summary about what a young Tremere in the Camarilla would know. 

Can also be used as a prop. 

Thaumaturgy for beginnersPrice: $0.00
 Haven Fallen - Solo Adventure - Final Contract
Posted: Sat, 04 Apr 08:45:42 CDT
Publisher: Original Frontiers

You learn early in this line of work that a contract is only as real as the systems that back it, and systems, for all their precision and redundancy, are still built and maintained by people who make mistakes, which is why I didn’t question the assignment when it came through with priority flags and a payout structure that looked generous even before the hazard multipliers were applied; high-value targets always come with high risk, and that’s fine, because risk is what you get paid to manage, and if you’re competent, you stack the odds in your favour long before you ever engage the target. The briefing was clean. Too clean. The kind of clean that tells you someone’s done a lot of work removing anything that might raise questions. Still, the parameters were straightforward: locate, confirm, and extract a single individual whose designation carried enough weight to justify a multi-system operation. No mention of political affiliations. No mention of why this person mattered enough to warrant a contract that crossed jurisdictions and triggered automated routing through independent enforcement channels. Just a name, a face, and a set of coordinates that changed faster than they should have, which was the first indicator that this wasn’t a static target. Mobile assets are manageable. Elusive assets are manageable. We followed the trail because that’s the job. The first real anomaly appeared when we reached the engagement zone. No opposition. No defensive systems. No attempt to evade. Just silence. That’s not how targets behave when they’re aware they’re being hunted. It’s how systems behave when they’re testing you. We marked the area, ran diagnostics, and deployed a probe sweep, which returned nothing useful except a single repeating signal buried in the background noise, a pattern that didn’t match any known encryption standard or natural phenomenon, but did align suspiciously well with internal fleet coordination protocols, which raised the question I hadn’t wanted to ask yet: why was a target echoing our own communication structures? That’s when the first contact occurred. Not visually. Not physically. Through the system itself. Our instruments registered a match. The target had locked onto us before we had locked onto them. Every tracking feed, every sensor array, every comm channel updated simultaneously, all pointing to the same realization: the target wasn’t fleeing. It was leading. And somewhere along the line, between assignment and engagement, the roles had shifted in a way no one had briefed us on. We weren’t the hunters anymore. We were the pursuit. And whatever had hired us to run this operation had known that from the start.



__________________________




In this Solo Adventure you assume the role of an adventurer in the shadow-stained expanse of the Known Galaxy. You will require the Haven Fallen Core Rulebook (CRB) and any associated Expansions you wish to use. The world responds to you—your interpretations, your fears, your ambitions—and you will act as both Character and Storyteller. The Actions you take should depend on who and what you meet, what horrors cross your path, and how you choose to engage with them.  Record the outcomes. Evolve the world. Allow rumours, consequences, and scars to reappear later. As you progress, you will become your own Storyteller, shaping a living cosmos that remembers what you do. The outcome of Actions in Haven Fallen is determined by:

§The Storyteller (you) assigning a Difficulty Rating (DR)
§You rolling a d20
§Applying all modifiers available to your Character
§Determining whether you equal or exceed the DR
§This template expands on that foundation with procedural tools for you to generate plots, worlds, enemies, factions, and motivations—ensuring every session becomes a unique dark sci-fi survival chronicle.
Haven Fallen - Solo Adventure - Final ContractPrice: $0.50
 The Psion
Posted: Sat, 04 Apr 07:44:48 CDT
Publisher: Mystecore Games

Unlock the power of the mind with this new class for Shadowdark players! The Psion is a powerful psychic who can affect reality and manipulate others through spending 'Power Points' based on their Intelligence and level.

This class includes everything you need to play as The Psion, including 20 new Psion Powers, how to generate and refresh Power Points, Psionic as a damage type, and how your Psi-Crystal abilities work to bolster your power.

Also included for game-masters is a list of 10 new Psionic-based enemies to add to your adventures!

The PsionPrice: $3.30
 Last Dance in Shoreditch
Posted: Sat, 04 Apr 06:30:16 CDT
Publisher: Chaosium

A night out. A missing friend. A city that won’t look the same by morning.

Last Dance in Shoreditch is a modern-day Call of Cthulhu scenario set in London’s after-hours underworld, where investigators follow the trail of a vanished journalist from Shoreditch to Camden to Hackney Wick. Packed with urban atmosphere, mounting paranoia, and contemporary cosmic horror, it’s a sharp, playable mystery for 3–5 investigators, ideal for one long session or two shorter nights of play.

Last Dance in ShoreditchPrice: $4.99