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 Lands of Pure Imagination
Posted: Sun, 26 Apr 01:42:02 CDT
Publisher: Every Trick Books

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Let’s go on an adventure through fantastical lands...

Lands of Pure Imagination is a solo journaling game aimed at kids aged 7 and older. In the game you make a fantasy hero and set off on an adventure through magical lands. Along the way you will come across situations that challenge you to creatively come up with a solution while investigating the emotions behind it.

All you need is this book, a deck of standard playing cards, a pencil or pen and your imagination.

This game is a print and play game with printer friendly formats.

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More best-selling titles from Every Trick Books

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No AI: Every Trick books does not use AI in any of its products to generate images, text or any work.

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Lands of Pure ImaginationPrice: $3.57
 Dungeon Maps Magazine: 9 for $9.99 Bundle [BUNDLE]
Posted: Sat, 25 Apr 23:32:42 CDT
Publisher: Paths to Adventure
This bundle is a limited-time special offer to promote Paths to Adventure's newest VTT-ready map pack series, Dungeon Maps Magazine. It includes issues #1 - #9 (a total of 126 VTT Map Packs). This 78%-off bundle is time sensitive and won't be around for long! 

This special bundle contains the following titles:



552257-thumb140.png Dungeon Maps Magazine (Issue #001)
Regular price: 0
Bundle price:
 0
Format:
 ZIP File
Every issue of Dungeon Maps Magazine is a collection of 14 high-resolution, full-color VTT-Ready dungeon maps designed for generic tabletop RPG use. Maps are provided in 600 dpi JPG format and with variants for each including: blank map version, gridded player version, non-gridded VTT version, and gridded + numbered GM version.  Each issue includes 7 Fantasy-themed dungeon maps, and 7 Science Fiction-themed dungeon maps....

553181-thumb140.png Dungeon Maps Magazine (Issue #002)
Regular price: 0
Bundle price:
 0
Format:
 ZIP File
Every issue of Dungeon Maps Magazine is a collection of 14 high-resolution, full-color VTT-Ready dungeon maps designed for generic tabletop RPG use. Maps are provided in 600 dpi JPG format and with variants for each including: blank map version, gridded player version, non-gridded VTT version, and gridded + numbered GM version.  Each issue includes 7 Fantasy-themed dungeon maps, and 7 Science Fiction-themed dungeon maps....

554195-thumb140.png Dungeon Maps Magazine (Issue #003)
Regular price: 0
Bundle price:
 0
Format:
 ZIP File
Every issue of Dungeon Maps Magazine is a collection of 14 high-resolution, full-color VTT-Ready dungeon maps designed for generic tabletop RPG use. Maps are provided in 600 dpi JPG format and with variants for each including: blank map version, gridded player version, non-gridded VTT version, and gridded + numbered GM version.  Each issue includes 7 Fantasy-themed dungeon maps, and 7 Science Fiction-themed dungeon maps....

555531-thumb140.png Dungeon Maps Magazine (Issue #004)
Regular price: 0
Bundle price:
 0
Format:
 ZIP File
Every issue of Dungeon Maps Magazine is a collection of 14 high-resolution, full-color VTT-Ready dungeon maps designed for generic tabletop RPG use. Maps are provided in 600 dpi JPG format and with variants for each including: blank map version, gridded player version, non-gridded VTT version, and gridded + numbered GM version.  Each issue includes 7 Fantasy-themed dungeon maps, and 7 Science Fiction-themed dungeon maps....

556743-thumb140.png Dungeon Maps Magazine (Issue #005)
Regular price: 0
Bundle price:
 0
Format:
 ZIP File
Every issue of Dungeon Maps Magazine is a collection of 14 high-resolution, full-color VTT-Ready dungeon maps designed for generic tabletop RPG use. Maps are provided in 600 dpi JPG format and with variants for each including: blank map version, gridded player version, non-gridded VTT version, and gridded + numbered GM version.  Each issue includes 7 Fantasy-themed dungeon maps, and 7 Science Fiction-themed dungeon maps....

557820-thumb140.png Dungeon Maps Magazine (Issue #006)
Regular price: 0
Bundle price:
 0
Format:
 PDF
Every issue of Dungeon Maps Magazine is a collection of 14 high-resolution, full-color VTT-Ready dungeon maps designed for generic tabletop RPG use. Maps are provided in 600 dpi JPG format and with variants for each including: blank map version, gridded player version, non-gridded VTT version, and gridded + numbered GM version.  Each issue includes 7 Fantasy-themed dungeon maps, and 7 Science Fiction-themed dungeon maps....

559610-thumb140.png Dungeon Maps Magazine (Issue #007)
Regular price: 0
Bundle price:
 0
Format:
 ZIP File
Every issue of Dungeon Maps Magazine is a collection of 14 high-resolution, full-color VTT-Ready dungeon maps designed for generic tabletop RPG use. Maps are provided in 600 dpi JPG format and with variants for each including: blank map version, gridded player version, non-gridded VTT version, and gridded + numbered GM version.  Each issue includes 7 Fantasy-themed dungeon maps, and 7 Science Fiction-themed dungeon maps....

560254-thumb140.png Dungeon Maps Magazine (Issue #008)
Regular price: 0
Bundle price:
 0
Format:
 PDF
Every issue of Dungeon Maps Magazine is a collection of 14 high-resolution, full-color VTT-Ready dungeon maps designed for generic tabletop RPG use. Maps are provided in 600 dpi JPG format and with variants for each including: blank map version, gridded player version, non-gridded VTT version, and gridded + numbered GM version.  Each issue includes 7 Fantasy-themed dungeon maps, and 7 Science Fiction-themed dungeon maps. ...

563312-thumb140.png Dungeon Maps Magazine (Issue #009)
Regular price: 0
Bundle price:
 0
Format:
 ZIP File
Every issue of Dungeon Maps Magazine is a collection of 14 high-resolution, full-color VTT-Ready dungeon maps designed for generic tabletop RPG use. Maps are provided in 600 dpi JPG format and with variants for each including: blank map version, gridded player version, non-gridded VTT version, and gridded + numbered GM version.  Each issue includes 7 Fantasy-themed dungeon maps, and 7 Science Fiction-themed dungeon maps. ...

Total value: 0
Special bundle price: 0
Savings of: 0 (78%)
Dungeon Maps Magazine: 9 for $9.99 Bundle [BUNDLE]Price: $44.55
 WHISPERS FROM THE HOLLOW: WHERE THE HOLLOW HOLDS - A Founding Campaign for 5e
Posted: Sat, 25 Apr 20:59:03 CDT
Publisher: Elderlight Press

WHISPERS FROM THE HOLLOW: WHERE THE HOLLOW HOLDS A Full Founding Campaign for 5e · Twelve Sessions · Four to Five Players


Every settlement in the Hollow is built on something. Usually a secret. Sometimes a body. Often both, and in that order. You are here at the moment before this one decides which.


The party arrives in the Hollow, as travelers always do, by accident.

They find four people at a crossroads between an impossible road and the edge of the barrowfields — a family with a child who speaks to old stones, a returned Hollowfolk man who left once and couldn't stay away, a scholar eighteen months too deep into her research, a Door-Warden carrying the memory of a settlement that doesn't exist anymore. These four people have decided to build something here. They have been waiting for the party to arrive. They didn't know they were waiting.

Where the Hollow Holds is a complete twelve-session founding campaign for the Whispers from the Hollow line. It is not an adventure about stopping something. There is no ancient evil to be defeated, no dungeon to be cleared. It is a campaign about building something permanent in a place that has complicated feelings about permanence — and about what you agree to in order to do it.


The Founding Pact

Every settlement in the Hollow is built on an arrangement with one of its six Powers. The party will negotiate that pact across three acts. Five Powers are willing to make an offer. One will not. What the party agrees to determines what kind of settlement they build — and what it costs them. What they refuse will shape it differently.

The five possible pacts produce five genuinely different settlements, five different final sessions, and five different relationships with the Hollow going forward. There is no correct choice. There is only the choice your table makes and what it means that you made it.


What's Inside

Three Acts · Twelve Sessions, each with a read-aloud opening, full NPC dialogue, what-if pivot guidance for common player choices, lore callbacks to The Hollow Itself, and a session checklist. Designed to run with minimal prep beyond reading the relevant session.

Four Founders — Senna and Daw Ashmore, whose daughter Wren has already been speaking to the warm stone at the clearing's center. Corvel, who left the Hollow once and has never fully explained why. Idris Vane, a scholar whose notebooks have been edited by something that read them before she did. Brand, a Door-Warden whose original settlement is not on any map. Each founder has a secret, a want, a fear, and a reason why they might not be the right person to build something lasting.

The Pact System — detailed negotiation frameworks for all five willing Powers, including what each asks for, what each offers, what each will and won't accept, and how the settlement's character shifts depending on which pact is made.

The Five Settlement Outcomes — a full description of what Holdfast becomes under each Power's patronage: a settlement of memory, of passage, of truth, of grief, or of transformation. Each is complete, playable, and genuinely different.

Act One: The Arrival — Sessions 1–4. The party finds the Crossmark, meets the founders, encounters the Warden of Graves and the Road-Keeper, and makes the first decisions about what they are willing to build.

Act Two: The Deepening — Sessions 5–10. One Power negotiation per session. The Hollow pays closer attention. The founders' secrets begin to surface. The community draft forces the party to decide who else gets to stay.

Act Three: The Reckoning — Sessions 11–12. The Hollow King refuses. The party must answer him, on the Pale Moor, on their own terms. The final session: the first morning of the settlement they chose to build.


The Hollow does not build things. People build things. The Hollow watches to see if they mean it.


Requires Whispers from the Hollow: The Hollow Itself for full use. The setting book contains the regional descriptions, Power lore, and mechanical systems (Hollow Pressure, Memory Loss, Traveler Types) referenced throughout this campaign. Compatible with all other Whispers from the Hollow supplements.

Twelve sessions. Five possible endings. One question underneath all of them: what are you willing to agree to?


Tags: Folk Horror · Campaign · Adventure · Setting · 5e Compatible · Dark Fantasy · Founding Campaign · Story-Driven · NPC-Rich · Multiple Endings

WHISPERS FROM THE HOLLOW: WHERE THE HOLLOW HOLDS - A Founding Campaign for 5ePrice: $10.00
 Clipart Critters 691-Vampire Lord and Consorts
Posted: Sat, 25 Apr 20:58:38 CDT
Publisher: Postmortem Studios

Any good lord of the Undead needs a few brides to keep him warm in his coffin, after all. Perfect for any Gothic horror or dark fantasy adventure!

Subject to the included license information. Printed size will be up to a massive 4300 x 6000 pixels (7.3 X 10.00 inches) as a 600 ppi PNG... enough to be used as a full page illo! Included is a lo-rez version for easy online advertising.

You can use this image in commercial or fan projects, however, you may not publish it as clip art. Any company that uses images from 'Clip Art Critters' is required to place the artist's name amongst the credits.

Clipart Critters 691-Vampire Lord and ConsortsPrice: $8.00
 Down the Rabbit Hole for Mean Streets: A Cyber (Solo) Adventure
Posted: Sat, 25 Apr 20:49:03 CDT
Publisher: Donovan D. Corzo

As you can see, this adventure was drafted to be played Solo, primarily, but can also be used for multiple players.

Down the Rabbit Hole for Mean Streets: A Cyber (Solo) AdventurePrice: $4.99
 11th Hour
Posted: Sat, 25 Apr 20:38:33 CDT
Publisher: Elancharan

11th Hour is a darkly imaginative card game of hunger, heroes, and the end of the world, played with a standard deck plus jokers. You are the Void, descending to devour a world before heaven arrives in eleven short hours. Each card revealed becomes part of the story: number cards are the world being consumed, aces are strange anomalies that bend time, face cards are heroes, saints, rebellions, and divine intervention, and jokers twist fate itself.

Easy to learn and quick to play, 11th Hour works as both a tense solo experience and a shared storytelling game with friends or family. For adults, it offers a poetic, apocalyptic ritual with striking imagery and simple but memorable decisions.

For children aged 5 and above, it becomes an exciting fantasy countdown full of surprises, piles of cards, and dramatic moments of rescue and danger. With its mix of simple rules, big imagination, and replayable tension, 11th Hour is a unique little game where every round feels like the world balancing between destruction and hope.

* I intend to keep this game pay-what-you-want for eternity and accessible to both adults and children, everyone from all walks of life. Please do consider donating and check out this page for more updates*

11th HourPrice: $1.00
 Character Classes Of Gether
Posted: Sat, 25 Apr 18:14:39 CDT
Publisher: MiniMishaps Games

All the mechanics and pages from the F.I.S.T.S. and M.I.N.D.S. rulebook classes section. Includes class abilities, crest abilities, location to train, equivalent species, and beautiful artwork for all 45 of the character classes in the main F.I.S.T.S. and M.I.N.D.S. base game.

Character Classes Of GetherPrice: $3.00
 ZERO PREP: STARLIGHT HOSPICE
Posted: Sat, 25 Apr 15:53:42 CDT
Publisher: Eduardo Camps

ZERO PREP: STARLIGHT HOSPICE

Orbital Medical Station Adventure Module

System-Agnostic RPG Supplement • 20 Pages • For 3–6 Players


"This is Starlight Hospice, orbital medical station above Kepler-442b. We have 87 patients, 23 staff, and a contamination in Ward 7 that nobody can identify. The Director has locked down the lower decks. Security is shooting anyone who approaches the quarantine seals. If you're receiving this, don't dock. If you're already docked, don't open the airlocks. And whatever you do — don't look at it directly."

Zero Prep: Starlight Hospice is a complete, ready-to-run adventure module. No prep work. No hours of reading. Just open the PDF, pick a hook, and start running. In five minutes, your players will be trapped aboard a dying orbital station where the walls are clean, the lights are clinical, and something organic pulses behind every ventilation grate.

WHAT YOU GET:

  • Station Overview & Cutaway Diagram — Three fully detailed zones: Admin & Command, Patient Wards, and Engineering & Quarantine
  • 5-Minute Setup — Three escalating crises with a progressive timeline
  • 6 Key NPCs — Director Strauss, Dr. Vance, Security Chief Voss, Dr. Ohara, Father Thorne, and the Growth itself
  • 5 Factions — All in conflict, all with conflicting goals
  • D6 Adventure Hooks — Relief crew, investigators, smugglers, family, military, or wake up as Ward 7 patients
  • Loot, Rewards & Red Herrings — Medical supplies, experimental drugs, patient data, station tech
  • 6 Possible Endings — Plus sequel hooks and GM cheat sheet

THE THREE CRISES:

  • Contamination (Immediate) — The Growth escapes quarantine. It incorporates, replacing host biology while preserving cognitive function. Infected appear normal for hours. Maybe days.
  • Lockdown (2–6 Hours) — Director Strauss seals the station. Official reason: quarantine. Real reason: containing evidence.
  • Cascade Failure (6–12 Hours) — The Growth enters the reactor. Core temperature rises 5 degrees per hour. At 150% nominal, the station vents into space.

System-agnostic. Works with any sci-fi or horror RPG. No stat blocks to convert — descriptive threats, narrative stakes, and logical consequences. Perfect for Alien RPG, Mothership, Call of Cthulhu, or your own homebrew.

Tone: Body horror and cosmic dread. Clinical language sanitizing visceral events. "Tissue sample" instead of flesh. "Procedural compromise" instead of death. Clean, bright, and wrong.


"The cure is worse than the disease. And the disease is learning."

20 Pages • 3 Zones • 6 NPCs • 5 Factions • Zero Prep Required

ZERO PREP: STARLIGHT HOSPICEPrice: $3.00
 30 NOIR ENCOUNTERS And Their Dark Secrets
Posted: Sat, 25 Apr 15:34:47 CDT
Publisher: Eduardo Camps

30 NOIR ENCOUNTERS

And Their Dark Secrets

A GM's Compendium of Hardboiled Mysteries


The city never sleeps. It just waits in the shadows, smoke curling from a cigarette that burned down hours ago, rain pooling in alleys where the streetlights flicker and die. In this town, every doorway hides a confession, every jazz club is a trap, and every stranger has a secret that could ruin someone—or save them.

30 Noir Encounters and Their Dark Secrets is a GM's toolkit for crafting unforgettable moments in any hardboiled, detective, or urban crime campaign. Each encounter is a self-contained drop of poison: atmospheric, immediately playable, and layered with enough shadow to fuel multiple sessions.

What's Inside

  • The Scene — A vivid, sensory-rich location ready to drop into your campaign. From basement jazz clubs with velvet soundproofing to automat cafeterias run by something not quite human.
  • The Figure — A fully realized NPC with motives, mannerisms, and a public face that hides private darkness. The singer who hasn't aged in eleven years. The blind barber who hears truth. The substitute teacher who weaponizes children.
  • The Secret — The hidden truth beneath the surface: blackmail networks, soul-harvesting machines, smuggling rings, hypnotic conditioning, and worse. Every secret is designed to unravel into larger conspiracy.
  • Clues & Stakes — Tangible elements your players can investigate, with clear risk/reward profiles for each discovery.
  • Quest Hooks — Two adventure seeds per encounter, ready to launch a one-shot or weave into an ongoing campaign.
  • Local Rumor — A whispered street legend to seed paranoia and atmosphere in your world.

A Taste of the Shadows

"The Velvet Trap is a basement jazz club on 47th Street, where the lights are always red and the saxophone never stops playing. The singer, a redhead in a green dress, performs every night at midnight, and every night someone leaves the club to never be seen again. The walls are padded velvet, which isn't for ambiance—it's for soundproofing."

"The watchmaker charges nothing for his work. He asks only that the customer tell him the watch's history—who owned it, what it witnessed, what it meant. He never sells watches, only repairs them. But every watch that passes through his bench loses a few minutes, hours, or days. Time that he collects and stores in a vault in his back room."

System-Agnostic & Ready to Run

This compendium is designed for any tabletop RPG system. Whether you're running Call of Cthulhu, Trail of Cthulhu, Vampire: The Masquerade, Blades in the Dark, or your own homebrew noir setting, these encounters slot in seamlessly. No stat blocks to convert. No mechanics to wrestle with. Just pure, atmospheric content your players will remember long after the session ends.

Perfect For

  • GMs who need instant, high-quality content for urban crime or mystery campaigns
  • Drop-in encounters for when players go off-script and explore the city
  • One-shot sessions built around a single dark secret
  • Seeding conspiracy layers into ongoing campaigns
  • Inspiration for writers, game designers, and storytellers working in the noir genre

"Every drink has a price. Every conversation ends, but not every voice leaves. And in this city,
the shadows remember everything you tried to forget."

30 Encounters • 30 Secrets • Infinite Shadows

30 NOIR ENCOUNTERS And Their Dark SecretsPrice: $1.99
 Doomlords Guide to Traps Too
Posted: Sat, 25 Apr 15:17:56 CDT
Publisher: Rutibex

Doomlord’s Guide to Traps Too

Crueler Devices, Meaner Mazes, and the Polite Art of Adventurer Destruction

The lich is back.

Unfortunately.

Malidrex the Witch only meant to introduce another perfectly respectable volume of dark fantasy gaming material with her magic mirror and the Book of Eldritch Shadows. Then Doomlord the Lich and his elegant, insufferable sister Countess DoomTanya arrived, stole the book, imprisoned the host, and declared themselves the new authorities on adventurer disposal.

The result is Doomlord’s Guide to Traps Too, a cruel, comic, trap-filled compendium for fantasy roleplaying games in the spirit of classic old-school trap books: deadly, absurd, theatrical, and deeply unfair in the most entertaining way possible.

Inside you will find a gallery of lethal devices, cursed rooms, magical engines, social deathtraps, and elegant atrocities designed to challenge, punish, surprise, and amuse your players.

This book is built for Game Masters who believe a dungeon should not merely contain danger.

It should have opinions.


What’s Inside?

Doomlord’s Guide to Traps Too is packed with trap concepts suitable for old-school fantasy games, 5e-compatible play, OSR systems, dungeon crawls, dark comedy campaigns, villain lairs, gothic manors, wizard towers, cursed ruins, vampire salons, and anywhere else adventurers make the mistake of touching things.

This volume includes:

  • 110 trap concepts organized by theme
  • Mechanical, alchemical, elemental, magical, psionic, psychological, gothic, and body-horror traps
  • One-page trap writeups designed for fast use at the table
  • Detection clues, triggers, effects, countermeasures, escape options, and cruel twists
  • In-character commentary from Doomlord the Lich and Countess DoomTanya
  • Comic interludes between chapters featuring Doomlord and DoomTanya arguing about trap design, aesthetics, kill counts, and whether “tasteful electrocution” is possible
  • A framing story in which Malidrex is captured, robbed of her magical book and mirror, and forced to watch the Doom siblings ruin everything beautifully

Eleven Chapters of Elegant Disaster

The traps are divided into broad categories, each with its own flavor of doom:

Mechanical Malevolence Spikes, gears, crushing walls, false bridges, blades, pistons, and the honorable old craft of turning architecture into murder.

Alchemical & Chemical Agonies Acids, gases, solvents, toxins, perfumes, mutagens, and bubbling laboratory mistakes that someone decided to install in a hallway.

Elemental & Environmental Doom Fire, ice, lightning, steam, sand, water, wind, pressure, temperature, and the terrible realization that the room itself hates you.

Arcane & Cursed Contrivances Runes, mirrors, cursed treasures, teleport loops, soul siphons, animated chains, and spellwork with a deeply personal grudge.

DoomTanya’s Salon of Sanguine Delights A decadent gothic guest chapter of aristocratic humiliation, blood-drinking chandeliers, vampire hospitality, cursed banquets, bridal chambers, vanity mirrors, perfume traps, and velvet cruelty.

Psionic & Mindbreaking Perils Traps that attack memory, identity, fear, confidence, trust, and the unfortunate habit adventurers have of thinking.

Psychological & Social Sadism Moral choices, betrayal rooms, confession engines, greed tests, social pressure traps, and devices that prove the party was doomed before anyone rolled initiative.

Flesh, Monstrosity & Survivors Changed Body horror, mutagenic chambers, parasite walls, living dungeons, corpse recycling, and traps that leave behind something worse than a casualty.


Grim, Funny, and Playable

These traps are meant to be more than damage numbers. They are designed to create moments your table remembers:

  • the rogue who absolutely should not have trusted the vanity mirror
  • the paladin who tried to out-etiquette a cursed banquet table
  • the wizard who discovered the “safe” coffin lounge
  • the entire party realizing the ballroom was draining their life because the dance was going too well

Use them as written, adapt them to your system of choice, or drop them into your own dungeon as inspiration for crueler rooms, stranger villains, and better player paranoia.


For Use With

This book is ideal for:

  • OSR fantasy campaigns
  • 5e-compatible dungeon adventures
  • Grimdark fantasy
  • Gothic horror games
  • Comedic villain lairs
  • Puzzle dungeons
  • Mega-dungeons
  • Vampire castles
  • Wizard towers
  • Deathtrap-filled funhouse dungeons
  • Game Masters who enjoy saying, “Are you sure you touch that?”

A Note From Countess DoomTanya

“My brother believes a good trap should be efficient. I believe a good trap should be remembered. If an adventurer dies without embarrassment, aesthetic consequence, or at least one witness, was it truly worth the trouble?”


A Note From Doomlord

“Do not listen to my sister. She confuses lace with lethality. This book contains proper traps. Functional traps. Respectable traps. Traps with gears.”

Doomlords Guide to Traps TooPrice: $4.99
 Fantasy Heroes IV Printable Tokens (2018)
Posted: Sat, 25 Apr 14:24:09 CDT
Publisher: Narnise

Just print, cut and fold!

These tokens are perfect for tabletop games!

For personal use only.

Artwork from 2018.

Please leave feedback or tell me if anything is wrong (Email: Julia_Nalia@yahoo.de)

Fantasy Heroes IV Printable Tokens (2018)Price: $2.93
 Abbey Lubber: A Creature for Vaesen
Posted: Sat, 25 Apr 12:39:51 CDT
Publisher: Free League Publishing

The abbey lubber is a kind of minor devil that is drawn to religious houses where discipline is lax and the monks or nuns stray from the ascetic ideals of monastic living. 

Abbey Lubber: A Creature for VaesenPrice: $0.50