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 Desert Born
Posted: Thu, 15 Jan 16:17:20 CST
Publisher: Sam Smith

Desert Born is a game of roleplaying in the American West based on the Open D6 system. It is meant to create cinematic action, heroic and flawed characters, and deep narrative challenges.

One player acts as the Game Master and the other players act as characters within the game. The GM prepares the game sessions, establishes rulings within the session, and portrays non-player characters. The other players assume the role of characters and are responsible for managing them and portraying them within the world created by the GM.

The game is primarily played in “the theater of the mind.” Players should also keep some writing materials and D6s in their holsters.

This book contains information for the player characters, such as how to create characters, how to grow them, and how to interact with the dangerous world around them. It also contains guidance for the GM for creating the world, creating exciting adventures, and guiding the other players.

Desert BornPrice: $9.99
 Paper, Roads, and Distance: Empire Fantasy as Historical Fantasy
Posted: Thu, 15 Jan 16:12:04 CST
Publisher: Lightspress

A companion to the Empire Fantasy Reference Guide

Empire fantasy, treated as historical fantasy, examines power that persists without spectacle. Authority appears as an environment shaped through record, route, and delay. Paper fixes decisions so they outlast intent. Roads normalize movement in ways that favor the center. Distance stretches control while preserving its claim. Together, these elements create a setting where power feels continuous, procedural, and difficult to escape. Stories framed this way emphasize systems that operate whether anyone believes in them or not. Characters act inside inherited structures that reward fluency with process over dramatic defiance. The genre gains historical weight because these pressures mirror how real empires endured. What matters is how orders travel, where they’re enforced, and when correction arrives. This section frames empire fantasy as a study of governance made ordinary.

Paper, Roads, and Distance: Empire Fantasy as Historical FantasyPrice: $2.80
 No-Win Scenarios: Future Imperfect Volume 2
Posted: Thu, 15 Jan 16:10:46 CST
Publisher: Table 30 Press

No-Win Scenarios: Future Imperfect
Volume 2

for
Warp Space: Science Fiction Roleplaying

 

Note: You do not need any of the core Warp Space books to enjoy this supplement, but if you wish to have more details on the worlds that are referenced here, pick up a copy of Warp Space: Smuggling & Trading in the Tail.

 

Step into a region of space where danger is rarely a firefight and success is measured in consequences rather than victory. No-Win Scenarios for Warp Space is a toolkit built around situations where every option is defensible, every option is damaging, and the galaxy will remember whichever choice the Heroes make.

These 30 scenarios are grounded in the realities of the Tail. Cryonite shipments delayed by icebound warlords, who control transport but not the resource. Research cargo that cannot be delivered without violating cultural law, provoking House retaliation, or triggering military intervention. Squall lines, gravity wells, ancient wrecks, and poisoned atmospheres that turn routine contracts into cascading failures. In this book, doing the job correctly often means doing it wrong by someone else’s rules.

Gamemasters are given tools to apply pressure without relying on villains. House Rangers enforce hands-off agreements. IKU Offices freeze transactions at the worst possible moment. Starbases issue lawful orders that guarantee disaster. Indigenous cultures draw lines that cannot be crossed without permanent consequences. The conflict is not good versus evil, but obligation versus outcome.

For players, these scenarios create defining moments rather than clean resolutions. They explain why a character distrusts authority, avoids certain worlds, carries old guilt, or refuses to compromise when others would. Skills, loyalties, grudges, and ethical codes are shaped not by triumph, but by survival in situations where every path costs lives, stability, or the future.

This is not a collection about winning or fixing the galaxy.

It is about choosing what breaks, and living with it.

Enter No-Win Scenarios for Warp Space knowing that there are no correct answers, only consequences—and that even when the galaxy does not thank you, it will remember what you chose.

No-Win Scenarios: Future Imperfect Volume 2Price: $4.99
 Ink, Steel, and Unfinished Worlds: Renaissance Fantasy as Historical Fantasy
Posted: Thu, 15 Jan 15:57:47 CST
Publisher: Lightspress

A companion to the Renaissance Fantasy Reference Guide

Renaissance fantasy opens at a point where change accelerates beyond comfort or control. Cities press outward past walls built for another century. Trade routes braid distant regions into shared dependence, carrying goods, people, and information at a pace that reshapes daily life. Ink intensifies this pressure by multiplying texts, arguments, diagrams, and accusations faster than any authority can reliably manage. Steel mirrors that shift through force, refining conflict into something trained, standardized, and repeatable. Acceleration functions as a constant condition rather than a single rupture. Every decision unfolds inside a world that moves faster than its inherited structures were designed to handle.

This motion defines the genre’s historical character. The world is already drifting forward, and inherited solutions no longer fit cleanly. Guilds continue to regulate craft, yet new techniques slip past outdated rules. Churches maintain moral authority, while printed dissent spreads beyond pulpits and councils. Titles and bloodlines still matter, but wealth, literacy, and expertise increasingly shape outcomes. Magic follows the same pattern when it exists. Longstanding traditions persist alongside experimental practices that value consistency, replication, and reach. Life unfolds inside overlapping systems that disagree about how order should function, while practice keeps exposing their limits.

Ink, Steel, and Unfinished Worlds: Renaissance Fantasy as Historical FantasyPrice: $2.80
 Saga of Chaha Ris
Posted: Thu, 15 Jan 15:50:35 CST
Publisher: Finn Cullen Games

SAGA of CHAHA RIS is a sword-and-sorcery tabletop RPG of blood, dust, spirits, and hard choices, built for fast play, brutal combat, and worlds that take shape at the table.  This is not high fantasy. There are no shining empires, no benevolent gods, and no safe destinies.

CHAHA RIS is a land of heat and hunger, proud tribes and scheming cities, where steel decides quickly and magic is feared, bargained with, or paid for in blood.
It is created for human-scale stories of survival, greed, loyalty, vengeance, and belief in a land where the gods are thankfully distant, and lesser spirits haunt every oasis and landmark.

You are not heroes chosen by fate.  You are outsiders, newcomers, mercenaries, exiles, pilgrims—arriving in CHAHA RIS with no protection but your nerve and your blade, your cunning or a knowledge of dark sorceries.

SAGA of CHAHA RIS is designed to get out of the way and let play breathe:

  • Fast to learn, flexible to run
    Player-facing rolls keep momentum high
    Threat-based design replaces heavy stat blocks
    Easy to improvise, easy to adapt, easy to break on purpose

The system supports bold decisions, risky plans, and consequences that unfold naturally from play.   The GM section contains advice on how to make the game and the setting your own, and make it come alive.

A Desert Kingdom Shaped by Play

The enclosed setting of CHAHA RIS is a sun-scorched desert realm of Feuding tribes and proud nomads, Haughty city-dwellers and decaying power, Trade routes, sacred oases, and ancient ruins, and Spirits that demand respect—and payment

CHAHA RIS does not care who you are.

It will test what you want, what you fear, and how much blood you are willing to spill to survive.

Saga of Chaha RisPrice: $5.00
 Nowhere to Hide: City-State Fantasy as Historical Fantasy
Posted: Thu, 15 Jan 15:47:17 CST
Publisher: Lightspress

A companion to the City-State Fantasy Reference Guide

City-state fantasy frames history as pressure rather than panorama. Power concentrates, space collapses, and consequence accelerates because everyone lives within reach of everyone else. In these settings, proximity turns action into record. Words travel faster than orders. Faces replace institutions. What happens in private rarely stays there, since witnesses, intermediaries, and reputations knit the city into a single responsive surface. This genre treats the city-state as mechanism, one that converts movement, speech, and delay into political force. Historical city-states functioned this way because scale denied anonymity and required constant negotiation. City-state fantasy adopts that condition deliberately, using closeness to transform ordinary behavior into leverage and making survival depend on how well characters endure being seen.

Nowhere to Hide: City-State Fantasy as Historical FantasyPrice: $2.80
 Rolemaster Core Law (RMU) (Foundry VTT)
Posted: Thu, 15 Jan 15:34:40 CST
Publisher: Iron Crown Enterprises

Rolemaster Unified: Core Law

For over four decades, Rolemaster has been the definitive fantasy role-playing game that combines realism and depth without sacrificing playability. Rolemaster Unified is the next evolution drawing upon the best elements of previous editions to create a streamlined and consistent game.

Rolemaster Unified: Core Law for FoundryVTT

Bring the full depth and gritty realism of Rolemaster Unified to your virtual tabletop. This official FoundryVTT system delivers the complete Core Law ruleset as its foundation, with optional expansion modules to extend your game with magic, creatures, and treasure.

  • Rolemaster Core Law ruleset - faithful implementation of the rules for character creation, skills, combat, maneuvers and level advancement. Enjoy Rolemaster’s signature detail and gritty realism!
  • Automation - skills, combat, maneuvers, criticals, fumbles and combat resolution
  • Searchable journals – rules, charts, and tables for fast GM reference.
  • Your adventure - create custom professions, cultures, races and more.
  • Optional rules - includes support for optional rules in Game Settings.
  • Compatible with many modules including: JB2A (free and Patreon), PSFX (free and Patreon), Argon - Combat HUD (RMU), RMU Complementary Skills Calculator, Visage, Polyglot and Dice so Nice.

Rolemaster: Core Law

Rolemaster Core Law is the cornerstone of Rolemaster Unified and is is divided into three parts:

  • Character Law: A wide range of character creation choices – 22 professions, 23 races, 10 cultures, and a comprehensive system of talents and flaws. A system of 10 temporary and potential stats determined by using both assigned and random elements. A skill development system that allows a character to improve their skill capabilities without absolute restrictions. Complete, consolidated and streamlined guidelines for resolving actions, magic and attacks.
  • Arms Law: the highly acclaimed combat system. Complete rules for melee, ranged and spell combat, with new effective mechanics for battling large and small monsters. 39 attack tables for weapons, animal, monstrous and spell attacks. 15 critical strike tables – Acid, Cold, Electricity, Grapple, Heat, Holy, Impact, Krush, Puncture, Slash, Steam, Strikes, Subdual, Sweeps, and Unbalance – providing injuries with explicit effects and descriptions.
  • Gamemaster Law: Helpful guidance on running the game with rules for healing, social skills, fear, and morale as well as environmental hazards, poisons and diseases. Rules and guidance on creating races, cultures and professions using the fully balanced mechanics employed across Rolemaster Unified.
Rolemaster Core Law (RMU) (Foundry VTT)Price: $24.99
 {Roll20} Soulstone #001
Posted: Thu, 15 Jan 15:33:41 CST
Publisher: Grim Press

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Power does not arrive untested. In Bridgeport, legitimacy is earned, recorded, and enforced.

Soulstone #001 opens the doors to the Moonshroud Realms campaign setting with a deep dive into Bridgeport, a Freehold city shaped by trade, guild law, and sanctioned adventuring. From bustling taverns and civic squares to forgotten sewers and hidden operations. This inaugural volume establishes a living setting where authority matters, magic carries weight, and advancement leaves marks on both character and world.

Soulstone #001 contains the following content:

  • FEATURED SETTING: BRIDGEPORT– A fully realized coastal Freehold ruled by the Council of Trades, designed as a long-term campaign hub or drop-in urban setting.
    • SIGNIFICANT LOCATIONS – Key districts, taverns, halls, and civic spaces, including Saltstone Square and the Strangled Goat, each grounded in daily life, commerce, and conflict.
    • COUNCIL OF TRADES – The governing body of Bridgeport, detailing guild authority, political balance, and how a city functions without nobility.
  • ADVENTURER’S GUILD OVERVIEW– A complete in-world certification system governing missions, legality, advancement, and access to sanctioned power.
    • ADVENTURER’S GUILD: BRIDGEPORT CHAPTER – The city’s busiest guildhall, with testing arenas, mission boards, and institutional pressure that shapes early careers.
  • DIVINE FOCUS: NOCTIS – An Ascendant tied to shadowed thresholds, secrets, and endings, with lore designed for slow revelation and long-term consequences.
  • ITEMS OF NOTE – Magic items rooted in place, function, and institutional control rather than casual acquisition.
  • CHARACTER OPTIONS – New player content including the Mustelin species and backgrounds tied directly to Bridgeport’s civic and economic structures.
  • DUNGEON SERIAL: GUTTERDEEP WARRENS – A layered sewer crawl beneath the city, designed for reuse, expansion, and escalation.
  • ADVENTURE: SEWER RATS – A grounded urban starter adventure that introduces uncertified characters to Bridgeport’s underworks, guild politics, and the cost of operating outside official channels.
  • MAPS, TOKENS & ART ASSETS – Six detailed maps provided in GM-labeled and player-facing formats with dynamic lighting, alongside 105 unique creature and NPC tokens with two border styles, plus over 120 high-resolution artwork pieces suitable for handouts.

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This content was created using the Dungeons & Dragons 2024 5e Ruleset (5.5e), but is also compatible with D&D5e (2014).



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Roll20 Module

This product is a Roll20 conversion of the product: Soulstone #001.

Quick Guide

System: D&D 5E (2024)
Installation: Add-On
Sheet: D&D 5E (new!) by Roll20

Add-On

Install this Add-On via the dropdown menu in the Game Addons section of the Game Details Page. Select Soulstone #001 and click on the Add to Game button beside the drop-down menu.


{Roll20} Soulstone #001Price: $14.99
 Pirate Cove: Sloop Ship | Map Pack
Posted: Thu, 15 Jan 15:06:53 CST
Publisher: MmpApps

Pirate Cove: Sloop Ship is part of our Pirate Cove Maps Collection. It includes 14 full-size maps detailing a one-masted sloop ship with an accompanying GM Notes pdf document. It comes in calm and rough sea versions. There are also maps showing the ship docked versus at sea.

  • Main deck
  • Crow's Nest
  • Below Deck

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.


License:

Users are granted a license to use these maps and GM Notes for their personal use only via either display on a virtual tabletop gaming system (VTT) or to print them to be used for reference and/or play-aids. Any commercial use is strictly forbidden without express written permission. If you wish to use the maps and/or GM Notes in a public live-stream video of your game or in the context of a review, please contact us at support (at) mmpapps (dot) com to secure permission. The license is not transferable, and the maps and GM notes may not be redistributed, resold or sub-licensed in any way.

Pirate Cove: Sloop Ship | Map PackPrice: $1.99
 Lost in the Mire
Posted: Thu, 15 Jan 15:04:32 CST
Publisher: Divergentibus Cerebri Publishing

The party is hired to find a rogue scientist hiding on a very dangerous swamp planet full of mega-fauna.

Lost in the MirePrice: $1.00
 Balkan Folklore Classes for 5e: Sacred Guardian
Posted: Thu, 15 Jan 14:44:22 CST
Publisher: RPGGamer

Balkan Folklore Classes for 5e: Sacred Guardian

Across hills and river valleys, at the edges where village fields meet deep forest, the world grows thin. There, the old stones lie half-buried in moss, boundary markers carved by forgotten hands. Shrines stand at crossroads where candles flicker in jars through the night. Springs murmur beneath wooden icons. These places are more than landmarks—they are the last walls holding back the dark.

And where those walls stand, someone must keep them.

The Sacred Guardian is the living embodiment of the boundary—a sentinel bound by oath, spirit, or inheritance to defend a specific warded site or community perimeter. Their power does not come from distant gods or distant lands, but from the soil beneath their feet, the stones they touch every day, and the spirits of their people and place. They stand between the world of men and the wild, uncanny forces that press against it from the shadows.

Some Guardians are born beneath omens—midnight storms, strange lights, or the sudden ringing of shrine bells. Some are taught by elders, apprenticed to an aging watcher who passes on songs, rituals, and ways of reading the land. Others are chosen by the site itself: they wake from dreams to find symbols burned into their hands, or hear whispers in the wind that no one else can hear. A few are chosen by the community, appointed when danger grows too near and the old Guardian is gone.

Where warriors seek glory, the Guardian seeks persistence. Their role is not to charge forth into distant wars, but to hold the line at home, rooted as firmly as the stones they protect. They carve protective sigils, chant ancient verses, and stand watch in the stillness before midnight, when the forest holds its breath. Their connection to the land grants them both physical endurance and spiritual authority—they strike with power reinforced by their warding rites, and can raise barriers of unseen force to shield others.

Their presence strengthens shrines and wards, turning vulnerable places into fortresses of faith and tradition. When the dark crosses the boundary—when restless spirits creep, or something older tests the edge of the firelight—it is the Guardian who meets it. Some do so with staff and shield, others with whispered rituals and circles traced in ash, others by calling upon ancestral spirits to stand beside them once more.

They are not wanderers. They are not conquerors. They are the threshold itself—as much a part of the community as the stones and springs they protect. To outsiders, they may seem like quiet figures: the one who tends the candles at dusk, who walks the perimeter alone at night. But when danger comes, their quiet vigilance becomes unbreakable strength.

To play a Sacred Guardian is to take on a role of responsibility and rooted power. You are the keeper of a site, the defender of a community, the one who knows where the boundary lies—and what happens when it fails. Whether through martial prowess, ritual insight, or ancestral communion, you are the wall that stands when all else falters.


This contains a full class up to level 20 with abilities and background, based on Balkan Folklore and culture, this is not written by a native of that area so may contain certain cultural biases from a western european point of view.

Balkan Folklore Classes for 5e: Sacred GuardianPrice: $3.00
 Screaming into the Void
Posted: Thu, 15 Jan 14:19:46 CST
Publisher: Monte Cook Games

Screaming Into the Void is a high-tension science fiction horror adventure for the Cypher System. This adventure can be added to any deep space campaign or be used as a short campaign/multi-shot (approximately 10 hours). Your crew discovers the Celestial Empress, a legendary luxury liner that’s been a floating tomb for five years. What looks like the score of a lifetime is actually a corporate death trap saturated with an engineered infrasound frequency that drives the living to violent psychosis. You’ll have to outrun both your own growing madness and a ruthless corporate strike team sent to bury ALL evidence, including you, forever.

This 11-page module includes:

  • A Haunting Setting: Detailed locations aboard the Celestial Empress, from the zero-g ballrooms filled with drifting guests to the industrial rot of the Engineering Section.

  • Psychological Mechanics: Custom rules and tables for Infrasound Effects, simulating a descent into madness through paranoia and vivid hallucinations.

  • The Escape Clock: High-tension mechanics for outrunning a ruthless corporate strike team.

  • Ship Stats: Full stats for The Argus (the PCs' salvage vessel if this is being run as a standalone adventure) and the lethal Meridian Group Security Vessel.

  • New Equipment: Rare artifacts like the Ship Data Core and specialized cyphers like the Infrasound Disruptor.

Can you secure the evidence and escape the void, or will you become just another ghost dancing in the dark?
Screaming into the VoidPrice: $5.00