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 ALI SULL'ALTIPIANO [ITA[
Posted: Wed, 11 Mar 15:41:26 CDT
Publisher: Qwein

ALI SULL'ALTIPIANO ASIAGO 1917

Gioco da tavolo 2-8 giocatori. Sfida i tuoi amici tra le cime, dove il cielo è strettro e il coraggio è l'unico carburante.

Immagina di essere sull'Altipiano di asiago nel 1917. Attorno a te solo le cime delle montagne e il rombo di un motore scoppiettante di uno Spad VII o di un Fokker Dr 1. Non servono mappe esagonali, segnalini complessi o decine di dadi. Con un semplice decagono di manovra, tracci la rotta del tuo aereo in pochi secondi, scrivi in segreto la tua mossa (sinistra, avanti, destra) e la quota in cui ti trovi. Scala il carburante.

Cosa rende questo gioco innovativo? 70 x 70 cm di tavolo, non una simulazione astratta, ma un ring. Ogni centimero conta. Le montagne non sono disegni sullo sfondo, ma ostacoli veri. Volare troppo basso significa schiandarsi.

La quota non è un numero. La differenza tra volare a 1000 o 2000 piedi è un segnalino, ma cambia tutto. Spara dall'alto e avrai un vantaggio. Spara dal basso e rischi di stallare. E' una partita a scacchi ragionata.

Il carburane che taglia il fiato. Non è una scorta infinita. Hai 44 o 49 punti e ogni virata ne consuma. Finito significa planar verso terra. Ma la scoperta che i primi tester hanno notato è l'equilibrio. Hai il tempo per un duello epico o bombardare una fortezza nemica, ma non per  voli di piacere. Devi scegliere se sprecare energia in acrobazie da Asso o conservarla per avere la certezza di rientrare alla base.

Per chi è adatto, votato dai tester. Per chi ama i duelli uno contro uno, usando magari personaggi celebri come Francesco Baracca, o chi ama i giochi di squadriglia. Per chi ama i gioci che impari n 5 minuti (alla Qwein), ma che regala ogni volta partite diverse. Per gli appassionati di storia, della Grande Guerra, e per i giocatori esperti che cercano un sistema profondo senza rnunciare alla velocità.

In sintesi Ali sull'Altipiano, non è un wargame, è una nobile sifda per l'onore. Sistema Stampa, Ritaglia, Iincolla e Gioca. Bello da vedere, immediato da giocare, e con quel retrogusto amaro di quando il motore tossisce perchè hai osato troppo

PREPARATI A DECOLLARE. LA LEGGENDA TI ASPETTA.

Qwein Giochi Artigiano della Fantasia dal 1986

ALI SULL'ALTIPIANO [ITA[Price: $5.81
 THE LIGHTHOUSE - From Geographic Taxonomies Series - HAUS OF TOMES
Posted: Wed, 11 Mar 14:30:18 CDT
Publisher: esdruxule

A place of observation. Calm as the sea. The blinking eye that guides sailors at night.

THE LIGHTHOUSE - From Geographic Taxonomies Series - HAUS OF TOMESPrice: $3.00
 SunlessWood
Posted: Wed, 11 Mar 14:26:12 CDT
Publisher: albertventura

WHAT IS THIS?
Sunlesswood is a short adventure designed to teach you how to play solo as you play.

IS IT COMPLICATED?
No, not at all. You don't need to learn anything, no rules. What's more, it works with any game; with your favorite tabletop role-playing game.

WHAT IS THE STORY ABOUT?
You will be the protagonist of a rescue adventure, venturing into a very dark forest, full of fantasy, mystery, combats, danger and maybe, death. And if all this weren't enough, you will be the object of a chase. Neither you nor I know how it will end.

CAN I PLAY MORE THAN ONCE?
You can play several times and have completely different experiences; the forest has many places that are impossible to explore all at once. But I assure you that when you have finished your first adventure and see how easy and fun it is to play alone, your head will start to explode with a thousand ideas of your own.

WHAT IS IN THE FILE?
The PDF file is a 40-page adventure that you don't have to read before you start playing. You'll play it as you read, using only your imagination and your dice as tools. You'll find lots of tips in the text to help you create your own story and learn how to play future adventures on your own.

Get started right now!

(All black and white illustrations inside and the color cover are drawn and painted by me; no AI was used).

SunlessWoodPrice: $3.99
 Five Foes
Posted: Wed, 11 Mar 14:25:47 CDT
Publisher: CCortrightProductions

Five Foes

A colllection of villians for Dr. Mike Dessing's Stalward 85

Each character details their vital statistics, their backgrounds, and two plot hooks.

Five FoesPrice: $5.00
 Port Corvus-Cliffside Port City and Map
Posted: Wed, 11 Mar 14:25:12 CDT
Publisher: Cool Nerd Adventures

Port Corvus – Capital City of Corvindor (City & Regional Setting + Maps)

Port Corvus is the capital and largest city of Corvindor, built atop towering cliffs where a wide river plunges in a dramatic waterfall before meeting the sea. This compact supplement presents a ready-to-use fantasy capital suited for intrigue, trade, exploration, and coastal adventure.

Inside you’ll find:

• A three-page city setting detailing the Upper Cliff districts, the Lower City harbor, and the iconic waterwheel-powered lift system
• Political, military, academic, and maritime elements ready to support adventure hooks
• A regional overview of Corvindor with accompanying map
• A high-resolution city map suitable for printing or VTT use

Designed as a supplement to Strange Tales for Small Towns, Port Corvus can also stand on its own in any fantasy campaign.

Whether you need a cliffside capital, a busy seaport, or a strategic political center, Port Corvus is ready to drop into your table tonight.

Port Corvus-Cliffside Port City and MapPrice: $1.00
 The Vault Opens in Colson City: An Urban Fantasy Solo Adventure
Posted: Wed, 11 Mar 14:23:17 CDT
Publisher: Creative Concepts

Every Creative Concepts Solo Journaling Adventure is unique, with its own unique card meanings and events, making a “core” book unnecessary.


The Vault Opens in Colson City

 

“In position outside Banshee’s Song Nightclub. Three tangos moving west. Agents en route to intercept. Another tango has exited the club, trailing behind the initial three tangos. Agents attempting capture of the three. Two tangos are Fae. Employing countermeasures. Third is unknown species, possibly naga. Confirmed Naga. Employing countermeasures. Agents moving them to alley to await detention van. Trailing tango is moving to intercept! Tango is using an item of undetermined abilities. Agent down! Agent down! Request backup! Agents using countermeasures on . . . Agent down! Tango is wounded. Two agents continuing combat. Agent down! Tango is fleeing on foot. Abort pursuit, witnesses exiting nightclub. Retrieve tangos and abandon location. Detention van arrival. Fleeing Tango has disappeared from street, location unknown. Witnesses moving toward detention van. Do not engage. Return to base. Repeat, all agents return to base.”

You escaped the Vault. For now.

Colson City.

A small metropolis with a river flowing through its center. Here is where you live. Naturals and unnaturals roam the streets side by side. The unnaturals mask themselves in spells to pass as naturals. Werewolves, undead, vampires, wizards, and every sort of supernatural creature live in the city's sewers, apartments, high-rises, and parks. Intrigue, wars, politics, and power moves drive the heart of the city, and its denizens are the blood traveling through its veins. Overseeing from his lofty tower penthouse, “The Emperor” looks down upon the masses. If you are crafty, quick, smart, form alliances, and can defend yourself, you might live long enough to appreciate what you have.

This adventure is a sequel to Drawing Blood in Colson City.

Materials you will need.

You will need some simple items as follows:

• A Standard Deck of Playing Cards (with Jokers): I own several decks with different face card themes. You can use a standard deck or a unique one to play solo games with themes. Every card will have a different meaning as you draw one. They produce the adventures to start you on your way, a side quest, a discovery, how your character may feel, or people or creatures you will meet along the way.

• A six-sided die

• Paper and pencil, or a writing program: I prefer a writing program or a spreadsheet (Creative Concepts provides a FREE Solo and Group Narrative Sheet to log your adventure. Look for it where you purchased this product) to log in order with your ideas as you travel through your world.

Now, before you begin, you have to decide who you are:

1. Are you a human, a vampire, a werewolf, a Fae, or a human magic user? Are you young, mature, or ancient for your species type? What’s your gender? Were you born and raised in the city, created here, or did you move here? Are you rich, middle class, or poor?

2. Choose Your Role: What’s your occupation? How do you feel toward the unnatural community? The natural community? Are you cursed? Damned? Blessed? Where do you live? What do you eat? Who are your friends?

3. Prepare your Deck: Shuffle your deck of playing cards and place the stack face down.

With your character’s nature made, your role in the story selected, and your cards ready, it’s time to start your journey.

 

Gameplay:

Each card creates a new event or discovery for your character; make sure to chronicle them in order. A series of turns of fate may reflect on the card you have two cards later.

1. Draw a single card at a time from the deck if you wish to be surprised with each new draw. Alternatively, you can draw 18 cards for Chapter One, then another 18 for Chapter Two, etc, until you reach the end of the deck, so you may know all the players in the scene and arrange them as you see fit.

2. The prompts below will tell you the card’s meaning by number and suit. Try to imagine the scene with all five senses.

3. Write your entry describing the moment using your senses. Imagine it’s a scene in a movie, comic, or novel, and play with it. Use that imagination!

4. After writing down your scene, draw the next card to continue your adventure. When you reach the end of the deck, you can imagine returning to where you started or using it as a cliffhanger for your next story after you shuffle the deck. You just completed “Book One” of your adventure. 

The Vault Opens in Colson City: An Urban Fantasy Solo AdventurePrice: $4.99
 Nightrunner Character Sheet
Posted: Wed, 11 Mar 14:22:23 CDT
Publisher: MOGWAI

Printable PDF Character Sheets for Nightrunner Tabletop RPG. Included with the Player Handbook. 

Nightrunner Character SheetPrice: $0.99
 Nightrunner Keeper Handbook
Posted: Wed, 11 Mar 14:22:11 CDT
Publisher: MOGWAI

The Nightrunner Keeper Handbook contains the tools required to run campaigns in the world of Nightrunner.

In the fractured world following the Collapse, megacorporations, syndicates, and shadowy agencies conspire to control a beleaguered society still reeling from an averted apocalypse. On the fringes, strange and predatory beings wait to feed on those who will not be missed. Strange technologies and bizarre rites have left their mark upon the world.

Keepers guide players through this dangerous world.

The Nightrunner Keeper Handbook includes:

• Setting information, including historical background, factions, and locations
• Systems for contract and mission design, infiltration, and hacking
• Adversaries ranging from corporate security forces to post-human predators
• A collection of tomes, technologies, and bizarre artifacts
• Advice for creating and running locations, and maintaining tension during missions

The alternate-historical world of Nightrunner is unforgiving, where recklessness and poor judgment reap long-lasting consequences. This handbook aids the Keeper in populating and running a Nightrunner campaign.

Nightrunner uses a streamlined d100 rules engine compatible with many other percentile-based tabletop RPG systems.

This rulebook is currently in Open Testing. Feedback, suggestions, and error reports are welcome and may be sent to NightrunnerRPG@protonmail.com.

Some artwork in this release was created using AI; however, artists interested in contributing to this game are welcome to contact the email above.

Nightrunner Keeper HandbookPrice: $5.00
 Les espadons de Havre-Prince
Posted: Wed, 11 Mar 14:21:59 CDT
Publisher: Roll_Players_fr

Bienvenue à Havre-Prince, un archipel mystérieux perdu dans la mer ancienne gouverné d’une main de fer par les Pirates à L’espadon.


Capturés et fait prisonniers, nos héros se verront proposer un marché par la Capitaine qu’on appelle la Succube, celle même qui dirige l’armada de pirates. Que seront-ils prêt à faire pour échapper en vie du pétrin dans lequel ils se sont mis ? S’aventureront-ils dans la forêt aux singes ? Resteront-ils loyaux à leur promesse au péril de leur vie ? Ou au contraire choisiront-ils de s’associer aux intrigues que fomentent les détracteurs de la capitaine ?


Dans ce livre, vous visiterez l’île de Havre-Prince dans un scénario complet prévu pour quatre joueurs dans le monde d’Aria inventé par FibreTigre, le JDR fantasy joué dans l’émission « Games of Rôles ».


Cet ouvrage inclut :

  • Le scenario non linéaire « Les espadons de Havre-Prince » prévu pour une durée de 6 à 8 heures de jeu.
  • Quatre personnages prêts à jouer : L’alchimiste, le marchand, le noble pirate, et le mage de Varna.
  • Un aide-mémoire en annexe résumant les personnages et une liste de noms de forbans à utiliser.
  • Des évènements spécifiques aux personnages choisis, des personnages charismatiques, des choix moraux, et des pirates.
Les espadons de Havre-PrincePrice: $3.49
 Nightrunner RPG Player Handbook
Posted: Wed, 11 Mar 14:20:26 CDT
Publisher: MOGWAI

Nightrunner is a horror tabletop roleplaying game of infiltration, investigation, and survival in a post-Collapse society.

In a near-future world dominated by megacorporations, criminal syndicates, and subverted governments, players take on the roles of runners: operatives retained to perform dangerous work while maintaining their employers’ plausible deniability. Missions may involve corporate espionage, clandestine investigation, urban exploration, or confronting forces that challenge the very nature of humanity.

Beneath the surface of corporate corruption lies a much darker world—one where meaning itself begins to break down. Terrible experiments lurk in abandoned worksites, and monstrous beings occupy wounds in the very fabric of reality. Most prominent among them are vicious, blood-drinking post-humans.

The Nightrunner Player Handbook contains everything players need to create characters and survive in this world, including:

  • Complete character creation rules

  • Skills, equipment, and advancement systems

  • Combat and action mechanics

  • Investigation and infiltration systems

  • Hacking and cybernetics

  • Insanity, corruption, wounding, and disease mechanics

Nightrunner emphasizes deliberation, planning, and subtlety. Even the most mundane contracts carry the risk of death, maiming, or imprisonment, while stranger missions will bring operatives into contact with hostile forces far beyond their understanding.

Nightrunner uses a streamlined d100 rules engine compatible with many other percentile-based tabletop RPG systems.

This rulebook is currently in Open Testing. Feedback, suggestions, and error reports are welcome and may be sent to NightrunnerRPG@protonmail.com.

Some artwork in this release was created using AI, however, artists interested in contributing to this game are welcome to contact the email above.

Nightrunner RPG Player HandbookPrice: $5.00
 Wizards and Wagons: The Preview
Posted: Wed, 11 Mar 14:19:38 CDT
Publisher: BroadSwordBard

Welcome to Wizards & Wagons! My previous work, a hex-crawling guide called Manual of Hexterity is now a Gold best-seller thanks to all of you, and I wanted to give anyone interested in my next title a nice, big preview.


You may notice this preview is listed as a Pay What You Want title. This is not a Kickstarter. If you just want to check out the preview, that's fine. If you like what you see and want to come back and chip in a little to help make this book all it can be, that's cool too! I expect nothing, and you shouldn't feel obligated to pay anything. If any money is made from this it will go toward art and being able to take off the occasional day from work to help finish this thing.


WHAT IS THIS GAME?
First off, it's not a heartbreaker. This is the D&D-inspired RPG that I run for my players, and our hearts are in no way broken over it. The best way to describe it might be to show the process that went into its creation.


I started by writing down every game element from D&D. Races, classes, ability scores, saving throws, attacks, AC, magic items, equipment, retainers, monsters, movement, initiative, travel, random encounters, etc. I poured through the books of each edition and made a spreadsheet detailing how each of these elements work for each edition. Next, I decided which edition did each element best. This involved a lot of playtesting with my group as we figured out what we enjoyed the most.


After this, I identified the elements that, even though they were the best among editions, still could use some work. Through the same process, we experimented with ideas inspired by other non-D&D games. I eventually ended up coming up with many of my own rules, or heavily altered versions of things we had already tried. Once this was done, I started cobbling everything together into an actual rulebook.


WHAT WAS THE RESULT?
As for the feel of the game, let me compare it to what others have done. I've seen games where people tried to blend AD&D backwards to feel more like B/X. I've also seen designers put out their version of "what 3rd Edition could have been." I think my game is equally both of those things. It is very AD&D as it relates to the crunchy bits, more Basic D&D when it comes to interacting with the world, and uses more modern game design to improve quality of life, decrease confusion, and speed up play.


DOES IT DO ANYTHING NEW?
I'm very proud of some of the sub-systems I've created for this game. The skill/proficiency system is something my players really enjoy. Each class has three basic skills that correspond to the three environments of the game (City, Dungeon, Wilderness). These replace all of the old x in d6 rolls from Basic D&D. Proficiencies are like skills you must be trained in to use properly, and are a streamlined version of NWP from 2e.


The best part of the skill system, however, is the part where you usually don't have to roll them! You're a ranger and you want to hunt for food in a normal forest with normal weather during the daytime? Okay, you found food! Skills are normally only rolled when under duress or if in competition with someone, and mostly just act as a signpost saying, "This character is good at this thing."


Ability checks and contests are another part of the overall skill system, and it's been a particular favorite with my group. This sub-system allows players to attempt all kinds of stunts and competitions with any other creature (I've added ability scores to every creature in my monsters section). It's super easy to figure out how to adjudicate a race or arm wrestling contest, see who catches the thrown jewel, or find out how long it takes the thief to open the master's magical lock.


We're also very keen on the initiative system I cooked up. What I needed was something that used side initiative, allowed for spell interruption, and avoided overwhelming alpha strikes. What I ened up with (after a lot of testing) did all of that.


I've also come up with a new way of distributing treasure and magic items that involves a lot less rolling on multiple columns of huge tables. I think my favorite single rule I've come up with during all of this is how you determine if a monster has a magic item, and how many they might have.


While there are a ton of other new rules here and there on how resting, dying, disease, encounter distance, and and so on works, the biggest is the overland travel procedure. This is a reworked version of the Manual of Hexterity after years of playtime with it. The whole chapter with the new version of this system is included in the preview.


IS THIS OSR OR NSR OR WHAT?
This game can definitely be used with any TSR D&D module with very little on the fly adjustments. For the most part, it would just be going from descending to ascending combat numbers.


While the game attempts to modernize certain elements here and there, it is still rooted completely in having an old school D&D-like experience. There are no feats. Characters can die and are not expected to show up to the table with a page long backstory. You get XP from treasure. There are no rails, as the campaign's story is expected to emerge from the actions of the party. At its core, it is a game of above average peasants who are brave/stupid enough to go look for treasure in a wilderness filled with monsters.


WHEN WILL IT COME OUT?
Gotta be honest with you on this one. I don't know. The rules are done. They've been done for a while, actually. What I have left to do is a lot of tedious work, like monster and spell entries, the table of contents and index, bookmarks, character and DM tracking sheets, etc. I'm in the middle of the monster entries now, and have been for a while. I expect I will be for even a while longer. Then comes the spells, which will take as long as or longer than the monsters.


But it will come out! I don't know when, but it will. Even if I had no plans of releasing it as a product, I would still finish it, because it's the system I run. I could say, "Hopefully it will be out by the (insert season)," but even with the qualifier, I would never live it down if I failed to have it out by then. So, no promises, except that it will be released. The hardest part is all behind me, and now it's just the boring stuff left.


And of course, there is the question of art. I made a cover for this thing, but I know I don't have time to do the interiors myself. I want this book to have art in it, and I am in contact with someone who is excited to do it. We haven't discussed the details of a deal yet, because I need to get the document into more of a final form to know what I actually need from him. We'll get there when we get there.


WHAT'S IN THE PREVIEW
I have provided a small sampling of each chapter, along with the full redo of the Manual of Hexterity, and my versions of the Fighter, Mage, Cleric, and Thief.


DO YOU WANT FEEDBACK?
Of course! This product is not finished; not even the parts that look like they are. When I've completed the monster and spell entries, I plan to go back through the document with a fine-toothed comb looking for typos, ambiguous wording, rules I've changed in my mind and forgotten to change in the document, and so on. I have a list of things I need to address when that moment comes. You might notice the words "infravision" and "darkvision" appear in the book. At some point only one of those will survive.


If you find any errors or something that confuses you, please let me know. If you just want to know my justification for a change I made or comment on the layout or color scheme, I'm down to discuss that. 


IN CLOSING
This is what I've been working on for the past four or five years, and I'm very excited to finally share some of it. Thanks so much!

Wizards and Wagons: The PreviewPrice: $2.00
 Mythic Europe Campaign Guide
Posted: Wed, 11 Mar 14:19:14 CDT
Publisher: Erick Lee Edwards

Provides details of what a Dungeon Master would need in order to run a Dungeons & Dragons campaign in Mythic Europe, the default setting of the Ars Magica historical fantasy roleplaying game.  This guide assumes an intimate knowledge of Ars Magica as many of the concepts that form the basis of the game and setting are not detailed in this document.

You will need the Ars Magica 5th Edition Core Rulebook as well as a number of Dungeons & Dragons 5th Edition core rulebooks in order to use this guide.  This is not a stand-alone product.

Mythic Europe Campaign GuidePrice: $4.95