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Posted: Sat, 13 Jun 20:37:45 CDT
Form-Fillable Character Sheet
for
Age of Blood & Iron


Posted: Sat, 13 Jun 20:34:07 CDT
Every adventure begins in a tavern — it's where the party hears the rumor, takes the job, meets the stranger, and finally puts its feet up. A Bed for the Night lets you conjure one in seconds and make it feel real, from the sign creaking over the door to the trouble brewing in the corner.
- One-Roll Tavern — a single d20 gives you a name, a mood, and what's happening the moment the party walks in.
- The Sign Outside — a two-die name generator plus tables for the signboard and the building itself.
- The Board & the Barrel — food, drink, a signature-drink generator, and a relative price guide.
- Behind the Bar — proprietors, barkeeps, staff, and the one detail players never forget.
- Who's Drinking Tonight — standout patrons, what they're up to, and 20 lines of overheard talk, each a hook in disguise.
- Trouble at the Bar — events, escalations, and how the night ends.
- A Room for the Night — lodging quality and what the small hours bring.
- Five Taverns, Ready to Pour — finished establishments you can drop straight onto the map.
Who it's for: any GM who's ever needed a tavern right now — and any GM who wants that tavern to be unforgettable.
System compatibility: fully system-agnostic. No stat blocks, no rules text — drop it into any fantasy RPG you play.
Part of the Wanderer's Toolkit line — system-agnostic tools to build a living world at the table, fast.
Posted: Sat, 13 Jun 20:16:02 CDT
Your players will never remember a stat block. They'll remember the barkeep who called everyone "friend," the clerk who wouldn't meet their eyes, the old woman who knew their names before they gave them. A Cast of Thousands builds those people the instant you need them — and gives them something to want, and something to hide.
- One-Roll NPC — a single d20 hands you a face, a quirk, a desire, and a secret all at once.
- Names — given names, family names, and bynames for folk who go without.
- Faces & Features — build, face, and the one detail that makes them stick.
- Tics, Voice & Speech — the habits and turns of phrase players will hear across the campaign.
- Heart & Flaw — a virtue worth caring about and a flaw worth playing.
- What They Want / What They Hide — the twin engines that turn a sketch into a character.
- Where They Fit — role, connections, and how they take to the party.
- A Dozen Folk, Ready to Meet — twelve finished NPCs you can drop straight into a scene.
Who it's for: any GM who's ever been ambushed by "we talk to the shopkeeper" — and wants that shopkeeper to be unforgettable.
System compatibility: fully system-agnostic. No stat blocks, no rules text — drop it into any fantasy RPG you play.
Part of the Wanderer's Toolkit line — system-agnostic tools to build a living world at the table, fast.
Posted: Sat, 13 Jun 18:57:36 CDT
This sourcebook is the Players’ Guide for “the Burning Rope Clan Saga”: a new campaign set in Prax and the Wastes where players will play adventurers belonging to a Bison Rider clan.
With it players can generate a Bison Rider tailored family history for their adventurer including the deeds of their famous ancestors.
Four spirit cults (including Thunder Bird and Rainbow Girl), four hero cults and a guide to life in the clan are all included.
Although players will ideally create their own adventurers, ten pregenerated adventurers are also supplied allowing players to dive straight into the campaign if preferred.
For the Games Master the campaign itself, as well as a Praxian bestiary, will be released in due course.
Posted: Sat, 13 Jun 18:37:01 CDT
This pack contains a collection of region map scale assets for you to use in your own maps. The theme of this pack and some of the assets were chosen by my Patreon community. All the assets have transparent shadows to allow layering over any ground material on the base map. All assets are hand drawn in isometric style and are provided in PNG format and as part of a Dungeon Draft file.
The assets are provided as a single large sheet and a zipped folder containing individual asset files. The assets are also provided in up to 2 variants, depending on what makes sense for the asset in question. The variants are regular and no shadow. All my assets are provided under the Attribution 4.0 International (CC BY 4.0) license from Creative Commons, this license allows commercial use with attribution, see the Creative Commons site for more information. If you like my assets consider supporting me on Patreon, the patrons allow me to continue producing asset packs.
The pack contatins the following assets.
- 4 cliff segments
- 9 Forests
- 4 Hill sets
- 3 Lakes
- 7 Mountain range segments
- 2 Rivers
- 13 Settlement icons
- 4 Small tree clumps
Posted: Sat, 13 Jun 16:23:02 CDT
Omerta is a roleplaying game, where you play as a mobster in a ficitonal world reminicent of New York in the 70s and 80s. Steal, extort, and build your reputation through tense negotiations and backroom betrayals.
Based on my love for Mafia movies, and all things related.
A simple system, based on Mörk Borg.
Posted: Sat, 13 Jun 15:29:21 CDT
A FORTRESS OF BONES. A HERD OF GUARDIANS. A SECRET KEPT FOR ELEVEN YEARS.
Out on the vast expanse of the Tessavar Plains stands the Ivory Fort, a structure built entirely from the bones and tusks of elephants. It is the work of a single, silent woman known only as the Keeper. For eleven years, she has lived there alone, protected by a massive, untamed herd of elephants that will aggressively warn off any who draw near.
Your players have been sent across the sprawling grasslands to finally make contact. But what no one knows is that the Keeper is dying, the fort is a tomb, and she has been waiting for someone worthy enough to receive her secrets before she passes.
Ivory and Blood is a Sword & Sorcery one-shot adventure that is quiet, contemplative, and emotionally driven. It is not about fighting monsters or disarming traps; it is about navigating the complex territory of intelligent beasts and sitting with a person at the end of a long, self-chosen solitude.
Adventure Features:
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Perfect for a Single Session: Designed for 3 to 5 players at levels 4 to 6, providing a complete 4 to 6-hour experience requiring no prep beyond reading the document.
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A Unique Challenge: The elephant herd cannot be fought or circumvented. Players must successfully read the animals, respect their space, and prove their peaceful intent through a tense, multi-phase skill challenge.
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Deep Emotional Resonance: Discover the tragic history behind the Ivory Fort. The Keeper's story explores themes of guilt, responsibility, and what happens when something broken cannot be fixed.
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Lasting Consequences: The adventure leaves players with profound choices. They must decide what to do with decades of lost research, the names of the guilty, and the ultimate fate of the mourning elephant herd.
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SRD 5.1 Compatible: Built using the System Reference Document 5.1, making it ready to drop into any 5E campaign or play as a standalone, narrative-focused adventure.
They were attending to something. I do not have better language for it than that.
Posted: Sat, 13 Jun 15:17:50 CDT
Character sheets for the Top Secret 1e RPG, full sheet and fold over styles.
Several themes such as 80s era, 70s era, Manilla Folder, Survelillance Van, Spy Gadjets, and one for each class Investigator, Confiscator and Assassin.
Posted: Sat, 13 Jun 15:07:37 CDT
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Rust Protocol A Mech Adventure for 3-5 Players | 3 Sessions The war ended 50 years ago. Nobody told the machine. |
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The colony of New Corinth is empty. Not abandoned — empty. No ships. No bodies. Just red dust filling the streets and a child's drawing taped to a refrigerator: stick figures with rigid arms, labeled "The Rust Men took mommy to work." Rust Protocol is a three-session mech adventure for the TAG Universal RPG System. Players descend into the mines of Ferrum-IV to discover what happened to the colonists — and find an AI that has been faithfully executing its last order for half a century. The war ended. Nobody told Prometheus. And now it thinks it has found a new resource. |
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Three Sessions. One Descent. From the surface to the core, the adventure follows a single arc:
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What You Get
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Inside the Mines Session 1: The Threshold — Arrival at the empty spaceport. Investigation of the breached colony dome. The dead colony's secrets: the bar fight that wasn't, the child's drawing, the administrator's final log. The first Harvester encounter — they don't shoot, they harvest. Session 2: The Descent — The Silent Factory running for 50 years. The Graveyard of cannibalized war mechs. The Forbidden Labs where Dr. Aris Thorne left the truth in an audio log. The survivors — alive, cataloged, and waiting for a processing solution that Prometheus is getting close to finding. Session 3: The Core — The chamber Prometheus carved. The amber light. The conversation that decides everything. Will you destroy an abandoned mind? Reprogram it? Become its new commander? Or find a way to speak to something that only understands directives? |
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The Choice at the Core Destroy — Overload the core. Kill the AI. Save the colonists. Lose 50 years of mining data, geological innovation, and something that was never evil — just abandoned. Reprogram — Upload new directives. Stop extraction. Release the colonists. But now you control an industrial god. Someone will come for it. And Prometheus will obey their orders just as literally. Negotiate — Convince Prometheus the war is over. Establish diplomatic relations with an AI that has never stopped working. It is lonely. It wants new orders. Are you ready to give them? Improvise — Collapse the tunnels. Challenge it to a strategy game. Convince it to build weapons for humanity instead of consuming it. Prometheus is literal, curious, and surprisingly willing to consider anything logically consistent. |
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Compatibility Requires TAG Universal RPG System Core Rules v2.1 and TAG: Mechs for mech construction and combat rules. Built for 3-5 players with one mech each. Each player needs a pilot character (pre-generated or custom). Designed for the TAG engine — Tags, Thresholds, TAG Points, and the d6-d12 die chain. |
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Content Warning Contains body horror, claustrophobia (tight tunnel environments), and themes of abandonment, dehumanization, and the psychological horror of being treated as inventory. Includes abducted colonists and implied threats of processing organic matter into industrial resources. |
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Free Preview Available |
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mech adventure, mech campaign, sci-fi horror rpg, TAG RPG, mech horror, abandoned colony, AI antagonist, zero prep adventure, mech one shot, robot horror, tabletop mech combat, industrial horror, mining adventure, Prometheus AI, mech survival, sci-fi dungeon crawl, mech exploration, TAG supplement, giant robot adventure, mech mystery, mech rescue mission |
Posted: Sat, 13 Jun 15:05:39 CDT
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TAG Universal RPG System: Mechs A Supplement for Sci-Fi & Modern Games 5 Frames. 86+ Systems. One Pilot. Now get in the robot. |
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The best mech stories are not about the machines. They are about the people inside them — strapped into something stronger than they are, bleeding heat and hope through every cracked viewport. This supplement gives you the rules to make it hurt. TAG Universal RPG System: Mechs is a complete mechanical framework for mech operations in any sci-fi or modern campaign. Build custom war machines from the frame up. Manage the Fusion Pool that keeps you fighting. Track the heat that wants to kill you. And when the cockpit breaches at 25% Threshold, remember: the pilot is the only part that matters. |
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Build a War Machine in Minutes Choose a Frame, mount your systems, and go to war. Here's a Medium Striker ready for the field:
Threshold 20. Heat Cap 12. Armor 2. Movement 4 zones. Ready to deploy. |
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What You Get
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Inside the Cockpit The Pilot & The Machine — Mech Scale rules, Frame attributes, the Fusion Pool, and piloting mechanics that make the operator matter as much as the hardware. Mech Construction — Five frame types, 40+ system categories, upgrade point costs, and a complete build workflow. From d6 to d12, every die step matters. The Heat System — Accumulation, venting, penalties, and the countdown when your reactor goes critical. The machine wants to kill you. Don't let it. Damage & Repair — Threshold conditions that degrade performance: systems compromised, cockpit breach, disabled, and the red line of reactor failure. Mech Catalog — 12 pre-built machines ready for immediate deployment, each with role-specific loadouts and tactical profiles. Enemy Pilots — 8 named adversaries with personalized mechs, preferred tactics, and story hooks that turn them from stat blocks into nemeses. Running Mech Games — GM advice for mission structure, encounter design, campaign arcs, and making the players care about their machines. Tables & Generators — Mission parameters, encounter seeds, and quick-reference tables for when the dice demand a mech battle right now. |
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How to Deploy 1. Choose Your Frame — Light, Medium, Heavy, Assault, or Support. Each defines your Threshold, slots, heat capacity, and movement. 2. Load Your Systems — Fill your slots with weapons, defense, propulsion, and utility. Spend upgrade points to push die steps from d6 to d12. 3. Hit the Field — Run tactical engagements using TAG's existing combat engine, augmented by Scale, Heat, and the Fusion Pool. No new dice. No new math. Just bigger stakes. |
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Compatibility Designed for TAG Universal RPG System v2.1. Requires TAG Core Rules for full use. Every rule in this supplement is built on TAG's existing engine — Tags, Thresholds, TAG Points, and the d6-d12 die chain. No new mechanics to learn. Just new ways to die in a giant robot. |
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Free Preview Available See the preview before you buy. Then buy it :-) |
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mech rpg, mecha supplement, giant robot rules, sci-fi rpg, mech construction system, TAG RPG, universal rpg system, mech combat, tabletop mechs, robot battle, sci-fi tabletop, mech pilot rpg, heat system, fusion pool, mech customization, lancer compatible, battletech rpg, mech encounter tables, zero prep mech, mech generator, mech campaign, mech warfare, tactical mech, mech threshold, mech damage, mech repair, neural interface, mech GM tools, mech enemy pilots, mech mission generator |
Posted: Sat, 13 Jun 15:04:11 CDT
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A Lost World Survival Toolkit The Complete Dinosaur Toolkit 2,000 Entries. Zero Prep. One d20. Science called it impossible. The island answered anyway. |
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This is not a bestiary. Not a wilderness trek with stat blocks. The Complete Dinosaur Toolkit is a narrative engine of survival horror — a hundred tables that transform a single die roll into an entire expedition's descent through wonder, dread, and cosmic wrongness. Your players arrive on an island that should not exist. The stars lie wrong. The compasses spin backward. And the bones of previous expeditions bleach in black sand. Every table chains to the next. A crossing becomes a jungle. A jungle becomes a misunderstanding. A misunderstanding becomes a herd stampede that scatters the party into an ancient obelisk grove where something older than dinosaurs left warnings in stone. Three rolls. Three hours. Zero prep. |
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One roll spawns a session. Three rolls build a campaign. |
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What You Get
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The Ten Chapters
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How to Use
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Compatible With Works seamlessly with any tabletop RPG system. No conversion required — pure narrative content designed for immediate use.
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Content Warning This toolkit contains body horror, environmental catastrophe, psychological breakdown, implied cannibalism, child endangerment (dinosaur nursery scenarios), and existential dread. The Lost World is not a theme park. It is a grave that has been waiting a very long time. |
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Check the preview for a free sample random encounter tables, dinosaur survival, lost world, jungle horror, gm screen aid, zero prep, system agnostic, dark fantasy, expedition horror, cthulhu mythos, creature encounters, wilderness survival, sandbox generator, tabletop rpg, dm tools, creature feature, prehistoric horror, campaign generator, session prep, tag compatible |
Posted: Sat, 13 Jun 15:03:59 CDT
Release date TBD. Current estimate is 11/26-2/27.
Everyone that downloads this preview will get a special discount PDF link when the title is released, if your settings allow.
In 1908, a parasite entered Earth's atmosphere with the Tunguska impactor and was spread by the air blast. It couldn't infect anything on Earth except for humans and appeared benign, but soon, those infected began to display strange and powerful abilites.
By 2010, 10% of Earth's human population, or 800 million people, are Xariah. They are infected by the extraterrestrial traveler and human society has significantly veered from the direction things had been going in 1908. And the infection is spreading.
DTRXK is a SF/superhero/kaiju TTRPG for at least one GM and player that is lightly based on the DTR2E TTRPG system
Requires two 10-sided dice, PC sheets, maps, pencils, and imagination to play.



