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 Star Frontiers RPG Character Sheet Pack
Posted: Sun, 07 Jun 17:04:36 CDT
Publisher: Shadowhold Studios

Character Sheets for the TSR Star Frontiers Alpha Dawn RPG - 8 in Full Color and 4 in Black and White. One is a book like fold over half page sheet. 

Also, 3 Ship Record Sheets for Star Frontiers Knight Hawks. 

Even better when Printed on Cardstock. 

Star Frontiers RPG Character Sheet PackPrice: $4.50
 GAS: Ghost Ape Character Sheet
Posted: Sun, 07 Jun 16:55:50 CDT
Publisher: Ghost Ape Games

Ghost Ape System Character Sheet

Track your heroes, rogues, occultists, soldiers, investigators, and survivors with the official Ghost Ape System Character Sheet.

Designed for use with any GAS-powered game, this sheet provides space for attributes, TAGs, equipment, advancement, abilities, combat statistics, notes, and everything needed to keep your character organized at the table.

Compatible with:

• Bullets & Bootleggers
• Imperium Obscura
• Steel Ghost
• Son of a Lich
• Path of Hollow Men
• Time Out of Mind
• Purple Dreams of the Mind Spider
• And any other Ghost Ape System setting

Whether you're hunting monsters in Prohibition-era Chicago, uncovering conspiracies in Ancient Rome, crossing a war-torn future in a battle tank, or surviving a cursed island, this character sheet is built to support your adventures.

Download, print, and start playing.

GAS: Ghost Ape Character SheetPrice: $0.00
 Traveler's Adventures - The Sorcerer's Stomach
Posted: Sun, 07 Jun 15:32:30 CDT
Publisher: Muqarnas Games

THE SORCERER SWALLOWED HIS ENEMIES WHOLE.

For forty years, the sorcerer Vorundh the Immense ruled the city of Mossgate and dealt with his enemies by eating them. Through strange sorcery, the swallowed victims did not die; they were kept alive against their will in a vast, magically expanded stomach. Three days ago, Vorundh was finally killed, and his colossal body now lies collapsed in the city's market square.

Now that the sorcerer is dead, the magic containing his prisoners is fading, and something from deep inside his stomach is trying to push its way out. The city council of Mossgate has hired your players to enter the dead sorcerer's mouth, navigate his collapsing internal anatomy, and deal with whatever is inside before the body violently ruptures and destroys the market district.

The Sorcerer's Stomach is a self-contained one-shot adventure that sits at the intersection of body-horror dungeon crawling and Sword & Sorcery moral ambiguity. Will your party save the temporally displaced survivors, or will they face the Chorus—a merged entity of twenty-three minds demanding only to be remembered?

Adventure Features:

  • Perfect for a Single Session: Designed for 3 to 5 players at levels 3 to 5, delivering a complete story in 4 to 5 hours. No preparation is required beyond reading the document.

  • A Unique, Living Dungeon: Navigate a bizarre, dying environment of shifting organic passages, peristaltic muscle corridors, and pools that dissolve time itself. The stomach's interior is unstable, meaning no fixed map is needed.

  • Complex Moral Choices: Encounter swallowed victims from decades past, each with their own distorted perception of time, and decide the fate of those who have been forgotten by the outside world.

  • Unforgettable Encounters: Face the tragic and unsettling Chorus, a mass of fused prisoners who ask not for vengeance, but for their names to be officially acknowledged by the city.

  • SRD 5.1 Compatible: Ready to be dropped seamlessly into any 5E campaign or run as a standalone macabre adventure.

They were here. Someone came. That was enough.

Traveler's Adventures - The Sorcerer's StomachPrice: $1.99
 Paper Minis - Cultists
Posted: Sun, 07 Jun 14:39:59 CDT
Publisher: Modiphius

IA Generated paper miniatures ready to use with plastic bases. It contains generic cultists, victorian cultists, bronze age cultists and medieval woods cultists. 

Paper Minis - CultistsPrice: $0.50
 THE COMPLETE MECHA TOOLKIT
Posted: Sun, 07 Jun 14:02:11 CDT
Publisher: Eduardo Camps

SYSTEM ONLINE: TITAN PROTOCOL Activated

Fuel the Reactor. Lock the Cockpit. Unleash the Giants.

Every mecha campaign faces the same critical moment: your players suddenly veer off-script, or your combat lacks that visceral, metal-tearing grit. Whether you need a classification-defying superweapon blueprint, a devastating cockpit breach scenario, or an emergency overcharge maneuver born of absolute desperation, the answer lies within.

Welcome to the_complete_mecha_toolkit.pdf.

This definitive supplement is a massive, premium collection of 100 detailed narrative tables (2,000 unique entries total!) engineered to breathe life, danger, and deep lore into your sci-fi tabletop roleplaying games. From the assembly cultures of factory floor lines to the haunting silence of a starship graveyard, this book provides instant, evocative inspiration right when you need it most.

[SECTOR 01] What's Inside the Arsenal?

  • [▶] Mech Construction & Engineering: Piece together terrifying warmachines with tables for Chassis Architectures, Armor Plating Configurations, Joint & Actuator Systems, and Blueprint Design Lineages.
  • [▶] Pilot Careers & Backgrounds: Forge your characters in fire. Roll for military service origins, intense academy conditioning, custom battlefield callsigns, and neural mind-machine synchronization training.
  • [▶] Energy Systems & Power Cores: Manage high-stakes combat with Overcharge Maneuvers, Plasma Conduit Ruptures, Core Breach Protocols, and experimental reality-bending propulsion drives.
  • [▶] Weapons Loadouts & Tactical Arsenals: Equip your giants with thundering autocannons, hyper-dense gravity-compressed slugs, plasma edges, and quantum-entangled target markers.
  • [▶] Combat Maneuvers & Environments: Command a defensive Shield Wall Phalanx or fight street-by-street inside a collapsed metropolis, an atmospheric re-entry drop, or a freezing magma-zone hellscape.
  • [▶] Factions, Damage, & Base Support: Deal with corporate military divisions, catastrophic structural failure matrices, and the grueling logistics of hangar bays and supply lines.
  • [▶] Legendary Mechs & Lostech: Unearth reality-warping paradox engines, sentient war machines with terrible purposes, and ultimate apocalypse scenarios.

[SECTOR 02] Tactical Advantages

⚙ 100% System Agnostic: Contains absolutely no stats, specific dice mechanics, or restrictive rulesets. Every single entry is pure narrative adrenaline designed to plug directly into Lancer, BattleTech, Mecha Hack, Jovian Chronicles, Stars Without Number, or any homebrew sci-fi game.

⚙ Zero-Prep High-Velocity Action: When your players pull an unexpected maneuver and you need immediate, rich content, grab a d20, roll, and instantly drop them into a beautifully detailed cinematic scene.

⚙ Hyperlink Narrative Chains: Built for digital ease. Many table results include cross-referenced layout links (e.g., [Go to Table N]), allowing you to seamlessly daisy-chain narrative hooks from the environment directly to system damage or legendary discoveries!

⚙ Endless Visual Replayability: Say goodbye to generic descriptions. Make every single mech encounter feel unique, heavy, and unforgettable with highly specific industrial descriptions.

"The tactical scanners are flaring. Your core reactor is hitting critical limits. How will your story unfold when the metal starts to bend?"

Secure your copy of the_complete_mecha_toolkit.pdf today and elevate your campaign to a legendary scale!

THE COMPLETE MECHA TOOLKITPrice: $3.00
 RPG LET'S PLAY COLORING BOOK - RUBIK'S CUBE HUMAN RIGHTS SIXTH COLORING BOOK
Posted: Sun, 07 Jun 14:00:54 CDT
Publisher: Rubik's Cube Human Rights

Rubik's Cube Human Rights presents:

The carnaval 2027 rpg coloring book that will make Hollywood great again! Just add one of our songs and it's album cover at the end of your creation as our Vanity card, it's all santeria, true crime and everything you need in your RPG let's play coloring book!

They say It all started at Avenida Ana Costa 479 apartament 11!

The white robot with a caterpillar under it, the black haired dude waiting at the door while neuralink brain surgeries all the students living at the dorm, it all started there!

In this edition we are finally playing all the Savage Worlds Compendiums with the sprawleunners setting and some tables from DEADLANDS. 

If you use this as a Hollywood script please just don't use Pinnacle Entertainment property or anything like that, such as their precious words. Say it's Rubik's Cube Human Rights RPG SYSTEM, please. I enjoy my legs very much 

I hope you enjoy the show! Soon we'll be drawing some more and posting some more musics at our Spotify profile!

If you've read and colored all our coloring books so far you'll understand what happened at the avenida Ana Costa 479 as seen in our music CD!

Go color it before the white Ford bronco with black tinted windows murder us with a temporal paradox at Avenida Ibirapuera crossing with avenida República do Líbano in that sunny day near the Pão de Açucar.

We need both our legs to do santeria or kibanda, so drive safe!

Thank you for your enthusiasm!

RPG LET'S PLAY COLORING BOOK - RUBIK'S CUBE HUMAN RIGHTS SIXTH COLORING BOOKPrice: $0.00
 Blood Money Volume I: Mercenary Tickets
Posted: Sun, 07 Jun 11:30:05 CDT
Publisher: Mongoose

The job pays well.

The job is dangerous.

The job is probably illegal.

Welcome to the life of a mercenary.

Blood Money Volume I: Mercenary Tickets is a deep dive into twenty fully developed mercenary contracts for Traveller and the Cepheus Engine roleplaying games. Each ticket is designed to drop directly into an ongoing campaign, providing immediate missions, conflicts, and opportunities for profit.

Inside you'll find twenty complete operational dossiers covering everything from security details and convoy escorts to hostage rescues, counterinsurgency operations, planetary raids, evacuation missions, search-and-destroy assignments, and desperate last stands.

Every ticket includes:

  • Complete mission briefing

  • Employer information

  • Payment details

  • Objectives and rules of engagement

  • Player information

  • Referee information

  • Opposition forces

  • Operational complications

  • Equipment and skill recommendations

  • Possible outcomes

  • Traveller-compatible rules and dice mechanics

These are not simple adventure hooks.

Each ticket is a complete mission framework packed with enough information to run a full session, a short campaign arc, or serve as the foundation for an ongoing mercenary campaign.

Whether your players are professional soldiers, hired guns, military contractors, colonial security forces, or desperate adventurers looking for their next paycheck, Blood Money provides contracts ready to deploy with minimal preparation.

The galaxy is full of wars.

Somebody has to fight them.

The only question is whether your players survive long enough to get paid.

Blood Money Volume I: Mercenary TicketsPrice: $6.50
 Under The Dolmens, Delve #3: A One Shot Dungeon For Levels 4-5 Adventurers In The Dolmenwood Setting
Posted: Sun, 07 Jun 10:24:18 CDT
Publisher: 2Die10 Games

What, they’re still alive?! Well then… Into the Dolmens, Delve #3 is a 1 shot adventure for levels 4-5 that you can pick up and start playing right away as a great way to challenge a seasoned band adventurers’ journey in the Dolmenwood setting. Continue (at your own risk!) your adventures in the wold by picking up this adventure today!

Four months ago, Father Wolfgang and several other members of the Church of St Pastery’s
clergy were having strange dreams that all had one thing in common: a call of pilgrimage from
The One True God. Father Dobey, Vicar of Lankshorn, initially had these strange dreams also
but they faded in frequency and severity for him while the opposite was happening to Father
Wolfgang and the others. Having been compelled into blind pilgrimage towards the direction of
Hags Addle, Father Wolfgang and those afflicted with these dreams were confronted by Father
Dobey, who declared these dreams as heresy. In doing so, the pilgrims openly questioned his
piousness as well as his status of Vicar of Lankshorn. Father Dobey, eager to avoid conflict,
decided to let the pilgrims go on the condition that they return in one month’s time. The pilgrims
agreed and took their leave with the vicar’s blessing. One month has come and gone, with
Father Dobey wanting to know what happened to the pilgrims for a host of reasons…

Under The Dolmens, Delve #3: A One Shot Dungeon For Levels 4-5 Adventurers In The Dolmenwood SettingPrice: $1.00
 TITechCorp Flyer #12
Posted: Sun, 07 Jun 10:03:36 CDT
Publisher: Tiger Paw Press

Are you tired of your agents having inferior weapons?

Tired of your lackeys falling like flies to the superheroes of the world?

Tired of those dim witted Until agents having better equipment than your agents?

 

Then you have come to the right place here at TITechCorp we are dedicated to creating the best weapons, armor and other equipment money can buy.

 

So stop by today and pick up the latest blaster or force belt and get a jump on those pesky do-gooders.

 

And remember your satisfaction is guaranteed or we won’t see you again.

 

Small list of equipment to add to your Champions campaign includes Hero Designer files.

TITechCorp Flyer #12Price: $1.99
 Amun/Ptah Class-ified - Two 5e Original Classes! [BUNDLE]
Posted: Sun, 07 Jun 09:19:37 CDT
Publisher: Adventure Ripples
This special bundle contains the following titles:


549063-thumb140.pngLogosmith - 5e Class
Regular price: 0
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 0
Format:
 PDF
Logosmith of Ptah is shaped by the divine intellect of Ptah. Their speech and intellect are their weapons of choice, each gesture tracing sacred geometry and each word carrying the weight of the god’s creative thought. Fueled by Logos Charges (fragments of Ptah’s original Word of Creation) the Logosmith manifests radiant constructs, repairs what time has broken, and commands the laws of form to shift in their favor. Calling of the Divine Artisan is the mastery of sacred geometry, where Divine Artisans channel Ptah’s flawless design into the heart of battle. They conjure radiant weapons and perfect barriers, transforming chaos into symmetry and protection. Every motion is measured, every act purposeful; they reshape the field around them into a living blueprint of divine order, turning def...

549061-thumb140.pngVeiler - 5e Class
Regular price: 0
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 0
Format:
 PDF
The Veiler of Amun is no mere priest, no petitioner, and no follower bound by temple walls. They are the living mystery of Amun, the Hidden One whose presence is felt but never seen; the divine breath that stirs the stillness between all things. The Veiler does not channel light, flame, or thunder. Their power is subtle and unseen, the authority of the invisible wind that sustains creation itself. They call upon Amun’s Veil, shrouding themselves and others in concealment, silencing their steps, and striking from nowhere. The Veiler of Amun plays like a hybrid between a monk and rogue, emphasizing precision, control, and concealment. Their resource (Veil Dice) represents the divine wind within them, expended to vanish, heal, misdirect, or strike with unseen force. Path of the Hidden Wind...


Total value:0
Special bundle price:0
Savings of:0 (8%)
Amun/Ptah Class-ified - Two 5e Original Classes! [BUNDLE]Price: $7.00
 LLoH: Fearful Fortunes Subclass Pack
Posted: Sun, 07 Jun 08:02:26 CDT
Publisher: Crass Knuckles

In the first of its kind, an expansion to the options a player may use to make their character when playing Lost Legends of Hell. Unlock the powers of a new subclass for each primary class in the game. Protect your allies as a Knight, bet on yourself by being granted the Blessing of Fortuna, and taste victory with the Mana Sommelier.

This pack contains all the subclass specific information to take your new characters from level 1 to 15.

By supporting Lost Legends of Hell, you're directly supporting a small indie team working to provide an increasingly professional product to you. We appreciate all that you do.

Find us on our socials, discord, youtube, and X.

LLoH: Fearful Fortunes Subclass PackPrice: $1.00
 The Gentry: Ten Fae of the Hidden Courts
Posted: Sun, 07 Jun 07:13:29 CDT
Publisher: Elderlight Press

Ten ready-to-run fae for any 5e campaign — from a polite child-herald to a court sovereign who can erase you from memory. Each comes with a compact stat block (CR 2–13), roleplay guidance, a signature bargain, and notes on dropping them into your game.


You do not call them fairies. You call them the Gentry, the Fair Folk, the Good Neighbours — names of respect, names of caution, names that do not name. To name a thing is to call it, and the last thing a wise mortal wants is to be heard.

The Gentry is a 33-page NPC collection giving Game Masters ten fully realized fae, ready to drop into any 5e campaign. Each is built to be run — in conversation, in bargain, and (when it comes to it) in a fight — with the manner, the motivation, and the menace that make the Fair Folk feel genuinely fae, not merely elves with a grudge.

The Ten

  • The Page of Three Knocks (CR 2) — the polite child-herald who delivers the Courts' invitations and never blinks quite enough
  • Tom Tatters (CR 4) — the hedge-puck and chimney-friend, the best ally and worst nuisance in the book
  • Wren-Who-Was-Maeve (CR 5) — a changeling who does not yet know what she is
  • The Keening Lady (CR 6) — the death-herald who washes grave-clothes at the ford
  • Mother Greenteeth (CR 7) — the drowning-hag of the weir, a hazard with a will
  • Master Bone (CR 8) — the bargain-broker who makes any deal binding, and tells you the truth about the fine print
  • Gobán the Grey-Handed (CR 9) — the smith of the hidden forge, who makes anything for a price you'll feel forever
  • The Stag-Crowned Wanderer (CR 11) — a lesser hunt-lord, the wild's justice given antlers
  • The Lady Aoibhell (CR 12) — sovereign of the Amber Court, whose generosity is a leash
  • Sir Gallehaut the Thorn-Clad (CR 13) — the honorable knight-duelist who has not lost a duel in three hundred years

Each Entry Includes

  • Aspect — appearance, voice, and manner, written to play
  • Nature & Court — what they are and whom they serve
  • What They Want — the motivation that drives them
  • The Bargain — a signature offer and its hidden cost, ready to use
  • A compact stat block — scalable to your party's tier, for when talk turns to steel
  • Running Them — practical GM guidance on playing them well
  • Where They Fit — exactly how to slot them into your campaign, with hooks

A Companion to the Old Law Line

Every fae in this book carries notes for dropping into The Wild Hunt, By Oath and Geas, and Hollow Hills & Holy Wells. The Page delivers the Hunt's summons; Master Bone is the living rules-engine of the bargain system; Mother Greenteeth guards the crossings of the sacred sites; and the Stag-Crowned Wanderer is a hunt-lord you can actually face at mid tier. Together, the four books form a complete folkloric campaign toolkit. The Gentry works perfectly on its own, too — drop a single fae into any 5e game and watch your players learn to mind their manners.

Compatibility

5e Compatible (SRD 5.2). Stat blocks are compact and scalable; every fae adapts to any setting with minor adjustments. No setting changes required.


Do not name them. Do not thank them. Do not eat what they offer.

Elderlight Press — bringing the weight of legend to your table.

The Gentry: Ten Fae of the Hidden CourtsPrice: $3.99