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 scholar wizard
Posted: Sun, 10 May 04:20:42 CDT
Publisher: ReturnerJ

A highly detailed fantasy wizard miniature designed for tabletop RPGs and resin 3D printing. This Arcane Scholar stands in a calm, dignified idle pose, holding a long magical staff at the side with a relaxed yet confident stance. Inspired by classic high fantasy scholars and wandering mages, the model features layered scholarly robes with practical adventuring details including leather belts, scroll cases, hanging books, and subtle ornamental armor pieces.

Carefully crafted with clean geometry and balanced proportions, this miniature is optimized for high-quality resin STL printing with support-friendly shapes and minimized fragile elements. The grounded silhouette, controlled cloth movement, and absence of excessive magical effects make the model both visually striking and practical for printing and painting.

Perfect for use as a wizard, sage, spellcaster, archivist, or NPC in tabletop RPG campaigns, collectible displays, or fantasy dioramas.

License:
This purchase includes a commercial physical print license. Buyers are permitted to print and sell physical 3D prints of the model. Redistribution, resale, sharing, or commercial sale of the digital STL files is strictly prohibited.

scholar wizardPrice: $2.50
 elemental golem
Posted: Sun, 10 May 02:34:21 CDT
Publisher: ReturnerJ

A towering elemental construct forged from pure [ELEMENT], this massive golem radiates ancient magical power from the glowing arcane core embedded deep within its chest. Designed as a highly detailed fantasy miniature, the sculpt features a heavy armored silhouette, cracked elemental surfaces infused with leaking magical energy, and a powerful battle-ready pose perfect for tabletop encounters, boss fights, or collector displays.

Carefully crafted for high-quality resin 3D printing, the model includes intricate surface textures and strong readability at tabletop scale while maintaining impressive display-level detail. Ideal for fantasy RPG campaigns, wargaming, painting projects, or STL collectors seeking a dramatic elemental creature.

Features

  • High-detail fantasy elemental golem miniature
  • Dynamic combat pose with strong silhouette
  • Intricate cracked surface and magical energy details
  • Designed specifically for resin 3D printing
  • Optimized for tabletop RPG and display use
  • Clean centered composition for reliable slicing and printing
  • Suitable as boss monsters, guardians, summoned constructs, or encounter centerpieces

Recommended Use

Perfect for:

  • Fantasy tabletop RPGs
  • Dungeon encounters
  • Boss battles
  • Wargaming armies
  • Display painting
  • STL miniature collections

Included Theme Variations

Replace [ELEMENT] with:

  • Fire
  • Water
  • Earth
  • Air
  • Ice
  • Lightning
  • Lava
  • Crystal
  • Shadow
  • Arcane

This product is a digital STL file only. No physical miniature will be shipped.

elemental golemPrice: $2.50
 Truly Sentient Items
Posted: Sun, 10 May 01:07:11 CDT
Publisher: Catilus

Magic treasures with voices, hearts, and stories

  • 20+ Amazing sentient items!
  • Exciting abilities, variants, and adventure hooks
  • Engaging lore, diverse backgrounds, and larger-than-life personalities
  • Evolutions, item variants, tables, and unique mechanics
  • Adventure hooks with (non-sentient) quest rewards

*BONUS* Magical Interactive Companions you can actually talk to!

Finding the Lost MoonbladeBaggy!Renshin

CryonomiconHammer and shieldSylquess

From seemingly mundane items that talk back to legendary relics whose whims topple kingdoms, this book includes a merry company of unique sentient items with personalities, ambitions, opinions, and secrets!

In this fully illustrated 5E-compatible book, gamemasters will find a wealth of unique item concepts and game-ready adventure hooks, while players will get the chance to befriend talkative treasures and explore novel character concepts alongside their amazing item buddies.

  • Travel in style and share stories with a self-driving wagon
  • Astound the masses by playing the most fabulous bard-turned-harp
  • Bestow alien powers to any item through the bizarre Mindcore
  • Feel safe in the embrace of of a motherly animated suit of armor
  • Wield a mythical shield with a permanent portal on its surface
  • Reclaim the lost destiny of an amnesiac moonblade
  • Hazardously recycle magic junk inside Munch the Sentient Bag of Devouring
  • Rebel against a mountain god with its own hammeraxe
  • Learn the art of battle alongside the Sensei-Sword
  • Evolve the full magical might of slumbering artifacts, lost relics, and stubborn weapons

Time to let your items come alive at the table!


Truly Sentient ItemsPrice: $15.95
 The Judge
Posted: Sat, 09 May 23:49:39 CDT
Publisher: Chaosium

THE JUDGE
The Crawling Chaos in Cook County

A Call of Cthulhu campaign for one Keeper and 3–5 Investigators.
Modern era, Chicago, October 2001. Roughly 18 to 22 hours of
play across four core sessions plus an optional fifth.


The pitch

Six homicides have been committed in Chicago over the past three
weeks. Each victim was killed in a manner reflecting one of the
seven deadly sins. Each crime scene contained a single black
playing card stamped with one word: DESERVE.

The Chicago Police Department's Area 3 Homicide division has
assembled a small task force to find the man the press will
eventually call The Judge.

They will not find him. He is not a man.

Beneath the murders is a 1994 cover-up at a private gentlemen's
club. Beneath the cover-up is a Cairo-made deck of black playing
cards. Beneath the deck is the Crawling Chaos itself —
Nyarlathotep — robed in a black gown of judgement, walking the
courtrooms of Cook County in search of the seventh and final
defendant in a case that began on the night of March 21, 1994.

Run it slow. Let the dread breathe.


What's inside

Four core sessions plus an optional fifth aftermath, designed
as one continuous arc. Three concentric mysteries — Surface,
Cover-Up, Truth — that the players reach in order, with each
layer hiding the next.

Five pre-generated Investigators (Returned, Echo, Reader,
Skeptic, Authority), each with personal history threaded into
the case. A full cast of suspects, witnesses, and adversaries,
all statted. Six crime-scene files. Combat statblocks for the
Black Magistrate and the threats around him. A Verdict Tracker
mechanic for the central moral choice the team has to make.

Five sequel hooks for any ending — one-shot to campaign-length.
Glossary, index, and at-the-table reference appendices. A
Keeper's Companion (Appendix B) with safety tools, dream-visit
scripts, and pacing cues.

Compatible with Call of Cthulhu 7th Edition.


What's not included — please read before buying

This is a text-first document. To save anyone disappointment:

No maps. No floor plans, no city maps, no location diagrams.
Locations are described in prose. The Royal Galt Club, Lin
Chen's apartment, Pike's Bookshop, and the Cook County
courthouse are evoked through text, not illustrated. If your
group needs visuals, you'll need to source or sketch them.

No graphical handouts. Handouts are present as text descriptions
("Handout 5: Pike's Notebook excerpt") rather than printable
graphics with period styling. Treat them as scripts you can
format yourself if you want the prop on the table.

No interior illustrations. There's no commissioned art beyond
the Miskatonic Repository banner on the cover. The book is
typography-driven.

No pre-printed character sheets in Chaosium's official format.
Pre-gens are one-page text statblocks. Transcribe onto blank
official sheets if you want the at-the-table look.

No VTT modules, audio, or music. No Roll20, Foundry, or Fantasy
Grounds packages. No ambience playlists. No tokens. Plain
document for tabletop or your own VTT setup.

No alternate endings beyond the four provided (Best, Costly,
Tragic, Worst). The arc is structured, not a sandbox.


Content warnings

The investigation contains drug-facilitated sexual assault
(off-screen, in backstory only); the death of a young woman in
a cover-up; the suicide of an elderly man; ritual murder; brief
animal harm (rats); coercion of grieving parents by a religious
cult; and the political and emotional weather of a major
American city six weeks after a national tragedy.

Specific veils, lines, and table tools for handling all of the
above are provided in Appendix B (Keeper's Companion). If any
of these elements are unsuitable for your group, this scenario
is not for that group.


Format

PDF, 49 pages, US Letter, single column with wide margins,
bookmarked for quick navigation. [Editable .docx source
available / not available — pick one.] Designed for screen
reading and home printing. Black-and-white printer-friendly;
color used minimally, on headings only.


Who this is for

Keepers comfortable running modern-era Call of Cthulhu. Tables
that prefer slow-burn dread to set-piece combat. Players who
want their characters' personal histories woven into the case
from session one. Groups willing to work without maps and
visual aids, leaning on prose and theatre-of-the-mind play.


Who this isn't for

Groups that need pre-built VTT support out of the box. Tables
that rely heavily on tactical battle maps. Players
uncomfortable with any of the topics in the content warnings
above. Keepers looking for a one-shot — this is a campaign,
eighteen hours minimum.


Credits

Written by Louis Sabin. A Miskatonic Repository title,
published under Chaosium's community content program.

Call of Cthulhu is a registered trademark of Chaosium Inc.,
used under license. Mechanics described herein are compatible
with the seventh edition of the Call of Cthulhu roleplaying
game.

The JudgePrice: $6.00
 AEFANT08A - Gnomish Workshop & Gremlab
Posted: Sat, 09 May 22:38:51 CDT
Publisher: Aether Studios

Fantasy Villages is our Patron backed series of fantastic locales, hamlets, and signs of civilization in a wild world. This set was always one of my personal favorites from our first year, but it was not until this latest work that I felt like we had reached the original vision.

I could write for quite a while about this set, where it fits in our game world, and how each tile came to be. Every one of these tiles has a story behind it’s creation. Now, it is finally correct. Not finished, but right in a way the original never was. We hope, at long last, this set fulfills the original promise made: to create fantastic locations, full of excitement and adventure.

1.jpg2.jpg3.jpg4.jpg5.jpg6.jpg7.jpg8.jpg9.jpg10.jpg11.jpg12.jpgDBOL.png

3D printing settings

RECOMMENDED PRINT SETTINGS
Layer Size: 0.15mm minimum. 0.1mm recommended.
Infill: 10% for all models recommended
Top/Bottom Layers: 9 (or 0.9mm if using a different layer size than 0.1mm)
Side Shell Count: 2 (or 0.8mm if using a different nozzle size than 0.4mm)
Raft/Brim/Supports: None

AEFANT08A - Gnomish Workshop & GremlabPrice: $8.00
 Hollow Hills & Holy Wells: Eight Sacred Sites of the Old World, for Any Campaign
Posted: Sat, 09 May 21:13:16 CDT
Publisher: Elderlight Press

Every old country has them. The hills mortals do not climb after dark. The wells whose waters are not for drinking. The crossroads where the offerings have been left for a hundred years and no one quite remembers when they began.

These are the cosóga — the crossing-places. They are where the world is thin, where the Old Law runs strongest, where what is mortal and what is fae rub against one another and leave marks. They are not all dangerous. They are all consequential.

Hollow Hills & Holy Wells is a 32-page location supplement giving Game Masters eight fully realized Celtic and fae sacred sites, designed to drop into any 5e campaign with no setting changes. Each is a self-contained adventure location with atmosphere, NPCs, mechanical effects, and dramatic potential.

The Eight Sites

  • Cnoc Dhubh, the Black Hill — a fading fae lord's court beneath a hawthorn-crowned mound, where time runs differently and his consort wants something from a mortal hand
  • Tobar na Síoda, Brigid's Well — a healing well tended by a wisewoman, with a saint in the water who was once a drowned poet
  • The Nine Sisters — a standing stone circle with one fallen ninth, a circle that witnesses every oath and is hiding a king's three-hundred-year-old crime
  • The Thin Reach — eight miles of treacherous moor where the boundary between worlds has worn dangerously thin
  • The Goblin Fair at Lammas Cross — seven nights of fae market, with the Mistress, the Magistrate, and the Seller of Debts presiding
  • The Drowned Way to Inis Naomh — a tidal causeway to a ruined monastery whose ghosts still keep hospitality, and whose betrayer still walks
  • The Hawthorn King's Crossroads — a clootie tree at a country lane with a sleeping fae king inside it and his old enemy now approaching after three centuries
  • The Pool of Knowing — a hidden glen with nine sacred hazels and an immortal salmon who was once a poet murdered for telling true songs

What Each Site Includes

  • Aspect — what the place looks, sounds, and feels like
  • Finding It — how the party arrives, how locals react
  • At-a-Glance callout — type, region, active times, threat tier, applicable Old Law
  • The Site Itself — geography, layout, key features
  • The Powers — mechanical effects of the place, when they trigger, what they cost
  • The Inhabitants — three to five NPCs with motivations and hooks of their own
  • Three Hooks — ready-to-run reasons to bring the party in
  • The Secret — the deeper truth only the GM should know

Three Ways to Use It

  • As Stand-Alones — drop a site into your existing campaign as a one-session destination, side-quest, or atmospheric setting for a key conversation
  • As a Network — all eight sites are designed to coexist in a single region. Use the book as a hexcrawl pack
  • As a Spine — visit the sites in sequence as the structure of a full campaign. The eighth is where the party stands at the end

Pairs Beautifully With

The Wild Hunt — several of these sites are places the Hunt rides for, and several are Hidden Ground from which mortals may shelter. By Oath and Geas — these are the sites where bindings are strongest, where the Old Law holds most clearly, and where many of the sample bargains were originally struck. The three books form a complete folkloric campaign toolkit.

Compatibility

5e Compatible (SRD 5.2). System-flexible — every site adapts to other folkloric or low-fantasy systems with minor adjustments. No setting changes required; place names are given in their Gaelic and Welsh forms with plain translations, and may be renamed for your world.


Where the worlds touch, mortals must mind their step.

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

Hollow Hills & Holy Wells: Eight Sacred Sites of the Old World, for Any CampaignPrice: $3.99
 I Am Door
Posted: Sat, 09 May 21:12:31 CDT
Publisher: Elancharan

You are not the adventurer.

You are not the monster.

You are not the dungeon master.

You are the door.

I Am Door is a strange, compact micro RPG where you play as a planar portal disguised as a dungeon door. Heroes open you. Monsters guard you. Deities bless you. Demons bargain with you. Nameless beings press their ears against your other side. Every visitor wants something: treasure, escape, power, war, secrets, or passage. You decide what happens next.

Will you guide them to the right place?
Misdirect them into the wrong realm?
Battle their will?
Cheat the laws of reality?
Kill them with a door smash?
Or consume them into your secret plane?

With just one d6 and something to write on, I Am Door creates fast, surreal dungeon stories full of cosmic horror, absurd comedy, and mythic weirdness. Your door might be wood, iron, bone, velvet, glass, or even drapery. Behind you may wait the Orchard of Sleeping Titans, the Salt Library, the Maw That Eats Names, the City Where All Gods Go Missing, or the Quiet Room Outside Time.

But every action has a cost.

Each time you act, your Notice rises. At first, you are merely strange. Then saints, demons, heroes, gods, and reality itself begin to remember you. At Notice 6, your disguise fails, your ending begins, and the truth of what you are can no longer remain hidden.

I Am Door is perfect for solo journaling, one-page RPG fans, weird fantasy players, dungeon lovers, and anyone who enjoys short games with big imaginative consequences. It can be played seriously, comedically, poetically, or as a surreal fantasy writing prompt.

This is a game about thresholds, power, disguise, hunger, fate, and the terrible burden of being opened.

Open carefully.
Something is deciding where you go.

I Am DoorPrice: $1.00
 Fantasy Token Pack 2
Posted: Sat, 09 May 19:31:07 CDT
Publisher: Lone Colossus Games

A pack of 154 gorgeously illustrated tokens of monsters from Tome of Intangible Treasures II. These tokens represent a number of fantasy creatures, and can be used independently of the publication.

Fantasy Token Pack 2Price: $9.99
 The Wayfinder's Charter
Posted: Sat, 09 May 16:44:10 CDT
Publisher: Canvas Temple Publishing

In the Deadwake universe, the megacorporations have the guns, the Choir has the faith, and the Null Guard has the silence. The Wayfinders' Charter has something more valuable than any of them: the maps. Without a Resonance Chart and a Wayfinder who knows how to read it, a caravan that sets out across the wastes is a caravan that doesn't come back. That single fact is the foundation of an empire built not on territory or ideology, but on indispensability. The Charter doesn't need to conquer the wasteland. It already owns the only roads through it.

Deadwake: The Wayfinders' Charter is a complete faction sourcebook for the Deadwake tabletop universe, fully compatible with both the Deadwake roleplaying game and the Deadwake miniatures skirmish rules. It provides everything needed to bring the Charter to your table, whether as a playable faction, a complex web of patrons and politics for your players to navigate, or the backdrop for an entire campaign set in the brutal, practical world of wasteland trade.

INSIDE THIS BOOK

Faction Lore and History From the geological survey team that survived the Walker-Lin Singularity to the sprawling professional body that controls the flow of goods, information, and violence across the wastes, this book traces the full arc of the Charter's founding and rise. Understand the Three Core Tenets not as abstract rules but as hard lessons written in blood: the Betrayal at Silent Creek that gave rise to the first tenet, the Scrip Riots that forged the second, and the Red Highway Massacre that made the truce absolute. The Charter's history is not the story of idealists building something noble. It is the story of survivors building something that works.

The Art of Wayfinding The Charter's power begins with a rare and poorly understood gift: the ability to feel the Cognitive Static rather than simply be destroyed by it. This book provides a detailed, immersive account of how Wayfinding actually functions, from the three distinct forms of the Knack (the Listener, the Taster, and the Seer) to the specialized tools of the trade, the Static-Compass, the Resonant Tuning Forks, and the Charter-Grade Resonant Filters that keep a Wayfinder's mind intact while they walk the edge of psychic annihilation. The full cartographic expedition process is documented from the moment a Chartermaster identifies a logistical need to the certification of the final, ruggedized Resonance Chart.

The Resonance Chart: A Complete Mechanical System The Charter's signature piece of equipment is more than a prop. It is a layered, active system with distinct rules for trained and gifted users across both RPG and miniatures play. The Physical Map Layer, the Static Overlay, and the Echo-Log each function differently depending on the skill and THREADLOCK of the character using them. The Harmonic Broadcast active ability creates a protective Quiet Bubble on the miniatures battlefield, offering powerful defensive benefits at the cost of making the generating unit psychically visible. The Attune Resonant Frequency action allows skilled Wayfinders to push the system further, trading the risk of dissonant feedback for enhanced shielding, psychic purges, or the ability to negate incoming Psy-tech attacks entirely.

The Charter Hierarchy Three playable ranks define a character's journey through the Charter. Prospectors are the licensed backbone of the wasteland economy, gaining access to safe routes and Charter Scrip in exchange for a cut of their finds and an oath to the Tenets. Wayfinders are a different order entirely, rare individuals whose high THREADLOCK and trained senses allow them to do what no technology can replace. Chartermasters are governors, judges, and power brokers, their authority built on wealth, reputation, and the ability to maintain the fragile peace that makes commerce possible. The path from Prospector to Chartermaster is documented as a full campaign arc, from the Trial Run of a new recruit to the political maneuvering of an election campaign.

Key Figures Detailed profiles for the Charter's most powerful and memorable personalities. Silas "The Cog" Vance is the Chartermaster of Rust-Heap, a cold logistician who views the entire wasteland as a machine to be managed, and who has spent decades playing corporations against each other with such skill that they fund his own defenses without realizing it. Vella "Tinker" Trin is the technical genius whose Charter-Grade seal guarantees the only true quality standard in the wastes, kept alive and working by a surgically implanted resonance coil that is slowly destroying her. Rai Ishmael is the ex-corporate security chief who knows exactly how the megacorps operate because he used to be one, and who is quietly remaking the Charter's intelligence division in an image that makes the traditionalists deeply uncomfortable. Kaelen "Kael" Rostova is the Master Wayfinder who sees the Static as a new world to be explored rather than a sea to be cautiously navigated. Sister Eliane is the spiritual heart of the organization, a counterweight to its pragmatism who believes the Quiet Paths are moments of grace and that the Charter's tenets are a sacred pact, not just a business model. Tomas "Breaker" Vale is the most dangerous man the Charter has ever produced, a former Wayfinder who now leads a growing revolutionary movement to give the maps away for free and tear down the monopoly that everyone who benefits from it pretends is a public service.

Faction Relationships The Charter's integration with the other great powers of the Deadwake universe is documented in full. The Vance Treaties detail exactly how Silas Vance has engineered his agreements with CAD and Kenshin Industrial to extract maximum value from both while ensuring neither gains enough advantage to threaten Charter neutrality. The Earthen Pact describes the formal, rare, tradition-bound trade relationship with the Stillwater Compact, conducted in barter at neutral ground and governed by a mutual interest in keeping the corporations out of the deep wastes. The Charter's secret, undeclared war against the Choir of the Cascade is covered, including the deniable contracts and quiet purges that contain Choir activity without causing a panic. The Shadow Ledger documents the Charter's most guarded and profitable relationship, the Ghost Fleet operations conducted for the Null Guard that represent the purest expression of the Charter's philosophy: neutrality is not a moral position. It is a product, and it is for sale.

The Charterhouse Network Complete profiles for the four major Charterhouses and their strategic roles. Rust-Heap is the sprawling capital built in the wreck of the OTV Leviathan, controlling the routes to the Harbin Cauldron and the mercenary market of the central wastes. Lookout Point is the vertical coastal city overlooking the Graveyard of Ships, the gateway to maritime salvage and the closest official outpost to the Derelict Tombs. The Junction controls the old highway network at the most important logistical chokepoint in the region and hosts the densest concentration of corporate espionage activity in the wastes. Whisperfall is the mountain sanctuary built around a hydroelectric dam, a place of clean power and Quietist tradition that sits at the only safe approach to the Silent City, a ruin where the ASI drops to a perfect, deeply unnatural zero.

Intelligence and Espionage The Ishmael Protocols provide a detailed look at the Charter's counter-intelligence operations, including the digital hardening of the map archives, the Trust Audit internal surveillance system that has made Rai Ishmael the most resented man in Rust-Heap, and the Serpent Eaters doctrine of proactive disinformation that turns corporate espionage methods back on the corporations themselves. CAD's patient, data-driven approach to breaking the Charter's monopoly is documented alongside Kenshin Industrial's aggressive, human-centered method of poaching and targeted sabotage.

Miniatures Rules and Legendary Unit Profiles Complete Deadwake miniatures profiles for five unique Legendary Units, each with full stat blocks, wargear, and signature abilities. Silas Vance is a force multiplier who manipulates objectives and sows confusion in enemy command structures. Vella Trin is a battlefield tech specialist who can upgrade allied weapons mid-fight, at the cost of her own Cohesion. Rai Ishmael is a hunter-killer who strips enemy units of their defensive advantages and makes standard Prospector Crews significantly more resilient. Kaelen Rostova is a recon specialist with unmatched mobility and psychic navigation abilities that make him the definitive Wayfinder unit. Tomas Vale is a charismatic insurgent commander whose abilities disrupt enemy Commanders and turn the deaths of his followers into a source of power for those still standing.

The Philosophies of the Static: A Triptych Told through the eyes of Sister Eliane, this section sets the Charter's doctrine of careful navigation and preservation against two diametrically opposed worldviews. The Choir of the Cascade sees the Static as a nascent god awaiting completion. The Helios Foundation sees it as a disease to be burned out of reality regardless of the cost to the landscape around it. The Charter sees it as a treacherous sea to be respected, mapped, and cautiously crossed. None of these positions can fully coexist with the others, and this section makes clear exactly why.

Ten Mission Seeds and Six Detailed Adventure Hooks Ready-to-run scenarios and full adventure frameworks for both tabletop RPG and miniatures play. The mission seeds cover the full range of Charter operations, from escort duty and tithe collection to corporate sabotage and Ghost Fleet clandestine transport. The adventure hooks are fully developed multi-stage scenarios with branching structures, named antagonists, and layered twists, including a data heist into the Charterhouse archives, a corporate espionage investigation that may implicate Vella Trin herself, a moral reckoning over a tithe-evader who turns out to be the most sympathetic person in the room, and a Ghost Road expedition into a zone of absolute psychic silence where the danger is not too much Static, but none at all.

REQUIRES: Deadwake Core Rulebook. Miniatures scenarios require the Deadwake Miniatures Rules.

COMPATIBLE WITH: All Deadwake faction sourcebooks.

The map is paper. The Way is in the blood. Trust the Wayfinder

The Wayfinder's CharterPrice: $9.95
 Television RPG Bundle [BUNDLE]
Posted: Sat, 09 May 16:39:10 CDT
Publisher: Spectrum Games
This special bundle contains the following titles:


372616-thumb140.jpgBIFF! BAM! KAPOW!
Regular price: 0
Bundle price:
 0
Format:
 PDF
BIFF! BAM! KAPOW! is the "campy 1960s superhero television show" RPG!. The players can take on the roles of Hoot Owl and Screechy from the included sample series or create their own heroes and send them into the world of colorful theme villains, elaborate death traps and fisticuffs so zany that sound effect words appear in mid-air.  The game utilizes a modified version of the Intention System (as seen in Retrostar, Stories from the Grave and On the Air), which was designed to minimize prep time so that you and your friends can jump right into the action without a lot of fuss. And once you get started, you won’t have to devote four to six hours to playing. BIFF! BAM! KAPOW! is at its best when sessions last 60 to 90 minutes, as this is about the right amount of time needed to accommo...

121604-thumb140.jpgCartoon Action Hour: Season 3 rulebook
Regular price: 0
Bundle price:
 0
Format:
 Watermarked PDF
Remember those bygone Saturday mornings and weekday afternoons spent in front of our television sets back in the '80s? Remember how we watched the eternal struggle between the forces of good and evil unfold right before our young eyes as our heroes stopped at nothing to out the kibosh on the seemingly endless machinations of the villains? Remember how these wondrously cheesy shows drw us in and spoke to us on a personal level, all the while trying to sell us action figures? We remember it too!  Cartoon Action Hour: Season 3 is the third edition of the game that was nominated for  "Best RPG" at the 2004 Origins Awards. The game faithfully and meticulously emulates the action-adventure cartoons of the 1980s, using "cartoon logic" as the basis for every aspect of the system. This is not ju...

534915-thumb140.pngBonded by Youth Rulebook
Regular price: 0
Bundle price:
 0
Format:
 PDF
It’s 1989. You’re an angsty, outcast teenager in a small town. It’s Friday night. What are you going to do? Bonded by Youth is a slice-of-life roleplaying game in the tradition of Freaks and Geeks, Dazed and Confused and Fast Times at Ridgemont High. Players step into the lives of teenagers who don’t quite fit “the norm” in a small Midwestern town—the metalheads, stoners, punks, nerds and so-called weirdos who are often dismissed, misunderstood or outright feared by the adults around them. This game is about telling their stories—the awkward, hilarious, heartbreaking and unforgettable moments of youth. Slice of Life Bonded by Youth isn’t about epic quests or saving the world. It’s about the everyday lives of teenage outcasts—their friendships, romances, struggles, screw-ups...

168254-thumb140.jpgRetrostar Rulebook
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Format:
 Watermarked PDF
Science fiction (n.): fiction dealing principally with the impact of actual or imagined science on society or individuals or having a scientific factor as an essential orienting component. Now, add disco. This is Retrostar. Retrostar is a story-driven roleplaying game that faithfully and meticulously emulates the science fiction television shows of the 1970s. The game is powered by the Intention System, which places a sizeable portion of the narrative control in the players’ hands, while still maintaining the traditional roleplaying game structure. Like all of Spectrum’s “genre emulation” games, Retrostar is not simply a universal RPG that just happens to be adorned with genre-appropriate art. Every single design decision was made with the purpose of bringing to life the sci-fi TV show...

196326-thumb140.jpgStories from the Grave
Regular price: 0
Bundle price:
 0
Format:
 Watermarked PDF
Stories from the Grave is a roleplaying game that faithfully emulates anthology-style horror comics, TV shows and movies. It is powered by the Intention System, the same rule set that powers Retrostar, though it has been extensively altered so that it accommodates the play style necessary to bring the source material to dripping, oozing, gore-soaked un-life. • SftG is built around making it possible to play out several short stories in a single setting, with each one feeling exactly like the kinds of tales spun in the comics, shows and films of the genre. • The game is powered by a heavily modified version of the Intention System (the ruleset used for Retrostar). It’s simple, narrative and encourages players to have plenty of control over how the story progresses. • The system is fas...

149347-thumb140.jpgCAH:S3 -- Game Master Screen Inserts
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Bundle price:
 0
Format:
 Watermarked PDF
These 11" by 8.5" inserts for Cartoon Action Hour: Season 3 can be slid into a customizable landscape-oriented GM screen or printed directly onto cardstock to create a dedicated stand-alone screen. There are eight inserts in all. In addition to the PDF version, the inserts are also available printed on very sturdy cardstock. When added to the cart, you will be given the option to also include a customizable, plastic GM screen. Four of the inserts are for the Game Master, with each one being dedicated to a different aspect of the rules (one for the basics, one for action scenes, one for Oomph/vehicles/playsets and one for Special Rules/character improvement). The other four inserts are meant to face the player; two of them feature artwork and two of them remind the players of how to earn...

212244-thumb140.jpgCAH:S3 -- The Complete Guide to Warriors of the Cosmos
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Bundle price:
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In this massive Cartoon Action Hour: Season 3 series book, the forces of good find themselves in a constant struggle against Nekrottus and his Blackskull Empire, who have already conquered most of Iconia! The book celebrates the 15th anniversary of this fictitious cartoon series/toy line, offering details about all six seasons. While this is a supplement for Cartoon Action Hour: Season 3, it's easily adaptable to any system you care to use. This 251-page PDF contains: • 80 characters           • 10 variant characters           • 20 vehicles           • 14 playsets • 42 episode seeds           • 1 full episode • An in-depth season-by-season look at the cartoon series • A massive alternate “lifepath” PC creation system • A random system for creating a PC’s Signature Quality • A...

225006-thumb140.jpgStories from the Grave -- Seeds of Horror
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Seeds of Terror serves up twelve story seeds for your games of Stories from the Grave... plus one almost-full-length installment, making the total an unlucky 13. These seeds can easily be adapted for use with any horror RPG.  • "The Corpse That Came to Dinner" • "Killing Aunt Lenore" • "Mirror, Mirror" • "Crawling Death"  • "Flesh for Fantasy" • "The Shoremouth Horror" • "The Shrunken Head" • "Subterranean Terror" • "Hades Highway" • "The Utopia" • "Misdeeds" • "The Ghost in the Alley" • "All Dolled Up" --------------------------------------------------------------------------- About Stories from the Grave: Stories from the Grave is a roleplaying game that faithfully emulates anthology-style horror comics, TV shows and movies. It is powered by the Intention System, the sam...

200409-thumb140.jpgThe Grave Hag's SCARchives (vol. 1)
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"Hello, fellow fright fiends! It's me, the Grave Hag and I'm here to deliver four of the most sick and demented tales from the bowels of my SCARchives. That's right, kiddies, you'll have four installments for an evening or two of twisted fun! Reh-heh-heh-heh-heh!" The Grave Hag is correct. This product offers four "adventures" for your games of Stories from the Grave. • "The Crate of Fear" • "The Secret of the Sculptures" • "Whatever Happened To...?" • "Two Hearts Beat as None"  --------------------------------------------------------------------------- About Stories from the Grave: Stories from the Grave is a roleplaying game that faithfully emulates anthology-style horror comics, TV shows and movies. It is powered by the Intention System, the same rule set that powers Retrostar,...

128179-thumb140.jpgCAH:S3 -- Infinivaders
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In this Cartoon Action Hour: Season 3 series book by John Wick, the extra-dimensional conqueror known as Dr. Zen is attempting to merge his darkened world with ours, which will spell doom for us all. Thankfully, heroes have emerged! Armed with objects of power granted to them by the spirits of their various homelands, these brave souls stand at the ready to defend Earth from... the Infinivaders!  ------------------------------------------------------------------- About Cartoon Action Hour: Season 3 Cartoon Action Hour: Season 3 is the third edition of the game that was nominated for  "Best RPG" at the 2004 Origins Awards. The game faithfully and meticulously emulates the action-adventure cartoons of the 1980s, using "cartoon logic" as the basis for every aspect of the system. This is ...

129805-thumb140.jpgCAH:S3 -- Dark Brigade
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The Dark Brigade series (by Eddy himself) is back due to popular demand!   In this deluxe Cartoon Action Hour: Season 3 series book, the elite para-military group known as the Dark Brigade finds itself at odds with the vampiric Lord Syn and his vile Brotherhood of Death, as they wage war all over the world in an exciting struggle of good versus evil!  • Information about the ficticious cartoon series. • Exhaustive details about the two factions and their various ally groups such as EVE X and the Order of Charr. • Write-ups and stats for 15 Game Master Characters, 9 vehicles, 2 playsets, 6 weapons, 5 types of Goons and 3 generic minor villains. • Information about the various supernatural races found in the series, including two varieties of zombie, ghouls, gillmen, two varieties of v...

131208-thumb140.jpgCAH:S3 -- Iron Wolves
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In this Cartoon Action Hour: Season 3 series book by Eddy Webb, the nefarious Queen Pin, a bee-like crime boss, has become a menace throughout the entire galaxy. The only hope of stopping her lies within a specialized task force called the Iron Wolves. Each Iron Wolf boasts detachable cybernetic limbs, a starship that can combine with his or her teammates' ships to form a gigantic robot and more! "Cops and robbers" has never been so much fun!  • Setting information. • A brief discussion about tropes. • Write-ups and stats for 7 Game Master Characters, 3 types of Goons, 5 ready-to-play Player Characters, 2 Playsets • Details for creating your own Player Characters, including a brand new Special Rule called "Cybernetics"). • Three episode seeds. ---------------------------------------...

128754-thumb140.jpgCAH:S3 -- The Mighty Mirror Masters
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In this Cartoon Action Hour: Season 3 series book by Jason L Blair, a mystical gemstone is discovered that can peer into the souls of those who view it and divine their true nature, bringing it to life in physical form. Those with kind souls were blessed with Divine Light, becoming paragons of good, able to call forth noble creatures made of pure light. Those whose souls harbored evil intent experienced Dark Reflection and were transformed into twisted monsters driven by greed and vengeance. Now, the two factions find themselves at odds, as the Dark Reflection seeks to get its hands on the mystical gemstone at all costs.  • Setting information. • Faction details. • Write-ups and stats for 7 Game Master Characters, 2 types of Goons and 4 ready-to-play Player Characters. • Details for c...

229582-thumb140.jpgCAH:S3 -- Crimestrikers
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In this Cartoon Action Hour: Season 3 series book by Mark Lungo, life is good for most of the citizens of Creaturia, a futuristic planet populated by intelligent humanoid animals. But no world is perfect, and Creaturia has its criminals. The worst were imprisoned in an underground, ultra-secure reformatory called the Quarry—until an evil genius named Vance Coffin masterminded a mass prison break and invited the escapees to join his crime syndicate, Outrage.  Fortunately, CIPO, the Creaturian International Police Organization, has a special unit called the Crimestrikers to deal with these threats. This team of colorful, courageous experts is led by Diana Mastron, who is not only Vance Coffin’s equal, but knows him better than anyone else. After all, she almost married him. This 64-page P...

165770-thumb140.jpgCAH:S3 -- FLAG Force
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In this Cartoon Action Hour: Season 3 series book by Rob Wieland, we follow an international team of heroes that fights against the Starmada, an alien race that has taken over the world and continues to oppress the human race. Even armed with their wits, skills and bravery, the protagonists find themselves in an uphill battle when faced with superior technology and numbers. Can they overcome the odds to rid Earth of its conquerors from outer space? This 15-page PDF contains: • Information about the series, including details about both seasons of the show • 3 episode seeds to get your group into the action • Guidelines for creating your own Player Characters • A quick system for creating Starmada Officers • 6 ready-to-use Player Characters, plus a varia...

148295-thumb140.jpgCAH:S3 -- Galactic Heroes
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In this Cartoon Action Hour: Season 3 series book by Cynthia Celeste Miller, two astronauts from our world find themselves stranded in another galaxy… a galaxy ruled by a despot named Kargorr and his Imperial Order. Almost immediately, they end up on the wrong side of Kargorr’s wrath before being rescued by heroic members of the recently-formed Allegiance, who bring these two heroes into the fold in their battle against oppression!  The 28-page PDF contains: • The backstory of how this fictitious series came to be • Information about the setting, including its factions and interesting locales • “Did You Know?” sidebars that offer insider information about the series • 5 ready-to-use Player Characters, including Jason Bravesteel himself • Detailed summaries of the 6 episodes that air...

149085-thumb140.jpgCAH:S3 -- Wasteland 2010
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In this Cartoon Action Hour: Season 3 series book by Cynthia Celeste Miller, a group of bold adventurers travels across a dangerous post-apocalyptic landscape, carrying out missions for the Utopian League, an organization of scientists, civic leaders and scholars who seeks to rebuilt society. Can the heroes make a difference in a world filled with sorcery, strange civilizations, mutated creatures and other hazards? This 24-page PDF contains: • The backstory of how this fictitious series came to be • Information about the setting, including its technology, magic, interesting locals and more • “Did You Know?” sidebars that offer insider information about the series • 4 episode seeds to get your group into the action • Guidelines for creati...

148051-thumb140.jpgCAH:S3 -- Hexslinger
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In this Cartoon Action Hour: Season 3 series book by Shane Hensley, which can best be described as a hybrid of westerns, science-fiction and fantasy, groups of hexslingers (rangers armed with clockwork firearms hurtling manite slugs “hexed” with various magical powers) patrol the untamed Outlands in an effort to make life safe for settlers and travelers alike. • Details on the Wizardry West • Information on hexslingers, including rules on how to create them as Player Characters • 8 ready-to-use Player Characters • 3 very detailed episode seeds to get your group into the action • 2 extremely nasty villains (an orc warlord named Karnak the Unstoppable and a vile dragon known as Mayng) • 12 critters • 4 types of Goons • 1 Pl...

132585-thumb140.jpgCAH:S3 -- Punk Rock Saves the World
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In this Cartoon Action Hour: Season 3 series book by Matt Forbeck, a punk rock band discovers a long-lost time machine that looks like a giant gramophone and ends up tumbling through the annals of time itself on one exciting misadventure after another. They'll face the villainous Thomas Edison, the Endless Elvises, The Man, a disco band led by a time-displaced Al Jolson and many other threats to the space-time continuum!  • Setting information. • Write-ups and stats for 8 Game Master Characters, 2 types of Goons and 4 ready-to-play Player Characters. • Details for creating your own Player Characters, including a brand new Special Rule called "Concert". • A fun system for carrying out "battles of the bands" or simply swaying crowds with music. • A discussion about cartoon-ized punk ro...

171823-thumb140.jpgNow Playing in Theaters: Far-Away Galaxies
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With this supplement, Retrostar makes the leap from the television screen to the silver screen! Within these pages, you'll find: • A modified time management system! • Character creation adjustments! • Game rules that more accurately portray the big-screen adventures, including on-the-fly SFX, injuries, "Act 3" Showrunner Characters, Teasers and more! • Rules for using Intentions as "saving throws", which can also be used for normal games of Retrostar as well! • Sample SFX, including Light Swords and Cosmic Mind Powers! • A modified character sheet! • Amazing new art by Brent Sprecher! -------------------------------------------------- ABOUT RETROSTAR Science fiction (n.): fiction dealing principally with the impact of actual or imagined science on society or individuals or havi...

137945-thumb140.jpgCAH:S3 -- Crusaders of Sarillon
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In this Cartoon Action Hour: Season 3 series book by Steven S. Long, there exists a wondrous land of both sorcery and science! For years, its people have been crushed under the brutal rule of the Council of Shadows – seven evil men and women who use their power to take what they please and destroy any who dare to stand against them. But now, the eerie Eternity Portal has brought several heroes from the mysterious realm called “Earth” to fight for the people of Sarillon and free them from oppression! • Setting information, including a full history and write-ups of the various lands. • Full page map of Sarillon. • Write-ups and stats for 7 Game Master Characters, 7 types of Goons and 4 ready-to-play Player Characters. • Details for creating your...

142005-thumb140.jpgRetrostar -- Rōgun Holiday Special
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This supplement is for use with the Retrostar "Lightspeed Adventure Manual", a quick-start PDF that can be found here. The “Holiday Special” is a time-honored tradition for television series, especially those that aired during the groovy seventies! So, what exactly did these Specials entail? It usually varied from show to show, but they usually had one common trait: they were heavy-handed in their messages of kindness, togetherness and any other feel-good emotions ending in “ness”. They were also almost universally cheesier than a deep pan pizza! That’s what this particular PDF is all about. It offers a ready-to-run Holiday Special for the series found in the Retrostar “Lightspeed Adventure Manual PDF. You will need the L.A.M. in order to use this Episode. It can be downloaded ...

159913-thumb140.jpgRetrostar -- Free Preview of Chapter 1
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This PDF contains the entire first chapter of the Retrostar rulebook. Within, you'll find all the material expected on an introductory chapter, plus a detailed analysis of the genre and source material. About Retrostar Excitement. Adventure. Disco. (Skin-tight jumpsuit not included) Retrostar is a roleplaying game that faithfully emulates the science fiction TV shows of the 1970s. This is not simply a standard universal system that just happens to be adorned with era-specific artwork. Every aspect, nuance and trope of those wonderfully cheesy old shows is brought to life by the game system. About the Full Rulebook The full rulebook will be made available at DriveThru RPG on November 20th, 2015. It will contain all the game rules, character creation system, serie...

201185-thumb140.jpgScary Little Christmas
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'Tis the season to be creepy! "Scary Little Christmas" serves up three Christmas-themed installment seeds for Stories from the Grave that will keep you and your group enthralled throughout the rest of the holiday season. • "... And All Through the House" • "A Dolly for Johnny" • "The Yuletide Monster" --------------------------------------------------------------------------- About Stories from the Grave: Stories from the Grave is a roleplaying game that faithfully emulates anthology-style horror comics, TV shows and movies. It is powered by the Intention System, the same rule set that powers Retrostar, though it has been extensively altered so that it accommodates the play style necessary to bring the source material to dripping, oozing, gore-soaked un-life. It can be purchased here...

124267-thumb140.jpgCAH:S3 -- The Paranormal Entities of Holiday Present
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What happens when the stalwart heroes of the Ghost Patrol accidentally dispell the Ghosts of Holiday Spirit? Find out in this holiday-themed episode of the Ghost Patrol series from the CAH:S3 rulebook.  About Cartoon Action Hour: Season 3<o:p></o:p> Cartoon Action Hour: Season 3 is the third edition of the game that was nominated for  "Best RPG" at the 2004 Origins Awards. The game faithfully and meticulously emulates the action-adventure cartoons of the 1980s, using "cartoon logic" as the basis for every aspect of the system. This is not just a universal game that just happens to be adorned with genre-appropriate art. Every single design decision was made with the purpose of bringing to life the retro-toons of yesteryear, right at your gaming table.<o:p></o:p> ...


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Television RPG Bundle [BUNDLE]Price: $161.99
 Heroes Forever - Villains Forever Sourcebook
Posted: Sat, 09 May 16:25:33 CDT
Publisher: Guild of Blades

Heroes Forever - Villains Forever Sourcebook

There are a lot of people who want to be Heroes, but some want to be Villains. In this book we go thru what it takes to become a villain, the kind of villain you might be and some things like a Villain ar, Villain Guild, Assassin's Guild, the inner workings of a Secret Society.

In this book we have a complete secret society (The Seventh Dominion), how much it costs to perform duties that might involve a villain as well as how much you might make doing villain things. We have stats for villains as well as the Flame Dog, a villain bar. Cults, Gangs and Prison.

Looking for heroes? Wrong book. Inside you will find villains, the kind of people you don't want to make eye contact with. They don't wear halos, they wear scars. Deals are made, lines crossed and someone is getting blasted tonight. Pull up a chair, just don't sit with your back to the door.

Heroes Forever - Villains Forever SourcebookPrice: $4.95
 PLUTO BASE, an adventure for TAG RPG SYSTEM
Posted: Sat, 09 May 15:57:11 CDT
Publisher: Eduardo Camps

TAG Universal RPG · TAG Horror Compatible

Pluto Base

A Science Fiction & Horror Adventure

IN THE OUTER DARK, NO ONE CAN HEAR YOU LOSE YOUR MIND

The First Official Adventure for TAG

A secret laboratory orbiting Charon. A dimensional rift sealed by psychic children. A replacement crew with deadly hidden agendas. And something on the other side is getting curious.

What You Get

The first official adventure for the TAG Universal RPG System v2.1 — fully compatible with the TAG Horror Expansion
4 detailed backstories for player characters — complete histories, motivations, and hidden agendas. Characters must be created using standard TAG character creation rules.
3 full-color location maps — Lower Level (Engineering & Life Support), Middle Level (Operations & Daily Life), and Upper Level (Restricted Zone & The Device)
8+ fully statted NPCs with conflicting agendas, secrets, and moral dilemmas
Escalating horror mechanics using TAG Horror's Doom Clock and Tension Dice — from Unease to Cosmic Horror
3 entity stat blocks — The Unraveler, The Many-Angled Presence, and The Whisper Swarm
Multiple endings — from heroic sacrifice to pyrrhic escape to total cosmic annihilation

Orion Base — The Secret Truth

Officially a research station studying the Pluto-Charon system. In reality: a sealed dimensional rift maintained by seven psionic children whose minds are slowly consumed to keep reality intact.

The crew has been isolated eight months past rotation. Tempers fray. Nightmares bleed into waking. And the seal — the one thing between humanity and entities that view us as "mold on their walls" — is showing hairline cracks.

The PCs arrive as replacements. None of them are what they seem. None of them know the full truth. And one of them wants to open the gate.

The Player Characters — Backstories Included

Four fully developed character backstories are provided, each with hidden agendas revolving around one person: Mira, a 12-year-old girl who is both the station's most powerful psychic and the linchpin of every hidden motive.

Note: This product includes backstories, motivations, and roleplaying hooks only. Player characters must be created using standard TAG character creation rules.

THE LAW

Elena Kilinskova — Marshal's successor. Iron discipline. Strong morality. Must choose: accept the atrocity or doom billions.

THE FAMILY

Darío de la Vega — Systems engineer. His sister Mira was "killed in an accident" on Earth. He tracked her to Pluto. Goal: rescue her at any cost.

THE MERCENARY

Dutch Kraven — Corporate extraction specialist. Hired to kidnap Mira for study. Doesn't know about the rift. His payday could end the world.

THE FANATIC

Hannibal Miller — Cultist posing as a hydroponics engineer. Mission: verify the "gateway to hell" exists — then open it.

Three Level Maps

The adventure includes three detailed location maps covering the entire Orion Base station:

Lower Level — Engineering & Life Support. Fusion reactors, atmospheric processors, and the massive shield generators. Cramped, noisy, and dangerously warm.
Middle Level — Daily Life & Operations. Docking platform, Marshal's office, security station, dining hall, staff quarters, and the hydroponic garden.
Upper Level — Restricted Zone. The children's playroom, dormitory, and the Containment Chamber with the psionic device that maintains the dimensional seal.

Horror That Escalates

The adventure uses TAG Horror's Doom Clock and Tension Dice to build pressure naturally:

Unease (difficulty 2-4) — Cold spots, strange vibrations, locked doors that shouldn't be noticed
Fear (difficulty 5-7) — Sudden violence, infected crew attacking friends, hallucinations spreading
Terror (difficulty 8-10) — Entities manifesting, reality distorting, possession taking hold
Cosmic Horror (11+) — The Many-Angled Presence breaches fully. Physics becomes optional. Sanity is the only currency that matters.

Entities from Beyond

If the seal fails, the things on the other side don't "attack" — they unmake. Three complete stat blocks included:

CLASS III — ABERRATION

The Unraveler — Non-Euclidean form. Life Drain that feeds on existential certainty. Mundane immunity. Reforms unless the rift is sealed.

CLASS IV — COSMIC ENTITY

The Many-Angled Presence — Effectively unkillable. Reality distortion. Possession. Cannot be defeated by combat — only driven back by the psionic seal at full power.

CLASS I-II — MANIFESTATION

The Whisper Swarm — Intangible. Whispers secrets, lies, and truths. Psychic infection spreads paranoia. Dispersed only by extreme electromagnetic pulses.

The Real Horror Is Human

The true terror of Pluto Base is not the entities — it's the moral abyss of those who maintain the system. The children are sacrificed to save billions. The scientists who do it believe they're heroes. The bureaucrats who order it never have to see it.

The adventure asks: How many innocent lives is the survival of humanity worth? There is no clean answer. The best roleplaying emerges from sitting with that discomfort — and discovering what your character is willing to become to prevent the end of the world.

The first official TAG adventure. Complete with 4 PC backstories, 3 station maps, 8+ NPCs, entity stat blocks, and multiple endings.

Requires TAG Universal RPG v2.1 Core Rules. TAG Horror Expansion recommended.

Written by Eduardo Camps Moll · For TAG Game Masters who believe the scariest monsters wear lab coats.

PLUTO BASE, an adventure for TAG RPG SYSTEMPrice: $3.99