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 Time to Kill
Posted: Thu, 14 May 04:44:56 CDT
Publisher: Zachary Elliott-Hatton

A blade in the dead of night.

A gunshot covered by rolling thunder.

A drop of poison in one of a hundred glasses.

Traverse the ages and deal death to your targets in this solo or co-operative game. Use deadly weapons, time-travel trickery, and your wits and cunning to strike and make your getaway. But be careful not to disrupt the timeline too much, or you might find yourself on the sharp end of your own dagger...

  • Solo Play: Featuring oracles to inspire you, to flesh out your adventures, and sculpt the challenges that await. Keep a journal of your actions and their conseuquences, and revisit them as you travel back in time to land the perfect strike.
  • Novice to Master Assassin: Two d6s, pen and paper, and this small rulebook are all you need to get started. Prove your ability to expand your arsenal, learn to keep calm under pressure, and execute your plan with surgical precision.
  • A Clean Getaway: Plan your escape and live to fight another day. Be warned, cause too many changes to history (or the future) and your next target will be your past self!

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Created for PocketQuest 2026.
Compatible with Better Late Than Never, the time-travelling courier game.

Time to KillPrice: $4.95
 Better Late Than Never
Posted: Thu, 14 May 04:44:47 CDT
Publisher: Zachary Elliott-Hatton

Here at Better Late Than Never, our job is to deliver parcels to people who need them, when they need them.

You see we're not just delivering any old mail here, oh no. Our packages are time-sensitive and time-travelling. They must arrive precisely when they are required: be it tomorrow morning, one hundred years from now, yesterday, or in an age long-since past.

To aid you in this task, we have equipped you with a state-of-the-art bicycular time machine, a temporal-displacement carryall, and a nice smart uniform.

In this solo or co-operative game, you must use any and all means at your disposal to track down the recipient, identify their moment of need, and deliver to them their ever so valuable parcel.

But be warned! Your presence and actions could disrupt the timeline as we know it. Take the utmost care not to be discovered as a time traveller, nor to make significant changes either to history or to the future.

Now prime your time core and don your uniform; good luck out there!

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Compatible with Time to Kill: Get away with murder across the ages.

Created for PocketQuest 2026.

Better Late Than NeverPrice: $4.95
 Raggady Reapers PocketQuest Bundle [BUNDLE]
Posted: Thu, 14 May 03:23:32 CDT
Publisher: Rising Phoenix Games
This special bundle contains the following titles:


475120-thumb140.pngBioheist: The Hellflesh Heist
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 Watermarked PDF
A cryptic tipoff sends your team into the royal palace to kidnap Imperial Princess Yoriko. Can you pull off the perfect BioHeist? Can you survive the guardians of the Palace of Heavenly Sun Rises? Will you discover the secrets of Princess Yoriko’s middle finger? Plan the perfect heist, or they’ll be mopping your guts up for reconstitution in the bio vats. Bioheist: The Hellflesh Heist is the spiritual successor to Static Dawn, the best-selling biopunk RPG from Frenzy Kitty Games. Streamlined, story-focused mechanics and an intuitive D6 system allow for fast character creation and deep, immersive storytelling in a dangerous world of body mods and black-market DNA peddling. Dice: D6s, roll under target number. Theme: Biopunk, Cyberpunk, Heist Suggested Age Restrictio...

520351-thumb140.pngBlood and Grit Neon Nightmares
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Gnarr's nanoblade thrummed as it cut through the last menkling guard, the blood and gore dripping off his blade, sparks popping from the Wiring in the creature's open wounds. "Hurry, there is not much time... Blood & Grit: Neon Nightmares is a nightmarish game where you push yourself to the brink of madness in a swordpunk dreamscape of code magic. You have one life and two worlds to face. Spend your Blood and Grit boldly. Write your legacy with sword and shaped code. Be the Hero. Wired Nightmares All living beings inhabit two realities. First is the real world, the Bleached Sovereignty. This is a harsh land of corrupt kings, forgotten temples to dark gods, and vile monsters. Great treasures, heroic deeds, or a bloody death await those bold Heroes who rove a...

404660-thumb140.pngCamp Karate
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 Watermarked PDF
“Camp karate is one of your best works...” — Gareth of Frenzy Kitty Games Hot-Blooded Dramatic Roleplay Camp Karate is a game about conflict. It’s a game about passion. It's a game about friendship, adversity, and overcoming the odds. It’s a game about bullying, about justice, about being kicked to the ground and getting back up again. It’s about being a kid, a teen, growing up, and being a mentor. Ultimately, it’s a game about life, seen through the cool shades of karate, worked out under the summer sun.   “It is essential to control your passion by means of your will, calming down so that your will is not drawn by your passion.” ― Yagyū Munenori; The Book of Family Traditions on the Art of War “Never put passion before principle. Even if you win, you lose.” —...

565559-thumb140.pngLychGate
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 PDF
LychGate is a TTRPG of fast-paced, run-amok—but don't get stuck!—adventures in time. Being an immortal Lych isn't always what it's cracked up to be—the obvious being that you're a desiccated body forever bound to a cryocrypt. The upshot? Time travel. Beam your consciousness back in time to inhabit Skins, the bodies of real people from the past. Use your Skin to perform heists, deliver scandalous evidence, or kidnap historical figures, as per the bidding of your well-paying clients. But beware, you can't change time, and you only have 90 minutes to figure out who your friends are and then complete the job. A PocketQuest 2026 Game from the team that brought you Bioheist! ...

368927-thumb140.pngMechamancer - Cyborg Barbarian
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 Watermarked PDF
A mechamancer blends machinery and flesh in an unholy union more powerful than sinew or gears alone. Alien technology, clockwork, or arcane apparatus might form the basis for these enhancements, but they always leave the mechamancer disconnected from their humanity. At best, a mechamancer might retain some spark of their former selves, but most eventually lose touch with reality and see only the processes and routines that guide them. Mechamancers undergo augmentation for any number of reasons. Some find their human forms too frail, others yearn for immortality, and some are forced down the path by uncaring artificers as part of insane experiments that blend the natural and mechanical. The mechamancer is an alternative to the barbarian class, and many of the additional options available...

525596-thumb140.jpgSavvy & Swagger
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 PDF
Savvy & Swagger is a quick-play one-page tabletop RPG of rum-soaked heroics and high-stakes hijinks, powered by Pop-Up Pirate (yes, the board game from your childhood) instead of dice. Take on the role of the crew of the Vengeance, a captured sloop-of-war sailing a fictional Spanish Main. Whether you’re charming nobles, dueling scoundrels, or stealing cursed treasure, every risky action pushes your luck — one sword at a time. With a simple stat system, collaborative ship-building, and rising tension built right into the toy, this rules-light game is perfect for one-shots, conventions, or beer-and-pretzel nights. All you need is a character, your wits, and a pirate in a barrel (the Pop-Up Pirate game). And remember: it's mandatory not to take yourself too seriously. It’s far more e...

465103-thumb140.pngTitans
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Bundle price:
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Format:
 Watermarked PDF
Titanic Tabletop Roleplay It is the time of the Titans. Giants, dragons, trolls, phoenixes, and other mighty beasts rule by fear and unmatchable might. You are one of the titans, and the world of Kemet shudders under your footfalls. Titans is a one-page tabletop storytelling game about massive monsters ruling the land, and the heroes destined to defeat them. One or more players can play, and no Gamemaster is required. You'll need 3 six-sided dice each, with one of a different colour, and a pile of tokens. Your feedback helps us improve the game. We love to hear from you. Drop it in the comments and we'll get back to you. ...


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Raggady Reapers PocketQuest Bundle [BUNDLE]Price: $24.95
 Wildlands Bundle [BUNDLE]
Posted: Thu, 14 May 02:43:11 CDT
Publisher: Wytchin Hour
This special bundle contains the following titles:


567406-thumb140.pngForest Terrain Generator
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Bundle price:
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Format:
 PDF
Designed to help Game Masters create memorable forest locations with minimal prep time. This generator includes: d12 Forest Type d10 Weather d20 Feature d12 Atmosphere d12 Danger d20 Discovery d20 NPC Encounter ...

567340-thumb140.pngGrassland Terrain Generator
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Format:
 PDF
Designed to help Game Masters create memorable grassland locations with minimal prep time. This generator includes: d12 Grassland Type d10 Weather d20 Feature d12 Atmosphere d12 Danger d20 Discovery d20 NPC Encounter Also included is a full example showing how the tables can be combined into a ready-to-run GM narrative within seconds....

567586-thumb140.pngJungle Terrain Generator
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 PDF
Designed to help Game Masters create memorable jungle locations with minimal prep time. This generator includes: d12 Jungle Type d10 Weather d20 Feature d12 Atmosphere d12 Danger d20 Discovery d20 NPC Encounter ...


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Wildlands Bundle [BUNDLE]Price: $4.50
 The Island
Posted: Thu, 14 May 02:31:29 CDT
Publisher: White Wolf

The Island is a sandbox setting for Vampire: The Masquerade.


An isolated island, off the map, frozen somewhere in the 1950s. A dozen vampires have lived there for decades under the guise of a psychiatric hospital, ruled by a puppet Duke whom no one dares tell that he isn’t truly in charge. They all suffer from a derangement. They’ve all grown accustomed to it. They’ve all forgotten, or almost all, that things could be different.


Tonight, strangers landed. They thought they would leave at the next sunset.


This book contains:

• A living setting with its factions, layered secrets, and NPCs whose obsessions evolve

• A guide to derangements

• Random tables

• Two scenarios

• Two stories: a doctor’s investigation and a vampire’s journal

The island awaits you. It has always waited. It will wait some more.


Compatible with all editions of Vampire: The Masquerade.

The IslandPrice: $6.00
 Ten Ranger Guide Encounters
Posted: Thu, 14 May 01:27:36 CDT
Publisher: The Arcverse

DM Essentials #138: 10 Ranger Guide Encounters

In most games, the guide is just a shortcut. You pay, they lead, you arrive. A simple transaction.

But a ranger who leads strangers through the wild does not just know the path. They carry the weight of every life entrusted to them. They must judge who can keep up, who will panic, who will betray. They have lost travellers before – to rivers that rose too fast, to bandits they did not see, to storms that came without warning. They still see the faces of those they could not save. A guide is not a guardian, but they are the one who has to live with the loss.

DM Essentials #138 gives you ten ways to make ranger guides feel burdened, skilled, and morally complex. They are not walking maps. They are the ones who lead – and who bear the cost when the trail turns deadly.

What's Inside?

The Guide's World (Short Essay): Who they are, what they carry, and why every traveller is a weight on their shoulders.

10 Encounters on the Trail: Each one gives you a situation, the truth behind it, and a way for the players to respond.

- The Lost Party – A guide lost a child, an elder, or a foolhardy adventurer. They are terrified of being blamed. Help find them before dark.
- The Ambush – Bandits have set a trap. The guide spotted it just in time. Trust their instincts, or ignore them?
- The Betrayal – The guide has been turned – by debt, by threat. They are leading the party into a trap. Confront them, or spring the trap on them?
- The Confession – "I have lost travellers before. Three of them. I still see their faces."
- The Rival – Two guides, one fee. Choose, and the other will remember.
- The Storm – Push forward or turn back? There is no right answer. The guide fears making the wrong call.
- The Shortcut – A cave, a creature, a risk. Save three days – or walk into danger.
- The Denial – A bridge that looks safe. The guide refuses to cross. They know something the party does not.
- The Legacy – An old guide, dying. "I never lost a soul. But I lost myself somewhere along the way."
- The Choice – Lead the party, or lead a family of refugees. Someone will be left behind. The guide cannot choose alone.

Quick Reference Table: Roll d10 and get a full encounter hook in seconds.

Who This Is For:

- DMs who want travel to feel like a responsibility, not a montage
- Players who think a guide is just a hireling until they see one weeping at a grave
- Anyone who understands that the person who leads you through the dark is the one who carries the guilt if you do not make it

ENTER THE ARCVERSE

More DM Essentials, adventures, and settings at the link below.

The trail is narrow. The guide is waiting. They have led a hundred travellers before you. They remember every face they could not save. Will you trust them, or will you walk alone?

Ten Ranger Guide EncountersPrice: $2.99
 Ten Ranger Blight Walker Encounters
Posted: Thu, 14 May 01:13:30 CDT
Publisher: The Arcverse

DM Essentials #137: 10 Ranger Blight-Walker Encounters

In most games, corrupted land is just a hazard. You take poison damage, maybe fight a monster, then move on. The land heals offscreen.

But a ranger who walks into the blight does not walk out unchanged. Their skin grows pale, their eyes clouded, their cough never quite leaving. They are marked by the land they try to save. The work is slow, dangerous, and often hopeless. They carry the corruption with them – in their lungs, in their scars, in the slow decay of their own body. They fight what cannot be healed, knowing that the best they can hope for is to slow the spread.

DM Essentials #137 gives you ten ways to make blight-walkers feel desperate, self‑sacrificing, and quietly tragic. They are not heroes – they are the ones who go where no one else will, and they pay the price.

What's Inside?

The Blight-Walker's World (Short Essay): What the corruption does, how it marks those who fight it, and why the work never ends.

10 Encounters in the Poisoned Land: Each one gives you a situation, the truth behind it, and a way for the players to respond.

- The Wound – A ranger is sick, marked by the blight, running out of time. "I have been tracking it for months. It is moving faster now."
- The Source – They have found the heart of the corruption. They are too weak to face it alone. The party must decide to help.
- The Quarantine – A village is infected. The ranger has sealed the gates. "No one leaves. The blight cannot spread."
- The Sacrifice – "I will go alone. I am already marked. I have nothing left to lose." They expect to die.
- The Cure – A rare herb that grows only in the blight's heart. It might save the land. It might kill the one who retrieves it.
- The Confession – "I am not just tracking the blight. I am infected. I have weeks, maybe less."
- The Creature – A twisted monster that was once a person. The ranger knew them. "They did not get out in time."
- The Deserter – A ranger who abandoned their post. "I could not watch it spread anymore. I am a coward." They are not – they are broken.
- The Legacy – An old blight-walker dying of the corruption. "I did not win. But I did not run."
- The Choice – The source is a single creature, a child, a sleeping power. Destroy it, and the blight releases all at once. Leave it, and it spreads slowly. There is no good choice.

Quick Reference Table: Roll d10 and get a full encounter hook in seconds.

Who This Is For:

- DMs who want environmental horror to feel like a losing battle, not a quest
- Players who think a ranger is just a survival expert until they meet one who is slowly rotting from the inside
- Anyone who understands that some wounds do not heal – and that the ones who fight them are never the same

ENTER THE ARCVERSE

More DM Essentials, adventures, and settings at the link below.

The trees weep black sap. The ground is soft with rot. The ranger coughs blood into a rag. How far will you follow them into the dark?

Ten Ranger Blight Walker EncountersPrice: $2.99
 StellaMagus Primer 1 Chapter 1 - Stars Burn, Yet One Hides
Posted: Wed, 13 May 23:01:38 CDT
Publisher: Griseo Lupus

The wheat used to sing.

In the village of Aevyn Fields, twilight breezes drew lullabies from endless plains of violet and silver grain. The copper-skinned villagers, starlight caught in their eyes even on the cloudiest nights, lived in quiet harmony with a land that hummed beneath their feet. Every newborn took its first breath in time with the soil. Every harvest answered a song older than memory.

Tonight, the song has soured.

Shadows move through the rows. The ground trembles. Hushed rumors crowd the tavern, of fallen stars, of constellations devoured, of a hermit by the sea cliffs who speaks to dead things and keeps maps that scream when touched. Out past the fields, in a doorway lit by no fire, Wary Jorks waits with riddles he will not explain.

A path opens to the caves. Some paths lead upward. Some downward. Some only inward.

Will your party follow?


What's Inside

A complete, ready-to-run opening adventure for a tabletop campaign of folklore, mystery, and cosmic dread. Packed onto a print-friendly two-page spread designed for fast reference at the table.

  • A fully realized village, its people, and the strange ecology of the singing fields
  • Two 1d6 rumor tables to seed paranoia and intrigue at the tavern
  • An evocative NPC encounter with the hermit, complete with riddles for the players to chew on
  • A multi-chamber dungeon site beneath the sea cliffs, featuring puzzles of silence, rhythm, and resonance
  • An original creature, the Stellavore Hound, a gaunt wolfhound fractured with pulsing starlight, plus a fully statted environmental hazard
  • Curated treasure: a shard of black crystal that flickers with distant suns, a hallucinogenic root, a cloak that drinks the void, and more
  • Hand-drawn maps and atmospheric layout, designed by Eon Fontes-May
  • Words and structure by Griseo Lupus

At the Table

  • Suggested Party: Level 1, 3 to 5 players
  • Genre: Space Fantasy
  • Format: 2-page spread, print and digital friendly
  • System: Light, portable stat blocks ready to drop into most OSR and rules-light fantasy systems

A Mystery Worth Investigating

This is the first chapter of the StellaMagus Primer, a campaign of small villages and enormous skies, where the answers a party finds may matter less than the questions they were brave enough to ask. Perfect as a one-shot, a campaign opener, or a side detour into something stranger than your players were prepared for.

Stars burn. One hides.

Will your party find it before the silence finds them?

StellaMagus Primer 1 Chapter 1 - Stars Burn, Yet One HidesPrice: $3.99
 (Mis) Adventures in Outer Space - The Known Third (0.1)
Posted: Wed, 13 May 22:59:25 CDT
Publisher: Supermersive

Our (New) Place in Space

The Known Third is the mapped slice of the galaxy where things mostly work, mostly make sense, and mostly follow rules. It’s a patchwork of regions - some governed, some chaotic, some pretending to be civilised. It’s where we live, trade, and occasionally explode.

Galactic Geography

The Spire is the bureaucratic centre - dense, humming, and slow. Law here is ambient, culture curated, and innovation reviewed. Change is digested, reshaped, and filed under ‘approved variation.’ Most dissent is processed. Eventually.

The Riftline is a fault in the Wrap used for fast transit. Couriers and smugglers rely on it. Relay 9 offers recovery - at steep prices. Misjumps are rare, and not always fatal.

Power and Influence

The Galactic Union (of Unions) - to give it it’s full, ridiculous title - doesn’t run the galaxy. It regulates it. Slowly, thoroughly, and with a level of documentation that borders on metaphysical.

The Spanpoint Consortium: are fuel barons of the Tides. They own the refineries, the routes, and the repair crews. Pay on time. Don’t clog the intake. They also control docking rights, emergency services, and most of the local news. 

Notable Systems

Spindle Drift is a spiraling debris field with one stable station - Spindle Point. Gravity fluctuates, laws rotate, and docking fees are negotiable. Salvagers love it. Smugglers tolerate it. Philosophers write essays about it. Most visitors leave with parts, stories, or regrets.

Velk’s Folly was once a failed colony, now a thriving trade hub built on charm, scams, and second chances. Velk’s Folly is loud, fast, and full of deals that sound better than they are. Every transaction comes with a story.

Denizens

Humans are bipedal, expressive, and late to the party. Known for improvisation, emotional damage, and naming things that don’t need names. Tend to gesture too much and survive too often.

Daves are human clones. All named Dave. All legally distinct. Genetically stable, emotionally variable. Some are brilliant. Some are terrifying. Most are just Dave. The GUU likes them. No one knows why. They blink in sync and hum when bored.

Tessari are photosynthetic, bioluminescent, and slow to trust. Tessari glow with mood shifts and prefer peace - but carry knives just in case. They speak in layered tones and pause to absorb light mid-conversation.

(Mis) Adventures in Outer Space - The Known Third (0.1)Price: $2.00
 (Mis) Adventures in Outer Space - Core Rules (0.1)
Posted: Wed, 13 May 22:56:29 CDT
Publisher: Supermersive

A fantastic RPG of space pulp, pushed luck, and (carefully ordered) galactic mayhem!

We started with one planet, one moon, one sun, and one species.

Then came fabrication (build anything), cloning (build anyone), and terraforming (build anywhere, even when we shouldn’t).

So we did…

The solar system was colonised, industrialised -  and then vaporised when we activated the Hyperthetical Drive - a machine stitched from theory, fiction, and optimism.

We tore space-time, destroyed Earth, and flung ourselves into the wrap.

We emerged somewhere new, found a planet, retired its peaceful inhabitants, renamed it Earth, and agreed never to speak of this again.

(Mis) Adventures in Outer Space - Core Rules (0.1)Price: $2.00
 Ice Fleet RPG
Posted: Wed, 13 May 22:53:41 CDT
Publisher: Kauanmusic

1930. Northern coast of the USSR. A geological survey team discovered a flotilla trapped in ice and dared to step aboard. It was a terrible mistake.

Based on an incredible yet untold story, Ice Fleet will grab you with its cold fingers from the very first moments of the journey. No one is welcome in this dark and mysterious world of permafrost, unsolvable riddles, secrets and death. You are no exception.

Ice Fleet is a tabletop RPG adventure and a slightly modified set of Into the Odd rules. Originally available only as a part of an exclusive LP/CP bundle now you have a chance to get the adventure in a pdf form.

  • A unique combination of game and music album that aims to bring your play experience to a completely new level of immersion.
  • A whole mysterious derelict steamship with a map and illustration of almost every room.
  • Five strange artefacts, powerful but tricky!
  • Fearsome beast with its own strategy and brutal appearance.
  • Dozen of intriguing NPC with a unique stance and desire to throw into your game.
  • Simple rules and Referee Advices for you to jump right into the game.
  • Fast character generation with all kinds of start equipment packages.

Ice Fleet RPGPrice: $10.00
 GOBLINZ: The Classless TTRPG (DEMO)
Posted: Wed, 13 May 22:49:58 CDT
Publisher: Gabriel Galway

GOBLINZ (DEMO)

The Classless TTRPG

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In Goblinz, you play as an Adventurer who fights monsters and slowly becomes a lil freak™.

As you level up, you draw power from the forces of reality that steadily change you into something similar to the very monsters that you slay.

Who are the real monsters? And who is the real you?


In short GOBLINZ is...

  • A tabletop roleplay game with a 2d6 roll high, exploding dice system.
  • This demo is for approx. 2–5 players, playing Adventurers with one player acting as their narrative Guide, which many other TTRPGs would refer to as a GM (Game Master) ...so- you can just call them that, a GM.
  • A classless progression system, with no level cap, utilising three core skill trees based on Combat, Roleplay & Crafting (the crafting skill tree will be included with the official release ONLY).
  • Set in Gostar, a world where fantasy and earth tech meet…and break the rules of both.
  • Setting-agnostic: While Gostar is your default playground, this game works in nearly any world you can imagine.
  • Focused on player-driven storytelling with natural character progression that leads you to adventure.
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This Demo Includes:

  • An introduction into GOBLINZ.
  • The base Core Rules.
  • Step-by-Step Guide on how to build a character
  • A tailored sample of the Combat & Roleplay Skill Trees
  • 5 Pregenerated Adventurers.
  • A 2-4 hour Adventure.
  • A collection of Monsters
  • Character Sheets
  • A Token Pack
  • A Cheat Sheet
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GOBLINZ: The Classless TTRPG (DEMO)Price: $14.06