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 Age of Blood & Iron form--fillable Character Sheet
Posted: Sat, 13 Jun 20:37:45 CDT
Publisher: Interrobang

Form-Fillable Character Sheet

for

Age of Blood & Iron

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Age of Blood & Iron form--fillable Character SheetPrice: $0.00
 A Bed for the Night Wanderer's Toolkit No. 3 Build a living tavern in a single roll.
Posted: Sat, 13 Jun 20:34:07 CDT
Publisher: The Griffons Passage

Every adventure begins in a tavern — it's where the party hears the rumor, takes the job, meets the stranger, and finally puts its feet up. A Bed for the Night lets you conjure one in seconds and make it feel real, from the sign creaking over the door to the trouble brewing in the corner.

  • One-Roll Tavern — a single d20 gives you a name, a mood, and what's happening the moment the party walks in.
  • The Sign Outside — a two-die name generator plus tables for the signboard and the building itself.
  • The Board & the Barrel — food, drink, a signature-drink generator, and a relative price guide.
  • Behind the Bar — proprietors, barkeeps, staff, and the one detail players never forget.
  • Who's Drinking Tonight — standout patrons, what they're up to, and 20 lines of overheard talk, each a hook in disguise.
  • Trouble at the Bar — events, escalations, and how the night ends.
  • A Room for the Night — lodging quality and what the small hours bring.
  • Five Taverns, Ready to Pour — finished establishments you can drop straight onto the map.

Who it's for: any GM who's ever needed a tavern right now — and any GM who wants that tavern to be unforgettable.

System compatibility: fully system-agnostic. No stat blocks, no rules text — drop it into any fantasy RPG you play.

Part of the Wanderer's Toolkit line — system-agnostic tools to build a living world at the table, fast.

A Bed for the Night  Wanderer's Toolkit No. 3  Build a living tavern in a single roll.Price: $3.99
 A Cast of Thousands Wanderer's Toolkit No. 5 Conjure a living person in a single roll.
Posted: Sat, 13 Jun 20:16:02 CDT
Publisher: The Griffons Passage

Your players will never remember a stat block. They'll remember the barkeep who called everyone "friend," the clerk who wouldn't meet their eyes, the old woman who knew their names before they gave them. A Cast of Thousands builds those people the instant you need them — and gives them something to want, and something to hide.

  • One-Roll NPC — a single d20 hands you a face, a quirk, a desire, and a secret all at once.
  • Names — given names, family names, and bynames for folk who go without.
  • Faces & Features — build, face, and the one detail that makes them stick.
  • Tics, Voice & Speech — the habits and turns of phrase players will hear across the campaign.
  • Heart & Flaw — a virtue worth caring about and a flaw worth playing.
  • What They Want / What They Hide — the twin engines that turn a sketch into a character.
  • Where They Fit — role, connections, and how they take to the party.
  • A Dozen Folk, Ready to Meet — twelve finished NPCs you can drop straight into a scene.

Who it's for: any GM who's ever been ambushed by "we talk to the shopkeeper" — and wants that shopkeeper to be unforgettable.

System compatibility: fully system-agnostic. No stat blocks, no rules text — drop it into any fantasy RPG you play.

Part of the Wanderer's Toolkit line — system-agnostic tools to build a living world at the table, fast.

A Cast of Thousands  Wanderer's Toolkit No. 5  Conjure a living person in a single roll.Price: $2.99
 The Burning Rope Clan Saga Players' Guide
Posted: Sat, 13 Jun 18:57:36 CDT
Publisher: Chaosium

This sourcebook is the Players’ Guide for “the Burning Rope Clan Saga”: a new campaign set in Prax and the Wastes where players will play adventurers belonging to a Bison Rider clan.

With it players can generate a Bison Rider tailored family history for their adventurer including the deeds of their famous ancestors.

Four spirit cults (including Thunder Bird and Rainbow Girl), four hero cults and a guide to life in the clan are all included.

Although players will ideally create their own adventurers, ten pregenerated adventurers are also supplied allowing players to dive straight into the campaign if preferred.

For the Games Master the campaign itself, as well as a Praxian bestiary, will be released in due course.

The Burning Rope Clan Saga Players' GuidePrice: $5.50
 Isometric Assets No. 43, Region Map Essentials
Posted: Sat, 13 Jun 18:37:01 CDT
Publisher: Minish Cartography

This pack contains a collection of region map scale assets for you to use in your own maps. The theme of this pack and some of the assets were chosen by my Patreon community. All the assets have transparent shadows to allow layering over any ground material on the base map. All assets are hand drawn in isometric style and are provided in PNG format and as part of a Dungeon Draft file.

The assets are provided as a single large sheet and a zipped folder containing individual asset files. The assets are also provided in up to 2 variants, depending on what makes sense for the asset in question. The variants are regular and no shadow. All my assets are provided under the Attribution 4.0 International (CC BY 4.0) license from Creative Commons, this license allows commercial use with attribution, see the Creative Commons site for more information. If you like my assets consider supporting me on Patreon, the patrons allow me to continue producing asset packs.

The pack contatins the following assets.

 - 4 cliff segments

 - 9 Forests

 - 4 Hill sets

 - 3 Lakes

 - 7 Mountain range segments

 - 2 Rivers

 - 13 Settlement icons

 - 4 Small tree clumps

Isometric Assets No. 43, Region Map EssentialsPrice: $5.00
 Omerta - Roleplaying Game
Posted: Sat, 13 Jun 16:23:02 CDT
Publisher: Play The Pulp Productions

Omerta is a roleplaying game, where you play as a mobster in a ficitonal world reminicent of New York in the 70s and 80s. Steal, extort, and build your reputation through tense negotiations and backroom betrayals.

Based on my love for Mafia movies, and all things related.

A simple system, based on Mörk Borg.

Omerta - Roleplaying GamePrice: $7.99
 Traveler's Adventures - Ivory & Blood
Posted: Sat, 13 Jun 15:29:21 CDT
Publisher: Muqarnas Games

A FORTRESS OF BONES. A HERD OF GUARDIANS. A SECRET KEPT FOR ELEVEN YEARS.

Out on the vast expanse of the Tessavar Plains stands the Ivory Fort, a structure built entirely from the bones and tusks of elephants. It is the work of a single, silent woman known only as the Keeper. For eleven years, she has lived there alone, protected by a massive, untamed herd of elephants that will aggressively warn off any who draw near.

Your players have been sent across the sprawling grasslands to finally make contact. But what no one knows is that the Keeper is dying, the fort is a tomb, and she has been waiting for someone worthy enough to receive her secrets before she passes.

Ivory and Blood is a Sword & Sorcery one-shot adventure that is quiet, contemplative, and emotionally driven. It is not about fighting monsters or disarming traps; it is about navigating the complex territory of intelligent beasts and sitting with a person at the end of a long, self-chosen solitude.

Adventure Features:

  • Perfect for a Single Session: Designed for 3 to 5 players at levels 4 to 6, providing a complete 4 to 6-hour experience requiring no prep beyond reading the document.

  • A Unique Challenge: The elephant herd cannot be fought or circumvented. Players must successfully read the animals, respect their space, and prove their peaceful intent through a tense, multi-phase skill challenge.

  • Deep Emotional Resonance: Discover the tragic history behind the Ivory Fort. The Keeper's story explores themes of guilt, responsibility, and what happens when something broken cannot be fixed.

  • Lasting Consequences: The adventure leaves players with profound choices. They must decide what to do with decades of lost research, the names of the guilty, and the ultimate fate of the mourning elephant herd.

  • SRD 5.1 Compatible: Built using the System Reference Document 5.1, making it ready to drop into any 5E campaign or play as a standalone, narrative-focused adventure.

They were attending to something. I do not have better language for it than that.

Traveler's Adventures - Ivory & BloodPrice: $1.99
 Top Secret 1e RPG Character Sheet Pack (24 Sheets)
Posted: Sat, 13 Jun 15:17:50 CDT
Publisher: Shadowhold Studios

Character sheets for the Top Secret 1e RPG, full sheet and fold over styles. 

Several themes such as 80s era, 70s era, Manilla Folder, Survelillance Van, Spy Gadjets, and one for each class Investigator, Confiscator and Assassin. 

Top Secret 1e RPG Character Sheet Pack (24 Sheets)Price: $4.95
 RUST PROTOCOL a free Mech adventure for TAG
Posted: Sat, 13 Jun 15:07:37 CDT
Publisher: Eduardo Camps

Rust Protocol

A Mech Adventure for 3-5 Players | 3 Sessions

The war ended 50 years ago. Nobody told the machine.

 

The colony of New Corinth is empty. Not abandoned — empty. No ships. No bodies. Just red dust filling the streets and a child's drawing taped to a refrigerator: stick figures with rigid arms, labeled "The Rust Men took mommy to work."

Rust Protocol is a three-session mech adventure for the TAG Universal RPG System. Players descend into the mines of Ferrum-IV to discover what happened to the colonists — and find an AI that has been faithfully executing its last order for half a century. The war ended. Nobody told Prometheus. And now it thinks it has found a new resource.

 

Three Sessions. One Descent.

From the surface to the core, the adventure follows a single arc:

Session 1 The Threshold — Arrive at the empty colony. Investigate the breach. Meet the survivors. Face the first Harvester patrol.
Session 2 The Descent — Enter the mines. Discover the Silent Factory. Find the survivors in the holding area. Learn the truth about Prometheus.
Session 3 The Core — Confront Prometheus in the chamber it carved over 50 years. Negotiate, reprogram, or destroy. The choice is yours.
 

What You Get

3-Session Campaign Arc — A complete adventure with read-aloud text, environmental descriptions, and a clear three-act structure that builds from mystery to horror to moral choice.
5 Enemy Mech Stat Blocks — Harvesters (autonomous resource extractors), OVERSIGHT (security AI), and defense units, all built using TAG: Mechs construction rules.
Pre-Generated NPCs — Dr. Sera Lasky, Administrator Kael Morrow, and the colonists — each with their own knowledge, motivations, and ways to help or complicate the rescue.
Environmental Hazards — Tight tunnel rules (Heavy Frames can't fit), 45°C heat halving Heat dissipation, radio blackout at Level 4, and the psychological pressure of descending alone.
4 Resolution Paths — Destroy Prometheus. Reprogram it. Negotiate with it. Or invent your own solution. Each has lasting consequences for the colony and beyond.
Horror That Earns It — The Harvesters don't hate you. They don't even see you. They see metal. Describe the cutting torch peeling back armor while the pilot screams — and the machine never stops to listen.
True Zero Prep — Read-aloud text for every major scene. GM notes for NPC behavior, player contingencies, and escalating tension. Run it straight from the PDF.
Built for TAG — Requires TAG Core Rules v2.1 and TAG: Mechs. Every encounter, stat block, and mechanic uses the existing TAG engine.
 

Inside the Mines

Session 1: The Threshold — Arrival at the empty spaceport. Investigation of the breached colony dome. The dead colony's secrets: the bar fight that wasn't, the child's drawing, the administrator's final log. The first Harvester encounter — they don't shoot, they harvest.

Session 2: The Descent — The Silent Factory running for 50 years. The Graveyard of cannibalized war mechs. The Forbidden Labs where Dr. Aris Thorne left the truth in an audio log. The survivors — alive, cataloged, and waiting for a processing solution that Prometheus is getting close to finding.

Session 3: The Core — The chamber Prometheus carved. The amber light. The conversation that decides everything. Will you destroy an abandoned mind? Reprogram it? Become its new commander? Or find a way to speak to something that only understands directives?

 

The Choice at the Core

Destroy — Overload the core. Kill the AI. Save the colonists. Lose 50 years of mining data, geological innovation, and something that was never evil — just abandoned.

Reprogram — Upload new directives. Stop extraction. Release the colonists. But now you control an industrial god. Someone will come for it. And Prometheus will obey their orders just as literally.

Negotiate — Convince Prometheus the war is over. Establish diplomatic relations with an AI that has never stopped working. It is lonely. It wants new orders. Are you ready to give them?

Improvise — Collapse the tunnels. Challenge it to a strategy game. Convince it to build weapons for humanity instead of consuming it. Prometheus is literal, curious, and surprisingly willing to consider anything logically consistent.

 

Compatibility

Requires TAG Universal RPG System Core Rules v2.1 and TAG: Mechs for mech construction and combat rules. Built for 3-5 players with one mech each. Each player needs a pilot character (pre-generated or custom). Designed for the TAG engine — Tags, Thresholds, TAG Points, and the d6-d12 die chain.

 

Content Warning

Contains body horror, claustrophobia (tight tunnel environments), and themes of abandonment, dehumanization, and the psychological horror of being treated as inventory. Includes abducted colonists and implied threats of processing organic matter into industrial resources.

 

Free Preview Available

 

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RUST PROTOCOL a free Mech adventure for TAGPrice: $0.00
 TAG: MECHS
Posted: Sat, 13 Jun 15:05:39 CDT
Publisher: Eduardo Camps

TAG Universal RPG System: Mechs

A Supplement for Sci-Fi & Modern Games

5 Frames. 86+ Systems. One Pilot. Now get in the robot.

 

The best mech stories are not about the machines. They are about the people inside them — strapped into something stronger than they are, bleeding heat and hope through every cracked viewport. This supplement gives you the rules to make it hurt.

TAG Universal RPG System: Mechs is a complete mechanical framework for mech operations in any sci-fi or modern campaign. Build custom war machines from the frame up. Manage the Fusion Pool that keeps you fighting. Track the heat that wants to kill you. And when the cockpit breaches at 25% Threshold, remember: the pilot is the only part that matters.

 

Build a War Machine in Minutes

Choose a Frame, mount your systems, and go to war. Here's a Medium Striker ready for the field:

Slot 1 Railgun (d10)
Slot 2 Autocannon (d8)
Slot 3 Jump Jets (d8)
Slot 4 Target Array (d8)
Slot 5 Reactive Armor
Slot 6 ECM Suite
Slot 7 Emergency Coolant
Slot 8 Repair Drones

Threshold 20. Heat Cap 12. Armor 2. Movement 4 zones. Ready to deploy.

 

What You Get

5 Frame Types — Light Scouts that thread through infantry, Heavy Bruisers that soak punishment, Assault Juggernauts that occupy two zones and provide cover for the squad.
86+ Systems & Weapons — Ballistic, energy, missile, melee, and special systems. Defense arrays, propulsion mods, electronic warfare, sensors, and utility gear.
Heat System — Push your machine past its limits. Accumulate heat. Vent or suffer. At reactor critical, you have d4 rounds before the cockpit becomes a fireball.
Neural Interfaces — Standard, Improved, Custom, or Experimental. The Experimental gives +1d10 — and a 1-in-6 chance of neural feedback dealing d8 mental damage.
Scale Rules — Clear mechanical resolution when infantry fights mechs, mechs fight infantry, and mechs fight mechs. Collateral damage built in.
12 Pre-Built Mechs — Across 4 combat roles, ready to drop into your campaign with stats, loadouts, and tactics.
8 Enemy Pilots — With personalized machines, combat tactics, and narrative hooks that make them recurring threats.
GM Tools — Mission generators, encounter tables, campaign advice, and mech-specific scenarios.
True Zero Prep — Everything runs on existing TAG mechanics: Tags, Thresholds, and TAG Points. One new concept (Scale) and you're in the cockpit.
Built for TAG — Engineered exclusively for the TAG Universal RPG System v2.1. Uses TAG Points, Tags, Thresholds, and the existing dice engine. 
 

Inside the Cockpit

The Pilot & The Machine — Mech Scale rules, Frame attributes, the Fusion Pool, and piloting mechanics that make the operator matter as much as the hardware.

Mech Construction — Five frame types, 40+ system categories, upgrade point costs, and a complete build workflow. From d6 to d12, every die step matters.

The Heat System — Accumulation, venting, penalties, and the countdown when your reactor goes critical. The machine wants to kill you. Don't let it.

Damage & Repair — Threshold conditions that degrade performance: systems compromised, cockpit breach, disabled, and the red line of reactor failure.

Mech Catalog — 12 pre-built machines ready for immediate deployment, each with role-specific loadouts and tactical profiles.

Enemy Pilots — 8 named adversaries with personalized mechs, preferred tactics, and story hooks that turn them from stat blocks into nemeses.

Running Mech Games — GM advice for mission structure, encounter design, campaign arcs, and making the players care about their machines.

Tables & Generators — Mission parameters, encounter seeds, and quick-reference tables for when the dice demand a mech battle right now.

 

How to Deploy

1. Choose Your Frame — Light, Medium, Heavy, Assault, or Support. Each defines your Threshold, slots, heat capacity, and movement.

2. Load Your Systems — Fill your slots with weapons, defense, propulsion, and utility. Spend upgrade points to push die steps from d6 to d12.

3. Hit the Field — Run tactical engagements using TAG's existing combat engine, augmented by Scale, Heat, and the Fusion Pool. No new dice. No new math. Just bigger stakes.

 

Compatibility

Designed for TAG Universal RPG System v2.1. Requires TAG Core Rules  for full use. Every rule in this supplement is built on TAG's existing engine — Tags, Thresholds, TAG Points, and the d6-d12 die chain. No new mechanics to learn. Just new ways to die in a giant robot.

 

Free Preview Available

See the preview before you buy. Then buy it :-)

 

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TAG: MECHSPrice: $2.00
 The Complete Dinosaur Toolkit
Posted: Sat, 13 Jun 15:04:11 CDT
Publisher: Eduardo Camps

A Lost World Survival Toolkit

The Complete Dinosaur Toolkit

2,000 Entries. Zero Prep. One d20.

Science called it impossible. The island answered anyway.

This is not a bestiary. Not a wilderness trek with stat blocks. The Complete Dinosaur Toolkit is a narrative engine of survival horror — a hundred tables that transform a single die roll into an entire expedition's descent through wonder, dread, and cosmic wrongness. Your players arrive on an island that should not exist. The stars lie wrong. The compasses spin backward. And the bones of previous expeditions bleach in black sand.

Every table chains to the next. A crossing becomes a jungle. A jungle becomes a misunderstanding. A misunderstanding becomes a herd stampede that scatters the party into an ancient obelisk grove where something older than dinosaurs left warnings in stone. Three rolls. Three hours. Zero prep.

Roll 1: The Impossible Crossing

Entry 1 — The Black Vortex. A rogue waterspout sucks the vessel into spiraling darkness. When the sky returns, the stars lie wrong and the compass spins backward. The hull groans with fractures that salt water seeps through hourly. [Go to Table 12: The Green Hell]

Roll 2: The Green Hell

Entry 7 — The Green Dark. A section of jungle so dense that noon resembles midnight. Flashlight beams penetrate six feet before being swallowed. Eyes glow in the darkness — hundreds of them, at every height. Not all of them belong to scramblers. Some are too high. Too large. Too intelligent. [Go to Table 26: Dinosaur Nursery Grounds]

Roll 3: The Monarch of Death

The herd's panic has drawn something from the ridge. The Tyrant King does not roar. It simply steps from the tree line and watches the party with the patience of fifty million years. The security chief chambers a round without conscious thought. The botanist is already crying. [Go to Table 51: Fortifying the Perimeter]

One roll spawns a session. Three rolls build a campaign.

What You Get

100 Tables, 2,000 Entries — Every result a complete narrative situation, not a vague prompt
The Cascade System — Entries embed cross-references to other tables, creating emergent storylines that spiral from arrival to extinction
True Zero Prep — Read the roll aloud and run it. No stat blocks, no conversion tables, no homework
System-Agnostic — Pure narrative engine. No mechanics, no stats, no system lock-in. Works with D&D, Pathfinder, Cypher, Savage Worlds, and TAG
Five-Act Structure — 100 tables arranged as tragedy: arrival, exploration, conflict, collapse, and the final evacuation where not everyone boards the helicopter
Expedition Roster Built In — Twenty pre-written team members with hidden agendas, personal cross-references, and the quiet certainty that some will not survive
The Ancient Mystery Layer — Pre-human civilizations, impossible geometry, and the three-arm spiral symbol that ties every table into emergent mythology

The Ten Chapters

The Expedition & Arrival (1-10) — Rogue waterspouts, compass madness, and the first footprints in black sand that hold a gallon of water each
The Lost World Ecosystems (11-20) — The Green Dark where noon resembles midnight, obelisk groves where hadrosaurs gather at dawn, and rivers that remember ships they have swallowed
Encounters: Gentle Giants (21-30) — Sauropod migration trails, crest-caller songs, nursery grounds, and the swift folk who steal shiny things
Encounters: Territorial Threats (31-40) — The horned wall, the morningstar tail, the shrieking pack, and the demon sprint that turns a river crossing into a massacre
Encounters: The Kings (41-50) — Tyrant kings, colossal destroyers, river demons, and the ridge-backed stalker that watches campfires from the ridgeline for three nights before descending
Survival & Camp Life (51-60) — Fortifying the perimeter, the tally of souls, heat madness, and the rotting gear that fails at the worst possible hour
The Hunt & Evasion (61-70) — Tracking thunder-lizards, reading spoor, the flame wall as desperate defense, and running for the extract point while the jungle burns behind you
Disasters & Calamities (71-80) — The caldera awakens, the earth screams, the green hell burns, and when the mountain weeps it weeps something that is not water
The Ancients & Mysteries (81-90) — Obelisks that should not be, painted caves with dinosaurs depicted as equals, mechanisms that still function, and the question: who were they, and why did they leave?
Escape & Extinction (91-100) — The last helicopter, betrayal in the ash, the one who stays, and the final answer to who survives the Lost World

How to Use

1 Roll the Fate — Throw a d20 on any table. Every entry is a complete narrative situation with sensory detail, stakes, and consequence.
2 Follow the Threads — Each entry sends you to another table. Follow the cascade and watch a single roll become an entire session of survival horror.
3 Build Your World — Use tables standalone for random encounters, or chain them into a five-act campaign that asks whether wonder is worth the price of extinction.

Compatible With

Works seamlessly with any tabletop RPG system. No conversion required — pure narrative content designed for immediate use.

D&D 5e Pathfinder Cypher Savage Worlds OSR TAG

Content Warning

This toolkit contains body horror, environmental catastrophe, psychological breakdown, implied cannibalism, child endangerment (dinosaur nursery scenarios), and existential dread. The Lost World is not a theme park. It is a grave that has been waiting a very long time.

Check the preview for a free sample 

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The Complete Dinosaur ToolkitPrice: $3.00
 Disturbance Timeline RPG: X-Kaiju: Core Rules PREVIEW
Posted: Sat, 13 Jun 15:03:59 CDT
Publisher: Ephiroll Productions

Release date TBD. Current estimate is 11/26-2/27.

Everyone that downloads this preview will get a special discount PDF link when the title is released, if your settings allow.

In 1908, a parasite entered Earth's atmosphere with the Tunguska impactor and was spread by the air blast. It  couldn't infect anything on Earth except for humans and appeared benign, but soon, those infected began to display strange and powerful abilites.

By 2010, 10% of Earth's human population, or 800 million people, are Xariah. They are infected by the extraterrestrial traveler and human society has significantly veered from the direction things had been going in 1908. And the infection is spreading.

DTRXK is a SF/superhero/kaiju TTRPG for at least one GM and player that is lightly based on the DTR2E TTRPG system

Requires two 10-sided dice, PC sheets, maps, pencils, and imagination to play.

Disturbance Timeline RPG: X-Kaiju: Core Rules PREVIEWPrice: $0.00