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Posted: Fri, 27 Feb 10:12:17 CST
When your company finds out that those they care about might fall to the forces of Totarga, and be enslaved, at the city of Genderloch, they will be forced to make a hard decision. They can take their current assigned leave from the military and head north, through enemy territory, without their Robos, and try to save their loved ones, or wait for news of a tragedy. If they go north, they will be forced to dodge slavers, enemy patrols, and finallly defend the now compromised city of Genderloch against an invading for from the Flame Legion. Can this be done?
This is compatible with the FAST Core Gold RPG and the Robo-Slaves of Anadynne Setting
Posted: Fri, 27 Feb 10:02:35 CST

Adventure grows in unexpected places!
Bring your bucolic settings to life with this collection of 3D paper props. Easy to assemble and richly textured, they're perfect for your rural adventures.
What is included in the set:
- Wooden fences in 3" and 6" lengths
- Three 6"x6" scrub tiles to use as a base for game play, with gridless, 1" grid and 1.5" grid formats
- A woodpile and cover, used together or separately.
- Haystacks and hay bales
- A chicken coop and a dog house
- A hand cart and a large wagon
- Troughs with inserts for water, slop and hay
- Wells, with a cover and without, in brick or stone, with removable lid.
- A bonus page of tiny tools, a stump with an axe in it, and a tiny bucket!
- Detailed instructions
- Automated cutter files compatible with Silhouette brand cutters
What other materials are required:
- Adobe Acrobat Reader is required to use the files provided
- Heavy paper (100# cardstock or matte photo paper)
- Printer
- Hobby knife
- Metal ruler
- Cutting mat
- Glue (white glue and glue sticks recommended)
- Markers for edging pieces
Posted: Fri, 27 Feb 10:00:29 CST
Dwarves of the Extremes
We present three new Dwarven types. Ice Dwarves, Volcanic Dwarves, and Dark Dwarves.
Dwarves of the Extremes is a monster supplement for 5e that presents dwarves not as generic mountain craftsmen, but as civilizations hardened by the most unforgiving environments in the world. Instead of relying on a single dwarf stat block, this book provides three distinct and escalating NPC ladders: glacier-bound fortress dwellers, magma-forged industrial theocrats, and authoritarian subterranean regimes.
These are not alternate ancestries. They are alternate adaptations.
The intent of this product is environmental pressure and cultural divergence. Ice dwarves represent endurance, communal discipline, and survival against a world locked in frost. Volcanic dwarves represent transformation through fire, sacred industry, and societies built around living flame. Dark dwarves represent rigid hierarchy, subterranean control, and the belief that order must be enforced as unyieldingly as stone itself. Each ladder escalates not simply in strength, but in authority, responsibility, and cultural weight.
Geography, alliances, and rivalries are intentionally undefined. These NPCs can represent polar citadels carved from living glacier, caldera empires suspended above rivers of magma, or deep-stone dominions that have not seen the sun in generations. They are not meant to replace traditional dwarves—they are branches of the same ancestral stock, shaped by different extremes of climate, pressure, and philosophy.
Whether these cultures trade, feud, wage elemental wars, or consider surface dwarves softened by comfort is left entirely in the GM’s hands.
Ice Dwarf Ladder
Ice Dwarf Commoner (CR 0): Artisan, hunter, fisher, or ice-farmer who supports the hold through labor and survival skill rather than combat training.
Ice Dwarf Snow Scout (CR 1/8): Lightly armed pathfinder skilled in snow camouflage and silent movement across frozen terrain.
Ice Dwarf Frost Sentry (CR 1/4): Defensive guard stationed along ice bridges and glacier passes, trained to hold narrow approaches against intruders.
Ice Dwarf Avalanche Skirmisher (CR 1/2): Mobile warrior who uses unstable terrain and shifting snow to disrupt advancing enemies.
Ice Dwarf Adept (CR 1): Runic frost spellcaster who channels ancestral glacier lore to slow enemies and reinforce disciplined formation defense.
Ice Dwarf Frostwarden (CR 3): Veteran leader responsible for protecting glacier tunnels and coordinating counterattacks in harsh weather.
Ice Dwarf Mage (CR 5): Senior rune spellcaster of the glacier holds who commands battlefield frost, reshaping terrain and locking enemies in disciplined cold control..
Ice Dwarf Whitehold Jarl (CR 7): Ruler of a high glacier citadel, combining martial authority and ancestral rune lore.
Ice Dwarf High Runefather (CR 9): Supreme leader of the ice holds, master of frost-forged relics and glacier-bound wards who can reshape the battlefield through cold discipline and ancient authority.
Dark Dwarf Ladder
Dark Dwarf Commoner (CR 0): Laborer, smith, mason, or tunnel worker who sustains the subterranean hold through relentless industry rather than martial training.
Dark Dwarf Tunnel Warden (CR 1/8): Armed sentry stationed in narrow corridors, trained to fight in tight formations and prevent intrusions.
Dark Dwarf Basalt Guard (CR 1/4): Heavily armored defender equipped with shield and hammer, drilled to hold choke points without retreat.
Dark Dwarf Iron Enforcer (CR 1/2): Authority figure tasked with suppressing dissent and maintaining order within the hold through intimidation and force.
Dark Dwarf Shield Captain (CR 1): Tactical leader who coordinates disciplined shield walls and punishes enemies who break formation.
Dark Dwarf Stone Inquisitor (CR 3): Investigator and interrogator who roots out weakness, heresy, and rebellion within the ranks.
Dark Dwarf Obsidian Marshal (CR 5): Battlefield commander who directs formations with cold precision, reinforcing allies and exploiting enemy disarray.
Dark Dwarf High Forgelord (CR 7): Master of the deep forges whose authority shapes both industry and war within the subterranean domain.
Dark Dwarf Basalt Tyrant (CR 9): Absolute ruler of the dark holds, embodying rigid order and stonebound authority, capable of bending an entire fortress to their will.
Volcanic Dwarf Ladder
Volcanic Dwarf Commoner (CR 0): Smith, ash-farmer, magma-tender, or forge laborer who sustains the caldera hold through disciplined industry rather than battlefield training.
Volcanic Dwarf Ash Runner (CR 1/8): Swift messenger and scout accustomed to smoke-choked tunnels and unstable stone, skilled at navigating heat-scarred terrain.
Volcanic Dwarf Emberguard (CR 1/4): Frontline defender armed with fire-hardened weapons, trained to hold lava bridges and defend forge entrances.
Volcanic Dwarf Cinder Skirmisher (CR 1/2): Aggressive combatant who uses sparks, ash clouds, and shifting footing to harry enemies and force repositioning.
Volcanic Dwarf Magma Adept (CR 1): Fire-focused forge spellcaster who channels controlled magma and disciplined flamecraft to shape the battlefield.
Volcanic Dwarf Caldera Captain (CR 3): Battlefield leader responsible for coordinating assaults amid smoke and fire, exploiting chaos with calculated precision.
Volcanic Dwarf Forgebinder (CR 5): Master artisan-warrior who commands living flame within the forge halls, shaping both weapons and battlefield hazards.
Volcanic Dwarf Flame Mage (CR 7): Senior battlefield spellcaster responsible for directing controlled eruptions and coordinated fire assaults within the volcanic holds.
Volcanic Dwarf Inferno King (CR 9): Supreme ruler of the magma citadels, embodiment of relentless heat and industrial might, capable of turning the battlefield into a furnace under their command.
Compatible Products
Posted: Fri, 27 Feb 09:53:23 CST
Quality artwork from RGG illustrator, Jacob E. Blackmon!
Color and black & white line drawing.
See preview for license.
Posted: Fri, 27 Feb 09:51:44 CST
Quality artwork from RGG illustrator, Jacob E. Blackmon!
Color and black & white line drawing.
See preview for license.
Posted: Fri, 27 Feb 09:49:25 CST
Quality artwork from RGG illustrator, Jacob E. Blackmon!
Color and black & white line drawing.
See preview for license.
Posted: Fri, 27 Feb 09:47:15 CST
Quality artwork from RGG illustrator, Jacob E. Blackmon!
Color and black & white line drawing.
See preview for license.
Posted: Fri, 27 Feb 09:44:26 CST
Quality artwork from RGG illustrator, Jacob E. Blackmon!
Color drawing.
See preview for license.
Posted: Fri, 27 Feb 09:43:54 CST
There are as many demons as there are violences inflicted by capitalism, so Wounds in the World spill forth countless horrors, all imagined in this book.
The Field Guide to Hell on Earth is a bestiary for Mad as Hell — an anticapitalist demon hunting RPG, where you play as Radicals who band together to fight the literal demons of capitalism.
The Field Guide To Hell On Earth features 12 new demons from four incredible writers, each with experience in community organisation and direct action: Misha Panarin, Wendi Yu, Basil Wright and Jo Winter. The book is illustrated by Molomoot.
Posted: Fri, 27 Feb 09:37:56 CST
Maintain your composure and confront painful memories as you research a Demon stalking your community. Learn how it hunts, how it manifests and, most crucially, how to stop it.
The Scarred is a solo game and GM prep tool for Mad as Hell — an anticapitalist demon hunting RPG, where you play as Radicals who band together to fight the literal demons of capitalism.
The Scarred is both a solo game and GM prep tool, where you play as someone who was once a Radical, uncovering and documenting a Demon that is terrorising their community. The Scarred can be played as a solo journaling experience, and as a prep tool for creating new demons for your Mad as Hell game.
The Scarred is written by Elliot Davis and features art from Scrap Princess.
Posted: Fri, 27 Feb 09:28:11 CST
Lucentia doesn’t explode all at once. It fractures. What began as isolated violence has hardened into something worse: neighbourhoods choosing sides, gangs acting like governments, politicians issuing statements that mean nothing on the ground. Lines are drawn by rumour and blood. Control shifts nightly. No one agrees who started it - but everyone agrees it’s already too late to stop cleanly. This isn’t a war with fronts. It’s a war with consequences.
The Split Zones are dense, overbuilt districts where residential blocks, transit arteries, and commercial corridors collide. Barricades appear overnight. Checkpoints are manned by teenagers with radios and men with nothing left to lose. Official authority still exists here - on paper. In practice, power belongs to whoever can hold a street after dark.
_____________________________
Lucentia never sleeps - and neither should you. In this solo mode, you step into the city alone, taking on jobs, running cons, evading the law, and navigating the hidden currents of factions. Every decision ripples outward: a missed detail can cost more than cash, and a single bold move can rewrite the city’s balance.
To fully experience the chaos, you’ll need your Urban Chaos Core Rulebook. It contains the rules for attributes, skills, combat, factions, Noise, City Pulse, and the systems that make Lucentia feel alive. The solo adventure system builds on these rules, letting you engage with the city as both protagonist and storyteller.
Expect tension, opportunity, and consequences. You’ll roll dice, make choices under pressure, and see the city respond in real time. Every session is a self-contained story, but one that can leave threads spilling into the next.
Solo play in Urban Chaos isn’t about simply surviving - it’s about thriving in a city that watches, remembers, and pushes back. It’s fast, it’s engaging, and it’s yours to shape. Your moves matter. Your choices echo. And the city? The city is always listening.
Posted: Fri, 27 Feb 09:28:04 CST
The Lucentia Civic Authority has launched something new. Officially, it’s a rapid response unit - faster deployments, broader authority, cleaner streets. Unofficially, it’s a blank check with guns. The unit hits hard, answers to no one, and moves through the city like an occupying force. Street crews don’t know whether to hide, fight, or cut deals. Politicians call it progress. The streets call it war. You’re caught in the middle, and neutrality won’t last.
Entire districts have been reclassified overnight. Checkpoints choke transit arteries. Drones buzz low between buildings. Flash raids leave doors splintered and questions unanswered. In the Red Zones, uniforms don’t mean safety - they mean escalation. Every street is a fault line between authority and resistance.
_____________________________
Lucentia never sleeps - and neither should you. In this solo mode, you step into the city alone, taking on jobs, running cons, evading the law, and navigating the hidden currents of factions. Every decision ripples outward: a missed detail can cost more than cash, and a single bold move can rewrite the city’s balance.
To fully experience the chaos, you’ll need your Urban Chaos Core Rulebook. It contains the rules for attributes, skills, combat, factions, Noise, City Pulse, and the systems that make Lucentia feel alive. The solo adventure system builds on these rules, letting you engage with the city as both protagonist and storyteller.
Expect tension, opportunity, and consequences. You’ll roll dice, make choices under pressure, and see the city respond in real time. Every session is a self-contained story, but one that can leave threads spilling into the next.
Solo play in Urban Chaos isn’t about simply surviving - it’s about thriving in a city that watches, remembers, and pushes back. It’s fast, it’s engaging, and it’s yours to shape. Your moves matter. Your choices echo. And the city? The city is always listening.



