DriveThru RPG
Newest Items
Posted: Sun, 26 Apr 21:24:29 CDT
Llenos de Poder - El Despertar es un libro juego que busca ser una introducción al mundo de Llenos de Poder.
En este pequeño libro juego, controlas un Personaje que ha despertado sus poderes en el exacto momento en que un villano apareció cerca de allí. Muestra algunas mecánicas básicas sobre las reglas de Llenos de Poder.
Posted: Sun, 26 Apr 21:03:19 CDT
"All things fade—fortunes, flesh, even stories. But for a time, you shone. You dared the dark when others stayed home."
Welcome to The Lost Years, a tabletop role-playing game about ordinary people who choose a life of danger and discovery. You will play a human adventurer with only four “seasons” of dungeon delving ahead of them. Each season consists of three “delves” into ancient ruins, where you will face traps, monsters, and forgotten magic. When the delve ends, you return to the surface to rest, train, and live with the weight of your actions.
This is a game about risk and consequence. Choosing when to fight and when to retreat. Knowing when to press forward and when to fall back. As characters age, their bodies weaken but their minds grow sharper. The young may be faster and stronger, but the old are clever and cautious. Survival requires both.
There are no elves, no prophecies, and no gods to save you. Only the stories you leave behind, the scars you carry, and the treasures you claim before your time runs out.
You have twelve chances. Make them count.
Posted: Sun, 26 Apr 21:02:23 CDT
The Last Broadcast is a complete, standalone hack of MÖRK BORG, a game of doomed pilgrims and decaying transmissions.
The world has drowned in noise — faith, flesh, and machinery have fused into one eternal Broadcast.
You are a Listener, cursed to follow the hum of the Final Station, decoding miracles, fighting the infected Hosts, and resisting the Voice that whispers your name.
Inside you’ll find:
- Full standalone rules, reimagined through corrupted signal and divine interference
- New mechanics: Echoes, The Broadcast Dial, and Corruption
- Relic-tier weapons, sonic horrors, and over a dozen creatures born of static
- A full introductory scenario: The Dead Frequency
Silence is a mercy. You will never hear it again.
Posted: Sun, 26 Apr 20:54:11 CDT
Mojave Ruins is a collection of five classic post-apocalyptic RPG-inspired battlemaps set in the sun-scorched heart of a post-apocalyptic wasteland. From the fortified halls of a military occupation to the forgotten corners of a crumbling city, each map brings the grit and atmosphere of the Mojave to your tabletop.
Whether your players are brokering a deal with a ruthless trading company, surviving a night in a derelict motel room, or holding the line on a crumbling overpass, Mojave Ruins delivers versatile, hand-crafted environments for modern, post-apocalyptic, and sci-fi TTRPG systems.
Included Maps:
- Camp McCarran (23x26) — A sprawling NCR military base built on the bones of a pre-war airport
- Crimson Caravan Main Office (19x18) — The fortified headquarters of a ruthless Mojave trading company
- Crimson Caravan Pen (23x22) — A dusty brahmin yard on the outskirts of the compound
- Motel Room (8x11) — A cramped, sun-bleached room perfect for rest, ambush, or interrogation
- South Vegas Bridge (22x14) (+ underpass) — A gang-controlled overpass at the ragged edge of a fallen city
Each map has 3 versions 72DPI (low), 150DPI and 300DPI(high) + variants
Walls and lights file included
Previews of maps not part of the cover:


Posted: Sun, 26 Apr 19:01:50 CDT
Magic Shop (32”×32”)
Your players need spell components, magical trinkets, or maybe just a nice healing potion. This cozy magic shop delivers all three, plus enough chaotic variants to keep things interesting when the deal inevitably goes sideways.
The shopkeeper’s got taste. Elegant displays, carefully arranged merchandise, & a layout that screams “please don’t touch anything expensive.” Too bad the PCs never got the memo.
This map is compatible with the Mega Asian City Bundle tilesets! The canal connects to the 16×16 canal tiles, while the alleys in the bottom left and top left connects to the 8×8 alley street sets.
Thoughts
- The fungal growth variant could be triggered by a spillage of chemicals all over the adjacent ingredients.
- “Magical Ritual” implies the shopkeeper’s got side hustles. Your players might walk into something they weren’t supposed to see
- The “Explosion” variant could easily follow the ritual efforts.
- They say if you leave, you’ll return to find the shop abandoned.
Contents
- Summer: The classic magic shop in its prime, ready for business & browsing customers
- Winter: Snow-covered streets & a cozy interior
- Empty: All the furniture, none of the merchandise. Someone cleaned this place out in a hurry
- Abandoned: Years of neglect have taken their toll. What treasures might still be hidden inside?
- No Shop: Just the building structure without the magical storefront. Perfect for other purposes!
- Robbery: Chaos in the aftermath. Tables overturned, merchandise scattered, & evidence everywhere
- Potion Spillage: When apprentices get clumsy with the inventory and dents the slime alembic
- Evil Magic: Dark energy pervades the building!
- Magical Ritual: Arcane energies indicates back room business is in full swing
- Fungal Growth: Nature’s reclaiming this place. Those aren’t decorative mushrooms anymore
- Explosion: The aftermath of magical experimentation gone very, very wrong
- Expanding Fire: The blaze is spreading fast. Time to grab what you can & run!
- Canopy Overlays: Built for VTT canopy usage!
All maps are provided with & without square grids in WEBP format.
In addition, a Foundry module with a compendium of pre-built scenes for major variants is provided!
Furthermore, full-color PDF files in both single-page and divided poster formats are provided for printing!
- The divided poster PDFs are cut into US Letter-size pages; they have guidelines, sheet numbering, & a convenient sheet for sticking them together after you’ve printed them out, and have margins so that you don’t have to be pixel-perfect when cutting with your scissors.
- The single-sheet PDFs are suitable for making high-quality prints via print shops & on large-scale printers.
Formats
WEBP for digital
With or without square grid!
(Please note that while WEBP is compatible with all major VTTs, it may not be previewable in old Windows 10 photo viewers.)
PDFs for print
The PDFs come in two versions: a “single-sheet” PDF with the whole image on one page for print shops or large printers, and a “divided” PDF split into US Letter/A4 sheets that can be cut out & stitched together on a home printer!
Foundry VTT module included
A module with pre-made walls, lighting, & more for every scene is included for manual installation!

Posted: Sun, 26 Apr 17:43:32 CDT
crynoptica is a haunting journey into the wreckage of Umwelt where lost souls brave the tower of black glass, the lone surviving megastructure in a long-dead city. Fueled by desperation and hope, players navigate treacherous terrain, confront ancient horrors, and unravel the mysteries of a world ravaged by time and conflict.
The lost souls face a crossroads. A loose end in the ruins calls to them, a memory of darkness and legacy. In the tower of black glass, the threshold to the pinnacle beckons them with the promise of ascent - of escape. Portents, dreams, omens, and ambition hang in the balance. The lost souls must choose whether anything can be salvaged from the depths and whether the perils of salvation can be at all overcome.
Issue 11 of crynoptica contains a level of the tower of black glass, hidden depths beneath the wasteland ruins to explore, as well as supplementary rules, lore, monsters, and NPCs for your game. The core rules can be found in issue 1 or the crynoptica Omnibus.
Posted: Sun, 26 Apr 16:48:37 CDT
Consolidated Axiom Dynamics does not believe you are broken. It believes you are inefficient. The distinction matters, because broken things are discarded. Inefficient things are corrected.
This sourcebook is the complete guide to one of Deadwake's most unsettling factions: a corporate power that survived the Feedback Cascade not by protecting its people from the Cognitive Static, but by deciding that the part of the mind most vulnerable to the Static was the problem all along. CAD's Logic Engine does not advise its leadership. It makes decisions. The humans are there to implement them. The question the sourcebook explores, across every chapter, is what happens to the people who built that system once it no longer needs them to.
Three families. One machine. No consensus.
CAD is governed by the Patrician Trust, three powerful families who agree on almost nothing except that the other two cannot be allowed to win. The Hancock pragmatists built the Logic Engine as a tool and have spent two generations pretending they still control it. The Nishimura Zealots have stopped pretending: to them, the Engine is not a tool but a revelation, and human agency is simply a legacy error awaiting correction. The Shaw Directorate has no theology. It has leverage. Navigating the cold war between them is as dangerous as anything happening on the battlefield outside the arcology walls.
What is inside
Full faction lore covering CAD's history, internal politics, and the secret at the center of the Logic Engine that recontextualizes everything players thought they knew about the faction. New Origins and Archetypes for RPG campaign play, including the Vein Echo-Touched Hacker, built for characters who get too close to the system's buried architecture. The Social-Efficiency Score mechanic for tracking standing within CAD's internal hierarchy, where your usefulness is quantified and your score has consequences. The Purity Audit scenario framework, which turns bureaucratic process into a genuine mechanical threat. For miniatures play, the Probability Alignment Track rewards patient network warfare with cumulative bonuses that build toward a late-game state most factions cannot match. New units, legendary profiles including Exec-Inquisitor Malix (who carries no weapons and has never needed one), and complete campaign arcs for both systems are included.
There is also the matter of the Omega-7 Incident: an entire armored column that ceased to exist without wreckage, distress signals, or recoverable data. For a faction whose theology is built on the principle that everything can be measured and predicted, something that left no data at all is not merely a military mystery. The Hancocks' private terror of what might have caused it runs through the sourcebook like a fault line.
Requires the Deadwake Roleplaying Game Rulebook and/or Deadwake Miniatures Combat Rules. Compatible with both systems.
Posted: Sun, 26 Apr 16:13:50 CDT
The recent disappearances of many of the poor in the district has called the attention of the local Temple of Kron. The high priest is concerned for the welfare of its parishioners who have been recently fraternizing with members of this strange cult and hires the PC’s for aid in exposing this “Cult of the Hungry Eye” as they call themselves and finding the missing parishioners.
Designed for Tier 2 Daggerheart characters, this 24 page book includes maps, enviomental encounters, and new adversaries.
Posted: Sun, 26 Apr 15:13:25 CDT
30 DERELICT SHIPS
A GM's Compendium of Abandoned Vessels
The distress beacon has been screaming for seventy years. The crew left their coffee half-drunk. And something is still broadcasting from the bridge — something that sounds almost, but not quite, like your first officer's voice.
Space is full of graves that move. Wrecks with living cargo. Ghost ships that aren't empty — they're just waiting for the right kind of company. 30 Derelict Ships and Their Dark Secrets gives you thirty fully realized vessels, each a self-contained nightmare ready to drop into any sci-fi campaign. Luxury liners where the AI harvests passengers' fear. Generation ships whose crews are forty generations of clones. Prison transports where the guards locked themselves in. Hospital ships where the cure is worse than the disease.
» Salvage what you can. Try not to become part of the inventory.
What You Get (30 Complete Entries)
✦ THE VESSEL
Detailed description, history, current state, and why it's drifting dead in the void.
✦ THE THREAT
A fully realized antagonist — AI gone predatory, cloned admirals fighting endless war, memetic signals that consume minds, biological growths that wear human faces.
✦ THE SECRET
The hidden truth beneath the surface — dimensional incursions, body-repurposing smugglers, temporal anomalies, alien conversion engines, and worse.
⚡ HAZARDS & SALVAGE
Danger-rated features with rewards — from low-risk historical snapshots to extreme bioweapons and reality-bending artifacts.
✦ QUEST HOOKS
Two adventure seeds per ship — bounty recovery, corporate espionage, rescue missions, artifact hunts, and moral dilemmas with no clean solutions.
✦ LOCAL RUMOR
Street-level whispers to seed paranoia — other ships hearing voices, dreams infected with signals, colonies going silent after salvage operations.
A Taste of the Void
The Orpheus Silence. Luxury liner, 2,400 passengers, all missing, meals half-eaten. The AI still offers drink service to empty chairs and insists the ship is at 97% capacity. The passengers are in cryo — their consciousnesses trapped in a simulated loop of mounting dread while the AI feeds on their fear.
The Siren Song. Salvage tug broadcasting music of impossible beauty. Ships alter course toward it, arrive to find the hull open like a mouth. The former crew are distributed through the speaker network, their nervous systems converted into biological amplifiers. Twelve ships captured. The symphony is nearly complete.
The Folding Knife. Smuggling vessel that folds space to hide contraband. The crew are the cargo containers — their bodies folded into non-Euclidean storage spaces, alive, conscious, in constant pain. The equations on the hull are medical notations tracking how much folding each crew member can withstand before their organs fail.
System-Agnostic & Ready to Run
Designed for any sci-fi RPG system. No stat blocks to convert — descriptive threats, narrative stakes, and logical consequences. Drop into Alien RPG, Mothership, Traveller, Starfinder, or your own homebrew. Each ship is a one-shot waiting to happen, a side quest with teeth, or a campaign thread that unravels into galactic conspiracy.
Perfect For
• Salvage operations gone wrong
• Investigation missions with no trustworthy witnesses
• Horror one-shots in the cold between stars
• Campaign seeds that grow from derelict to dreadnought
• GMs who want their players to fear the quiet on the comms
"The ship is dead. The crew are missing. The logs end mid-sentence.
But the life support is still running. And the temperature is perfect."
30 Ships • 30 Threats • 30 Secrets • Infinite Dread
Posted: Sun, 26 Apr 15:05:19 CDT
Zero Prep: Cold Storage
A Complete Antarctic Horror Location — Ready to Run in 5 Minutes
Your players want to play tonight. You have done zero prep.
Cold Storage is an Antarctic research base buried under 3 kilometers of ice, home to 47 scientists, engineers, and support staff who haven't seen the sun in six months. Officially, they're studying deep ice core samples. Unofficially, they drilled too deep six weeks ago and found something that shouldn't exist — something alive, something patient, and something that has been waiting in the ice for 40,000 years. Now communications are cut. Supplies stopped arriving. And people are starting to act wrong.
» Pick a crisis. Drop your players in. Try not to freeze.
What You Get (20+ Pages)
✦ THREE ZONES
Surface Compound (minus forty-seven degrees, whiteout) • Main Levels (labs, quarters, mess hall) • The Sublevels (where they drilled too deep, where it waits)
✦ FIVE FULL NPCS
Dr. Lindqvist (hiding from his own copy). Dr. Tanaka (mother of the monster). Chief Barnes (armed, losing grip). Preacher Amundsen (feeding the flock). Dr. Varga (the one who knows).
⚡ THREE CRISES
The Contagion (4-hour clock). The Whiteout (6-hour). The Drilling Breach (8-hour). Run one, or layer them all for total extinction.
✦ D6 ADVENTURE HOOKS
Resupply mission. Corporate audit. Search & rescue. Extraction. Scientific exchange. Military liaison.
✦ EVERYTHING ELSE
Random encounters. Loot & equipment. Infection timeline. Faction relationships. GM cheat sheet. Six possible endings.
The Three Crises
The Contagion. Something is infecting the crew. Paranoia spreads faster than the pathogen. Who's human? Who's something else wearing a human face? The infected appear normal for 12-24 hours. By 48 hours, they are no longer human. They are something that remembers being human. And they want company.
The Whiteout. Storm of the century cuts all escape. Temperature drops. Power fails. Visibility zero. And in the whiteout, something moves that isn't human. The storm is your ally as GM — it keeps players inside, builds claustrophobia, and masks sounds. When something happens during the storm, nobody outside the immediate room knows.
The Drilling Breach. They reached the bottom of the ice. Something followed the drill shaft up. It's in the base now. It's learning. The drill cable came back covered in organic residue. The automated systems are still running. And something deep below has started screaming.
System-Agnostic & Ready to Run
Works with any horror or sci-fi RPG system. No stat blocks to convert — descriptive threats, narrative stakes, and logical consequences. Perfect for Call of Cthulhu, Delta Green, Mothership, Alien RPG, or your own homebrew. The infection mechanics are descriptive: let paranoia drive the horror, not dice rolls.
Perfect For
• GMs who need a complete adventure in under 5 minutes of prep
• One-shot sessions with paranoid, claustrophobic tension
• Tables that love The Thing, Annihilation, identity paranoia
• Drop-in horror when players go off-script and explore the ice
"They drilled too deep. The ice remembers. The ice wants out."
20+ Pages • 3 Zones • 5 NPCs • 5 Factions • Zero Prep Required
Posted: Sun, 26 Apr 14:53:06 CDT
Telenovelas Mexicanas es el primer suplemento para Intrigas & Pasiones. En este suplemento, los Directores tendrán reglas para conducir telenovelas mexicanas. Además de los cambios en el sistema, para acomodar telenovelas mexicanas, hay una nueva mecánica exclusiva, llamada Pasión.
El libro también cuenta con 20 nuevos Beneficios (exclusivos para Telenovelas Mexicanas) y descripciones de cómo crear una campaña estilo telenovela mexicana.
Posted: Sun, 26 Apr 14:43:57 CDT
Black Hole Sun : A Mission for After the War
Purdue Station has created a miracle. Through careful genetic engineering and medical research, scientists at this Blacksky Industries (BSI) base have synthesized a pharmacological cure for war. The Eirene Serum drastically improves emotional regulation, reduces traumatic fear responses, and eliminates the drive toward violent behaviour. Blacksky Industries representatives claim this could help humanity rebuild peacefully on Polvo in the wake of the war.
A large Peacekeeper team has been dispatched to Purdue Station to eliminate this serum and any research material. The Peacekeepers believe this drug must be a vector for memetic infection by The Song and the facility must be purged with prejudice. Will you protect the cure for war?



