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Posted: Wed, 03 Dec 23:48:51 CST
Iconic Opponents: Dracula for ICONS Superpowered Roleplaying
Iconic Opponents: Dracula presents the Vampire King in a form that’s ready to take on the modern world and superheroes alike.
Each Iconic Opponents release presents a separate solo villain or team.
Both a color and print-friendly version of the product are included.
ICONS and associated marks and logos are trademarks of Steve Kenson and Ad Infinitum Adventures, and are used under license
Posted: Wed, 03 Dec 23:23:58 CST
This stock art image is by Claudio Casini Art.
This purchase includes a PNG version at 300 dpi.
Claudio Casini ART
Claudio Casini is a renowned industry professional whose work has graced numerous fantasy projects for companies such as Paizo Publishing, Asterion Press, Phlegyas Art Miniatures, and Mongoose Pub.
Stock Art License Summary
All stock art is licensed for use in professional publications. You are required to provide artist credit for any use of this artwork. Claudio Casini retains ownership of the artwork, meaning you cannot resell the art in your own art packs or similar products. There are restrictions on how this art can be edited.
You acquire a license to use the art but do not own any rights beyond that. Derivative works, such as 3D models, cannot be created from this illustration, regardless of purchase. The sole commercial use permitted for this artwork is publication.
Posted: Wed, 03 Dec 21:55:04 CST
Patrons Book 1
For Traveller (Classic, Megatraveller, T4, Gurps Traveller, Mongoose 1st & 2nd edition, Basiclly if its Traveller it fits). Come to think of it, it will work for pretty much any space opera.
50 Ready-Made Contacts, Contracts & Complications for Your Campaign
The galaxy is full of people who need something done—quietly, quickly, or desperately. Traveller: Patrons Book I delivers 50 fully detailed patrons ready to drop into any campaign, from bustling starports to the darkest corners of the frontier.
Inside this book you’ll find:
✔ Starport hustlers, shady fixers, and eccentric traders
✔ Frontier scouts, surveyors, hunters, and settlers in trouble
✔ Corporate sharks and noble schemers with dangerous secrets
✔ Spies, smugglers, criminals, and professionals of questionable ethics
✔ Scientists, explorers, medics, and researchers chasing the unknown
Each patron includes:
✔ Mission Type
✔ Required Skills & Equipment
✔ What the players are told
✔ What the referee knows
Whether your crew is stuck at a starport waiting for work or hunting for their next big score, this book gives you instant missions that can turn a quiet session into an unforgettable story.
Drop in a patron. Light the fuse. Watch the adventure unfold.
Perfect for last-minute prep, campaign starters, or building entire story arcs.
Traveller: Patrons Book I — 50 ways to get your crew in trouble.
Posted: Wed, 03 Dec 21:28:43 CST
Designed to represent a historic or fantasy-style tower in rocky terrain.
Core hex base tile designed by Stephen Pritchard and designed to complement paper printable hex tile base maps for SeaLion Supremacy, TayanaRPG and FSpaceRPG, or any other similar-sized hex map system.
Presented as a one-piece item for printing. Paint them as you like to bring them extra life. A great project for the avid tabletop miniature painter. Check out the lighthouse tile counter for inspiration, as this could be used in a coastal setting - as it used the same base terrain.
These tiles also fit into Stephen's HexLock carrier system, creating an interlocking hex-based game board.
Presented as a one-piece item for printing. Print in a colour that suits as a counter if you don’t want to paint them, or paint them as you like to bring them extra life. A great project for the avid tabletop miniature painter.
It can be printed in a range of materials. Print in green, brown or grey for immediate impact, and/or paint to suit your individual style.
Posted: Wed, 03 Dec 19:42:48 CST
Attack of the Brain Bats! is a one-shot scenario set during the early 1920s in the Vermont countryside. The investigators have accepted an invitation from their friend, Professor Alexander Chapman, to spend a weekend at his home in the country to go birdwatching.
Chapman doesn’t have many neighbors, but the nearest, deranged Dr. Carl Schmidt, has set in motion a chain of events which could doom them all.
Experience the birdwatching expedition of a lifetime! Save your delicious brains from the hideous alien maws of the brain bats! Save the world (or at least Vermont)! And if you're lucky, you just might even spot the elusive Golden-winged Warbler!
Attack of the Brain Bats! is for two to six players. Players may use their own investigators, or any of the six pregens included with the scenario.
Posted: Wed, 03 Dec 18:46:56 CST
Take command of your allies and your troops with a reimagining of the marshal class from Level Up: Advanced Fifth Edition!
Our Fearless Leader presents a set of tweaks for the marshal class originally introduced in the Adventurer's Guide, giving the class more opportunities to leverage its inherent Charisma, as well as swapping out the class's original reliance on a stationary stronghold for the ability to rally your followers into a squad to fight at your command!
Also included are two new archetypes: the stalwart Castellan, who takes command of a stronghold and wields their shield as an impenetrable wall; and the sharp-eyed, pastoral Shepherd, who directs their allies as deftly as sheepdogs to pin allies between blades and spells for the best tactical advantage.
*Note: The entirety of the marshal class as it appears in the Level Up: A5e SRD is reprinted in this book for ease of reference. All tweaks to the base class appear in bolded text to be found easily.
Foundry implementation coming soon!
Posted: Wed, 03 Dec 18:11:17 CST
The Delver’s Guide is a spiral-bound reference guide (or hyperlinked PDF) that gathers all the Moves and Tables from Downcrawl 2E into a 56-page 6″x9″ handbook, easy to pass around the table. The layflat binding makes it easy to keep the current Move or Table visible while you play. Works as a quick reference for the GM, to pass between players, or to keep beside you for solo play.



All page numbering in the Delver’s Guide is consistent with the page numbers in the main Downcrawl rulebook, so a page reference in either book will work for both!
The physical spiral-bound edition also comes with the Downcrawl Index Bookmark, a handy two-sided quick reference to any move, table, or game term in the rulebook or Delver’s Guide.

Posted: Wed, 03 Dec 18:08:03 CST
A set of eight triangular metal coins, custom-made for Downcrawl, will help you track your knowledge of routes and journeys through the Deep, Deep Down in style.

What is Tack?



These coins were custom-made for the Downcrawl crowdfunding campaign and are available in limited quantities only… once they sell out, they’re gone!
The coins come 8 to a set and ship in a small cloth drawstring bag. Made for Downcrawl 2E but useful for any purpose you like (there's no Downcrawl branding on the coins).
Posted: Wed, 03 Dec 16:35:57 CST
A Yahtzee like expansion game called High Rollers. Get yourself 10 numbered D8 dice or custom dotted D8 dice and get ready to dive into wild competitive game nights including all new categories and bonus challenges. I started designing and testing this game 4 years ago and without a doubt it is the next level of dice rolling fun. Will you be the first to score the 500 point bonus, the All Categories bonus, get 2 bonus High Rollers (High Rollers equivalent to Yahtzees) and score in every category in Sudden Death? You'll have to strategize accordingly and find your balance. You can play Solo or with as many players as you'd like but be prepared for a longer game. Once you get in the groove of the rules and strategies, you'll breeze through your turns with masterful ease. This bundle includes the Rulebook, the main game score sheets and sudden death scoresheets. Have fun with the new game everybody!
Posted: Wed, 03 Dec 16:33:42 CST
In addition to the Sherwood: Tales Of Exile Core Rulebook, this solo adventure book is your gateway into a fully self-driven journey through danger, discovery, justice, and survival. Within these pages, you will find all the tools needed to forge a living story—one shaped by your choices, your courage, and your character’s will to endure. Every solo adventure uses the same core structure, ensuring that each tale you explore is familiar in form yet entirely your own in outcome.
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The southern stretch of the Exile Weald is a land of rolling heath, tangled oakwoods, and quiet lanes winding between sheep-pastures. Here, villages cling to survival under the watchful—sometimes overbearing—eye of the Sheriff’s appointed reeves. Patrols march the main roads, banners snapping in the wind, while tax collectives move under guard from hamlet to hamlet.
Against this force stands an older tradition:
the Rangers of the Weald, free-walkers of the deep forest, woodsfolk who keep the old tracks safe and watch the treelines for dangers the Sheriff rarely recognises. They do not rule. They do not tax. They do not bow easily.
For months now, something stirs on the southern borders, a new threat haunting the heath-roads at dusk. Caravans vanish between one mile-stone and the next. Forest sign is wrong—trampled paths, unnatural silences, and hurried footprints that seem to fade into nothing. The Sheriff declares it banditry. The Rangers whisper of something stranger.
Posted: Wed, 03 Dec 16:33:30 CST
The pulse of the void trembles with whispers of a prize so coveted that even the oldest hunter-guilds stir from their dust-shrouded sanctuaries. Rumors drift on encrypted channels—of a singular artifact pulsing with forbidden radiance, capable of rewriting the essence of whoever claims it. Some call it a gate-key. Others swear it is a living fragment of a forgotten divinity. None agree on its nature, but all agree on one truth: the one who secures it will never again be chained by the ordinary tides of fate. Across the fractured trade-lanes, bounty hunters gather—some masked in shimmering wards, some bearing scars etched with crystalline residue, some carrying spectral weapons forged in the embers of dying stars. Each arrives lured by the same dark promise: fortune, power, and a chance to escape the quiet horror of insignificance. Yet another whisper rides beneath these grand ambitions, quiet as venom and twice as cold. A threat has arisen—something ancient, sentient, and offended that the artifact has surfaced at all. Its presence is felt like a shadow sliding beneath steel floors, a pressure behind the eyes, a faint chiming in the bones before sleep. You do not yet know its name, nor whether it hunts you, the artifact, or both. But you sense that when it arrives, it will not come alone. Your path is fraught with deceit. Rival hunters, secretive cults, wandering syndicates, spectral horrors, and the maddening pull of the artifact itself. Every step brings you closer to the prize—and closer to whatever awakens in its presence. In this solitary venture, trust nothing. Record everything. And remember: a hunter only triumphs if they understand the nature of the hunted.
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In this Solo Adventure you assume the role of an adventurer in the shadow-stained expanse of the Known Galaxy. You will require the Haven Fallen Core Rulebook (CRB) and any associated Expansions you wish to use. The world responds to you—your interpretations, your fears, your ambitions—and you will act as both Character and Storyteller. The Actions you take should depend on who and what you meet, what horrors cross your path, and how you choose to engage with them. Record the outcomes. Evolve the world. Allow rumours, consequences, and scars to reappear later. As you progress, you will become your own Storyteller, shaping a living cosmos that remembers what you do. The outcome of Actions in Haven Fallen is determined by:
Posted: Wed, 03 Dec 16:04:14 CST
Venture outside of your hometown to find a mythical plant with healing properties!
This is a roleplaying game that you can play by yourself, or in a group of up to 6 people. It is a light-hearted adventure into a vast fantasy setting, filled with magical items.
To play, you will need two six-sided dice and a standard deck of 52 playing cards.
This game is not suitable for children. It contains references to chemical substances, such as a magical plant with healing abilities that also evokes a pleasant feeling in the consumer. Enjoy with caution.



