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Posted: Mon, 25 May 13:40:36 CDT
This is a "character" sheet, but for a society. Players use the information in "Shapes of the Universe," to fill in the blanks and design there own custom Society. Because almost every TTRPG's rules do not effect the setting itself, this sheet and the information given in the previously mentioned document can be used for nearly any system. Have fun, and may the dice favor your endeavors.
Posted: Mon, 25 May 13:18:28 CDT
WHEN I GROW UP, I WANT TO BE A RACING MARBLE 3HEX Issue 0005 — A Fast, Fun, Solo RPG
For as long as you can remember, you’ve watched the racing marbles on TV, studied their lines, and dreamed of high-velocity glory. Unfortunately, you were manufactured to be a humble d20—but you aren't going to let a little thing like geometry stand in your way.
There is a major race meeting in six weeks' time. You don’t know the track, and you don’t know your rivals, but you’re going to be on that starting line. You've got just enough time to get into shape.
Racing Marble is a self-contained, print-and-play solo racing RPG that plays out across three hexes:
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HEX LEFT (Training): Spend six weeks balancing your Speed, Momentum, and Agility.
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HEX CENTER (Registration): Enter the arena lobby to find out which track you're rolling on and which rival you're facing.
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HEX RIGHT (The Race): Six segments of high-octane, contested rolling. Manage your Kudos and watch your Energy as you push for the lead.
Will you cross the finish line to secure your post-race glory as an official Professional Racing Marble, or will you remain a very attractive d20?
Posted: Mon, 25 May 12:57:55 CDT
Doom at your fingertips! Whether you are running the adventures right out of Tales from the Locker #1 or using it in your home-brew adventures, the 35 illustrated reference cards in this set are a great resource for your Pirate Borg games.
Posted: Mon, 25 May 12:43:01 CDT
Ten Barbarian Funeral Rite Encounters (DM Essentials #151)
In most games, death is a condition. A saving throw, a healing word, a scene later forgotten.
But in a clan‑based society, death is not the end. The pyre sends the warrior home. The unavenged cannot rest. The second funeral – held a year after the first – releases the spirit from the world of the living. The ancestors wait. The living must carry on. And if the rites are not performed correctly, the dead may not leave.
DM Essentials #151 gives you ten ways to make barbarian funeral rites feel like a sacred and urgent presence in your game – not as window dressing, but as rituals that demand respect, payment, and sometimes sacrifice. The pyre is lit. Will the party ensure the warrior reaches home?
What's Inside?
The Barbarian Funeral Rites: Sending the Warrior Home (Short Essay)
The pyre, the unavenged, the second funeral, and why the dead must be sent properly – or they will linger.
10 Encounters with the Rites of the Dead
Each one gives you the surface interaction, the hidden truth, and a primary check for the party to navigate.
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The Pyre – A warrior has died. The clan prepares the pyre, but the wind will not let the flame catch. An omen.
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The Unavenged – A ghost appears at every funeral. “Avenge me, or I will not leave.” The killer still lives.
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The Second Funeral – One year after the death, the clan gathers to release the spirit. The warrior has not moved on.
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The Missing Body – A shield‑kin died on a distant battlefield. The clan cannot hold the rites without the corpse. The party must retrieve it.
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The Wrong Rite – A stranger performs the funeral – but they use the wrong chants. The dead grow angry.
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The Funeral Feast – The clan feasts to honour the dead. A rival clan crashes the feast, demanding a blood price.
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The Death Watcher – An old woman sits with the dying, singing them to the ancestors. She has seen something terrible coming.
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The Unmarked Grave – A warrior was buried without a cairn. Their ghost wanders the moor, begging for a stone.
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The Inheritance – The dead warrior's weapons must pass to a successor. Two kin claim the right. The ghost must decide.
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The Funeral Dirge – A singer performs the lament for the dead. The song is interrupted by a scream – the dead are not the only ones listening.
Quick Reference Table – Roll d10 and get a full encounter hook in seconds, including the primary skill check.
Who This Is For:
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DMs who want death to feel sacred and dangerous, not mechanical
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Players who think a funeral is just a cutscene – until the ghost refuses to leave
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Anyone who understands that sending a warrior home is as important as winning a battle
Also Available
DM Essentials #142: Ten Barbarian Clan Warrior Encounters – honour, kinship, and the weight of the oath.
DM Essentials #143: Ten Barbarian Exile Encounters – loss, shame, and the long road home.
DM Essentials #144: Ten Barbarian Ancestor Spirit Encounters – the dead are not silent.
DM Essentials #149: Ten Barbarian Spirit‑Walker Encounters – the price of seeing.
DM Essentials #150: Ten Barbarian Shield‑Kin Encounters – the shield wall of kinship.
DM Essentials #151: Ten Barbarian Funeral Rite Encounters (this volume)
ENTER THE ARCVERSE
More DM Essentials, adventures, and settings at the link below.
The pyre is built. The body lies upon the wood. The torch is lit. But the wind will not let the flame catch.
Will you discover what the dead are demanding?
Posted: Mon, 25 May 12:41:57 CDT
Seattle is beginning to fracture.
After the disappearance of Marissa Cole, the waterfront redevelopment project accelerates without resistance. Public outrage spreads through the city as protests erupt across the dockyard district. Counter-protests answer in force. Rumors spread faster than facts. Surveillance increases. And somewhere inside the growing unrest, unseen operatives begin pushing the city toward violence.
ANOMALIES: The Seattle Arc — Issue 3: Smiles in the Streets continues the escalating urban conspiracy campaign for ANOMALIES: Hunted Heroes™. Players enter a city on the edge of collapse where every public incident increases pressure, visibility, and containment risk.
This issue introduces:
- Large-scale protest unrest scenarios
- Public pressure escalation systems
- Crowd movement and containment mechanics
- Nightwatch instigator operations
- Agency suppression escalation
- Urban instability encounters
- New NPCs, drones, and containment forces
- Multi-stage civic collapse sequences
- Expanded narrative consequences for visibility and public exposure
As tensions rise across Seattle, players must decide whether to protect civilians, investigate the engineered unrest, pursue Nightwatch operatives, or survive the growing containment response. The city itself is becoming hostile, reactive, and increasingly controlled.
Smiles in the Streets is designed for ongoing ANOMALIES campaigns and continues the events of The Seattle Arc storyline.
Posted: Mon, 25 May 12:29:38 CDT

DRAGONLOCK Lost Sewers™ is an all-new 3D printable terrain series that is the culmination of our 20 years of design experience in tabletop gaming.
New to 3D printing? We've got you covered! Fat Dragon Games has a YouTube channel devoted to getting you started in this fantastic hobby, we walk you through everything you need to know to get your first printer, troubleshooting, tutorials, recommended settings, and much more. We also do the hard work for you and provide custom slicing profiles for Cura (a free slicing software) to take all of the guesswork out of the printing process. With full color instruction manuals, custom slicer profiles, video tutorials and build guides, and a Facebook support group with over 13,000 members, no other 3D model publisher provides you with as many support options as we do! A typical dungeon wall can be printed at home for only $0.40, and good starter 3D printers can be purchased for around $180. See our website for more info.
Below are examples built with the Lost Sewers Master Set and Lost Sewers expansion sets.




Posted: Mon, 25 May 12:08:59 CDT
An investigation into the sudden proliferation of counterfeit coins in the village of Totburh brings the investigators to deeper depths than expected.
Deopgeld is a Cthulhu Dark Ages investigation set in and around the village of Totburh. The investigators are charged by Totburh's thegn, Oswyn, to get to the bottom of a counterfeiting ring flooding Totburh with gold coins, threatening to crash its economy and challenge the king's authority. The investigators will need to play the role of coin collectors, interrogators, and detectives to find out the counterfeiters' location and the mysterious and horrific source of their gold.
Deopgeld contains a 19 page adventure suitable for one or two sessions of play, plus maps, stat blocks, and information on early medieval coinage for Keepers.
Keepers should have the Cthulhu Dark Ages sourcebook and (optionally) the Grand Grimoire of Cthulhu Mythos magic for the optimal experience.
Posted: Mon, 25 May 11:24:28 CDT
THE GIRL NEXT DOOR
Modern Slice-of-Life Statue Series
A quiet smile. A late-night knock. A story waiting just behind the door.
Bring cinematic modern storytelling to your tabletop, shelf, or painting desk with this stunning 3D printable display statue inspired by classic “girl next door” charm and modern slice-of-life aesthetics.
Featuring:
- A detailed doorway scene and scenic display plinth
- Flowing blonde hair with a natural, realistic sculpt
- Elegant red dress with fashionable cutout styling
- Confident but approachable pose perfect for modern settings
- Clean printable geometry designed for display painting

Ideal for:
- Modern RPG campaigns
- Slice-of-life adventures
- Urban fantasy settings
- NPC display pieces
- Painting competitions
- Collector shelves
Whether she’s the mysterious neighbor, the lead in a romance subplot, the heroine of an urban campaign, or simply a beautiful centerpiece model, this sculpt captures that warm cinematic energy of modern storytelling.
Print it. Paint it. Tell the story behind the door.
Posted: Mon, 25 May 11:14:47 CDT
Aventurien ist ein Kontinent, geprägt von Wundern, und auf seinen Bergen, in seinen Steppen, Wäldern und Meeren leben fantastische Kreaturen, ohne die die Welt von Das Schwarze Auge nicht vollständig wäre.
Das Arcana Volantium ist ein ergänzendes Bestiarium für DSA 5. Auf 24 Seiten finden sich Kreaturen aus beinahe jeder Ecke des Kontinentes, um mehr Unterhaltung und Leben in die Welt zu bringen.
Triff den eindruchsvollen Kronenknarzer, einen drachengroßen Vogel aus der Waldwildnis. Oder stell dich der furchteinflößenden Leone, einem Wesen, halb Raubkatze, halb Kriegerbiene, auf der Jagd nach ihrem köstlichen Honig.
Enthalten sind:
20 flugbegabte Tiere
- samt Wertekasten,
- Kampfverhalten,
- Tierkunde-Wissen
- und ausführlicher Beschreibungen.
Zu jeder Kreatur gibt es noch etwas zusätzlich,
- ob nun ein neuer Gegenstand,
- stimmungsvolles Lokalkolorit,
- Inspirationen für Abenteuer,
- örtliche Mahlzeiten
- oder ein Bild.
Bring mehr Leben nach Aventurien und bereichere deinen Spieltisch um neue Wunder der Natur!
Posted: Mon, 25 May 11:03:53 CDT
| This special bundle contains the following titles: |
| Heartbeat #1: Gnolls Regular price: 0 Bundle price: 0 Format: PDF | HEARTBEAT ISSUE #1: GNOLLS
A Daggerheart Adversary Themed Zine
"Thought for centuries to be little more than rabid beasts, gnolls are humanoids that resemble hyenas. Recent revelations have discovered gnolls actually possess intelligence and complex social structures to match their fierce savagery. To the surface world, they appear as a nightmare of fur and teeth. Those who look closer find a society built on the Hierarchy of Hunger: a system where strength is the only currency and power is harvested from the marrow of the fallen."
This issue of the Heatbeat contains a complete ecosystem for Daggerheart that transforms one of fantasy’s most savage lineages into a sophisticated narrative threat.
Inside Issue #01, you will find:
Gnoll Ancestry
Lore for Gnolls
Naming tables
Six GM hooks
... | |
| Heartbeat #2: Dinosaurs - The Lost Lands Vol.1 Regular price: 0 Bundle price: 0 Format: PDF |
HEARTBEAT ISSUE #2: DINOSAURS
The Lost Lands Vol. 1
A Daggerheart Adversary Themed Zine
"For generations, sailors whispered of a wall of fog so dense it swallowed ships whole. Cartographers marked the region with a single notation: Here There Be Nothing. They were wrong."
Here is exactly what you will find in this issue of The Heartbeat:
• An fully explored Scene by Scene One-Shot Adventure: The Dinosaur Derby. A Tier 1, fast-paced, no-holds-barred race through the city streets for any amount of players where the party must outpace a corrupt racing syndicate. Saddle up. Try not to get headbutted.
• 23 Adversaries and 5 Environments:Dinosaurs and Saurians across all four Tiers, from a chicken-sized Compsognathus to the king himself, Tyrannosaurus Rex, plus a... | |
| Heartbeat #3: Bugs and Brambles - The Lost Lands Vol. 2 Regular price: 0 Bundle price: 0 Format: PDF | This Product is on sale for $1 in celebration of Daggerheart's 1st official Birthday
Expand your Daggerheart campaign into a prehistoric wilderness with 34 adversaries, 13 environments, and a complete campaign setting packet.
What's Thumping for this Heartbeat Issue?
The veil of fog has lifted on the Lost Lands. While Issue #2 of the Heartbeat introduced your table to the Dinosaurs and Apex City of the Saurians, Volume 2 plunges your party into Lava River Rapids and the different biomes that fill the continent, while expanding into the world with predatory megafauna and sentient flora. Navigate cutthroat hive politics, track down monstrous beasts, and scavenge ancient ruins before the continent violently tears itself apart!
What's Inside:
The Lost Lands Campaign Frame: A fully detail... |
| Total value: | 0 |
| Special bundle price: | 0 |
| Savings of: | 0 (44%) |
Posted: Mon, 25 May 10:48:05 CDT
Bounty hunters like to pretend they’re independent operators because independence sounds cleaner than admitting most of the galaxy’s stability depends on disposable professionals handling problems governments don’t want officially acknowledged, and under ordinary circumstances that arrangement works well enough. Smugglers disappear quietly, rogue engineers get retrieved before they sell strategic designs, and contract killers eventually run out of places to hide. The current situation stopped being ordinary the moment the occultists breached containment protocols nobody outside restricted archives even knew existed. The first incidents looked isolated, entire settlements going silent, patrol craft vanishing along routine transit lanes, survivors describing impossible phenomena with the kind of consistency that makes trained investigators uncomfortable because mass hysteria rarely produces matching details. Then came the recordings, distorted figures appearing inside secured facilities without triggering entry systems, shadows moving independently of physical bodies, voices emerging through communication channels after the original speakers were already confirmed dead. That was enough for the major authorities to authorize extraordinary contracts, and once the payouts reached military levels every advanced hunter in the sector started moving toward the same objective. The occultists themselves are difficult to classify because they don’t behave like ideological extremists or conventional terrorists. They operate more like researchers who became convinced that the barriers protecting civilization were artificial limitations rather than safeguards, and now entire regions are paying the price for that curiosity. My assignment is straightforward on paper, locate the surviving cult leadership, terminate them before they complete additional rituals, and recover any surviving research for containment review, but operations like this never stay simple for long because the horrors unleashed by the occultists don’t behave according to military logic. They spread through fear, confusion, and exposure, changing environments as much as killing people, and every hunter entering the conflict understands the same uncomfortable truth, the contracts may not exist to stop the catastrophe at all. They may only exist to delay it long enough for somebody else to escape the consequences.
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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: Mon, 25 May 10:47:36 CDT
Most people assume the spirit realm operates according to mystical principles because the word “spirit” encourages superstition, but after enough years working enforcement you stop thinking of it as magic and start recognizing it as another territory with its own environmental conditions, hostile populations, and unstable borders. The problem is that unlike physical territory, the spirit realm doesn’t stay where it’s supposed to. Emotional trauma, ritual interference, experimental technologies, even concentrated fear can weaken the separation points between realities, and once those fractures appear something always moves through them eventually. That’s why the Wardens exist, highly trained hunters equipped with occult instrumentation, neural stabilizers, and containment doctrines designed to police interactions between material civilization and whatever survives beyond the veil. Officially the organization exists to preserve balance, but in practice most assignments involve damage control after some corporation, cult, or research collective pushes deeper into forbidden territory than they understand. The current operation started after entire transit sectors began reporting synchronized hallucinations, identical figures appearing across unrelated locations accompanied by electrical disruptions severe enough to cripple infrastructure without leaving measurable physical damage behind. At first command suspected psychological contagion amplified through neural networks, but field investigations uncovered evidence far worse, unauthorized breaches opening directly into spirit corridors normally inaccessible without extensive ritual preparation. Now the Wardens are deploying aggressively, sealing fractures, tracking hostile entities, and hunting the individuals responsible for destabilizing the boundary itself. I was assigned because my previous operations proved I could function inside prolonged veil exposure without suffering total psychological collapse, which sounds impressive until you understand what the job actually requires. The spirit realm doesn’t just contain hostile entities, it reflects consciousness back at itself in distorted ways, amplifying fear, regret, and memory until operatives can no longer distinguish external threats from their own deteriorating perceptions. That’s the real reason the Wardens are feared even by the governments funding them, because once you spend enough time policing the veil between worlds, you start realizing the barrier may not exist to protect humanity from the spirit realm at all. It may exist to protect reality from what humanity becomes once the veil is removed completely.
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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:



