DriveThru RPG
Newest Items
Posted: Tue, 13 Jan 09:36:57 CST
PONURZY I NIEBEZPIECZNI MEDYCY 41. TYSIĄCLECIA
Sektor Machariański jest zalewany przez fale przemocy. W głębinach kopca Rokarth tak często rozlegają się odgłosy wystrzałów, że szczęk karabinu automatycznego niepokoi miejscowych jedynie wówczas, gdy rozbrzmiewa bardzo blisko nich. Coraz częściej dochodzi do protestów przeciwko rosnącej dziesięcinie, mimo że są od razu brutalnie tłumione przez Vigilitów. Nawet najwyższe szczeble drabiny społecznej ociekają krwią – niewielkie sprzeczki pomiędzy szlachetnie urodzonymi są rozwiązywane za pomocą pojedynków, niszczycielskich sabotaży, skrytobójstwa, a nawet otwartego buntu.
Przy takim koszmarnym stanie rzeczy nie da się uniknąć ran, czasem bardzo poważnych. Prędzej czy później twoi gracze otrzymają więcej Ran Krytycznych, niż są w stanie znieść. Mało kto ma odpowiednie wykształcenie medyczne – a jeszcze rzadziej umiejętności – do posługiwania się zaawansowanymi narzędziami chirurgicznymi. Jeżeli Patron nie jest w stanie zapewnić agentom odpowiedniej opieki medycznej, to w pewnym momencie znajdą się w sytuacji, w której będą musieli szybko znaleźć wykwalifikowanego medyka.
Diagnostica Obscurus zawiera opis trojga medyków gotowych zająć się obrażeniami odniesionymi przez pechowych bohaterów – oczywiście za odpowiednią cenę. Poza wyszkoleniem medycznym każda z opisanych osób ma swoje sekrety i plany, w które drużyna może zostać wciągnięta.
Jeżeli wasze postacie często ulegają kontuzjom, Bohaterowie Niezależni opisani w Diagnostica Obscurus mogą zacząć regularnie pojawiać się w waszej kampanii, a nawet sami stać się źródłem przygód. Opis każdego z nich zawiera kilka pomysłów na scenariusze, które możesz wykorzystać, by wciągnąć bohaterów w ich sprawy oraz ostateczną misję, która zakończy wątek wybranej postaci...
POLSKIE WYDANIE
Tłumaczenie: Jan Frąckowiak
Redakcja: Patryk Ławniczak
Korekta: Karolina Matyniak
Skład DTP: Bartosz Tylkowski
![]()
Cubicle 7 Entertainment Ltd.© Copyright Games Workshop Limited 2026
Posted: Tue, 13 Jan 09:18:35 CST
| This special bundle contains the following titles: |
This gamebook is available for this price until January 14th 11 AM US Eastern time.

| Demons & Detectives! The Eastside Murder (Solo Adventure) Regular price: 0 Bundle price: 0 Format: PDF |
I wanted to say Happy Birthday to New York City when publishing this gamebook in 2024. It has turned 400 years old in silence, yet not forgotten by those who appreciate its history and people. Happy Birthday, NYC! Demons & Detectives! The Eastside Murder is a gamebook set in the Roaring Twenties. To play, you will need a 6-sided die or generator. Inside the PDF downloads: - You can choose from 6 pre-made detectives, each with individual (fillable) character sheets, eliminating the need to use a pencil and eraser to play the game. - The game is hyperlinked after each action for your convenience. - There are over 350 beautifully drawn illustrations by various professional artists. - There are only four pages of rules to help you engage in the game in less than a few minutes. - You ... |
| Total value: | 0 |
| Special bundle price: | 0 |
| Savings of: | 0 (80%) |
Posted: Tue, 13 Jan 09:10:35 CST
| This special bundle contains the following titles: |
This novelette is available for this price until January 14th 11 AM US Eastern time.

| Demons & Dungeoneers! Torak's Apprentice (Novelette) Regular price: 0 Bundle price: 0 Format: PDF |
In the decaying sewers of Sinotorium, a gifted outcast named Vel'Thira unleashes a volatile violet magic she cannot control. Her powers attract the enigmatic necromancer, Torak, who offers her an apprenticeship in his remote mountain tower. As Vel'Thira learns to command her abilities, she becomes involved in a dangerous rivalry with a manipulative apprentice, Maer'Dan. Vel'Thira must uncover a deadly plot of betrayal before someone kills her mentor and takes over the Spire's power.... |
| Total value: | 0 |
| Special bundle price: | 0 |
| Savings of: | 0 (50%) |
Posted: Tue, 13 Jan 09:01:51 CST
Journey to Staengdor is an epic swords-and-sorcery adventure that will grip you from the first page and never let go. When the ancestral dwarven city of Staengdor falls to demonic legions, exile Thrain must brave haunted peaks, corrupt halls, and his own deepest fears to reclaim his home. With the legendary axe Stonecleaver in hand, Thrain faces monstrous foes, ancient curses, and the chilling legacy of his people—fighting not just for survival, but for hope.
As the dwarves rally behind their hero, the city’s forges blaze anew, and the mountain echoes with laughter, song, and the clang of hammers. But high above, a red dragon watches, waiting for the dwarves to fill their vaults with gold and gems—setting the stage for the next great challenge.
Packed with thrilling battles, unforgettable characters, and the unbreakable spirit of dwarven kinship, Journey to Staengdor is a page-turning tale of courage, legacy, and the dawn of a new age. If you crave adventure, heart, and the promise of legends reborn, this is the fantasy saga you’ve been waiting for.
Posted: Tue, 13 Jan 08:45:32 CST
27 items in this pack!
Mausoleum:
Behold, the Mausoleum! In the dead of night, the cursed mausoleum stands silent and ominous, shrouded in a thick mist that never seems to lift. The air is cold and oppressive, filled with a faint whispering that seems to come from the earth itself, as though the restless souls of the buried are calling out for release. Some of the graves have been disturbed by thieves in the dead of night. The moonlight casts long, ghostly shadows across the broken paths, and the wind carries faint cries of sorrow, echoing through the trees that surround the graveyard like silent sentinels. It is said that the spirits of the forgotten are not only trapped here, but that something darker — a malevolent force — stirs within the mausoleum itself, waiting for those who dare to trespass. Those who enter may never leave, their souls claimed by the ancient evil lurking within!!
1 Core Map (Variants + Tokens + Gridded/Gridless):
- Mausoleum
Map Specs:
30x30 Grid Squares
Posted: Tue, 13 Jan 06:12:13 CST
Cheios de Poder RPG - Academia da Justiça mostra instruções importantes sobre a maior organização de super heróis de Reohcity. o livro conta com informações sobre a fundação da Academia da Justiça, novos itens de poder, regras de influência e também sobre ocorrências.
Agora você tem tudo que precisa para colocar seu grupo como heróis da maior organização de super heróis do mundo. Reohcity é uma cidade cheia de super heróis! seja um deles!
Posted: Tue, 13 Jan 06:05:04 CST
Monster Mage Games Presents:
Dead Man Delineation
A stock art collection by Jesse Mohn
The images in this product are high-quality TIFF files at a 300 dpi resolution.
END USER AGREEMENT
This artwork may be used in print or electronic products according to the following conditions:
1). Purchase and use of this license and/or the image(s) and/or writing(s) contained within implies agreement to terms of this license.
2). You are purchasing a license for limited rights to print the image(s) and writing(s) in personal or commercial projects.
3). You may not resell these images or give them to any other entity for the purporses of resale.
4). You may color, crop, enlarge, or shrink the images. You may edit the writing.
5). The artist’s name is required in your product’s credits (see copyright notice below).
6). You may publish the artwork(s) in this license up to three (3) times. After that you must purchase another copy of this license.
ARTWORK(S) CONTAINED WITHIN MAY NOT BE RESOLD - INCLUDING IN COMMERCIAL CLIPART OR STOCK ART COLLECTIONS OR PERSONAL USE IMAGE COLLECTIONS.
ARTWORK(S) MAY NOT BE POSTED ON THE INTERNET WITHOUT THE EXPRESS PERMISSION OF MONSTER MAGE GAMES AND/OR THE ARTIST.
ONLY MONSTER MAGE GAMES OR THE ARTIST HAVE THE RIGHT TO SELL THIS ARTWORK. THE PDF, COVER, AND DESIGN ELEMENTS OF THIS PRODUCT ARE NOT INCLUDED IN THIS LICENSE.
Any questions may be directed to Jesse Mohn at monstermageoni@gmail.com
Copyright Notice:
The copyright notice below must be printed within the published product.
Some art ©2026 Jesse Mohn.
Monster Mage Games, Dead Man Delineation and their respective logos are property of Jesse Mohn. All rights reserved. Published by Monster Mage Games. © 2026 Jesse Mohn
Posted: Tue, 13 Jan 06:05:04 CST
Philadelphia, 1775. The Palmer House waits.
In the spring of 1769, Tobias Palmer vanished. A Quaker bookseller, quiet and learned, he simply didn’t come home. His wife Evelyn left for New Orleans. His brother Lawrence inherited the house.
By 1773, it was rented to a merchant named Wallace Shifter.
By 1774, Shifter was gone—fleeing in the middle of the night, blood-soaked and shaking, leaving only a note: There is something in that house. And it answers to the Devil.
Now Lawrence Palmer is desperate enough to hire anyone willing to step through those doors. The house stands silent, waiting, while something moves behind the walls. Something that remembers. Something that hungers.
What happened to Tobias Palmer? What does the house want? And what price does answering cost?
The Palmer House always collects...
Posted: Tue, 13 Jan 06:05:04 CST
Curses Age is an issue of the Acta Principia zine focused on the witchpunk fantasy genre.
Curses arrive to define a life. A curse enters the world and remains, embedding itself into routines, expectations, and survival strategies until it no longer feels foreign. People learn how to live inside its reach. Choices form around it. Plans assume it. Resistance gives way to accommodation because accommodation keeps people alive.
What makes these curses dangerous is familiarity. A curse that lasts long enough stops feeling like an intrusion and starts feeling like weather. Children grow up knowing no other condition. Elders stop recalling the moment it began. The curse persists because it’s ordinary. Memory dulls its edges without weakening its grip, and endurance replaces outrage. Duration is the working itself, instead of a side effect.
Posted: Tue, 13 Jan 06:05:04 CST
What Is the Glass Knight?
The Glass Knight is a Fighter archetype that turns fragility into a weapon, manifesting crystalline armor that shatters under pressure and lashes back at those who strike it. Instead of relying on steady defense, this subclass thrives on escalation, trading armor for damage and embracing fractures as a source of power. As battles drag on, a Glass Knight grows sharper, deadlier, and more dangerous to approach, culminating in devastating bursts of shard-filled violence.
Why Play a Glass Knight?
Play a Glass Knight if you want a Fighter built around risk, momentum, and cinematic payoff. This subclass rewards aggressive positioning, deliberate self-sacrifice, and knowing when to let yourself break for the sake of ending a fight on your terms. If you enjoy high-stakes combat decisions, explosive finishers, and the fantasy of a warrior who becomes more lethal the closer they are to ruin, the Glass Knight delivers.
Posted: Tue, 13 Jan 06:05:04 CST
The Thief archetype solves the problem of movement inside locked systems. Stories and play need a figure who believes that barriers exist to be crossed, and that access determines power more reliably than authority. When institutions harden and rules favor those already inside, the Thief provides a way for narrative motion to continue. This archetype carries the conviction that opportunity hides in blind spots, and that survival or justice often depends on reaching what’s deliberately kept out of reach.
The archetype persists across eras and genres because societies keep producing structures that reward compliance and punish deviation. Castles, corporations, guilds, databases, and gods all generate exclusion. The Thief adapts easily because the belief stays stable even as tools change. Observation, patience, and timing matter more than strength. Risk concentrates in moments of exposure rather than open conflict. That logic works in mythic cities, cyberpunk sprawl, or intimate dramas about class and control.
In play, the Thief offers a solution to stalled situations without requiring consensus or permission. Progress comes from selective rule breaking grounded in awareness rather than chaos. This archetype trusts preparation earned through attention, mapping habits, and reading people as carefully as locks. Success rarely feels clean, but it feels earned because it depends on choosing when to act and when to wait.
The Thief isn’t a job title or a moral alignment. It’s a pattern of belief that treats systems as fallible and secrecy as leverage. Loyalty flows toward individuals and causes rather than institutions. Information becomes currency, and movement becomes resistance even when motives remain personal.
At the core of the Thief sits a contradiction between liberation and violation. Gaining access can expose truth or exploit vulnerability, and every successful crossing raises the question of whether freedom was taken or stolen.
About The Lore Zine Series
Lore: The Thief is part of the Principia Lore Zine series. Each volume examines a single enduring role through its cultural and narrative lineage. These briefs are designed to complement larger Lightspress releases and support system-agnostic play.
Posted: Tue, 13 Jan 06:05:04 CST
Treasure Dressing: Gems & Jewellery contains descriptions of hundreds of gems and interesting and unusual pieces of jewellery of all types. Use these descriptions for the gems and jewellery your characters come across during their adventures, either as part of a treasure hoard or, more frequently, worn by an NPC or monster.
About Treasure Dressing
Treasure Dressing supplements enable a busy GM to easily add interesting, flavoursome and unique treasures to their campaign. This helps the GM bring their world to life in their players’ imagination and adds anticipation, wonderment and enchantment back into their lootings.
Dual Format PDF
This product is a Dual Format PDF. It comes in two different versions: one optimised for printing and use on a normal computer and one optimised for use on a mobile device such as an iPad.



