DriveThru RPG
Newest Items
Posted: Tue, 23 Dec 07:17:45 CST
The Hunger
This is the Fifth Sand Sector adventure. These can be played standalone or built into a campaign.
This adventure takes place on Dilda II, a world with a distinctly dystopian feel. From citizens venting their built-up frustrations against robots in the street, to nightclubs set up to pander to clients every need.
This is a culture of government watchers tracking the characters' every move, and where anything can be bought or sold.
Who knows what the team will get mixed up in?
Made By Humans
This work was made by humans. This project does not include any AI- or machine-generated works. Supporting this project means you are supporting real human beings who have dreams, passions, & bills. Thank You.
INFLUENCES
The Sweeney Todd, Westworld, and Soylent Green movies inspired parts of this adventure.



DriveThruRPG does not support Community Copies, the entire contents of this adventure are available in the preview. If you cannot afford the cover price, please use the preview version.
Posted: Tue, 23 Dec 06:29:07 CST
The Hunger
This is the Fifth Sand Sector adventure. These can be played standalone or built into a campaign.
This adventure takes place on Dilda II, a world with a distinctly dystopian feel. From citizens venting their built-up frustrations against robots in the street, to nightclubs set up to pander to clients every need.
This is a culture of government watchers tracking the characters' every move, and where anything can be bought or sold.
Who knows what the team will get mixed up in?
Made By Humans
This work was made by humans. This project does not include any AI- or machine-generated works. Supporting this project means you are supporting real human beings who have dreams, passions, & bills. Thank You.
INFLUENCES
The Sweeney Todd, Westworld, and Soylent Green movies inspired parts of this adventure.



DriveThruRPG does not support Community Copies, the entire contents of this adventure are available in the preview. If you cannot afford the cover price, please use the preview version.
Posted: Tue, 23 Dec 06:05:04 CST
Modern England | Map Pack brings two of the United Kingdom’s most iconic landmarks to your tabletop: 10 Downing Street, the heart of British government, and Big Ben, the world-famous clock tower that rises above the Palace of Westminster. Each structure is recreated in detailed top-down maps designed for modern investigations, political thrillers, espionage missions, historical adventures, and cinematic action scenes.
Explore 10 Downing Street across five fully mapped floors—Basement, Ground, First, Second, and Third—each provided in both furnished and unfurnished versions for maximum flexibility. GM Notes are supplied as overlay tiles, keeping sensitive information hidden from players while remaining accessible during play.
Ascend through Big Ben level by level, from the basement foundations to the Ayrton Light atop the tower. Maps include the ground floor, prison level, storage and maintenance floors, the clock chambers, connecting rooms, the belfry, and more—delivering an extraordinary vertical environment perfect for infiltration, chases, dramatic confrontations, or timed mission scenarios.
Whether your campaign involves modern espionage, political intrigue, or time-twisting adventures, Modern England | Map Pack provides richly detailed environments that instantly anchor your story in one of the world’s most recognizable settings.
This version comes with complete line-of-sight setup, with walls, doors, and windows already placed.
This pack contains the following locations:
10 Downing Street - each map is shown both furnished and unfurnished.
- Basement Floor
- Ground Floor
- First Floor
- Second Floor
- Third Floor
GM Notes are overlayed as tiles.
Big Ben
- Basement Floor
- Ground Floor
- 1st Floor
- 2nd Floor
- 3rd Floor - prison
- 4th Floor
- 5th Floor
- 6th Floor - storage
- 7th Floor - maintenance
- 8th Floor - clocks
- 9th Floor - link room
- 10th Floor - Belfry
- 11th Floor - Ayrton Light
Maps are created using DungeonFog.com
Posted: Tue, 23 Dec 06:05:03 CST
Der Aventurische Bote ist eine zweimonatig erscheinende Zeitung, die entweder über das Abo zusammen mit dem Heldenwerk nach Hause bezogen werden kann oder kostenlos bei Händlern ausliegt. Ebenso kann der Bote kostenlos als PDF bezogen werden.
Ebenfalls enthalten ist ein separates PDF mit Meisterinformationen.
Posted: Tue, 23 Dec 05:50:04 CST
Stock art - Climber
archive with two documents.
PNG Image and Terms of Use
Terms of Use and License
The purchased illustration may be used an unlimited number of times for
personal or business purposes, provided it meets all of the following terms:
1. You do not own the exclusive rights to the image;
2. Illustration may be used on physical, digital or online products, but
may not be used solely or collectively for commercial purposes on print,
digital or online merchandising items such as, but not limited to T-shirts,
mugs, business cards, posters, bottons., adhesives, among others;
3. You may use the illustration in print, digital or online advertising
about the product in which it is used;
4.You may not use the image (or part of it) in logos and / or
trademarks;
5. The image cannot be used in a way that implies that the artist
supports a product, brand, service, idea and / or individual;
6. You can rotate and / or resize the image to best fit your project as
long as its original shape and aspect ratio do not change;
7. The artist's signature must remain visible, discernible and in its
original sense; if necessary to remove it, the artist's name (Diego Castro)
must be legible on the page on which it is used;
8. You may not change the colors of the illustration except for
grayscale or with express permission of the author;
9. You may not sell, repost, distribute or transfer the image and rights
granted by this license under any circumstances to any third party;
10. The artist's name (Diego Castro) must appear on the product
credits.
The copyright is granted by the author to the image, limited to the terms of this
license. Not alienating or waiving its moral rights thereunder, pursuant
to Law No. 9610 of February 1998.
By purchasing the image, you agree to this license and all of its terms.
Posted: Tue, 23 Dec 05:36:07 CST
A System for Solo or Coop RPGs, Supported by d20 Fantasy Tables
Tables visible in Previews under the product image.
Chaos Solo Engine is an emulator and system to help play solo RPGs. It has a basic Yes/No Oracle, lists to track Extras and Threads, Test the Scene to move on the story and Events of Chaos to introduce outside influence. There are also d20 tables to give ideas for Characters, Setting, Opening Scene and during play.
The Fantasy Basic has only the essential elements, tools and inspiration tables, focused on fantasy games. The Fantasy Complete version is due 2026 with more tables and options.
There are examples, tips and notes and the digital version will be kept updated with any improvements.
Includes tools and random tables for ...
Overview and Basics (Premise and opening scene, yes/no oracle, boons & banes, scenes & events, extras & threads, ending and starting a scene)
Test the Scene (Testing the scene table, test the scene explanations)
Events of Chaos (Events table, event explanations)
More Random Tables
Starting Tables (Character concept, character aim & details, opening scene, setting idea)
Inspiration Tables (Solo action & theme, solo descriptor & focus, quick location, quick NPC or extra)
Appendix A - Examples (Yes/no oracle, boons & banes, testing the scene, starting a game)
Tips and Notes (Using the Yes/No oracle, on inspiration tables, using extras and threads, tips for solo rpgs, numbers of the yes/no oracle, yes/no oracle expanded table)
You might also like the Fantasy Tables Bundle, 1-Page Fantasy Encounters Bundle, Spooky Tables Bundle, Sorcerer of Flamecap Spire, British Fantasy Names or Compact Chaos Solo Emulator.
Get updates by clicking "Check this to follow Chaos Gen" in the Follow Your Favorites sidebar. Find me on Instagram: rpg_generators
Posted: Tue, 23 Dec 05:10:39 CST
THE SCRAPYARD CATHEDRAL: Setting Overview
A FREE introduction to a gritty space opera setting where freedom has a price and survival is never guaranteed.
WELCOME TO THE CATHEDRAL
Forty years ago, Derelict Station Echo-7 was scrubbed from corporate navigation charts after a disaster nobody wants to discuss. Now it's home to pirates, refugees, salvagers, and anyone who values liberty over safety. They call it the Cathedral because of its broken spires reaching into the void—and because everyone here is praying they'll survive another day.
The life support barely functions. Entire sections remain sealed. No corporation claims it, no government patrols it, and the only law is enforced by those who need the station to survive. But it's free. Out here in the Belt, that word means something.
WHAT'S INSIDE THIS FREE OVERVIEW:
- Introduction to the Setting: Learn about the Cathedral's history, its current state, and why people risk everything to live here
- Seven Major Locations: From the Docking Cradles where everyone arrives, to the sealed Reliquary where fortunes and death wait in equal measure
- Life in the Cathedral: Factions, politics, economy, and the three rules that everyone enforces
- Campaign Frameworks: Ready-to-use concepts for salvage crews, refugees, council operatives, and explorers
- System Agnostic: Compatible with Stars Without Number, Traveller, The Expanse, Mothership, and most sci-fi RPG systems
PERFECT FOR:
- GMs looking for a lawless frontier setting with moral complexity
- Players who want space opera with grit and consequences
- Anyone who loves settings like Firefly, The Expanse, or classic asteroid mining sci-fi
- Groups seeking interconnected locations that support both one-shots and extended campaigns
WHAT COMES NEXT:
This overview is your free introduction to the Scrapyard Cathedral setting. Complete location modules are available separately, each providing detailed maps, 20+ NPCs, rumor tables, encounter tables, and adventure seeds ready to use at your table.
The air is thin. The rules are few. Welcome to the Cathedral.
Posted: Tue, 23 Dec 04:46:25 CST
The scenery bundle is a mix from our projects Scrap Cemetery, Trashville Rising, Bezin and Taco Hell.
Perfect for Post Apocalyptic and Sci-Fi touched Grim Dark games like Fallout Wasteland Warfare, Gaslands, Car Wars or This is not a test. Also great for modern games like Zombicide or Crisis Protocol.
Posted: Tue, 23 Dec 02:59:44 CST
W późnych latach XXI wieku ludzkość podpięła się do maszyn. Procesor Wszczepu Neuralnego (zwany potocznie „neuralem”), będący niegdyś luksusem dla bogaczy, stał się tak powszechny, jak smartfon sto lat wcześniej. Dzięki neuralowi nie tylko kontrolowanie implantów stało się możliwe, ale również wykonywanie takich prostych czynności, jak zapalanie światła oraz włączanie ogrzewania bez wstawania z kanapy.
Poprawiał refleks bez konieczności treningu, uczył Esperanto w jedną noc, pozwalał na jazdę samochodem bez kierowania, a także umożliwiał odbieranie połączeń bez mówienia, wysyłanie e-maili szefowi po godzinach oraz słuchanie muzyki bez drażnienia współpasażerów. Bionika wyewoluowała daleko poza same protezy. Kamery zintegrowano bezpośrednio z oczami. Tatuaże LED lśniły pod skórą. Słuchawki działały w samym przewodzie słuchowym. Smartfony były połączone bezpośrednio z mózgiem.
Ludzie chodzili ulicami z wyświetlaczami HUD na stałe zintegrowanymi z ich polem widzenia. Telewizja mogła być nadawana z każdej możliwej sieci – niektórzy wyświetlali obraz w swoim polu widzenia, inni przesyłali obraz wprost do Wszczepu Neuralnego. Często można było znaleźć kogoś zwisającego z sofy, nieruchomego – nie po dragach, tylko wciągniętego w seans jakiegoś kinowego hitu… albo coś znacznie mniej zdrowego. Przestępcy również musieli się dostosować. Niektórzy nauczyli się przechwytywać sygnały neurala, hakując systemy bezpieczeństwa, zamki w drzwiach, rdzenie danych – a nawet samych ludzi. Inni modyfikowali swoje ciała, wbudowując w nie broń, m.in. pazury, wysuwane ostrza, ukryte giwery.
Neural czynił ludzi szybszymi, silniejszymi, bardziej połączonymi – i niewyobrażalnie groźnymi. Czynił ich także podatnymi. Gdy Wszczep Neuralny w pełni zdominował rynek, prywatność i indywidualność praktycznie zniknęły. Elektroniczne bilbordy skanowały każdego przechodnia, odczytywały jego neural i wyświetlały spersonalizowane reklamy. Lekarze mogli jednym spojrzeniem sięgnąć do twojej diety, nałogów i historii chorób. Twoje żywe, stale aktualizowane CV mógł zobaczyć każdy, kto miał do niego dostęp – albo dowolny haker z talentem. Każda myśl, każdy impuls, każdy sekret – wszystko stało się kodem.
To była tylko kwestia czasu, zanim ktoś odkryje, jak zhakować ludzki umysł.
Autorstwa Joela Langforda
WERSJA POLSKA (2025)
Tłumaczenie: Piotr Sekrecki
Redakcja: Ziemowit Lewandowski
Korekta: Paulina „Kiraśna” Radziszewska
Dodatkowe wstawki fabularne: Adam „Studzin” Studziński
Skład: Wojciech „Rudy” Słobodzian
Posted: Tue, 23 Dec 02:23:29 CST
The Sleighyard Howl is a holiday-horror one-shot for five 5th-level characters, built for a single 3–4 hour session.

Sleighyard’s winter delivery route is failing. Draft animals are found mauled, lead harness bell-sets vanish, and the snow is full of tracks that don’t belong to anything that walks on four legs. The town can’t spare guards and can’t afford to wait out the weather, so they hire the party to escort one critical run: a sealed crate of Winter-Salve, medicine that will keep a remote coal settlement alive through the week.
The job sounds simple, until the storm turns into a pursuit, and a steady red light starts moving on purpose through the white.
This adventure delivers fast escalation and cinematic play: an urgent opening incident, investigation and preparation in Sleighyard, a tense road encounter, a blizzard skill-chase, and a final stand in a storm-locked way-barn against Rudolph, the Red-Nosed Weredeer. The bells are both warning and weapon, and player choices in prep pay off at the table.
Posted: Tue, 23 Dec 02:19:19 CST
A Seasonal Chronicle of Lantern & Thread from Tinsel Hollow
“When the bells stop sounding festive, start looking for seams.” — Old Festival Steward’s Warning
Step into this revised seasonal zine and visit Tinsel Hollow at its brightest… and most precarious.
The Arcane Armory: Festival of Lights Edition – Winter 2025 is a lantern-lit collection of magic items, festival lore, NPC threads, and mythic encounters built around one core idea: cheer is a kind of magic and when it turns silent, something ancient starts to listen.
Built for sessions full of warmth, pageantry, rivalries, and knife-edge kindness, this zine gives you a complete Festival engine, then shows you what happens when the cheer is not enough.
What’s Inside
12 holiday magic items across the Arcane Armory's five pillars
Weapons of Legend, Armor & Attire, Enchanted Accessories, Draughts & Delights, and Arcane Tools. Each with lore, encounter hooks, and 5e-ready mechanics.
From The Jingleblade and The Snowball Launcher to the ominously practical Seam-Ripper Needle, this is holiday heroism with a hidden stitch line.
And of course, Barrel’s Brandy Cask, because sometimes the smallest kindness is the one that saves the night.
The Festival of Lights Toolkit: The Lantern Circuit
Run the Festival like a fast, cinematic competition with Glow Points and a pressure meter called Fray, a simple system that turns “holiday games” into story consequences. When Fray climbs, the lights sharpen, the air gets procedural, and the Warden might start paying attention.
Mystical Markets: The Twinkling Hearth
A fully realized magical holiday shop built using the Mystical Markets template, warmth, wares, hooks, and the feeling that the hearth is choosing not to let the celebration turn sharp.
Penny Bramble’s shop is equal parts sanctuary and story engine: come for the lanterns, leave with an oath, a blessing, or a problem you can’t ignore.
2 Mythic Encounters
Glacibane, the Winter’s Wrath

A towering elemental catastrophe with a storm-as-lair identity and battlefield control that makes survival feel like a sprint between moments of shelter.
Ktéar, the Bell-Hoof Warden

A mythic, multi-phase “rule invoked” encounter, chains, stitched snow, sack-hunger, and the sense that the world is being tidied with you still in it.
Light the lanterns.
Run the Circuit.
Keep it kind.
Because in Tinsel Hollow, the dark is listening.
Posted: Tue, 23 Dec 01:06:42 CST
Während des Spiels benötigt die Spielleitung immer wieder allerlei Informationen, um überraschende Situationen besser ausschmücken zu können. Dieser regelfreie Spielleitungsschirm für Myranor bietet auf der Innenseite des dreiseitigen Schirms und in seinem 32-seitigen Heft vielfältige Informationen für die Spielleitung, um sie dabei zu unterstützen.
Darunter sind Tabellen zu Reisegeschwindigkeiten, Kalender und Währungen, aber auch Namenslisten für viele myranische Völker und Tavernen des Landes. Ebenso viel Wissenswertes zu den Regionen Myranors, den Optimaten-Häusern und den magischen Quellen. Abgerundet wird der Spielleitungsschirm mit allgemeinen Tipps für das Spiel – alles in kompakter und übersichtlicher Form.









