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Posted: Tue, 25 Nov 11:36:32 CST
Hear me now, brave wanderer—aye, you with the spark in your eye and the hunger for something true. This ain’t a world of dragons or shining spells—no, this is England in her roughest boots. The roads are mud, the law’s for sale, and the gallows creak at dawn. But there’s gold in the shadows, and glory for those bold enough to take it!In this tale, you’ll make a name from nothing. Build your camp in the wild woods, rally the lost and the desperate, strike where the Sheriff’s men grow fat, and turn the people’s whispers into legend. The rules? Quick as a blade and clean as a prayer—learn them once, and you’ll know them for life.
So grab your cloak, my friend. Sharpen your steel and steady your heart. For in this world of peril and promise, it’s not kings or knights who shape the age—it’s outlaws.
- Hobbe of the Hood
____________________________________
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.
Posted: Tue, 25 Nov 11:26:53 CST
SUPERNATURAL OPERATIONS EXECUTIVE THE VEIL WAR CODEX
A Savage Worlds Expansion of Factions, Relics, and the Hidden Occult Front
"The war didn’t end with bullets and bombs. It divided the world.”
The veil is torn wider than anyone feared. Its edges burn across continents, stretching from the haunted forests of Poland to the drowned catacombs beneath Italy. In the shadow of Wewelsburg, Black Sun divisions refine nightmares into doctrine. Across the world, independent Choirs, rogue cults, and awakened relics remake battlefields into living rituals. The S.O.E. is no longer fighting monsters in the dark — it is fighting systems built to command them. Inside you’ll find:
- Detailed dossiers on Black Sun’s five occult divisions, as well as the other Factions of the world — their doctrine, their creations, and their rivalries
- Forbidden relics, anomalous devices, and ritual technologies too dangerous to catalogue
- Tools for creating faction-driven campaigns, political occult intrigue, and multi-layer shadow wars
- New Edges, Hindrances, and operations for S.O.E. agents old and newly raised
- Optional rules for Legacy, faction influence, and the lingering memory of operatives lost to the veil
The first book showed you what broke. This one shows you who is fighting over the pieces. The war behind the war has factions. It has hierarchies. It has consequences. And it is far from over. The Veil has opened. New powers have stepped through. Welcome back to the real front line.
Posted: Tue, 25 Nov 11:24:03 CST
A special supplement that amplifies and elaborates certain facets of missiles and their use in Traveller. The supplement originally appeared as a 12-page pull-out in Journal of the Travellers Aid Society, issue #21.
Price: $2.50Posted: Tue, 25 Nov 11:21:09 CST
This special supplement provides a more detailed and comprehensive look at exotic, insidious, and corrosive atmospheres. It originally appeared as a pull-out section in the Journal of the Travellers' Aid Society, issue #17.
Price: $2.50Posted: Tue, 25 Nov 11:13:42 CST
Faces of Fate – NPC Portrait Deck (FREE Sample)
A taste of the full NPC portrait deck!
This free sample gives you a small preview of the Faces of Fate – NPC Portrait Deck, a collection of printable character cards designed to help GMs quickly generate memorable NPCs during their tabletop RPG sessions.
Inside this sample, you will find:
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✔️ 1 full NPC portrait card
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✔️ Same layout, style, and format as the full deck
If you enjoy this sample and want more NPCs ready to drop into your adventures, check out the full product:
👉 Faces of Fate – NPC Portrait Deck
Includes the entire deck, printing sheets, and the full usage guide.
Posted: Tue, 25 Nov 10:59:45 CST
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Includes:
• High-resolution maps
• Gridded and ungridded versions
• Ideal for modern, urban, horror, superhero, or investigative campaigns
License:
Users are granted a license to use these maps and GM Notes for their personal use only via either display on a virtual tabletop gaming system (VTT) or to print them to be used for reference and/or play-aids. Any commercial use is strictly forbidden without express written permission. If you wish to use the maps and/or GM Notes in a public live-stream video of your game or in the context of a review, please contact us at support (at) mmpapps (dot) com to secure permission. The license is not transferable, and the maps and GM notes may not be redistributed, resold or sub-licensed in any way.
Posted: Tue, 25 Nov 10:59:43 CST
Step back into the electric glow of the 1980s with this Retro Video Arcade map pack—packed wall-to-wall with neon carpets, flashing cabinets, and the unmistakable hum of CRT screens. Inside you’ll find classic arcade machines, prize counters, pinball lanes, token dispensers, and a nostalgic maze of tight aisles perfect for chases, encounters, or late-night adventures.
Whether your players are here to meet a contact, hunt a paranormal glitch, or investigate a power outage that shouldn’t be possible, this map delivers the perfect mix of color, chaos, and pixel-soaked atmosphere.
Perfect for modern, horror, sci-fi, and time-travel campaigns. Bring your tokens, grab a roll of quarters, and let the high-score lights guide the way.
Ideal for modern, urban, horror, superhero, or investigative campaigns
This is a Roll20 add-on with dynamic lighting.
Posted: Tue, 25 Nov 10:45:44 CST
A Plague of Perruques: The players have been recruited to visit worlds in the Regina subsector by a local baron. The baron wants them to inspect his worlds and resolve any issues they find that have arisen since the Fifth Frontier War.
Stranded on Arden: Arden has just declared for the Zhodani in the Fifth Frontier War. As a consequence, the port warden is revoking the players' exit visas. Their ship will be forced to remain at Arden until hostilities are ended. Perhaps the players should abandon their ship, and try to leave the planet before the Zhodani arrive?
Price: $5.00Posted: Tue, 25 Nov 10:39:50 CST
DEAD MAN’S HAND: THE LANTOEN HOUSE SALOON
A One-Building Solo Frontier Setting
A single crooked sign. A single rough-cut room. A single night that changes everything.
The Lantoen House Saloon isn’t just a tavern — it’s the heart of a frontier town that hasn’t even been born yet. Built by a half-drunk settler who misspelled his own sign, this weather-beaten saloon becomes the stage for decades of dusty drama, desperate bargains, whispered secrets, and the quiet moments that define life on the edge of the West.
This is a complete solo setting built around one building… and the stories that haunt it.
Inside you’ll find:
• Three eras of play
The Rough Lantoen (survival),
The People’s Lantoen (community tension),
and The Old Lantoen (territorial consequence).
• The Living Tavern System
Warmth, Vice, Secrets, Neutrality, and Echoes —
stats the building grows over time.
• The Tavern Keeper Oracle
Your GM, your conscience, your trouble-bringer.
Their mood and insights shape every night.
• The Night Cycle Solo Loop
Who walks in.
What they want.
What goes wrong.
What the night leaves behind.
Every session is a full episode.
• Solo NPC Engine
Appearance, motive, and secret tables that instantly generate drifters, ranchers, outlaws, surveyors, agents, and strangers with pasts that intersect yours.
• Faction Clocks — Inside One Room
Ranchers, railmen, deputies, widows, outlaws, federal assessors and more
all pull strings at the same tables.
• Three Ready-to-Run Scenarios
The Stranger Who Wouldn’t Talk
Whiskey and Wire Taps
The Night the Lantern Died
• A Legacy Ending System
When the tavern’s scars grow too deep, the valley changes forever.
The Lantoen House Saloon grows with you.
Scars stay.
Rumors echo.
Factions remember.
And a lonely saloon becomes the centerpiece of your frontier legend.
If you want a Western solo experience that feels intimate, atmospheric, and packed with meaningful choices, pull up a chair.
This is the heart of Dead Man’s Hand — one night at a time.
Posted: Tue, 25 Nov 10:36:50 CST
Divine Intervention: Pavabid, in the Spinward Marches, is ruled by a religious dictatorship, a rigid offshoot of the Church of the Stellar Divinity. The players are needed to deliver a small device that will project an image that will be believed to be a message from God that will persuade the local Thearch to change his position toward offworld exploitation.
Night of Conquest: A real find has been made on Gaajpadje in Reaver's Deep. A trade agreement has been signed and a formal celebration of the deal held. During the party, a completely unexpected attack was launched and a simple commercial transaction erupts into war, with the players caught in the middle.
Price: $5.00Posted: Tue, 25 Nov 10:28:40 CST
The Chamax Plague: The players intercept a derelict space lifeboat owned by a mining company. Tracking the missing ship and crew, they soon find the cause of the problem - an aggressively warlike alien race called the Chamax.
Horde: The adventurers, as off-worlders experienced with the outside universe, are asked for assistance in identifying the strange vessel by the local government and to assist the local militia who are surrounding the craft.
Price: $5.00Posted: Tue, 25 Nov 10:26:00 CST
Septem is a game of salvation where each player is dealt a hand of seven cards with each card representing one of the seven deadly sins. Each player will have a hand of cards which is not exposed to the other players and a board of cards lying face up on the play surface in front of them that are played on them by other players and exposed to everyone. The game ends when a player has no sins left in their hand and board.



