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Posted: Wed, 27 May 07:46:40 CDT
In these nights there aren't many who don't remember Skor, Andrei and their sabbat forces running through the Prince of LA, Sebastion LaCroix and seizing control of LA in the name of Archbishop SKoR, guided by Cardinal Victoria and the Regent Andrei the Tzimisce, Los Discipulos has taken hold of most of LA from East LA to Santa Monica. Many kindred in the city are terrified of the potential threat that Gehenna may still pose after the events with the ankaran sarcophagus, the Anarchs are willing to give the Sabbat a chance in their rule, but still have no trust or interest in their politics and fight still to not be apart of them. The Bishop of East LA, Hazel Tomes has whipped the home force of the Los Discipulos into a well oiled war machine that constantly demonstrates that lack of Camarilla need in LA, eliminating any Agents or forces that try to invade. although the Regent can never be tracked, Skor and Victoria take residency at 609 Kings Way, Andreis' Old Estate. Isaac Abrams still holds Dominion as Baron of Hollywood, Victoria Commands the Tong forces left throughout Chinatown, Baroness Therese and Jeanette Voerman wrangles in the Sex Starved and Wayward to the Demented Asylum, The Society of Leopold was scorched to ashes many moons ago and no sign as to their return, yet..... .... will the Anarchs tire of the Sabbat, will The Sect feel to clean up the filthy uncaring brutes or will the Camarilla finally succeed in taking back LA, ... being ran under almost completely Malkavian leaders ..... only time will tell! ... And then there is Zoe, the lone Toreador cursed with Malks Insanity. She Brings new waves into an insane world, taking no sides, she fights only for what she thinks is necessary. No Lics, Shovelheads, or Riff Raff can influence her decisions. A Wild Card in this chaotic drama.
Posted: Wed, 27 May 07:18:35 CDT
A digital version of the official 5-paneled, A5 screen featuring scurvy-pirate art on the face and a trove of GM resources on the back! GM-facing details include:
- NPC Generator
- Quick Pirate NPC Stat Blocks
- ASH Effects
- Gear Tables
- Core Rules
- Reaction Tables
- Morale Checks
- Crit & Fuble Charts
- Relic & Ritual Rules
- Gaining Experience
- Naval Combat Rules
- Random Vessel Name Generator
- Weather
- Sailing Ship Diagram & Key
- Ship Stat Chart
Includes the GM-facing pages sized for A5 and Letter, along with a hi-res PDF of the player-facing artwork.

Pirate Borg is an independent production by Limithron LLC and is not affiliated with Ockult Örtmästare Games or Stockholm Kartell. It is published under the MÖRK BORG Third Party License. MÖRK BORG is copyright Ockult Örtmästare Games and Stockholm Kartell.
Posted: Wed, 27 May 06:47:46 CDT
Carnival of Chains
Where iron bells echo through broken valleys and torches burn with a pale, accusing flame, the Carnival of Chains rises once a year as a final chance for the condemned. Criminals, outcasts, and pariahs are gathered from across the realms and offered one impossible promise: redemption through trial. The Carnival is not mercy. It is judgment made into spectacle, where the Seven Deadly Sins are transformed into brutal games performed under the gaze of an unforgiving crowd.
Inside this living festival you will find everything needed to run a full adventure at the table, from moral trials to high risk competitions, from desperate alliances to irreversible damnation.
What is included:
Adventure Hooks
Entry points for parties as wardens, prisoners, hunters, or observers drawn into the Carnival’s system of judgment.
Origin and History
The founding of the Chain Courts and the first sanctioned cycle of redemption trials.
Intrigues and Events
A structured series of sin based games, shifting alliances, hidden manipulation, and escalating moral consequences tied to the Seven Deadly Sins.
Notable Locations
Key areas of the Carnival where trials, punishments, performances, and final judgments take place.
Key Non Player Characters
Wardens, condemned champions, judges, spectators, and executioners bound to enforce the Carnival’s outcome.
One Exclusive Monster
A unique Carnival bound entity representing collective punishment and failed redemption, appearing during the climax of the event.
Three Exclusive Magic Items
Three rare relics tied to the Carnival’s justice system, including one that can erase a criminal record entirely, one that suppresses and reshapes vice, and one that grants a powerful sin aligned boon at a cost.
Posted: Wed, 27 May 06:34:50 CDT
The Verdant Bazaar
Where endless grasslands roll like a green ocean beneath open skies, the Verdant Bazaar rises once a year as a wandering city of canvas, wood, and living vines. Merchants, nomads, and druidic caravans converge upon the great plains, and for a fleeting moment the wind carries the scent of rare spices, sealed contracts, and fortunes waiting to be made or lost. The Bazaar is not merely a market. It is a living pact between trade and the wild, where every transaction is witnessed by the spirits of the plains.
Inside this living festival you will find everything needed to run a full adventure at the table, from high stakes commerce to shifting alliances, from caravan politics to the quiet violence of economic collapse.
What is included:
Adventure Hooks
Multiple entry points designed to involve the party as escorts for high value caravans, independent traders seeking profit, debt collectors, or investigators of manipulated markets and vanished shipments.
Origin and History
The legend of the First Exchange, when nomads bartered not gold but promises carried by the wind, and how the Verdant Bazaar became a recurring convergence point where value itself bends under ancient accords.
Intrigues and Events
Price manipulation between rival caravans, forged goods entering circulation, sudden market crashes triggered by sabotage, and factional struggles to control supply routes across the plains.
Notable Locations
The Grand Ledger Circle, the Living Tally Stalls, the Caravan Exchange Fields, and the Debt Enclosure where unresolved contracts are enforced under sacred law.
Key Non Player Characters
Merchant princes of the steppe, ledger keepers, caravan accountants, druidic auditors, and opportunists who weaponize information as currency.
One Exclusive Monster
A manifested economic anomaly born from unpaid debts and broken contracts, appearing as a shifting, predatory “market force” that consumes value, goods, and memory of transactions.
Two Exclusive Items
Two economy driven relics of the Bazaar, each altering trade dynamics: one stabilizes value and guarantees fair exchange, the other distorts markets, inflates rarity, and bends supply and demand in unpredictable ways.
The Verdant Bazaar is a perfect economic and narrative engine for the Book of Festivals.
A modular, systemic experience designed to turn trade, greed, and opportunity into living adventure fuel for any fantasy world.
Posted: Wed, 27 May 06:05:03 CDT
RISK IS THE REWARD
Shadowrun, Sixth World is the latest edition of one of the most popular role-playing games of all time. In 2080, the world is controlled by massive megacorps that draw on a wealth of technology and magic to keep the world under their heels. But there are some people who resist, who refuse to sell out, and who survive by living in the margins and developing the skills that make them indispensable. They are shadowrunners, and they're waiting for you to join their ranks. Be an elf shaman, an ork street samurai, a dwarf rigger, or any of thousands of other possibilities. Find your unique expertise and use it to take the wild chances that can keep you alive, that will give you that one last chance at freedom. So you can survive until the next one.
City Edition: Hong Kong contains the full, updated rules content of Shadowrun, Sixth World along with bonus pages of art, fiction, contacts, plot hooks, and other content to get players started in Hong Kong....
Posted: Wed, 27 May 05:21:06 CDT
The Serpentine Races of the Dune Tribes
Cross the burning dunes where the sand itself seems to breathe, where riders cling to the backs of colossal serpents that carve living paths beneath the surface. The Serpentine Races are not just a competition. They are a test of dominance over creatures that cannot truly be tamed, a spectacle of speed, instinct, and controlled chaos beneath the desert sun.
Inside this living festival you will find everything needed to run a full adventure at the table, from high speed competition to tribal rivalries, from survival to sudden ambush beneath the الرمال.
What is included:
Adventure Hooks
Multiple entry points designed to draw the party into the races as daring riders, hired escorts, outsiders seeking glory, or pawns in deeper tribal conflicts.
Origin and History
The ancient pact between desert tribes and the great sand serpents, and the story of the first rider who survived the dunes by trusting the beast beneath him.
Intrigues and Events
A brutal race across shifting terrain, sabotage between tribes, hidden dangers beneath the sand, and escalating tension as rival factions push the limits of control.
Notable Locations
From the starting pit carved into the dunes to shifting race paths, hidden oasis checkpoints, and deep sand trenches where serpents vanish and strike.
Key Non Player Characters
Tribal champions, serpent handlers, gamblers, and elders who see the race as more than a game.
One Exclusive Monster
A massive desert serpent variant or awakened sand predator, tied to the deeper forces of the dunes and unleashed during the race.
One Exclusive Item
A desert forged relic designed to bond rider and serpent, granting control, resilience, or speed in the heart of the storm.
Posted: Wed, 27 May 05:07:17 CDT
Festival of the Aarakocra’s Flight
Rise above the world where the winds sing and the clouds become a sacred path. The Festival of the Aarakocra’s Flight marks the first great migration of young aarakocra, a rite of passage where fledglings take to the skies to prove they are worthy of the open horizon. It is not just a journey. It is a moment where fear, freedom, and destiny collide in the endless blue.
Inside this living festival you will find everything needed to run a full adventure at the table, from aerial trials to spiritual awakening, from celebration to sudden threat high above the ground.
What is included:
Adventure Hooks
Multiple entry points designed to involve the party as honored witnesses, protectors of the young, envoys of ground dwellers, or unexpected participants in the migration.
Origin and History
The sacred story of the First Flight, and the belief that each generation must earn the sky through courage and unity with the wind spirits.
Intrigues and Events
Ritual flights, competitive aerial trials, dangerous weather shifts, and the sudden intrusion of a hostile cult seeking to corrupt or claim the migrating fledglings.
Notable Locations
Cliffside nests, wind carved pillars, sky bridges of rope and bone, and sacred thermal currents used during the migration.
Key Non Player Characters
Young aarakocra on the edge of adulthood, seasoned wind guides, spiritual leaders, and hidden cult agents moving among the crowds.
One Exclusive Monster
A corrupted skyborn creature tied to the cult, unleashed during the migration as both weapon and omen.
Two Exclusive Items
Two wind bound relics created for the rite of passage, offering mobility, protection, or control over the skies for those deemed worthy.
The Festival of the Aarakocra’s Flight is a perfect vertical and cinematic experience for the Book of Festivals.
A modular adventure designed to lift any campaign into the skies, where every fall matters and every flight is earned.
Posted: Wed, 27 May 05:00:21 CDT
Festival of the Dwarven Lanterns
Descend into the heart of the mountain where thousands of lanterns rise like captive stars, carried by dwarves singing to stone and flame. The Festival of the Dwarven Lanterns is not just a celebration of light. It is a tribute to memory, to lost ancestors, and to the fires that must never fade beneath the earth.
Inside this living festival you will find everything needed to run a low level adventure at the table, blending warmth, tradition, and the quiet danger that lurks in the dark below.
What is included:
Adventure Hooks
Simple and effective entry points to involve low level parties as guests, helpers, or guards during the celebration.
Origin and History
The ancient tradition behind the lanterns, and the reason each flame carries a name that must not be forgotten.
Intrigues and Events
Small scale conflicts, missing lanterns, strange extinguished flames, and signs that something in the tunnels is disrupting the ritual.
Notable Locations
Lantern halls, carved terraces, sacred forges, and narrow tunnels where the light begins to fail.
Key Non Player Characters
Dwarven elders, lantern keepers, artisans, and a few outsiders drawn by the beauty of the festival.
One Exclusive Monster
A low level creature born from smothered flame and forgotten names, haunting the deeper tunnels.
One Exclusive Item
A minor enchanted lantern tied to dwarven tradition, offering practical benefits suited for early adventurers.
The Festival of the Dwarven Lanterns is a perfect low level introduction for the Book of Festivals.
A compact, atmospheric experience designed to bring warmth, mystery, and the first taste of danger to any adventuring party.
Posted: Wed, 27 May 04:19:25 CDT

The Broken Expanse
Faith still walks through these lands, yet fewer return from them.
The Viridian Fen glows from its center outward, where Lake Verdigris spreads green light through mist, flooded ruins, and broken channels. Its waters are dangerous, though they may also be one of the few forces in the Broken Expanse capable of slowing the blight when treated correctly. Travelers come seeking relief, samples, cures, or profit. Many leave sick, changed, or not at all.
Across the basin, old systems continue to fail. Mired Abbey still holds traces of the rites once used to purify the lake’s water, while the Red Cyst pushes blight corruption through the mountain edge. Glimmercap Woods blooms with strange fungal color, the Umbral Merchants collect samples under masks, and Stormtower remains sealed against everything below.
The region’s featured battlemap focuses on the ruined shoreline of Lake Verdigris, where commoners, merchants, altered animals, surviving monks, and fungal creatures can all collide around the same dangerous water.
The Viridian Fen is the fifth release in The Broken Expanse, a location-focused mini-setting built around toxic water, failed purification, lake-born mutation, and blight resistance. This release explores a basin where the blight does not spread cleanly, because Lake Verdigris changes how corruption behaves across the land.
Rather than presenting a fixed adventure path, this release provides a fully developed region centered on dangerous resources, unstable healing, fungal growth, ruined water systems, and cautious outsiders trying to understand what can still be recovered. The featured battlemap focuses on a mist-covered lake shore where samples, rescue attempts, and sudden encounters can all unfold at once.
This material supports open exploration, repeat visits, and player-driven outcomes. The Viridian Fen is valuable because it may hold answers, and dangerous because those answers are never safe to use.
The Broken Expanse is a collaborative content line created by Kelfecil’s Tales, D&Demetrius, and Heroic Maps, developed through coordinated writing, regional cartography, and battlemap design. Each release expands a shared region one location at a time, keeping the setting modular and table-ready.
The content is system-agnostic at its core, with optional guidance written for use with 5E. Skill checks, encounter structures, and original blight creatures are provided as tools rather than requirements, allowing Game Masters to adapt freely.
- Recommended Use: Toxic shore encounters, ruined purification sites, fungal hazards, strange healing resources, and blight-resistant regions with dangerous side effects
Included in this product are:
- A full-view regional map of The Broken Expanse
- A partly-concealed (fog-of-war) version of the regional map of The Broken Expanse, with only the Viridian Fen clearly visible
- A regional map of the Viridian Fen, the focus location of the 5th release of the collaborative content line

Posted: Wed, 27 May 04:06:11 CDT

The Broken Expanse
Faith still walks through these lands, yet fewer return from them.
The Jagged Spine cuts through the center of the Broken Expanse as one of the few routes still usable by those desperate enough to cross it. Jagged stone, pale glare, narrow paths, and elevated ledges turn every stretch of ground into a place where movement can be seen, followed, and exploited. Travelers pass through because they must, not because the route offers any safety.
Across the Spine, the path forks into harsher territories. Tangled Stones choke with blight forced deep into fractures in the rock. Razor Pass offers faster passage at the cost of a single mistake. Last Watch still overlooks the crossing from above, and Bonepick Village survives at the edge of it all through control, violence, and knowledge of the routes no one else can hold.
The region’s featured battlemap focuses on one of these narrow stone passes, where blight growth, exposed movement, feeding flocks, and Bonepick ambushes can turn a crossing into a kill site within moments.
The Jagged Spine is the fourth release in The Broken Expanse, a location-focused mini-setting built around confined movement, exposed routes, and layered threat. This release explores one of the central crossings of the region, where the land itself forces travel into narrow corridors watched from above and claimed by those strong enough to survive there.
Rather than presenting a fixed adventure path, this release provides a fully developed region centered on dangerous passage, route control, aerial predation, and blight growth embedded deep within fractured stone. The featured battlemap focuses on a tight pass where ambush, vertical pressure, and shifting terrain can escalate quickly once movement stalls.
This material supports open exploration, repeat visits, and player-driven outcomes. The Jagged Spine is a crossing people keep using because other options are worse, and every group moving through it changes how the region responds.
The Broken Expanse is a collaborative content line created by Kelfecil’s Tales, D&Demetrius, and Heroic Maps, developed through coordinated writing, regional cartography, and battlemap design. Each release expands a shared region one location at a time, keeping the setting modular and table-ready.
The content is system-agnostic at its core, with optional guidance written for use with 5E. Skill checks, encounter structures, and original blight creatures are provided as tools rather than requirements, allowing Game Masters to adapt freely.
- Recommended Use: Chokepoint encounters, vertical threat zones, hostile crossings, and layered ambush play
Included in this supplement:
- A zoomed-in regional map of the Jagged Spine
- x8 detailed points of interest with lore, usage guidance, and situation tables
- A featured battlemap set within a narrow stone pass
- Three original blight monstrosities (CR 1, CR 2, CR 7)
- GM-facing environmental pressure, blight behavior, and reactive tables



Posted: Wed, 27 May 02:21:37 CDT
WHEN I GROW UP, I WANT TO BE A RACING MARBLE 3HEX Issue 0005
RIVAL CARDS.
These RIVAL cards are designed to be ‘home’ printed. They have been kept simple and clean so as to conserve ink.
They can be used to randomise Rival by shuffling and drawing; they also serve as a handy reference throughout a race.
These cards require the rulebook to use. Buy it at:
https://www.drivethrurpg.com/en/product/569165/when-i-grow-up-i-want-to-be-a-racing-marble-3hex-issue-0005
Posted: Wed, 27 May 01:57:34 CDT
Explore the dark side of New England

What's Inside?

Pulp Cthulhu: Clockwork & Claws is a collection of two scenarios designed for 3-6 players, set in New England in the 1930s. Each scenario includes maps and hand-outs. The book also contains six pre-generated pulp heroes, so everyone can swing right into quip-spouting, fist-pumping action!

Of Clockwork & Clay

Following a break-in at the Boston Museum of Fine Arts, the heroes search for a stolen artifact—but retrieving it is no simple task! A secret formula, a devilish device, and all manner of villains stand in their way!

Wolf Among the Flock

The heroes are invited to the funeral of Boston’s most revered naturalist couple, killed by one of their own animals in a tragic accident. Is the beast really to blame? Or is there something else lurking among the innocent animals, waiting for its chance to kill again?

Pulp Cthulhu: Clockwork & Claws is designed for use with the Call of Cthulhu: Keeper Rulebook, and Pulp Cthulhu, both available separately.







