DriveThru RPG
Newest Items
Posted: Mon, 30 Mar 13:50:16 CDT
Roll a mystery in minutes — Goosebumps vibes, Stranger Things energy, Kids‑on‑Bikes heart.
Neon Dread: 80s/90s Kid & Monster Toolkit is a system‑neutral PDF packed with 200 d20 tables to instantly generate nostalgic small‑town mysteries, kid adventurers, monsters, weird locations, clues and cinematic scene beats for fast one‑shots and campaign arcs.
What you get:
- 200 ready‑to‑use d20 tables across 10 GM‑centric sections — generate characters, monsters, places, clues and scenes instantly.
- System‑neutral design with practical GM notes and conversion tips for easy use with any ruleset or playstyle.
- Speedy prep workflows and step‑by‑step seeds let you craft a one‑shot mystery or a campaign arc in under 10 minutes.
- Cinematic scene beats, tone prompts and encounter templates turn table results into playable table moments and dramatic turns.
- Modular, printable layouts and cross‑referenced tables maximize replayability and on‑the‑fly improvisation.
- Evocative, evocative 80s/90s tone: nostalgic, eerie and adventurous entries inspired by Goosebumps, Stranger Things and Kids‑on‑Bikes.
Full Description:
Neon Dread: 80s/90s Kid & Monster Toolkit gives GMs a high‑value, ready‑to‑use toolbox for running eerie, nostalgic small‑town mysteries in minutes. Built as 200 d20 tables across ten GM‑friendly sections, this system‑neutral toolkit produces kid characters, adult authority figures, town landmarks, secret locations, creature templates, motivations & weaknesses, mystery hooks, clues, scene beats and tone prompts — all tuned to the spooky, adventurous feel of 1980s–1990s kid‑centric horror.
Posted: Mon, 30 Mar 12:35:54 CDT
STRANGE FREQUENCIES
Episode 10 – “The Shadow That Started Answering Back”
(Lasombra)
Strange Frequencies is an in-universe late-night radio podcast that reports on unexplained events, strange people, and unsettling urban legends—without ever naming the supernatural.
The host doesn’t know about vampire clans, mage Traditions, or the hidden war for reality.
Your players do...they might.
Each episode presents a self-contained story that unmistakably reflects a specific Clan, Tradition, or supernatural faction, disguised as a mundane human experience: a wellness program, an art collective, a street protest, a missing person report, a therapy session gone wrong.
How to use these recordings:
-
Atmospheric Openers
Play or read an episode transcript at the start of a session to establish tone, foreshadow threats, or hint at faction activity in the city. -
In-World Clues
Episodes can reference locations, NPCs, or events the characters will encounter later—serving as indirect intel without breaking immersion. -
Masquerade-Safe Exposition
Deliver lore, faction behavior, and supernatural consequences through human misunderstanding, keeping mystery intact. -
Player Engagement Hooks
Characters might recognize themselves, their allies, or their enemies in an episode—and wonder who else was listening.
Time: 4:54
Format: mp3
Language: English (with slight Eastern European accent from a voice actor)
My profile page: https://www.storytellersvault.com/browse.php?keywords=szerepjatekosok.hu
Posted: Mon, 30 Mar 12:06:09 CDT
Catastrophe Trackers
A System for Modeling Plagues, Curses, Corruption, and Collapse in Fantasy RPG Campaigns
Track how catastrophes spread, worsen, mutate, and reshape the world over time.
Not every threat waits in a dungeon. Some problems grow slowly. Others spread before anyone realizes what is happening. By the time the heroes get involved, the situation has already changed.
A sickness in the docks turns into a citywide plague.
A forest goes bad a few miles at a time.
The dead rise in one village, then another, then the road between them is no longer safe.
Food prices climb. Refugees start moving. Authorities make bad decisions. Someone decides to profit from the chaos.
The world does not stand still, and neither should its disasters.
Catastrophe Trackers is a system for running large scale problems that evolve over time. Instead of treating plagues, curses, corruption, and political collapse as single adventures, this book gives you a structured system that allows disasters to spread, worsen, mutate, and change the world while the campaign continues.
This Book Includes
- A catastrophe tracking system using Spread, Severity, and Stability
- Rules for how disasters grow, spread, and spiral out of control
- A Mutation system that introduces new and unexpected developments
- Containment actions that allow players to slow or stop the disaster
- Multiple disaster types including plague, undead outbreaks, arcane corruption, divine curses, environmental blight, infernal influence, and political collapse
- Complication tables that generate new problems and adventure hooks
- Two fully detailed example catastrophes ready to use in a campaign
- A one page printable tracker sheet for use at the table
This system is built to create pressure, generate adventure hooks, and make your campaign world feel like it is moving even when the players are somewhere else.
Ignore a disaster and it will get worse.
Fight it and you can slow it.
Understand it and you might stop it.
Handle it badly and it may change the map.
Catastrophe Trackers turns disasters into problems that evolve into stories.
This supplement is system-neutral and can be used with any fantasy roleplaying game.
May all your adventures be grand!
Posted: Mon, 30 Mar 11:44:07 CDT
Continue with the Dragon Cult adventure series as a new evollution of the drug 'Fire' has been uncovered at a local hospital. This might also lead to a lair deep within the city!
This is compatible with the FAST Core Gold RPG and the Heroes, Spies, Supervillains, and Mayhem Setting.
Posted: Mon, 30 Mar 10:51:48 CDT
This is a drawing of a scavenger from far beneath the surface of the world.
This is hand drawn art.
You are purchasing a nonexclusive license to use the included high res .png scan of this drawing in your commercial or non-commercial work.
Posted: Mon, 30 Mar 10:44:13 CDT
A bustling village square… and the heart of Mapleford.
Mapleford Market Square is a detailed village hub designed for immediate use in your tabletop RPG sessions. Whether your players are trading goods, gathering rumors, or caught in the middle of unexpected danger, this map provides a flexible and dynamic setting for your campaign.
This product is offered as Pay What You Want – download it for free, or support future releases by paying what you feel it is worth.
A Living Village Center
This map depicts the central gathering place of Mapleford, featuring:
- A ring of market stalls and merchant tents
- Surrounding village buildings and shops
- Open commons space for gatherings and events
- A large central tree and fire pit for social activity
Perfect for creating a sense of everyday life – or disrupting it.
Built for Play
Designed with usability in mind, this map is ideal for:
- Social encounters and roleplaying scenes
- Shopping, trading, and gathering information
- Festivals, performances, and village events
- Sudden attacks by bandits, goblins, or wild beasts
- First-session introductions and starting locations
Drop your players into a living environment that can shift from peaceful to chaotic in an instant.
Technical Details
- 5 ft grid scale
- 140 px per square (high-resolution VTT)
- 70 px per square (performance-friendly VTT)
- A4 and US Letter print formats
- Grid and gridless versions included
- PNG (maps) and PDF (Map Guide)
Compatible with Foundry VTT, Roll20, Fantasy Grounds, and more.
Part of the Mapleford Village Collection
This map is part of the growing Mapleford setting – a modular village designed to evolve with your campaign.
Expand your village with additional maps:
- Mapleford Village and the Candle & Kettle Inn (Summer, Winter, Holiday)
- Mapleford Church Map Pack
- Mapleford Village Bundle
Start with the Market Square, then build out a fully realized home base your players will return to again and again.
What You’ll Receive
- High-resolution VTT maps (140 px and 70 px)
- Gridded and gridless versions
- Print-ready PDFs (A4 and US Letter)
- Map Supplement with keyed locations and adventure hooks
From Royal Scribe Imaginarium
Royal Scribe Imaginarium creates high-quality fantasy maps designed for clarity, flexibility, and immersive storytelling.
If you enjoy this map, consider supporting RSI by checking out the Mapleford Church Map Pack and other Mapleford releases.
Crafting worlds of wonder...one map at a time.
Posted: Mon, 30 Mar 10:28:57 CDT
Something already happened.
Not clean.
Not contained.
And not quiet enough to stay hidden.
Born Loud is the first release in the Incident Reports line for ANOMALIES: Hunted Heroes—short, high-pressure field operations built for one or two sessions of play.
An anomaly has already surfaced.
Untrained, unstable, and already drawing attention, Rook is still inside a tightening district while surveillance increases and the Agency moves toward confirmation. The players are not arriving early. They are arriving at the last possible moment to reach him before the situation turns from quiet observation into active response.
This Incident drops players directly into a live situation already in motion. There is no slow setup and no safe distance. They must find Rook, make contact, manage escalation, and get him out before the system decides what he is.
Inside this issue:
- guidance for running Incidents already in motion
- pressure and escalation structure for short operations
- field partner rules and integration through play
- the full Born Loud operation
- multiple extraction outcomes based on player choices
- quick-reference stats for surveillance drones, Tier I patrol response, and Tier II containment units
Born Loud is designed for fast, reactive play where mistakes matter, pressure rises visibly, and success is never clean.
Requires: ANOMALIES: Hunted Heroes Core Rulebook
Posted: Mon, 30 Mar 09:47:28 CDT
Bullets & Bootleggers: Gamemaster Guide
A Sandbox Engineering Manual for Criminal Campaigns
The city is alive.
It watches. It reacts. It remembers.
In Bullets & Bootleggers, you’re not running a dungeon—you’re running a criminal empire in a world that pushes back. Every job has consequences. Every score creates pressure. Every success draws attention from rivals, the law, and people who want what you have.
This Gamemaster Guide gives you the tools to run crime as a living system instead of a scripted story.
Inside, you’ll find a complete framework for building and running criminal campaigns using the Ghost Ape System (GAS), including:
- A universal Crime Action Engine to resolve any job—heists, bootlegging, bribery, intimidation, and more
- Systems for Heat, escalation, and law enforcement pressure that evolve with player actions
- Tools for managing territory, businesses, and criminal growth as players rise in power
- Guidance for running rivals, factions, and a reactive city that never stands still
- Tables and rules for value, fencing, and the economics of crime in a Prohibition-era world
- GM-focused advice for keeping play fast, tense, and consequence-driven
- Optional guidance for introducing rare and dangerous supernatural elements
This is not a game about planning perfect crimes.
It’s about what happens when things go wrong—and how far your players are willing to go to stay on top.
Violence is fast. Money is heavy. The city keeps score.
Run it like it matters.
Posted: Mon, 30 Mar 09:47:12 CDT
Alexis Su Flaire
The Avatar of Xihe, Chinese Goddess Mother of the Ten Sun
This town is a hotbed of crime and wickedness. Darkness sweeps the City both literally and metaphorically, but no one knows this better than Alexis Su Flaire, the Avatar of Xihe, mother of the ten suns. An energy plant tycoon and outspoken advocate for public safety and crime control, Alexis embodies the symbolic association of the sun with justice, power, order, and truth. It is in her best interest darkness be vanquished and replaced with a single commandment: let there be light.
This document details the Avatar operation of Alexis Su Flaire, the overcast Avatar of the divine sun, industrialist magnate, and mother superior of the Daybreakers, a league of colorfully-clad vigilantes upholding their legends as heroes of light.
Inside this document you will find:
- A full breakdown of Alexis Su Flaire’s operation, associates, and backstory, focusing on Flaire Energy behemoth of divine power, the watchful Solar Temples, and her celestial army of knights in shining armor.
- 1 Extra Theme for any player who wishes to pledge allegiance to her sun above.
- 5 Danger profiles, featuring superheroic templars, solar-powered industrial giants, and more
Posted: Mon, 30 Mar 09:46:40 CDT
Slayers
Slayers is a monster supplement for 5e that presents professional slayers trained to hunt specific legendary threats. Instead of generic adventurers or inflated heroic NPCs, these hunters are specialists built around preparation, knowledge, and disciplined coordination against a single terrifying foe.
The intent of this product is practical encounter support without overshadowing the player characters. Each Slayer is deliberately weaker than the creature it hunts. A Troll Slayer cannot defeat a troll alone, and a Dragon Slayer is not meant to duel a dragon. Instead, these hunters provide tactical advantage through preparation, battlefield coordination, and precise exploitation of monster weaknesses.
Every Slayer shares two core doctrines: Nemesis Knowledge and Nemesis Coordination. Before battle, a Slayer can explain the abilities and weaknesses of its quarry, ensuring allies understand the threat they are about to face. During combat, the Slayer directs attacks and exposes openings so that nearby allies can strike with confidence.
These hunters work best as quest givers, guides, rivals, or hired experts accompanying a party into dangerous territory. A Slayer changes the shape of an encounter, making terrifying monsters survivable without ever replacing the heroes of the story.
Use these stat blocks as tools. Whether these hunters are members of a guild, lone wanderers with scars and grudges, or elite specialists employed by kingdoms is left entirely to the GM.
Slayers Roster
Troll Slayer (CR 3): Regeneration-hunting specialist who times attacks to exploit the moment a troll’s healing fails.
Basilisk Slayer (CR 3): Disciplined hunter trained to fight petrifying gaze creatures while guiding allies safely through the danger.
Medusa Slayer (CR 4): Blind-fight duelist who engages petrifying foes without relying on sight.
Hydra Slayer (CR 5): Battlefield coordinator who manages the careful timing required to sever and cauterize hydra heads.
Vampire Slayer (CR 5): Undead hunter hardened against charm and trained to corner and destroy vampire spawn.
Wraith Slayer (CR 5): Spirit hunter wielding radiant weapons and trained to confront incorporeal undead.
Mage Slayer (CR 6): Arcane counter-specialist who disrupts spellcasting and breaks concentration.
Dragon Slayer (CR 7): Veteran hunter who survives dragon breath and organizes coordinated strikes against draconic predators.
Posted: Mon, 30 Mar 09:46:38 CDT
Slayers
Slayers is a monster supplement for 5e that presents professional slayers trained to hunt specific legendary threats. Instead of generic adventurers or inflated heroic NPCs, these hunters are specialists built around preparation, knowledge, and disciplined coordination against a single terrifying foe.
The intent of this product is practical encounter support without overshadowing the player characters. Each Slayer is deliberately weaker than the creature it hunts. A Troll Slayer cannot defeat a troll alone, and a Dragon Slayer is not meant to duel a dragon. Instead, these hunters provide tactical advantage through preparation, battlefield coordination, and precise exploitation of monster weaknesses.
Every Slayer shares two core doctrines: Nemesis Knowledge and Nemesis Coordination. Before battle, a Slayer can explain the abilities and weaknesses of its quarry, ensuring allies understand the threat they are about to face. During combat, the Slayer directs attacks and exposes openings so that nearby allies can strike with confidence.
These hunters work best as quest givers, guides, rivals, or hired experts accompanying a party into dangerous territory. A Slayer changes the shape of an encounter, making terrifying monsters survivable without ever replacing the heroes of the story.
Use these stat blocks as tools. Whether these hunters are members of a guild, lone wanderers with scars and grudges, or elite specialists employed by kingdoms is left entirely to the GM.
Slayers Roster
Troll Slayer (CR 3): Regeneration-hunting specialist who times attacks to exploit the moment a troll’s healing fails.
Basilisk Slayer (CR 3): Disciplined hunter trained to fight petrifying gaze creatures while guiding allies safely through the danger.
Medusa Slayer (CR 4): Blind-fight duelist who engages petrifying foes without relying on sight.
Hydra Slayer (CR 5): Battlefield coordinator who manages the careful timing required to sever and cauterize hydra heads.
Vampire Slayer (CR 5): Undead hunter hardened against charm and trained to corner and destroy vampire spawn.
Wraith Slayer (CR 5): Spirit hunter wielding radiant weapons and trained to confront incorporeal undead.
Mage Slayer (CR 6): Arcane counter-specialist who disrupts spellcasting and breaks concentration.
Dragon Slayer (CR 7): Veteran hunter who survives dragon breath and organizes coordinated strikes against draconic predators.
Posted: Mon, 30 Mar 09:41:27 CDT
The Haggard Inn is a cozy roadside stop in the small town of Media—good beds, hot meat pies, and a warm fire after a long day on the road. But when the characters arrive, the inn’s reputation for hospitality collides with something far darker. The butcher’s wife claims she was attacked behind her shop by Old Man Zachariah, a respected town elder who has been dead for five years. That same night, screams echo through the halls and corpses begin clawing their way out of the graveyard.
As undead stalk the inn and bloody drag marks lead toward the old cemetery, the party must uncover who—or what—is behind the rising dead. In the shadows among the gravestones, a coven of green hags works a vile necromantic ritual using three cursed demon bone shards bound to an infernal patron. The heroes must choose: destroy the shards and risk unleashing their power, or claim them and invite a much greater doom.
The Haggard Inn is a hard-hitting one-shot designed for 4–5 characters of 3rd level. It features a fully detailed inn and town, memorable NPCs, tense indoor and outdoor encounters, and multiple possible outcomes—perfect for a spooky game night, a convention slot, or the opening chapter of a longer campaign that follows the amulets’ infernal legacy.



