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Posted: Sat, 30 May 18:07:00 CDT
Jeremiah King, visionary manager behind punk rock legends The Phantoms, who burned bright, sold out, and died in fire and twisted metal on a tour that should have made them immortal in life… instead of after it.
Now they haunt recording studios, hotel suites, and dead airwaves where their music refuses to fade. They travel the Underworld in the relic of their tour bus—searching for one last performance that might cross the Shroud itself.
A Circle of Ghosts delivers a complete, ready-to-play ensemble of characters for your Wraith: The Oblivion chronicle. Drop them into your game as unforgettable NPCs or build an entire chronicle around them.
Inside you’ll find:
• Fully realised Wraith characters with statistics for their Psyches and ever-hungry Shadows
• Passions and Fetters
• Unique, personalised Artifacts
• Storyteller-ready antagonists
Every page is engineered to inspire immediate story hooks: tragedy, tension, betrayal, and reflect the slow pull of Oblivion.
The stage is set. It’s time to face the music!
Posted: Sat, 30 May 17:21:34 CDT
MYTHS OF THE BROKEN POLIS - The Fall of Asterion's Reach
A Tragic Tale of Heroes, Monsters, and Divine Wrath
The gods are cruel. Once, Asterion's Reach stood as a shining jewel of the coast—a city of champions, prophets, and sacred vows. Then a goddess demanded sacrifice. A hero defied her. A friend paid the price. Now the ruins of a shattered temple become the stage for a final confrontation between loyalty and destiny.

Included in this Collection
Theron Valcor – Champion of Asterion's Reach
A renowned warrior sworn to protect the innocent and uphold his oaths. Armed with gladius and shieldcraft, Theron stands as the last line between a terrified woman and the monster that was once his closest friend.
"The gods will have to kill me first."

Cassia Aurelian – The Promised Bride
Once destined for sacrifice, Cassia escaped the altar only to become trapped between two men and a curse that threatens to destroy them all. More than a damsel, she may hold the key to salvation—or tragedy.
"He is still in there... somewhere."

Dorian, The Pale Horn
A noble champion transformed by divine punishment into a monstrous beast. Beneath the claws, horns, and rage remains a fragment of the man he once was. Will he be redeemed? Or must he be slain?
"If you strike me down, let it be for love—not hatred."

The Ruins of Asterion's Reach
A large scenic battlefield featuring:
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Cracked temple flooring
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Broken marble columns
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Collapsed archways
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Scattered rubble
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Open combat space for miniature encounters
Designed as both a display diorama and a playable battlefield for tabletop encounters.
Perfect For
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Greek mythology campaigns
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Fantasy RPG encounters
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Tragic monster hunts
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Display painting projects
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Narrative dioramas
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System-neutral adventures
Inspired By
Ancient Greece • Mythic Tragedy • Clash of the Titans • Classical Epics • Heroic Fantasy
A hero. A bride. A monster. And the gods who ruined them all.
Posted: Sat, 30 May 17:09:38 CDT
Variety Pack:
Corner with Potbelly Stove and Firewood, Wall with Shrine, Wall with Potbelly Stove, Corner with 2 Barrels of Skulls, Floor with Broken Alter and Corner with Knight Statue.
Settings I use (Same as the Dungeon Delve 2 settings):
200 micron or 0.2mm
Top / Bottom Layers
4-5 layers at 0.2mm or 8-10 layers at 0.1mm
5%-15% Infill
No Rafts or Brims
Shell wall thickness 0.8mm
Wall line count 2
This product was created under license. Dragonbite Community Creator, Dragonlock, and Dragonbite are trademarks of Fat Dragon Games in the U.S.A. and other countries.
This work contains material that is copyright Fat Dragon Games and/or other authors. Such material is used with permission under the Community Content Agreement for Dragonbite Community Creator.
All other original material in this work is copyright 2026 by Thomas Broadfoot and published under the Community Content Agreement for Dragonbite Community Creator.
Posted: Sat, 30 May 16:19:45 CDT
Fabled Empire is a tabletop roleplaying game set in Aetheria: enchanted forests, crumbling kingdoms, and fairytale wonder gone teeth-first. You play Heroes, ordinary people swallowed by a world where the fairies are cruel, the dead don't stay quiet, and the only thing standing between a village and ruin is your Fellowship.
After three years of creating it, the game is finally open to the public. This is the first time Fabled Empire has been playable outside our own table, and it's free. Grab it, run a session, and tell us how it goes.
What This Is
A complete, playable slice of the full game. Enough to sit down with your group and actually run Fabled Empire for a session, so you can feel how it plays.
It's cozy one minute and creepy the next. Commonly called whimsydark.
What's Inside
- The core rules: roll dice, fight monsters, talk your way out of trouble, survive enchantment.
- Simplified Hero creation: build a Hero from six fairytale Archetypes in about 15 to 30 minutes.
- The Whispering Ruins: a complete introductory adventure set in a haunted forest, ready to run.
- A Quick Reference and a Hero Sheet to keep at the table so nobody has to flip back mid-scene.
What You Need
- 3 to 5 players. One runs the game as the Narrator, everyone else plays a Hero.
- Polyhedral dice: 2d12 and 2d6 at minimum. That extra d12 is for Conviction rolls, and you'll see why the first time one matters.
- A pencil and a Hero Sheet, or scratch paper.
- A few hours and a group that's up for some fairytale trouble.
Help Us Make It Better
This is a playtest, so we're after one thing: how the mechanics hold up at the table. Did the dice feel right? Were the rules clear enough to use without stopping to argue? Did anything drag, confuse the group, or feel too strong or too weak?
We're not collecting notes on lore, writing, or setting yet. Those come later. Right now we need feedback on the gears, not the paint. There's a feedback link inside the document, and even a few lines after one session helps more than you'd think.
Posted: Sat, 30 May 15:31:54 CDT
Hydroponics Hall
A vast chamber filled with plant life
Posted: Sat, 30 May 15:25:43 CDT

Lake Verdigris
A magical lake
Foundry Virtual Tabletop Module




Included:
Posted: Sat, 30 May 15:00:38 CDT
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STATION ODYSSEY The Space Station Toolkit Vol. 2 2,000 Encounters. Zero Prep. One d20. The acclaimed space station toolkit continues. Return to the void. |
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You thought you knew what the station held. You were wrong. Station Odyssey is the second volume of the best-selling space station toolkit, and it goes deeper—into the minds that break, the economies that buckle, and the alien presences that whisper through the hull. This isn't about space pirates and laser fights. This is about the slow horror of confinement, the psychological pressure of living in a metal shell surrounded by nothing, and the thousand ways a human being can unravel when there's nowhere left to go. Each table is a door into a specific nightmare: a cabin fever epidemic that turns engineers into silent vigil-keepers, a sleep disorder that spreads like a virus through zero-G quarters, a therapist's case file that reveals the station's buried crimes. Roll, read, run. The station remembers everything you try to forget. |
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THE CASCADE: THREE ROLLS, ONE HISTORY Roll 1 — Cabin Fever: "The engineer and their silent vigil." A propulsion engineer hasn't spoken in 43 days. Only responds by text. Jumps when anyone enters their quarters. The crew thinks they're just stressed. Roll 2 — Sleep Disorders: "The shared drowning dream." Sixteen residents are having identical nightmares of black water rising through the vents. They wake up unable to breathe for several seconds. There are no water leaks anywhere on the station. Roll 3 — Therapist's Files: "The prophetic imaginary friend." An adolescent patient reveals their imaginary friend has predicted three equipment failures with disturbing accuracy. The therapist must decide: data breach, latent psychic ability, or early psychosis? Now connect them: the silent engineer used to work in the hydroponics bay where the water dreams originate. The imaginary friend mentioned a "drowning man in the walls." The station is trying to tell you something. Or something inside the station is trying to get out. Three rolls. Three hours. Zero prep. |
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WHAT YOU GET
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WHAT'S INSIDE
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HOW TO USE THIS BOOK 1. Roll the Fate. Pick a table that matches your scene's mood or let a d20 decide. Every entry is a self-contained situation. 2. Follow the Threads. Each entry hints at connections to other tables. A smuggling ring in the underworld connects to a customs officer in the economy chapter, which connects to a diplomat's divided loyalties. Pull the thread. 3. Build Your Station. Use the tables to populate your setting with living, breathing complications. By the third session, your station will feel like a real place with real problems—problems that don't need a stat block to be terrifying. |
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COMPATIBILITY Works with any sci-fi tabletop RPG. Designed for TAG, D&D 5e, Pathfinder, Starfinder, Mothership, Alien RPG, Traveller, Star Wars RPG, Cyberpunk RED, Shadowrun, and your homebrew system. No mechanical conversion required—pure narrative content that slots into any ruleset. |
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This is Volume 2. The original Space Station Toolkit (200 tables) is available separately. Both volumes are designed to complement each other—cross-reference entries between volumes for emergent campaigns that span the entire station. |
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Content Warning: This product contains psychological horror, body horror, isolation trauma, institutional violence, child endangerment, suicide ideation, and existential dread. Not recommended for players under 16 or sensitive groups. |
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space station rpg, sci-fi horror rpg, random encounter tables, zero prep gm tools, system agnostic sci-fi, dark sci-fi, gm screen aid, sandbox generator, mothership rpg, alien rpg, traveller rpg, starfinder, d20 tables, tabletop rpg tools, space station encounters, psychological horror rpg, isolation horror, sci-fi toolkit, narrative rpg, gm resources, tag rpg, ttrpg supplements |
Posted: Sat, 30 May 14:59:52 CDT
A public execution draws a full crowd into the central square of an Orilon keep. Guards stand ready, officials observe from above, and everything appears under control. Then the first distraction breaks the silence. Stalls overturn, steel flashes from hidden hands, and the entire square collapses into chaos as a coordinated bandit strike cuts straight toward the gallows.
This adventure was created by Kelfecil's Tales!
Gallows Rush drops the party into a live operation already in progress. The Dustroad Bandits are not reacting, they are executing a plan. Their goal is clear: extract Skorath the Pale before the keep can respond.
The adventure moves fast and does not slow down. Act 1 begins in the square as controlled chaos spreads through civilians, guards, and attackers. Act 2 pushes into the keep itself, where pressure shifts from open space to tight corridors, hostages, and forced decisions. Act 3 resolves the chase in the outer yard, where positioning and timing determine whether Skorath escapes or is stopped.
Encounters are built around movement, disruption, and time pressure. Enemies delay, reposition, and force the party to choose between pushing forward or dealing with immediate threats.
Gallows Rush is a 5th edition adventure designed for fast pacing and high pressure. The Chase Countdown system keeps the party moving, while the Hostage Pressure mechanic forces difficult decisions during combat and exploration.
The structure supports multiple outcomes based on how the party handles time, positioning, and priorities. Success depends on maintaining momentum, reading the situation correctly, and committing to decisions under pressure.
About this One-Shot
This package includes the following resources:
- x1 beautiful map by Dread Maps
- Awesome tokens by Dusky Cat
Quick Guide
- Recommended APL: 4
- Theme: execution disruption, urban chaos, timed chase, high pressure encounters
- Setting: any, Starlight Chronicles (Orilon keep)
- Expected Sessions: 1 to 2 sessions (3 to 5 hours total)



Posted: Sat, 30 May 14:57:08 CDT
Welcome to the Workshop.
Advanced 2e: Backstage Documents is not an attempt to replace or erase the greatest roleplaying game edition of the 90s. It is an experiment. It is a humble attempt by a veteran DM to lift the hood, tweak the engine, and see if there is still a margin of improvement within the classic ruleset we have played for decades.
This is not a polished, closed system. This is a living, breathing design document.
Inside, you will find an ongoing reconstruction of the core rules. We are addressing historical pain points and introducing new mechanical levers to enhance the traditional experience. More importantly, these releases include the Backstage Notes—the raw design reasoning and mathematical philosophy behind the changes. You get to see exactly why a rule was modified.
A Living, Periodic Project: This game design project is being developed out in the open. Advanced 2e: Backstage Documents will grow through regular, periodic releases. As new chapters are drafted, the project will expand, rolling out new content as part of this ongoing evolution.
Download the PDF. Read the notes. Bring the mechanics to your table, tear them apart, and see what works. The experiment has begun.
Posted: Sat, 30 May 14:03:13 CDT
Space horror in the palm of your hand!
ECHO LIFEBOAT is a GMless, card-based, rule-light RPG for 2-5 players that will have you making or betraying allies to ensure you get a spot in the last lifeboat on a doomed spacecraft. It's a hybrid tabletop role-playing game that blends elements of board games and card games to create a thrilling adventure with the ease of your average party game. You'll explore the ship looking for crucial code key fragments to unlock the last lifeboat before the self-destruct timer runs out. Along the way you might find useful items or weapons, and uncover the horrifying mystery of what's happening on board.
The game is a single double-sided sheet PDF that you can print, cut and fold into a little zine that has the game rules and the map of the ship. You can keep it in a backpack, your glovebox, your back pocket, it's as portable as a game gets. You'll also need a deck of regular playing cards and a phone to play.

The game uses QR codes for events, which we can alter on our back-end to create a "living game". In one play session you might open the door to find a useful tool, in another play session you open the same door to find a horrible, dripping mess of a person lunging at you.

There are lots of extras accessible through the game, including a SOUNDTRACK by Morris Kolontyrsky of the band Blood Incantation. There are also print 'n cut item cards, player dashboard, EZ-read rules and more.
This PDF contains only the IEV: VENTURE ship, which is the core game. For the expansions and dedicated solo mode, check out the full set.
•IEV VENTURE: The core game and rules. Explore the doomed spaceship and uncover what happened while trying to unlock the lifeboat and be one of the lucky few to board it. The game extras also include an offline mode with print 'n cut cards for this version of the game, if you hate the idea of using phones.
*You will need a phone with a data connection to play this games, as it uses QR codes.

If you are only interested in the dedicated solo version of the game, check out our title NCRV: PHOENIX
Posted: Sat, 30 May 13:31:13 CDT
Who is the evil sorcerer terrorising the local community? What machinations is he working on in his secret laboratory. That's up to you! This is a ten-room mini dungeon ready to drop into your game.
Hi there and welcome to my RPG stock art page here on Drivethru.
This Warlock's secret lair is suitable for any OSR or fantasy game. The map is system-agnostic, so you can scale the encounter up or down.
No AI was used in creating any of my artwork; all the assets are original and hand-drawn.
This file contains various high-resolution .pngs
Thanks! Robert.
Posted: Sat, 30 May 12:08:19 CDT
LEGENDS IN THE SHADOW
Secrets. Lies. Impossible Choices.
The world is not ruled by presidents, kings, or billionaires.
It is shaped in the shadows by spies







