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Posted: Thu, 28 May 08:52:11 CDT
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| The Aberrant Codex: Mutations and Aberrations Regular price: 0 Bundle price: 0 Format: PDF | Welcome to The Aberrant Codex: Mutations and Aberrations, your ultimate guide to the bizarre, the corrupted, and the unknowable in your 5E campaigns. This manual takes you deep into the world of aberrations, eldritch forces, and mutation-infested lands - offering a massive arsenal of creatures, character options, and mechanics to twist your stories into something truly unforgettable.
What’s Inside?
Aberrations and Mutations Explored: Unravel the mysteries of beings that defy logic and biology - tentacled horrors, malformed beasts, and sentient anomalies that warp the fabric of reality. Learn how exposure to unstable magic, alien realms, or cosmic influence can twist creatures into terrifying new forms.
Rules for Mutation and Mutation Zones: Create wild regions saturated with arcane fa... | |
| The Codex of Forbidden Arcana: A Compendium for 5E Regular price: 0 Bundle price: 0 Format: PDF | The Codex of Forbidden Arcana is now Available on DriveThruRPG and Discounted for a Limited Time!
The Codex of Forbidden Arcana is a compendium featuring a grand total of 300 pages of content on the theme of forbidden magic. This ranges from the dark arts of necromancy and hemomancy to otherworldly and eldritch powers, void magic, and beyond.
In this manual, you will find:
10 Backgrounds for characters touched by forbidden knowledge, dark powers, and arcane mysteries;
3 Races and Lineages, including the Gravecaller, Lichborn, and Wretched;
Over 25 Feats for spellcasters;
Over 75 Magic Items ranging from Common to Legendary;
21 Subclasses, offering a good variety of new paths for adventurers willing to embrace the arcane and the unknown;
Over 100 Spells;
Rules and Guidelines for Epic (10t... |
| Total value: | 0 |
| Special bundle price: | 0 |
| Savings of: | 0 (8%) |
Posted: Thu, 28 May 08:36:56 CDT
173 System-Agnostic Random Tables for Fantasy Role-Playing Games
Perfect for gamemasters and players of Dungeons and Dragons, OSR, and other fantasy RPGs, this book helps you generate ideas on the fly, reduce prep time, and bring your campaign to life. Whether you are running a campaign or playing solo, these tables are tools to create dynamic situations.
The Great Book of Random Tables: Second Edition is a must-have resource for Dungeon Masters, gamemasters, and solo RPG players. This expanded edition features 173 mainly d100 system-agnostic random tables for fantasy role-playing games, all rewritten and enhanced for better usability, speed, and creativity.
Inside, you’ll discover:
- 1,200+ dungeon items, encounters, and room details
- Hundreds of NPCs, rumors, quests, and story hooks
- Tools for worldbuilding, towns, shops, inns, and wilderness travel
- Improved tables designed for fast gameplay and no-prep sessions
Roll the dice. Embrace the randomness. Get ready for adventure.
Included in this book are the random tables from The Books of Random Tables 1-5, The Great Book of Random Tables: First Edition, plus a few tables from The Book of Random Tables: Dungeons, The Book of Random Tables: Inns and Taverns, and The Book of Random Tables: Masquerades. All the tables were reworked, proofread, and improved. Some contain fifty percent or more new content. Many were completely rewritten. Also, new tables were created exclusively for this book.
View the first edition. Need other genres? Explore others here.
Posted: Thu, 28 May 08:15:17 CDT
Geschichten aus den Einsamen Landen enthält sechs Abenteuer für Der Eine Ring™, dem offiziellen Rollenspiel zu den Werken von J.R.R. Tolkien.
Posted: Thu, 28 May 08:13:45 CDT
Welcome to the Vehicle Catalogue, featuring vehicles from across the Universe!
Travellers move between worlds with spaceships, but once they arrive, they rarely move across a world’s surface, skies, and seas using the same vessels designed to travel to the stars and to other worlds. Whether you find yourself on a primitive world where muscle and wind provide a vehicle’s power, or on an advanced world with teaming megacities up in the sky and beneath the waves, you will find a need to use some sort of vehicle to move from one place of adventure to another.
The vehicles in this catalogue are mostly vehicles a Traveller may use or encounter on while on a world or vehicles from various Charted Space civilisations that they might encounter. These include:
Personal Vehicles: These might be are owned or operated by Travellers, and range from cheap mass-produced vehicles to those affordable only to the super-rich. Their distinguishing feature is that they are intended for the transportation of their owner and not for commercial or military operation, though their owner might have differing uses in mind.
Commercial Vehicles: These are designed for commercial use and will usually be owned by governments, corporations or other organisations. Among these vehicles are mass transit, construction, and service vehicles. Their intended design is to generate revenue or to achieve some function of an organisation, but this does not mean that they may not be repurposed for personal or military activities.
Military Vehicles: These are intended for warfare and defence. Usually they are owned and operated by a government authority. They may also find their way into paramilitary, corporate, or even private use, but this usually involves extensive paperwork, corruption, or general government disorganisation.
Vehicles of the Major Races and Human Civilisations of Charted Space: Ranging from enigmatic Droyne machines to Zhodani military transports, certain vehicles are generally encountered in association with the their parent civilisation, but sometimes these vehicles might be found far from their point of origin or operated by Travellers or others who have acquired these craft by various means.
All of these vehicles where created using the Vehicle Handbook Update 2026 construction rules. Some of these vehicles are reimagined versions of vehicles created using earlier rules, but many are completely new designs. The 100+ vehicles in this book are only a small fraction of the vehicles of the universe, but this catalogue can be used as inspiration for creating designs and variations for use in any Universe.
Posted: Thu, 28 May 08:06:53 CDT
In a future where the city belongs to corporations, survival is only the beginning.
Neon Protocol is a cyberpunk supplement designed to fuel stories, sessions, and campaigns with ready-to-use tables, oracles, and generators. Inside, you can build missions, define objectives, choose targets, face complications, move through districts shaped by control and violence, and navigate digital networks as dangerous as the streets themselves.
Between dubious contracts, fake identities, illegal implants, rogue artificial intelligence, and news that may or may not be true, this book gives you the tools to turn any table into a living, unstable, high-tension setting.
For solo RPG players, writers, or similar, use this material to guide you on your journey.
Posted: Thu, 28 May 06:40:17 CDT
The hero slides under the closing door. Tumbles forward. Springs up. And lands a kick that sends an enemy through a window.
No physics. No hesitation. Just pure cinematic magic.
Loner: Cinematic Action is a companion guide that turns up Loner's volume to full throttle — for kung fu flicks, superhero spectacles, heist capers, and over-the-top action fantasies. Everything you love about Loner is still here: the Oracle, the tags, the minimalist friction-free flow. This book just gives it a shot of adrenaline.
Inside you'll find:
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Action Points — 3 per conflict. Spend them to gain an edge, cancel a failure, erase a consequence, or attempt the flat-out impossible.
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The Stunt System — describe it with flair, roll the Oracle, win spectacularly (or fail spectacularly).
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Chase Mechanics — rooftops, markets, deep space. Lightweight pursuit rules that keep the story moving and the tension alive.
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Momentum & Pacing — tools for building cinematic escalation, managing intensity, and knowing exactly when to slam the brakes.
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Genre Adaptations — kung fu, superhero, spy, heist, sci-fi, fantasy. Same mechanics, different flavors.
None of it is mandatory. Bolt on what you need, ignore the rest. The Oracle is still in charge.
Can I do that?
Hell yeah. Roll and find out.
Cover and internal illustrations generated with Seedream 4.5
This work is licensed under the Creative Commons Attribution-ShareAlike 4.0 International License.
Posted: Thu, 28 May 06:06:14 CDT
This is a pre-layout copy, in the future this will be prettied up and artwork will be included. The price is discounted prior to layout, but this will not last.
Settingless 6: More Arcane Setting Rules is a set of Settling Rules to use for your Savage Worlds games, mix and match as you wish. Beware side effects are more powerful mayhem for GMs and players alike, loads of magical excitement at your table, and a surge to play more!
Within these 7 pages are 26 more Setting Rules all focusing on Arcane Backgrounds and powers, with variations the count is nearly doubled (50 in total). Setting Rules such as Energy Spike; Magic without Movement and Mana Burn are new rules to unlock new character potential. Also there are Expensive Manitenance; Fleeting Magic and Threatened Casting rules for different play styles.
Included are two Power edges related to altering the way magic works in your settings.
Settingless 2: Setting Rules Strike Back - Pinnacle Entertainment | SWAG | DriveThruRPG.com
Settingless 3: 8ish Arcane Setting Rules - Pinnacle Entertainment | SWAG | DriveThruRPG.com
Settingless 4: Unsettled - Pinnacle Entertainment | SWAG | DriveThruRPG.com
Settingless 5: Attack of the Setting Rules - Pinnacle Entertainment | SWAG | DriveThruRPG.com
Posted: Thu, 28 May 06:06:06 CDT
Monster Mage Games Presents:
Dead Man Delineation
A stock art collection by Jesse Mohn
The images in this product are high-quality TIFF files at a 300 dpi resolution.
END USER AGREEMENT
This artwork may be used in print or electronic products according to the following conditions:
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2). You are purchasing a license for limited rights to print the image(s) and writing(s) in personal or commercial projects.
3). You may not resell these images or give them to any other entity for the purporses of resale.
4). You may color, crop, enlarge, or shrink the images. You may edit the writing.
5). The artist’s name is required in your product’s credits (see copyright notice below).
6). You may publish the artwork(s) in this license up to three (3) times. After that you must purchase another copy of this license.
ARTWORK(S) CONTAINED WITHIN MAY NOT BE RESOLD - INCLUDING IN COMMERCIAL CLIPART OR STOCK ART COLLECTIONS OR PERSONAL USE IMAGE COLLECTIONS.
ARTWORK(S) MAY NOT BE POSTED ON THE INTERNET WITHOUT THE EXPRESS PERMISSION OF MONSTER MAGE GAMES AND/OR THE ARTIST.
ONLY MONSTER MAGE GAMES OR THE ARTIST HAVE THE RIGHT TO SELL THIS ARTWORK. THE PDF, COVER, AND DESIGN ELEMENTS OF THIS PRODUCT ARE NOT INCLUDED IN THIS LICENSE.
Any questions may be directed to Jesse Mohn at monstermageoni@gmail.com
Copyright Notice:
The copyright notice below must be printed within the published product.
Some art ©2026 Jesse Mohn.
Monster Mage Games, Dead Man Delineation and their respective logos are property of Jesse Mohn. All rights reserved. Published by Monster Mage Games. © 2026 Jesse Mohn
Posted: Thu, 28 May 06:05:58 CDT
100 Raider Attacks
Faction-Flavored Combat Scenes for Post-Apocalyptic Games
Stop Running Raiders Like Furniture
The smoke appears on the horizon. Your players tense up. You flip to the encounter table.
And then it happens: "A group of raiders blocks the road. Roll initiative."
The fight ends. Nobody remembers it. Because there was nothing to remember.
The real problem is not the combat. It is everything before the combat, when you need a specific group doing a specific thing for a specific reason, and all you have is a stat block. So the raiders shout something generic, fire first, and become Bandits Number Three. Again.
And when your players start asking questions, it gets worse.
- What do they actually want?
- Can we negotiate our way out of this?
- Why are they hitting us and not the settlement down the road?
- Who sent them?
You improvise. The answers come out thin. The raiders feel like obstacles, not people. The encounter ends and the table moves on, because there was nothing to hold onto.
This book puts the scene back before the dice hit the table.
Each of the 100 entries is a complete attack scenario built around a specific moment of contact:
- ? How the raiders arrive and what it looks like from the settlement's point of view
- ? What their signature tactic or gimmick is
- ? What they actually want, which is not always what it looks like
- ? Where the negotiation lives, and what it will cost
- ? The complication that makes this a scene instead of just a fight
Open any entry during prep or drop one mid-session when the players hit the road. Each one reads in under a minute. The raiders arrive with texture, logic, and a reason to be remembered.
Roll initiative when you are ready. Not because you ran out of ideas.
Examples from the Book
The Toll Gate - Three vehicles parked bumper to bumper across the only road, a hand-painted sign reading TARIFF ZONE, and a teenager with a rifle who looks like he has done this a hundred times. He has done this four times. The man behind him has done it four hundred.
The Splinter Faction - Halfway through the negotiation, one of the raiders gets a message on a handheld unit and goes quiet. He shows it to the woman beside him. She shakes her head once. He overrules her. Something about the original plan just changed, and the settlement's offer may no longer be sufficient.
Compatible with any post-apocalyptic RPG. No setting-specific content. System-neutral scenarios.
Give your raiders a reason to be remembered.
Posted: Thu, 28 May 06:05:42 CDT
Planet Exploration Generator — A Sci-Fi Horror RPG Toolkit — 20 Biomes
Your planet has stats. Now what?
You've got the atmosphere composition, the gravity rating, the temperature range. Your crew breaks orbit, the lander touches down, the ramp drops — and a player asks: "What do we see?"
That's where most tools stop. This is where this book starts.
What This Book Does
The Planet Exploration Generator picks up where planet creation tools leave off. It gives you rollable tables organized by biome that turn any planet into a playable ground-level session — in about five minutes, without prep.
Roll a biome. Roll a first impression. Roll a point of interest. You now have an opening scene. The rest emerges from player decisions and the tables you have open in front of you.
Built primarily for Alien RPG and Mothership, but system-agnostic by design. No stat blocks, no mechanical dependencies. Just evocative, specific, gameable content that works with any sci-fi horror campaign.

What You Get
- 20 biomes, each with 5 dedicated tables across 6 pages — from Frozen Wastes and Fungal Sprawl to Dead Cities, Living Terrain, and The Anomaly
- Universal tables that work with any biome: mission objectives, orbital scan results, equipment failures, NPC survivors, base camp incidents, site complications, and extraction problems
- The Escalation Track — a simple three-level tension mechanic that turns flat random tables into a narrative arc with a beginning, a middle, and a point of no return
- Over 100 pages of content, almost entirely rollable tables
The 20 Biomes
Frozen Wastes · Scorched Barrens · Dense Jungle · Swamplands · Volcanic Hellscape · Subterranean Networks · Dead Cities · Fungal Sprawl · Abyssal Depths · The Anomaly · Irradiated Wasteland · Ash Plains · Crystal Labyrinth · Petrified Forest · Derelict Megastructure · Dust Seas · Living Terrain · Bone Fields · Corrosive Shores · Storm Highlands
Each biome chapter opens with a brief GM-facing overview explaining what makes this environment dangerous and how to set the tone. Then five tables follow in sequence:
- First Impressions & Sensory — what hits the crew when the ramp drops
- Points of Interest — where to go and what you notice on approach
- Life Forms & Threats — creatures, organisms, and what they do
- Exploration Events — escalating encounters from atmosphere to danger
- Salvage & Discoveries — what the crew finds, takes, and regrets taking

How the Escalation Track Works
Each biome's Exploration Events table is a single d20 table organized by intensity: entries 1–7 are atmospheric, 8–14 build tension, 15–20 are immediate danger. The Escalation Track tells you which band to roll in.
Level 1: Roll d6 — the planet is strange but quiet.
Level 2: Roll d8+6 — something has shifted, stakes are real.
Level 3: Roll d6+14 — the planet stops hinting.
After each event, advance one level. The track only moves forward. Sessions that started with a beautiful landscape end with someone missing and the extraction window closing.
The Universal Tables
These apply to every biome and cover the full arc of a planetary expedition:
- Mission Primary Objectives — why the crew landed, and why it's already complicated
- Orbital & Preliminary Scan Results — what sensors say before boots hit ground
- Equipment & Comm Malfunctions — gear breaks, comms go wrong
- Signs of Previous Expeditions — traces of whoever was here before
- NPC / Survivor Generator — who you find and what they're hiding
- Base Camp & Night Cycle Incidents — when the crew tries to sleep
- Complications Inside the Site — things go wrong inside structures
- Extraction Complications — leaving is never clean
Who This Is For
GMs who run sci-fi horror and need ground-level content fast. If you've ever frozen when the crew said "we start exploring", this book was written for that exact moment. Crack it open mid-session, roll, read, run.
Product Details: 100+ page PDF. System-agnostic. 20 biomes. Over 120 rollable tables. One escalation mechanic. Zero prep required.
Posted: Thu, 28 May 06:05:04 CDT
100 Creepy Ship Room Details
For Space Horror RPGs (Alien RPG, Mothership, and similar games)
Stop Describing Rooms as Empty Boxes
Your players open the door to the crew quarters. You say: "There are bunks and lockers."
They nod, check for loot, and move on. Zero atmosphere. Zero tension.
The problem isn't your imagination—it's that creating creepy atmosphere on the fly burns mental energy you need for running the actual game. You know the room should feel wrong, but in the moment, you draw a blank.
This book solves that problem: How can you make every room INTERESTING and create atmosphere effortlessly?
100 ready-to-use details organized by sensory category that you can drop into any room in 5 seconds:
- ✓ Staining patterns and decay that tells a story
- ✓ Sounds, smells, and textures that unsettle players
- ✓ Environmental wrongness that defies explanation
- ✓ Physical evidence that raises questions
- ✓ No prep required—flip to any page and read
Layer 2-4 details per room. Watch your players slow down and start asking "wait, what?"
Examples from the Book
Oxidation Shadow | The wall bears a rust pattern shaped like spread fingers, each digit perfectly formed in orange-brown corrosion. The metal beneath remains pristine. No moisture source exists nearby. The pattern appears on every wall of this section, always at chest height, always reaching toward the door.
Breathing Glass | The porthole fogs from the inside in rhythmic intervals. Condensation forms a handprint pattern each time. No one stands near the window. The glass feels warm to touch.
Compatible with any space horror RPG. No setting-specific content. Public domain details.
Turn every room into an atmospheric moment your players remember.
Posted: Thu, 28 May 05:58:50 CDT
Dead Drop Blues is a noir inspired adventure module intended to be played using the Altered World Beer & Pretzels Kit. It features the Archetype character Linda as a protagonist.
Linda is tasked with what appears to be a simple job… go meet someone, pick up a data packet, pay them, and bring it back to her employers. Things almost immediately go sideways as the PCs are drawn into the beginning of what could be a gang war between two criminal rivals. They receive unexpected offers of assistance, even as the stakes escalate.
Besides all the lovely fighting, there are opportunities for tense negotiations, and new mechanics for vehicular chase sequences within the Altered World Engine. This adventure is built for a party of 4-6 players using the Archetype characters from the Beer & Pretzels Kit.
Battlemaps provided courtesy of Frag Maps. Patreon link for additional map versions included within the PDF



