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Posted: Sun, 28 Dec 13:49:23 CST
| Happy Holidays! This very special 80% off bundle gift to our friends and fans will only be available during the traditional 12 Days of Christmas, so be sure to grab it while you can. |
| 100 Oddities for a Thieves' Guild Regular price: 0 Bundle price: 0 Format: PDF |
Welcome to Skirmisher Publishing’s Oddities for a Thieves’ Guild, second entry in an ever-expanding series of curiosities for places absurd, bizarre, creepy, devastated, enervated, and frustrated (we can go on and come up with an entire alphabet of abject adjectives, but we have already calibrated our cogitation contraptions to alliterative mode). Oddities are the details that can transform a 10’x10’ room into a memorable encounter and can be mundane or magical, trivial, obtuse, unusual, unsettling, and even horrifying. You provide the big items like critters, adversaries, mustachioed villains, history, treasure, and context, and we give you embellishments that can enhance any encounter — or hijack it for a hard left turn or even an about face. Oddities are intended to aid GM c... |
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| A Brief History of Gnolls: Anthropophagy & Emeralds from Wales to Wisconsin & Beyond Regular price: 0 Bundle price: 0 Format: PDF |
A Brief History of Gnolls: Anthropophagy and Emeralds from Wales to Wisconsin and Beyond traces the history of the title fantasy creatures in literature and gaming, from when they were first introduced more than a century ago up through the present. Features of this unique and intriguing volume include two entertaining quasi-academic essays by writer Paul Haynie that examine the literary history of Gnolls; an appendix containing the 1912 Lord Dunsany short story that first introduces the creatures in question; and illustrations by artists Jon Kaufman and Sidney Sime. ... |
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| A Christmas Dinner with the Man in the Moon Regular price: 0 Bundle price: 0 Format: PDF |
“All aboard for the Moon!” This good-natured early science fiction story describes a near future where humanity coexists with people from other worlds and postulates regular flights between the Earth and the Moon and technological advances like breathing devices that use solid pellets of compressed oxygen. It is a fun and thought-provoking read that will resonate with fans of Victorian-era stories, those seeking inspiration for classic steampunk scenarios, and anyone who enjoys seeing science and technology of the sort being developed by Edison and Tesla extrapolated on in works of fiction. It includes the detailed black-and-white illustrations that appeared in its original 1880 edition. Author Washington Gladden (February 11, 1836 – July 2, 1918) was a prominent American Congre... |
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| Cooper’s Corrected Summon Monster IV-VI Regular price: 0 Bundle price: 0 Format: PDF |
Some of the most labor-intensive and disruptive sorts of spells in the game are for sure the various levels of Summon Monster. As soon as they are cast, things grind to a halt as the proper stats are looked up, the appropriate Celestial or Fiendish template applied with all its various changes ... And that is assuming just one of it was summoned! And if the caster has the Augment Summoning feat as well, introducing more changes to the summoned monster's stats, well ... Cooper's Corrected Summon Monster solves these problems! Written by ENWorld staff reviewer and 3.5 rules guru John Cooper, this critical series of books presents thoroughly revised and corrected stats for the creatures summoned by these spells. Features of Cooper's Corrected Summon Monster IV-VI includ... |
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| Creatures of the Tropical Wastes (Mutant Future) Regular price: 0 Bundle price: 0 Format: PDF |
Do you need more monsters and mutations for your postapocalyptic, sci-fi, or fantasy game? If so, Creatures of the Tropical Wastes is what you are looking for! Fully compatible with Mutant Future - as well as Labyrinth Lord and other games that use the familiar and easy-to-use "Basic" role-playing game rules introduced in the 1970s - this collection includes: * A Foreword by Derek Holland, author of several licensed Mutant Future sourcebooks. * 50 new creatures, including the mysterious Ahas Folk, the insidious Egret Puppeteer, and the fearsome War Baboy. * 30 new mutations, including numerous Plant mutations. * Official Mutant Future Poison and Radiation Tables for convenience of reference. * Original illustrations by fantasy artist Sharon Daugherty ... |
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| Experts Regular price: 0 Bundle price: 0 Format: PDF |
Experts takes the concept of the Expert non-player-character class briefly described in the Dungeon Master’s Guide and gives it unprecedented depth and playability. This 176-page book includes: * More than 30 fully detailed Expert types, including the Alchemist, Blacksmith, Courtesan, Merchant, Miner, Navigator, Physician, Sage, Sailor, and Weaponmaker. * The Specialist, a new basic character class that players can use to create versatile “adventuring Experts” of any sort. * Guild Master, Militia Leader, and Spellcrafter prestige classes, the latter of which can allow Experts, Specialists, and other characters to gain specialized magical abilities that they can use to enhance their mundane abilities. * More than 100 skills, including dozens of Crafts and Professions and ... |
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| H.G. Wells' Little Orc Wars Regular price: 0 Bundle price: 0 Format: PDF |
H.G. Wells’ Little Orc Wars is a fun, simple, fast-paced system that is designed to be quick to learn and easy to play, so that players can focus on concerns like strategy and having fun, rather than on mechanics. It includes both basic rules that can be used alone, plus a variety of optional rules that players can add as they see fit to take their games to the next level. These include guidelines for Giants, War Beasts, Undead, Dwarves, Elves, Amphibious and Aquatic Creatures, Elementals, Structures, Siege, Terrain, Boats, and Heroes like Champions (Paladins, Rangers), Priests (Clerics, Necromancers), and Wizards. As their name suggests, the rules contained in this booklet are based on and inspired by the rules and concepts presented by genius writer and game designer H.G. Wells ... |
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| Maps for a Thieves' Guild (36 x 24) Regular price: 0 Bundle price: 0 Format: PDF |
These maps by noted artist Bob Greyvenstein depict a Thieves' Guild, along with the streets and buildings around it, located in a run-down area where the lower end of the mercantile quarter meets the slum district. Features include a guildhall set in an old and decaying mansion, fake storefronts that conceal areas for storing stolen goods, a watchtower for thugs charged with guarding the complex, a warehouse connected to the main building by a covered bridge, and more. This title includes eight versions of a large, two-page map. Variants include ones with roofs and no grids; ones without roofs, revealing interior areas, and no grids; ones with roofs and grids; and ones without roofs and with grids. Those with grids are 36 x 24 inches and have 1-inch squares (each of which represents 5 fee... |
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| Old Man of Damascus: A Script for Cthulhu Live 3rd Edition Regular price: 0 Bundle price: 0 Format: PDF |
The Kingdom of Jerusalem in 1190 is in dire peril. Saladin’s army has retaken Jerusalem. The crusader army is in tatters. The once-mighty Christian kingdoms of Palestine are crumbling. In the easternmost provinces of the Christian kingdoms, the fortress of Li Vaux Moise has been under siege for three months. The defenders have tried to hold out, but the fortress is clearly about to fall, and the commander of the Muslim army has requested a meeting to discuss terms of the garrison’s surrender. But there are dark forces at work here far greater than any mortal army. Ancient evils from the wind-swept deserts stalk the stone walls, hungry for blood and power. Terrible, mind-shattering secrets from beyond the stars lie ripe to be exposed. Horrors beyond the comprehension of both Christian an... |
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| On the Plane of Magma (A Fantasy Scenario for TSRPG) Regular price: 0 Bundle price: 0 Format: PDF |
Sometimes you don’t end up where you expect to when you’re on the road! This scenario for the TSRPG (Travel-Sized RPG) is set at a locale on the quasi-elemental Plane of Magma that a party of adventurers has, in the course of its travels, been accidentally and unexpectedly transported to. “On the Plane of Magma” is intended to be played through in one session and with the goal of returning to the Material Plane. “On the Plane of Magma” includes: ● A short adventure that includes encounters, an intriguing puzzle, and a strange and monster-haunted castle; ● A full-page large encounter map; ● Custom illustrations; ● Four sample characters; and, ● A copy of the TSRPG basic rules, allowing this scenario to be played without any other resources. ... |
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| OS-TSRPG (Converting Modules from Early Editions of the World’s Most Popular RPG to TSRPG) Regular price: 0 Bundle price: 0 Format: PDF |
OS-TSRPG is a guide to quickly and easily using, and retaining the flavor of, Old-School dungeon modules with a rules-light storytelling system! This can allow grognards to pull their old adventures off the shelf and run them for friends and family members who are not ever going to learn "Basic," "Expert," or "Advanced/1E" rules, and for newer gamers to enjoy the stories associated with retro scenarios without having to master obsolete game systems. And it also works equally well for more recent editions! Role-playing games have evolved over the past five decades, with game designers taking the original miniatures-combat derived rule sets down paths of detailed simulation, storytelling approaches, and everything in between. As older systems are replaced by modern interpretations, however,... |
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| TSRPG Basic Rules Regular price: 0 Bundle price: 0 Format: PDF |
TSRPG is a rules-light role-playing game that is ideal for collaboratively telling any sorts of stories! Scenarios and supplements we have published for it represent genres that include traditional and swords-and-sorcery Fantasy, Urban Fantasy, modern Mythos Horror, and Post-Apocalyptic Science Fiction. All of the available scenarios for TSRPG are completely self-standing and include all of the rules, background, and characters needed to play them without any other resources. TSRPG’s complete core rulebook is available in several languages, including English, German, Spanish, and Ukrainian. There are also currently more than a dozen supplements and self-standing scenarios available for TSRPG in English, many of which have been translated into one or more of the afore-mentioned languages. ... |
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| ~ 'Ragnarok: Age of Wolves' Preview ~ Regular price: 0 Bundle price: 0 Format: PDF |
Ragnarok: Age of Wolves is a skirmish-level game for novice and experienced tabletop players alike that emulates the desperate small-scale actions that might result during the unending winter that is the first stage of the Viking Apocalypse. This preview includes an overview of the game, a listing of everything it contains, and illustrations representative of what appears in it. As crops fail and food grows scarce, banditry becomes rife as formerly good folk are driven to extremes and bad men take advantage of chaos and hardship. Monsters haunt the wilds and prowl the outskirts of palisaded settlement and isolated steading alike. Huldrfolk, never easy neighbors, but generally peaceful if left undisturbed, now move to defend their sacred groves and to seize places once devo... |
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| ~ GEBB 106 – Uber and Out ~ Regular price: 0 Bundle price: 0 Format: PDF |
An extraterrestrial presence is real, and the agents of an interplanetary Consortium monitor us from sites hidden throughout the world. All the while they watch humanity strip mine its planet to fuel the growth of populations and economies. If there is a plan to avert environmental and social disaster, the aliens operating out of a subterranean base in Antarctica didn't get the memo. As much as some of them might want to help, the faceless bureaucracy they are part of prevents them from doing so. Rather, they go through the motions of their jobs, which mostly involve abducting people who won’t be missed, subjecting them to probes and other exams, and then eventually returning them to their homes throughout the heartland. GEBB follows the ongoing activities and periodic adventures of the oc... |
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| ~Mapas para uma Ilha Tropical~ Regular price: 0 Bundle price: 0 Format: PDF |
Esses mapas do famoso artista Bob Greyvenstein retratam uma parte diversa e colorida de uma Ilha Tropical, com características que incluem selva, trilhas, uma pequena vila costeira com uma praia, algumas cabanas isoladas, um rio com uma cachoeira, um pequeno lago, um complexo de templos na colina, um santuário em uma caverna escondida, um vulcão com uma ruína e um tubo de lava, alguns pequenos santuários florestais e muito mais. Este título inclui quatro versões de três mapas grátis, que podem ser usados individualmente e em conjunto. As variantes incluem aquelas com telhados e sem quadriculado; aquelas sem telhados, revelando/mostrando áreas internas e sem quadriculado; aquelas com telhados e quadriculado; e aquelas sem telhados e com quadriculado. Aqueles com quadriculado são 36 x 24 co... |
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| Special bundle price: | 0 |
| Savings of: | 0 (80%) |
Posted: Sun, 28 Dec 13:29:10 CST
In the shadowed port city of Nurenhill, ancient magic stirs beneath the cobblestones, and the winds carry whispers of a power long forbidden. Countess Seraphina, heir to a bloodline steeped in sorcery, arrives cloaked in mystery and ambition, her will poised to bend the city—and the Empire itself—to her designs. As her shadowy ninjas strike with supernatural precision, the town falls under her suffocating grip, and only the silent vigilance of the Empire’s Shadow Master stands between order and chaos.
But the Bavidirian Empire does not yield easily. Commander Valerius and his Imperial Knights descend upon Nurenhill, their steel and discipline clashing with Seraphina’s arcane forces in a battle that will decide the fate of the city. Amidst secret alliances, forbidden rituals, and the desperate gambit of resistance, the struggle between light and darkness erupts into open war.
The Snake Empress is a sweeping tale of intrigue, magic, and rebellion—where the courage of spies, the resolve of warriors, and the hunger of ancient sorcery collide in a world where shadows are as deadly as swords, and the fate of an empire hangs in the balance.
Posted: Sun, 28 Dec 11:41:31 CST
Onward, to Adventure!
OSRIC 3.0™ is your introduction to a world of fierce and wily dragons, forgotten dungeons, and glittering treasure. Your character might explore ancient ruins filled with traps and magic, or roam the wilderness beyond civilization’s reach, gaining new levels and power as you accumulate treasure and experience. You and your other party members may come face to face with the great mysteries of the world while crafting powerful magic items or establishing strongholds to protect the weak from the forces of evil.
Are you ready to become legend?
Originally written in 2005-2006 as a retro-clone of the first edition of Advanced Dungeons & Dragons,* OSRIC™ is now in its third version, newly revised for clarity and accuracy. The OSRIC™ Player Guide contains everything you need for character creation and all of the player-facing rules.
Posted: Sun, 28 Dec 11:35:36 CST
This Kinunir class ship barely passed trials and was commissioned
among accusations of corruption among the inspectors. It was unable to
achieve greater than Jump-3 and experienced a large number of failures
during its maiden voyage. It was referred to the shipyard for remedial
repairs and remained there for several years while legal action was
unsuccessfully pursued against the prime contractor and a number of
subsidiaries.
It was never returned to service. Subsequently it was cannibalised for
spares from subsystems that formally passed external inspection, and
was eventually converted to an orbital prison, for special category
offenders.
This guide contains:
- Crew Organisation Chart.
- 10 pages of Ship art.
- Ship statistics.
- 17 pages of deck plans (empty and cluttered).
- Design specifications.
- 15 Pages of Plot Hooks.
- Random Location Chart, Minor Ship Problems, Staff and Prisoners.
Posted: Sun, 28 Dec 11:24:24 CST
Presented in this book is a conversion of the inventor class for Pathfinder First Edition, from the Pathfinder Second Edition Guns & Gears book. The inventor is a technology-focused skill-based class that can perform a variety of roles. Inventors are intelligent characters who use their inventions to good effect. They may be melee-focused, defense-focused, have some ability to deal blasting damage, and/or focus on creating gadgets (consumable one-use items that last for the day) that provide them with options on adventures.
An inventor gains an innovation that represents their preeminent work, which can be a suit of armor, construct, or weapon.
In addition, inventors gain unstable actions, which are experimental applications of their innovation that even the inventor can’t fully predict. Unstable actions can be used to create explosions or many other effects.
Like an alchemist or investigator, inventors gain discoveries that allow them to improve their innovation, gain additional uses of unstable actions, gain the ability to create temporary gadgets, and much more!
Also included are sixteen archetypes for the class, all but one of which are new. Finally, there are new discoveries and innovations that are in addition to the converted Pathfinder Second Edition ones, and a miscellany section (including new equipment, new feats, mythic options, sample build suggestions, and more!).
This new class might be perfect for your campaigns!
I've tried to set up the PDF preview so that people can view the alphabetical index of creatures to see what is included, plus there are the spells as well (not in the preview).
Posted: Sun, 28 Dec 10:42:20 CST
Fallout MapPack zestaw I zawiera 8 map (Krypty) oraz informacje na temat szabrowania pomieszczeń, uzupełniające te podane w podręczniku głównym do gry Fallout oraz w Zestawie narzędzi MG.
Znajdziecie tu również krótkie scenariusze oraz propozycje spotkań dla każdej z map.
Posted: Sun, 28 Dec 10:41:32 CST
Fallout MapPack zestaw II zawiera 8 map (Pustkowia) oraz informacje na temat szabrowania pomieszczeń, uzupełniające te podane w podręczniku głównym do gry Fallout oraz w Zestawie narzędzi MG.
Znajdziecie tu również krótkie scenariusze oraz propozycje spotkań dla każdej z map.
Posted: Sun, 28 Dec 10:13:51 CST
| This special bundle contains the following titles: |
This gamebook is available for this price until December 29th 11 AM US Eastern Time.

| Demons & Dungeoneers! Tainted Blood (Solo Adventure) Regular price: 0 Bundle price: 0 Format: PDF |
Demons and Dungeoneers! Tainted Blood is a gamebook using a sword & sorcery story. To play the game, you will need a 6-sided die or generator. Inside the PDF downloads: - You can choose from 6 pre-made dungeoneers, each with individual (fillable) character sheets, eliminating the need to use a pencil and eraser to play the game. - The gamebook is hyperlinked after each action. - There are over 350 illustrations drawn by various professional artists. - The rules are four pages long, which will help you engage in the game in less than a few minutes. - You can play repeatedly and get a different result each time. - All of the gamebooks are stand-alone, and there is no order to play them. Story so far: At the Dungeoneer's Guild in ... |
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| Special bundle price: | 0 |
| Savings of: | 0 (80%) |
Posted: Sun, 28 Dec 08:47:46 CST
There are crimes in the Five Points that announce themselves with noise—broken glass, shouted oaths, boots running hard across cobbles. And then there are the other crimes, quieter and far more dangerous, which leave behind only an absence: a missing purse, a vanished ledger, a man who was expected and never arrived. These are the crimes that shape the city without ever seeming to touch it. Lately, the Five Points has grown attentive to its silences. Thieves have begun to steal with unusual precision. Assassinations occur without spectacle, leaving no witnesses willing to speak and no clear beneficiary bold enough to claim the deed. Rogues who once competed now hesitate, as if uncertain whose ground they tread. Someone, or something, is arranging the streets. Beneath the saloons and lodging houses, under the respectable disorder of the ward, a new pattern is emerging. Alliances form and dissolve without warning. Longstanding feuds pause at inopportune moments. It is whispered that a guiding hand is at work—one that prefers velvet gloves to clenched fists, and knives that arrive without warning or sound. The Five Points has always been dangerous. Now it is deliberate.
You move through the early evening as lamps are being lit and doors drawn half-shut. The streets look familiar, but they feel wrong, like a room rearranged while you were away. People glance twice before speaking. A runner passes you without slowing, his face pale and focused. Somewhere nearby, a body has already been found—or will be soon.
You are a thief, a rogue, a blade-for-hire, or something that refuses all neat names. You survive by knowing who watches whom, and tonight you can feel the watchers multiplying. Someone has made the streets smaller, tighter, more exacting. And whether you wish it or not, you have already been noticed. The question is not whether you will be drawn in. The question is who will be holding the knife when the truth finally shows itself.
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In this Solo Adventure, you assume the role of a gangster in New York’s Five Points and surrounding neighborhoods in the mid-1800s. You will require:
The story begins with a brief introduction to the situation, a few key locations, and a handful of story hooks. From there, the game is driven by your imagination, choices, and dice rolls.
As you play:
You will record events, outcomes, and consequences
Posted: Sun, 28 Dec 08:47:37 CST
The war is far away, everyone says. It burns fields you have never seen and takes names that mean little in the Five Points. And yet it arrives all the same—carried north in rumors, in shortages, in uniforms worn by boys who limp back changed, and in the sudden worth of things that once meant nothing at all. Boots, coats, iron, powder. Even silence has gained value. The Five Points has never needed an excuse for violence, but now it has been given a language for it. Gangs speak of loyalty and betrayal with new seriousness. Old grudges are recast as causes. Some men vanish southward chasing pay and purpose; others return hardened, disciplined, and unwilling to settle disputes with bare hands. The streets feel crowded with intentions that no longer belong solely to them. Money flows strangely. Certain saloons prosper while others fail overnight. New faces appear with accents learned elsewhere and eyes that measure everything. The gangs sense it instinctively: the war has tilted the city, and those who do not adjust will be crushed under its slow, grinding weight. This is not a story about distant battles. It is about how a far-off war teaches local streets new lessons—and how the Five Points, ever hungry, decides what to do with them.
You hear the news before you see its effects. A dockhand talks too loudly about missing crates. A recruiter argues with a gang lieutenant over drinks. Someone you trusted now wears a coat cut differently, stitched with care and confidence. The city feels tighter, as if pulled by an invisible thread running south. You stand at a crossing where everything seems possible and nothing feels safe. The gangs are changing shape, and each one believes the future favors it alone. Whether you profit, perish, or disappear depends on how quickly you learn what the war has made valuable—and what it has made expendable. The thunder is distant. The damage is not.
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In this Solo Adventure, you assume the role of a gangster in New York’s Five Points and surrounding neighborhoods in the mid-1800s. You will require:
The story begins with a brief introduction to the situation, a few key locations, and a handful of story hooks. From there, the game is driven by your imagination, choices, and dice rolls.
As you play:
You will record events, outcomes, and consequences
Posted: Sun, 28 Dec 08:24:46 CST
With the purchase of this product, the Roll20 Module for this Adventure gets added to your Roll20 Library.
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Dinner with the Spirits is about a small village in danger just before winter and the holidays arrive. Winter spirits, which are usually merry, harmless, and a bit mischievous, came from the Fey Realm as every year through moonlit mirrors. But this time, a wicked trickster, Snickel, sneaked in with them. Snickel, a higher fey, exerts his influence to control the winter spirits and wields necromantic spells.
The wealthy owners of Cloverleaf Manor fled in haste as the winter spirits turned nefarious and undead abominations emerged from the family crypt. The undead attacked the nearby Village of Panshaw. While the villagers defeated them, four brave villagers were struck down in this encounter. The village mayor and the wealthy citizens offer a hefty reward for mercenaries willing to earn renown and glory by saving the Winter Solstice Holidays.
This Adventure features maps with Roll20's amazing walls and light sources, one-click Macros, pre-generated characters, and more!



Posted: Sun, 28 Dec 08:24:41 CST
With the purchase of this product, the Roll20 Module for this Adventure gets added to your Roll20 Library.
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The Pharaoh's Vault is an introductory adventure about a mysterious ziggurat that rises from the soil in the forest. The up-and-coming adventurers, in the nearby town of Arborhollow, are hired by Professor Hadrin and the daring explorer Lyra Telvane to escort them into the strange structure. The professor claims it may be the burial site of the last pharaoh.
When the party explores the dungeon beneath the ziggurat, they soon find immortal guardians, deadly traps, strange puzzles, and the company of other adventurers who came sooner than the characters. Before the great vault's door rests an ornate sarcophagus that contains the bodily remains of Pharaoh Ankheteph IX. This ruler from a bygone era has recently awoken once more...
This Adventure features maps with Roll20's amazing walls and light sources, one-click Macros, pre-generated characters, and more!






