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Posted: Sun, 28 Jun 01:18:56 CDT
Welcome to the 1-Page condensed rules for the Dark Realms Epic Adventure Game. This pint sized package packs nearly all game rules and content from the Dark Realms Core Rules (32 pages) into a compact version that fits into a poker sized box, yet contains everything you will need for play (ok, except for 1D6 for the PDF version.
Contents Include:
1) Game Rules (printable onto a single 8.5" x 14" sheet doube sided
2) Character Sheets (printable in 8.5" x 11",double sided) to get 3 character sheets per sheet that may be cut and folded into the poker box.
3) A Box Template Page. Print as a wrap for an ecxisting appropriate thickness extra Poker Card box you have available or print it as a sticker tomount to chipboard and make your very own box for the Dark Realms 1-Page game rules.
- You will need 1D6 in order to play. Game contents have been designed to be foldable into the box template provided with room for 1 or more 12mm D6 to also fit in.

Printing and Folding Instructions:
The Game rules for on a singe sheet of 8.5" x 14". The margins are very small.You will need a printer capable of printing with slender margins (.15"). If that is not available,you could print it centered on an 11" x 17" sheet,but fold it to fit into aPoker sized box (the box size template provided, you will have to trim it back down to the intended 8.5" x 14" size.
Once printed, you will fold it along it center on its long axis. Then fold it on center or more time. The result should be a one column wide, roughly 8.125"by 14"tall strip with the total and many of the character races showing.
You will then fold this narrow strip in half, and then in half again.
Straight and crisp folds should get you a sheet that is folded along the columbns.
When printing we do not recommend shrinking to fit, as smaller sized fonts were used and making them smaller may make them difficult to read. As is, you will beed a printer with fairly good resolution. Likely laser rather than any kind of ink.
Finally, the character sheets need to be printed double sided.They begin on an 8.5" x 11" sheet. You willcut the bottom 1/2 inch off the bottom, then each of the three character sheets may be cut on center between them. Each page will get you 3 character sheets that are double sided and 3.5" tall by 8.5" wide. To fit them into the box, you will fold then twice on centerfold left to right.
That's it.Enjoy.
Posted: Sat, 27 Jun 22:39:11 CDT
Villians & Vigilantes 2nd ed. full-color themed sheets
Superhero / Era Themes
- World War II / 1940s Era Super Hero
- Golden Age Mystery Men
- Silver Age Cosmic Heroes
- Bronze Age Street Vigilantes
- Super Spy / Cold War Supers
- Retro-Future Atomic Age
- Classic Newspaper Comic Strip Heroes
Sci-Fi / Future Themes
- Outer Space Contemporary
- Outer Space Future
- Near Earth Future / WWIII
- Cyberpunk Street Hero
- Dark Future Resistance Heroes
- Heroic Space Patrol
- Robot Rebellion Heroes
- Alien Invasion Resistance
Archetype Hero Themes
- Aquatic / Undersea Supers
- Cyborg Hero
- Energy Projector Hero
- Martial Artist Hero
- Martial Arts Tournament Supers
- High-Tech Power Armor Heroes
- Elemental Champions
- Luchador Masked Heroes
- Radioactive Mutant Heroes
- Street-Level Rescue Heroes
- Animal Totem Champions
- Monster-Sized City Smashers
Magic / Weird Themes
- Mythic Champion
- Supernatural Occult Hero
- Supernatural Monster Hunters
- Magical Girl / Bright Transformation Heroes
- Urban Magic Street Heroes
- Dreamworld / Nightmare Heroes
- Time-Traveling Supers
- Celestial / Angelic Supers
- Infernal Anti-Heroes
- Dimensional Travelers / Multiverse Heroes
Organization / Setting Themes
- Teen Hero Academy
- Corporate-Sponsored Super Team
- Super-Prison / Inmate Hero File
- Kaiju / Giant Hero Defense Force
- Pulp Jungle Adventure Heroes
- Gotham-Noir Detective Supers
- Western Frontier Supers
- Post-Apocalyptic Supers
Villain Sheet Themes
- Mastermind Crime Lord
- Mad Science Menace
- Occult Dark Sorcerer
- Corporate Super-Villain
- Alien Conqueror
- Apocalypse Bringer
- Villain Dossier / Villain Sheet
Black-and-White One-Off Themes
- Mutant Hero
- Tech Hero
- Psionics Hero
- Magic Hero
- Street Hero
- Monster Hero
- Insect Hero
Plus, 13 Half-Page Sidekick sheets, color and black/white.
Posted: Sat, 27 Jun 21:01:35 CDT
You hear the sound of motors in the distance. You are not yet sure if it is a good or a bad thing, but it is scorching hot and you need resources. You find an abandoned gas station in the wilderness. Hopefully, you'll be able to find a bunch of resources?
Apocalyptic Gas Station is a 40x40 squares map, perfect for zombie, post-apocalyptic, and wasteland survival games!
This map pack includes:
- Grid and Gridless
- Day/Night
- 3 Weathers: Normal, Overcast, Rain
- 6 Color Filters: Basic, Dry, Lonely, Overcast, Rain, Vibrant
- 1 Floor + Roof
- 3 Environments: Desert, Forest, Winter
- High Quality (4000x4000 px) and Lower Quality (2000x2000 px) to suit your preference and chosen platform
Posted: Sat, 27 Jun 20:19:01 CDT
Map Details
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Size: 30x18
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Grid: Square (1 cell = 5 ft)
Includes:
- 2 PNG Files (gridded & gridless version)
License
-
This map is intended for personal use only.
Commercial use, redistribution, or resale in any form is not permitted - Credit: Xundra Maps
Follow Xundra Maps for more releases ♥
Posted: Sat, 27 Jun 19:08:18 CDT
| This special bundle contains the following titles: |
| The Witness - Volume 15, Issue 3 Regular price: 0 Bundle price: 0 Format: PDF | The Witness is an in-world publication for First Bulletin, the upcoming tabletop roleplaying game of propaganda and espionage in Cold War Europe (1948–1961).
The Witness is a journal of world affairs, culture, and analysis — the kind of periodical that circulates quietly among people who know how to read between the lines. Think of it as the in-game equivalent of real-world publications, Encounter or The Paris Review.
This first issue contains a long-form dispatch from occupied Vienna, an interview with a correspondent in the field, readers' letters, two original poems, and the first episode of The Karlsplatz Affair — an actual-play serial set in 1951, following two operatives attached to a covert Western broadcast station.
The Witness reads as a period document. It also functions as a... | |
| The Witness - Volume 15, Issue 4 Regular price: 0 Bundle price: 0 Format: PDF | The Witness is an in-world publication for First Bulletin, the upcoming tabletop roleplaying game of propaganda and espionage in Cold War Europe (1948–1961).
The Witness is a journal of world affairs, culture, and analysis — the kind of periodical that circulates quietly among people who know how to read between the lines. Think of it as the in-game equivalent of real-world publications, Encounter or The Paris Review.
This second issue contains a long-form essay on the Leipzig Trade Fair, an interview with author J. Boulter, readers' letters, two original poems, and the second installment of The Karlsplatz Affair — an actual-play serial set in 1951, following two operatives attached to a covert Western broadcast station.
The Witness reads as a period document. It also functions as a wi... | |
| The Witness - Volume 15, Issue 5 Regular price: 0 Bundle price: 0 Format: PDF | The Witness is an in-world publication for First Bulletin, the upcoming tabletop roleplaying game of propaganda and espionage in Cold War Europe (1948–1961).
The Witness is a journal of world affairs, culture, and analysis — the kind of periodical that circulates quietly among people who know how to read between the lines. Think of it as the in-game equivalent of real-world publications like Encounter or The Paris Review.
This third issue — Winter 1953 — is built around a single question that none of its contributors have agreed to ask aloud: did the instruments we built actually work, and does anyone intend to find out?
Richard Crossman, former head of psychological warfare at SHAEF, examines the evidentiary foundations of wartime black propaganda — and finds them wanting. Robert E. L... |
| Total value: | 0 |
| Special bundle price: | 0 |
| Savings of: | 0 (0%) |
Posted: Sat, 27 Jun 17:42:57 CDT
"They avouch that a … Great-eater hath a voracious Elve to be his attender, called a Joint-eater or Just-halver, feeding on the Pith or Quintessence of what the Man eats: and that therefore he continues Lean like a Hawke or Heron, notwithstanding his devouring Appetite."
-Kirk, The Secret Commonwealth of Elves, Fauns, and Fairies (1893)
Posted: Sat, 27 Jun 16:25:22 CDT
The district of Dominion Ward has always been Lucentia's gateway to the outside world, a sprawling landscape of international freight terminals, financial exchanges, diplomatic offices, container ports, wholesale markets, railway marshalling yards, dense residential districts, and elevated transport corridors where billions in goods, information, and money move through the city every month, making it the natural entry point for organisations seeking influence over Lucentia's lucrative criminal economy, but a series of coordinated attacks against long-established gangs has shattered the balance of power almost overnight, igniting a wave of street wars unlike anything the city has experienced in decades as ambitious local organisations rise in open rebellion against the traditional underworld while heavily organised criminal groups from overseas quietly establish operational cells throughout Dominion Ward, supplying weapons, intelligence, funding, communications, and experienced advisers to competing factions without revealing their full intentions, transforming what appears to be a conventional gang conflict into a sophisticated campaign for strategic control of the city itself, as neighbourhoods become fortified strongholds, supply routes are contested street by street, alliances collapse under pressure, and intelligence agencies, corporations, politicians, and independent operators struggle to understand whether the uprising is spontaneous or the product of a meticulously planned foreign operation designed to redraw Lucentia's criminal landscape forever, forcing every participant to choose between defending the existing order, embracing the revolution, exploiting the confusion for personal gain, or uncovering the hidden command structure directing events from beyond the city's borders, because the battle for Dominion Ward is only the opening phase of a much larger campaign and whoever survives it will determine whether Lucentia remains ruled by its own criminals or becomes another prize in an international war fought through gangs instead of armies.
_____________________________
Lucentia never sleeps - and neither should you. In this solo mode, you step into the city alone, taking on jobs, running cons, evading the law, and navigating the hidden currents of factions. Every decision ripples outward: a missed detail can cost more than cash, and a single bold move can rewrite the city’s balance.
To fully experience the chaos, you’ll need your Urban Chaos Core Rulebook. It contains the rules for attributes, skills, combat, factions, Noise, City Pulse, and the systems that make Lucentia feel alive. The solo adventure system builds on these rules, letting you engage with the city as both protagonist and storyteller.
Expect tension, opportunity, and consequences. You’ll roll dice, make choices under pressure, and see the city respond in real time. Every session is a self-contained story, but one that can leave threads spilling into the next.
Solo play in Urban Chaos isn’t about simply surviving - it’s about thriving in a city that watches, remembers, and pushes back. It’s fast, it’s engaging, and it’s yours to shape. Your moves matter. Your choices echo. And the city? The city is always listening.
Posted: Sat, 27 Jun 15:29:39 CDT
It's Sunday night, eleven o'clock. Your players expect a session tomorrow at seven, and you've got nothing. The blank page stares back. TAG Worlds is a toolset, not a homework assignment. It extends the tag philosophy from the Core Rules into every corner of your setting—geography, factions, landmarks, cultures, and conflicts. Built on the core principle that "Everything is a tag," this supplement provides a sandbox engine to rapidly spark evocative situations with suggested die sizes, ready to be interpreted through the lens of your campaign. The tables give you scaffolding, but the soul of the world comes from play.
Table of Contents
Open Supplement License v1.0 TAG Worlds is released under an open license. GMs and creators are heavily encouraged to hack, modify, and expand upon these tools.
"The best worlds aren't the ones with the most pre-written lore. They're the ones that generate the best stories at the table. Let's build some." |
Posted: Sat, 27 Jun 15:08:05 CDT
Viking Fury, 2nd ed. is a strategic level solitaire historical game covering the initial Viking expansion into western Europe in the late 8th-early 9th century. The player controls the Viking side and attempts to acquire treasure for his home location, while potentially planting new settlements across the sea. Each game turn represents a variable amount of actual time. The object of the game is to bring as much treasure back home to Scandinavia (and establish settlements over the sea) within a set number of Expeditions. It is a low complexity game in which the gamer's role is an individual Viking leader or expedition, with the game system handling the defenders in the target areas.
This Minden Battlegame Book contains a complete game, with full rules (standard and optional), over 100 game counters (allowing you to play solitaire or with up to three players), several scenario and campaign game maps, various scenarios (Raid on Lindisfarne, European Coast Invasion, Raid on Iona, Irish Expansion, London and the Channel, Standard Campaign Game, and Danelaw Campaign Game), with the necessary charts, game notes and designer's comments. All you need to supply is a standard deck of cards, and 1d6.
The game system provides for quick, solitaire play, emphasizing Minden's hallmark of playability & historicity. "As you set out on your first expedition, imagine it is AD 793; Lindisfarne will loom on the horizon, and other treasure-filled locations no doubt as well. Your travels will provide adventure, wealth, danger, epic tales, and unforseen events that will form the backbone of heroic stories to be repeated time and again back home around the home fires, after your return." (From Designer's Notes).
The game may be played in two ways: using the game maps and physical counters, or in "pencil mode" (rules included), where you keep track of the game activities in writing on special game maps, allowing you to play the game almost anywhere.
VIKING FURY, 2nd ed. is now available as a stand alone game in PDF format. Designer: Gary Graber. Published by Minden Games.
Posted: Sat, 27 Jun 15:01:40 CDT
Beneath ordinary history lies a world of untamed peril, where sinister cults plot in ancient ruins and mad scientists threaten tomorrow from hidden island fortresses. Action is a high-octane, breathless journey: discovery, trap, betrayal, chase, and the final heroic stand. Will your adventurers claim the prize before the world is thrown into chaos? THE COMPLETE PULP ADVENTURE TOOLKIT.pdf gives Game Masters a massive, system-agnostic sandbox engine packed with 2,000 detailed encounters to run thrilling investigations, breakneck chases, and cinematic cliffhangers with zero preparation.
Table Directory: 100 Paths to Adventure Instantly navigate the 10 thematic modules included in this supplement:
Fortune and glory await, kid... Claim your copy of THE COMPLETE PULP ADVENTURE TOOLKIT.pdf today, grab your fedora, adjust your twin holsters, and ready yourself to leap straight into danger! |
Posted: Sat, 27 Jun 14:48:59 CDT
| This special bundle contains the following titles: |
| Blood Money Volume I: Mercenary Tickets Regular price: 0 Bundle price: 0 Format: PDF | The job pays well.
The job is dangerous.
The job is probably illegal.
Welcome to the life of a mercenary.
Blood Money Volume I: Mercenary Tickets is a deep dive into twenty fully developed mercenary contracts for Traveller and the Cepheus Engine roleplaying games. Each ticket is designed to drop directly into an ongoing campaign, providing immediate missions, conflicts, and opportunities for profit.
Inside you'll find twenty complete operational dossiers covering everything from security details and convoy escorts to hostage rescues, counterinsurgency operations, planetary raids, evacuation missions, search-and-destroy assignments, and desperate last stands.
Every ticket includes:
Complete missio... | |
| Blood Money Volume II: Black Contracts Regular price: 0 Bundle price: 0 Format: PDF | The job pays well.
The job is dangerous.
The job is probably illegal.
Welcome to the life of a mercenary.
Blood Money Volume II: Black Contracts is a deep dive into twenty fully developed mercenary contracts for Traveller and the Cepheus Engine roleplaying games. Each ticket is designed to drop directly into an ongoing campaign, providing immediate missions, conflicts, and opportunities for profit.
Inside you'll find twenty complete operational dossiers covering everything from security details and convoy escorts to hostage rescues, counterinsurgency operations, planetary raids, evacuation missions, search-and-destroy assignments, and desperate last stands.
Every ticket includes:
Complete mission... | |
| Blood Money Volume III: War Zone Tickets Regular price: 0 Bundle price: 0 Format: PDF | The job pays well.
The job is dangerous.
The job is probably illegal.
Welcome to the life of a mercenary.
Blood Money Volume III: War Zone Tickets is a deep dive into twenty fully developed mercenary contracts for Traveller and the Cepheus Engine roleplaying games. Each ticket is designed to drop directly into an ongoing campaign, providing immediate missions, conflicts, and opportunities for profit.
Inside you'll find twenty complete operational dossiers covering everything from security details and convoy escorts to hostage rescues, counterinsurgency operations, planetary raids, evacuation missions, search-and-destroy assignments, and desperate last stands.
Every ticket includes:
Complete missi... | |
| Blood Money Volume IV: Megacorp Tickets Regular price: 0 Bundle price: 0 Format: PDF | The job pays well.
The job is dangerous.
The job is probably illegal.
Welcome to the life of a mercenary.
Blood Money Volume IV: Megacorp Tickets is a deep dive into twenty fully developed mercenary contracts for Traveller and the Cepheus Engine roleplaying games. Each ticket is designed to drop directly into an ongoing campaign, providing immediate missions, conflicts, and opportunities for profit.
Inside you'll find twenty complete operational dossiers covering everything from security details and convoy escorts to hostage rescues, counterinsurgency operations, planetary raids, evacuation missions, search-and-destroy assignments, and desperate last stands.
Every ticket includes:
Complete missio... | |
| Blood Money Volume V: Frontier Tickets Regular price: 0 Bundle price: 0 Format: PDF | The job pays well.
The job is dangerous.
The job is probably illegal.
Welcome to the life of a mercenary.
Blood Money Volume V: Frontier Tickets is a deep dive into twenty fully developed mercenary contracts for Traveller and the Cepheus Engine roleplaying games. Each ticket is designed to drop directly into an ongoing campaign, providing immediate missions, conflicts, and opportunities for profit.
Inside you'll find twenty complete operational dossiers covering everything from security details and convoy escorts to hostage rescues, counterinsurgency operations, planetary raids, evacuation missions, search-and-destroy assignments, and desperate last stands.
Every ticket includes:
Complete mission... |
| Total value: | 0 |
| Special bundle price: | 0 |
| Savings of: | 0 (23%) |
Posted: Sat, 27 Jun 14:45:26 CDT
The job pays well.
The job is dangerous.
The job is probably illegal.
Welcome to the life of a mercenary.
Blood Money Volume V: Frontier Tickets is a deep dive into twenty fully developed mercenary contracts for Traveller and the Cepheus Engine roleplaying games. Each ticket is designed to drop directly into an ongoing campaign, providing immediate missions, conflicts, and opportunities for profit.
Inside you'll find twenty complete operational dossiers covering everything from security details and convoy escorts to hostage rescues, counterinsurgency operations, planetary raids, evacuation missions, search-and-destroy assignments, and desperate last stands.
Every ticket includes:
-
Complete mission briefing
-
Employer information
-
Payment details
-
Objectives and rules of engagement
-
Player information
-
Referee information
-
Opposition forces
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Operational complications
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Equipment and skill recommendations
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Possible outcomes
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Traveller-compatible rules and dice mechanics
These are not simple adventure hooks.
Each ticket is a complete mission framework packed with enough information to run a full session, a short campaign arc, or serve as the foundation for an ongoing mercenary campaign.
Whether your players are professional soldiers, hired guns, military contractors, colonial security forces, or desperate adventurers looking for their next paycheck, Blood Money provides contracts ready to deploy with minimal preparation.
The galaxy is full of wars.
Somebody has to fight them.
The only question is whether your players survive long enough to get paid.



