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Posted: Fri, 06 Feb 02:52:56 CST
06. Hire a TREMERE
Built a predictive model using blood samples. No one knows how.
What happens when immortal predators are forced to sit through a job interview?
Applying for a perfectly normal, painfully modern job—armed with a résumé spanning centuries, a deeply questionable skill set, and absolutely no idea how HR works. Expect polished job descriptions, wildly inappropriate CVs, interview transcripts that spiral out of control, internal HR notes full of red flags, and a final hiring decision that rarely goes as planned.
These interviews are ideal as:
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Comedy interludes between serious sessions
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In-universe documents or handouts
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Quick NPC introductions with instant personality
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A reminder that immortality does not, in fact, prepare you for middle management
Othe HR nightmares: https://www.storytellersvault.com/en/browse?keyword=hire%20a%20vampire%20szerepjatekosok.hu
Posted: Fri, 06 Feb 02:24:31 CST
Monthly Sketchbooksage , A free monthly containing promotional content from sketchbooksage.com and sketchbooksage affilated blog pages. Inside you will find panels from my webcomics Akuma Sake, Badham, Fandum!, Ultimate Wrestle Bout, a link to my photoshop brushes and merchandise.
Posted: Thu, 05 Feb 21:48:31 CST
Complete set of Printable 5.5e Magic Item Cards, Compatible with the 2024 rules update!
FORMAT: Printable PDF | Poker Size (2.5" x 3.5") | A4 + US Letter | Digital Download | PNGs
Bring your magic items to life with this complete set of DnD magic item cards, designed for fast, easy gameplay at the table. Includes the complete set of magic items found in the 5.2.1 SRD —perfect for players and DMs who want smooth item management with zero prep.
Whether you’re running a long campaign, a quick one-shot, or adding custom items to your world, these cards keep every item’s details right at your fingertips.
Card Count:
- Armor: 21
- Weapon: 34
- Potion: 28
- Ring: 22
- Rod: 6
- Scroll: 1
- Staff: 12
- Wand: 15
- Wondrous Item: 142
- Mysterious Deck: 22







Card Features
- One Item per poker-sized card (2.5" x 3.5")
- Clean parchment-style design
- Editable & fillable PDFs (A4 + US Letter formats)
What’s Included
- All 2024 SRD Magic Items
- Every Type: Armor, Weapon, Potion, Ring, Rod, Scroll, Staff, Wand, Wondrous (Monsters Referenced Sold Separately)
- Set of cards for the Mysterious Deck (22 Card Mini Deck)
- Blank templates (For all Types)
- One-click full set (Sorted by type and alphabetically for easy navigation)
- 300 DPI PNG files for all cards
Card Layout
Each Magic Item card includes:
- Item Name
- Complete Description (longer cards have been made more concise to maintain readability and fast reading)
- Type, Rarity, Attunement
Easy Printing
- Choose A4 or US Letter
- Print at 100% scale (do not “fit to page”)
- Includes trim lines for cutting
- Paper recommendation:
- 70–150 GSM for single-sided prints
- 200+ GSM for double-sided cards
Instant Download
- Digital PDFs & PNGs delivered immediately after purchase
- No shipping, no waiting
⚠️ Notes
- Digital download only (no physical cards)
- Licensed for personal use
- Works best with Adobe Reader or PDF XChange Editor
Legal
This product uses material from the System Reference Document 5.2.1 by Wizards of the Coast under the Creative Commons Attribution 4.0 International License.
No affiliation or endorsement is implied.
Posted: Thu, 05 Feb 20:48:40 CST
Your heroes have faced many challenges and defeated many foes. But are they brave and strong enough to dive into the very depths of hell its self and return, to save a woman? A new Champions Classics adventure, from the 1980s, rebuilt and updated to modern gaming!
Posted: Thu, 05 Feb 20:08:17 CST
Once sacred, now profaned, the Occupied Temple is a sprawling map pack built for tense exploration, moral ambiguity, and brutal confrontation. Ancient stone still stands—but it’s been reshaped by refugees, opportunists, and something far worse.
Overgrown Courtyard
A once-manicured garden lies swallowed by vines and rot. Plague plants seep sickly green clouds into the air, turning approach and ambush into a calculated risk.
Temple Entrance & Halls of the Dead
The grand entry has been carved into living space: hanging curtains divide makeshift homes, a merchant tent, and a rough bar. Below, the honored dead rest no more—their halls are now a barracks and mining trench where laborers tear into the temple floor in search of buried relics. At the center, the temple’s former guardians—giant spiders—are caged and fed prisoners for sport.
Temple Posterior
An indoor courtyard ringed with defaced statues serves as a communal hub. Kitchens, drinking tables, soldier quarters, and an active alchemy lab fill the space. Hidden beneath rubble lies a hatch to darker things below.
The Warren
A twisting underground network of bunks, meat stores, and snake-filled chapels. A massive serpent idol dominates the cult’s sanctuary, with baskets of living snakes lining the tunnels.
Includes grid/no-grid options and a layered design perfect for infiltration, rebellion, or purge. The temple lives again—just not as the gods intended
Posted: Thu, 05 Feb 19:36:17 CST
You step back and survey the campsite you've set up in the middle of nowhere. It's perfect! Just you, nature and your monstrous side...
You play as a character who used to be 100% human but somehow gained a monstrous side. It's become a problem as of late. So, you decide to tame or become one with it. Someone suggested solo camping, so here you are.
Monster Camper is a solo journaling role-playing game for one person. To play, you will need a shuffled deck of playing cards (including the Jokers), a way to record or journal your daily events and two coins (2d2 or similar) to resolve uncertainty or risk.
This is a Princess Sword game, based on Anna Anthropy's Princess with a Cursed Sword.
Posted: Thu, 05 Feb 19:33:54 CST
Champion Jousting System
A system-neutral jousting mini-game for tournaments, festivals, and knights
The Champion Jousting System is a system-neutral, 5E-compatible mini-game designed to run fast and feel cinematic at the table. Designed for jousts, medieval events, and mounted combat, it settles a duel quickly without slowing down play.
This subsystem focuses on tension, crowd reaction, and decisive moments—perfect for competitive play where reputation and spectacle matter as much as victory.
How It Works
Each joust is fought over three passes, with both riders making a single contested roll that blends physical strength, riding skill, and nerve. Clean hits score points, ties stall momentum, and overwhelming success can unhorse an opponent instantly.
The rules reward smart play, bold risks, and reading the moment—making every pass matter.
Features
Fast Jousting Rules – A clean, table-ready rules module that drops into any fantasy RPG
Tournament-Ready Play – Ideal for arenas, royal lists, and public competitions
Cinematic Outcomes – Shattered lances, dropped weapons, sudden-death tilts
Crowd & Showmanship Mechanics – Use flair and presence to sway the outcome
Plug-and-Play Design – No maps, no initiative tracking, no prep overload
Included NPC Champions
This product includes four fully realized NPC jousters, each with distinct strengths, riding styles, and crowd reactions:
A disciplined knight who wins through precision
A brutal bruiser who relies on raw power
A fast, aggressive competitor fueled by flair
A steady, reliable rider favored by the crowd
Posted: Thu, 05 Feb 18:15:15 CST
Pirates expands the familiar cutlass-and-bandit trope into a full, encounter-ready hierarchy designed for 5e play. Rather than treating pirates as a single low-level threat, this supplement presents a complete ladder of shipboard roles, hardened crew, disciplined officers, and infamous commanders—from powder monkeys and deckhands to captains, admirals, and legendary terrors of the coast—each built to fill a specific role at the table.
Whether you need disposable crew to crowd a boarding action, aggressive specialists to control rigging and firing lines, veteran enforcers to hold the deck under pressure, or a climactic pirate lord commanding the fight itself, Pirates provides mechanically distinct stat blocks at every tier of play. The ladder is designed to scale naturally, allowing pirate encounters to grow from chaotic skirmishes into full naval battles and campaign-defining confrontations. Firearms and artillery are fully supported through existing 5e rules, keeping the focus on tactics, positioning, morale, and leadership rather than magic.
Each pirate type is designed with clear battlefield purpose, strong internal synergy, and GM-friendly abilities that emphasize coordination, intimidation, and ruthless efficiency. Use them as freebooters, privateers, naval raiders, criminal fleets, or feared legends of the sea—the structure is provided, the flag they fly is yours.
Images are provided in both male and female versions, with nine color-bordered tokens for each.
Pirate Ladder
Pirate Powder Monkey (CR 0): Noncombatant youth who carries powder and shot. Their injury or death often provokes violent reactions from nearby crew.
Pirate Deckhand (CR 0): Sailor or laborer without formal combat training, armed only with tools or improvised weapons.
Pirate Cabin Boy (CR 1/8): Young shiphand armed with a knife. Quick and nervous, more likely to flee than fight.
Pirate Dock Ruffian (CR 1/8): Shore-side thug accustomed to brawls and ambushes but lacking discipline.
Pirate Crewman (CR 1/4): Standard pirate armed with a cutlass and sidearm. Fights best in groups.
Pirate Boarding Hand (CR 1/4): Aggressive melee fighter trained to grapple, shove, and overwhelm enemies during boarding actions.
Pirate Gunner (CR 1/2): Crew member trained with pistols or muskets, providing deadly ranged fire before closing in.
Pirate Rigging Fighter (CR 1/2): Agile skirmisher who uses ropes and rigging to gain height, mobility, and positional advantage.
Pirate Swashbuckler (CR 1): Mobile duelist who relies on speed, footwork, and opportunistic strikes.
Pirate Grenadier (CR 1): Specialist who uses black powder bombs, fire pots, and smoke to disrupt formations.
Pirate Harpooner (CR 2): Heavy melee combatant who uses barbed weapons to restrain, pull, or drag enemies.
Pirate Quartermaster (CR 2): Veteran organizer who controls supplies and morale, bolstering nearby allies through command and discipline.
Pirate Veteran (CR 3): Hardened survivor of countless battles, capable of parrying blows and pressing the attack.
Pirate Boarding Sergeant (CR 3): Front-line leader who directs crew movement and coordinates assaults.
Pirate Master Gunner (CR 4): Expert artilleryman who controls cannons and heavy shipboard weapons with deadly efficiency.
Pirate First Mate (CR 4): Trusted second-in-command who coordinates crew actions and reacts swiftly to threats.
Pirate Champion (CR 5): Elite duelist renowned for personal combat prowess and fearlessness.
Pirate Shock Trooper (CR 5): Brutal enforcer trained to smash enemy lines and seize control of key positions.
Pirate Bosun Enforcer (CR 6): Officer who maintains discipline through intimidation, punishment, and ruthless example.
Pirate Veteran Captain (CR 6): Experienced ship captain skilled in tactics, positioning, and crew coordination.
Pirate Captain (CR 7): Charismatic leader whose presence inspires allies and breaks enemy resolve.
Pirate Dread Privateer (CR 7): Licensed raider who combines military discipline with merciless efficiency.
Pirate Iron Captain (CR 8): Heavily armored commander who dominates firefights and close-quarters combat alike.
Pirate Reaver Lord (CR 9): Infamous pirate leader whose reputation alone can unnerve seasoned foes.
Pirate Warlord (CR 10): Supreme commander of multiple crews, capable of directing large-scale engagements.
Pirate Fleet Admiral (CR 11): Master of naval warfare who commands ships, artillery, and disciplined crews with precision.
Pirate Terror of the Coast (CR 12): Legendary pirate whose name is synonymous with devastation, fear, and total control of the battlefield.
Compatible Products
Pirate Cove: Maps designed for pirate encounters and adventures.
Posted: Thu, 05 Feb 18:08:03 CST
This is an adventure for Cepheus Engine.
Smugglers transporting body parts have become a serious problem in the frontiers of space. On the edges of the Sonora sector unscrupulous bandits have been raiding low tech worlds and illegally harvesting body parts from local indigenous people. These parts are then sold to doctors and hospitals in the Sonora sector or, in some cases, to specific buyers in need of some particular part. Local authorities on many worlds have taken a blind eye to such unethical medical trade.
The Sonoran Interstellar Police (SIPOL), however, has decided to put a stop to these practices. Or at least to make an attempt to do so. It will not, however, be easy. Major organized crime families have learned just how lucrative this trade can be. And they are going all in to make big profits.
Ben Ivanov is a young officer with SIPOL. He has been tasked with infiltration and destruction of one of the organized criminal enterprises engaging in this trade. He summons the travelers to his office while they are in star port to discuss a proposal. He is offering CR 350,000 for the travelers to infiltrate one such operation and put an end to it.
Posted: Thu, 05 Feb 16:32:52 CST
Drops of The Blood: Arcane Options is a supplement for The Blood, compatible with the Basic Rules/Quickstart. You need those rules to make use of it.
Arcane Options
The world is a complicated place. Even the simplest things, like a high-octane chase through the streets, provide complexities and variables caused by everything from the participants, to the environment, to the whims of the winds during that moment. Backroom deals require more than a few moments of bargaincrafting, and even the most straightforward heist demands you plan it out to stifling detail only for it to all fall apart when things get started. Magic multiplies it all tenfold, as witches, warlocks, and the undead imbue everything they do with their arcane might in hopes of getting momentary advantages. How can one possibly keep up?
Drops of The Blood: Arcane Options contains:
- Improved Rules for Complex Actions, including countdowns, contested rules, and generalized areas and boundaries.
- New Systems including infiltration, politicking, chases, and research & development.
- Player Options like (dis)advantages and spells.
Drops of The Blood
Drops of The Blood is a small series meant to expand upon the Basic Rules of The Blood, bringing it closer towards what will eventually become the final version. Put them all together, and you’ll have something fairly close to a “core book” in substance, and in fact, when said consolidated core is released, those with Drops will get a discount on the full thing (to the point of getting it nearly for free if your collection is complete).
It’s a small experiment, in the end, a way to make the game playable from the start and to allow players and narrators alike to grow their games alongside our development process, picking and choosing what they want to see before the full release without any worry about their funds going to waste.
Want more for your game of The Blood? Check out the following:
Posted: Thu, 05 Feb 16:23:23 CST
Cheios de Poder RPG - Monstros & Ameaças é um suplemento de criaturas (bestiário) para cheios de poder. esse livro conta com 50 fichas de monstros e criaturas, que podem ser usadas pelos mestres, para suas campanhas.
Algumas das criaturas podem ser usadas por vilões, com pontos de Recrutamento. Compre esse livro agora e tenha a disposição 50 criaturas/monstros para que os poderosos da sua campanha possam enfrentar!
Posted: Thu, 05 Feb 16:19:34 CST
Pirates expands the familiar cutlass-and-bandit trope into a full, encounter-ready hierarchy designed for 5e play. Rather than treating pirates as a single low-level threat, this supplement presents a complete ladder of shipboard roles, hardened crew, disciplined officers, and infamous commanders—from powder monkeys and deckhands to captains, admirals, and legendary terrors of the coast—each built to fill a specific role at the table.
Whether you need disposable crew to crowd a boarding action, aggressive specialists to control rigging and firing lines, veteran enforcers to hold the deck under pressure, or a climactic pirate lord commanding the fight itself, Pirates provides mechanically distinct stat blocks at every tier of play. The ladder is designed to scale naturally, allowing pirate encounters to grow from chaotic skirmishes into full naval battles and campaign-defining confrontations. Firearms and artillery are fully supported through existing 5e rules, keeping the focus on tactics, positioning, morale, and leadership rather than magic.
Each pirate type is designed with clear battlefield purpose, strong internal synergy, and GM-friendly abilities that emphasize coordination, intimidation, and ruthless efficiency. Use them as freebooters, privateers, naval raiders, criminal fleets, or feared legends of the sea—the structure is provided, the flag they fly is yours.
Multisided tokens allow you to switch between male and female versions.
Pirate Ladder
Pirate Powder Monkey (CR 0): Noncombatant youth who carries powder and shot. Their injury or death often provokes violent reactions from nearby crew.
Pirate Deckhand (CR 0): Sailor or laborer without formal combat training, armed only with tools or improvised weapons.
Pirate Cabin Boy (CR 1/8): Young shiphand armed with a knife. Quick and nervous, more likely to flee than fight.
Pirate Dock Ruffian (CR 1/8): Shore-side thug accustomed to brawls and ambushes but lacking discipline.
Pirate Crewman (CR 1/4): Standard pirate armed with a cutlass and sidearm. Fights best in groups.
Pirate Boarding Hand (CR 1/4): Aggressive melee fighter trained to grapple, shove, and overwhelm enemies during boarding actions.
Pirate Gunner (CR 1/2): Crew member trained with pistols or muskets, providing deadly ranged fire before closing in.
Pirate Rigging Fighter (CR 1/2): Agile skirmisher who uses ropes and rigging to gain height, mobility, and positional advantage.
Pirate Swashbuckler (CR 1): Mobile duelist who relies on speed, footwork, and opportunistic strikes.
Pirate Grenadier (CR 1): Specialist who uses black powder bombs, fire pots, and smoke to disrupt formations.
Pirate Harpooner (CR 2): Heavy melee combatant who uses barbed weapons to restrain, pull, or drag enemies.
Pirate Quartermaster (CR 2): Veteran organizer who controls supplies and morale, bolstering nearby allies through command and discipline.
Pirate Veteran (CR 3): Hardened survivor of countless battles, capable of parrying blows and pressing the attack.
Pirate Boarding Sergeant (CR 3): Front-line leader who directs crew movement and coordinates assaults.
Pirate Master Gunner (CR 4): Expert artilleryman who controls cannons and heavy shipboard weapons with deadly efficiency.
Pirate First Mate (CR 4): Trusted second-in-command who coordinates crew actions and reacts swiftly to threats.
Pirate Champion (CR 5): Elite duelist renowned for personal combat prowess and fearlessness.
Pirate Shock Trooper (CR 5): Brutal enforcer trained to smash enemy lines and seize control of key positions.
Pirate Bosun Enforcer (CR 6): Officer who maintains discipline through intimidation, punishment, and ruthless example.
Pirate Veteran Captain (CR 6): Experienced ship captain skilled in tactics, positioning, and crew coordination.
Pirate Captain (CR 7): Charismatic leader whose presence inspires allies and breaks enemy resolve.
Pirate Dread Privateer (CR 7): Licensed raider who combines military discipline with merciless efficiency.
Pirate Iron Captain (CR 8): Heavily armored commander who dominates firefights and close-quarters combat alike.
Pirate Reaver Lord (CR 9): Infamous pirate leader whose reputation alone can unnerve seasoned foes.
Pirate Warlord (CR 10): Supreme commander of multiple crews, capable of directing large-scale engagements.
Pirate Fleet Admiral (CR 11): Master of naval warfare who commands ships, artillery, and disciplined crews with precision.
Pirate Terror of the Coast (CR 12): Legendary pirate whose name is synonymous with devastation, fear, and total control of the battlefield.
Compatible Products
Pirate Cove: Maps designed for pirate encounters and adventures.





