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Posted: Sun, 07 Jun 11:30:05 CDT
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:
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Complete mission briefing
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Employer information
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Payment details
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Objectives and rules of engagement
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Player information
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Referee information
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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.
Posted: Sun, 07 Jun 10:24:18 CDT
What, they’re still alive?! Well then… Into the Dolmens, Delve #3 is a 1 shot adventure for levels 4-5 that you can pick up and start playing right away as a great way to challenge a seasoned band adventurers’ journey in the Dolmenwood setting. Continue (at your own risk!) your adventures in the wold by picking up this adventure today!
Four months ago, Father Wolfgang and several other members of the Church of St Pastery’s
clergy were having strange dreams that all had one thing in common: a call of pilgrimage from
The One True God. Father Dobey, Vicar of Lankshorn, initially had these strange dreams also
but they faded in frequency and severity for him while the opposite was happening to Father
Wolfgang and the others. Having been compelled into blind pilgrimage towards the direction of
Hags Addle, Father Wolfgang and those afflicted with these dreams were confronted by Father
Dobey, who declared these dreams as heresy. In doing so, the pilgrims openly questioned his
piousness as well as his status of Vicar of Lankshorn. Father Dobey, eager to avoid conflict,
decided to let the pilgrims go on the condition that they return in one month’s time. The pilgrims
agreed and took their leave with the vicar’s blessing. One month has come and gone, with
Father Dobey wanting to know what happened to the pilgrims for a host of reasons…
Posted: Sun, 07 Jun 10:03:36 CDT
Are you tired of your agents having inferior weapons?
Tired of your lackeys falling like flies to the superheroes of the world?
Tired of those dim witted Until agents having better equipment than your agents?
Then you have come to the right place here at TITechCorp we are dedicated to creating the best weapons, armor and other equipment money can buy.
So stop by today and pick up the latest blaster or force belt and get a jump on those pesky do-gooders.
And remember your satisfaction is guaranteed or we won’t see you again.
Small list of equipment to add to your Champions campaign includes Hero Designer files.
Posted: Sun, 07 Jun 09:19:37 CDT
| This special bundle contains the following titles: |
| Logosmith - 5e Class Regular price: 0 Bundle price: 0 Format: PDF | Logosmith of Ptah is shaped by the divine intellect of Ptah. Their speech and intellect are their weapons of choice, each gesture tracing sacred geometry and each word carrying the weight of the god’s creative thought. Fueled by Logos Charges (fragments of Ptah’s original Word of Creation) the Logosmith manifests radiant constructs, repairs what time has broken, and commands the laws of form to shift in their favor.
Calling of the Divine Artisan is the mastery of sacred geometry, where Divine Artisans channel Ptah’s flawless design into the heart of battle. They conjure radiant weapons and perfect barriers, transforming chaos into symmetry and protection. Every motion is measured, every act purposeful; they reshape the field around them into a living blueprint of divine order, turning def... | |
| Veiler - 5e Class Regular price: 0 Bundle price: 0 Format: PDF | The Veiler of Amun is no mere priest, no petitioner, and no follower bound by temple walls. They are the living mystery of Amun, the Hidden One whose presence is felt but never seen; the divine breath that stirs the stillness between all things.
The Veiler does not channel light, flame, or thunder. Their power is subtle and unseen, the authority of the invisible wind that sustains creation itself. They call upon Amun’s Veil, shrouding themselves and others in concealment, silencing their steps, and striking from nowhere.
The Veiler of Amun plays like a hybrid between a monk and rogue, emphasizing precision, control, and concealment. Their resource (Veil Dice) represents the divine wind within them, expended to vanish, heal, misdirect, or strike with unseen force.
Path of the Hidden Wind... |
| Total value: | 0 |
| Special bundle price: | 0 |
| Savings of: | 0 (8%) |
Posted: Sun, 07 Jun 08:02:26 CDT
In the first of its kind, an expansion to the options a player may use to make their character when playing Lost Legends of Hell. Unlock the powers of a new subclass for each primary class in the game. Protect your allies as a Knight, bet on yourself by being granted the Blessing of Fortuna, and taste victory with the Mana Sommelier.
This pack contains all the subclass specific information to take your new characters from level 1 to 15.
By supporting Lost Legends of Hell, you're directly supporting a small indie team working to provide an increasingly professional product to you. We appreciate all that you do.
Find us on our socials, discord, youtube, and X.
Posted: Sun, 07 Jun 07:13:29 CDT
Ten ready-to-run fae for any 5e campaign — from a polite child-herald to a court sovereign who can erase you from memory. Each comes with a compact stat block (CR 2–13), roleplay guidance, a signature bargain, and notes on dropping them into your game.
You do not call them fairies. You call them the Gentry, the Fair Folk, the Good Neighbours — names of respect, names of caution, names that do not name. To name a thing is to call it, and the last thing a wise mortal wants is to be heard.
The Gentry is a 33-page NPC collection giving Game Masters ten fully realized fae, ready to drop into any 5e campaign. Each is built to be run — in conversation, in bargain, and (when it comes to it) in a fight — with the manner, the motivation, and the menace that make the Fair Folk feel genuinely fae, not merely elves with a grudge.
The Ten
- The Page of Three Knocks (CR 2) — the polite child-herald who delivers the Courts' invitations and never blinks quite enough
- Tom Tatters (CR 4) — the hedge-puck and chimney-friend, the best ally and worst nuisance in the book
- Wren-Who-Was-Maeve (CR 5) — a changeling who does not yet know what she is
- The Keening Lady (CR 6) — the death-herald who washes grave-clothes at the ford
- Mother Greenteeth (CR 7) — the drowning-hag of the weir, a hazard with a will
- Master Bone (CR 8) — the bargain-broker who makes any deal binding, and tells you the truth about the fine print
- Gobán the Grey-Handed (CR 9) — the smith of the hidden forge, who makes anything for a price you'll feel forever
- The Stag-Crowned Wanderer (CR 11) — a lesser hunt-lord, the wild's justice given antlers
- The Lady Aoibhell (CR 12) — sovereign of the Amber Court, whose generosity is a leash
- Sir Gallehaut the Thorn-Clad (CR 13) — the honorable knight-duelist who has not lost a duel in three hundred years
Each Entry Includes
- Aspect — appearance, voice, and manner, written to play
- Nature & Court — what they are and whom they serve
- What They Want — the motivation that drives them
- The Bargain — a signature offer and its hidden cost, ready to use
- A compact stat block — scalable to your party's tier, for when talk turns to steel
- Running Them — practical GM guidance on playing them well
- Where They Fit — exactly how to slot them into your campaign, with hooks
A Companion to the Old Law Line
Every fae in this book carries notes for dropping into The Wild Hunt, By Oath and Geas, and Hollow Hills & Holy Wells. The Page delivers the Hunt's summons; Master Bone is the living rules-engine of the bargain system; Mother Greenteeth guards the crossings of the sacred sites; and the Stag-Crowned Wanderer is a hunt-lord you can actually face at mid tier. Together, the four books form a complete folkloric campaign toolkit. The Gentry works perfectly on its own, too — drop a single fae into any 5e game and watch your players learn to mind their manners.
Compatibility
5e Compatible (SRD 5.2). Stat blocks are compact and scalable; every fae adapts to any setting with minor adjustments. No setting changes required.
Do not name them. Do not thank them. Do not eat what they offer.
Elderlight Press — bringing the weight of legend to your table.
Posted: Sun, 07 Jun 06:32:50 CDT
The Five Points belongs to its own kind of people. Its gangs may feud endlessly, but they understand the district's unwritten rules, its hidden pathways, and the delicate balance that keeps violence from consuming every street. That balance is disturbed when several gangs from beyond the city arrive almost simultaneously, hard-eyed crews from distant ports, river towns, and industrial settlements who bring unfamiliar customs and little respect for local authority. At first they appear to be rivals competing for territory, but whispers soon spread of a prize hidden somewhere within the Five Points, a fortune valuable enough to draw criminals from across the eastern seaboard. As taverns fill with suspicious newcomers and alleyways become crowded with scouts and spies, tensions rise among the local gangs, who resent these outsiders prowling through their streets. The visitors, meanwhile, seem less interested in conquest than preparation. Safehouses are rented, maps are purchased, and strange meetings occur under the cover of darkness. Piece by piece, it becomes clear that a massive heist is being planned, one requiring resources and expertise far beyond those of any single gang. Yet the greatest mystery remains unanswered. Nobody seems certain what exactly is being stolen, and some of the out-of-town gangs appear to know different versions of the plan. As ambition, greed, and distrust collide, the Five Points finds itself becoming the staging ground for a robbery that could either enrich everyone involved or destroy them all.
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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, 07 Jun 06:28:34 CDT
The Five Points is a place accustomed to death, but murder usually serves a purpose. A debt is settled. A rival is removed. A message is sent. Yet something new has emerged from the district's maze of alleys, overcrowded tenements, and smoke-filled grog shops. A gang known only as the Black Knaves has begun killing without warning, striking labourers, merchants, gang captains, and informants alike. Their motives appear random, their methods brutal, and their growing reputation has cast a shadow over every corner of the neighborhood. At the same time, two long-standing rivals, the River Crows and the Iron Market Boys, continue a bitter feud that threatens to erupt into open warfare. Each blames the other for encouraging the murders, while the Black Knaves seem content to let suspicion do their work for them. As fear spreads through the Five Points, businesses close their doors early, citizens arm themselves, and every unfamiliar face becomes a potential threat. Yet hidden beneath the killings lies a secret. The murder gang's victims are not random at all, and the feud between the rival organizations may be exactly what someone intended. As tensions rise and blood flows freely through the streets, you find yourself caught between killers who thrive on chaos and rivals too blinded by hatred to see the truth until it may already be too late.
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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, 07 Jun 06:05:18 CDT
Bounty hunters and the corps are closing in. Its time to get out before things hit the fan. Now you just have to avoid the drone sweeps and not get pinged by a sensor gate to avoid entanglement.
2096 is a dystopian RPG powered by a single d12 and a world that does not care if you make it home. Every scenario is modular and consequence driven, designed to slot into your campaign or stand alone as a quick, lethal one shot.
Inside you will find a 2 page adventure. A rules sheet for instant play and a scenario built for tension, escalation, and fallout. Perfect for coffee break sessions, late night runs, or when you want a complete story in under an hour.
Every 2096 adventure is built to teach the system through play. These scenarios use a simplified version of the full rules so you can learn the flow fast and stay focused on decisions. BLIND forces your crew to think like fugitives, not heroes. What you do here echoes forward.
2096 Core Rulebook. Coming Soon.
A complete system built for fast play, lethal outcomes, and hard choices. Full character creation, gear, augments, vehicles, drones, factions, and Arbiter tools. Everything you need to run the world of 2096 without slowing down the table.
More 2096 Adventures
Posted: Sun, 07 Jun 06:05:11 CDT
Haven't you heard?! You’re an anonymous writer reporting on the latest rumors in this juicy solo journaling RPG inspired by Lady Whistledown from Bridgerton and Gossip Girl!
You'll start by establishing a pen name for yourself and a title for your publication, then use the 64+ prompts to give readers the scoop about your subjects, be they celebrities or townies. At the end of each issue, you'll also share your predictions about what will happen next now that the secret's out. If you’re right, your audience will keep returning to you for their news. But fair warning: too many blemishes on your sterling reputation will put an end to your writing career!
This game includes options to customize the setting (go historical, fantastical, or modern day—up to you!), who you write about, what kinds of scandals you share with readers, the medium you use to publish, and more! It also includes five different templates—letterhead, three-page pamphlet, newspaper column, website, and SMS/group chat—for sharing scandals with readers to give you maximum flexibility and variety.
All you need to play is one six-sided die (d6) and a deck of playing cards. A complete standalone solo journaling roleplaying game with no prior RPG experience needed.
Posted: Sun, 07 Jun 06:05:03 CDT
Want Gets What Want Desires
Lord Death loves Want best, or so she believes. She feeds him more souls than do all her sisters. She creates famine wherever she goes, and she can steal the water from anyone she encounters. The followers of this greedy, vain, and wicked god loathe her but recognize their duty to placate her, lest she destroy them all.
Inside Mysteries of the Old Gods: Want, you’ll find:
• Everything you need to know about Want, including her game rules.
• Details on the cults who serve her, including membership benefits, details of her sacred spaces, and sample cultists.
• New magical consumables, trinkets, and items of power.
• Spells designed for use by Want’s most devoted priests.
• New magical rites.
• A selection of divine servants, whose presence blights the world.
Continuing the series that began with Mysteries of the Old Gods: Lord Death, this supplement offers an extensive look at this cruelest of deities. Whether the characters find something to worship in Want or spend their time fighting her unhinged followers, this supplement gives you everything you need to introduce the Maker of Woe in your Shadow of the Weird Wizard game!
Mysteries of the Old Gods: Want is © 2026 Schwalb Entertainment, LLC. All rights reserved.
Posted: Sun, 07 Jun 06:03:09 CDT
Create memorable human NPCs in seconds with 100 unique and detailed descriptions designed for busy Game Masters. From scarred mercenaries and weary travelers to wealthy merchants, cunning nobles, and humble villagers, each entry provides distinctive physical features, body types, expressions, and mannerisms to make every human feel like a real person rather than just another face in the crowd.
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