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Posted: Tue, 20 Jan 15:17:48 CST
Ancient prophecies stir, and the peace of the merfolk shatters beneath the sapphire waves of the Maniput Sea. When the ambitious warrior Zaruuneth seizes the legendary Trident of Doom, the ocean’s heart beats with a feverish pulse, threatening to drown all life and light. As factions clash and the currents carry whispers of war, only one dares to face the abyss: Mista Selistar, a sea elf dungeoneer whose courage lies in intellect and subtlety, not in the clash of swords.
Tasked by King Thalmyros to infiltrate Zaruuneth’s impenetrable citadel, Mista must outwit abyssal beasts, unravel ancient traps, and navigate a society on the brink of destruction. Her quest for the Trident is a perilous dance of espionage, deception, and resilience—one that will decide the fate of the Maniput Sea.
But even as the tides of war recede, a new danger rises from the depths. When a red spiky sea dragon destroys a pirate frigate, only two survivors, Maeka, bloodied but unbowed, and Baelstan, sword in hand—cling to hope. Against all tradition, Mista and her crew defy the laws of the deep to rescue humans, wielding magic and wit to outsmart the beast and chart a new destiny.
From the coral palaces of the merfolk to the legendary Dungeoneer’s Guild in the distant town of Nurenhill, this is a tale of swords and sorcery, of heroism and epic adventure. Adventures emerge from the greatest dangers, as people forge bonds and create legends.
Dive into a world where the tides of destiny, the clash of magic, and the courage of unlikely heroes will sweep you away. The Maniput Sea is calling, will you answer?
Posted: Tue, 20 Jan 14:55:41 CST
The Long Burn #1 - Running Dark
A Starfinder 2nd Edition Adventure · Part 1 of 12 · ~4-6 Hours
The Premise
The Vagrant Queen was supposed to be routine transit. Cheap passage to the frontier for people who couldn't afford better. Then the Accord came with guns drawn and questions nobody wanted to answer. Now the captain is dead, the ship is dying, and the only way out is through.
Running Dark drops players into immediate crisis aboard a forty-year-old Heron-class freighter venting atmosphere in the dark between stars. Survival means making hard calls with incomplete information while the clock runs down.
What's Inside
- Complete adventure for 1st-level characters (advance to 2nd level by conclusion)
- Three-act structure: hostile boarding, survival skill challenge, arrival at Terminus Rest
- Full deck plans for the Vagrant Queen with tactical encounter areas
- Terminus Rest station map with keyed locations and NPC contacts
- Stat blocks: Accord Security Troopers, Lieutenant Vance, Rix Keptflying (skritt salvager), Maggie Torres (station bartender), Kindly (information dealer), shipboard creatures
- Lore chapters: The Void (FTL travel mechanics), The Stellar Accord (faction overview), species backgrounds (Drakan, Skritt)
- Complete saga synopsis outlining all twelve parts across three books (GM reference)
Themes
Survival Horror — Keep a crippled ship alive long enough to reach safety. Every resource matters. Every decision has weight.
Forged Crew — The ship doesn't care about your differences. Neither does the vacuum.
First Contact — Meet Kindly, the information dealer who knows more than they should. What they want in return is the real question.
Moral Foundation — Establish who your characters are before the frontier tests you.
Series Information
Running Dark is Part 1 of The Long Burn, a twelve-part Adventure Saga spanning levels 1–20 across three books. What begins as survival becomes revolution, and revolution becomes reckoning.
Book One: Rust Never Sleeps (Parts 1–4) — Space western. Strangers become crew, running jobs and staying ahead of those hunting them.
Book Two: Dead Reckoning (Parts 5–8) — Conspiracy thriller. Suspicious patterns emerge. The devastating truth changes everything.
Book Three: No Kindness in the Dark (Parts 9–12) — War story. Revolution ignites. Former allies make impossible choices.
AI Empowering Humans
This product uses AI tools under human creative direction. All contributors — writers, editors, layout artists — receive well above market rates for their efforts. Revenue from this product funds the Polyhedron Creative Endowment, which commissions human artists and creators for future releases. The ratio of human-to-AI contribution grows with each production as the endowment matures.
Posted: Tue, 20 Jan 14:53:30 CST
Apotheca Pharmakon
A grounded system for herbalism and alchemy
Apotheca Pharmakon expands herbalism and alchemy into structured, table-ready systems designed for adventuring play. Crafting is treated as fieldwork and experimentation rather than guaranteed production, emphasizing limited resources, imperfect conditions, and meaningful risk.
This supplement introduces no new classes, subclasses, or character options. Instead, it deepens the use of existing tool proficiencies—herbalism kits and alchemist’s supplies—into two distinct but complementary disciplines.
INSIDE THIS BOOK
Two Parallel Systems
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Herbalism: Field-based remedies, poultices, salves, and survival preparations
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Alchemy: Controlled reactions, refinement processes, instability, and experimental outcomes
Reagent-Centered Design
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Reagents categorized by Flora, Fauna, Fungi, and Mineral
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Clear rarity tiers from Common to Legendary
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Biome guidance that supports GM adjudication without restricting creativity
Structured Risk & Consequence
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Volatility states and reaction events
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Outcomes that can enhance, distort, or destabilize creations
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Systems designed to create story, not just items
Concise, Table-Ready Content
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Alphabetized recipe lists
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Clear rarity banding
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Minimal lookup friction during play
DESIGN PHILOSOPHY
Apotheca Pharmakon assumes:
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Limited time and imperfect conditions
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Practical constraints over industrial crafting
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Use during active play rather than downtime optimization
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A grounded, almost scholarly approach to fantasy materials
These rules are intended to complement the core game, not replace it.
COMPATIBILITY
This supplement is designed for use with fantasy roleplaying rules and expands the use of existing tool proficiencies. It is setting-agnostic and can be adapted to any campaign world.
WHO THIS IS FOR
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Groups that want crafting to feel earned and uncertain
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GMs who enjoy adjudication supported by structure
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Players who value preparation, experimentation, and consequence
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Tables that prefer grounded fantasy over magical automation
WHO THIS IS NOT FOR
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Automated or guaranteed crafting pipelines
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Large-scale industrial item production
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High-magic item economies
Apotheca Pharmakon is a practical guide for tables that want herbalism and alchemy to feel like part of the world—not a button you press between encounters.
Posted: Tue, 20 Jan 14:52:22 CST
Welcome to Clans, a world inspired by Japanese mythology in a futuristic sci-fi setting. Take control of a clan and seek universal dominance over rival clans in this rules-lite 4-page booklet.
This game is a sample of a world I have been building for years. If this proves popular, I will be uploading lore videos and further content in the setting of Clans.
- This can either be played as a rules-lite RPG for quickfire fun or a journal RPG to tell a story along the way.
- Pick up and play anywhere! Minimal components required to play. The rules, a d20, and a pen. (Journal optional)
100% Human-made! All images have been sourced from the public domain.
Wanna try it as a Journal RPG, but not sure what that means? I recommend checking out this video: https://www.youtube.com/watch?v=yHpy7lBsBCk
Posted: Tue, 20 Jan 14:51:06 CST
HIVE // TENEMENT — Where the Neon Eats the Sun
A System‑Neutral Cyberpunk Location for RPGs
Step into a towering hive-block where rent is enforced by broken algorithms, elevators choose who gets to move, and every floor is its own micro‑nation. HIVE // TENEMENT is a ready-to-run, system‑neutral location toolkit designed to drop into any cyberpunk campaign as a home base, a dungeon‑city, or a pressure-cooker sandbox.
Built for fast prep and high table utility, this book delivers a dense, playable environment packed with factions, NPCs, rumors, encounter tables, and job seeds—everything you need to run sessions inside a living megastructure that fights back.
Inside you’ll find
- A complete Hive Building setting with strong atmosphere, themes, and practical GM guidance
- Dozens of Areas of Interest (markets, stairwell sanctuaries, illegal clinics, sealed maintenance zones, rooftop gardens, and more)
- A large cast of NPCs with clear roles, hooks, and immediate table use
- Gangs, cliques, and power blocs that turn floors into borders and corridors into negotiations
- Rumors & intel tables (common, uncommon, and black‑file secrets) to drive investigation and paranoia
- Encounter tables for day/night movement, market decks, and utility tunnels
- Job seeds and campaign starters across heists, survival scenarios, and political collapse arcs
- VTT-ready maps for cyberpunk locations (perfect for ambushes, raids, and tense negotiations)
Tone & Themes
Corporate abandonment, survival economies, coercive surveillance, community resistance, and techno‑spiritual urban myth. Gritty, neon‑soaked, and oppressive—with room for hope if your crew fights for it.
System Neutral
Written to plug into any tabletop RPG system. Use it with your favorite cyberpunk ruleset or adapt it to modern/near‑future sci‑fi games with minimal effort.
Bring your crew. Bring spare batteries. Don’t trust the elevators.
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Posted: Tue, 20 Jan 14:40:01 CST
Restricted Worlds and Enforcement Regimes is a generator for planets you are not meant to land on, and for the systems that ensure that judgement remains enforceable centuries after the original decision was made.
These are not merely dangerous worlds. They are administratively dangerous, procedurally hostile, and protected by regimes that do not need to hate you in order to ruin you.
Designed for hard science-fiction, frontier collapse, salvage campaigns, and institutional horror, this volume treats interdiction as an ecosystem rather than an encounter. A restricted world exists because someone once made a decision, built machinery and law around it, and then walked away. What remains still works.
The book is structured around four interconnected d66 tables, each providing one layer of the problem:
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Table 1: Restriction Origin: Why the world was sealed, quarantined, treaty-locked, or declared off-limits, whether for ecological collapse, political crime, failed science, bureaucratic error, or reasons no longer remembered.
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Table 2: Enforcement Regimes: How the restriction is maintained in practice, including legal interdiction, autonomous systems, orbital denial infrastructure, legacy weapons, and safety mechanisms repurposed into threats.
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Table 3: Bypass Methods: How crews attempt entry anyway, by exploiting protocol gaps, legacy assumptions, sensor limits, social engineering, or by converting risk itself into a resource.
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Table 4: Visitation Value: Why anyone would accept the cost, from evidence, medicine, data, and infrastructure to silence, routes, or objects that cannot be obtained lawfully.
Rolling once on each table produces a coherent restricted-world scenario with built-in tension, motive, and consequence. Contradictions are intentional and productive: a quarantine justified by biology but enforced by economics; a treaty world guarded by systems that outlived the treaty; a sealed planet whose most dangerous feature is the paperwork surrounding it.
Use this book when you want access itself to be the challenge, when enforcement feels indifferent rather than villainous, and when the most dangerous thing on a world is not what lives there, but who still claims the right to say no.
Pairs naturally with other releases including Abandoned Transit Megastructures, and Broken Trajectories: A Compendium of Escape Pods for campaigns focused on access denial, legacy infrastructure, and procedural danger.
Posted: Tue, 20 Jan 14:37:07 CST
It's High Noon,
For characters levels 4-8, or 12-17, Explore Treasure in the Badlands seventh chapter, which takes you to the down on its luck dwarven hold of Grengunzain. Travel into the Under-Ruins with a rival adventuring party, meet the tragic hero Maxonius Phloop, and bring freedom the people of Grengunzain!
As this is pay what you want, please do! Just now that even 10 cents goes a long way to making these adventures happen, so thank you, regardless of how much you pay!
Treasure in the Badlands is the first full campaign written by James Grammaticus, with a 5e version and a Defy the Legends version. This campaign takes characters from levels 1-18 through a Wild West with more secrets than you can imagine. COMPLETE EDITION AVAILABLE ON AUTHOR'S PAGE.
A cataclysmic event of the old empire has left the Badlands in its wake: a magical mutated wild west of endless possibility. Rumor has it that there's a treasure so powerful and secret that only the mightiest of heroes could ever hope to obtain it. All you know is, whatever that treasure is, it'll make your every wish come true. Are you ready to go treasure hunting?
Secrets lie in every corner of the Badlands. The full book contains 14 unique adventure paths, 25+ dungeons, several random encounter tables, swathes of background setting lore, 104 unique monster statblocks, 11 unique magic items, more than a hundred combat maps, 2 playable species, and a flexible branching path narrative to tie it all together. The 434 page campaign book has something for everyone and every group, order it by following through to the author's page!
This is the DTL version of the seventh chapter of Treasure in the Badlands. Make sure you order the right version when you purchase your copy.
Posted: Tue, 20 Jan 14:33:10 CST
ENG
Ready to print resources for Asilo sessions:
- Patient Sheet + Patient's Liability Waiver;
- Caretaker's Liability Waiver;
- Patient 0 Character Sheet.
PT
Recurso para sessões de Asilo prontos a imprimir:
- Folha de Paciente + Termo de Responsabilidade do Paciente;
- Termo de Responsabilidade do Vigilante;
- Folha de Personagem Paciente 0.
Posted: Tue, 20 Jan 14:32:39 CST


A Quick-Read One-Shot for 5E (Levels 1–2)
Cards on Table is a short, low-prep one-shot designed to be read in minutes and played in a single session.
The adventurers are unwittingly drawn into the schemes of a flamboyant fortune-teller who holds an entire village under her sway by foretelling impending disasters.
Praised in public but denounced in secret, they are trapped during a festive celebration and awaken imprisoned, stripped of their equipment.
With no true magic to confront, but faced with collective fear and manipulation, will they manage to expose the extravagant Madame Ysoria before the village turns against them for good?
What This Scenario Offers
This scenario is the first of upcoming serie built around a simple “quick-read” goal: allowing you to grasp the essentials in just a few minutes, so you can focus on the table, the players, and the shared experience.
- A ready-to-run one-shot for 3–5 characters of levels 1–2
- A clear, flexible structure focused on roleplay, tension, and moral choices
- A memorable antagonist who wields authority through spectacle
- Minimal preparation, ideal for new or time-limited Game Masters
It is about :
- Social tension and psychological pressure
- Minimal combat, meaningful consequences
- Investigation, confrontation, and public exposure
Contents
Scenario overview and key scenes
Guidance for involving different character types
Secrets and revelations to control pacing
Locations and NPCs
Antagonist stat block
Multiple possible resolutions and rewards
This product is compatible with the 5th edition of the world’s most popular roleplaying game.
Posted: Tue, 20 Jan 14:32:35 CST
It's High Noon,
For characters levels 4-8 or 12-17, Explore Treasure in the Badlands seventh chapter, which takes you to the down on its luck dwarven hold Grengunzain! Venture into the Under-Ruins with a rival adventuring party, meet a tragic hero in Maxonius, and bring freedom to the people of Grengunzain once more!
As this is pay what you want, please do! Just now that even 10 cents goes a long way to making these adventures happen, so thank you, regardless of how much you pay!
Treasure in the Badlands is the first full campaign written by James Grammaticus, with a 5e version and a Defy the Legends version. This campaign takes characters from levels 1-18 through a Wild West with more secrets than you can imagine. COMPLETE EDITION AVAILABLE ON AUTHOR'S PAGE.
A cataclysmic event of the old empire has left the Badlands in its wake: a magical mutated wild west of endless possibility. Rumor has it that there's a treasure so powerful and secret that only the mightiest of heroes could ever hope to obtain it. All you know is, whatever that treasure is, it'll make your every wish come true. Are you ready to go treasure hunting?
Secrets lie in every corner of the Badlands. The full book contains 14 unique adventure paths, 25+ dungeons, several random encounter tables, swathes of background setting lore, 104 unique monster statblocks, 11 unique magic items, more than a hundred combat maps, 2 playable species, and a flexible branching path narrative to tie it all together. The 412 page campaign book has something for everyone and every group, order it by following through to the author's page!
This is the 5e version of the sevent chapter of Treasure in the Badlands. Make sure you order the right version when you purchase your copy.
Posted: Tue, 20 Jan 14:32:06 CST
Hunger & Iron is a brutal, minimalist tabletop RPG in an attempt to merge OSR and FKR play, using only a single six-sided die, pen, and paper. It emphasizes rulings over rules, lethal combat, meaningful choices, and a harsh world where survival, exploration, and ingenuity matter more than character optimization.
The system features fast character creation, deadly and fluid combat, flexible magic with real consequences, survival and dungeon procedures, and extensive generators for dungeons, wilderness, monsters, treasures, and settlements. Everything is designed to be lightweight, adaptable, and driven by the fiction at the table.
Fully Solo Compatible, the book includes a complete Solo Player’s Guide with clear procedures, Yes/No and Reaction Oracles, Intervention mechanics, enemy action tables, and guidance for balancing encounters for a single character. You play as both player and referee, using simple oracles to resolve uncertainty while keeping the narrative first.
Hunger & Iron provides a comprehensive toolkit for dark adventures, perfect for both group campaigns and solo explorations into decay, starvation, and abandoned ruins.
Posted: Tue, 20 Jan 14:31:47 CST
Essence and Energy is a high fantasy tabletop roleplaying game where you play an adventurer seeking fame and fortune. What this means is that the game, while designed to be simple on the surface, can become complex based on what you want to do. The game is designed with mechanics closely tied to the lore to provide an immersive experience. While this is a gigantic game and it may seem complex at first, it's been simplified to manage its size. The game's massive size comes from its extensive pre-made content, reducing the workload for players and game masters.
The game mechanics have been created from scratch without the aid of previously published systems. While it uses a ten-sided die for most of its checks, it is not a d10 system. It uses its own unique system, broken into sub-systems with their own dice and mechanics, such as the mentality mechanic that determines your sanity, which uses a twenty-sided die instead of a ten-sided one. Or, for combat, your type of defense determines what dice are rolled as part of the opposed defense roll. While the attacks are d10, the defenses vary from 2d4 to 2d6 to 1d10.
Essence and Energy is a game with realistic influences that provides a personal connection while also including logical aspects, such as separating the species and cultures that players choose for their characters. You select a sub-species, then select a culture that may differ from the sub-species you selected. For example, a dwarf could have grown up in an elven society; taboo, I know, but possible in Essence and Energy.



