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Posted: Fri, 20 Feb 21:23:57 CST
A Terrifying Classic Hexcrawl Converted to Great Plains Apocalypse
This hexcrawl scenario introduces a new rural region in southwest Virginia that has survived the apocalypse but contains both visible and hidden threats. This book includes lead-in hooks to help the Narrator (GM) players, detailed descriptions of NPCs, information for each numbered location on Antler Valley's hex map, and an unnumbered map for players to track their progress.
This book also includes a chart of 58 random encounters, enabling the Narrator to populate blank hexes with new events, Virginia-specific weather anomalies, new cryptids, and unique horrors found only in this region.
This supplement requires you to own the Great Plains Apocalypse. In addition, having the Fear the Shadows supplement will be helpful for play, but the scenario can still be enjoyed without it.
Posted: Fri, 20 Feb 20:24:47 CST
Simplify Mass combat while still giving your players the feel of mowing down waves of foes. This 5e compatible book has over 10 stat blocks that takes iconic low level infantry creatures and converts them into larger, more poerful hordes using a variant of the swarm mechanic. Oorah!
Posted: Fri, 20 Feb 20:08:13 CST
Time Agents are supposed to protect the time line. Be they set in Dr. Who, Time Zero, or other myriad game systems. This Scenario begins at their headquarters, they've been alerted of a Temporal disaster in the making during WW2 in the Ardene Forest.
Posted: Fri, 20 Feb 20:01:42 CST
Welcome to the final frontier of inspiration. Whether your players are drifting through forgotten nebulae, trading plasma fire with pirate fleets, or uncovering the secrets of ancient alien ruins, this book is your launchpad for limitless adventure.
Big A** Book of Hooks: Space Edition is packed with hundreds of story ideas designed for any science fiction RPG setting—from the gritty realism of Traveller to the pulpy heroics of Starfinder, and everything in between. Inside, you’ll find quick-start adventure seeds that spark immediate action, mystery, or exploration across the stars. Each hook is a simple prompt—just enough to ignite your imagination and get your next session moving without the hours of prep.
1500 Hooks broken down into 15 categories, they are:
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Alien Ruins |
Generation Ships |
Sentient Starships |
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Psionics |
Interstellar Plagues |
Stellar Cartography Mysteries |
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Lost Colonies |
Black Market Tech |
Artificial Planets |
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Agricultural Worlds |
Cyborgs |
Time Dilation Incidents |
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Back Water Worlds |
Cosmic Horror |
Star System Quarantines |
AI ART WAS USED IN THE CREATION OF THIS BOOK
Posted: Fri, 20 Feb 19:55:47 CST
Welcome to Hollywood, darling—where twenty-five immortal witches run the entertainment industry, Instagram followers equal power, and turning critics into ashtrays is just good business.
The Witches of Los Angeles features twenty fully-statted witches, new rules for fame and industry management, supernatural social media mechanics, and guidelines for campaigns where celebrity drama meets reality-warping magic.
Los Angeles: Where everything is content, and magic makes it fabulous.
Requires: Hexen Witch Please
https://www.drivethrurpg.com/en/product/531427
Posted: Fri, 20 Feb 18:40:21 CST
A narrative roleplaying reference guide for Principia Occult based on The Book of Abramelin, designed to support system adaptation and fit with the rules framework of your choice.
The Book of Abramelin is a fifteenth-century grimoire attributed to Abraham of Worms, framed as instruction from father to son. It sets forth a prolonged operation of purification, seclusion, prayer, and disciplined observance culminating in Knowledge and Conversation with the Holy Guardian Angel. From that encounter proceeds ordered authority over lesser spirits exercised within a defined hierarchy. The text binds power to duration, conduct, and sequence. Authority arises through sustained adherence to form.
Codex Abramelin is a campaign framework for long-form occult ascent. This Principia title translates the grimoire’s operational logic into table procedure. A declared working establishes time, place, and obligation. Commitment narrows action and clarifies priority. Isolation alters alliance. Public rumor draws scrutiny. Scrutiny invites interference. Revelation shifts standing. Command reshapes the balance of power. The ascent directs the campaign’s structure and pace.
The purpose of Codex Abramelin is to anchor occult fantasy in vow, exposure, and earned authority. Ritual pursuit carries measurable cost in reputation, resource, alliance, and access. Each session advances, complicates, or imperils the work already begun. Rivals respond to visible ambition with calculation and counterwork. Institutions test loyalty and orthodoxy. Spirits press against the boundary of the circle. Conflict grows from declared intent and remains fixed upon it. Preparation establishes investment and vulnerability. Interference targets what has been pledged. Threshold moments alter authority in ways the campaign must recognize. Acts of command create durable consequence that persists into later sessions. Intention creates constraint. Constraint draws opposition. Decision transforms the field.
Disclaimer
This series uses historical occult texts as creative fuel and treats every element as fiction. Readers can enjoy the mood and symbolism, but none of it’s meant as instruction or encouragement of belief. The work isn’t a guide to real practice, and anyone who treats it as such accepts full responsibility for that choice.

Posted: Fri, 20 Feb 18:24:28 CST
For Use with the TALES From the Loom, group play rules. Get it free on my DrivethruRPG page!
This sheet has editable fields next to the primary stats, and check boxes next to conditions, Loom, and Stamina are markable. The loom check boxes are hidden they are in a 5x2 bar next to the word Loom, hover over and check them to mark progress. Printable as well!
Posted: Fri, 20 Feb 18:02:40 CST
Print the city you’ve always wanted—from the sewers up.
Cinderthorn Crossing brings a new level of detail to your FDM printer. This isn't just a collection of buildings; it’s a fully integrated urban ecosystem. Move your players from the cramped, multi-story tenements of the Poor Quarter, across the Cobblestone Roads, and down into the treacherous Smugglers’ Den below.
Why Choose Cinderthorn Crossing?
- Rock-Solid Stability: Our H-Clips ensure your roads and sewer sections stay locked together during play. Combined with our recessed cobblestone road sections, your buildings sit into the street, eliminating wobbling and sliding.
- Total Interior Access: Designed for the RPG player. Every building features easily removable roofs and floors, allowing you to fight room-to-room through 2 and 3-story structures.
- Vertical Storytelling: Utilize the sagging balconies for snipers or drop into the sewers for a stealthy escape. The integrated sewer access points connect the two worlds seamlessly.
- The Smugglers’ Secret: A specialized sewer section featuring a built-in dock, crates, and bedrolls—perfect for a hidden base or a black-market encounter.
- Print with Ease: 100% Support-Free. No waste, no messy cleanup—just download, print, and play.
- Use them together or apart. The buildings are not reliant on the cobblestone bases or sewers to function. Use them separately on your tabletop as you like.







Posted: Fri, 20 Feb 17:49:26 CST
| This special bundle contains the following titles: |
| Loser – Final Cut: A Solo RPG for Narrative Play and Solo Journaling Regular price: 0 Bundle price: 0 Format: PDF |
Loser – Final Cut is a solo tabletop RPG and journaling experience set in a decaying, supernatural 1970s Los Angeles. It doesn't try to impress you with empty words or a glossy manual designed to sit pretty on your shelf. It is a manual designed to be used, stained, and played. This is a game about erosion—the slow, inevitable process of being ground down by a city that doesn't know you exist and systems that stopped working long ago. You play a loser: someone broken, marginalized, and caught in the gears of a fading reality. As the neon flickers and the shadows grow teeth, you must decide how much of yourself you are willing to lose just to see one more sunrise. Learning by playing: Real examples Facing a new system alone can seem like a daunting task. That's why this book isn't just a... |
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| Solarpunk Solo Journey Regular price: 0 Bundle price: 0 Format: PDF |
Are you yearning for a tabletop role-playing experience that champions optimism, ingenuity, and a sustainable future? Do you love the idea of building vibrant communities and healing the planet, but struggle to find a dedicated solo game that truly embraces the Solarpunk vision? Look no further. Solarpunk Solo Journey is a role-playing game designed from the ground up for solo players who want to immerse themselves in a world where humanity has chosen a different path. Forget post-apocalyptic grimness or dystopian despair. Here, you’re building a vibrant future, project by project, action by action. This is a game of renaissance and active hope, where every decision you make contributes to the ongoing construction of a flourishing, ecologically balanced world. Design your own Solarpunk pro... |
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| Wasteland World: A Solo RPG of Rust, Survival and Legacy Regular price: 0 Bundle price: 0 Format: PDF |
A Word Before the Dust Swallows You There’s no one left to tell the stories. Not properly. Not like they used to, back when we had libraries, historians, a goddamn calendar. Out here, everything is decay and memory and the way your breath tastes like blood and iron when the wind shifts wrong. But still—we remember. In fragments. In firelight. In scars. Wasteland World was born from that silence. From the question no one asked out loud: What if you're the last one left who still gives a damn? This isn’t a game with bright maps and safe taverns. No dice to roll for saving throws against boredom. No grand wizard behind the curtain waiting to hand you quests. You’re alone, and the world’s gone to rot. And somehow, against all odds, that makes your story matter more. There’s a weight to ev... |
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| Special bundle price: | 0 |
| Savings of: | 0 (28%) |
Posted: Fri, 20 Feb 17:25:39 CST
The Illusion is failing. The flesh is processing. The Great Work is upon us.
In the neon-choked sprawl of the future, technology has replaced reality. Alien Midnight is a solo journaling RPG where you inhabit the fracturing mind of a Dream Weaver, a soul beginning to see the cold, non-biological geometry beneath the skin of the world.
This is not a story you tell; it is a Structural Sabotage of your own perception. Will you sever the loop, or will you become a permanent component of the alien machinery?
The World Of The Silos
Forget the clichés of neon and rain. In Alien Midnight, the horror is industrial, carnal, and predatory. The world is a beautifully constructed cage—a grand Illusion where every data-stream and neural-jack serves the Great Work.
As you play, the environment will bleed, concrete will breathe, and you will realize that your own body is a component of the enemy's infrastructure. Not only will you explore an unknown world, but you will soon discover that your desire is to destroy a simulation.
Character Evolution
Alien Midnight redefines how you interact with the inhabitants of the sprawl through the Sovereign Paradigm,
- Synchronized Nodes: Characters like Sister Mercy or the jazz-haunted Miles Sterling are not static NPCs. They are Nodes in a living network. Through the Resonance Track, they evolve, fracture, and crack alongside you as your Mental Strain accelerates.
- The Weaver's Edge: Use the high-stakes Push Your Luck and Momentary Clarity systems to force the Illusion to bend. But beware—every victory over the Architects leaves a physical Structural Sabotage on your psyche.
- Transcendence vs. Sabotage: Your goal is not to complete a quest, but to reach a terminal frequency. Will you become a Perfect Component, a Final Saboteur, or a Silent Ghost?
Solo Journaler Liberation
This game implements the new paradigma of the Solo Journaler Liberation movement. We reject the old Clerk Paradigm (writing summaries after the fact). Instead, we embrace The Sovereign Paradigm to emancipate the solo Player.
- Writing IS Playing: Do not wait for the dice to tell the whole story. Start your sentence, roll mid-phrase, and let the ink discover the horror.
- The Journal as a Relic: Your notebook is a physical manifestation of the struggle. When the system glitches, your handwriting must glitch. When the Architects redact your memory, you must physically black out your text.
- Sentence Ignition: Use our specialized prompts to spark immediate action. No more writing up sessions; the game happens at the tip of your pen.
Inside The Book
- The Core Engine: A streamlined d6 system designed for immersive, uninterrupted, present-tense journaling.
- The Anatomy of Terror: Eleven chapters covering everything from character genesis to the industrial-occult lexicon of the Silos.
- Predatory Sub-routines: A detailed gallery of 14 evolving entities and a Conspiracy Generator to weave them into a living network.
- System Anomalies: 20 Interference Starters and a Complication Table to ensure no two descents are ever the same.
- The Sovereign Class: Includes a 10-page Breach Guide, The Low-Frequency Lullaby, showing you exactly how to translate dice rolls into visceral, atmospheric prose without falling into the Clerk's Loop.
- The Liberation Manifesto: A complete guide to Solo Player Liberation, providing the tools to reclaim your agency and play through the pen.
Stop being a secretary to the dice. Stop recording the past. Infect the machine!
Alien Midnight peels back the chrome of the cyberpunk genre to reveal the raw, screaming nerves underneath.
Solo Journaling RPG Books
Solo RPG Journaling: The Art of Being Your Own Storyteller. This comprehensive guide is designed for offering everything you need to begin your own solo journaling journeys.
Solo RPG Journaling: Companion. It's a guide designed for those who seek to elevate their solo journaling experiences to new heights. This companion guide is all about taking your journaling to the next level. It’s packed with fresh ideas, advanced narrative techniques, original oracles and practical advice that will help you enrich your solo adventures.
Write & Play: The Balance of Solo Journaling RPG dives deep into the art of integrating mechanics like dice rolls, tables, and prompts into your narratives, ensuring every session remains engaging and balanced. Through real-world examples from well-known and niche journaling RPGs, hands-on exercises, and detailed case studies, I aim to provide you with tools that go beyond theory.
The Lost World: A Solo Journaling RPG. A game for dreamers, wanderers, and seekers—those who find joy in unraveling mysteries, piecing together fragments of a forgotten past, and writing their own stories. Designed for players who crave both structure and freedom, The Lost World balances evocative prompts and open-ended storytelling.
Posted: Fri, 20 Feb 17:25:35 CST
Stop Recording the Game. Start Playing.
Do you ever feel like solo journaling has become a second job?
You roll the dice, consult a table, and then spend twenty minutes writing up the result. By the time the paragraph is done, the adrenaline is gone. You’ve fallen into the Clerk’s Loop—the trap of trading the joy of play for the labor of transcription.
Solo Journaler Liberation is the antidote. Throw out the rules of creative writing—this is a Manifesto of Sovereign Play. It’s your guide to blurring the lines between the roll of the dice, the rush of the story and the flow of the ink.
The Sovereign Paradigm
In this guide, we introduce a new way to inhabit your stories. We move away from being the Secretary of the Dice and become the Emancipated Player.
- Writing IS Playing: Learn the art of Sentence Ignition. Do not wait for the dice to tell the whole story; let the ink discover the world in real-time.
- The Unbound Method: Forget the need to be a novelist. Your journal is not a book for a future audience—it is a playground. We teach you how to use the page as a tactile space where the game actually happens.
What's Inside?
- Breaking the Taboo: Why your journal should be a mess of smudges, tears, and raw emotion rather than a neat record.
- The Pulse & The Third Fracture: New conceptual tools to manage the velocity of your scenes and ensure emotional closure.
- The Scars vs. The Play: A revolutionary way to look at your character sheet as a Medical Record while your journal remains a living, breathing entity.
- Tactical Sabotage: Techniques for Relic Marking—physically transforming your notebook to reflect the trauma and triumphs of your character.
- The Final Break: Learn the difference between a Save Point and a Terminal Ending, giving your stories the weight and sovereignty they deserve.
Emancipate Your Pen
Solo Journaler Liberation gives you original and useful tools to regain your ability to play.
The Liberation is in your hands
NOW AVAILABLE
Prepare yourself for Alien Mignight, a Cyberpunk Horror Solo Journaling RPG, fully integrated with the Solo Journaler Liberation framework. [ACCESS GRANTED: ARRIVING February 2026] Follow the pulse. The liberation begins at Mignight.
SOLO JOURNALING RPG BOOKS
Write & Play: The Balance of Solo Journaling RPG dives deep into the art of integrating mechanics like dice rolls, tables, and prompts into your narratives, ensuring every session remains engaging and balanced. Through real-world examples from well-known and niche journaling RPGs, hands-on exercises, and detailed case studies, I aim to provide you with tools that go beyond theory.
Solo RPG Journaling: Companion. It's a guide designed for those who seek to elevate their solo journaling experiences to new heights. This companion guide is all about taking your journaling to the next level. It’s packed with fresh ideas, advanced narrative techniques, original oracles and practical advice that will help you enrich your solo adventures. From deepening character development and building dynamic worlds to experimenting with new genres and creating custom systems, this book offers something for every solo RPG enthusiast.
Solo Journaling Rules offers a unique and flexible framework designed for players who want to create rich, introspective solo RPG adventures. SJR provides the tools to craft your own narrative-driven games in any genre or setting.
The Lost World: A Solo Journaling RPG. A game for dreamers, wanderers, and seekers—those who find joy in unraveling mysteries, piecing together fragments of a forgotten past, and writing their own stories. Designed for players who crave both structure and freedom, The Lost World balances evocative prompts and open-ended storytelling.
Posted: Fri, 20 Feb 16:04:43 CST
The Shield is Mightier Than the Sword.
A Mutants & Masterminds 3rd Edition Supplement for the Nova City Setting.
You can catch a falling tank. You can dodge a laser blast. You can punch a hole through a dimension. But can you survive a "Shoot-on-Sight" order from the 13th Precinct?
In the wake of The Vanishing, Nova City is a powder keg. The world’s greatest protectors are gone, and the vacuum has been filled by an understaffed, terrified, and increasingly corrupt police force. For the street-level vigilante, the badge is no longer a symbol of partnership—it is a jurisdictional minefield.
HOLD THE LINE is the essential guide to law enforcement in a superhero campaign. It transforms the police from background "cleanup crews" into a living tactical environment where Legitimacy is your most valuable hit point.
WHAT’S INSIDE:
THE 13TH PRECINCT (6+ DETAILED NPCs)
Meet the men and women walking the beat in a world of monsters. Full stat blocks, roleplaying guides, and investigative hooks for:
Detective Frank "Smoke" Mulligan: The burned-out legend who knows where all the bodies are buried.
Officer Maya Lopez: The rookie believer with a streak of "luck" that defies the odds.
Commander Kurt "Breach" Kessler: The trigger-happy SWAT leader in "Redacted" power armor.
Captain Gregory "Grizz" Ironwood: The corrupt commander who runs the precinct like a private gang.
The Feds: Meet Agent Sarah Miller (FALCON), the tactical hunters of SENTINEL, and the spooky reality-anchors of MAGI.
The Fringe: Dr. Trey Carter & Beaker, the disgraced lab techs running a black-market forensics van.
NEW MECHANICS: THE BLUE WEB
Stop treating the police as an epilogue. This book introduces systems to make the 13th Precinct an active, dangerous part of your game:
The Interrogation Encounter: A social combat system where "Good Cop / Bad Cop" is a tactical maneuver and the clock is always ticking.
The Jurisdiction System: Manage your reputation to unlock Precinct Favors—from "Forensic Access" to "Tactical Overwatch."
Police Complications: A d10 table of mid-combat hazards, from Siren Stuns to SWAT Snipes, that award Hero Points while raising the heat.
THE OPPOSITION: STERLING-WHITE REDACTORS
The truth is what they leave behind. Meet the corporate "cleaners" who arrive at crime scenes to sanitize evidence and silence witnesses before the heroes can find the smoking gun.
A LIVING CITY
Explore the fractured shield of Nova City, from the political phalanx of the Blue Shield Union to the weaponized suspicion of Internal Affairs.
THE BROKEN BADGE CAMPAIGN
A structured 3-Act campaign outline that takes your heroes from street-level fugitives to the leaders of a desperate siege on the 13th Precinct itself. Includes random tables for Precinct Crises, The Police Spin, and Instant Officer generation.
The villains know that to rule the city, they don't have to defeat the heroes; they just have to turn the "Thin Blue Line" into a noose.
Who is watching you? Find out in HOLD THE LINE.
Requires the Mutants & Masterminds Hero’s Handbook. Set in the Nova City Universe but compatible with any modern street-level superhero campaign.



