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Posted: Tue, 30 Jun 22:28:54 CDT
crynoptica is a haunting journey into the wreckage of Umwelt where lost souls brave the tower of black glass, the lone surviving megastructure in a long-dead city. Fueled by desperation and hope, players navigate treacherous terrain, confront ancient horrors, and unravel the mysteries of a world ravaged by time and conflict.
So far above the ruin, the nebula haze over head almost seems to fade. The eclipse hangs over the lost souls behind the fading fog, peering at them through the cracks in the tower of black glass. Its immoble, unblinking gaze washing the world in a melancholic red. The maidens' sympathetic weeping carries up the tower toward the bloodied moon. Their cries are a memory of sadness that never belonged to them.
The voices rise, the cosmic veil slips, and the moon's presence grows nearer. Here, at the convergence of the past, powers beyond, and a sin older than memory, the lost souls face the inheritance of the gods.
Issue 12 of crynoptica contains a level of the tower of black glass, a lunar ruin to discover, as well as supplementary rules, lore, monsters, and NPCs for your game. The core rules can be found in issue 1 or the crynoptica Omnibus.
Posted: Tue, 30 Jun 22:04:41 CDT
Unleash 6 new spell-proof stat blocks that challlenge spellcaster heavy parties and balance the martial/caster divide. Compatible with 5e and 5.5e
Posted: Tue, 30 Jun 20:44:46 CDT
Dotted across the postwar North American continent are battlefields rife with shattered android frames, and gaping with trenches. Among gun emplacements, rotting trenchlines, and fields rich in mines, a grey-market of various salvage confederations has emerged to profit from the remains of conflict.
The Scrapyards are one such battlefield. Here, amidst cartel conflict, environmental decay, and piles of rust, strange secrets and long forgotten treasures await discovery.
However, drug addled scrapper cartels, foreign interlopers, and worse lurk amidst the expanse of graves. A vicious ecosystem of opportunism, greed, and occult force rules this war torn place.
THE SCRAP YARDS contains the following:
- Several robot salvage contracts for desperate, or cash-strapped Runners
- A hex crawl featuring multiple sites of interest, or danger
- Factions competing for profit, technology, and territory
- A full salvage system
- New statblocks
The Scrapyards is a promotional module for the NIGHTRUNNER Tabletop Game. It is, and will always be available for free in PDF form.
This module requires the Nightrunner Runner's Handbook, and Keeper Companion, both of which are available, free of cost, on DrivethruRPG.
Nightrunner uses a streamlined d100 rules engine compatible with many other percentile-based tabletop RPG systems.
This game book is currently in Open Testing. Feedback, suggestions, and error reports are welcome and may be sent to NightrunnerRPG@protonmail.com.
Cover artwork in this release was created using AI, however, artists interested in contributing to this game are welcome to contact the email above.
Posted: Tue, 30 Jun 19:37:42 CDT
The Feast draws nigh!
Autumn Dirge is a story roleplaying game about people in an isolated, windy village living uncomfortable long lives as the sun sets in strange intervals. A mysterious figure, known as the black monk, has arrived one day, at dusk with new rules for the village of Artesia. These rules have upset the rhythm of the villager’s banal lives, sending people into a spiral over what is right or wrong anymore.
Who can trust anything any longer?
In Autumn Dirge, the characters live in a strange commune devoid of technology or… context. The characters have been alive a long time. And as far as they remember there is usually daylight, though in this village the sun comes and goes at strange intervals that no one can predict or count on.
Autumndirge is Game 76 in the Protocol game series.
It is part of the Black Monk Universe.
a post world games release
Posted: Tue, 30 Jun 18:54:02 CDT
Wuxia Classes for 5e: Formation Master
Most combat begins when two sides meet.
The Formation Master ensures it ends before that moment ever arrives.
Where others prepare themselves, the Formation Master prepares the space around them. Every step they take, every motion of their hand, every quiet placement of a mark upon the ground contributes to something larger—something unseen until it is complete.
To the untrained eye, their actions seem insignificant. A line drawn in passing. A small object set carefully into place. A brief pause in movement that appears to serve no purpose.
But nothing they do is without meaning.
Every mark is a foundation.
Every placement is a decision.
And every decision shapes what is about to happen.
The strength of the Formation Master does not lie in force.
It lies in certainty.
A battlefield, by its nature, is unpredictable. Movement shifts. Distance changes. Opponents react, adapt, and press advantages where they find them. Most fighters are forced to respond—to adjust themselves to the chaos unfolding around them.
The Formation Master rejects this entirely.
They do not adapt to the battlefield.
They redefine it.
This contains a full class up to level 20 with abilities and background, based on Chinese Culture, this is not written by a native of that area so may contain certain cultural biases from a european point of view.
Posted: Tue, 30 Jun 18:19:46 CDT
Heart of Glass is a mystery campaign that takes place in the 1980s. Inspired by Twin Peaks, Silence of the Lambs, and the thrillers of the Coen Brothers like Blood Simple, Heart of Glass has twists and turns that will rock players to their core. It's grounded in reality and feels very much like being in a suspense film.
The campaign uses the concept of the Street Wolves setting (currently a Savage Worlds setting), but does not require Street Wolves to play. It contains everything involving the mystery that isn't mechanics, so you can adapt it to your favorite setting.
The campaign can take anywhere from 4 to 6 three hour long sessions.
The Campaign
In 1981 a group of teenage satan worshippers are caught after they went on a grisly murder spree. It's now 1987. The heroes receive an anonymous letter that reveals that the truth is much more horrifying. Can the Street Wolves survive the Heart of Glass?
In Heart of Glass the heroes are out of the element, faced with a mystery and a terrible conspiracy deep in America's heartland.
A Compelling Mystery: How do murders in the past connect to the present day? What is the truth behind the satanic killings? What is the dark secret being kept in the small town of Keysville?
Heroes Out of their Element: The player characters are cut off from their usual support network and are fish out of water in a small town. They must keep low and form alliances if they want to solve the puzzle and stay alive.
Audio Logs: The investigation is guided by cassette tapes that they discover during the course of the investigation. These logs are provided as transcripts and in audio files recorded by creator and actor Meghan Caves of Gone Rogue Entertainment.
Maps and Hand Outs: Including area maps, blueprints of important locations, and select maps from map maker Tom Cartos from his modern maps collection.
All Table Cat Games products are Human Made.
Posted: Tue, 30 Jun 17:53:26 CDT
Hidden along a remote stretch of coastline, this quiet sea cave offers shelter from the outside world. Its calm waters and concealed entrance make it an ideal refuge for smugglers, pirates, and travelers seeking to remain unseen
Perfect for naval adventures, coastal campaigns, and encounters involving pirates and criminals or searching for a hidden treasure
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
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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: Tue, 30 Jun 17:09:53 CDT
A volcanic island. A wounded colonial port. A harbor full of wrecks, smugglers, treasure hunters, old secrets, and people who know more than they admit.
Welcome to Jade Harbor.
Jade Harbor: A Fortune & Peril Adventure Setting is a full postwar pulp campaign setting for Fortune & Peril, built for treasure hunts, salvage expeditions, jungle exploration, dangerous investigations, faction intrigue, rival expeditions, and high-stakes adventure.
The year is 1947. Jade Harbor Island sits at the edge of old empires, new ambitions, and unfinished war. Its capital, New Haven, is a Dutch colonial port trying very hard to pretend the world has gone back to normal.
It has not.
The war left wrecks in the reefs, secrets in the jungle, weapons in old bunkers, and people willing to kill for maps, ledgers, relics, revenge, or a clean way off the island. Every dockside rumor may be bait. Every official file may be missing a page. Every expedition into the interior may come back with something no one was meant to find.
Inside this book, you will find a complete adventure setting ready to drop into your Fortune & Peril campaign.
Jade Harbor includes:
- A detailed 1947 island setting built for grounded pulp adventure
- New Haven, a living port town full of patrons, rivals, informants, officials, smugglers, and secrets
- Major locations including Fort Oranje, Hotel Smaragd, the Black Orchid Club, Company Quays, the Raadshuis, jungle ruins, Black Reef, wartime bunkers, wreck sites, hidden tunnels, and more
- Factions, villains, allies, rivals, and local power players
- Treasure, relics, rumors, clues, and dangerous discoveries
- Adventure frameworks for one-shots, short arcs, and full campaigns
- GM tools, complications, tables, and encounter ideas
- Maps and player-facing handouts for immediate play
Jade Harbor is not a monster zoo, and it is not cosmic horror. The danger here comes from people, terrain, weather, politics, greed, history, old crimes, and bad decisions made under pressure.
Use it as a full campaign setting, a recurring port of call, a treasure-hunting sandbox, a salvage expedition hub, or a source of ready-to-run locations and complications for your next pulp adventure.
Bring a map.
Bring a seaplane.
And do not trust anyone who says the harbor is quiet tonight.
Visit Swamp Rhino Games
For more Fortune & Peril material, free downloads, digital tools, character sheets, GM aids, updates, and future releases, visit:
swamprhinogames.com
There you’ll find support for running Fortune & Peril at the table, including free browser-based tools, downloads, and information on upcoming Swamp Rhino Games releases.
Requires Fortune & Peril: Field Rules for Perilous Adventure.
Posted: Tue, 30 Jun 16:14:28 CDT
Curse of the Thirteenth Crown
Break the curse and save the realm
Contents: A set of four battlemaps linked together with a one-page adventure. Designed to celebrate our 13th birthday on DTRPG, this adventure focuses on lifting a curse that befell a kingdom when a king wrongly framed and executed 13 loyal knights.
Visit four locations in an attempt to lift the curse!
Included:
A pdf with 300dpi gridded tiles ready for A4 printing
A set of 300dpi full size jpeg files, for poster printing
A set of 72dpi (140x140px) jpeg for Roll20 & other VTTs





Posted: Tue, 30 Jun 16:07:07 CDT

Print-on-Demand and Foundry VTT versions coming soon!
Weapons of Lore – Powered by Draw Steel provides Draw Steel Directors and Heroes with an assortment of 80+ Leveled Treasures, including Leveled Weapons, Leveled Implements, Other Leveled Treasures, Cursed Leveled Weapons, Cursed Leveled Implements, and Cursed Other Leveled Treasures. Each entry includes a color image, a brief descriptive line, detailed statistics, and leveled information.
Leveled Treasures are iconic items that become more powerful as the heroes using them level up. Heroes can either find them—often in the hands of the villain at the end of an adventure arc—or craft them during downtime.
Directors should share this supplement with their players. While players shouldn’t be able to choose all the treasure their heroes find, if one piques someone’s interest, you can seed it, or the materials to craft it, somewhere nearby.

Sample Leveled Weapon Treasure
Bluefire
The heat is on!
Keywords: Magic, Medium Weapon
Item Prerequisites: A Crux of Fire, which must choose to live inside the weapon
Project Source: Texts or lore in Low Kuric
Project Roll Characteristic: Might, Intuition, Reason, or Presence
Project Goal: 450
Special: If you are a censor or conduit with the sun domain, or an elementalist with the fire specialization, you can use Bluefire as a leveled implement treasure. If you do so, replace the Medium Weapon keyword with the Implement keyword, and the damage bonus applies to your damage-dealing supernatural abilities instead of your weapon abilities.
1st Level: Any weapon ability that deals rolled damage using this weapon deals an extra 1 fire damage. Additionally, while wielding this weapon, you gain the elementalist’s Conflagration ability. If you’re not an elementalist, you spend your class’s Heroic Resource instead of Essence, and can’t use its Persistent feature.
5th Level: The weapon’s extra fire damage increases to 2. While wielding this weapon, you gain the elementalist’s Combustion Deferred ability. If you’re not an elementalist, you spend your class’s Heroic Resource instead of Essence, and can’t use its Persistent feature. Additionally, you can spend up to 3 surges to reduce the Heroic Resource cost of an ability gained through this weapon. Each surge spent this way reduces the cost by 1.
9th Level: The weapon’s extra fire damage increases to 3. While wielding this weapon, you gain the elementalist’s Muse of Fire ability. Additionally, if you spend surges to reduce the Heroic Resource cost of an ability gained through this weapon, you also deal additional damage as if you had spent those surges to do so.

All images and writing are 100% human created. NO AI! I beleive in supporting my fellow human creators.
Weapons of Lore is an independent product published under the DRAW STEEL Creator License and is not affiliated with MCDM Productions, LLC. DRAW STEEL © 2026 MCDM Productions, LLC.
More Creations by Jeff Stevens Games
Click on an image to learn more about the product.
Powered by Draw Steel
5E Content
Cli—
— Villains & Lairs Supplements —
Posted: Tue, 30 Jun 16:05:50 CDT
Note: We make these icons for Worldographer, but they are PNG images with transparent backgrounds which will work with most image/map editors.
Each month Inkwell Ideas makes new icon sets to expand the options available for Inkwell Ideas's Worldographer software program through Patreon's website. (A way to sponsor ongoing projects for a small amount per creative work or month.) This icon set expands our popular "Ring Lord" icon set with many more options for historical cultures/locations!
It has 109 "point of interest" icons such as cities, towns and villages for thirteen historical cultures: Celtic, Chinese, Egyptian, Enlightenment, Greek, Japanese, Mesoamerica, Mesopotamian, Ottoman, Roman, Southeast Asian, Spanish, and Viking, plus several unique icons for each. For example, the Chinese set has a few Great Wall icons and a Martial Arts School while the Greek set features an Oracle and Temple. It also has several icons for different terrain not covered in the prior Ring Lord sets: bamboo and mangrove forests, cherry trees, and snowcapped mountains.
Darker versions of each icon are also provided so you can pick the version with better contrast.
You may publish maps using these icons--see the license below.
Each image is a transparent PNG so it can be imported into many image and map editors, including Worldographer. (Worldographer has a paid version and a free version which limits some features.)
Posted: Tue, 30 Jun 15:58:40 CDT
Nova Quay has transformed itself into Lucentia's centre of digital culture, a glittering maze of media studios, luxury apartments, rooftop venues, livestream cafés, esports arenas, advertising agencies, production warehouses, entertainment campuses, and technology incubators where online influence has become a commodity more valuable than traditional wealth, attracting celebrities, entrepreneurs, political campaigners, corporations, organised crime, and millions of followers into an ecosystem where reputation is manufactured, monetised, and weaponised in real time, but what begins as an increasingly hostile rivalry between several of the city's most powerful influencers rapidly escalates beyond public insults and coordinated misinformation campaigns into organised sabotage, targeted thefts, intimidation, and private security confrontations as rival management firms quietly recruit street gangs to protect assets, intimidate competitors, manipulate public events, and control lucrative sponsorship territories, creating an entirely new criminal economy in which online popularity directly translates into street-level violence, while established gangs recognise the extraordinary financial opportunities hidden behind advertising revenue, audience manipulation, merchandise distribution, counterfeit branding, and digital extortion, resulting in alliances that blur the distinction between entertainment businesses and organised crime, but intelligence gathered by multiple independent sources uncovers an even greater threat as an anonymous consultancy known only as Prism Network has been deliberately fuelling every dispute through sophisticated influence operations, fabricated scandals, algorithm manipulation, and covert financing, intending to consolidate Lucentia's fragmented digital economy beneath a single invisible authority capable of directing public opinion, corporate investment, political messaging, and criminal behaviour simultaneously, transforming Nova Quay into a battlefield where information spreads faster than bullets, viral campaigns determine territorial control, and every livestream may conceal an operational objective whose consequences extend far beyond the screen into the streets themselves.
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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.
































































