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Posted: Fri, 20 Feb 02:20:12 CST
Blade and Fury™ — The Altar of Kane
A Low Missive for Levels 1–3
Rot doesn’t negotiate. Neither do Blades.
Crops blacken along Voris’ western fields. Fish float belly-up in the shallows. Temple Kora refuses to speak the name tied to the old ruin beyond the mountain cut.
The Missive is straightforward work:
Enter the ruin.
Kill what rises.
Break what pulses.
Get paid.
Deep within the Altar of Kane, a relic shard embedded in black stone bleeds corruption into soil and water. The dead stir. Scavengers gather. Something unfinished waits in carved stone.
This Low Missive is designed for early-career Blades (Levels 1–3) and delivers:
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Tight, torchlit dungeon play
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Tier I threats under pressure
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Environmental hazards that matter
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A relic-based final confrontation
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Loot, Blade Points, and future story hooks
The job is contained.
The history is not.
The walls record a ritualist named Kane—declared dead years ago, but never recovered. The carvings end without a final image. No body. No grave. No certainty.
Destroy the source and Voris survives.
But some names do not stay buried.
Requires:
Blade and Fury™ Player’s Guide
Blade and Fury™ Warden’s Guide
Posted: Fri, 20 Feb 02:04:20 CST
100+ Atmospheric Images for Game Masters
Bring your world to life.
Fantasy Landscapes is a curated collection of over 100 evocative environment images created as a visual tool for Game Masters of fantasy RPGs.
This is not a storybook.
This is not a map pack.
This is an atmosphere engine.
What You Get
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100+ high-resolution images
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Both PDF book with 100+ pictures and ZIP file with all pictures in PNG format
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Organized into usable categories
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Forests, dark woods, ruins, rivers, roads, foothills
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Cabins, inns, magical towers, structures in the wild
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Printable and digital-use friendly format
Perfect For
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D&D (any edition)
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Pathfinder
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OSR games
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Homebrew fantasy systems
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Online VTT play
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In-person table play
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Session zero inspiration
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Sandbox campaign building
Image Types Included
This collection blends:
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Real-world photography (mostly Czech & Austrian landscapes)
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Subtle edits
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AI-assisted enhancements (added structures, ruins, tracks, distant castles)
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Fully AI-generated fantasy environments
All images are curated for tonal consistency and atmospheric immersion.
How Game Masters Use It
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Show an image when players arrive somewhere new.
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Use it as a random adventure seed generator.
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Flip to a random page for inspiration.
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Create mood boards for campaigns.
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Enhance immersion in online sessions.
Not Included
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No stat blocks
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No maps with grids
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No mechanics
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No setting lore
This product focuses purely on visual atmosphere.
If you want to make your players feel like they are standing at the edge of a misty forest… This book is for you.
Posted: Fri, 20 Feb 02:01:34 CST
| This special bundle contains the following titles: |
| The Good, The Bad, and The Savage Regular price: 0 Bundle price: 0 Format: PDF |
MARSHAL GAMES' BOOK THAT STARTED IT ALL IS NOW ELECTRUM BEST SELLER!! A Complete Western Setting for Savage Worlds Saddle up and write your legend in the untamed Dakota Territory! Step into the dust-choked streets of Redemption, a boomtown on the edge of civilization where fortunes are won, legends are made, and danger rides with every sunset. Inspired by classic Westerns and real Black Hills history, The Good, The Bad, and The Savage is your gateway to a world of high-stakes gunfights, desperate outlaws, and hard-won redemption. Inside You’ll Find: A Fully-Fleshed Setting: Explore Redemption, Dakota Territory—population 237—complete with colorful NPCs, rival factions, and the infamous Sinners’ Thirst Saloon. New Edges, Hindrances, and Archetypes: Create gunslingers, gamblers, ... |
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| The Good, The Bad, and The Savage Character Sheet Regular price: 0 Bundle price: 0 Format: PDF |
Fillable Coming Soon!!... |
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| The Road to Redemption Regular price: 0 Bundle price: 0 Format: PDF |
With prayer on your lips, and your hand on your gun, you'll find out what matters when the Devil has come. Step into the Dakota frontier—a land of hope, hauntings, and hard choices. The Road to Redemption is a complete Savage Worlds campaign setting where legends walk the wind, outlaws ride in the shadows, and every soul faces a reckoning. PRINT VERSION OF "THE ROAD TO REDEMPTION" IS AVAILABLE on Lulu.com! What Awaits You Inside A Living, Breathing World: Explore the town of Redemption and its wild surroundings—haunted mines, sacred bluffs, outlaw hideouts, and cattle baron empires. Every location is rich with lore, adventure hooks, and secrets waiting to be uncovered. Legendary Characters: Meet unforgettable NPCs: lawmen, outlaws, visionaries, and spirits—each with their own amb... |
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| Sinners' Thirst and Cast of Characters Regular price: 0 Bundle price: 0 Format: PDF |
The infamous Sinners Thirst Saloon in Redemption lies open for your visit, along with its history and the people that make it, and the town around it, a living place. From the enigmatic owner, Jake Vanderkamp, to the deadly outlaw known only as Old Scratch, these are the people that will make your players believe Redemption was once a place as vibrant as any in 1885... |
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| The Last Ride of Scorpion Jack Regular price: 0 Bundle price: 0 Format: PDF |
MARSHAL GAMES PRESENTS "THE LAST RIDE OF SCORPION JACK" ANOTHER WESTERN ADVENTURE SET IN THE TOWN OF REDEMPTION, DAKOTA TERRITORY! Ride into the shadows of Redemption with The Last Ride of Scorpion Jack, a tense and cinematic Western RPG adventure set in the unforgiving Dakota Frontier. When the notorious outlaw Scorpion Jack escapes prison and teams up with ruthless allies, the peace of Redemption is shattered by a deadly bank heist and a brutal kidnapping that threatens to unravel the town’s very soul. This thrilling module plunges your posse into a relentless pursuit through rugged canyons, dark saloons, and lawless streets. Face desperate gunfights, cunning ambushes, and moral dilemmas as you hunt down Jack and his gang. Embrace the gritty, bittersweet tone of Redemption—the land of... |
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| The Preacher and The Devil Regular price: 0 Bundle price: 0 Format: PDF |
MARSHAL GAMES' THIRD ELECTRUM BEST SELLER!! "The Preacher and The Devil" An adventure for "The Good, The Bad, and The Savage" set in the town of Redemption, Dakota Territory and the surrounding environs. The Outlaw gang, The Black Wind Boys have terrorized Custer County for the better part of a year, drawing ever nearer to Redemption. Murders, barn burnings, and even worse atrocities are ascribed to them and their leader, a scarred outlaw that calls himself "Old Scratch", another name for the Devil Himself. In Redemption, the Preacher for St Theresa's church, Reverend Brinks, watches with growing concern. He knows who this Devil is, and he knows why he's coming. All character types will have their chances to shine, as the saga plays out with dramatic chases, gunfights, barroom brawls,... |
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| Savings of: | 0 (69%) |
Posted: Fri, 20 Feb 01:01:52 CST
Our newest Kickstarter is live!
This preview contains the first few pages of the adventure, designed specifically to teach you how to run a game of Dungeons and Dragons or Pathfinder by helping you run through an adventure.
When completed, there will be a copy for Dungeons and Dragons, Pathfinder 1e, Pathfinder 2e, Basic Fantasy (OSR), and Daggerheart.
Wording, layout and pictures are subject to change before the final product, but this should give you a good idea of what the final product will look like.
Check out "Baptism By Fire" on Kickstarter - only a few days are left to back the project and reach stretch goals!

Posted: Fri, 20 Feb 00:48:12 CST
Durulz of Darkness
This is an adventure for RuneQuest: Roleplaying in Glorantha.
It is set in Sartar, starting off in Duck Pointy and venturing into the Upland Marsh.
The adventure takes place after the Dragonrise and Starbrow’s Rebellion: the Lunar Empire has left Sartar, and the tribes and clans are restless as Argrath is on the move, revealing his great ambitions.
The year and season of the adventure is left for you to decide to best fit with your existing campaign.
The adventure can be played with the pre-generated durulz characters supplied, or you can fit it into an ongoing campaign by having the adventurers become durulz for the duration of the adventure using an enchanted artifact in the possession of the Council of Duck Point.
The adventurers being durulz means they are largely ‘invisible’ to Delecti’s undead hordes: non-durulz will face much more combat as the undead seek to slay them at every opportunity.
Check out the preview to see the contents and get a feel for what is in the adventure re: scenes and encounters.
If you want to run this adventure in one session, you may have to make some changes and cut some scenes, perhaps the traveling sections.
The adventure is written with 4-6 adventurers in mind.
It is mostly set in the Upland Marsh, so there could easily be a lot of combat. But if the adventurers are wily, they can avoid some, if not most of it. If you have more powerful adventurers, you can unleash the full fury of Delecti’s minions!
Adventurers:
You have been asked to seek out a rogue durulz who is building a ‘tribe’ in the Upland Marsh. The Council of Duck Point fear this durulz’ activity could bring down the wrath of the Necromancer Delecti on all durulz living within the marsh, ending their fragile apparent truce with the hordes of undead that roam Delecti’s domain.
The Council have asked you to find Kernal Quarz, a Humakti Sword, who has built a tribe around them consisting of many races: newtlings, trollkin, durulz, human and even rumoured to contain some undead. Perhaps Quarz has been inspired by the Kitori, or perhaps he is just insane. He needs bringing to justice, either returning to Duck Point to answer for his crimes, or having his command of the tribe terminated with extreme prejudice…
You will be given a boat, the ‘Rivereen,’ and some magical aid to find Quarz, and if necessary, to slay him.
Divination has shown that you should confront Quarz no later than a week after leaving Duck Point.
The Adventure:
Travel to sites in the marsh where Quarz has been seen, gather information and follow his trail to where he has his camp.
Meet with some durulz communities, avoid the beasts and horrors of the marsh and survive travelling through the hostile environment that is an enemy in itself.
Confront Quarz and discover what he is trying to achieve. Attempt to fulfil your mission in bringing him back or killing him, or perhaps there is another way?
The adventure is inspired by the movie, ‘Apocalypse Now’ and there is an opportunity for the gamemaster to build an atmosphere or horror into the journey and the climactic ending.
When the adventurers confront Quarz and his tribe, they will have a choice – stop Quarz or leave him be. Choices matter. So do consequences…
The Grey Sage, Gavolt Three-corners, has this to say about Quarz and the Upland Marsh:
“Word has reached us of this ‘Quarz’ and his ambitions. He is assembling a tribe within the marsh, no mean feat in itself! A mixture of cast-outs from other tribes and those that have listened to his preachings: we have heard of newtling, trollkin, durulz, humans even trolls and talk of zombies among his followers, which may be fanciful speculation. I would be more concerned with the rumour of him being ‘friends’ with a Dancer in Darkness!
He seems to be seeking nothing less than the destruction of Delecti himself… and maybe he has even greater ambition, there are whispers of Vivamort being sought… this should tell you of his mind, which I suspect slipped its moorings some time ago…
As for the Upland Marsh: if you need me to tell you to stay away, you are perhaps already foolish enough to venture in!
There may well be treasure within the marsh, there have certainly been both reports and items recovered that suggest such, but there is also death and a darkness that can invade the soul.
Delecti rules the marsh. His undead are its guardians. But there are also creatures within the bounds of the marsh that do not answer to him and yet remain enemies to all that go on two legs.
‘Seek treasure, find death,’ – an old Lismelder tribe saying I would certainly endorse.
As for the durulz, I cannot speak too much on them as I do not know enough of their nature or history. They certainly seem to have some sort of ability to travel the marsh without the attentions of the undead, but what causes this I do not know… I suspect it is more to do with them being ‘non-human’ than specifically ‘durulz,’ but as I say, I do not know enough to comment properly"
Posted: Thu, 19 Feb 22:03:36 CST
At first glance, Necro Prison appears to be a standard correctional facility borrowing from movies such as Robin Hood and Indiana Jones—a grim but orderly 24x36 compound housing low-risk offenders and guarded halls of concrete and steel. But beneath this mundane facade lies a descent into horror. Whispers echo through the upper cells—rumors of inmates who vanished after angering the wrong guards, of doors that only open one way, and of screams that rise from far below.
As one ventures deeper into this subterranean labyrinth, the sterile uniformity gives way to warped architecture, suffocating darkness, and a creeping sense of dread. Rooms become twisted and misshapen, lined with occult symbols and iron restraints. At the very bottom lies the final chamber—a sadistic torture room shrouded in flickering crimson light, where a rickety wooden bridge spans a massive acid pit, its stench choking the air. Here, prisoners are hung over the bubbling abyss, left to dissolve slowly as a warning to others. And beyond this grotesque execution ground, a demonic portal pulses, ancient and alive, feeding on pain, fear, and the souls of the damned.
Necro Prison isn’t just a dungeon—it’s a descent into a corrupted justice system where mercy has rotted, and escape may mean confronting something far worse than death. Perfect for horror, dark fantasy, or infernal campaigns, this map will leave your players questioning every locked door—and every decision they make.
Includes
- A sprawling 24x36 battlemap of a Fantasy Prison Complex with Secret Occult Chambers
- Dynamic Lighting and Walls!



Posted: Thu, 19 Feb 21:38:30 CST
Welcome to Imperiallines 15, written by the team that brought you Xboat.
These issues help you unlock the Galaxiad and Traveller5, a little at a time. This issue takes a look at the Rogue career, touches on the blacke markets in Mora, and continues Greg Lee's article on interstellar smuggling. It also has Traveller News Service updates for the Republic of Regina.
13 pages total.
Posted: Thu, 19 Feb 18:54:10 CST
BANDITS & OUTLAWS
Bandits & Outlaws is a 5e supplement that presents two competing forces born from the same lawless roads but driven by entirely different motives. Instead of treating roadside threats as a single repeated stat block, this book divides them into profit-driven bandit camps and an organized rebel outlaw crew operating with purpose and coordination.
These are not new ancestries. They are social outcomes.
The intent of this product is ideological contrast and regional tension. Profit bandits represent greed, instability, and territorial predation. They are loosely linked raiders who share camps, divide loot, and follow whichever leader proves strongest at the fire. Outlaws represent grievance, discipline, and moral rebellion. Though criminals in the eyes of the law, they function more like a coordinated adventuring party with complementary skills and a unifying cause.
Bandits escalate through dominance and accumulation of strength, growing from roadside ambushers into regional warleaders capable of uniting multiple camps. Outlaws do not form a ladder; they operate as a tight resistance cell ranging from capable skirmishers to a legendary folk hero whose name alone unsettles corrupt authority.
Geography, allegiance, and political alignment are intentionally undefined. These NPCs can represent collapsing borderlands, overtaxed provinces, corrupt sheriffs, or power vacuums along major trade routes. They are not meant to replace classic bandits—they expand them, adding structure, rivalry, and narrative direction.
Whether the bandits consolidate into a regional criminal threat, whether the outlaws ignite a rebellion, or whether both factions spiral into open conflict is left entirely in the GM’s hands.
Images and tokens are provided for both male and female versions. Tokens come with nine colored borders.
Bandit Ladder
Bandit Camp Follower (CR 0): Drifter who lingers at the edge of camp, performing chores for scraps and protection.
Bandit Loot Hauler (CR 0): Noncombatant responsible for pack animals, stolen goods, and maintaining the camp’s mobility.
Bandit Road Ambusher (CR 1/8): Rough criminal who relies on surprise, intimidation, and numbers to overwhelm travelers.
Bandit Camp Thug (CR 1/4): Brutal enforcer who settles disputes inside the camp through violence and fear.
Bandit Mounted Raider (CR 1/2): Fast-moving highway robber who strikes caravans and retreats before organized resistance can form.
Bandit Heavy Reaver (CR 1): Hardened front-line fighter who smashes opposition with raw strength and intimidation.
Bandit Old Marauder (CR 2): Scarred veteran whose experience and reputation command grudging respect among raiders.
Bandit Camp Boss (CR 3): Dominant camp leader who rules through personal strength, threat, and control of the loot.
Bandit Road Tyrant (CR 5): Regional raider who absorbs or crushes weaker camps to control profitable routes.
Outlaw Rebel Crew
Outlaw Green Arrow (CR 3): Precise archer who disables officers and mounts rather than slaughtering common folk.
Outlaw Ironwood (CR 3): Staff-wielding duelist whose discipline and mobility control the battlefield.
Outlaw Briar Wolf (CR 4): Silent woodland hunter who strikes from concealment and vanishes into dense terrain.
Outlaw Friar (CR 4): Boisterous warrior-preacher who inspires courage and fights with surprising strength.
Outlaw Shadowmind (CR 5): Tactical planner who turns terrain, rumor, and timing into strategic advantage.
Outlaw Oakheart (CR 6): Bold champion who openly challenges corrupt officials and defends the vulnerable.
Outlaw Legend (CR 7): Mythic rebel figure whose presence rallies villages and destabilizes oppressive rule.
Compatible Products
Outlaws & Bandits can be found in any of our Fantasy Map locations.
Outlaws often frequent the woodland tavern.
Bandits camp in the wilderness.
Posted: Thu, 19 Feb 18:44:00 CST
Bone Canyon - 40x40 battle map with optional 1" grid at 140 and 300DPI
A huge, city smashing monster has met its end in this arid canyon.
Only the vast bones now remain.
Six variations included

Posted: Thu, 19 Feb 18:42:19 CST
Zoomer: Need for Speed
Some people are born to stand still. You are not one of them.
This supplement expands the Zoomer experience with three new Zoom Paths, five new backgrounds, new feats, chase rules that put speed at the center of the action, and everything else you need to keep moving. Whether you're swinging a board as a Basher, striking first as a Jammer, or stealing the spotlight as a Roller Dancer — the road is calling.
Stop standing around. Run.
Zoomer: Need for Speed is a supplement for the Zoomer class and requires the core Zoomer rulebook to use. Compatible with 5th Edition.
©2026 Relentless Fiction. All Rights Reserved.
Requires
https://www.drivethrurpg.com/en/product/552105/zoomer-scion-of-speed-5e-compatabile
Posted: Thu, 19 Feb 18:26:37 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: Thu, 19 Feb 18:05:28 CST
A new ancestry for Draw Steel, inspired by the myths and legends of Celtic druids, and a simple love for all things oak, acorn, and gall.
Play as a tiny, yet mighty oakling - a creature born from a great oak tree!
Designed for Jams of the Timescape.
“Oaklings, folk of leaf and acorn” is an independent product published under the DRAW STEEL Creator License and is not affiliated with MCDM Productions, LLC. DRAW STEEL © 2024 MCDM Productions, LLC



