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Posted: Tue, 31 Mar 05:33:33 CDT
The Scarred Lands have come to Savage Worlds Adventure Edition!
Scarred Lands Creature Profiles are an ongoing series of monthly releases to introduce monsters and key NPCs drawn from the world of Scarn.
Unitaurs are large, gray-skinned humanoids with bulky, powerful bodies. They have a horn on the end of their large, flattened snout and mouths full of large, sharp teeth. Small, scattered tribes of unitaurs prowl the Bleak Savannah, attacking hunting camps and traveling parties under cover of darkness. Unitaurs are quite clever when it comes to raiding and pillaging, and they are good trackers and survivalists. A few develop spellcasting abilities. Those who do rise quickly to leadership positions among their tribes.
This booklet contains game traits, tactics, and a brief overview of the unitaur's history and appearance. This booklet also includes plot hooks for introducing the unitaur into your campaign and ancestry mechanics to create unitaur characters!
This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.
Posted: Tue, 31 Mar 05:23:14 CDT
Dangerous Work
100 Guild Jobs, Hidden Agendas, and Urban Adventures for Fantasy RPG Campaign
In most cities, the guilds hold more power than the lord, the guard, or the courts. They control trade, property, loans, labor, and who is allowed to work at all. When a guild needs something done and does not want its name attached to it, it hires outsiders.
The job always sounds ordinary at first.
Guard a warehouse.
Deliver a sealed letter.
Escort a clerk to a meeting.
Inspect a damaged bridge.
Evict a tenant.
Inventory a closed shop.
Travel to a worksite where the last crew walked away.
Simple work. Honest pay.
But the warehouse is not empty.
The letter is evidence.
The clerk is planning to disappear.
The bridge was sabotaged.
The tenant knows something dangerous.
The shop was closed for a reason.
The last crew did not leave willingly.
Dangerous Work contains 100 guild jobs that are not what they seem. Each entry gives you the job the party is offered, what is really happening behind the scenes, the complication that makes the situation unstable, and the other people already involved.
These are designed to be dropped directly into play. A single job can turn into an investigation, a negotiation, a chase, a legal dispute, a heist, or the start of a much larger problem. They work in large cities, small towns, trade roads, and frontier settlements anywhere guilds have influence.
Also included are tables for guild types, complications, and guild motives, allowing you to quickly generate new jobs and situations when you need them.
In a world run by guilds, there is always work for people willing to sign a contract.
The danger is that the contract is never the whole story.
May all your adventures be spectacular!
Posted: Tue, 31 Mar 05:09:04 CDT
| This special bundle contains the following titles: |
| Apocrypha | Mörk Borg Regular price: 0 Bundle price: 0 Format: PDF | Apocrypha
The Forgotten Scrolls. Found Again. Monstrous classes, diseases, tables for birth and death, and new monsters for Mörk Borg.
Get this supplement in the Mörk Borg (Doomed & Fading) Bundle for ~30% off!
Apocrypha is a Mörk Bork supplement by Christian Eichhorn (christian.eichhorn.dmg@gmail.com; @squirrelgolem), with editing by John Parker.
This is what you'll find in this supplement:
Monstrous Classes. Play as a disgusting warpig, wickhead zündler, half-troll, or goblin wildmage. It is known that monsters are inherently 71% better than humans. Time to let loose and have fun.
Monsters. A bunch of new monsters to kill characters with. Semyaza the Bone-Crafter, a simple rock wolf, virspiders, the mighty quadracoon, are just a few examples.
More fun with creating, killing, and r... | |
| Dungeons! | Mörk Borg Regular price: 0 Bundle price: 0 Format: PDF | Dungeons
Welcome to Dungeons!, a collection of boggy holes and haunted cellars. No evening shall pass without the gruesome, ultimately inevitable death of a beloved character.
Get this supplement in the Mörk Borg (Unclean & Befouled) Bundle for ~30% off!
You'll get a collection of 16 DUNGEONS, some limited to one page, others across multiple pages. Here is a list of the horrors you can expect: The Dusty Catacombs, Dr. Grigoriy Laboratory Warren, The Virulent Court, The Cave of the Ogyr King, The Seven Armed Stomach, Smuggler Cave, The Caves of Metamorphosis, The Prison of Viscount Rotlieb, The Burning Cave, Miasma Cave, The Crystal Cave, The Thulian Comet, Wizard Dimension, Sealed Prison, Alchemist Laboratory, THE CVLT OF THE BLOOD BREWERY.
By Christian Eichhorn (christian.eichhorn.d... | |
| Monsters! | Mörk Borg Regular price: 0 Bundle price: 0 Format: PDF | Monsters!
A collection of about 20 monsters and NPCs for Mörk Borg by Christian Eichhorn (christian.eichhorn.dmg@gmail.com), with editing by John Parker (@JohnnyOpie), and art by Waclaw Traier (Droned Artworks).
Get this supplement in the Mörk Borg (Unclean & Befouled) Bundle for ~30% off!
Foundry VTT. Includes a Foundry VTT Module by [OE]. For questions and troubleshooting, please @[OE] in the mork-vtt channel of the Mörk Borg Discord. Thank you very much!
The Monsters. You'll get the dvörga cave warrior and warlock, jötnar, urks, the Galgenbeck Goat Breeder, the Grift executioner, the Vampyr of Castle Bolg Morsk, the Twisted Saint and his lizard, the Evil Orb cultists, the Nightrider and his Nachtmahr, Harry the Boulder, cackling witches, Bodil the Warmaiden, Inkblot, the cobbled a... | |
| Purgatory | Mörk Borg Regular price: 0 Bundle price: 0 Format: PDF | Purgatory
is a Mörk Bork supplement by Christian Eichhorn (christian.eichhorn.dmg@gmail.com; @squirrelgolem), with editing by John Parker.
Get this supplement in the Mörk Borg (Doomed & Fading) Bundle for ~30% off!
Death comes for all. Death comes in myriad, pitiless ways. The tip of a sword, the fall from a tree, the wild growth in the guts. After death, the suffering continues. Corroding purification in purgatory, followed by torture in hell or eternal loneliness in heaven.
Purgatory contains tons of "fun". What you'll find inside:
Six classes (Fallen God, False Saint, Haunted Scapegrace, Pact Conjurer, Quack Doctor, and the Unversed Alchemist)
Sacred and Unclean Skills. Consecrate, inject, flay... there's something for everybody to enjoy!
A village generator, waystones to pray to... | |
| Refuse | Mörk Borg Regular price: 0 Bundle price: 0 Format: PDF | Refuse
is a collection of new and old things; a gallimaufry of the discarded but renewed and realized potential of almost forgotten ideas. Inside, you may find pictures and words you already knew from books like Purgatory, Apocrypha, Hallowed, and Sacrifice. Because change is inevitable, and ultimately to be welcomed, I remade these books into zines. After flipping this page, you, dear reader, will be exposed to the dregs and worse. Prepare thyself.
Get this supplement in the Mörk Borg (Doomed & Fading) Bundle for ~30% off!
Inside, you find:
d88 Travel and City Encounters (an updated selection of encounters taken from the Purgatory and Sacrifice hardcover)
A Quest Generator Inspired by CY___BORG (new content)
An NPC Generator Inspired by CY___BORG (new content)
Hunting Heretics, Her... | |
| Sinners | Mörk Borg Regular price: 0 Bundle price: 0 Format: PDF | Sinners
is a Mörk Borg zine that brings you a gallimaufry of things [with cover art by Johan Nohr]! The Sinners themselves (6 NPCs to meet and kill, illustrated by one Unitsix), items, adventures, tables, and more!
Get this supplement in the Mörk Borg (Unclean & Befouled) Bundle for ~30% off!
Fission//Fusion. An adventure to fight against the dark forces of Elduin and his machine that dabbles with genes. Explore a dream-infested temple, fight fused monsters, rescue a cute doggie, and combine yourself to unlock new powers!
Against the Fish People. The damn fish people have done it again. In a random town or city, they built a dungeon in the sewers and stole a [roll on the ITEMS STOLEN BY THE FISH PEOPLE table if not done so already]. Now it is upon you to descend into the slimy d... | |
| Tribute | Mörk Borg + CY_BORG + Death in Space Regular price: 0 Bundle price: 0 Format: PDF | Tribute — a triple-threat zine with content for Mörk Borg, CY_BORG, Death in Space. Whatever sick or sad ideas came to my mind, I banished into this cursed little booklet.
Mörk Borg. Play as a rat catcher, hunt the golden stag through an enchanted druid cave, and receive gifts from the Great Moloch!
The CVLT OF THE MOLOCH wanders the land, carrying their oversized demon statue to the greedy (who have stored up plenty of fodder). Unholy labor to make the Moloch grow.
CY_BORG. Go dumpster diving (in CY), visit the REAKTOR, die in horrible car accidents, and play as a revolutionist chemist!
By day, you mix and cook in the corps’ polluted factories; the ¤ ¤ ¤ are much needed. Reaction kinetics are on your mind. By night, you burn the palaces. You poison the organism that feeds you. Your con... |
| Total value: | 0 |
| Special bundle price: | 0 |
| Savings of: | 0 (29%) |
Posted: Tue, 31 Mar 04:30:27 CDT
The Five Points burns without flame, its narrow streets choked with smoke, shouting, and the thunder of boots as every power in the city descends at once, for what began as a quarrel of corners has swelled into something far greater, something uncontrollable, as gangs clash not only with one another but with uniformed authority and the hired muscle of distant, well-dressed families who have at last turned their attention downward, and the district, once governed by shifting loyalties and understood rules, now fractures beneath competing forces that seek not merely to win but to dominate entirely, as barricades rise from broken carts, windows shatter into the streets, and every alley becomes a contested line where survival is measured in seconds, while orders shouted by officers dissolve into chaos, and the polished ambitions of uptown wealth collide with the brutal realities of the slums, leaving no ground untouched by violence, and amid it all the people of the Points are caught between powers that claim to bring order yet deliver only ruin, and as night deepens the city seems to turn upon itself, each faction convinced of its right, each willing to burn the rest to ash to prove it, and you stand within this unraveling storm, where alliances shift by the hour and no banner offers safety, knowing that what emerges when the dust settles will not resemble what came before, if anything remains at all.
_____________________________
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: Tue, 31 Mar 04:30:20 CDT
The Five Points lies restless beneath a dim wash of gaslight, its narrow streets slick with refuse and rumour, its leaning tenements pressing close as though conspiring in the business of men below, and tonight that business turns toward something finer than the usual theft of purse or pride, for word has spread of a prize held just beyond the worst of the district, in a house too respectable to belong and too near to ignore, and so the gangs do not gather with blades drawn but with voices lowered, meeting in back rooms thick with smoke where rivals sit shoulder to shoulder and speak in careful terms, measuring gain against insult, promise against treachery, because this is no simple job but a delicate undertaking requiring more than courage, requiring agreement, and agreement in the Five Points is a thing more dangerous than violence, for it binds enemies together only long enough to test how quickly they will betray one another, and as plans are laid and roles assigned the true intrigue begins to take shape, for the heist itself is merely the opening act, and what follows - who claims the prize, who is blamed, who disappears when the night is done - will decide not only profit but standing, and in a place where reputation is currency and memory is long, every word spoken in these shadowed rooms carries the weight of consequence.
_____________________________
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: Tue, 31 Mar 03:29:38 CDT
At the mouth of the long River Met, where its waters widen before meeting the western sea, lies the town of Amling. It stands on the northern bank, the last firm hold of Galladan before the river becomes a border. Across the water, always visible from the hilltop manor, rises the Carric Watchtower of the Great Republic of Callaern. Its presence is constant and deliberate. Nothing enters or leaves the Met unnoticed.
- Regular
- Autumn
- Winter
- Desert
- Ruined
- Foggy
- Rainy
- Shadowfell
- Parchment
- B&W
If you like these maps consider supporting me on Patreon. There you'll get access to a wonderful community and over 300+ maps like this one.
Posted: Tue, 31 Mar 03:07:02 CDT
This is no ordinary Cthulhu adventure, as it takes place long before the popular 1920s and is not linear. In addition, the monetary system has its own mechanics. The players have joined forces and spent all their savings to start a new life as gold diggers in California in 1849. It is recommended that players have 10 dollars per person and one item per person from the merchant's list. The players should aim to obtain advanced equipment and thus ensure better chances of survival. Gold mining and traveling to the nearby city are therefore part of the players' daily life. In addition to the usual dangers that people had to face at that time, there are also 2 storylines in which a far more dangerous and dark threat tries to drag the players to their doom.
A small parish of the serpent people is active here and sacrifices careless adventurers to their serpent god Yig. As they can assume a humanoid disguise, it is easy for the 5 awakened individuals to walk among the humans and lure them close to their sacrificial site. There are not many victims left until the stars align and their great father Yig will stand by them in their fight against the humans.
Their snake nest is located far underground and can be reached by a fake gold mine. This is also where the cousin of a player (played by the game master) is brought by the serpent people. The investigation of the disappearance will lead the players to the grand finale in the temple complex, where many more snakes lie dormant until the day they awaken.
Moreover, the players are not the first people to be doomed by their greed for wealth. A group of Irish fortune hunters pursuing a similar plan to the players were buried in their tunnel some time ago. Cut off from the outside world and unable to satisfy their human needs, an unimaginable horror has awakened there. Even if the players are able to shed their greed and escape the trap, the threat that emerged back then is still real and roams the wilderness, always looking to satisfy its hunger.
The adventure is designed for 3 game sessions and the choice of arms is very limited compared to 1920.
Luck is of particular importance in this adventure as it is always checked when the players search for gold. Adventurers with survival skills and know how to hunt and skin animals also have alternative sources of income. This skill becomes even more important when you consider that the players also have to get food every day.
Can the players survive in the wilderness and build a new life by searching for gold? How do they react to the local population and the horror that lurks?
I hope you enjoy answering these questions in practice and may the dice be with you. So that the game master can ensure a good flow of the game, I have summarized the most important aspects of this game world on the following pages before moving on to the adventure itself.
Posted: Tue, 31 Mar 02:59:47 CDT
Ride with Odin's Chosen
Book of Valkyries is a lavishly illustrated collection of demigoddesses and shieldmaidens drawn from the rich world of Norse mythology. Designed for the Original Fantasy RPG and fully compatible with OSR systems like Colonial Troopers, Guardians, Freebooters, Raiders, and Warriors of the Red Planet, this supplement brings ancient legends to life at your gaming table.
Inside you’ll find:
- 43 Valkyries, the fearsome shieldmaidens of Asgard
- A Valkyrie non-player character class
Whether descending from storm-dark skies to choose the slain or guiding heroes toward glory, the Book of Valkyries brings epic mythic power of the Norse Sagas to your tabletop adventures.
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Posted: Tue, 31 Mar 02:45:11 CDT
You were never meant to ride the train.
You are a sandwiched being, crushed between classes, between laws, between hungers. Too poor to be protected, too useful to be discarded, you lived in the narrow machinery of the world, beneath the towers of the high and above the pits of the broken. You carried messages, debts, ash, names. You learned to survive in the seams.
But the dystopic realm is closing in. Districts are swallowed by ration wars, sleep ministries, furnace cults, and the slow violence of systems that grind the nameless into fuel. Refugees vanish at the checkpoints. Entire neighborhoods are redacted. Language itself is becoming a form of labor.
Then you hear of the train.
The Froid Train moves through forbidden zones, ruin belts, frozen stations, and the last ungoverned edges of the world. Some say it is an escape route. Some say it is a moving border. Some say no one arrives unchanged. Its engine burns words, memory, and thought. To board it is to surrender certainty and feed the furnace with whatever rises in the mind.
You board with nothing stable left but your own fragments.
In this solo micro TTRPG, you play a refugee of class pressure and civil collapse, escaping across a dead world by feeding words into the train’s furnace. Every word pushes the engine forward. Every line reveals what the realm has become. You are not seeking victory. You are seeking passage, survival, and perhaps a self the world failed to crush.
By journey’s end, the question is not only what waits at the last station.
It is whether the person who boarded is still the one who arrives.
Posted: Mon, 30 Mar 23:35:10 CDT
Sad that suli got left behind in the remaster? Miss your genietouched companions? Here's a hanky, no need to return it, and also I got your back, my friend. Meet the Suli-Jann, the remastered versatile heritage that combines all 6 elements. I've also touched up the Genietouched Companions, made them available to construct companions via feats for Inventors and Lepidstadt Surgeons, brought forward the elemental companion specializations, and added the new elements!
Posted: Mon, 30 Mar 22:13:43 CDT
Pharaohs
Pharaohs is a monster supplement for 5e that presents the rulers, servants, and guardians of an ancient desert kingdom as a complete societal ladder rather than isolated NPCs. Instead of treating ancient Egypt as a backdrop populated only by mummies and gods, this book focuses on the living structure that builds, maintains, and defends royal tombs and sacred necropolises.
The intent of this product is mechanical clarity and encounter utility without excessive CR escalation. The ladder progresses from the laborers and attendants who maintain burial complexes, through scouts, guards, priests, and commanders responsible for protecting sacred ground, culminating in the living pharaoh whose authority governs both temple and army. These NPCs represent a functioning civilization whose tombs are defended long before any undead threat emerges.
Cultural lore is intentionally minimal. Whether these rulers govern a thriving desert kingdom, the remnants of an ancient empire, or a hidden necropolis civilization is left to the GM. Use these stat blocks as tools. Who the pharaoh rules, and why the tombs must remain sealed, is yours to decide.
Pharaohs Roster
Tomb Laborer (CR 0): Worker who digs burial chambers, clears desert sand, and maintains the outer structures of tomb complexes.
Necropolis Servant (CR 1/8): Temple attendant responsible for offerings, incense, and daily rituals honoring the dead.
Desert Scout (CR 1/4): Lightly armed patrol watching caravan routes and desert approaches to royal tomb sites.
Tomb Guard (CR 1/2): Disciplined soldier stationed at tomb entrances and sacred corridors to deter intruders.
Tomb Robber (CR 1): Cunning infiltrator skilled in traps, hidden passages, and stolen burial relics.
Embalmer Priest (CR 2): Ritual specialist who prepares the dead and protects burial rites through sacred authority.
Temple Guardian (CR 3): Elite warrior sworn to defend temples and royal burial grounds.
Pharaoh’s Champion (CR 5): Chosen warrior who enforces royal authority and defends the sacred legacy of the throne.
Pharaoh (CR 7): Divine monarch whose command unites temple authority, royal guards, and the power of the kingdom.
Posted: Mon, 30 Mar 22:13:38 CDT
Pharaohs
Pharaohs is a monster supplement for 5e that presents the rulers, servants, and guardians of an ancient desert kingdom as a complete societal ladder rather than isolated NPCs. Instead of treating ancient Egypt as a backdrop populated only by mummies and gods, this book focuses on the living structure that builds, maintains, and defends royal tombs and sacred necropolises.
The intent of this product is mechanical clarity and encounter utility without excessive CR escalation. The ladder progresses from the laborers and attendants who maintain burial complexes, through scouts, guards, priests, and commanders responsible for protecting sacred ground, culminating in the living pharaoh whose authority governs both temple and army. These NPCs represent a functioning civilization whose tombs are defended long before any undead threat emerges.
Cultural lore is intentionally minimal. Whether these rulers govern a thriving desert kingdom, the remnants of an ancient empire, or a hidden necropolis civilization is left to the GM. Use these stat blocks as tools. Who the pharaoh rules, and why the tombs must remain sealed, is yours to decide.
Pharaohs Roster
- Tomb Laborer (CR 0): Worker who digs burial chambers, clears desert sand, and maintains the outer structures of tomb complexes.
- Necropolis Servant (CR 1/8): Temple attendant responsible for offerings, incense, and daily rituals honoring the dead.
- Desert Scout (CR 1/4): Lightly armed patrol watching caravan routes and desert approaches to royal tomb sites.
- Tomb Guard (CR 1/2): Disciplined soldier stationed at tomb entrances and sacred corridors to deter intruders.
- Tomb Robber (CR 1): Cunning infiltrator skilled in traps, hidden passages, and stolen burial relics.
- Embalmer Priest (CR 2): Ritual specialist who prepares the dead and protects burial rites through sacred authority.
- Temple Guardian (CR 3): Elite warrior sworn to defend temples and royal burial grounds.
- Pharaoh’s Champion (CR 5): Chosen warrior who enforces royal authority and defends the sacred legacy of the throne.
- Pharaoh (CR 7): Divine monarch whose command unites temple authority, royal guards, and the power of the kingdom.



