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Posted: Tue, 30 Dec 16:58:47 CST
This mini-bibliography covers all of the Traveller content in the periodical White Dwarf. These are articles are regarded as some of the best support material produced for classic Traveller and were instrumental in shaping its look and feel as well as offering some obvious and rather useful, if not vital, aspects of Charted Space.
Amongst other favourites, you’ll find:
- starport plans
- noble expansion
- Vargr loose in Victorian London
- a heist on a beanstalk
- and of course each episode of The Travellers.
Indices by Author, Title and Keyword – not to mention ships and worlds – allow the quick location of any material.
Posted: Tue, 30 Dec 16:00:08 CST
Cryptid Carnage Comes to Caddo Lake.
An Unlikely Story
When Grady Niblo shows up at the sheriff’s office in Uncertain Texas with tales of a terrible creature haunting the shadowy corners of Caddo Lake, everyone figures he’s either drunk or covering up an accident or both.
A Real Live Cryptid
Little do the officials realize Grady is telling the God’s honest truth. Unwittingly, he ended up in the territory of the mysterious creature known as the caddoblepas. This fearsome beast with a literal look that kills didn’t appreciate the incursion and massacred the tourists Grady was providing his fishing guide services to.
A Mystery to Solve
Since no one with a badge believes poor old Grady’s story, it falls to outsiders - namely the investigators - to get to the bottom of things. They just have to figure out exactly how to do that and hope they don’t end up at the bottom of Caddo Lake or in the caddoblepas' belly instead.
A Compatible Tale
Suitable for any urban fantasy setting (though the setting ain’t urban) and particularly suited to any campaign that might take place at a certain college set in the Piney Woods area of Texas since it's just a hop, skip and a jump away.
Posted: Tue, 30 Dec 15:22:02 CST
With the purchase of this product, the Roll20 Module for this Adventure gets added to your Roll20 Library.
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In The Winter Museum, a strange group of quirky gnome collectors is in town looking for valiant warriors. They explain that, once a year, they bring magical trinkets to their repository north of town. This museum of arcana curiosities is located inside the tomb of the Nalen'Dor family. Alas, the magical auras of their trinkets have caused something terrible to stir inside the tomb. The undead rise from their tombs.
The gnome quartet cannot access their vault since the place is crawling with undead abominations and a strange, sentient-like spider. When the characters come to the tomb to explore what is going on, they find two apparitions. One is an ethereal, lamenting woman whose wail can stop a person's heart. The other is a towering presence, a three-headed necrophage. Its heads argue with one another. Can the characters solve this mystery?
This Adventure features maps with Roll20's amazing walls and light sources, one-click Macros, pre-generated characters, and more!



Posted: Tue, 30 Dec 15:21:57 CST
With the purchase of this product, the Roll20 Module for this Adventure gets added to your Roll20 Library.
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The adventure in the House of Krampus occurs in the snowbound village of Hearthglen. Villagers have gone missing, and the local guard is powerless against Krampus and the Dark Mistletoe cult. A mysterious house has appeared in the depths of the forest, the House of Krampus. Beneath the house lies a twisting dungeon where Krampus’ cursed heart beats, guarded by Lindlen Zikara and his loyal fanatics.
The adventurers must investigate the cursed house, battle through cultists and dark magic, and put an end to the terror gripping Hearthglen before the town’s holiday is drowned in fear. Only by destroying the dark growth anchoring Krampus can the characters banish its devilish presence back from whence it came; if they survive the confrontation with this devil...
This Adventure features maps with Roll20's amazing walls and light sources, one-click Macros, pre-generated characters, and more!



Posted: Tue, 30 Dec 15:19:07 CST
HOW TO PLAY
In this Solo Adventure, you assume the role of an adventurer in a Medieval Fantasy samurai realm. You will require The Dark Age: Bushido Core Rulebook (CRB), the Dark Age: Otherworld Expansion, and any associated Expansions you wish to use, along with a pen and paper—or a word-processing document—to play.
The story begins with an Introduction, a few initial Locations, and several key Story Points. The rest is shaped by your choices. The Actions you take depend on what you see, who you encounter, and how you choose to interact. Each Action will create ripples in the world; keep a record of events and adapt the world as it responds.
As you play, you become your own Storyteller—crafting an evolving narrative shaped by fate, honor, and the unseen forces that stalk the borders of the mortal realm. Use the Character Creation rules in the CRB to craft your hero, and consult the Storyteller tools in the CRB to generate NPCs. Once you have familiarized yourself with the following sections, you are ready to begin.
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By lanternlight, the city appears serene—paper walls glowing softly, canals whispering against stone. By shadow, it is a living labyrinth of secrets, where every roofline hides a watcher and every breath may be counted. You move through this world knowing that tonight, someone important will die—and that many hands wish to decide who that will be. This tale unfolds in a realm ruled by silk-clad lords and silent killers, where power is not seized through open war but through absence, implication, and blood wiped clean before dawn. Two rival hidden orders have emerged from the undercity and mountain shrines, each convinced the other threatens the balance of the realm. Their feud has spilled into the courts, the streets, and the temples, drawing blades in places once thought sacred. You are caught between them—not merely as a weapon, but as a variable neither side can fully control. Intrigue coils tighter with every whispered alliance, and each assassination reveals a deeper design behind the violence. Action is swift and lethal here, but the true danger lies in choosing who deserves to survive the night.
Posted: Tue, 30 Dec 15:18:42 CST
HOW TO PLAY
In this Solo Adventure, you assume the role of an adventurer in a Medieval Fantasy samurai realm. You will require The Dark Age: Bushido Core Rulebook (CRB), the Dark Age: Otherworld Expansion, and any associated Expansions you wish to use, along with a pen and paper—or a word-processing document—to play.
The story begins with an Introduction, a few initial Locations, and several key Story Points. The rest is shaped by your choices. The Actions you take depend on what you see, who you encounter, and how you choose to interact. Each Action will create ripples in the world; keep a record of events and adapt the world as it responds.
As you play, you become your own Storyteller—crafting an evolving narrative shaped by fate, honor, and the unseen forces that stalk the borders of the mortal realm. Use the Character Creation rules in the CRB to craft your hero, and consult the Storyteller tools in the CRB to generate NPCs. Once you have familiarized yourself with the following sections, you are ready to begin.
_____________________________
The sky darkens without clouds, as if something vast has passed between the world and the sun. Along the high roads and broken valleys, banners of no known house advance in perfect silence. What marches now is not an army born of land or blood—but of will, hunger, and an ancient summons answered too late. This story unfolds in a realm where mastery of body and spirit allows warriors to defy gravity, steel, and fear itself. For centuries, balance was kept by unseen boundaries and sealed rites. That balance has failed. From fractures in the unseen world, entities of claw, smoke, and burning oath have begun to pour forth, organized not as beasts, but as disciplined legions. Someone has taught them how to fight. Someone has given them purpose. You stand at the crossing of this unraveling. Every leap across rooftops, every clash of blades in mid-air, every breath drawn before a strike pushes the world closer to salvation—or total dominion by forces that should never have learned the art of war.
Posted: Tue, 30 Dec 15:18:02 CST
The distress call is old—older than it should be. It arrives without priority markers, stripped of authentication codes, riding frequencies long declared dead. The message is short, fragmented, and repeating: a request for aid, coordinates embedded in static, and a phrase spoken with unsettling calm—“It knows we heard it.” Every analysis flags it as impossible. Every instinct says it is deliberate. You are dispatched anyway. The mission briefing is framed as recovery and containment. A derelict zone. Lost personnel. Potential hostile remnants. Standard language, recycled from a hundred other operations meant to sound routine. Yet the equipment issued to you tells another story: experimental weapons, adaptive armor, reality-anchoring systems rarely authorized outside of black files. Someone expects resistance that doesn’t obey known rules. From the moment you cross the threshold, the environment reacts. Lights flicker in patterns that resemble symbols. Doors open before you touch them, then seal behind you without command. Your motion sensors register movement that never resolves into form, while audio pickups capture whispers that speak your name without distortion. Combat erupts suddenly—feral engagements against enemies that bleed light instead of blood, collapsing into ash that rearranges itself when unobserved. At first, it feels like survival horror layered over a conventional action operation. Then the twist begins to surface. Recovered logs contradict each other—not by error, but by perspective. Each claims to be written by you. Different handwriting. Different decisions. Different outcomes. Some versions of you died heroically. Others fled. A few stayed behind willingly. The timestamps overlap, suggesting these events are not sequential, but concurrent. The signal is not a call for help. It is a synchronization attempt. Something within this place fractured time, memory, and causality—not violently, but surgically. It learned by observing action, combat, and fear, refining itself through every engagement. Every gunfight, every choice, every survival instinct feeds it data. You are not fighting it. You are training it. The horror sharpens when you realize the truth too late: the entity cannot leave unless it understands what it is copying. It broadcasts the signal endlessly, not to summon rescue—but to summon you, again and again, across fractured iterations, until it can finish assembling itself. And now it is close. The action escalates. Weapons roar. The environment collapses into hostile geometry. Enemies adapt mid-fight, countering tactics before you execute them. Your own memories become unreliable—skills you don’t remember learning activate reflexively, while others fade without warning. The final decision is approaching. End the loop and erase every version of yourself that answered the signal. Or complete the pattern and become the last piece it needs to escape. Because the most terrifying revelation is not that something monstrous waits in the dark— It’s that it has been practicing how to be you.
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In this Solo Adventure you assume the role of an adventurer in the shadow-stained expanse of the Known Galaxy. You will require the Haven Fallen Core Rulebook (CRB) and any associated Expansions you wish to use. The world responds to you—your interpretations, your fears, your ambitions—and you will act as both Character and Storyteller. The Actions you take should depend on who and what you meet, what horrors cross your path, and how you choose to engage with them. Record the outcomes. Evolve the world. Allow rumours, consequences, and scars to reappear later. As you progress, you will become your own Storyteller, shaping a living cosmos that remembers what you do. The outcome of Actions in Haven Fallen is determined by:
Posted: Tue, 30 Dec 14:30:59 CST
You are a young gravedigger, currently trapped in a warlock’s dream as he tries to steal your vital force for his survival. You must dig through his beehive style maze of nightmares, defeating any lost decaying souls and monsters he has trapped in there, before he catches up to you, or you perish in battle.
How many nightmares can you face during a quick nap?
This is a rules light, roguelike solo adventure, no need to setup, you fall into a dream and have to move fast, a simple roll of the dice will make a creature appear before you and you will resolve the battle in just a couple turns. This is a oneshot self contained adventure with endless replayability.
To play the game, you choose a wall to go through, each one with their consequences. Then you roll to see what you will face in the chamber you landed into, and if it’s one with a monster you choose how to resolve it.
You will need a d20 dice, some paper and something to write with.
This game was done for PocketQuest2025 with the Storytelling Collective.

Posted: Tue, 30 Dec 14:04:42 CST
A revised version of the 5e Fighter class. This homebrew revised a few features, while including new features, and adding Combat Abilities, which allow special actions and movements to the class. Included in this is the Revised Champion, with all new benefits upon critical hit.
Disclaimer: This is homebrew, and is in now way made to be "better" than 5E fighter, simply different and balanced for a different kind of game than normal.
Posted: Tue, 30 Dec 14:02:32 CST
This book can be played in English or German.
Dieses Buch kann auf Englisch oder Deutsch gespielt werden.
Age: 10+
Alter: 10+
English
You are trying to leave these lands.
You are not proud of what you did, but it had to be done.
Now there is only one way out: reach the Mythical Stone.
In this solo gamebook, you travel across an open world map and choose your path as you try to reach it. Some paths are safe, others are dangerous, and not every choice is a good idea.
Every decision matters, and every dice roll can change your story.
There is no single correct path, only the adventure you create.
Good luck. You might need it.
Deutsch
Du versuchst, dieses Land zu verlassen.
Du bist nicht stolz auf das, was du getan hast, aber es musste getan werden.
Jetzt gibt es nur noch einen Weg hinaus: den Mythischen Stein erreichen.
In diesem Solo-Spielbuch reist du über eine offene Weltkarte und wählst deinen Weg, um ihn zu erreichen. Manche Wege sind sicher, andere gefährlich, und nicht jede Entscheidung ist eine gute Idee.
Jede Entscheidung zählt, und jeder Würfelwurf kann deine Geschichte verändern.
Es gibt keinen einzigen richtigen Weg, nur das Abenteuer, das du selbst erlebst.
Viel Glück. Du wirst es vielleicht brauchen.
______________________________________________
You only need:
– 2d6 (two six-sided dice in different colors)
– Pen, paper, and an eraser
Du brauchst nur:
– 2W6 (zwei sechsseitige Würfel in unterschiedlichen Farben)
– Stift, Papier und einen Radiergummi
Posted: Tue, 30 Dec 14:00:44 CST
An OSR system-agnostic adventure!
When normal life is upended, when the stories of the past are revealed as truth, when secrets are uncovered, when courage and fear become manifest, what will you do? This is the first adventure in the Shadow of Lunaris Cycle. It follows a group of aspiring adventurers as they journey into the heart of an ancient grove to confront a legend. Their actions will shape their destinies and the world.
The Shadow of Lunaris Cycle
Shadow of Lunaris is more than just a trilogy of adventures in a mini-campaign, it is the story of content creator Griseo Lupus woven into an interactive adventure. You are invited to join in the journey and see how it resonates with your own story.
What you'll find inside:
- An adventure that requires understanding yourself as much as the adventure.
- A world that actively changes as the players interact with it.
- 7 magical relics for adventurers to mess about with.
- 10+ monster and NPCs for the crew to meet.
- A mini-campaign setting to set the stage.
Original Story: Griseo Lupus
Writing & Layout: Dale Houston
Editing: Andrew Shockey & Stacie Dolin
Cover Art: Jagoda Auger (@jagoda.art)
Internal Art : Eon Fontes-May (@YouCanBreathNow)
Posted: Tue, 30 Dec 13:45:05 CST
Under the Seal of Solomon
An Into the Bronze adventure for the #RpgLatamJam
King Solomon has chosen you to capture the demons that run rampant around his kingdom.
You are augurs, you are astronomers, you are sorcerers, you are priests, you are warriors. You are Exorcists.
Entrusted with his seal, you bear his authority over the people of the Kingdom in the pursuit of your sacred oath to deliver these demons to the Temple.
This book is full of demons, artifacts and magic. Enough material to run a full Into the Bronze campaign against the evil spirits that run amok the Kingdom at the dawn of the Iron Age.
Inside you will find:
- The Key, the Seal and the Jar King Solomon has trusted upon you to capture the demons that roam his lands.
- Special rules to capture these evil spirits and fulfill your oath.
- A Hierarchy of 72 demon kings, dukes, princes, counts, marquises, knights, and presidents for you to hunt down.
- A light campaign structure you can easily introduce into your sandbox game.
This short campaign was developed as an entry to the #RpgLatamJam, and is based on Guilherme Gontijo's OSR TTRPG Into the Bronze (which you can get here, and an awesome hex-pack you can get over here).



