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Posted: Wed, 15 Apr 14:29:41 CDT
“GHOSTS ALWAYS RISE."
The Ghost of Hong Kong is a deadly assassin who moves unseen through the underworld all across the Pacific Rim; when she has a job to do, it's never left unfinished. She's part problem-solver for criminal organizations that want to use a scalpel rather than a sledgehammer and part avenging angel protecting the most defenseless among us. As she puts it, "I kill for money, but sometimes also for justice."
The Ghost of Hong Kong: Targets is a collection of six short stories and a novella that feature highlights from the Ghost's bloody career. Along the way, readers are treated to plenty of action, as well as a few quieter moments with Mae Ling Chen, the woman who is the Ghost.
In addition to the fiction by Steve Miller (author of Chillers and Thrillers and one-time member of the creative teams behind Ravenloft and Dragonlance: Fifth Age), the Ghost of Hong Kong: Targets contains d20 System stats for Mae Ling at four different stages in her bloody career, making her available as an ally (or foe) for player characters of any levels.
Posted: Wed, 15 Apr 14:04:26 CDT

Every few years, I invite mages from the Great Provinces to
study, socialize, and sabotage each other in the halls of
Mooncroft Manor. It is an ancient pact we’ve upheld for
hundreds of years—a rite of passage that furthers the field of magic
and sparks new alliances and conflicts for decades to come.
I do this because it amuses me, and because it is right.
Mooncroft Manor is a social-competitive game about mages gathering in an isolated manor to destroy themselves against the bulwark of their own desires. As a mage, you'll struggle with and against your fellow players: forming alliances, stealing away for intimate moments, conducting heart-pounding duels, and researching the depths of the occult.
You do this because you want something, and the Manor will give it to you—if only you prove yourself ambitious, ruthless, or compassionate enough to seize it.
The Rhythm of Play
Play is broken down into seasons, charting the passing months and years. During the first half of the season, you take inventory of your Desires, hear (and create) the latest crop of Rumors, and write missives to other guests of the manor. This lays the foundation for the second half of the season, in which you Explore the manor and encounter guests as they conduct their research, investigate occult happenings, or set their own machinations into motion.
Exploring and interacting generates Ideas, which you spend to further your Thesis. But great works have equally steep risks. Every stage of your Thesis builds the stakes—introducing threats to your research, setting other guests against you, and tempting you to become ever colder and more ruthless to achieve your ends. Who will you become—what will you give up—on the path to greatness?
Narrative-Driven Rules
- Simple. Characters are made up of their past Experiences, the things they Desire, and the Methods they use to achieve them—no numbers, tables, or equations needed.
- Rich. During character creation, players are guided through open-ended prompts to help them flesh out who arrives at the manor. Their Experiences, Desires, and Methods arise naturally from this rich backstory.
- Flexible. Characters are constantly changing during play. Desires and Experiences are replaced as the mage makes sacrifices and pushes their limits to complete their Thesis—sometimes willingly, sometimes by outside forces.
A Gamemaster's Toolbox



Posted: Wed, 15 Apr 13:46:28 CDT
A high-level adventure for 12-14 level parties, consisting of 4-5 players.
The adventure in this zine can be used as a spooky side adventure in any fantasy setting, when you want to scare your players a little. In here you will find an adventure hook, an event flow chart, a list of NPCs, an optional battle encounter and loot for your players. This zine is intended for high parties, if you want to scale it for lower levels the encounter could end in a TPK. As always, the most important thing is to have as much fun at your table as possible.
While on the way to complete, or coming back from an already completed mission, the group of PCs see a light in the distance during their night watch. It doesn’t approach on that watch.
But on every night after its closer and closer until they see its a merhcnat family. There’s something off about them as they’re seemingly stuck in a time loop of their own death.
Posted: Wed, 15 Apr 13:41:27 CDT
Minerva Spire is a corporate arcology-prison located deep in the Wyoming Rockies. Within its great tower, more than a thousand high-value inmates serve their sentence beneath the unwavering eye of an Artificial Intelligence.
With minimal human intervention, and extensive automated administration, this Spire quickly became a new model of incarceration—efficient, isolated, and absolute.
But within the clockwork system:
- prisoners are disappearing,
- records are being altered,
- and corruption festers unchallenged.
Runners can insert into this environment under a variety of contracts—investigation, extraction, or even start a new NIGHTRUNNER campaign, as an inmate, within the dread Spire.
Included in this module:
- A wilderness Hexcrawl across part of the Exclusion Zone
- A vertical Prison Arcology, complete with maps, security network diagrams, and descriptions of areas, schedules, protocols, and persons of interest.
- Three initial contracts for operating in Minerva Spire.
- A new weapon, and new adversary stat blocks.
- and more.
Minerva Spire is the second entry in the Arcorunner series of modules for the Nightrunner Tabletop Roleplaying Game, emphasizing classic arcology infiltration gameplay, grounded horror, and faction dynamics.
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: Wed, 15 Apr 13:36:07 CDT
While this supplement gives druids thirty-six new spells, from cantrips through level 7, those spells also give a nice array of new options to other classes as well (especially rangers, with more than 10 new spells.) Most other spellcasters also gain access to a half-dozen or so of the spells. In part, this reflects the wide range of ways druids interact with magic. Some druids focus more on the preservation or glorification of nature, others prefer to embrace raw, natural power, and yet others use the resources or powers of plants and animals to overcome their foes. A few spells give druids ways to gain additional uses of Wild Shape or to spend uses of Wild Shape for purposes other than shape-shifting, and some clever players will find the
very short-duration spell granting a 1-minute use of Wild Shape situationally useful.
Posted: Wed, 15 Apr 13:28:10 CDT
Capes & Capers is a fast-paced, cinematic tabletop roleplaying game where heroes aren’t defined by what they can do—but by how boldly they choose to spend their power.
Built using AI only for limited copy upgrades around a dynamic d12 system, Capes & Capers puts Power Points at the heart of every decision. Whether you're unleashing devastating abilities, activating game-changing gear, or pushing your limits in a desperate moment, every action is fueled by a shared resource that forces players to think strategically, act dramatically, and embrace risk. Do you go all-in for a spectacular finish, or hold back just enough to survive the next round?
Designed for players who love superhero storytelling, Capes & Capers blends tactical gameplay with narrative freedom. Characters are highly customizable through a flexible system of Powers, Feats, and Items, all tied into the same Power Point economy—ensuring every choice matters and every build feels unique. From street-level vigilantes to cosmic defenders, the system scales seamlessly to support any kind of heroic story you want to tell.
Game Masters are equipped with streamlined tools to create thrilling encounters, memorable villains, and evolving challenges that push heroes to their limits. Combat is quick and impactful, emphasizing momentum and creative problem-solving over complexity, while still offering enough depth to reward clever play and teamwork.
At its core, Capes & Capers is about bold decisions, high stakes, and unforgettable moments. It’s a game where teamwork turns the tide, where failure can be just as exciting as success, and where every session feels like an issue straight out of a comic book.
Grab your dice. Gather your team. Spend your Power Points.
Your story starts now.
Posted: Wed, 15 Apr 13:25:59 CDT
Need a band of brigands to interrupt your players' plans? Want inspiration for intrigue in the inner city? Here are 100 gangs, cults, and criminal organizations to fill out your world's underworld. Uses some Forgotten Realms/D&D Lore but is otherwise system agnostic.
Posted: Wed, 15 Apr 13:09:41 CDT
Campaign & Setting Starter
Daggerheart's dark fantasy setting, built for desperate choices, dangerous magic, and stories where survival always has a cost.
Inside you'll find:
- The complete Pathos campaign frame
- Mutation rules for building Pathosian characters
- 20+ unique Pathosian beast forms
- Endless Evil campaign mechanics that escalate danger and reshape the world around the party
Pathos is a high-pressure setting, built specifically with Daggerheart’s narrative-first adventures in mind.
Beneath a black hole in a sunless sky, simple communities cling to life in a world shaped by mutation, scarcity, ruin, and unstable power. Players step into the roles of survivors forced to step up and protect what remains. They'll make the hard choices and decide what survival is allowed to cost. This campaign frame explores struggle, transhumanism, isolation, value of community, and the cost of power through brutal adventures where every gain leaves a scar.
One day this world will die. Just not today.
If there is interest, this book will be freely updated with maps, unique beastform abilities, three major towns, and additional mechanics such as stat blocked NPC allies. Additionally, I am working on a 4-part series of adventures, starting with Pathos: Fatal Cure, a Tier 1 adventure where heroes battle a mad scientist trying to "save the world" with his deadly mutant cure.
Posted: Wed, 15 Apr 13:08:49 CDT
Relics of the Flame: Magic Items of Fire and Ash
Some treasures warm you. Others consume you. The trick is knowing which is which before you attune.
Fire leaves its mark on everything it touches. The items in this collection are no different — each one bears the unmistakable signature of flame, whether forged in a volcano's heart, salvaged from the ruins of a great conflagration, or wrested from a creature that should never have been disturbed.
Relics of the Flame brings twenty original fire-themed magic items to your 5th Edition table, from the humble mischief of a pyreling's stolen coin to the terrible, double-edged power of the Eternal Ember Shard — a fragment of something divine and ancient whose gifts come with a cost that compounds every morning you wake up still wearing it.
Inside this book:
- 20 fully detailed original magic items spanning Common to Legendary
- Complete mechanical text for every item, ready to use at the table
- Rich flavour text and GM notes for each entry, including story hooks and placement suggestions
- Items ranging from combat tools and armour to utility pieces, consumables, and legendary relics
- Designed as a companion to Cinders & Ash: Monsters of the Flame — every item has roots in the creatures and lore of that book, and the two volumes together build a complete fire-themed toolkit
Whether you're running a volcano lair, a fire cult storyline, or simply want a reward that feels earned and dangerous, Relics of the Flame has something worth reaching for.
Just be careful what you pick up.
Posted: Wed, 15 Apr 13:08:12 CDT
The search for a missing net maker leads to horrifying subterranean encounters in this short adventure suitable for a single session or adding to any seaside campaign.
Compatible with Shadowdark, MÖRK BORG, and Pirate Borg.
Posted: Wed, 15 Apr 12:48:37 CDT
The Streets of 1929 are Calling.
The "Mobsters! Pack" is the first themed expansion for the mjhGames Modular Table System (MTS 3.0). Whether you’re running a gritty Noir investigation, a high-stakes Prohibition heist, or a supernatural "speakeasy" crawl, this 5-pack provides the instant infrastructure you need to keep the story moving.
No more leafing through rulebooks for period-accurate flavor. These d30 tables are stripped down, and ready to roll.
What’s in the Briefcase?
Mobsters & Molls: 30 iconic archetypes to populate your backrooms and billiards halls.
Era Weapons: From the "Typewriter" to the "Toothpick"-the hardware of the underworld.
Era Cars: Running boards, V8 engines, and the black-market prices to own them.
Era Crimes: Bootlegging, racketeering, and the dirty jobs that drive the plot.
The Heist Objective: 30 high-stakes scores with massive, high-volume dice payouts (no modifiers needed).
Technical Specs:
Format: JSON - Optimized for the mjhGames Modular Table System (MTS 3.0)
Posted: Wed, 15 Apr 12:29:19 CDT
The world does not often move as one - but now it trembles. From distant coasts to mountain citadels, omens have arisen: blackened stars, shattered idols, and kings who dream the same dream. Something stirs beyond borders, beyond crowns, beyond even the old wars that shaped Karnaxos. Messengers ride, fleets assemble, and alliances fracture before they can be forged. Across nations, a single truth emerges - there is a force gathering, and only those who cross the world itself may hope to understand it. You are not bound to one land, one ruler, or one cause. Your path leads through empires, wilds, deserts, and ruins. What you discover along the way will decide not only your fate - but the fate of all who stand beneath the same darkening sky.
Karnash-Urim is not a single place, but a network of ancient roads, sea-lanes, and hidden passes that bind the nations of Karnaxos together. These routes cross burning plains, frozen highlands, drowned coasts, and shattered cities long abandoned. Along these paths lie key locations:
The Bronze Gate of Ur-Shelem, a trade nexus turned war-camp
The Ash Dunes of Kharumeth, where caravans vanish without trace
The Pillars of Nem-Kathar, towering relics humming with forgotten power
The Sunken Port of Bel-Urath, half-swallowed by the sea
The Throne of No Kingdom, a ruin that no ruler dares claim
Each land holds a fragment of the greater truth. Only by crossing them all can the pattern be seen.
_________________________________
HOW TO PLAY
In this Solo Adventure you assume the role of an adventurer in a Bronze Age Fantasy setting where kingdoms rise and crumble beneath obsidian skies, and where warlords, sorcerers, and wandering heroes carve their names into the annals of Karnaxos. You will require the Warborn of Karnaxos Core Rulebook (CRB) and any expansions you wish to incorporate. The story you experience is your own. The actions you choose depend on who and what you encounter, and how you elect to interact. Keep a record of your journey, tracking outcomes and branching consequences. Your decisions become the voice of the unseen Storyteller. The world of Karnaxos stirs to life through your interpretation, your vision, and your courage. This template provides structure, direction, narrative density, and motivational clarity, ensuring you always know what drives the hero, what threatens them, and what lies beyond the next torchlit corner.



