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Posted: Sun, 28 Dec 22:28:37 CST
This publication is another in a series of inhouse beta developments not originally intended for our game systems.
It contains scans of 4 deckplan pages and one geographic plan used as the basis for a scenario. This is effectively a scifi version of a 'dungeon-of-the-day' type scenario beta.
The original notes by the creator are included, along with more notes used by the GM who used this in an internal campaign. It is also expanded with some context about the prelude and follow-on activities that bracket the scenario.
The scenario originally used the FSpaceRPG game mechanics, but another published literary universe that has subsequently been licensed to a significant publisher.
Notes are included about adapting this to the modern FSpaceRPG universe. You can use this material to run an FSpaceRPG scenario, or adapt it to the game system with which the universe was subsequently licensed to work with. The original scenario design has little connection to the universe it was used with and can be applied to a range of science fiction settings.
Posted: Sun, 28 Dec 22:00:30 CST
Elthos Meta-Game GM-Referee Strategy Guide
The GM-Referee of the Meta-Game is not merely the arbiter of rules. You are an architect of mysteries, a keeper of cosmic secrets, and the conductor of an epic that will echo through the ages.
This guide is for your eyes only. It is a forbidden tome that transforms your role from neutral referee into something far more profound. Within these pages lie the hidden contexts, the philosophical foundations, and the strategic tools you need to elevate your Meta-Game from mere collaborative world-building into genuine mythic drama.
Learn how to engage your players in the creation of your new Shared World's mythos. Discover what lies beneath the surface of the Cosmic Wheel, and how the Elkron's perspectives are formed by their dance across the Orphic Sphere. Master the art of pacing revelation, orchestrating drama, and Gamemastering the epic conflicts that will make your Shared World unforgettable.
This is not a rulebook. This is the philosophic context that will help you guide your Elkron-Players through a story worthy of the gods themselves. Your players should not read this. Hence the intentionally high price point in the Elthos Book store. The goal is to let the GM-Referee know the book exists, but put up enough of a barrier to mitigate the chances that the Players will download it and spoil the surprises in store for them. If you are going to be a Player in the Meta-Game, and not the GM-Referee, do yourself a favor and do not read this book. It would be a pity to spoil the game for yourself.
The Elthos Meta-Game Core Rules are required to use this guide.
Note: if you as GM-Referee cannot afford this book, but you intend to run the Meta-Game, do not worry. Just reach out to me and I will be happy to send you a complementary copy of the GM-Referee Strategy Guide for free to whatever return email address you provide. No strings attached.
Posted: Sun, 28 Dec 21:26:05 CST
Fantasy Tavern & Inn Battle Map – Interior
Bring your next tavern scene to life with this detailed top-down fantasy tavern and inn interior map, perfect for roleplaying, social encounters, investigations, or sudden bar-brawl chaos.
This map depicts a lively, well-established tavern with a large common room, bar, dining tables, private rooms, and guest bedrooms — ideal as a recurring hub location or a one-night stop that turns into something far more dangerous.
Whether your party is gathering rumors, meeting a mysterious contact, resting for the night, or dodging flying mugs during a fight, this map provides a flexible, story-rich setting for countless encounters.
🏰 Map Features
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Large tavern common room with multiple tables and seating
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Bar area with stools and work space
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Private seating and side areas for secret conversations
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Guest bedrooms suitable for an inn or boarding house
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Fireplace, storage, kitchen details, and environmental clutter
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Clean, readable layout optimized for tactical play and roleplay
🎲 Perfect For
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Fantasy RPGs (D&D 5E, Pathfinder, OSR, and more)
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Social encounters, intrigue, and roleplay-heavy sessions
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Tavern brawls, ambushes, and surprise combat
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Starting locations, safe havens, or quest hubs
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Virtual Tabletops (VTT) or in-person play
📦 Product Details
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Style: Top-down, hand-drawn fantasy map
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Grid: GM-friendly square grid (easy to use or ignore)
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Format: High-resolution PNG
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Use: Personal and commercial tabletop use
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System-Neutral: Works with any fantasy RPG
🧙♂️ Why You’ll Love It
Taverns are more than just places to rest — they’re where stories begin, secrets are traded, and trouble finds the party. This map is designed to feel lived-in, believable, and flexible enough to support everything from quiet conversations to explosive combat.
Drop it into your campaign and let the chaos (or comfort) unfold.
Posted: Sun, 28 Dec 19:36:12 CST
CITY OF INDUSTRY. CITY OF BLOOD.
Once the industrial powerhouse of the mighty British empire, the city of Manchester now festers in rain-soaked rust. Abandoned cotton mills brood over lonely canals, while in the city’s nightclubs the hedonistic rave culture keeps the mortals distracted from grim reality.
But in the shadows behind the clubs the Kindred rule—quietly, cruelly, and on the brink of collapse.
The Camarilla Prince is losing his grip. Ambitious elders scheme, Anarchs sharpen their knives, and something ancient stirs beneath the city’s streets, awakened by the excesses of the rave party scene.
Every faction believes it can control what is coming next. Every one of them is wrong.
Manchester by Night is a complete city sourcebook and chronicle for Vampire: The Masquerade Second Edition, set in the turbulent nights of 1993. It provides everything a Storyteller needs to unleash a brutal struggle for power in one of Britain’s darkest and oldest cities, where one of the most evil vampires of all time is lying in wait.
Inside you’ll find:
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A fully realized city, steeped in history and nocturnal politics
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Major NPCs, factions, and enemies ready to use
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Story hooks for an extended chronicle of intrigue and violence
Welcome to Manchester.
The city is dying. The vampires are not.
Posted: Sun, 28 Dec 19:02:13 CST
The first days are almost peaceful. After the transit haze fades and the systems stabilize, there is a moment—brief, fragile—where everything seems possible. The air tests within tolerances. The ground accepts weight without protest. Structures rise quickly, efficient and clean, framed against a horizon untouched by war. It feels like beginning again. It feels like winning. That feeling does not last. You are part of the second wave: security specialists, troubleshooters, political intermediaries, and survivors deemed adaptable enough to endure uncertainty. Your mission is loosely defined—observe, stabilize, persist. The conflict has not yet taken shape, but everyone knows it will. It always does. New ground demands new violence, and new violence demands someone to survive it. Intrigue arrives before the fighting. Supply chains falter without explanation. Communications return subtly altered data—timestamps shifted, names reordered, confirmations looping back as questions. Factions form quietly within the settlement, not over ideology but over interpretation. People disagree on what they saw, what they heard, what was promised. Official briefings contradict personal logs. No one can prove which version came first. Then the disappearances begin. Not sudden. Not dramatic. One technician fails to report in. A patrol returns short one member, swearing they never had a fourth. Living quarters are found sealed from the inside, occupants gone, personal effects untouched except for faint impressions in dust, as though something stood very close for a very long time. The first deaths are ruled accidental. Exposure. Structural failure. Psychological collapse under frontier stress. The reports are thorough and convincing. Too convincing. Survivors start keeping private records—etched notes, offline journals, symbols carved where scanners cannot read them. They say the same thing in different ways: Something here does not want witnesses. It wants continuity. The conflict finally reveals itself not as a war between factions, but as a war over memory. Those who adapt survive longer. Those who question vanish faster. And beneath every political maneuvers, every act of sabotage or alliance, there is the growing realization that the environment is not hostile in the way anyone expected. It is corrective. You are not fighting to conquer or escape. You are fighting to remain yourself long enough to decide whether survival is worth the cost. Because the twist is not that something alien stalks this place. The twist is that the conflict was never new. It has simply found you again.
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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: Sun, 28 Dec 19:01:52 CST
War here is not fought for land, ideology, or survival. It is fought because it has not learned how to stop. The sky is always bruised—scarred by contrails, orbital debris, and the afterimages of weapons too large to remember using. Days blur together beneath bombardment cycles that arrive with mechanical indifference. Trenches are reinforced, lost, reclaimed, then buried again under the weight of fire and dead metal. The front does not advance. It consumes. You are a veteran of this grind. Not a hero. Not a commander. A weapon that still functions. Armor seals hiss and grind as they lock into place, already fouled by ash, oil, and something organic that no scanner can properly classify. Every deployment brief is shorter than the last. Casualty figures arrive rounded, sanitized, optimized for morale. The enemy is described as hostile forces, then anomalous forces, then simply contacts. No one explains why the same kill-zones keep reactivating long after all known hostiles were eliminated. At first, it feels like another brutal campaign. Firefights in collapsed hab-blocks. Close-quarters slaughter in shattered industrial halls. The scream of rail weapons tearing through walls thin as paper. The dead pile up so fast they become terrain. You learn to step on bodies without looking down. You learn not to remember faces. Then the horror begins to leak through the cracks. Enemy units rise again after confirmed kills—bodies rearranged, armor fused to flesh, eyes glowing with internal telemetry. Command insists it’s battlefield stress, chemical exposure, misidentification. Yet recovered footage shows something else: shadows moving against the direction of light, wounds sealing mid-combat, voices transmitted across open channels that match the voices of soldiers already declared dead. Worse still, the war begins to anticipate you. Ambushes form where you would have advanced. Artillery lands where you would have taken cover. Entire units are wiped out by something that does not fire, does not charge, but arrives, unfolding from the smoke like a concept given mass. Survivors describe it differently every time—an engine of bone, a cathedral of cables, a living command signal—but all agree on one thing: It learns from resistance. Orders continue regardless. Hold the line. Retake the sector. Suppress the anomaly. There is no extraction window. No promised relief. No victory condition listed in the operational parameters. Just deployment after deployment, as the war strips away its disguises and reveals itself not as a conflict—but as a feeding process. And you are still alive. Which means you are still useful.
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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: Sun, 28 Dec 19:01:37 CST
The end did not arrive as fire or revelation. It arrived as closure. Routes once marked as temporary were sealed and never reopened. Evacuation schedules slipped, then vanished from official records. Long-range signals degraded into meaningless noise, repeating fragments of old confirmations and aborted countdowns. At some point—no one agrees when—the idea of leaving stopped being discussed. Not forbidden. Just… irrelevant. You live in what remains. The surface is a graveyard of failed fortifications, broken war machines, and cities hollowed out from the inside. The sky hangs low and colorless, heavy with fallout that no longer registers as dangerous because it has become permanent. Night offers no safety. Day offers no relief. The environment has settled into a steady state of ruin, optimized for endurance rather than mercy. War never ended. It simply lost its narrative. Factions still fight over territory, resources, and ideology, but none of them believe in victory anymore. Battles are fought to control water recyclers that barely function, power nodes that fail without warning, bunkers that collapse under their own history. Every gain is temporary. Every loss is remembered too well. Then there are the things that walk the ruins. Once, they were soldiers, civilians, machines, or something between. Now they move with purpose stripped of reason—guided by remnants of command signals, instinctual hunger, or directives no longer connected to any living authority. Some hunt. Some wait. Some speak in voices pulled from memory, repeating phrases meant to lure survivors into the open. You have learned the rules of survival through pain. Never stay in one place too long. Never trust silence. Never assume the dead are finished. And above all, never believe escape is possible. Those who try disappear. Not dramatically—no explosions, no final transmissions. Just absence. Empty camps. Half-packed gear. Stories that end mid-sentence. The ruins seem to close behind them, as if the world itself resents the idea of departure. You fight because stopping means dying slower. You scavenge because starvation is more patient than any enemy. You remember the old world not because it comforts you, but because forgetting feels like surrender. This is not a trial. This is not a punishment. This is what happens when survival outlives purpose, and the war is all that remains to give shape to time. There is no rescue coming. There is no outside. There is only what you do next—and how long you can endure before the world decides you are no longer part of it.
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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: Sun, 28 Dec 18:04:46 CST
A Bestiary of Children's Nightmares is a 40-page digest-sized zine of monsters for DCC RPG. All the creatures were drawn by four of my children. I then added stats (sometimes in consultation with the kids) to bring more monstrous goodness to your gaming table!
This zine includes:
- 24 new creatures, abominations, and monstrosities for your DCC RPG campaign, including the nix (fey insects that grant their companions luck), the loncrus (a soul-devouring demon), the unicorpse (dispirited undead unicorns), and the cave clinger (a pale subterranean stalker)
- Full color illustrations of each monster
- New magic items
- A new spell
Dungeon Crawl Classics and DCC RPG are trademarks of Goodman Games.
Posted: Sun, 28 Dec 17:06:22 CST
Gobshite consists of a bunch of random tables that are really relevant to the heists in Ogre’s 11, but with a modicum of imagination could be utilized whenever you need a weird book, the name of a local beer, or a strange piece of goblin magic. These tables and ideas are designed for quick and dirty, rapid deployment at the table, when you need something quickly, but not something basic and bland.
It's also a great sampler for those of you who want to try out one of the fine, quality offerings from Human Gorilla Creations, but don't want to fork over the big bucks. For less than a buck, you can get a sense of my design philosophy, my writing style, and my sense of humor.
Posted: Sun, 28 Dec 15:12:09 CST
| This special bundle contains the following titles: |
| Demons & Dungeoneers! Character Sheet (Edran Halvion) Regular price: 0 Bundle price: 0 Format: PDF |
Edran Halvion walks with a quiet weight of purpose. Each rip in his brown and faded robes is a memory of battle, and each scar proves survival. The crown of his head is bare, encircled by a ring of brunette hair—a symbol of humility and devotion. In his hand, he carries a long staff, etched with runes and blessed by the God of Winsork, the divine force of Light and Air worshipped by humankind across Bavidirian. Edran is a monk, yes—but more than that, he is a hunter of demons and scourge of the undead. The magical tome at his side holds incantations and rites passed down through the Windsworn Order, a sect so ancient it predates the Empire itself. When the Empire saw the rise of infernal threats, they did not send armies. They sent Edran. Though officially assigned to the Dungeoneer's G... |
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| Demons & Dungeoneers! Character Sheet (Elarion Calenmir) Regular price: 0 Bundle price: 0 Format: PDF |
From the mist-veiled shores of the Islands of Silvernarion comes Elarion Calenmir, a high elf of rare grace and deeper mystery. His hair is golden-blond, his ears elegantly pointed, and his face carved with the timeless beauty of the elder races. Draped in ceremonial robes of the Seer’s Order, he walks not with pride, but with purpose. In his right hand, he channels the Eye of Virellion—a radiant glyph that pulses with foresight and arcane force. When cast, his eyes remain closed, for he sees not with sight, but with vision. Elarion is a seer, trained in the sacred arts of divination and mind-weaving. People in Silvernarion revered him, but they also bound him—they used his visions to guide politics, predict storms, and settle disputes. Yet Elarion longed for more than prophecy. He saw v... |
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| Demons & Dungeoneers! Character Sheet (Garran Thorneval) Regular price: 0 Bundle price: 0 Format: PDF |
Garran Thorneval is a name spoken with reverence in the courts of Bavidirian. For over four decades, he served as an elite knight of the Empire—one of the few chosen to ride the armored panthers of the Obsidian Vanguard. His platemail displays the scars of many campaigns, and people say his sword, crafted in the forges beneath Denonimas’ citadel, cuts through steel as if it were cloth. Unlike paladins, Winsork did not bless Garran. He chose the path of pure martial mastery, dedicating his life to discipline, loyalty, and the art of war. He guarded lords, led battalions, and stood beside Lord Denonimas himself during the Siege of Hollowmere. Yet as the eras wore on, Garran felt the weight of unfinished duty—not to the Empire, but to the land itself. Now nearing retirement, he has joined ... |
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| Demons & Dungeoneers! Character Sheet (Kaelen Aurion) Regular price: 0 Bundle price: 0 Format: PDF |
A celestial servant of Winsork sent Kaelen Aurion's father to guard a mortal woman during a time of unrest. For years, he watched from the veil, shielding her from unseen evils. But as the seasons passed, duty gave way to devotion. He revealed himself, and from their union came Kaelen—a child of divine spark and human soul. Raised on a remote island near the Silvernarion Isles, Kaelen grew beneath the watchful eyes of both his parents and the high elves who dwelled nearby. He trained with discipline, studied the rites of Winsork, and honed his strength into purpose. His celestial blood granted him grace, but it was his will that forged him into a paladin of the Bavidirian Empire. Clad in radiant armor and wielding a two-handed sword blessed by the God of Air and Light, Kaelen now walks ... |
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| Demons & Dungeoneers! Character Sheet (Zarion Kharzûl) Regular price: 0 Bundle price: 0 Format: PDF |
Zarion Kharzûl is a shadow forged in the crucible of ancient war. His skin is obsidian-dark, his hair a cascade of white like moonlight on stone, and his eyes burn red with the memory of battles long lost. Clad in hardened leather armor, dark as the caverns he once called home, he moves with the silence of a whisper and the precision of a blade. His weapon—a curved scimitar of deep-forged steel—strikes with speed and balance, honed by centuries of survival. Born in the Underearth, Zarion was raised among the dark elves, a war-born race hardened by conflict with demons and betrayal from within. When the final war was lost, his people were driven to the surface, scattered and bitter. Many clung to hatred. Zarion did not. He wandered the surface world for eras, enduring suspicion, exile, an... |
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Posted: Sun, 28 Dec 14:52:35 CST
Garran Thorneval is a name spoken with reverence in the courts of Bavidirian. For over four decades, he served as an elite knight of the Empire—one of the few chosen to ride the armored panthers of the Obsidian Vanguard. His platemail displays the scars of many campaigns, and people say his sword, crafted in the forges beneath Denonimas’ citadel, cuts through steel as if it were cloth.
Unlike paladins, Winsork did not bless Garran. He chose the path of pure martial mastery, dedicating his life to discipline, loyalty, and the art of war. He guarded lords, led battalions, and stood beside Lord Denonimas himself during the Siege of Hollowmere. Yet as the eras wore on, Garran felt the weight of unfinished duty—not to the Empire, but to the land itself.
Now nearing retirement, he has joined the Dungeoneer’s Guild—not for glory, but for cleansing. He seeks to rid Bavidirian of lingering evils before laying down his blade. Although his appearances within the Guild are infrequent, his arrival on a panther notably influences the direction of ongoing quests. Less experienced adventurers observe him with admiration, while seasoned members acknowledge him with respectful affirmation.
Garran Thorneval does not speak of rest. He speaks of redemption.

Posted: Sun, 28 Dec 13:49:23 CST
| Happy Holidays! This very special 80% off bundle gift to our friends and fans will only be available during the traditional 12 Days of Christmas, so be sure to grab it while you can. |
| 100 Oddities for a Thieves' Guild Regular price: 0 Bundle price: 0 Format: PDF |
Welcome to Skirmisher Publishing’s Oddities for a Thieves’ Guild, second entry in an ever-expanding series of curiosities for places absurd, bizarre, creepy, devastated, enervated, and frustrated (we can go on and come up with an entire alphabet of abject adjectives, but we have already calibrated our cogitation contraptions to alliterative mode). Oddities are the details that can transform a 10’x10’ room into a memorable encounter and can be mundane or magical, trivial, obtuse, unusual, unsettling, and even horrifying. You provide the big items like critters, adversaries, mustachioed villains, history, treasure, and context, and we give you embellishments that can enhance any encounter — or hijack it for a hard left turn or even an about face. Oddities are intended to aid GM c... |
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| A Brief History of Gnolls: Anthropophagy & Emeralds from Wales to Wisconsin & Beyond Regular price: 0 Bundle price: 0 Format: PDF |
A Brief History of Gnolls: Anthropophagy and Emeralds from Wales to Wisconsin and Beyond traces the history of the title fantasy creatures in literature and gaming, from when they were first introduced more than a century ago up through the present. Features of this unique and intriguing volume include two entertaining quasi-academic essays by writer Paul Haynie that examine the literary history of Gnolls; an appendix containing the 1912 Lord Dunsany short story that first introduces the creatures in question; and illustrations by artists Jon Kaufman and Sidney Sime. ... |
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| A Christmas Dinner with the Man in the Moon Regular price: 0 Bundle price: 0 Format: PDF |
“All aboard for the Moon!” This good-natured early science fiction story describes a near future where humanity coexists with people from other worlds and postulates regular flights between the Earth and the Moon and technological advances like breathing devices that use solid pellets of compressed oxygen. It is a fun and thought-provoking read that will resonate with fans of Victorian-era stories, those seeking inspiration for classic steampunk scenarios, and anyone who enjoys seeing science and technology of the sort being developed by Edison and Tesla extrapolated on in works of fiction. It includes the detailed black-and-white illustrations that appeared in its original 1880 edition. Author Washington Gladden (February 11, 1836 – July 2, 1918) was a prominent American Congre... |
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| Cooper’s Corrected Summon Monster IV-VI Regular price: 0 Bundle price: 0 Format: PDF |
Some of the most labor-intensive and disruptive sorts of spells in the game are for sure the various levels of Summon Monster. As soon as they are cast, things grind to a halt as the proper stats are looked up, the appropriate Celestial or Fiendish template applied with all its various changes ... And that is assuming just one of it was summoned! And if the caster has the Augment Summoning feat as well, introducing more changes to the summoned monster's stats, well ... Cooper's Corrected Summon Monster solves these problems! Written by ENWorld staff reviewer and 3.5 rules guru John Cooper, this critical series of books presents thoroughly revised and corrected stats for the creatures summoned by these spells. Features of Cooper's Corrected Summon Monster IV-VI includ... |
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| Creatures of the Tropical Wastes (Mutant Future) Regular price: 0 Bundle price: 0 Format: PDF |
Do you need more monsters and mutations for your postapocalyptic, sci-fi, or fantasy game? If so, Creatures of the Tropical Wastes is what you are looking for! Fully compatible with Mutant Future - as well as Labyrinth Lord and other games that use the familiar and easy-to-use "Basic" role-playing game rules introduced in the 1970s - this collection includes: * A Foreword by Derek Holland, author of several licensed Mutant Future sourcebooks. * 50 new creatures, including the mysterious Ahas Folk, the insidious Egret Puppeteer, and the fearsome War Baboy. * 30 new mutations, including numerous Plant mutations. * Official Mutant Future Poison and Radiation Tables for convenience of reference. * Original illustrations by fantasy artist Sharon Daugherty ... |
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| Experts Regular price: 0 Bundle price: 0 Format: PDF |
Experts takes the concept of the Expert non-player-character class briefly described in the Dungeon Master’s Guide and gives it unprecedented depth and playability. This 176-page book includes: * More than 30 fully detailed Expert types, including the Alchemist, Blacksmith, Courtesan, Merchant, Miner, Navigator, Physician, Sage, Sailor, and Weaponmaker. * The Specialist, a new basic character class that players can use to create versatile “adventuring Experts” of any sort. * Guild Master, Militia Leader, and Spellcrafter prestige classes, the latter of which can allow Experts, Specialists, and other characters to gain specialized magical abilities that they can use to enhance their mundane abilities. * More than 100 skills, including dozens of Crafts and Professions and ... |
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| H.G. Wells' Little Orc Wars Regular price: 0 Bundle price: 0 Format: PDF |
H.G. Wells’ Little Orc Wars is a fun, simple, fast-paced system that is designed to be quick to learn and easy to play, so that players can focus on concerns like strategy and having fun, rather than on mechanics. It includes both basic rules that can be used alone, plus a variety of optional rules that players can add as they see fit to take their games to the next level. These include guidelines for Giants, War Beasts, Undead, Dwarves, Elves, Amphibious and Aquatic Creatures, Elementals, Structures, Siege, Terrain, Boats, and Heroes like Champions (Paladins, Rangers), Priests (Clerics, Necromancers), and Wizards. As their name suggests, the rules contained in this booklet are based on and inspired by the rules and concepts presented by genius writer and game designer H.G. Wells ... |
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| Maps for a Thieves' Guild (36 x 24) Regular price: 0 Bundle price: 0 Format: PDF |
These maps by noted artist Bob Greyvenstein depict a Thieves' Guild, along with the streets and buildings around it, located in a run-down area where the lower end of the mercantile quarter meets the slum district. Features include a guildhall set in an old and decaying mansion, fake storefronts that conceal areas for storing stolen goods, a watchtower for thugs charged with guarding the complex, a warehouse connected to the main building by a covered bridge, and more. This title includes eight versions of a large, two-page map. Variants include ones with roofs and no grids; ones without roofs, revealing interior areas, and no grids; ones with roofs and grids; and ones without roofs and with grids. Those with grids are 36 x 24 inches and have 1-inch squares (each of which represents 5 fee... |
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| Old Man of Damascus: A Script for Cthulhu Live 3rd Edition Regular price: 0 Bundle price: 0 Format: PDF |
The Kingdom of Jerusalem in 1190 is in dire peril. Saladin’s army has retaken Jerusalem. The crusader army is in tatters. The once-mighty Christian kingdoms of Palestine are crumbling. In the easternmost provinces of the Christian kingdoms, the fortress of Li Vaux Moise has been under siege for three months. The defenders have tried to hold out, but the fortress is clearly about to fall, and the commander of the Muslim army has requested a meeting to discuss terms of the garrison’s surrender. But there are dark forces at work here far greater than any mortal army. Ancient evils from the wind-swept deserts stalk the stone walls, hungry for blood and power. Terrible, mind-shattering secrets from beyond the stars lie ripe to be exposed. Horrors beyond the comprehension of both Christian an... |
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| On the Plane of Magma (A Fantasy Scenario for TSRPG) Regular price: 0 Bundle price: 0 Format: PDF |
Sometimes you don’t end up where you expect to when you’re on the road! This scenario for the TSRPG (Travel-Sized RPG) is set at a locale on the quasi-elemental Plane of Magma that a party of adventurers has, in the course of its travels, been accidentally and unexpectedly transported to. “On the Plane of Magma” is intended to be played through in one session and with the goal of returning to the Material Plane. “On the Plane of Magma” includes: ● A short adventure that includes encounters, an intriguing puzzle, and a strange and monster-haunted castle; ● A full-page large encounter map; ● Custom illustrations; ● Four sample characters; and, ● A copy of the TSRPG basic rules, allowing this scenario to be played without any other resources. ... |
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| OS-TSRPG (Converting Modules from Early Editions of the World’s Most Popular RPG to TSRPG) Regular price: 0 Bundle price: 0 Format: PDF |
OS-TSRPG is a guide to quickly and easily using, and retaining the flavor of, Old-School dungeon modules with a rules-light storytelling system! This can allow grognards to pull their old adventures off the shelf and run them for friends and family members who are not ever going to learn "Basic," "Expert," or "Advanced/1E" rules, and for newer gamers to enjoy the stories associated with retro scenarios without having to master obsolete game systems. And it also works equally well for more recent editions! Role-playing games have evolved over the past five decades, with game designers taking the original miniatures-combat derived rule sets down paths of detailed simulation, storytelling approaches, and everything in between. As older systems are replaced by modern interpretations, however,... |
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| TSRPG Basic Rules Regular price: 0 Bundle price: 0 Format: PDF |
TSRPG is a rules-light role-playing game that is ideal for collaboratively telling any sorts of stories! Scenarios and supplements we have published for it represent genres that include traditional and swords-and-sorcery Fantasy, Urban Fantasy, modern Mythos Horror, and Post-Apocalyptic Science Fiction. All of the available scenarios for TSRPG are completely self-standing and include all of the rules, background, and characters needed to play them without any other resources. TSRPG’s complete core rulebook is available in several languages, including English, German, Spanish, and Ukrainian. There are also currently more than a dozen supplements and self-standing scenarios available for TSRPG in English, many of which have been translated into one or more of the afore-mentioned languages. ... |
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| ~ 'Ragnarok: Age of Wolves' Preview ~ Regular price: 0 Bundle price: 0 Format: PDF |
Ragnarok: Age of Wolves is a skirmish-level game for novice and experienced tabletop players alike that emulates the desperate small-scale actions that might result during the unending winter that is the first stage of the Viking Apocalypse. This preview includes an overview of the game, a listing of everything it contains, and illustrations representative of what appears in it. As crops fail and food grows scarce, banditry becomes rife as formerly good folk are driven to extremes and bad men take advantage of chaos and hardship. Monsters haunt the wilds and prowl the outskirts of palisaded settlement and isolated steading alike. Huldrfolk, never easy neighbors, but generally peaceful if left undisturbed, now move to defend their sacred groves and to seize places once devo... |
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| ~ GEBB 106 – Uber and Out ~ Regular price: 0 Bundle price: 0 Format: PDF |
An extraterrestrial presence is real, and the agents of an interplanetary Consortium monitor us from sites hidden throughout the world. All the while they watch humanity strip mine its planet to fuel the growth of populations and economies. If there is a plan to avert environmental and social disaster, the aliens operating out of a subterranean base in Antarctica didn't get the memo. As much as some of them might want to help, the faceless bureaucracy they are part of prevents them from doing so. Rather, they go through the motions of their jobs, which mostly involve abducting people who won’t be missed, subjecting them to probes and other exams, and then eventually returning them to their homes throughout the heartland. GEBB follows the ongoing activities and periodic adventures of the oc... |
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| ~Mapas para uma Ilha Tropical~ Regular price: 0 Bundle price: 0 Format: PDF |
Esses mapas do famoso artista Bob Greyvenstein retratam uma parte diversa e colorida de uma Ilha Tropical, com características que incluem selva, trilhas, uma pequena vila costeira com uma praia, algumas cabanas isoladas, um rio com uma cachoeira, um pequeno lago, um complexo de templos na colina, um santuário em uma caverna escondida, um vulcão com uma ruína e um tubo de lava, alguns pequenos santuários florestais e muito mais. Este título inclui quatro versões de três mapas grátis, que podem ser usados individualmente e em conjunto. As variantes incluem aquelas com telhados e sem quadriculado; aquelas sem telhados, revelando/mostrando áreas internas e sem quadriculado; aquelas com telhados e quadriculado; e aquelas sem telhados e com quadriculado. Aqueles com quadriculado são 36 x 24 co... |
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