DriveThru RPG
Newest Items
Posted: Sat, 27 Jun 19:08:18 CDT
| This special bundle contains the following titles: |
| The Witness - Volume 15, Issue 3 Regular price: 0 Bundle price: 0 Format: PDF | The Witness is an in-world publication for First Bulletin, the upcoming tabletop roleplaying game of propaganda and espionage in Cold War Europe (1948–1961).
The Witness is a journal of world affairs, culture, and analysis — the kind of periodical that circulates quietly among people who know how to read between the lines. Think of it as the in-game equivalent of real-world publications, Encounter or The Paris Review.
This first issue contains a long-form dispatch from occupied Vienna, an interview with a correspondent in the field, readers' letters, two original poems, and the first episode of The Karlsplatz Affair — an actual-play serial set in 1951, following two operatives attached to a covert Western broadcast station.
The Witness reads as a period document. It also functions as a... | |
| The Witness - Volume 15, Issue 4 Regular price: 0 Bundle price: 0 Format: PDF | The Witness is an in-world publication for First Bulletin, the upcoming tabletop roleplaying game of propaganda and espionage in Cold War Europe (1948–1961).
The Witness is a journal of world affairs, culture, and analysis — the kind of periodical that circulates quietly among people who know how to read between the lines. Think of it as the in-game equivalent of real-world publications, Encounter or The Paris Review.
This second issue contains a long-form essay on the Leipzig Trade Fair, an interview with author J. Boulter, readers' letters, two original poems, and the second installment of The Karlsplatz Affair — an actual-play serial set in 1951, following two operatives attached to a covert Western broadcast station.
The Witness reads as a period document. It also functions as a wi... | |
| The Witness - Volume 15, Issue 5 Regular price: 0 Bundle price: 0 Format: PDF | The Witness is an in-world publication for First Bulletin, the upcoming tabletop roleplaying game of propaganda and espionage in Cold War Europe (1948–1961).
The Witness is a journal of world affairs, culture, and analysis — the kind of periodical that circulates quietly among people who know how to read between the lines. Think of it as the in-game equivalent of real-world publications like Encounter or The Paris Review.
This third issue — Winter 1953 — is built around a single question that none of its contributors have agreed to ask aloud: did the instruments we built actually work, and does anyone intend to find out?
Richard Crossman, former head of psychological warfare at SHAEF, examines the evidentiary foundations of wartime black propaganda — and finds them wanting. Robert E. L... |
| Total value: | 0 |
| Special bundle price: | 0 |
| Savings of: | 0 (0%) |
Posted: Sat, 27 Jun 17:42:57 CDT
"They avouch that a … Great-eater hath a voracious Elve to be his attender, called a Joint-eater or Just-halver, feeding on the Pith or Quintessence of what the Man eats: and that therefore he continues Lean like a Hawke or Heron, notwithstanding his devouring Appetite."
-Kirk, The Secret Commonwealth of Elves, Fauns, and Fairies (1893)
Posted: Sat, 27 Jun 16:25:22 CDT
The district of Dominion Ward has always been Lucentia's gateway to the outside world, a sprawling landscape of international freight terminals, financial exchanges, diplomatic offices, container ports, wholesale markets, railway marshalling yards, dense residential districts, and elevated transport corridors where billions in goods, information, and money move through the city every month, making it the natural entry point for organisations seeking influence over Lucentia's lucrative criminal economy, but a series of coordinated attacks against long-established gangs has shattered the balance of power almost overnight, igniting a wave of street wars unlike anything the city has experienced in decades as ambitious local organisations rise in open rebellion against the traditional underworld while heavily organised criminal groups from overseas quietly establish operational cells throughout Dominion Ward, supplying weapons, intelligence, funding, communications, and experienced advisers to competing factions without revealing their full intentions, transforming what appears to be a conventional gang conflict into a sophisticated campaign for strategic control of the city itself, as neighbourhoods become fortified strongholds, supply routes are contested street by street, alliances collapse under pressure, and intelligence agencies, corporations, politicians, and independent operators struggle to understand whether the uprising is spontaneous or the product of a meticulously planned foreign operation designed to redraw Lucentia's criminal landscape forever, forcing every participant to choose between defending the existing order, embracing the revolution, exploiting the confusion for personal gain, or uncovering the hidden command structure directing events from beyond the city's borders, because the battle for Dominion Ward is only the opening phase of a much larger campaign and whoever survives it will determine whether Lucentia remains ruled by its own criminals or becomes another prize in an international war fought through gangs instead of armies.
_____________________________
Lucentia never sleeps - and neither should you. In this solo mode, you step into the city alone, taking on jobs, running cons, evading the law, and navigating the hidden currents of factions. Every decision ripples outward: a missed detail can cost more than cash, and a single bold move can rewrite the city’s balance.
To fully experience the chaos, you’ll need your Urban Chaos Core Rulebook. It contains the rules for attributes, skills, combat, factions, Noise, City Pulse, and the systems that make Lucentia feel alive. The solo adventure system builds on these rules, letting you engage with the city as both protagonist and storyteller.
Expect tension, opportunity, and consequences. You’ll roll dice, make choices under pressure, and see the city respond in real time. Every session is a self-contained story, but one that can leave threads spilling into the next.
Solo play in Urban Chaos isn’t about simply surviving - it’s about thriving in a city that watches, remembers, and pushes back. It’s fast, it’s engaging, and it’s yours to shape. Your moves matter. Your choices echo. And the city? The city is always listening.
Posted: Sat, 27 Jun 15:29:39 CDT
It's Sunday night, eleven o'clock. Your players expect a session tomorrow at seven, and you've got nothing. The blank page stares back. TAG Worlds is a toolset, not a homework assignment. It extends the tag philosophy from the Core Rules into every corner of your setting—geography, factions, landmarks, cultures, and conflicts. Built on the core principle that "Everything is a tag," this supplement provides a sandbox engine to rapidly spark evocative situations with suggested die sizes, ready to be interpreted through the lens of your campaign. The tables give you scaffolding, but the soul of the world comes from play.
Table of Contents
Open Supplement License v1.0 TAG Worlds is released under an open license. GMs and creators are heavily encouraged to hack, modify, and expand upon these tools.
"The best worlds aren't the ones with the most pre-written lore. They're the ones that generate the best stories at the table. Let's build some." |
Posted: Sat, 27 Jun 15:08:05 CDT
Viking Fury, 2nd ed. is a strategic level solitaire historical game covering the initial Viking expansion into western Europe in the late 8th-early 9th century. The player controls the Viking side and attempts to acquire treasure for his home location, while potentially planting new settlements across the sea. Each game turn represents a variable amount of actual time. The object of the game is to bring as much treasure back home to Scandinavia (and establish settlements over the sea) within a set number of Expeditions. It is a low complexity game in which the gamer's role is an individual Viking leader or expedition, with the game system handling the defenders in the target areas.
This Minden Battlegame Book contains a complete game, with full rules (standard and optional), over 100 game counters (allowing you to play solitaire or with up to three players), several scenario and campaign game maps, various scenarios (Raid on Lindisfarne, European Coast Invasion, Raid on Iona, Irish Expansion, London and the Channel, Standard Campaign Game, and Danelaw Campaign Game), with the necessary charts, game notes and designer's comments. All you need to supply is a standard deck of cards, and 1d6.
The game system provides for quick, solitaire play, emphasizing Minden's hallmark of playability & historicity. "As you set out on your first expedition, imagine it is AD 793; Lindisfarne will loom on the horizon, and other treasure-filled locations no doubt as well. Your travels will provide adventure, wealth, danger, epic tales, and unforseen events that will form the backbone of heroic stories to be repeated time and again back home around the home fires, after your return." (From Designer's Notes).
The game may be played in two ways: using the game maps and physical counters, or in "pencil mode" (rules included), where you keep track of the game activities in writing on special game maps, allowing you to play the game almost anywhere.
VIKING FURY, 2nd ed. is now available as a stand alone game in PDF format. Designer: Gary Graber. Published by Minden Games.
Posted: Sat, 27 Jun 15:01:40 CDT
Beneath ordinary history lies a world of untamed peril, where sinister cults plot in ancient ruins and mad scientists threaten tomorrow from hidden island fortresses. Action is a high-octane, breathless journey: discovery, trap, betrayal, chase, and the final heroic stand. Will your adventurers claim the prize before the world is thrown into chaos? THE COMPLETE PULP ADVENTURE TOOLKIT.pdf gives Game Masters a massive, system-agnostic sandbox engine packed with 2,000 detailed encounters to run thrilling investigations, breakneck chases, and cinematic cliffhangers with zero preparation.
Table Directory: 100 Paths to Adventure Instantly navigate the 10 thematic modules included in this supplement:
Fortune and glory await, kid... Claim your copy of THE COMPLETE PULP ADVENTURE TOOLKIT.pdf today, grab your fedora, adjust your twin holsters, and ready yourself to leap straight into danger! |
Posted: Sat, 27 Jun 14:48:59 CDT
| This special bundle contains the following titles: |
| Blood Money Volume I: Mercenary Tickets Regular price: 0 Bundle price: 0 Format: PDF | The job pays well.
The job is dangerous.
The job is probably illegal.
Welcome to the life of a mercenary.
Blood Money Volume I: Mercenary Tickets is a deep dive into twenty fully developed mercenary contracts for Traveller and the Cepheus Engine roleplaying games. Each ticket is designed to drop directly into an ongoing campaign, providing immediate missions, conflicts, and opportunities for profit.
Inside you'll find twenty complete operational dossiers covering everything from security details and convoy escorts to hostage rescues, counterinsurgency operations, planetary raids, evacuation missions, search-and-destroy assignments, and desperate last stands.
Every ticket includes:
Complete missio... | |
| Blood Money Volume II: Black Contracts Regular price: 0 Bundle price: 0 Format: PDF | The job pays well.
The job is dangerous.
The job is probably illegal.
Welcome to the life of a mercenary.
Blood Money Volume II: Black Contracts is a deep dive into twenty fully developed mercenary contracts for Traveller and the Cepheus Engine roleplaying games. Each ticket is designed to drop directly into an ongoing campaign, providing immediate missions, conflicts, and opportunities for profit.
Inside you'll find twenty complete operational dossiers covering everything from security details and convoy escorts to hostage rescues, counterinsurgency operations, planetary raids, evacuation missions, search-and-destroy assignments, and desperate last stands.
Every ticket includes:
Complete mission... | |
| Blood Money Volume III: War Zone Tickets Regular price: 0 Bundle price: 0 Format: PDF | The job pays well.
The job is dangerous.
The job is probably illegal.
Welcome to the life of a mercenary.
Blood Money Volume III: War Zone Tickets is a deep dive into twenty fully developed mercenary contracts for Traveller and the Cepheus Engine roleplaying games. Each ticket is designed to drop directly into an ongoing campaign, providing immediate missions, conflicts, and opportunities for profit.
Inside you'll find twenty complete operational dossiers covering everything from security details and convoy escorts to hostage rescues, counterinsurgency operations, planetary raids, evacuation missions, search-and-destroy assignments, and desperate last stands.
Every ticket includes:
Complete missi... | |
| Blood Money Volume IV: Megacorp Tickets Regular price: 0 Bundle price: 0 Format: PDF | The job pays well.
The job is dangerous.
The job is probably illegal.
Welcome to the life of a mercenary.
Blood Money Volume IV: Megacorp Tickets is a deep dive into twenty fully developed mercenary contracts for Traveller and the Cepheus Engine roleplaying games. Each ticket is designed to drop directly into an ongoing campaign, providing immediate missions, conflicts, and opportunities for profit.
Inside you'll find twenty complete operational dossiers covering everything from security details and convoy escorts to hostage rescues, counterinsurgency operations, planetary raids, evacuation missions, search-and-destroy assignments, and desperate last stands.
Every ticket includes:
Complete missio... | |
| Blood Money Volume V: Frontier Tickets Regular price: 0 Bundle price: 0 Format: PDF | The job pays well.
The job is dangerous.
The job is probably illegal.
Welcome to the life of a mercenary.
Blood Money Volume V: Frontier Tickets is a deep dive into twenty fully developed mercenary contracts for Traveller and the Cepheus Engine roleplaying games. Each ticket is designed to drop directly into an ongoing campaign, providing immediate missions, conflicts, and opportunities for profit.
Inside you'll find twenty complete operational dossiers covering everything from security details and convoy escorts to hostage rescues, counterinsurgency operations, planetary raids, evacuation missions, search-and-destroy assignments, and desperate last stands.
Every ticket includes:
Complete mission... |
| Total value: | 0 |
| Special bundle price: | 0 |
| Savings of: | 0 (23%) |
Posted: Sat, 27 Jun 14:45:26 CDT
The job pays well.
The job is dangerous.
The job is probably illegal.
Welcome to the life of a mercenary.
Blood Money Volume V: Frontier Tickets is a deep dive into twenty fully developed mercenary contracts for Traveller and the Cepheus Engine roleplaying games. Each ticket is designed to drop directly into an ongoing campaign, providing immediate missions, conflicts, and opportunities for profit.
Inside you'll find twenty complete operational dossiers covering everything from security details and convoy escorts to hostage rescues, counterinsurgency operations, planetary raids, evacuation missions, search-and-destroy assignments, and desperate last stands.
Every ticket includes:
-
Complete mission briefing
-
Employer information
-
Payment details
-
Objectives and rules of engagement
-
Player information
-
Referee information
-
Opposition forces
-
Operational complications
-
Equipment and skill recommendations
-
Possible outcomes
-
Traveller-compatible rules and dice mechanics
These are not simple adventure hooks.
Each ticket is a complete mission framework packed with enough information to run a full session, a short campaign arc, or serve as the foundation for an ongoing mercenary campaign.
Whether your players are professional soldiers, hired guns, military contractors, colonial security forces, or desperate adventurers looking for their next paycheck, Blood Money provides contracts ready to deploy with minimal preparation.
The galaxy is full of wars.
Somebody has to fight them.
The only question is whether your players survive long enough to get paid.
Posted: Sat, 27 Jun 14:34:45 CDT
Things go bump, crash, aggghhh in the night!
Posted: Sat, 27 Jun 14:34:42 CDT
The Exploring Party have made another tour in the Pantry
Posted: Sat, 27 Jun 14:34:40 CDT
We are trialing a new format for our Short tales. This is essentially a cheaper version of The Black Kitten
Posted: Sat, 27 Jun 14:31:12 CDT
In Villains of the Multiverse, we take villainous archetypes and tropes from popular culture and give them one possible interpretation for the Pathfinder 1E Roleplaying Game.
In this first volume, we look at 12 marvelous super villains who are part of the rogues gallery for an amazing arachnoid vigilante. Each character is built according to standard NPC rules with gear appropriate for an NPC of their CR. They are presented at various stages of their careers -- between 7th and 18th levels -- but it should be a relatively easy task for a GM to increase or decrease each character’s level, or to otherwise adjust a character’s build as they see fit. You’ll find:
- Insidious Master of Disguise: A subtle opponent, this reptoid rogue plans in advance—with multiple layers of disguise so that they can get close to their target, sneak attack, and then fade into the crowd.
- Tail-Bladed Kobold Duelist: This kobold swashbuckler primarily attacks with their tail attachment, a weapon that gives them reach—but they are just as dangerous at close range.
- Mooncursed Reptilian Rager: Cursed by a strange form of lycanthropy, this human barbarian takes on the form of a werecrocodile when they rage. And when their reptile brain takes over, they truly become a beast!
- Strix Aerial Fighter: This strix specializes in aerial combat, using their superior strength and agility to divebomb foes and safely fly away.
- Electric Kineticist: With the pure power of lightning flowing through their veins, this kineticist has almost perfect control over electricity—living or dying by their control over their chosen element.
- Earth-Bound Oozemorph: This unusual oread has a body that resembles mud or sand more than solid stone—with a natural form that shifts like an ooze. They can assume a humanoid form, morphing their limbs into solid weapons. In addition to being an oozemorph shifter, they have multiclassed into sorcerer, reinforcing their natural abilities with earth-focused spellcasting.
- Rhinoceros-Lord Barbarian: This heavily-armored orc barbarian wears the helm of the rhino lord, using it to charge their enemies to devastating effect.
- Animalistic Brawler: This skinwalker brawler can take on the aspects of different animals, allowing them to become stronger in combat, and to adapt to any situation.
- Mysterious Master of Illusion: This human mesmerist uses their hypnotic abilities to bolster their minions, weaken their opponents’ will, and keep the battlefield so covered in illusion that the enemy will never recover.
- Fleshwarped Tentacle Master: This fleshwarped aegis is hearty and cunning. With four long, agile tentacles growing from their back, they can attack and grab multiple opponents from a distance.
- Demonic Symbiote Host: This human vigilante hosts a demonic force within their soul—an eidolon-like being that can come to the surface and completely take over their body.
- Mad Goblin Bombardier: Riding their dire bat companion, this goblin alchemist showers bombs on their enemies from above—while using their extracts to buff themself and further control the battlefield.
Notes:
- This supplement is for the Pathfinder 1E Roleplaying Game.
- One of the builds (Fleshwarped Tentacle Master) utilizes the popular third-party system Ultimate Psionics by Dreamscarred Press, available separately.
- Some of the builds utilize other supplements from Far Distant Future Publishing, available separately. Relevant rules are reprinted for your convenience.



