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Posted: Sun, 28 Jun 23:55:32 CDT
Hate how Martials characters never get any homebrew? It's usually all Spells and Caster stuff. NOT TODAY! You get:
+7 New Weapons
+3 New Weapon Masteries
+Multi-Mastery Weapons!
+A Demon That Transforms Into a Magic Item to Tempt and Ambush Adventurers!
Posted: Sun, 28 Jun 22:25:01 CDT
A DISTRESS CALL...
From REX-CON has been redirected to you. Their facility has been infiltrated by something that is killing people.
Involving yourself in the incident leads you to a burning oil rig in the North Atlantic, where two secret races are clashing, with a hundred people trapped in a collapsing structure that is pumping a lethal poison into the air.
You are the only ones with the power to stop it. But can even your abilities let you survive...
DOOM FROM ABOVE, FIRE FROM BELOW!
A FUN adventure for 3 to 6 characters of 20 to 30 Creation Points. The FUN RPG ruleset from Mighty Six Enterprises ONLY on DTRPG is highly recommended.
Posted: Sun, 28 Jun 21:47:16 CDT
| This special bundle contains the following titles: |
| The Crypt of the Forgotten Duke Regular price: 0 Bundle price: 0 Format: PDF | A level 1 adventure for new initiates of the League of Dark Few. Sneak into the ancient crypts of the city’s wealthiest nobles and restore a fallen family to their former glory in this pamphlet adventure.
What's Included:
A 6-panel pamphlet adventure that takes the newly initiated members into a crypt below the nobles’ district in search of a magic ring.
Thirteen dungeon rooms, formatted for quick prep and ease of use at the table.
A map (VTT & Printable) of the crypts and connecting sewers.
Eight new foes to fight (or flee from).
Designed for either DCC or Shadowdark (both included)
Dungeon Crawl Classics and DCC RPG are trademarks of Goodman Games. For additional information, visit www.goodman-games.com or contact info@goodman-games.com
... | |
| The Darkness Dwellers' Handbook Regular price: 0 Bundle price: 0 Format: PDF | Join the League of Dark Few, a secret, guild-like organization that has built a reputation as the brokers of influence — a sect of adventurers who practice prowess and discretion. Nothing of importance happens in this city without their shadowy fingers pulling the strings.
This zine series is designed to help GMs run a city-based campaign from the perspective of a group of up-in-coming guild members. Players start as hopeful initiates and gain reputation and influence by completing lucrative contracts. Designed for both Dungeon Crawl Classics and Shadowdark systems.
What does it mean to be a darkness dweller? This guidebook outlines the guild’s principles, operations, leadership, and home—The Vulgar Manse. It also includes a potion shop, fence, and contract generator to keep guild life... | |
| The Secrets of the Vulgar Manse Regular price: 0 Bundle price: 0 Format: PDF | Join the League of Dark Few, a secret, guild-like organization that has built a reputation as the brokers of influence — a sect of adventurers who practice prowess and discretion. Nothing of importance happens in this city without their shadowy fingers pulling the strings.
This zine series is designed to help GMs run a city-based campaign from the perspective of a group of up-in-coming guild members. Players start as hopeful initiates and gain reputation and influence by completing lucrative contracts. Designed for both Dungeon Crawl Classics and Shadowdark systems.
Every year, the League of Dark Few initiates a new class of darkness dwellers; the question is just how large that class will be. In this level 0 gauntlet, players navigate their horde of hopeful initiates through a deadly ... |
| Total value: | 0 |
| Special bundle price: | 0 |
| Savings of: | 0 (17%) |
Posted: Sun, 28 Jun 21:43:27 CDT
A.I.I.I.!
A call for help comes from high in the mountains of Colorado. The small remote town of Este Park is no longer responding. Nothing is responding. Something is disturbing about a bustling town going completely silent. Go there. Seek an answer...
Fight the Dark.
The Este Park Incident is an adventure to be played in the AIII Setting using the FUN rules available from Drivethrurpg.com.
Posted: Sun, 28 Jun 21:31:27 CDT
A murdered leader, a missing decree, and a conspiracy that could tear a world apart! When the First of Astralir's ruling council is found dead, his final Dictum vanishes without a trace. Hired to recover the missing document before rival factions seize it, the adventurers are drawn into a deadly web of political intrigue, secret alliances, and professional assassins. But the deeper they dig, the clearer it becomes that the Dictum is far more than a simple final order—and that everyone, from religious authorities and military leaders to criminal syndicates and government officials, has their own reasons for wanting it. In the end, the greatest danger may not be uncovering the truth, but deciding what to do with it.
The Astralir Dictum is a short adventure for 2D6-powered RPGs such as Cepheus Engine and the Original Science Fiction Roleplaying Game. Other systems are easily adapted.
Posted: Sun, 28 Jun 18:54:27 CDT

This 85-page issue is for Adventure Word Sequences #9.
It revisits the next 20 frequent keywords from Plot Generator, Conflct (Plot) Generator 2, and Grammar Fuel ™ genre and subgenre books.
Why focus on Adventure Word Sequences?
The answer depends on the type of game that you are running.
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For that want fully prepared synopsis, ready-to-go adventures, or distinct setting adventures, then this book may not be for you.
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However, for GMs that play, modify, or plan adventures using suggestions and inspiration, this book may be for you, It gives more details than the keyword tables, yet are vague enough to fit or adjust to most genres, eras, and settings.
This is a guide book that is meant to aid a Gamemaster (GM) or solo game player in making creative adventure story conflict content. It is illustrated with some grayscale open or licensed images.
It's meant to help give useful tips and inspirational ideas.
An Adventure Word Sequence is our set of words that suggest a sequence of conflicts that may be interpreted to create an adventure.
We provide a brief generic synopsis of what it may be interpreted to mean for each Adventure Word Sequence.
An Example of the first of six Adventure Word Sequence for Eradicate keyword,
1. Harm > Weaken > Extinguish
Something is causing harm to the community. The characters must discover how to stop or extinguish it. They must work to weaken, contain, or eliminate the target.
Then we provide a table with how the adventure may use each sequence to describe a type of foe of six main types. Here are the ones for the sequence.
Foe
| Eradicate | Vs monster | Vs nature | Vs supernatural | Vs self | Vs person | Vs technology (power) |
|
Harm |
Challenging |
The harm is |
The harm is |
The harm is |
The harm is |
The harm is |
There are about 75 different new Adventure Word Sequences (6 for each keyword, 20 keywords). A few are used more than once (from this and prior books) for similar situations that fit the keyword. A list of this issues keywords is found bellow.
What does this cover?
- Comparison of 3 keyword prompt methods
- Reasons, pros, and cons for each
- Parts of speech, pros, cons of the following: verbs, nouns, adverbs, adjectives, pronouns, and prepositions
- Using this book
- Using random tables for 3 different types of worldbuilding
- Keywords: eradicate, inhabit, settle, vanish, demand, catch, revenge, monster, creature, mission, brutal, physical, strange, extremely, greatly, by, through, along, against, around
- For each keyword: Definitions, synonyms, Theme Generator 2e subjects, 6 Adventure Word Sequences, foes table
- A list at the end lists prior issue keywords and adventure word sequences
Posted: Sun, 28 Jun 18:49:20 CDT
BUILD YOUR OWN GALAXY!
Galaxy Builder Decks: Card Checklist is an interactive checklist for every Planet, System, Trait, and Mat card in the series. Included are two versions: the first is a list organized by deck/set for easy browsing of every title. The second is a list organized by card number, so you can make sure you have the cards you need or plan for the cards you want and know which decks they are included with.
The Galaxy Builder Decks Series
Galaxy Builder Decks are a series of system-neutral cards for worldbuilders and GMs to quickly create scifi settings and cultures right on your table. Pair Planet cards with Planet Trait cards or unique locations and encounters. Each deck is designed to work with others in the series to help fully flesh out your galaxy. I created this series for several reasons: 1) as a helpful worldbuilding tool for authors and gamemasters to quickly create believable settings, 2) to boost immersion, appearing on the table as a series of computer display screens, 3) to provide players with a sense of exploration and discovery while you play, and 4) as a modular overmap on the table for seeing where you are in the universe without having to draw circles over and over.
Notable inspirations (Franchises): Star Wars, Star Trek, Mass Effect, Alien, Firefly, Babylon 5, Elite Dangerous, Dune.
Notable inspirations (Games): Stellaris, Endless Space, Master of Orion, Starbound, Stars Without Number, Ironsworn Starforged.
Card Checklist File includes
- 5-page black and white PDF checklist sheet with interactive check boxes

Check Out Other Products Available In The Galaxy Builder Deck Series:
- Planets - 52-card deck of planets, stars, and more
- Planets 2 52-card deck of planets, ringworlds, and more
- Planet Traits - 52-card deck for customizing planets
- Star Systems - 52-card deck for creating and flavoring star systems
- Star System Mats - 6-mat set for building star and planetary systems
- Starter Set - 9-card set of planets and traits to get you started
- Tech Level Set - 9-card set of technology levels for planet cultures
- Asteroid Set - 9-card set of planet cards and traits focused on expanding asteroid choices
- Asteroid Set 2 - 9-card set of planet cards and traits for even more choices
- Spooky Set - 9-card set of planets and traits expanding on the Free Spooky Pack
- Uncharted Set - 9-card set of planets and traits expanding on exploration choices
- Discovery Set - 9-card set of planet traits for more adventures
- Strange Worlds Set - 9-card set of strange planets and planet traits
- New Systems Set - 9-card set of star systems and system traits
- Gas Giants Set - 9 card set of gas giant planets
- Conflicts Set - 9-card set of planet traits for more events and encounters
- Planetary Data Sheets - FREE Record sheets for recording your created worlds
- System Data Sheets - FREE Record sheets for recording your star system layouts
- Label Cards - FREE Record cards for tracking planet names and traits on your table
Posted: Sun, 28 Jun 17:38:07 CDT
FROM THE DEEPEST MINE SHAFT TO THE APEX OF THE CATHEDRAL SPIRE.
Mercatura Volume IV: Stone & Spire dives into the vertical arc of the pre-industrial building trades, laying bare the physical, financial, and political machinery that shapes the physical fabric of your setting. These craftsmen build the fortresses your villains occupy, dig the dungeons your players explore, and raise the cathedrals where your clerics pray. They share materials, they share construction sites, and they share political masters, but they rarely share their deepest secrets.
This GM supplement is designed to make the extraction and construction trades playable. It moves beyond background color to transform quarries, lodges, and workshops into dynamic locations, complex social ecosystems, and rich sources of narrative tension.
From the hard-rock miners working underground in toxic conditions to the master architects defending secret geometric proportions, the world of Stone & Spire is heavy, secretive, and structurally volatile.
Inside This Volume:
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Four Interlocking Disciplines: Explore 20 distinct trade specializations including quarrymen, arch and vault specialists, well-sinkers, and lead glaziers working at the intersection of stone and glass.
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Geological & Tool Realism: Deepen your world-building with 20 primary building materials, from oolitic limestone and pozzolanic concrete to rare gemstone matrices. Populate your lodges with authentic tools like the plug and feather, the lewis, and the grand tracing floor.
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Lodge & Site Politics: Flesh out the human element with tables for site characters, staff hierarchies, and unique lodge quirks. Navigate the secretive, cartel-like lodge systems, hereditary monopolies, and disputed design plans.
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Market & Supply Chain Complications: Dynamic tables covering emergency reconstruction demand, changing architectural fashions, contaminated materials, and raw worker disputes that disrupt construction schedules.
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100 Adventure Hooks: A massive d100 table of story seeds directly tied to the building trades, involving cracked treasuries, ancient mason marks on unrecorded work, and missing architectural design templates.
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System-Specific Mechanics: Packed with dedicated rules, stunts, and NPC stat blocks for both Fate Condensed and D&D 5th Edition (SRD 5.1), including extended tool uses for checks and structural failure tables.
A city wall is a military commission. A dungeon is a mine with intention. A cathedral is a decades-long project with a hundred places where things can go wrong.
Posted: Sun, 28 Jun 17:00:57 CDT
At the southern edge of the Frozen Tundra, Frostpeak rises from steam and stone beneath snow-covered ridges. Warm water cuts through frozen streets, workshops hiss with pressure and heat, and caravans gather before risking the long roads north. Travelers arrive here to repair equipment, hire guides, rest aching limbs, and prepare for routes that grow harsher with every mile beyond the valley.
Published by Kelfecil's Tales
Description:
Frostpeak is a compact northern trade town built around geothermal springs and steam-driven infrastructure. Though small in size, it serves as one of the most important staging points for expeditions, caravans, and travelers moving between central Latakar and the Frozen Tundra. Steam vents warm the streets, merchants negotiate departures carefully, and every workshop depends on constant maintenance to keep the valley functioning through deep winter.
This issue explores Frostpeak as a place shaped by pressure, preparation, and survival in harsh conditions. Encounters focus on unstable steam systems, route disputes, damaged infrastructure, hidden tensions between travelers and locals, and the routines required to keep northern trade moving safely.
Includes urban encounters, integrated town battlemaps, investigation hooks, practical NPCs, environmental pressure points, and a long-form trouble arc centered on unstable geothermal activity beneath the settlement.
- Themes: Steam, Survival, Maintenance, Northern Trade
- Setting: any, Starlight Chronicles, Frozen Tundra
Extra Description:
The Midnight Gazette is a narrative-focused series exploring unique locations across the Starlight Chronicles setting.
Issue #7 presents Frostpeak, a geothermal trade settlement standing at the threshold between central Latakar and the Frozen Tundra. This issue provides detailed town locations, two integrated urban battlemaps, grounded encounters tied to steam infrastructure and northern travel, practical NPCs, environmental hazards, and layered tensions connected to unstable pressure beneath the valley. Designed for flexible insertion into ongoing campaigns, Frostpeak rewards preparation, observation, and careful decision-making in a place where even routine upkeep matters.
Writing, Design & Collab Organization: Kelfecil's Tales
https://www.kelfecilstales.com/
Map Artwork: Tactical Maps
https://www.patreon.com/tacticalmap



Posted: Sun, 28 Jun 16:29:53 CDT
You must have been very tired, dear Alice, of sitting by your sister on the bank, and of having nothing to do, when suddenly that White Rabbit with pink eyes ran close by you!
Hurry, grab your deck of playing cards, some paper, and your sharpest pencil!
Posted: Sun, 28 Jun 16:29:32 CDT
A 92 page MEGA solo from Japan - translated to English!
Can you coquer the Fortress? 109 paragraphs and 10 pages of rules enhancements for Monsters! Monsters! to use with this solo.
"They call it the 'Fortress of Tyranny,' darling. A band of brigands suddenly appeared in this region and began raiding the villages. The nearest Zim settlement was the first to fall—annihilated and destroyed. Even those hardy Zim folk were slaughtered in great numbers, poor souls. No one knows what became of those who survived and were taken prisoner. After that, the bandits built a fortress right on the mountain where the Zim village once stood and made themselves at home. But that’s not the only reason they call it the 'Fortress of Tyranny'..."
The one speaking is Nuirel, a Naga who hides deep beneath a grey hood, showing only the glint of their golden eyes. After wetting their parched throat with a bit of wine, they continue in that slithering, theatrical tone.
"Those outlaws in the mountain stronghold kidnap people from the nearby villages. Again and again. Zim and humans alike. No one knows where they are taken—perhaps they are eaten, or perhaps sold into slavery.
Posted: Sun, 28 Jun 16:24:05 CDT
Welcome to the premier system-agnostic engine for gladiator campaigns and brutal tactical combat. This comprehensive manual provides GMs with a rich, interconnected tapestry of tables designed to generate grim arena intrigue, terrifying pit-beasts, and sudden architectural rules changes on the fly. Each table features cross-linked entries containing instructions such as [Go to Table X], allowing you to seamlessly chain random encounters, shifting arenas, and political betrayals into evolving, dynamic storylines across the high-contrast blood sands of Aethon.
Master Table Directory: 100 Pillars of Secrets Navigate through the complete indexing structure of this supplement:
Sample Excerpt — Table 1: The Branding Roll when someone becomes a Sand-Blood. The Branding with heated sand and champion's blood is irreversible and not all survive the burning.
Claim the glory of the Crimson Floors... Add THE COMPLETE GLADIATOR ARENA TOOLKIT to your library today and let your campaign echo with the roar of the Crowns. |








