DriveThru RPG
Newest Items
Posted: Tue, 10 Mar 20:15:23 CDT

Midnight in the Garden of Feast or Famine
Timberdoodle Gunn needs a favor, he wants to photobomb the biggest event in Fast Food and Slow Fashion, the FEAST Gala . He wants to experience high fashion and you want to experience high calorie count. The guest list is exclusive and full or A-listers but more importantly the clothes are all edible.
Your job is to sneak Timberdoodle Gunn into the years most prestigious fashion event and then get your talons on main attraction, The McBLD (17,000 Calories of breakfast, lunch and dinner).
Wing your beaks at the high fashion industry in this delicious adventure for Pigeon's Eleven.
Written by Michael Faulk, Jeff Mitchell, and Scott Slater
Photos, Editing, and Layout by Bug Boll
—
This feathered adventure is for use with Pigeon's Eleven!
Be birds. Do crimes!
A bird heist TTRPG powered by polymorph made wing in wing Arbitrio Games
Getting robbed by a bunch of birds is never high on somebody’s to-do list, but if you hang around long enough in this town, it becomes an inevitability. Oh, they’ll trick ya. They got mummer’s trunks full of little costumes. No warmth in the eyes. Just blank, unassuming stares. Half the time you don’t even REALIZE they’re birds until a fake mustache slips off and you think, hey this guy is kinda short and feathery… and BOOM - that dirty bird is flappin’ his way out the window. He GOTCHA.
~Old Carl, Crime Coach (retired) & Bird Hater (forever)
Lucky for birds, nobody believes Old Carl when he raves about the time a bunch of sparrows made off with his priceless Fabergé egg and a food truck full of waffles. But he’s right; sooner or later, birds are gonna get you.
This game is about the crimes that birds commit for food. Become a feathered criminal and plan insane heists to acquire a few crumbs of bread! Lean into the gonzo situations of birds who are criminals in this rules-lite affair.
Bird-Inspired Bedlam

Create your own bird criminal or play as a pre-gen character! Four unique bird baddies come included with Pigeon's Eleven, complete with legends of their own.
Easy to Learn
Pigeon's Eleven runs on the Polymorph system. Each player only ever uses ONE polyhedral die: a d4, a d6, a d8, or a d10. Each die represents a different character “role” in the group. Whenever a player asks “can I do something?” they roll their die and with a quick glance at a resolution matrix, know if they succeed. It's easy for both newbies and old hats to use and learn.
Posted: Tue, 10 Mar 19:37:52 CDT
Treants – Three Species
We present three new treant lineages. Oak Treants, Willow Treants, and Cactus Treants.
Treants – Three Species is a monster supplement for 5e that presents treants not as solitary forest curiosities, but as dominant ecological authorities shaped by species, climate, and age. Instead of relying on a single treant stat block, this book provides three distinct and escalating ladders: deep-rooted forest sovereigns, mist-veiled river manipulators, and desert-forged thornbound sentinels.
These are not elemental variants. They are biological lineages.
The intent of this product is environmental dominance and evolutionary expression. Oak treants represent authority, endurance, and territorial anchoring. Willow treants represent control, isolation, and the shaping of movement through water and mist. Cactus treants represent survival through punishment, adaptation to extremes, and the weaponization of harsh terrain. Each ladder escalates not simply in size or damage, but in presence, influence, and ecological control.
Geography, alliances, and rivalries are intentionally undefined. These treants can represent ancient forest courts, haunted river kingdoms, or desert dominions that reshape dunes and stone through patient growth. They are not meant to replace the traditional treant—they are divergent expressions of what a treant becomes when shaped by different climates and survival pressures.
Whether these lineages cooperate, compete, war across ecosystems, or view younger forests as naive is left entirely in the GM’s hands.
Oak Treants
Oak treants are the sovereigns of deep forests. Broad-trunked and thick-barked, they anchor territory through immovability and force. Their presence reshapes soil, strengthens surrounding plant life, and locks enemies into battles they cannot easily escape.
They are deliberate, judicial, and territorial. They do not chase. They endure. Combat begins not with a charge, but with the ground itself rebelling against intruders.
Oak treants are designed for:
- Ancient forest strongholds
- Territorial boundary encounters
- Defensive, area-control battles
- Campaign arcs involving regional ecological power
They do not wander. They claim.
Willow Treants
Willow treants dwell along riverbanks, marshlands, and floodplains. Slender but immense, their long tendrils isolate enemies and drag prey into obscured terrain. Where oak dominates ground, willow dominates movement.
They are patient manipulators. They divide, obscure, and reposition rather than overpower. A willow treant rarely confronts a formation head-on—it breaks cohesion first.
Willow treants are designed for:
- Swamp and river encounters
- Fog-heavy battlefields
- Isolation and reposition mechanics
- Psychological or dream-inflected storylines
They do not block. They entangle.
Cactus Treants
Cactus treants rise from deserts and arid badlands. Armored in spines and sustained by internal reserves, they embody survival in hostile climates. Every strike against them carries consequence.
They are reactive rather than expansive. Where oak roots and willow drags, cactus punishes. The desert around them becomes a weapon—sand, heat, and needle storms reshaping the battlefield.
Cactus treants are designed for:
- Arid wilderness encounters
- Ranged-pressure battles
- High-risk melee engagements
- Environmental attrition scenarios
They do not chase survival. They are survival.
Treants – Three Species offers three ecological philosophies shaped by species and age: authority, manipulation, and endurance. How these lineages intersect—whether as rival dominions, distant ecosystems, or forces of nature indifferent to one another—remains entirely in the GM’s hands.
Oak Treant Ladder
Oak Youngwood (CR 1/4): Newly awakened oak that entangles intruders with erupting roots before striking with heavy limbs.
Oak Rootbound (CR 1/2): Thick-barked defender that becomes extremely difficult to move once planted into the soil.
Oak Elder Trunk (CR 3): Massive forest anchor whose roots reshape the battlefield into treacherous terrain.
Oak High Ancient (CR 7): Towering territorial authority capable of upheaving large sections of ground through violent root surges.
Oak Primeval Sovereign (CR 9): Colossal forest monarch whose roots and canopy dominate entire groves.
Willow Treant Ladder
Willow Youngwood (CR 1/4): Slender treant that lashes enemies with hanging tendrils to pull them out of formation.
Willow Grovewarden (CR 1): Mist-shrouded guardian that drags enemies through fog and marsh terrain.
Willow Elder Trunk (CR 3): Riverbound hunter that grapples prey with massive tendrils and drags them through water.
Willow High Ancient (CR 7): Ancient marsh sovereign capable of engulfing battlefields in fog and dragging enemies toward its grasp.
Willow Primeval Sovereign (CR 9): Gargantuan master of waterways and mist that isolates entire groups of enemies within its domain.
Cactus Treant Ladder
Cactus Youngwood (CR 1/4): Young desert sentinel that erupts in spines when disturbed.
Cactus Rootbound (CR 1/2): Hardened cactus defender whose spines punish attackers that strike too closely.
Cactus Elder Trunk (CR 3): Towering desert guardian that alternates between crushing limbs and deadly needle volleys.
Cactus High Ancient (CR 7): Ancient cactus colossus capable of devastating enemies with explosive storms of spines.
Cactus Primeval Sovereign (CR 9): Gargantuan desert monarch that turns sandstorms and needle storms into battlefield weapons.
Posted: Tue, 10 Mar 18:58:50 CDT
Beneath a canopy of whispering leaves, where lantern light glows like fallen stars and moss grows thick along winding paths, stands Wandwood Academy, a woodland school of magic unlike any other.
Here, young critters do not memorize spell formulas from dusty tomes. They do not chant rigid incantations or bend reality through brute force.
Instead, they carve.
Magic at Wandwood is shaped by patient paws, careful tools, and thoughtful design. Students inscribe flowing patterns into wooden tablets, tracing lines that guide living magic into form. Each carving holds power, but nothing lasts forever. Wood cracks. Knots resist. Grain guides. Even the best made tablet will eventually splinter.
At Wandwood Academy, magic is not about perfection.
It is about learning.
It is about experimentation.
It is about mistakes.
And sometimes… it is about cleaning up the mess those mistakes leave behind.
What Is Wandwood Academy?
Wandwood Academy is a cozy tabletop roleplaying game about:
Woodland critters attending a magical school
Carving spells into wooden tablets
Learning through hands on lessons
Solving small mysteries and local problems
Exploring forest paths, forgotten tunnels, and hidden glades
Facing strange creatures, mischievous goblins, and creeping corruption
The tone of the game blends warmth and wonder with quiet danger. Wandwood is a place of tea and lanterns, but also of dark roots, splintered wards, and magic that sometimes goes terribly wrong.
Players take on the roles of students, squirrels, mice, badgers, rabbits, raccoons, foxes, and other forest folk, each with their own talents, fears, and favorite spells.
You are not legendary heroes.
You are not chosen ones.
You are students.
And students break things.
The Heart of the Game
Wandwood Academy is built around three core pillars:
Creative Magic
Cozy Mystery & Exploration
Consequences
A School Day at Wandwood
Each session follows a familiar rhythm:
1. Morning Lesson
2. Tablet Preparation
3. Exploration & Adventure
What You Need to Play
All you need to play Wandwood Academy is a group of friends (one will be the Headmaster who narrates the game), the pdf rulebooks, pens or markers, and the wood tablet pages to "carve" on.
You don't need an art degree to sketch a few quick carvings! All you need is your imagination, good intentions, and a little creative flair.
Who Is This Game For?
Wandwood Academy is for players who enjoy:
Creative problem solving
Drawing and visual imagination
Cozy fantasy with sharp edges
Low prep roleplaying
Narrative driven consequences
You do not need artistic skill.
You do not need system mastery.
You only need curiosity.
Posted: Tue, 10 Mar 18:40:39 CDT

Prison Tomb
A Solo Game Experience that creates an adventure module for Mazes Fantasy Roleplaying.
You were once an Ilven Witchking, defeated by a powerful foe and cast into a strange Abyss. Trapped in the void you will create your prison as you explore, trying to break free from the darkness. Can you escape this trap or be forever caught in the Prison Tomb?
In this unique solo adventure module you play by journaling your escape. The output of your descriptions and decisions builds a playable dungeon that you can then run for other players!
Designed for Mazes Fantasy Roleplaying, this module can also be used with any OSR-style fantasy game ruleset.

For use with MAZES Fantasy Roleplaying
Mazes is a return to the classic sword and sorcery dungeon crawler with award-winning, yet delightfully simple modern rules. The first TTRPG to use the polymorph system, Mazes is easy to learn and teach, and ready to play without a lot of prep.
Designed for episodic play, Mazes is ideal for one-shots and conventions. It's a distillation and modernization of the classic Dungeon Delve, making it a perfect introduction for those new to roleplaying, as well a great excuse for grognards to get back into the dungeon!
Want more? Check out the bold new Adventure Path by Mazes Architect Patrick Lynn Clapp!

Posted: Tue, 10 Mar 18:05:59 CDT
Espionage is a science, an art, and at times, a pleasure. Suave and cunning secret agents from around the globe work tirelessly to halt cataclysmic countdowns. When they succeed, of course, the ticker always stops at “1.” Picture the likes of James Bond, Jason Bourne, Tom Cruise’s roles in a handful of franchises, Lorraine Broughton from Atomic Blonde, or even
real historical people like Mata Hari. Your mission, if you choose to accept it: trot the globe, knock out the mooks, stop the big bad guy, and look damn good while you do it.
- This chapter will help you create a secret agent and their current mission by rolling dice through 13 categories
- Pg count 18
- This chapter is included in the Roll For Your Life hardcover and PDF editions
Posted: Tue, 10 Mar 16:40:03 CDT
| This special bundle product contains the following titles: |
| Test title 001 Regular price: 0 Bundle price: 0 Format: PDF | TEST PRODUCT - DO NOT PURCHASE
Not a valid product, this is a test product created for the purpose of internal testing only.... | |
| Test title 002 Regular price: 0 Bundle price: 0 Format: PDF | TEST PRODUCT - DO NOT PURCHASE
Not a valid product, this is a test product created for the purpose of internal testing only.... | |
| Test title 003 Regular price: 0 Bundle price: 0 Format: PDF | TEST PRODUCT - DO NOT PURCHASE
Not a valid product, this is a test product created for the purpose of internal testing only.... | |
| Test title 004 Regular price: 0 Bundle price: 0 Format: PDF | TEST PRODUCT - DO NOT PURCHASE
Not a valid product, this is a test product created for the purpose of internal testing only.... |
| Total value: | 0 |
| Special bundle price: | 0 |
| Savings of: | 0 (98%) |
Posted: Tue, 10 Mar 15:31:55 CDT
When the world outside does not merely become dangerous, but operationally hostile, home stops being shelter and becomes doctrine.
Storm Phase Fortresses is a hard-SF toolkit for generating inhabited structures under siege by weather, chemistry, debris, radiation, system instability, and environmental collapse. These are not cinematic bunkers built only to endure. They are homes, habitats, stations, and settlements forced into fortress behaviour while people still have to eat, sleep, argue, govern, improvise, and survive.
Inside this volume you will find four interconnected d66 tables that let you build an entire fortress-state in motion:
- the trigger that forces lockdown;
- the physical consequences that reshape the building;
- the social consequences that rewrite everyday life;
- and the breakdowns, schemes, factions, and opportunities that emerge once survival becomes procedure.
The result is not a single hazard, but a sustained crisis ecology in which the habitat itself becomes a machine for rationing risk, and every corridor, shutter, seal, and protocol begins to matter.
Use it to create short, high-pressure scenarios of triage, scarcity, and hard decisions, or longer campaigns in which recurring fortress phases accumulate history, resentment, doctrine, and quiet forms of power. Perhaps the players are trapped inside as the shutters come down and legitimacy starts to fray. Perhaps they are the specialists called upon to cross the boundary between authorised safety and necessary risk. Perhaps they are exploiting the black markets, covert routes, false ledgers, salvage races, and improvised authorities that bloom when endurance becomes the primary political order.
This is a book about sealed corridors, failing grids, rationed warmth, procedural fear, and the social machinery of survival.
The storm is only the beginning. The real danger is what people become when the building decides that convenience is over.
If you want credible fortress regimes, pressure-cooker settlements, and hard science-fiction scenarios where infrastructure, governance, and human strain collide, Storm Phase Fortresses is ready to lock the doors.
Posted: Tue, 10 Mar 14:59:28 CDT
Treants – Three Species
We present three new treant lineages. Oak Treants, Willow Treants, and Cactus Treants.
Treants – Three Species is a monster supplement for 5e that presents treants not as solitary forest curiosities, but as dominant ecological authorities shaped by species, climate, and age. Instead of relying on a single treant stat block, this book provides three distinct and escalating ladders: deep-rooted forest sovereigns, mist-veiled river manipulators, and desert-forged thornbound sentinels.
These are not elemental variants. They are biological lineages.
The intent of this product is environmental dominance and evolutionary expression. Oak treants represent authority, endurance, and territorial anchoring. Willow treants represent control, isolation, and the shaping of movement through water and mist. Cactus treants represent survival through punishment, adaptation to extremes, and the weaponization of harsh terrain. Each ladder escalates not simply in size or damage, but in presence, influence, and ecological control.
Geography, alliances, and rivalries are intentionally undefined. These treants can represent ancient forest courts, haunted river kingdoms, or desert dominions that reshape dunes and stone through patient growth. They are not meant to replace the traditional treant—they are divergent expressions of what a treant becomes when shaped by different climates and survival pressures.
Whether these lineages cooperate, compete, war across ecosystems, or view younger forests as naive is left entirely in the GM’s hands.
Oak Treants
Oak treants are the sovereigns of deep forests. Broad-trunked and thick-barked, they anchor territory through immovability and force. Their presence reshapes soil, strengthens surrounding plant life, and locks enemies into battles they cannot easily escape.
They are deliberate, judicial, and territorial. They do not chase. They endure. Combat begins not with a charge, but with the ground itself rebelling against intruders.
Oak treants are designed for:
- Ancient forest strongholds
- Territorial boundary encounters
- Defensive, area-control battles
- Campaign arcs involving regional ecological power
They do not wander. They claim.
Willow Treants
Willow treants dwell along riverbanks, marshlands, and floodplains. Slender but immense, their long tendrils isolate enemies and drag prey into obscured terrain. Where oak dominates ground, willow dominates movement.
They are patient manipulators. They divide, obscure, and reposition rather than overpower. A willow treant rarely confronts a formation head-on—it breaks cohesion first.
Willow treants are designed for:
- Swamp and river encounters
- Fog-heavy battlefields
- Isolation and reposition mechanics
- Psychological or dream-inflected storylines
They do not block. They entangle.
Cactus Treants
Cactus treants rise from deserts and arid badlands. Armored in spines and sustained by internal reserves, they embody survival in hostile climates. Every strike against them carries consequence.
They are reactive rather than expansive. Where oak roots and willow drags, cactus punishes. The desert around them becomes a weapon—sand, heat, and needle storms reshaping the battlefield.
Cactus treants are designed for:
- Arid wilderness encounters
- Ranged-pressure battles
- High-risk melee engagements
- Environmental attrition scenarios
They do not chase survival. They are survival.
Treants – Three Species offers three ecological philosophies shaped by species and age: authority, manipulation, and endurance. How these lineages intersect—whether as rival dominions, distant ecosystems, or forces of nature indifferent to one another—remains entirely in the GM’s hands.
Oak Treant Ladder
Oak Youngwood (CR 1/4): Newly awakened oak that entangles intruders with erupting roots before striking with heavy limbs.
Oak Rootbound (CR 1/2): Thick-barked defender that becomes extremely difficult to move once planted into the soil.
Oak Elder Trunk (CR 3): Massive forest anchor whose roots reshape the battlefield into treacherous terrain.
Oak High Ancient (CR 7): Towering territorial authority capable of upheaving large sections of ground through violent root surges.
Oak Primeval Sovereign (CR 9): Colossal forest monarch whose roots and canopy dominate entire groves.
Willow Treant Ladder
Willow Youngwood (CR 1/4): Slender treant that lashes enemies with hanging tendrils to pull them out of formation.
Willow Grovewarden (CR 1): Mist-shrouded guardian that drags enemies through fog and marsh terrain.
Willow Elder Trunk (CR 3): Riverbound hunter that grapples prey with massive tendrils and drags them through water.
Willow High Ancient (CR 7): Ancient marsh sovereign capable of engulfing battlefields in fog and dragging enemies toward its grasp.
Willow Primeval Sovereign (CR 9): Gargantuan master of waterways and mist that isolates entire groups of enemies within its domain.
Cactus Treant Ladder
Cactus Youngwood (CR 1/4): Young desert sentinel that erupts in spines when disturbed.
Cactus Rootbound (CR 1/2): Hardened cactus defender whose spines punish attackers that strike too closely.
Cactus Elder Trunk (CR 3): Towering desert guardian that alternates between crushing limbs and deadly needle volleys.
Cactus High Ancient (CR 7): Ancient cactus colossus capable of devastating enemies with explosive storms of spines.
Cactus Primeval Sovereign (CR 9): Gargantuan desert monarch that turns sandstorms and needle storms into battlefield weapons.
Posted: Tue, 10 Mar 14:57:32 CDT
This supplement for Four Against Darkness - Expanded Edition introduces additional tiles for caverns and fungal grottoes: natural chambers and tunnels with special rules.
It includes two short adventures: Truffle Kerfuffle (a fungus gathering mission) and Underground Chicken Run (a diplomatic mission among morlocks).
Only a copy of Four Against Darkness - Expanded Edition is required to play.
Note: This supplement references tables and content found only in Four Against Darkness - Expanded Edition, so it is not possible to use it with the original version of the rules.
Posted: Tue, 10 Mar 14:54:28 CDT
“Unnatural vermin. Too many arms! The blighters should stay well away from the restful dead.”
A tribe of sentient Woodlousefolk, or "Mulchers", have taken up residence in an ancient barrow. The barrow is a prison for the near-immortal necromancer, Drustan Blackbone. Explore the barrow, and put an end to his plan most heinous.
Blackbone Barrow is a dungeon for Shadowdark RPG, including:
- A 7 room dungeon with random encounter table
- New monsters, including the Bodach, a foul spirit capable of possession
- A powerful new magical weapon and item
- A new Mulcher Ancestry with name table
Acknowledgements
- A Masters of Evil Production
- Writing & Editing by Charlie and Alfie Lintzgy
- Layout by Imogen Lintzgy
- Dungeons by Iwan Blake @gnawed.stone on Instagram
- Proofreading by Lewis Weyman, Adrienne Lintzgy
- Blackbone Barrow is an independent product published under the Shadowdark RPG Third-Party License and is not affiliated with The Arcane Library, LLC. Shadowdark RPG © 2023 The Arcane Library, LLC.
- Blackbone Barrow was made with the help of the Classic Explorer Template by Explorers Design which is under CC BY 4.0.
Posted: Tue, 10 Mar 14:46:51 CDT
In the Jewel of the Heartlands, not every power is openly called magic.
Some remedies are merely herbs… until they work far better than they should.
Some charts are only patterns of stars… until their predictions become unsettlingly accurate.
Some symbols are only carved lines… until misfortune turns aside at the doorway.
Guilds of Radia Volume XIII: The Borderlands of Craft and Magic explores the uneasy frontier between craft, science, and the arcane within the living city of Radia. Three influential guilds operate in this uncertain space—organizations whose work produces results that official institutions would prefer not to examine too closely.
Guilds of Radia Volume XIII The…
Inside this volume you will discover:
-
The Apothecaries & Alchemists Guild – Masters of natural philosophy who transform herbs, minerals, and compounds into remedies that often work better than theory allows.
-
The Astrologers & Navigators Guild – Scholars of the heavens who guide ships safely into harbor and chart the celestial patterns believed to influence fate itself.
-
The Runescribes Collegium – Quiet artisans who carve protective sigils and geometric wards that guard homes, vaults, and noble estates.
Each guild operates in careful balance with Radia’s White Tower, whose authority over magic creates a political landscape where knowledge, reputation, and discretion matter as much as skill.
Inside This Volume
Following the established Guilds of Radia format, each guild chapter includes:
-
Guild histories, philosophies, and cultural traditions
-
Detailed headquarters and notable locations within Radia
-
Guild hierarchies with advancement systems and rank benefits
-
Key NPCs with personalities, ambitions, and conflicts
-
Services, pricing, and interactions with the city's economy
-
Seasonal events and guild traditions
-
Solo play integration using the Hook → Complication → Resolution structure
A special chapter explores the relationships between the three guilds, revealing the tensions, alliances, and rivalries that shape Radia’s quiet magical underworld.
Perfect For
-
Game Masters who want deeper intrigue within the city of Radia
-
Solo players exploring guild careers and personal advancement
-
Campaigns involving magical politics, forbidden knowledge, and subtle power struggles
Volume XIII concludes the mundane guild arc of the Guilds of Radia series, revealing how Radia’s everyday institutions quietly touch the world of magic—even when everyone involved pretends they do not.
Because in Radia, the line between craft and magic was never as clear as anyone claims.
Posted: Tue, 10 Mar 14:01:50 CDT
If Prosperity Station has a heartbeat, it can be heard in the marketplace.
Cargo haulers arrive daily with fresh shipments from across the Starburn Sector. Dock workers move crates through busy corridors. Independent traders set up small stalls beside long-established merchants. Bargains are struck over cups of strong station coffee while customers wander between rows of goods from dozens of distant systems.
Some come looking for supplies.
Others come looking for opportunity.
The marketplace is where the station truly comes alive.
Prosperity Station: The Marketplace of the Sector explores the trading corridors, merchant stalls, and everyday commerce that keeps the station supplied and thriving.
Inside you’ll find tools to help bring this bustling environment to life in your games, including:
• Merchant and vendor ideas found throughout the station
• Tables for generating market stalls and trade goods
• Rumors, deals, and unexpected finds hidden among the cargo crates
• Everyday encounters between traders, travelers, and station residents
• Story prompts that begin with a simple purchase and grow into something more
Like the other Prosperity Station books, this supplement focuses on the living side of the Starburn Sector, the everyday places where characters spend time between missions.
Whether your characters are browsing stalls, hunting for rare equipment, or simply wandering the corridors with a cup of coffee in hand, the marketplace offers endless possibilities for small moments and unexpected stories.
Because on Prosperity Station, the next adventure might start with nothing more than a simple trade.



