DriveThru RPG
Newest Items
Posted: Tue, 02 Dec 10:26:23 CST
Heavy Weighs the Crown
is a game of magical crowns,
the monarchs who wear them
and the realms they rule together.
👑 Play on your own to enjoy the mindful process of solo journalling and map-making,
👑 Play with a group and create the history of a ruined realm together.
👑 Play from the perspective of the crown—watch monarchs come and go and help to decide the fate of the realm.
👑 Witness the founding of a kingdom and an age of glory. Then describe its ruination at the hands of great and terrible monarchs.
👑 Inspired by the critically-acclaimed solo RPG Artefact by Jack Harrison.
Credits
Writing and Game Design
Jason Price and Jack Harrison
Artwork
Torben Bökemeyer
Posted: Tue, 02 Dec 10:04:08 CST
This stock art piece from Earl Geier depicts a Naked Female Monster Slayer walking away, bloody blade in one hand and monster head in the other, leaving the monster’s body behind.
The image is 7 x 11" in dimension.
This purchase includes a JPG and a TIFF version at 300 dpi, along with an EPS vector version.
All art files are bundled in a ZIP file.
Earl Geier Stock Art License Summary
All stock art is licensed for use in professional publications. Misfit Studios (or, in some cases, the third-party artist) retain ownership of the work, meaning you cannot resell the art in your own art packs or the like, and may be required to post an artist credit.
You must include the artist's copyright statement in all publications using the art under certain terms and conditions. You obtain a license to use the art, but do not own any rights to it beyond that.
Posted: Tue, 02 Dec 09:46:56 CST
Hostel | Map Pack offers a detailed, modern two-level hostel perfect for urban adventures, undercover operations, and travel-themed encounters.
The ground floor features a welcoming communal lounge, fully stocked kitchen, dining area, and staffed check-in desk—ideal for social interactions, investigations, or tense late-night confrontations.
The upper floor includes rows of bunkbeds, individual lockers, shared hallways, and private corners where secrets can be overheard… or hidden.
Whether you’re staging a chase, planning a covert infiltration, or hosting character downtime, this map pack delivers a versatile, lived-in environment ready for any story.
License:
Users are granted a license to use these maps and GM Notes for their personal use only via either display on a virtual tabletop gaming system (VTT) or to print them to be used for reference and/or play-aids. Any commercial use is strictly forbidden without express written permission. If you wish to use the maps and/or GM Notes in a public live-stream video of your game or in the context of a review, please contact us at support (at) mmpapps (dot) com to secure permission. The license is not transferable, and the maps and GM notes may not be redistributed, resold or sub-licensed in any way.
Posted: Tue, 02 Dec 09:46:54 CST
Hostel | Dynamic Lighting offers a detailed, modern two-level hostel perfect for urban adventures, undercover operations, and travel-themed encounters.
The ground floor features a welcoming communal lounge, fully stocked kitchen, dining area, and staffed check-in desk—ideal for social interactions, investigations, or tense late-night confrontations.
The upper floor includes rows of bunkbeds, individual lockers, shared hallways, and private corners where secrets can be overheard… or hidden.
Whether you’re staging a chase, planning a covert infiltration, or hosting character downtime, this map pack delivers a versatile, lived-in environment ready for any story.
This is a Roll20 add-on with walls, doors and windows preset.
Posted: Tue, 02 Dec 09:38:55 CST
Assault on Santa's Workshop is a Daggerheart-compatible adventure designed for a party of Level 1 characters. The main adventure can be played in a single session, with side quests and encounters stretching it into multiple sittings. Included with the adventure is the Treason's Greetings campaign frame. Can your party wrestle control of Santa's Workshop from the threat of scheming dark elves, entranced helpers, and murderous Christmas constructs?

The adventure takes the party to the small town of Dierbin. This frozen hamlet is located near the entrance to the demiplane that Santa's Workshop calls home. Currently, the town is also home to Santa himself. After being deposed by members of the Cult of Krampus posing as his elven helpers, Santa waits at the pub for the right team of adventurers to help him take back his workshop by force and save Christmas for good.
The adventure begins in the town of Dierbin, but the bulk of the adventure takes place in and around Santa's Workshop. Assault on Santa's Workshop can be completed in a single evening, but there is optional content in the town of Dierbin that can fill multiple sessions before the party makes the trek to the Workshop. Players can investigate mysterious webs of ice in the trees outside of the town, track down rumors of cult activity within Dierbin, or even get in a bare-knuckle brawl in the underground fight club beneath a treat shop known as Mama Sugar's Sweetery.
Posted: Tue, 02 Dec 09:25:55 CST
| This special bundle contains the following titles: |
| Only Oracles 2.0: Solo Journaling Regular price: 0 Bundle price: 0 Format: PDF | Only Oracles 2.0: Solo Journaling is a compact yet expansive toolkit of narrative oracles designed specifically for solo journaling role-playing. Born from the my own solitary sessions and frustrations with generic random tables, this collection replaces cold randomness with prompts that sing to the emotional core of a story. Each of the twelve oracles (Personal Revelations; Significant Encounters; Internal Challenges; Dreams & Visions; Epiphanies; Legacies, and more) offers 100 crafted prompts that push introspection, spark surprising scenes, and deepen character psychology—not just plot hooks but invitations to feel.
What makes this volume original
Emotion-first oracles: prompts are written to trigger internal states and meaningful reaction rather than generic events, making each rol... | |
| Solo Journaling Rules 2.0: A Modular Framework for Solo RPG Storytelling Regular price: 0 Bundle price: 0 Format: PDF | When I started writing Solo Journaling Rules (SJR), I wasn’t trying to make another game. I wanted to build a language—something simple, honest, and flexible enough to capture how a solo story actually feels when you play it.
It began as a handful of notes to help me organize my own journaling sessions. I kept refining, testing, and stripping away until only the essentials remained: a framework that could turn a few dice rolls into something real — tension, emotion, discovery.
Now, after listening to feedback on the first edition, Solo Journaling Rules 2.0 is here: a modular, genre-agnostic engine that gives you the tools to create stories that are truly yours. You can use it as a complete solo game, or as the foundation for your own zines, hacks, or personal journaling projects.
Why I Bu... | |
| Qurtuba - Final Cut: Solo Journaling/Roguelike Dungeon Crawler Regular price: 0 Bundle price: 0 Format: PDF | You stand at the threshold of a city’s darkest secret.
Qurtuba - Final Cut is a Solo Dungeon Crawler that casts you as Aixa, a lone adventurer descending into the haunted catacombs beneath 10th-century Córdoba—the jewel of Al-Andalus. Below the splendor of the Caliphate lies a maze of shadow and ancient enemies, governed by systems designed to test your tactical skill and resilience.
Test your mettle against a world where death is always a threat and resources are agonizingly scarce.
The Core Experience
Qurtuba - Final Cut offers two distinct paths into the abyss, allowing you to tailor the challenge to your preferred style of play.
Solo Journaling Mode: A pure, unforgiving survival run. In this highly atmospheric mode, every choice, encounter, and defeat is recorded, allowing you to wea... | |
| The Inner Atlas: Thematic Prompts for Solo Journaling RPGs Regular price: 0 Bundle price: 0 Format: PDF | The Inner Atlas is a compact, luminous map for inward storytelling. Rather than teaching rules or mechanics, this book offers one hundred carefully crafted invitations to write: ten emotional continents (Love & Distance, Guilt & Redemption, Dreams & Realities, etc.), each followed by forty precise prompts that nudge a character —and the writer— toward discovery. Through lyrical guidance and practical ideas (short timers, freewriting, reflection), The Inner Atlas turns journaling into a playable, repeatable method for generating deep, character-driven narratives.
What makes this book original?
A thematically structured prompt system. Instead of random or mechanic-led tables, prompts are arranged into full emotional landscapes, allowing players to explore a single theme in dept... |
| Total value: | 0 |
| Special bundle price: | 0 |
| Savings of: | 0 (27%) |
Posted: Tue, 02 Dec 09:05:21 CST
| This special bundle contains the following titles: |
| Basilisk Hills Ultimate Hexcrawl Regular price: 0 Bundle price: 0 Format: PDF | This book combines the Compiled Basilisk Hills cluster with the Supplemental book, creating a hexcrawl region of 107 total 6-mile hexes. Populated Hexes Monthly Issue 0 is a free gazetteer that provides information on the setting, although this hexcrawl can be easily plugged into any existing fantasy world.
Supplemental Hexcrawl
Consisting of 98 6-mile hexes that surround the main Basilisk Hills cluster, this supplemental book provides enough dungeons, lairs, and interesting features to keep your players exploring for months of game time. Written for Old School Essentials, but useable in any old-school system, the book also contains background on the world of Absalom as well as tips on how to run the hexcrawl.
Compiled Cluster
14.22 Lair of the Troglodytes
13.22 The Plateau of Sighs
14... | |
| Dungeon Crawl Solo Regular price: 0 Bundle price: 0 Format: PDF | Dungeon Crawl Solo
Solo Roleplaying Rules for Dungeon Crawl Classics and Hubris
This solo roleplaying supplement enables playing Dungeon Crawl Classics without a Judge. The rules are split into three sections. It is an excellent companion to quickstart your way into Dungeon Crawl Classics.
Part 1: This deals with solo playing and the basic yes-no question. These are handled with a DC style check using DC5, DC10, and DC15 as breakpoints and critical no/critical yes on a 1 & 20. These mechanics are used for asking about the world and for controlling other characters, such as when you have an entire party of 0 level characters to nurse through their first adventure.
Part 2: Two options are presented for open questions. The first is an icon-driven visual oracle. Sixteen d16 tables of icons... | |
| Hirelings: A Fantasy Heist RPG Regular price: 0 Bundle price: 0 Format: PDF |
Be sure to check out the latest PocketQuest 2025 game jam!
In a realm of high fantasy, hirelings must settle for a life of menial dirty work for arrogant and greedy adventurers ... until now! A daring fantasy heist awaits!
A 2024 DriveThruRPG PocketQuest Game Jam RPG.
Hirelings is a rules-lite fantasy heist RPG where a crew of plucky hirelings has uncovered the inside scoop on a magnificent magical treasure of immense value. But it is guarded by a fearsome foe, perhaps a dragon or lich, in its treacherous lair. The party is not nearly strong enough to take the prize by force, but if they plan it right, they might just be clever (or lucky) enough to pilfer it!
This booklet provides your group with all the rules and details needed to undertake a fantasy heist adventure in... | |
| Infernal Tranquility - Adventure for Old-School Essentials Regular price: 0 Bundle price: 0 Format: PDF | A dangerous cult begins to transform a peaceful town into a chaotic haven for madness. Will you stop their machinations or will infernal spirits destroy everything you hold dear? In this adventure players will guide their PCs in the defense of Tradesman’s Root, a small settlement wedged in between a large plateau and a dark forest. Nature, dark forces, and political intrigue all conspire against the PCs to bring the downfall of the once proud townsfolk.
Infernal Tranquility is an adventure for 4-6 1st or 2nd level characters. Infernal Tranquility can be used with any fantasy setting the GM desires.
Inside you will find;
A 28 page fantasy adventure, usable with nearly any fantasy setting;
4-10 hours of play, depending on playstyle;
Choices that matter.
... | |
| Lake of Abominations Ultimate Hexcrawl Regular price: 0 Bundle price: 0 Format: PDF | This massive book contains the contents of the Lake of Abominations Compiled and Supplemental Hexcrawls, with eight detailed, fully fleshed out hexes and 82 additional hexes painted in broad strokes. It includes:
Compiled
*Hex 17.23 The Lake of Abominations. A ruined mage's tower on an island. Includes rules for a simple skill system, expanded poison options, and an overview of magic item creation.
*Hex 16.24 Forests of Plenty. A small village of sprites, plus a bonus hex containing the lair of medusas trying to summon a trapped god. Includes rules for adding spellcasting levels to monsters.
*Hex 17.22 The Village of the Owlfolk. Includes two playable race as class owlfolk, plus rules on introducing drugs into your game.
*Hex 18.24 The Deadwoods. The northern tip of the Darkwoods, fe... | |
| Mirror Image - Adventure for Stars Without Number Regular price: 0 Bundle price: 0 Format: Watermarked PDF | Trouble Comes in Twos...
The Planet of Mire is expanding; new contracts for surveying and colonizing make it the ideal destination for any group of spacefarers looking to make their mark. While preparations are underway for a lucrative expedition, a group of contractors are set to enjoy an all-expenses paid stay at a premier luxury hotel in Mire’s capital city of Rosha Des. But events set in motion by unseen forces set them up with a night to remember...even if they’d prefer to forget...
Players will experience the surreal and bizarre as they navigate through emotional strain and moral conundrums in a hostile environment. With multiple endings and outcomes, they may decide the fates of those involved at The Menagerie. Will they discover the truth? Or remain blessed with ignorance?... | |
| Old School Solo Regular price: 0 Bundle price: 0 Format: PDF | OLD SCHOOL SOLO
Old-School Essentials version
This solo roleplaying supplement is written specifically to feel like natural OSR RPG rules. If you are comfortable with rolling to see if you encounter a wandering monster and then rolling to see what it is, then you can work these rules! Most of the rules in this add-on rulebook condense down into just four tables, the rest of the content is all supporting content to help you get the most out of solo roleplaying. Topics covered include:
Closed Questions
Best/Worst Scenarios
Fortunately/Unfortunately
The Oracle
Open Questions
Specialist Tools
Three Things
Plot Twists
Time
Partys and NPCs
Chaos Dice
World-Building
Saving Throws and Hit Points
... | |
| Ruins of Ardust for Shadowdark RPG Regular price: 0 Bundle price: 0 Format: PDF | Centuries ago, Ardust was a city of the Ancients. Stories describe how the city's conjurers fled after opening portals that flooded the city with daemons and raw magic. Until a few months ago, an opalescent violet barrier warded the city’s borders, but this protective shell disappeared suddenly. Now treasure hunters, soldiers of fortune, mercenaries, cultists, mad mages, and dubious heroes rush to the ruins seeking gold, glory, or death.
A Shadowdark-compatible role-playing game adventure collection for level 1-6 characters.
Ruins of Ardust includes:
Map of Ardust
Hexcrawl in the ruins of Ardust
Random encounter tables
Eldritch patrons and patron bonds for forgotten demi-gods and daemons
Ten adventures, including Hand of Minos, Ziilakgurat, Golemmouth, Temple of the Weaver, and more
Rul... | |
| The Maze of Mezeria - Adventure for Worlds Without Number Regular price: 0 Bundle price: 0 Format: PDF | Brave the Maze of Mezeria! There is but one chance for glory, but many for death. Venture forth with skill and guile or join the doom of a long dead civilization.
The Maze of Mezeria is a 60-page adventure for Worlds Without Number. Your players will explore a labrynith full of secrets while fighting for their very survival. The Maze of Mezeria works best for 1st or 2nd level characters.
In this adventure you will find;
New backgrounds for Worlds Without Number, including the Pirate, Grave Robber, Initiate, and the Explorer;
A 60-page adventure that should last 10-20 hours depending on playstyle;
A fully keyed map of the Maze of Mezeria;
New adversaries, including Blobs, Cannibals, Minotaurs, and more;
A full adventure summary, keyed for quick reference at the table;
And much more!
... | |
| The Pits of Brund for Shadowdark RPG Regular price: 0 Bundle price: 0 Format: Watermarked PDF | Adventure awaits. Rumors swirl around the cities, speaking of evil awakening in the Pits of Brund.
A Shadowdark-compatible role-playing game adventure for level 1-6 characters.
Whispers talk of fish-faced man-monsters, gigantic venomous wasps, corrupt wizards, blind cave-mutants, and terrible monsters lurking in the labyrinth. A Shadowdark-compatible role-playing game adventure for level 1-6 characters.
The Pits of Brund are a recently re-discovered series of caves that descend far into the barrow-earth. The bravest and most foolhardy seek treasure, plunder, and lore within places such as this.
The Tomb of the Hunters: A recently reopened cave. A trio of crawlers recently headed into this cave system looking for wealth and secrets.
The Opaline Tower: A milk-white tower a... | |
| Westlands 2D6 System Role-Playing Game Regular price: 0 Bundle price: 0 Format: PDF | Hi! I'm William Murakami-Brundage, lead designer at Menagerie Press, LLC and an independent RPG writer.
Menagerie Press is creating Westlands, a 2D6-based fantasy RPG with streamlined mechanics based on the Sword of Cepheus open game license system reference document. The 2D6 fantasy system (Traveller, Sword of Cepheus) has a true sword and sorcery feel, allowing exploration and adventure in a savage land. Action resolution is quick, putting an emphasis on story, not rules.
In Westlands, we've taken the core open-license 2D6 fantasy reference material and are adding extra content, including reworked (more dangerous!) sorcery mechanics, optional rules for simple firearms, and an expanded bestiary.
The name Westlands is a nod to the West Marches RPG campaign style, which is a much more f... | |
| Westlands: Red Moon Adventures Regular price: 0 Bundle price: 0 Format: Watermarked PDF | Westlands: Red Moon Adventures is a collection of eleven adventures for the Westlands 2D6 system role-playing game. These adventures include The Chalk God, where the party explores a bayside temple and encounters a nigh-unstoppable guardian, The Hound Knight, where a wayward knight-errant and his pet challenge the group to a battle for their lives, Bulette Time, featuring a halfling farm facing an underground menace, and more.
In Westlands, we've taken the core open-license 2D6 fantasy reference material and are adding extra content, including reworked (more dangerous!) sorcery mechanics, optional rules for simple firearms, and an expanded bestiary.
Also by Menagerie Press
Westlands 2D6 RPG
Dungeons & Dragons 5E
Savage Worlds Kunos
... |
| Total value: | 0 |
| Special bundle price: | 0 |
| Savings of: | 0 (49%) |
Posted: Tue, 02 Dec 09:01:51 CST
They've returned from the deep...
Ghosts of Wrath is an adventure for 5th Edition and other fantasy TTRPGs. A ghost ship has been sighted off the coast, and rumors are beginning to spread.
For 4-6 characters with low, mid, and high-level options. It includes conversion tables for Castles and Crusades, DCC, OSE, PF1, and PF2.
500 years ago, the Narciso family settled the area. They founded a village called Oren and built a castle nearby. However, this family hid a dark secret. Eventually, the truth was revealed, and many people died. Now they've returned to take back their treasure.
This 72-page book includes:
- An adventure for any fantasy TTRPG
- Illustrations by Travis Hanson
- Maps from the Voyager's Workshop
- A rumor table
- Ships section
- Game Master advice
- New Monsters/NPCs
- New magic items
- New spells
- Treasure tables
- Encounters tables
- Inns and Taverns information
- NPC tables
- Mounts table
Here's the second adventure, The Fall of Rivenhelm. It can be played as the sequel to the Mushroom King.
The second book in our Monsters series is the Platinum-bestselling Monsters of the Underworld.
The third book in our Monsters series is the Gold-bestselling Monsters of the City: Sins and Virtues.
The fourth book in our Monsters series is the Electrum-bestselling Monsters of the Wilderness: Oswald's Curse.
The fifth book in our Monsters series is the Electrum-bestselling Monsters of Feyland 2: The Well of Dreams.
The sixth book in our Monsters series is the Electrum-bestselling Monsters of the Dungeon: Brave the Darkness.
Posted: Tue, 02 Dec 08:56:01 CST
Slava Ukraini!
The colony of Novy Kyiv on the world of Aurore has been hit hard by the Kaefer assault. However, relief efforts are under way to resist and reverse the invasion. Drop ships and supplies are being readied, and the Jaguar’s Teeth mercenary force are arriving to begin the response. However, they lack experience of Aurore and fighting the Kaefers.
The Travellers are ideally placed to lend their efforts to help expel the invaders from Novy Kyiv.
Set between the events of the prologue and the start of Invasion, there are opportunities for the Travellers if they remain on Aurore. They are given the opportunity to serve as advisors, and with the defeat of Kaefer space forces, Kontr-Admiral Serhiy Borodin and the besieged colony of Novy Kyiv have need of them.
The Relief of Novy Kyiv covers the operation to drive the Kaefers back.
Posted: Tue, 02 Dec 08:55:35 CST
In the blistering deserts of Faerûn, an unsettling rumor spreads like wildfire. Treasure hunters and tomb raiders, once driven by the lure of forgotten riches, have vanished, swallowed by the unforgiving sands. Only one survivor; half-mad and ravaged by the elements, returns to tell of a door buried deep beneath the dunes, and whispering promises of a vast treasure for those daring enough to seek it. But his return has awakened something far worse.
High above the scorched horizon, a colossal blue dragon circles, its fury unleashed after a long, cursed slumber. Towns are left in ruins, and its vengeance seems unstoppable. Whispers among the townsfolk blame the delirious survivor for provoking the beast, but the truth lies much deeper than anyone suspects.
Beneath the desert, something ancient stirs... an immense power long-forgotten, waiting to be unearthed. Only the most courageous heroes will uncover its secrets and face the trials buried beneath the sands.
Will you answer the call? Will you uncover the truth behind the dragon’s wrath and what lies beneath?
This adventure will test your party's strength, wit, and resolve through perilous encounters, cunning traps, and the looming threat of something far greater than a dragon’s rage.
Posted: Tue, 02 Dec 08:51:58 CST
You are a seeker of forbidden relics, a trespasser in temples long buried beneath the bronze sands of Karnaxos. Days ago, you uncovered the Khalabesh Mirror-Shard, a relic said to imprison the soul of an ancient tyrant-sorcerer. You intended to sell it—but the moment you touched the shard, you heard the whisper of a voice older than the world.
Now you flee through sunburned canyons, ash-dusted ruins, and silent valley roads.
A past you never lived is rising before you… and those who worship the ancient tyrant want you dead.
Your only hope is to reach the Antechamber of Sharru-Malduk, a lost temple where the tyrant was entombed, and discover the truth behind the relic before it consumes you.
The story unfolds along the Veiled Coast, a region where sandstorms collide with sea-mist, rolling in from the Ghost Tide. The land is a contradiction of false serenity: shattered temples, half-buried statuary, and bronze-age port cities built atop foundations no one claims to remember.
_________________________________
HOW TO PLAY
In this Solo Adventure you assume the role of an adventurer in a Bronze Age Fantasy setting where kingdoms rise and crumble beneath obsidian skies, and where warlords, sorcerers, and wandering heroes carve their names into the annals of Karnaxos. You will require the Warborn of Karnaxos Core Rulebook (CRB) and any expansions you wish to incorporate. The story you experience is your own. The actions you choose depend on who and what you encounter, and how you elect to interact. Keep a record of your journey, tracking outcomes and branching consequences. Your decisions become the voice of the unseen Storyteller. The world of Karnaxos stirs to life through your interpretation, your vision, and your courage. This template provides structure, direction, narrative density, and motivational clarity, ensuring you always know what drives the hero, what threatens them, and what lies beyond the next torchlit corner.
Posted: Tue, 02 Dec 08:51:47 CST
In the scorching realm of Karnaxos, where bronze glitters like fallen starlight and ancient bloodlines still whisper to the sand, a shadow stirs beneath the dunes. Legends speak of Marruk-Zharr, an age-shattered warlord whose oathbound spirit was sealed in a relic of impossible power. Now, fissures of magic spider across the desert sky. Rumors surge through caravans, nomad tribes, and city-forges alike—the relic has awakened.
You are an adventurer, forged in hardship and tempered by fate. The winds carry omens in every grain of sand. The relic calls to you. And so do the powers who wish to wield, bury, or break it.
Hidden in a basin carved by forgotten rivers, the Sunken Valley of Urud-Narru is a place where myth converges with present danger. Once home to the copper-skinned mystics of the Nurrashi Line, its temples now crumble beneath creeping dunes. The valley is ringed by basalt spires like a crown of thorns. At its center lies the Hollow Ziggurat of Arratu-Zhen, half-swallowed by sand, half-alive with faint bronze luminescence.
Here, magic bends unnaturally. Weapons hum with static hatred. Dreams become prophecies—sometimes false, sometimes fatal. And here, the relic that binds Marruk-Zharr to eternity awaits discovery.
_________________________________
HOW TO PLAY
In this Solo Adventure you assume the role of an adventurer in a Bronze Age Fantasy setting where kingdoms rise and crumble beneath obsidian skies, and where warlords, sorcerers, and wandering heroes carve their names into the annals of Karnaxos. You will require the Warborn of Karnaxos Core Rulebook (CRB) and any expansions you wish to incorporate. The story you experience is your own. The actions you choose depend on who and what you encounter, and how you elect to interact. Keep a record of your journey, tracking outcomes and branching consequences. Your decisions become the voice of the unseen Storyteller. The world of Karnaxos stirs to life through your interpretation, your vision, and your courage. This template provides structure, direction, narrative density, and motivational clarity, ensuring you always know what drives the hero, what threatens them, and what lies beyond the next torchlit corner.







