DriveThru RPG
Newest Items
Posted: Tue, 16 Jun 18:44:52 CDT
9 Map Bundle
Explore ancient ruins, mysterious caverns, forgotten temples, wilderness crossings, and hidden dangers with this collection of versatile fantasy battlemaps designed for Game Masters running Dungeons & Dragons, Pathfinder, Shadowdark, Old School Essentials, and other fantasy tabletop RPGs.
Whether your adventurers are investigating a flooded temple guarded by shark statues, exploring winding cave systems, crossing dangerous rivers, uncovering sinkholes leading to forgotten depths, or defending a frontier settlement, this bundle provides ready-to-use encounter locations for countless adventures.
Each map is designed for both virtual tabletop play and home printing, giving GMs flexible locations that can be dropped into existing campaigns or used as the foundation for entirely new adventures.
Included Maps
Flooded Temple of the Shark Gods
An ancient temple hidden beneath the earth featuring flooded chambers, mysterious pools, ceremonial platforms, and ominous shark-themed statuary.
Wilderness Crossroads
A simple but highly versatile encounter location perfect for ambushes, travelers, wandering monsters, caravans, and roadside mysteries.
Temple Entrance Falls
A dramatic cave entrance surrounded by rocky cliffs, flowing water, and multiple approaches for exploration and combat.
Ancient Cavern Complex
A sprawling underground network of tunnels, chambers, waterways, and forgotten ruins.
Sinkhole Descent
A mysterious sinkhole leading into the darkness below, ideal for exploration-focused adventures and hidden dungeon entrances.
River Crossing
A strategic wilderness encounter map featuring waterways, crossings, and natural terrain obstacles.
Cavern Encampment
A large cave chamber suitable for monster lairs, bandit hideouts, cult gatherings, or underground settlements.
Winding Caverns
A network of twisting passages, chambers, bridges, and hidden corners for exploration and tactical combat.
Frontier Fort Settlement
A fortified outpost surrounded by wilderness, suitable for military campaigns, frontier adventures, trading posts, and settlement defense scenarios.
Perfect For
- Dungeons & Dragons 5E
- Pathfinder 1E & 2E
- Shadowdark
- Old School Essentials
- Basic Fantasy RPG
- Dungeon Crawl Classics
- Fantasy Campaigns
- One-Shots
- Sandbox Adventures
- Wilderness Exploration
- Dungeon Delves
- Random Encounters
Features
- 9 detailed fantasy battlemaps
- Ready for virtual tabletop use
- Print-friendly design
- Multiple encounter types
- Caverns, ruins, temples, rivers, and wilderness locations
- Suitable for low-level through high-level adventures
- Reusable across countless campaigns
Whether your heroes are searching for lost relics, hunting monsters, exploring forgotten ruins, or uncovering ancient secrets beneath the earth, the 9 Map Bundle provides versatile locations ready to bring your next adventure to life.
Posted: Tue, 16 Jun 18:24:45 CDT
| This special bundle contains the following titles: |
| Wayfarer's Deck 1 : The Frozen Wilds Regular price: 0 Bundle price: 0 Format: Watermarked PDF |
50 Digital Quest Cards from the author of The Natural World Library! A collection of 50-card decks with quest ideas, writing prompts, glorious vistas, and puzzles that will keep your players scratching their heads. Created by Anna Urbanek and Jakub Wisz... |
|
| Wayfarer's Deck 10 : The Dark Forest Regular price: 0 Bundle price: 0 Format: Watermarked PDF |
50 Digital Quest Cards from the author of The Natural World Library! A collection of 50-card decks with quest ideas, writing prompts, glorious vistas, and puzzles that will keep your players scratching their heads. Created by Anna Urbanek and Jakub Wisz... |
|
| Wayfarer's Deck 11 : Underwater Kingdoms Regular price: 0 Bundle price: 0 Format: Watermarked PDF |
50 Digital Quest Cards from the author of The Natural World Library! A collection of 50-card decks with quest ideas, writing prompts, glorious vistas, and puzzles that will keep your players scratching their heads. Created by Anna Urbanek and Jakub Wisz... |
|
| Wayfarer's Deck 12 : The Sea of Grass Regular price: 0 Bundle price: 0 Format: Watermarked PDF |
50 Digital Quest Cards from the author of The Natural World Library! A collection of 50-card decks with quest ideas, writing prompts, glorious vistas, and puzzles that will keep your players scratching their heads. Created by Anna Urbanek and Jakub Wisz... |
|
| Wayfarer's Deck 13 : Depths of the Earth Regular price: 0 Bundle price: 0 Format: Watermarked PDF |
50 Digital Quest Cards from the author of The Natural World Library! A collection of 50-card decks with quest ideas, writing prompts, glorious vistas, and puzzles that will keep your players scratching their heads. Created by Anna Urbanek and Jakub Wisz... |
|
| Wayfarer's Deck 14 : Courtly Whispers Regular price: 0 Bundle price: 0 Format: Watermarked PDF |
50 Digital Quest Cards from the author of The Natural World Library! A collection of 50-card decks with quest ideas, writing prompts, glorious vistas, and puzzles that will keep your players scratching their heads. Created by Anna Urbanek and Jakub Wisz... |
|
| Wayfarer's Deck 2 : On Top of the World Regular price: 0 Bundle price: 0 Format: Watermarked PDF |
50 Digital Quest Cards from the author of The Natural World Library! A collection of 50-card decks with quest ideas, writing prompts, glorious vistas, and puzzles that will keep your players scratching their heads. Created by Anna Urbanek and Jakub Wisz... |
|
| Wayfarer's Deck 3 : The Scorched Expanse Regular price: 0 Bundle price: 0 Format: Watermarked PDF |
50 Digital Quest Cards from the author of The Natural World Library! A collection of 50-card decks with quest ideas, writing prompts, glorious vistas, and puzzles that will keep your players scratching their heads. Created by Anna Urbanek and Jakub Wisz... |
|
| Wayfarer's Deck 4 : Under the Canopy Regular price: 0 Bundle price: 0 Format: Watermarked PDF |
50 Digital Quest Cards from the author of The Natural World Library! A collection of 50-card decks with quest ideas, writing prompts, glorious vistas, and puzzles that will keep your players scratching their heads. Created by Anna Urbanek and Jakub Wisz... |
|
| Wayfarer's Deck 5 : The High Seas Regular price: 0 Bundle price: 0 Format: Watermarked PDF |
50 Digital Quest Cards from the author of The Natural World Library! A collection of 50-card decks with quest ideas, writing prompts, glorious vistas, and puzzles that will keep your players scratching their heads. Created by Anna Urbanek and Jakub Wisz... |
|
| Wayfarer's Deck 6 :The Forest Trails Regular price: 0 Bundle price: 0 Format: Watermarked PDF |
50 Digital Quest Cards from the author of The Natural World Library! A collection of 50-card decks with quest ideas, writing prompts, glorious vistas, and puzzles that will keep your players scratching their heads. Created by Anna Urbanek and Jakub Wisz... |
|
| Wayfarer's Deck 7 : Sailing the Clouds Regular price: 0 Bundle price: 0 Format: Watermarked PDF |
50 Digital Quest Cards from the author of The Natural World Library! A collection of 50-card decks with quest ideas, writing prompts, glorious vistas, and puzzles that will keep your players scratching their heads. Created by Anna Urbanek and Jakub Wisz... |
|
| Wayfarer's Deck 8 : Gothic Horror Regular price: 0 Bundle price: 0 Format: Watermarked PDF |
50 Digital Quest Cards from the author of The Natural World Library! A collection of 50-card decks with quest ideas, writing prompts, glorious vistas, and puzzles that will keep your players scratching their heads. Created by Anna Urbanek and Jakub Wisz... |
|
| Wayfarer's Deck 9 : Surreal Carnival Regular price: 0 Bundle price: 0 Format: Watermarked PDF |
50 Digital Quest Cards from the author of The Natural World Library! A collection of 50-card decks with quest ideas, writing prompts, glorious vistas, and puzzles that will keep your players scratching their heads. Created by Anna Urbanek and Jakub Wisz... |
| Total value: | 0 |
| Special bundle price: | 0 |
| Savings of: | 0 (64%) |
Posted: Tue, 16 Jun 17:37:34 CDT
Fichas de personaje para el juego de rol Freedom Fury, disponible en tapa dura y tapa blanda en la web de Amazon
Posted: Tue, 16 Jun 17:24:02 CDT
The Nightmare Files: Smiling Chaos is a system-ready toolkit for Wardens running Mothership Sci-Fi Horror RPG.
This supplement introduces a Nightmare Aspect - The Smiling Chaos - a manifestation of intrusive thoughts that warps stations, colonies, and ships into utter chaos. Inside are tools to unleash discord and turn NPCs into unpredictable vessels of insanity.
What’s inside:
- d10 Encounters themed around madness, randomness and the weird.
- d10 reality-warping Rifts that alter environments and player perceptions
- d10 grotesque Mutations for PCs and NPCs
- d10 powerful Blessings granted by embracing the Nightmare
- Ready-to-use Vessel, Speaker, and Abomination stat blocks
- A Player Nightmare Tracker sheet to manage Mutations and Blessings at the table
This supplement will help you add escalating horror to prewritten modules, create recurring set pieces, or build entire sessions from random results.
Embrace the Nightmare!
Compatible with Mothership and easily adaptable to other sci-fi survival horror RPGs.
Check out the first Nightmare Files supplement, the Bloodlust Surgeon here:
https://www.drivethrurpg.com/en/product/568412/the-nightmare-files-bloodlust-surgeon
Posted: Tue, 16 Jun 16:51:25 CDT
The Five Points has seen every variety of criminal imaginable, from dockside smugglers to alley cutthroats, but it has never seen men quite like the Black Spurs. Once a notorious band of highway outlaws operating along lonely roads and rural turnpikes beyond the city, the gang arrives in New York after mounting pressure from lawmen and vigilantes forces them from their old hunting grounds. Accustomed to robbing coaches, ambushing travellers, and disappearing into the countryside, they now find themselves navigating the crowded streets, packed tenements, and endless rivalries of the Five Points. At first the local gangs dismiss them as country brigands, but that attitude quickly changes when the Black Spurs begin applying their ruthless methods to urban crime. Supply wagons vanish before reaching merchants. Protected payrolls disappear en route to factories. Entire shipments are intercepted within sight of the city itself. The gang's mobility, discipline, and experience make them unlike any criminal outfit the district has encountered. Yet adapting to city life proves difficult. The Black Spurs soon discover that surviving in the Five Points requires more than courage and firearms. Political brokers, neighborhood loyalties, and gang alliances create dangers no roadside ambush ever prepared them for. As violence spreads and tensions mount, the newcomers must decide whether to become another street gang or attempt something greater. Meanwhile, whispers suggest their arrival was never accidental, and that their leader came to the city seeking something far more valuable than money.
_____________________________
In this Solo Adventure, you assume the role of a gangster in New York’s Five Points and surrounding neighborhoods in the mid-1800s. You will require:
The story begins with a brief introduction to the situation, a few key locations, and a handful of story hooks. From there, the game is driven by your imagination, choices, and dice rolls.
As you play:
You will record events, outcomes, and consequences
Posted: Tue, 16 Jun 16:02:58 CDT
REPENTANT EXECUTIONER — Character Dossier No. IV
Four hundred and twelve sentences. The Repentant Executioner has not left the post so much as they have left a specific morning, a specific face on the block, a specific knowledge that the sentence being carried out was not what the sentence claimed to be. They completed the duty. This is the fact that defines them. They have thought about it every day since and have never arrived at a satisfying conclusion.
The dread travels with them like a second shadow, entering rooms before they do. Negotiations that resisted weeks of mediation resolve in hours. The Executioner rarely needs to speak. When they do, it lands. This is not a performance. It is the residue of a specific history that has settled into a specific way of moving through the world.
This dossier presents a character whose central challenge is playing weight without manufacturing it, the distinction between a type and a person. It is fully compatible with System Agnostic settings, OSR, Fate Condensed, and D&D 5th Edition.
Features & Contents:
Deep Lore and Origins: Tables to determine the face on the block, what you did immediately after, and what people read in your stillness.
Factions & Underworld Ecosystem: Navigate complex relationships with the Magistracy, the Reformed Condemned, and the Criminal Underworld. Establish your recognition with a 10-point encounter table.
Adventure Hooks: 12 unique complications designed to integrate the archetype into any campaign as a player character or recurring NPC.
Roleplaying Guidance: Core behaviours and scene-by-scene instructions on how to handle negotiations, gratitude, surrender, and your own grief.
Fate Condensed Integration: Complete character construction mechanics including thematic Aspects, Skill pyramids, and custom Stunts like "Passive Dread," "Executioner's Precision," and "The One Clear Strike." Includes specific milestone advancement trackers.
D&D 5th Edition Build: A comprehensive integration guide building the Repentant Executioner upon a Fighter (Champion) framework. Features homebrew features like "Executioner's Stroke," "Presence of the Block," and "Known Name," and tailored tables dictating exactly what happens when you enter a room and when you make the stroke.
Posted: Tue, 16 Jun 15:56:10 CDT
You AGAINST THE WORLD
Farsia Alone — Volume One
You're heading to Ironcloud. Fame and fortune are waiting — all you have to do is get there.
Farsia Alone is a complete solo adventure experience set in the world of Farsia, featuring three linked adventures that take a brand-new character from the open road to the drawing rooms of Ironcloud Proper. Face dangerous wilderness, ancient mysteries, and social challenges that are scarier than anything with teeth.
No game master required. No experience necessary.
Your story starts here.
Compatible with Farsia 5E. For one player, levels 1-3.
Posted: Tue, 16 Jun 15:35:16 CDT
|
SHADOW OPERATIONS // ZERO PREP The Complete 100 Tables. 2,000 Encounters. One d20. Dead drops, brush passes, manufactured identities, and agents who vanish the moment you look away. Espionage operations for a world that does not officially exist. |
||||||||||||||
|
|
||||||||||||||
|
This is not James Bond. There are no casinos, no exploding watches, no quips before the kill. The Rubicon Protocol is the shadow war that history forgot — a 1962 where the Meridian Pact and the Obsidian Directorate wage silent war across the divided city of Nova Praga, split by a wall that divides not just streets but souls. Your agents do not exist on paper. Their legends are constructed from tailor's memories, burned clinic records, and bank passbooks. Their weapons are hollow coins, paralysis compounds, and umbrellas that record secrets. When they are caught, no embassy will claim them. When they die, no flag covers their coffin. |
||||||||||||||
|
||||||||||||||
|
What You Get
|
||||||||||||||
|
|
||||||||||||||
|
What's Inside Tradecraft (Tables 1–10) – Dead drops in tram shelter bricks and cinema projection booths. Brush passes disguised as shoe shines and beggar's bowls. Legends built from tailor's memories and burned clinic records. The mechanics of invisibility. Gadgets & Equipment (Tables 11–20) – Silver Specter cameras hidden in lighters. Velvet Touch paralysis compounds. Hollow coins that carry microfilm or cyanide. Vox-7 umbrella microphones. Burner engines with false bottoms. The tools of professionals who do not exist. Mission Types (Tables 21–30) – Ghosting the wire. The crossing. Shadow's geometry. The wrecking crew. Midnight appointments. Operations with names that sound like funeral rites because sometimes they are. Locations & Environments (Tables 31–40) – The Gilded Traps of Auroria. Steel and Shadows of Volkovsk. The Meridian Wall at midnight. Embassy infestations. Compartment 7B. Every room is bugged. Every corridor has eyes. Operatives & Adversaries (Tables 41–50) – Watcher field operatives who've forgotten their real names. Silhouette interrogators who keep photographs of their families on the desk. Double agents. Moles. Cleaners. The enemy surveillance network that knows your walk. Safe Houses & Sanctuaries (Tables 51–60) – Emergency caches, vehicle dead drops, hotel operations under legend. Sanctuary routines that prevent detection. The go bag. And the terrible moment when your safe house isn't safe anymore. Recruitment & Deception (Tables 61–70) – Honey traps and kompromat. False faces and MICE recruitment. Playing both sides until neither side trusts you. Breaking the mind. Reading the tell. The turned table. Pursuit & Extraction (Tables 71–80) – Foot chases through divided markets. Train compartment confrontations. Exfiltrating a surveilled safe house. Border crossings under pursuit. Surviving hostile territory without support. Going to ground. The Endgame (Tables 81–100) – The shattered mirror. The Judas seat. The Rubicon line. The doomsday clock. The exchange at midnight. The unthinkable alliance. The agent who walks away. The operations that end careers, empires, or lives. |
||||||||||||||
|
||||||||||||||
|
System Compatibility The Rubicon Protocol is system-agnostic. The entries describe situations, not mechanics. No stat blocks to convert. No rules to translate. Works seamlessly with TAG, D&D, Pathfinder, Call of Cthulhu, Savage Worlds, Delta Green, Night's Black Agents, and every rules-light system that can handle a d20 and a world of shadows. |
||||||||||||||
|
Content Warning: This toolkit contains themes of state-sponsored violence, psychological torture, betrayal, coercion, and the moral erosion of intelligence work. These are presented as narrative situations for mature gaming tables. No graphic depictions of sexual violence. |
||||||||||||||
|
cold war rpg, espionage toolkit, spy rpg generator, random encounter tables, zero prep scenarios, system agnostic, thriller rpg, noir espionage, intelligence operations, dead drop generator, safe house scenarios, pursuit and extraction, double agent plots, gm screen aid, tabletop spy campaign, delta green, night's black agents, modern espionage, tradecraft tables, shadow war rpg |
Posted: Tue, 16 Jun 15:30:40 CDT
Elven Tower has Premium Content Integration with Foundry VTT. After purchasing this product, an Activation Key will be automatically redeemed on your Foundry VTT account. You should find this product under Add-On Modules, and ready for you to download and update.
![]()
This map pack contains 20 adventure locations for characters of any level. These maps can be easily placed in any campaign setting. They aren't linear and have no correlation between them at all. They are meant to be used for independent quests.
The following is a list of the 20 scenes included:
The Forsaken Ossuary - 32x24 - Dungeon
Harvest from Hel - 31x25 - Dungeon
The Amber Citadel - 75x36 - Encounter
The House of Krampus - 31x22 - Dungeon
Dungeon of Krampus - 30x22 - Dungeon
A Warren for Gnomes - 31x18 - Dungeon
Secret Beneath the Snow - 31x18 - Dungeon
Mausoleum of Amber Cloaks - 31x25 - Dungeon
Dungeon of the Amber Cloaks - 31x25 - Dungeon
Faction of the Grand Spira - 18x31- Dungeon
Threshold of the Spiral God - 18x31 - Dungeon
Shrine of the Lingering Heart - 31x25 - Dungeon
Shrine of the Planar Gate - 18x31 - Dungeon
The Gate of Worlds - 18x31 - Dungeons
The Myth Well - 18x31 - Dungeon
Glade of Rot Blossoms - 31x18 - Encounter
The Cursed Cairn - 31x18 - Dungeon
The Griffin Wagon - 31x25 - Dungeon
Lair of the Griffin Wings - 31x18 - Dungeon
The Crimson Playhouse - 33x18 - Dungeon
All scenes feature Foundry VTT's amazing walls and light sources.




Posted: Tue, 16 Jun 14:43:16 CDT
A MERCHANT ARRIVED. THE CITY OPENED ITS DOORS. NOW THE CITY BELONGS TO SOMEONE IT HAS NEVER MET.
Fourteen months ago, a merchant named Vel Oss arrived in the prosperous trading city of Cael Dorn's Rest with extraordinary bolts of silk. The fabric was beautiful, and within months, it was worn by the wealthy, used at official functions, and gifted between powerful families. Shortly after, the city became measurably more harmonious. Long-standing feuds vanished, officials cooperated, and violent conflict disappeared.
But this pervasive pleasantness is unnatural. Hidden silk threads run through the walls of the wealthy estates, descending deep into the old foundations of the undercity. Vel Oss is not a human merchant; he is a Gargantuan, ancient entity that feeds on collective social harmony. The creature isn't malicious, but it has woven a web of enforced empathy that suppresses the city's ability to disagree. The city functions better than ever, but no one ever consented to the arrangement.
Silk and Venom is a self-contained one-shot adventure that forces players to navigate the seductiveness of enforced peace. Your players must trace the threads below the streets, uncover the true nature of the city's harmony, and decide the fate of a populace that might not actually want to be saved.
Adventure Features:
-
Perfect for a Single Session: Designed for 3 to 5 players at levels 4 to 6. It delivers a complete, thought-provoking story in 4 to 5 hours. It requires no preparation beyond reading the document.
-
Investigate the Undercity: Players must follow the silk trail from the merchant quarter down into a three-level subterranean network. They will encounter the Old Foundations, a mesmerizing Weaving Chamber, and the lair of the creature itself.
-
Complex Moral Dilemmas: The adventure explores a situation where the harm is real but invisible. The creature, Vel Oss, cannot lie about its nature and genuinely believes its exchange of peace for sustenance is fair.
-
Dynamic Resolution Paths: The final encounter prioritizes conversation over combat, as the entity finds violence genuinely painful. Players can destroy the web, negotiate a politically constrained arrangement with the city council, or drive the creature out.
-
SRD 5.1 Compatible: Built using the Systems Reference Document 5.1. It is easily adaptable for any 5E campaign or can be run as a standalone Sword & Sorcery module.
Fair and consented to are not the same thing.
Posted: Tue, 16 Jun 14:35:41 CDT
The Five Points has always been viewed with contempt by the wealthy districts beyond its borders. To the gentlemen in their townhouses and the financiers in their private clubs, the gangs are little more than useful animals - dangerous when cornered, but valuable when properly controlled. For years that attitude has remained unspoken. Now it takes shape in the form of a new organization known as the Sterling Assembly, a high-class outfit composed of bankers, industrialists, lawyers, and social elites who believe the gangs of the Five Points can be transformed into profitable tools. Through secret loans, political favours, and carefully arranged alliances, the Assembly begins manipulating the district from afar. Rival gangs suddenly receive mysterious funding. Long-forgotten debts are purchased. Businesses change ownership overnight. The crowded alleys, noisy markets, and smoke-choked taverns of the Five Points remain outwardly unchanged, yet invisible hands are quietly reshaping the neighbourhood's future. Some gang leaders eagerly accept the support, seeing wealth and opportunity. Others fear becoming servants to men who have never walked the Points except behind armed escorts. As tensions rise between those willing to cooperate and those determined to remain independent, whispers spread of an even larger scheme. The Assembly is not merely exploiting the gangs for profit. They are constructing a criminal machine designed to extend far beyond the Five Points itself. The question is whether the gangs will become its masters, or merely another resource to be consumed.
_____________________________
In this Solo Adventure, you assume the role of a gangster in New York’s Five Points and surrounding neighborhoods in the mid-1800s. You will require:
The story begins with a brief introduction to the situation, a few key locations, and a handful of story hooks. From there, the game is driven by your imagination, choices, and dice rolls.
As you play:
You will record events, outcomes, and consequences
Posted: Tue, 16 Jun 14:29:41 CDT
The slaves of the Thrall Hold have revolted! The angry mob is storming the gates while the dreadful Blood Bailiff is gearing up to defend his palace and all the blasphemous secrets and dark magics it hides.
Your characters are a part of the mob - brave rebels seeking freedom from the slavers commanded by the Blood Bailiff, ready to clear out the fortress of his evil minions, loot the riches he stole from the people, and bring him to justice!



