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Posted: Thu, 05 Mar 01:53:40 CST
The Taste of Insanity (TTI)
A5 | 약 260p
- 수록 시나리오
괴물의 뱃속에 관하여
하룻밤 사이 괴물이라고 불리게 된 탐사자와, 그런 탐사자를 철창 너머에서 내려다보고 있던 KPC의 1:1 타이만 시나리오.
중세풍을 배경으로 하며, 일방적/상호 집착적 관계의 페어를 추천합니다. 플레이 타임 최소 3시간.
La vida es
<괴물의>의 후속격 프리퀄 시나리오.
<괴뱃> 일주일 전의 사슴 사냥 대회를 배경으로 하는 1:1 타이만 시나리오입니다. <괴뱃>의 KPC와 탐사자가 반전됩니다. <괴뱃>에 대한 강한 스포일러를 담고 있으므로, <괴뱃>을 플레이한 뒤 플레이하거나 열람할 것을 권장합니다. 플레이 타임 최소 4시간.
창조로 말미암은 식탐을 찬양하라
우연찮게 크루즈 티켓을 얻은 탐사자가, 크루즈에서 뜻밖에 KPC를 만나게 됩니다. 모든 것은 우연이 겹쳤기에 일어난 일. 호화 크루즈 위의 악식에 관한 1:1 타이만 시나리오입니다.
관계를 타지 않으며, 호러 스릴러 미식 장르의 성격을 가집니다. KPC를 포함한 3인 개변을 추천합니다. 시나리오집에 실릴 버전은 온라인 버전에서 상당히 수정되었음을 시나리오집 구매에 참고 부탁드립니다. RP구간의 변주와 진상의 수정, 음식 메뉴와 스크립트가 추가됩니다. 플레이 타임 최소 5시간.
Posted: Thu, 05 Mar 00:45:13 CST
DnD Essential Item Cards, Compatible with the 2024 rules update!
FORMAT: Printable PDF | Poker Size (2.5" x 3.5") | A4 + US Letter | Digital Download
Organize your inventory with this complete set of non-magical DnD Items, featuring 201 SRD-based cards. Perfect for players to both manage (Buy, Trade & Sell) and understand (clear rules, quick to read layout) their items.
These cards provide an easy-to-use inventory management system. They could also be used in a binder to create an easy-to-search store. Editable templates are included for creating any additional items you need.
Card Count: 201
- Armor: 13
- Weapon: 38
- Poison: 15
- Adventuring Gear: 92
- Tools: 25
- Vehicles: 7
- World Guide: 11 (These include general information on Lifestyle expenses, Currency, Food & lodging, costs of services and general rules regarding poisons, mounts and vehicles.)






Card Features
- One Item per poker-sized card (2.5" x 3.5")
- Clean parchment-style design
- Editable & fillable PDFs (A4 + US Letter formats)
What’s Included
- Printer-friendly PDFs
- All non-magical 5.2.1 SRD items
- Blank templates for creating your own cards (for all 7 card types)
- 300 DPI PNG files for all cards (Including Blanks)
Easy Printing
- Choose A4 or US Letter
- Print at 100% scale (do not “fit to page”)
- Includes trim lines for cutting
- Paper recommendation:
- 70–150 GSM for single-sided prints
- 200+ GSM for double-sided cards
Instant Download
- Digital PDFs & PNGs delivered immediately after purchase
- No shipping, no waiting
⚠️ Notes
- Digital download only (no physical cards)
- Licensed for personal use
- Works best with Adobe Reader or PDF XChange Editor
Legal
This product uses material from the System Reference Document 5.2.1 by Wizards of the Coast under the Creative Commons Attribution 4.0 International License.
No affiliation or endorsement is implied.
Posted: Wed, 04 Mar 23:54:25 CST
Beware, some of these deals are lifechanging.
The Coupon Book of Everything for GorgeWorld is a combination of an expansive campaign twisting and adventure creating mega item known as "The Coupon Book of Everything" with 26 possible results (with everything from transformation, massive weight gain, inflation, new friends, new enemies, and more), AND a catalogue of over 100 new fantasy items for GorgeWorld, including new weapons, potions, ammunition, magical items, magical conduits, and even mysterious cursed items that present themselves as normal items with slight hints of their true nature. Not only does the coupon book add in fun adventure prompts, but depending on what you pull, you may discover a couple new monsters and even a small adventure!
Check out the Coupon Book of Everything to add a cornucopia of unique and fun weapons, items, and oppertunities.
Coupon Book of Everything is designed to be used with the GorgeWorld source book
Found here: https://www.drivethrurpg.com/en/product/484482/gorgeworld?affiliate_rem=420215
Also compatible with the GorgeWorld for Two co-op and solo rules
Found here: https://www.drivethrurpg.com/en/product/507477/gorgeworld-for-two?affiliate_rem=420215
If you enjoy GorgeWorld but are looking for a diffrent unique setting, check out F.A.T.S.O. Inc. with a new gameplay mode.
Found here: https://www.drivethrurpg.com/en/product/534679/fatso-inc?affiliate_rem=420215
Posted: Wed, 04 Mar 23:32:04 CST
Further Horizons #25 is a supplement for the Transdimensional Adventures RPG and related games, including adventure/location notes, NPCs, items and additional rules. #25 is fantasy themed and includes:
-Fantasy GMing and world-building
-NPCs of the Warring Kingdoms
-An additional world, the Hydra Continent (Eorba)
-Further details for the city of Godshill, for the world of Yore (World Book).
-Additional rules for bloodlines, magical items and combat maneuvers.
-An Iridescent Space adventure location, the Midnight Realm.
Posted: Wed, 04 Mar 22:53:05 CST
The Zeroes 6: Heart of Corruption (Director's Cut)
THE FINAL CHAPTER. THE ULTIMATE SACRIFICE. THE ZERO HOUR.
They came to the Endless Dark seeking answers. They found only ash.
Their creators are dead. Their powers are gone. Their enemies are chained beside them on a prison barge drifting toward the Citadel of Ash—a fortress carved from the ribs of a dead god. The Matriarch holds the completed Blacksteel blade. The Void Emperor stirs in the darkness beyond. And the Zeroes have nothing left but each other.
Heart of Corruption is the epic, 60-page finale to the most personal story in the Nova City universe. This is not just another adventure—it's a Director's Cut, packed with more content, deeper character moments, and higher stakes than anything that's come before.
Everything ends here.
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Inside this 60-page PDF, you'll find:
The Complete Finale: Six fully-developed scenes spanning the throne room of Anaskunazar, a desperate skill challenge to restore lost powers, a frantic chase through living corridors, a confrontation with a broken brother, and a three-way war between the Zeroes, the Matriarch, and the Void Emperor himself.
Every Loose End Tied: Hans's identity crisis reaches its breaking point. Zoe's trigger word is spoken. The suit trackers become a weapon. ICARUS makes the ultimate choice. The Obsidian Ledger's fate is decided. Glass returns. The Scourge rises. The Vanishing's true cause is revealed.
The Gestalt Synergy Stunt: A 5 SP final move that requires perfect sync—or catastrophic failure. Each Zero has a role. Each roll matters. The fate of a dimension hangs in the balance.
Character Resolutions: Every Zero gets their moment. Hans meets his reflection. Skye confronts the faces in the walls. Joey chooses mercy or vengeance. Zoe stops receiving and starts living. Scott leads his family home.
Allies and Adversaries: Full PL 15 stats for the Matriarch of Ash. Environmental rules for the Void Emperor's manifestation. Updated ally stats for Redeye (redeemed) and Jason Zero. New enemies: Crystal Stalkers and endless Void Wraiths.
Three Endings: Mid-credits, end-credits, and post-credits scenes set the stage for the Vanishing Saga—including the Scourge's rise, Glass's recovery, and a mysterious visitor with a proposition for Dr. Night.
GM Resources: Detailed pacing notes, tension-building techniques, and guidance for running the emotional beats that make this finale unforgettable.
This is the end of the road. Five adventures. Six heroes. One family.
The Zeroes will return in the Vanishing Saga.
Requires the Mutants & Masterminds Hero's Handbook to play.
Part Six of The Zeroes series (Following Blacksteel).
Posted: Wed, 04 Mar 21:43:03 CST
| This special bundle contains the following titles: |
Rum & Rogues — From Crew to Captains Bundle
Every captain begins as crew.
From Crew to Captains is the complete starting path for Rum & Rogues, bringing together the core rulebooks and the first full campaign arc that carries a crew from hired hands to captains navigating the dangerous politics of the sea.
This bundle includes:
• The Scoundrel’s Handbook – the core rules for Rum & Rogues, where reputation, pressure, and consequence shape every voyage.
• The Nautical Handbook – ships, crews, naval combat, and the realities of survival at sea.
• The Quartermaster’s Handbook – systems for managing supplies, authority, contracts, and the logistics that keep a crew alive.
• Crew to Captains — Season One – a complete maritime campaign that carries a crew from Level 1 to Level 6 through fractured institutions, harbor wars, and rising authority.
Together these books provide everything needed to begin a full Rum & Rogues campaign, from the first uncertain jobs taken by desperate sailors to the moment when the crew must decide what kind of captains they will become.
The sea does not care who commands the ship.
But power at sea is never empty for long.
Raise the sails.
Choose your crew.
And decide what kind of captain you’re willing to become.
| Rum & Rogues: The Scoundrel’s Handbook Regular price: 0 Bundle price: 0 Format: PDF |
Rum & Rogues: The Scoundrel’s Handbook Survival gets you through the day. Being a scoundrel decides what happens next. The Scoundrel’s Handbook is the player-facing core of Rum & Rogues, a tabletop roleplaying game about crews, consequence, and surviving long enough to matter at sea. This is not a game about heroes destined for greatness. It is a game about capable people making hard choices under pressure, and living with what those choices cost. In Rum & Rogues, success is common. Clean success is not. Violence is fast and decisive. Exhaustion, fear, and attention build even when things go right. The rules do not protect you from danger — they support you in navigating it. Inside this book, you’ll find everything needed to create and play characters who live by thei... |
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| Rum & Rogues™ From Crew to Captains Regular price: 0 Bundle price: 0 Format: PDF |
Rum & Rogues™ From Crew to Captains Season One A Complete Maritime Campaign for Levels 1–6 104 Pages The sea does not choose sides. Institutions do. From Crew to Captains is a full three-part maritime Season for Rum & Rogues™, carrying a crew from hired hands to captains under condition. This is not a sandbox. This is not a collection of encounters. This is a finite, escalating campaign about pressure, consolidation of power, and the cost of choosing a side. Across 104 pages, this Season includes: A structured Level 1–6 campaign arc Three escalating Parts: Discovery, Fracture, and Consolidation Maritime combat set pieces and harbor warfare Institutional antagonists without caricature Black Baron intervention doctrine Commission enforcement structure N... |
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| Rum & Rogues™: The Nautical Handbook Ships, Crews, Combat, and Consequence at Sea Regular price: 0 Bundle price: 0 Format: PDF |
Rum & Rogues™: The Nautical Handbook Ships do not make crews safe. They make mistakes louder. The Nautical Handbook contains all rules, procedures, and guidance related to ships and life at sea in Rum & Rogues. It is written for the Quartermaster and focuses on what changes once a crew operates a vessel: scale increases, visibility spikes, and consequences become shared. This book does not turn naval combat into a mini-game. It does not protect ships from damage. It does not make long travel safe or predictable. It exists to ensure that ship-scale play remains tense, legible, and unforgiving. Inside, you’ll find a complete framework for running ships as persistent entities under pressure: Ships treated as entities with Blood, condition, and lasting damage Clear rules ... |
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| Rum & Rogues™: The Quartermaster’s Handbook Regular price: 0 Bundle price: 0 Format: PDF |
Rum & Rogues™: The Quartermaster’s Handbook Survival creates problems. Authority decides which ones matter. The Quartermaster’s Handbook is the authority-facing core of Rum & Rogues, written for the player who adjudicates the world honestly—tracking resources, enforcing limits, and deciding what breaks when pressure mounts. This book is not about telling stories. It is about letting the world respond. In Rum & Rogues, the Quartermaster is not an opponent, a referee, or a narrator with a script. You are the person who ensures that actions have weight, that consequences follow logically, and that survival is never guaranteed—only managed. This book assumes you already have authority at the table. Its purpose is to help you use it consistently, fairly, and without apology... |
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| Special bundle price: | 0 |
| Savings of: | 0 (47%) |
Posted: Wed, 04 Mar 21:37:22 CST
THIS IS THE roll20 VTT CONVERSION
May 1, 1945. Adolph Hitler is dead. The Red Army fights for control of Berlin. But the war is not over ...
In the village of Müller Hohl, in British-occupied Germany, the mayor and his family have been assassinated by Nazi partisans - the feared Werwolves. Your team, assembled from Allied Intelligence, has been sent to investigate the villagers, and determine which of the defeated, war-weary Germans is breaking curfew, and secretly entering the night forest to commit the darkest deeds ...
Horror violence, wartime violence, Nazis, blood and gore, supernatural and occult themes.
This module includes a self-contained adventure, maps for Keeper and players, six player handouts, and four pre-generated investigators. It can be played with a run-time of under four hours, or expanded over several sessions.
Posted: Wed, 04 Mar 20:28:39 CST
Saloons & Outlaws — The Frontier Adventure Collection
The frontier doesn’t wait for heroes.
It creates the kind of people who have to survive it.
The Frontier Adventure Collection brings together everything needed to run a full Saloons & Outlaws campaign, combining the core rules, Arbiter guidance, and eight complete frontier adventures in a single bundle.
Inside this collection you’ll find:
• Saloons & Outlaws Core Rulebook – the full western survival role-playing system built around pressure, endurance, and hard choices.
• The Arbiter’s Badge – tools and guidance for running the frontier as a living, reactive world.
• Eight Frontier Jobs – standalone adventures that drop crews directly into the dangers of frontier life.
• GM Screen Inserts – printable reference sheets designed to fit your Game Master screen, giving Arbiters quick access to key rules and tables during play.
Each Frontier Job presents a different situation on the edge of civilization:
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outlaw conflicts
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survival dilemmas
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frontier justice
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dangerous towns and desperate people
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choices where the consequences last longer than the gun smoke.
These adventures can be run in any order, used as one-shots, or connected together to build a long-running frontier campaign as your players carve out their reputation across the West.
Everything You Need to Ride the Frontier
Whether you’re starting a new campaign or expanding an existing one, The Frontier Adventure Collection provides the rules, guidance, adventures, and GM tools needed to bring the frontier to life.
The frontier is dangerous.
The law is thin.
And reputation is the only currency that lasts.
Saddle up.
| This special bundle contains the following titles: |
| Bad Dogs Don’t Stay Local A Frontier Job for Saloons & Outlaws Regular price: 0 Bundle price: 0 Format: PDF |
Violence that lingers doesn’t stay contained. Bad Dogs Don’t Stay Local is a complete Frontier Job for Saloons & Outlaws, built around quiet containment, professional violence, and the kind of success that makes people start watching you differently. A new gang—the Red Dogs—has moved into Haven loud and careless. They fight in public, lean on the wrong people, and don’t understand how close the region is to authority. Their presence is becoming a liability. The McCullen Brothers want it handled. Quietly. Completely. And by people who can walk away afterward. The job itself is simple. The consequences are not. This scenario is designed to resolve cleanly in the moment, then echo outward through reputation, attention, and shifting underworld logic. What’s Inside A complete Fr... |
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| Bull Peak Run™ A Mid-Level Frontier Job for Saloons & Outlaws™ Regular price: 0 Bundle price: 0 Format: PDF |
Bull Peak Run™ A Mid-Level Frontier Job for Saloons & Outlaws™ Territory: The Reach | Duration: Two Days Forty bottles. Glass and straw. Six dollars each—if they survive the road. A distiller outside New Temple Station needs a wagon run to Bull Peak. The pay is simple: $6 per intact bottle. The road is not. Day One brings a Red Pick Gang test ambush across open Reach territory. Night camp draws the attention of the Racket Boys. Day Two narrows to ridge road—where negotiation, taxation, or gunfire decide the cargo’s fate. Bull Peak Run is a contained pressure job built for mid-level crews. Speed risks breakage. Gunfire costs coin. Every choice travels beyond the delivery. Deliver clean, and word spreads. Break bottles, and pay drops. Kill the wrong man, and escalation follo... |
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| Frontier Job: The Grizzly (FJ-04) A Frontier Job for Saloons & Outlaws™ Regular price: 0 Bundle price: 0 Format: PDF |
There’s a grizzly in the northern peaks. Old. Huge. Worth real money. That’s the pitch. The den is high, the snow is deep, and the climb is supposed to be the hard part. The bear is meant to be quick. Clean. Decisive. It won’t be. Frontier Job: The Grizzly is a pressure-driven hunting job for Saloons & Outlaws™ about distance, exhaustion, and the cost of certainty. The mountain grinds people down quietly. Time stretches. Cold settles in. Other hunters make worse choices before you ever reach the den. The bear is real. The climb is worse. Designed for characters Levels 2–4, this Job emphasizes time, fatigue, and consequence over constant combat. Violence resolves quickly—but the journey does not. Progress never stops, even when rolls fail. Every choice carries weight forward. ... |
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| Frontier Jobs: Bring Him Back Breathing (FJ-03) A Frontier Job for Saloons & Outlaws™ Regular price: 0 Bundle price: 0 Format: PDF |
Frontier Jobs: Bring Him Back Breathing The law doesn’t want him dead. They want him breathing. Bring Him Back Breathing is a Frontier Job for Saloons & Outlaws™ built around restraint, reputation, and pressure under watchful eyes. This is a straight bounty with a single condition: the target must come back alive. Killing the wrong person is failure. Losing control is worse. Rex Garner is armed, desperate, and hiding in plain sight. Southport gives him cover—crowds, money, movement, and places where the law stops at the dock. Every choice the crew makes trades speed for scrutiny, force for consequence. Violence is allowed. Recklessness is not. Inside you’ll find: A focused bounty job designed for 1–2 sessions Capture pressure that makes restraint harder than killing A c... |
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| Frontier Jobs: Foggy Mountain Blues Episode One for Saloons & Outlaws™ Regular price: 0 Bundle price: 0 Format: PDF |
Out here, violence doesn’t announce itself. Bodies turn up where they don’t belong. Work goes quiet without explanation. Fear moves faster than the truth, and the frontier prefers it that way. Foggy Mountain Blues is the first Frontier Job for Saloons & Outlaws™—a complete, standalone scenario built around investigation, travel pressure, and violence applied at a distance. The characters are not hired heroes. They are outsiders who stumble into a problem the frontier wants contained, redirected, or forgotten. The road leads inland, into narrow passes and cold ground where camps vanish overnight and men watch from higher ground. Killings happen far from their cause. Responsibility dissolves the longer no one asks questions. This is not a story about stopping evil. It’s about decid... |
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| Frontier Jobs: Quiet Words, Loaded Hands (FJ-05) A Frontier Job for Saloons & Outlaws™ (Levels 1–3) Regular price: 0 Bundle price: 0 Format: PDF |
Some men don’t run. They just stop standing where they’re told. Quiet Words, Loaded Hands is a Frontier Job for Saloons & Outlaws™ that places the crew between belief, authority, and a moment that is not meant to end cleanly. The job is simple on paper: escort a former member of the Ash Fathers north for a private meeting. There is no warrant. No speeches. And no protection once the town is behind you. What should be a quiet conversation takes place in open ground, under watchful eyes, where violence is already waiting for permission. This job is not about arguments or ideology. It is about what happens when peace attracts violence before answers arrive. Inside you’ll find: An escort mission that becomes a test of vigilance, restraint, and nerve The first visible fracture w... |
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| Frontier Jobs: The Flooding Midlands (FJ-02) A Frontier Job for SALOONS & OUTLAWS™ Regular price: 0 Bundle price: 0 Format: PDF |
The job is simple. Ride out. Buy cattle. Bring them back alive. The road is long. The money is exposed. The weather doesn’t care what you planned. The Flooding Midlands is a low-level Frontier Job for SALOONS & OUTLAWS™, built around travel pressure, hard decisions, and incremental loss. This is not a heist or a shootout—it’s an endurance job where every mile, every night watch, and every choice adds weight. Violence, when it happens, is fast and uneven. The real threat is the road, the rain, and what fatigue does to judgment. This job does not end clean. It ends counted. WHAT’S INSIDE A complete, standalone Frontier Job designed for 1–3 sessions Travel-driven play focused on fatigue, time, and exposure Escalating weather that turns routine decisions into costly one... |
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| Frontier Jobs: The Road That Keeps Disappearing (Extended) An Extended Frontier Job for Saloons & Outlaws™ Regular price: 0 Bundle price: 0 Format: PDF |
The Road That Keeps Disappearing An Extended Frontier Job for Saloons & Outlaws Levels 2–4 Grain moves through Bigham every day. Wagons arrive heavy. They leave lighter. Paperwork says everything is fine. No robberies. No fires. No bodies in the road. Just delays, shortages, and contracts that quietly stop adding up. When the losses become too visible to ignore, the sheriff hires outsiders to look into it—carefully, quietly, and without turning a working town against itself. What begins as a simple investigation stretches outward: from a tipped wagon on a bad stretch of road, to a storage barn that shouldn’t exist, to a warning delivered far from town, to the realization that distance itself can be used as a weapon. The Road That Keeps Disappearing is an extended... |
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| Saloons & Outlaws — Core Rule Book A Western Survival Roleplaying Game Regular price: 0 Bundle price: 0 Format: PDF |
Saloons & Outlaws — Core Rule Book A Western Survival Roleplaying Game ★★★★★ Rated on DriveThruRPG This print edition is produced as a deluxe hardcover with a custom, print-exclusive cover design. The frontier does not care what kind of story you want to tell. It cares what you do—and what you can live with afterward. Saloons & Outlaws is a Western survival roleplaying game about consequence, pressure, and people making decisions in a world that does not reset cleanly. There are no scripted outcomes, no protected heroes, and no guarantee that violence will make things better. Players are not special. The law is not fair. Survival is possible—but never free. This core rulebook is rated ★★★★★ by players who came in cold, ran it at the table, and left without needing to a... |
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| Saloons & Outlaws: Arbiter GM Screen Inserts (PDF) Regular price: 0 Bundle price: 0 Format: PDF |
Running Saloons & Outlaws means tracking pressure, not flipping pages. This product provides a four-panel GM screen insert set designed for fast reference during play. It gathers the rules and tables that matter most at the table—travel, fatigue, supplies, escalation, and outcome interpretation—into a compact, glanceable format. What This Is A PDF-only GM screen insert set 4 horizontal panels (8 pages total, front/back) GM-facing reference on one side Player-facing artwork on the reverse Designed to be: Inserted into a reusable GM screen, or Used loose on the table or digitally What This Is Not Not a rigid or vinyl GM screen No physical screen frame included No new rules or expansions GM-Facing Panels Include Fatigue & travel pressure Supplie... |
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| SALOONS & OUTLAWS™: THE ARBITER’S BADGE When the Frontier Responds Regular price: 0 Bundle price: 0 Format: PDF |
SALOONS & OUTLAWS™: THE ARBITER’S BADGE When the Frontier Responds A Core Arbiter Book for Saloons & Outlaws™ This print edition is produced as a deluxe hardcover with a custom, print-exclusive cover design. The core rules of Saloons & Outlaws™ teach survival. They show how people travel, fight, rest, starve, recover, and scrape by while the frontier is still wide open. The Arbiter’s Badge exists for what comes after that. This book shows what happens when the world starts paying attention. WHAT THIS BOOK IS Saloons & Outlaws™: The Arbiter’s Badge is the second core book for the game, written primarily for the Arbiter. It does not add complexity. It adds consequence. This book gives the Arbiter the tools to: Escalate pressure fairly and consistently Track ... |
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| Special bundle price: | 0 |
| Savings of: | 0 (49%) |
Posted: Wed, 04 Mar 19:31:58 CST
| This special bundle contains the following titles: |
| Operation Werwolf Regular price: 0 Bundle price: 0 Format: PDF |
May 1, 1945. Adolph Hitler is dead. The Red Army fights for control of Berlin. But the war is not over ... In the village of Müller Hohl, in British-occupied Germany, the mayor and his family have been assassinated by Nazi partisans - the feared Werwolves. Your team, assembled from Allied Intelligence, has been sent to investigate the villagers, and determine which of the defeated, war-weary Germans is breaking curfew, and secretly entering the night forest to commit the darkest deeds ... Horror violence, wartime violence, Nazis, blood and gore, supernatural and occult themes. This book includes a self-contained adventure, maps for Keeper and players, five player handouts, four pre-generated investigators, and Keeper-screen hangers for key NPCs. It can be played with a run-time of unde... |
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| Operation Werwolf | Roll20 VTT Regular price: 0 Bundle price: 0 Format: Roll20 VTT |
THIS IS THE roll20 VTT CONVERSION May 1, 1945. Adolph Hitler is dead. The Red Army fights for control of Berlin. But the war is not over ... In the village of Müller Hohl, in British-occupied Germany, the mayor and his family have been assassinated by Nazi partisans - the feared Werwolves. Your team, assembled from Allied Intelligence, has been sent to investigate the villagers, and determine which of the defeated, war-weary Germans is breaking curfew, and secretly entering the night forest to commit the darkest deeds ... Horror violence, wartime violence, Nazis, blood and gore, supernatural and occult themes. This module includes a self-contained adventure, maps for Keeper and players, six player handouts, and four pre-generated investigators. It can be played with a run-time of unde... |
| Total value: | 0 |
| Special bundle price: | 0 |
| Savings of: | 0 (9%) |
Posted: Wed, 04 Mar 18:58:27 CST
Some soldiers fight for king and country, some for honor and glory, others for liberty or loved ones. We’ll fight for that too, whatever your cause, as long as the check clears.
For over forty centuries, mercenaries have plied their trade and been instrumental in toppling empires or holding the tides of war at bay. And as mankind expanded to the stars, soldiers of fortune rose to new heights of power. Business is booming, yet along with those riches comes a dangerous life and the scorn of many who see only filthy lucrewarriors. It’s perilous work, but as long as you keep your ’Mech intact and your bottom line balanced, the universe is yours!
Force Manual: Mercenaries contains information on the soldier-for-hire trade and its place in the Inner Sphere. This manual takes a look at some of the most renowned mercenaries of the 31st century, detailing their histories, tactics, unit crests, paint schemes, and notable personnel. This sourcebook includes special rules for unique character abilities, faction-specific rules, force building options, and a mini-Technical Readout— everything you need to field your favorite mercenary command on the tabletop or create your own.
For use with BattleTech Total Warfare and Alpha Strike.
Posted: Wed, 04 Mar 18:46:23 CST
THIS IS SUPPLEMENTARY MATERIAL FOR THE MORDHARK ROLEPLAYING GAME
The arch-mages and sages of Mordhark have scoured the deepest archives of the oldest lore in the most arcane and forgotten libraries of the world to collect detailed biographies on the creatures that inhabit the various planes of existence.
Presented here are 10 unique beings which exist within the setting of Mordhark and can be used in any campaign or adventure, given the right circumstances.
If you enjoyed reading this, pick up the Mordhark 1st Edition Rulebook to get started and put these creatures into action, and pick up the Factions book to populate your games more thoroughly.
Posted: Wed, 04 Mar 16:54:46 CST
The Fall of Whitewall is a multi-part scenario for the Runequest Roleplaying in Glorantha
roleplaying game. It first arose as part of the DMsAfter Dark campaign of Company of the Dragon, and is designed as a supplemental scenario for groups playing through that campaign. If used as such, it is an episode one finale.
Set in Dark Season of 1621, the adventurers will take part in a dangerous heroquest, travelling through myth into the besieged city. Once there they find that final assault is imminent, but they also find a way for the trapped defenders to escape, if they can hold off the full might of the Lunar empire long enough.
No specific cults are necessary to complete it, but it does assume a mix of traditional Heortling/Orlanthi cults. It also assumes the adventurers are of Heortling ancestry, as is appropriate for the Company of the Dragon campaign. It would be difficult to modify it for groups of other cultures.
Here's what you'll find in the 25 page pdf:
*Two scenarios, each a session long.
First - The Heorts Path heroquest, in which the adventurers get into Whitewall
Second- The Battle of Whitewall in which the adventurers fight in the climatic stand as Lunars swarm over the walls
*Two Maps of Whitewall One before and One after its destruction
*A separate Battlemap of the Adventurers location during the final battle usable with a VTT



