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Posted: Fri, 12 Dec 16:42:35 CST
| This special bundle contains the following titles: |
| Stone Cottage 15mm Papercraft model Regular price: 0 Bundle price: 0 Format: Watermarked PDF | Here is a small stone cottage papercraft model for use with 15mm wargaming figures.
Suitable for historic, fantasy or even science fiction colonial settings.
Great little project to do with kids.... | |
| Nathanial's Spellbook Vol IX Regular price: 0 Bundle price: 0 Format: Watermarked PDF | A tome of generic spells for use with standard fantasy roleplaying game rulesets. Based in the World of Tayana - the world setting for TayanaRPG. This spellbook contains 24 mage spells from levels 1 to 9, along with some tidbits of background for their use in a generic version of Tayana.
Proudly published in New Zealand and is part of the #KiwiRPG community.
... | |
| FSpaceRPG 5x5 tile printable square basemaps - one inch Regular price: 0 Bundle price: 0 Format: Watermarked PDF | The 5x5 tile terrain series provides you ready to use basic tiles designed to allow you to build environments for your tabletop roleplaying game, boardgame or wargame.
Presented as one inch squares, the 5x5 tiles are presented 2-up on A4 pages and can be scaled up or down at point of printing depending on your needs. For instance print them at about 75% to get the 3/4 inch scale used by many FSpaceRPG deckplan products, counters and terrain basemaps.
Cut 5x5 tiles down to smaller grids as required.
This pack includes gthe following basemap terrains:
Air
Martian sands
Pitted limestone
Grey sandstone/rough concrete
Lava field
Sandstone
Desert
Grassland
Cobbles
Asphalt
Ice x5 designs
Sea x8 designs (some can be used for lakes, ponds, rivers and pools
Snow
Space x4 designs
Grey carpet
Luna... | |
| FSpaceRPG 5x5 village tile builder set 1 Regular price: 0 Bundle price: 0 Format: Watermarked PDF | This fantasy village builder builder set contains 5x5 tiles and single square counters to help you build a fantasy or historic village of stone wallked buildings, fields, paths and even thick stone walls for the community setting for your tabletop gaming.
The 5x5 tile terrain series provides you ready to use basic tiles designed to allow you to build environments for your tabletop roleplaying game, boardgame or wargame.
Presented as one inch squares, the 5x5 tiles are presented 2-up on A4 pages and can be scaled up or down at point of printing depending on your needs. For instance print them at about 75% to get the 3/4 inch scale used by many FSpaceRPG deckplan products, counters and terrain basemaps.
Cut 5x5 tiles down to smaller grids as required to make new combinations.
This pack ... | |
| FSpaceRPG 5x5 park tile builder set 1 Regular price: 0 Bundle price: 0 Format: Watermarked PDF | This park builder set contains 5x5 tiles and single square counters to help you build a park like setting for your tabletop gaming.
The 5x5 tile terrain series provides you ready to use basic tiles designed to allow you to build environments for your tabletop roleplaying game, boardgame or wargame.
Presented as one inch squares, the 5x5 tiles are presented 2-up on A4 pages and can be scaled up or down at point of printing depending on your needs. For instance print them at about 75% to get the 3/4 inch scale used by many FSpaceRPG deckplan products, counters and terrain basemaps.
Cut 5x5 tiles down to smaller grids as required to make new combinations.
This pack includes materials to build a grass park with various pathways through it out of asphalt, cobbles, concrete or dark slate ti... | |
| TayanaRPG Tabletop counters and boards pack 2 Regular price: 0 Bundle price: 0 Format: Watermarked PDF | This booklet contains character, creature and terrain counter pieces for use in minature boardgaming with TayanaRPG other tabletop fantasy (or horror) roleplaying games or boardgames. Included are 20 different fantasy character counters on A4 sheets ready for high resolution printing.
Also included are several A3 basic terrain basemaps for use as boards.
Counters included:
Elf
Pygmy cyclops
Burrowhog
Dwarf
Giant slug
Traveller
Thief
Werewolf hunter (archer)
Barbarian
Fungi trees
Floating skull
Gem pentagram
Gem
Rune stone
pair of spiked ball maces
Dwarf confier tree (perfect for that goblin forest)
Beach rocks
Rover rocks
cracked column base (top view)
Treasure chest (closed)
A3 printable bases include
Grassland
Desert sand
Cobbled courtyard
blank
... | |
| TayanaRPG Vampire character counters Regular price: 0 Bundle price: 0 Format: Watermarked PDF | Love tabletop board gaming?
Love vampires?
This is our set of vampire character counters.
Done in a mix of artistic styles from from the base peices of art and photographic sources - 4 of each to give you 85 different hex counters and 44 square counters of vampires to suit your particular style choice.
Included as a bonus are 4 types of skulls for hex counters and in square counters you get the same 4 skull extras, 4 different kinds of werewolf counter along with some others to spice up your vampire centric game experience.... | |
| TayanaRPG Character counters pack 1 Regular price: 0 Bundle price: 0 Format: Watermarked PDF | This booklet contains character counter pieces for use in minature boardgaming with TayanaRPG other tabletop fantasy (or even horror) roleplaying games or boardgames. Included are 30 different fantasy character counters on A4 sheets ready for high resolution printing.
Counters include:
Baron Hawk and Knights
Dark crusader
Barbarian with warhamer
Barbarian swordsman
Dark Knight
Gaian maiden priest
Elven Knight
2x female vampyres/vampires
Female defender
Female traveller
Oran collector (cat people)
Vengeful avatar
Horned goblin
Mountain giant
Northman
Swashbuckler
Vampyre (Vampire) nobile
Northman swordmans
Varyak Witch Doctor
Zombie
Wolkin (werewolf)
Barbarian
Woodland fairy
Nightstalker
Plains clan shaman
2x Elven artisans
Common goblin
Minor dragon
... | |
| TayanaRPG Classic Styled Pirate Character counters Regular price: 0 Bundle price: 0 Format: Watermarked PDF | Love swashbucklers and pirates?
Now we've provided a set of pirate character counters based on our classic counter design style.
Included are 16 character counters in both 3/4 inch, 1 inch and hex based formats to help you spice up your tabletop campaigns, whether for TayanaRPG or other fantasy or historic roleplaying games. Even use them to represent boarding parties in naval warfare.
Now enhanced with extra counters.
Several different treasure chests, large gems, pile of gold coins, various skulls and even a treasure map. Give your pirates something to find.... | |
| TayanaRPG BETA files Regular price: 0 Bundle price: 0 Format: Watermarked PDF | Early documents exploring the founding ideas for the magic system behind the forthcoming TayanaRPG game system and a few other aspects of the game.... |
| Total value: | 0 |
| Special bundle price: | 0 |
| Savings of: | 0 (26%) |
Posted: Fri, 12 Dec 16:26:57 CST
There are stations that matter because they are destinations.
And there are stations that matter because, without them, ships do not make it through at all.
The Liminal Dock: Micro-Stations and Waypoints is a system-agnostic science fiction RPG resource focused on the smallest, most fragile nodes in the transit lattice. These are not habitats and they are not safe harbours. They are micro-stations, waypoints and waystations built to solve a single operational problem, then left to operate at the edge of their tolerances.
This volume is concerned with what happens when those tolerances slip.
Using four tightly coupled d66 random tables, you can generate a complete micro-station incident in moments. Why the dock exists and which function has failed. What appears on approach as sensors begin to drift and automated docking routines fall back. What waits inside the pressure hull once the hatch opens. And finally, what actually went wrong, and what remains behind as threat, evidence or opportunity.
The results are deliberately grounded and internally consistent. Fault cascades. Misaligned systems. Partial automation behaving exactly as designed but no longer aligned with reality. Blood droplets briefly flatten under intermittent gravity spikes. Gun sentries track something that is no longer where it should be. Moss grows where no water source exists. Structural ribs bow under shear stresses nobody returned to correct.
The Liminal Dock is designed for hard sci-fi and space horror play, where danger emerges from infrastructure failure rather than spectacle. It supports boarding actions, salvage runs, derelict exploration and emergency diversions, whether used as a brief complication or the opening movement of a larger scenario.
If your campaign treats space as hostile, indifferent and governed by brittle systems rather than heroics, this is where things start to go wrong.
Posted: Fri, 12 Dec 15:20:42 CST
Zarion Kharzûl is a shadow forged in the crucible of ancient war. His skin is obsidian-dark, his hair a cascade of white like moonlight on stone, and his eyes burn red with the memory of battles long lost. Clad in hardened leather armor, dark as the caverns he once called home, he moves with the silence of a whisper and the precision of a blade. His weapon—a curved scimitar of deep-forged steel—strikes with speed and balance, honed by centuries of survival.
Born in the Underearth, Zarion was raised among the dark elves, a war-born race hardened by conflict with demons and betrayal from within. When the final war was lost, his people were driven to the surface, scattered and bitter. Many clung to hatred. Zarion did not. He wandered the surface world for eras, enduring suspicion, exile, and violence. He watched, listened, and waited.
Though never truly accepted by the surface folk, Zarion found his place in the Dungeoneer’s Guild—a sanctuary where race and past mattered less than purpose and skill. The Guild welcomed him not as a curiosity, but as a brother-in-arms. He now takes contracts that root out demonic corruption, assassins, and threats that fester in the dark. His stealth is unmatched, his wisdom ancient, and his loyalty absolute.
Zarion Kharzûl does not seek redemption. He seeks balance. And in the Guild Hall, he has found it.

Posted: Fri, 12 Dec 15:00:52 CST
| This special bundle contains the following titles: |
| Shocking Sabotage Regular price: 0 Bundle price: 0 Format: PDF | Shocking Sabotage is a Cthulhu by Gaslight scenario that places the investigators in a single location with a hidden, deadly creature. It can also be played using the Pulp Cthulhu rules supplement and contains advice for how to do so.
Originally designed for convention play, it has a recommended run time of a single three-to-four-hour session. It is best played with three to five players using the pre-generated sheets provided.
The investigators have all been assigned to the night shift of the Electricity Building for the 1893 Chicago World's Fair. Opening day is just one week away and the Electricity Building is expected to be a key attraction for the thousands of visitors coming to the city. Exhibitors have been feverishly assembling their magnificent displays ahead of opening day... | |
| Shocking Sabotage | Foundry VTT Regular price: 0 Bundle price: 0 Format: PDF | This listing is for the Foundry VTT conversion, if you're looking for the PDF check here, if you want both the PDF and Foundry VTT versions, check out the bundle here. If you already have the PDF version, use the bundle to get this Foundry VTT conversion at a discount with 'complete your bundle' pricing.
Shocking Sabotage is a Cthulhu by Gaslight scenario that places the investigators in a single location with a hidden, deadly creature. It can also be played using the Pulp Cthulhu rules supplement and contains advice for how to do so.
Originally designed for convention play, it has a recommended run time of a single three-to-four-hour session. It is best played with three to five players using the pre-generated sheets provided.
The investigators have all been assigned to the ... |
| Total value: | 0 |
| Special bundle price: | 0 |
| Savings of: | 0 (18%) |
Posted: Fri, 12 Dec 15:00:00 CST
This listing is for the Foundry VTT conversion, if you're looking for the PDF check here, if you want both the PDF and Foundry VTT versions, check out the bundle here. If you already have the PDF version, use the bundle to get this Foundry VTT conversion at a discount with 'complete your bundle' pricing.
Shocking Sabotage is a Cthulhu by Gaslight scenario that places the investigators in a single location with a hidden, deadly creature. It can also be played using the Pulp Cthulhu rules supplement and contains advice for how to do so.
Originally designed for convention play, it has a recommended run time of a single three-to-four-hour session. It is best played with three to five players using the pre-generated sheets provided.

The investigators have all been assigned to the night shift of the Electricity Building for the 1893 Chicago World's Fair. Opening day is just one week away and the Electricity Building is expected to be a key attraction for the thousands of visitors coming to the city. Exhibitors have been feverishly assembling their magnificent displays ahead of opening day. Recently, however, some strange occurrences and malfunctions have taken place in the building related to the electricity...

In addition to the scenario, you'll receive:
- Five pre-generated Gaslight Investigators
- Five pre-generated Pulp Heroes
- A new Mythos creature
- A pamphlet for the Electricity Building containing a map, an exhibitor list, and historical advertisements
- A fully interactive investigator desk

Content warnings: acid, character death, electrocution, possession
Check out the teaser trailer
And see a playthrough below!

Accessing your Content
- You'll receive a Manifest URL which can be used to directly install the module to Foundry VTT
- A brief instruction document is included
Requirements
- You must have a Foundry VTT license and be running version 13
- You must use a game world with 'Call of Cthulhu 7th Edition' as the game system (updated to at least version 7.22)
Posted: Fri, 12 Dec 14:42:35 CST
150 Symbols For Your Setting’s Nations, Militaries, Guilds, Royal Families, Cults, and More!
Nearly every organized group in a fantasy world bears a mark that sets it apart from all the others. This book includes 150 different descriptions of symbols suitable for use as family crests, guild emblems, military standards, national heraldry, or the secret signs of hidden cults, based on the following themes: Animals, Aquatic, Arcane, Celestial, Criminal, Dwarven, Elemental, Elven, Fiendish, Merchant, Monstrous, Nature, Undead, and Underfolk.
Provided below are example descriptions from each theme:
- Animal: A boar, pierced by four arrows yet standing tall, snarls in defiance.
- Aquatic: A golden trident thrusts upward, tines encircled by a crown of coral and pearls.
- Arcane: A compass rose inscribed with eldritch runes at each cardinal point.
- Celestial: A rosary whose beads are tiny worlds bound together by a golden cord.
- Criminal: A black cat arched in silhouette, its curling tail forming a question mark.
- Dwarven: A pair of ancient scales: one pan heavy with gold, yet outweighed by the other, which bears the dwarven rune for “family,” etched simply.
- Elemental: A black whirlpool, its abyssal center crowned by the horned head of a raging sea drake.
- Elven: A golden arrow streaks upward, its trail blazing like the first light of sunrise.
- Fiendish: A goat’s skull orbited by a broken obsidian halo.
- Merchant: A golden beehive, its bees carrying gleaming ingots instead of pollen.
- Monstrous: A severed troll’s forearm, its fist squeezing its own still-beating heart, oozing with black ichor.
- Nature: A lone vulture perched upon a branch that blossoms richly to its left yet withers to lifeless grey upon its right.
- Undead: Skeletal wings unfurled around an hourglass, whose sand spills freely out of its open bottom.
- Underfolk: A spider of galactic proportions cocooning an entire planet within its webbing.
Posted: Fri, 12 Dec 14:29:32 CST
None exemplify the adage that a blade is an extension of oneself more than a Duelist. Graceful in and out of combat, Duelists deftly weave their way through the battlefield as if it were a fencing bout, preparing for a deadly strike.
Inspired by the art of fencing, a love of video games, and our appreciation for all of those who have supported us in our first year.
In addition to the Duelist, this Codicil contains the Flame Fencer subclass, a fencer surrounded by burning grace.
You can get three additional subclasses for the Duelist in the Duelist's Codex!
Posted: Fri, 12 Dec 14:29:31 CST
None exemplify the adage that a blade is an extension of oneself more than a Duelist. Graceful in and out of combat, Duelists deftly weave their way through the battlefield as if it were a fencing bout, preparing for a deadly strike.
Inspired by the art of fencing, a love of video games, and our appreciation for all of those who have supported us in our first year.
In addition to the Duelist, this Codex contains four subclass: the Cyclone Scout, a lightning-fast vanguard; the Flame Fencer, a fencer surrounded by burning grace; the Heart Seeker, a vampiric debonair; and the Rime Warden, a defensive duelist who can alternately freeze and thaw their enemies.
You can get the Duelist and the Flame Fencer subclass for free in the Duelist's Codicil!
Posted: Fri, 12 Dec 14:29:29 CST
This codicil contains two subclasses for steely-eyed detectives looking to crack the case, or the heads of some thugs. Released as part of the adventure the Björn Indemnity, you can get both the Arcane Inquisitor Wizard Subclass and the Gumshoe Fighter subclass free in this Codicil.
Posted: Fri, 12 Dec 14:29:28 CST
A goofy detective adventure for Tales of the Valiant and 5th Edition, suitable for levels 3-6!
Check out the Gumshoe's Codicil to get the subclasses included in this release for free!
To earn their stripes with a P.I. Firm that just showed up in town, the party gets thrown on the “simple” job of poking around a notorious, local crime ring to discover their ties to an eerie vision. Easy, right? Only hiccup is that their snooping lands them square in the middle of the Björgen (Bee-yorn-gen) Syndicate’s nefarious shipping empire. Nothing’s on the up-and-up. Everyone’s hiding something. The party has to keep their hats low and their noses clean as they covertly navigate through the Syndicate’s operation or end up sleeping with the fishes… or worse.
Posted: Fri, 12 Dec 14:28:11 CST
Every Creative Concept solo adventure is different, with its own unique card meanings and events, making a "core" book unnecessary.
Search for the Lost Temple of Moro’Kana
The rope bridge swung violently beneath your boots as you and the party sprinted across, the gorge roaring far below. At the same time, Kaipo Tainui shouted warnings in his island’s dialect, and Captain Thornwell fired a single desperate shot into the tree line behind you. Marjorie Vanholt clung to the fraying ropes with one hand and her satchel with the other, screaming as spears and arrows sliced through the mist, thudding into planks that shattered underfoot. The bridge lurched, one of its support ropes snapping with a gunshot crack, tilting the world sideways, but your grip tightened around Magnus Nygaard’s map as you forced yourself forward. The far platform loomed ahead out of the jungle mists, your only chance of survival, just as your unseen pursuers rushed onto the bridge behind you, shaking it as you lose your footing and reach desperately for the nearest support line.
It's 1938, and Nazi Germany has just annexed Austria. They are rising in power, and their secret societies are gathering mythological artifacts. You’ve been keeping out of the way of any conflicts and are traveling around the South Pacific. You get a telegram from your old friend, Magnus Nygaard, whom you haven’t heard from in three months; his disappearance is the reason you’ve traveled to the South Seas. He’s been searching for the lost Temple of Moro’Kana, a fabled city rumored to be the remains of the Atlantean civilization from their time of world maritime travel. You locate Captain Elias Thornwell, the weathered captain of the ship that took Magnus to the island of Tanawaru. You were able to convince Magnus’ employer, Marjorie Vanholt, to pay all costs and hire locals and several treasure-hunters you know to accompany you to search for him. The out-of-her-depth financier insists on coming along on the trip, so now you have to protect her, too.
There will be dangers, friendly and hostile natives, and strange trails to navigate on the island. Keep your firearms clean, your feet dry, and your eyes open. Only you can tell the outside world what happens on the island of Tanawaru in the search for the Temple of Moro’Kana.
Materials you will need.
You will need some simple items as follows:
• A Standard Deck of Playing Cards (with Jokers): I own several decks with different face card themes. You can use a standard deck or a unique one to play solo games with themes. Every card will have a different meaning as you draw one. They produce the adventures to start you on your way, a side quest, a discovery, how your character may feel, or people or creatures you will meet along the way.
• Paper and pencil, or a writing program: I prefer a writing program or a spreadsheet to log, in order, your ideas as you travel the world.
Now, before you begin, you have to decide who you are:
1. Are you a seasoned soldier, an intrepid archaeologist, a big game hunter, or a treasure-hunter? How old are you? What’s your gender? How long have you known your missing friend, Magnus Nygaard, and how did you meet?
2. Choose Your Personality: Are you a straight shooter or street savvy? Any bad habits? A risk taker or risk avoider? Is it loyalty to your friend that compels you to find him, or what he’s trying to find? Do you plan, or are you more spontaneous? Are you brave, realistic, or afraid of many things?
3. Prepare your Deck: Shuffle your deck of playing cards and place the stack face down.
With your character’s nature made, your role in the story selected, and your cards ready, it’s time to start your journey.
Gameplay:
Try not to read all the descriptions on your first game play so that you can be surprised as you draw. Each card creates a new event or discovery for your character; make sure to chronicle them in order. A series of turns of fate may reflect on the card you have, two cards later.
1. Draw a single card at a time from the deck. Begin by drawing a card, specifically a Club suit, and it starts you on the adventure. Reshuffle the deck with the cards drawn before drawing the first Club, and continue.
2. The prompts below will tell you the card’s meaning by number and suit. Try to imagine the scene with all five senses.
3. Write your entry describing the moment using your senses. Imagine it’s a scene in a movie, comic, or novel, and play with it. Use that imagination!
4. After writing down your scene, draw the next card to continue your adventure. When you reach the end of the deck, you can either imagine going back to where you started or use it as a cliffhanger for your next story after you shuffle the deck. You just completed “Book One” of your adventure.
5. Even though this is a solo adventure, you can bring your friends along and have them as part of your group, and all of you write your part in the adventure separately. Careful, their character may not be trusted! Watch your back.




