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Posted: Fri, 26 Jun 00:37:02 CDT
Treskva: Savage Lands of Oath and Iron
Shattered Realms Vol. II
The grasslands remember blood.
Beyond the fractured frontiers of civilization lies a land where iron speaks louder than law, where ancient oaths outlive the men who swore them, and where forgotten powers sleep beneath windswept plains stained by centuries of war.
Treskva: Savage Lands of Oath and Iron is the second volume in the Shattered Realms campaign setting series, a brutal sword and sorcery world forged from tribal warfare, fallen empires, ruined wonders, and the lingering scars of a catastrophe that shattered reality itself.
Across endless red grasslands, nomadic clans ride beneath storm-dark skies. Blood priests chant beside ancient standing stones. Warrior kings rise and fall beneath banners soaked in generations of vengeance. The city-state of Sanct-Arvyeth struggles to preserve order against the encroaching wilds, while the fierce tribes of the Ulreth, Khar-Dru, and Skar’thuun follow traditions older than memory. Along the coasts, pirates hunt forgotten relics among black waters and drowned ruins. Deep beneath the earth, relics of lost ages whisper to those reckless enough to listen.
Inside this volume you will find:
• A complete exploration of Treskva, one of the most dangerous and iconic regions of the Shattered Realms.
• Detailed coverage of tribes, clans, warrior cultures, religions, blood cults, city-states, and rival factions.
• Vast wilderness regions filled with ancient battlefields, cursed ruins, forgotten sanctuaries, shattered fortresses, and hidden mysteries.
• Legendary relics, lost treasures, cursed artifacts, and mythic locations sought by warlords, prophets, and tomb raiders alike.
• Adventure hooks, political conflicts, tribal feuds, pirate campaigns, and frontier struggles ready to inspire entire campaigns.
• A setting designed for sword and sorcery adventures, survival-focused exploration, treasure hunting, warfare, and dark heroic storytelling.
Treskva is a land where honor can start a war, where a broken promise may awaken powers buried for centuries, and where glory is measured not by wealth but by the stories carved into the memories of survivors.
Gather your companions. Sharpen your steel. Trust no prophecy.
The grasslands are waiting.
Treskva: Savage Lands of Oath and Iron
Shattered Realms Vol. II
In the shattered age beyond forgotten empires, only strength, courage, and iron endure.
Posted: Thu, 25 Jun 23:52:44 CDT
Federation Times is the periodical supporting FSpace Publications products, including FSpaceRPG, FED RPG, TayanaRPG, Far Encounters, Far Frontiers, SeaLion Supremacy and tabletop gaming products.
This issue includes the following articles:
- Mechs and Galactic Resource Sustainability
- The Nixii
- Tensile weapon strength ratings
- Pilots and Hyperspace travel
- Nanogenerators in cybernetics and consumer electronics
- Surrogates movie theme for robots
- Lunar BrewCorp
- Smart grids and networking in the future
- Terran Gravity Tractors
- Ceresians
- Gary - A legacy of development GMing
- Hiding from Thermal motion sensors
- Reflections on the New Zealand Game Designers Guild
- Could the Andorians have won their war with the Mechs?
- Texas Towers F-Files scenario nugget idea
- Supply Chain Management for new publishers
Posted: Thu, 25 Jun 22:47:41 CDT
The desert is unforgiving. The enemy is relentless. And your squad is all that stands between survival and oblivion.
The Danger in North Africa Bundle drops you straight into the burning sands of the Western Desert with six gritty, fast‑playing WWII missions for Savage Worlds Adventure Edition. Each scenario is built for quick prep, high tension, and cinematic action — perfect for one‑shots, convention tables, or linking into a brutal campaign arc.
Inside this bundle you’ll find:
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Devil Take the Hindmost — Track a vanished patrol into terrain marked “impassable” and uncover the truth behind a ghost convoy.
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The Jackal’s Forge — Infiltrate a hidden Axis repair yard and ignite an inferno of steel, fuel, and sabotage.
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Ambush at Sun’s Anvil — Set the perfect kill‑zone in a narrow canyon and spring a devastating ambush.
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A Line of Stone and Steel — Reinforce a remote Allied strongpoint and hold the line against overwhelming assault.
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The Viper’s Nest — Strike deep into enemy territory to dismantle a deadly network of scouts and informants.
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European Theater Core Rulebook — Essential rules, gear, theaters, and tools for running gritty WWII action across the continent.
Whether your squad is scouting the dunes, sabotaging enemy supply lines, or making a desperate last stand, this bundle gives you everything you need to run pulse‑pounding WWII missions with minimal prep and maximum intensity.
Lock. Load. Survive the desert.
| This special bundle contains the following titles: |
| Savage War European Theater Core Rulebook Regular price: 0 Bundle price: 0 Format: PDF |
Savage War: European Theater — Core Rulebook A complete WWII roleplaying experience for Savage Worlds Savage War: European Theater brings the human scale of World War II to your table with clarity, respect, and cinematic intensity. This is not a game about commanding battalions or rewriting history. It is about ordinary individuals placed in extraordinary circumstances and how they cope, endure, and change. Built on the fast, furious, and flexible engine of Savage Worlds, this 300+ page core rulebook gives you everything you need to run grounded, character‑driven campaigns across the European Theater from 1939–1945. A Human‑Centered Approach to WWII Roleplay As one reviewer wrote, “These are the stories of ordinary individuals placed in extraordinary circumstances and how they cope.... |
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| The Viper's Nest Regular price: 0 Bundle price: 0 Format: PDF |
The desert keeps its secrets — until the commandos arrive. In The Viper’s Nest, your squad slips into a hidden Axis depot under cover of darkness, racing to cripple enemy logistics before dawn. Mines, guard dogs, Feldgendarmerie inspections, and an early convoy turn a simple raid into a desperate fight for survival. A tense, mission for Savage War European Theater ... |
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| A Line of Stone and Steel Regular price: 0 Bundle price: 0 Format: PDF |
Mission 4 — A Line of Stone and Steel Operation Dune Citadel A remote Allied strongpoint — an ancient stone fort reinforced with sandbags and wire — stands between an Axis armored detachment and a vulnerable supply column. Your squad must reinforce the garrison and hold the Citadel until relief arrives. This mission features: fortification repair and preparation ammunition shortages and morale pressure escalating infantry assaults mortar fire and breach attempts armor at the gate a desperate last stand on the ramparts A brutal siege scenario where courage, grit, and teamwork decide whether the line holds — or buckles.... |
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| Ambush at Sun's Anvil Regular price: 0 Bundle price: 0 Format: PDF |
Mission 3 — Ambush at the Sun’s Anvil Operation Sunbreaker A vital Axis convoy is threading its way through a narrow canyon known as the Sun’s Anvil — a perfect kill‑zone. Your squad must reach the canyon first, prepare the ambush, spring the trap, and escape before reinforcements seal the exits. This mission delivers: canyon scouting and kill‑zone planning demolitions and firing‑line setup a tense waiting game in the heat a violent, cinematic ambush armored response and flanking attempts a frantic escape through the southern wadi ... |
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| Devil Take the Hindmost Regular price: 0 Bundle price: 0 Format: PDF |
Mission 1 — Devil Take the Hindmost Operation Sandglass A long‑range patrol vanishes into terrain marked “impassable” on every Allied map. Your squad is sent to find Outpost Kestrel, uncover what happened, and track the mysterious “ghost convoy” moving through the desert where no road should exist. This mission features: brutal heat and resource attrition vehicle survival under pressure a silent outpost investigation a hidden Axis observation post the reveal of an impossible desert corridor a tense escape through the wadi A perfect opener for a North Africa campaign — or a stand‑alone tale of heat, fear, and reconnaissance on the edge of nowhere.... |
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| The Jackal's Forge Regular price: 0 Bundle price: 0 Format: PDF |
Mission 2 — The Jackal’s Forge Operation Iron Jackal Deep in a hidden basin, Axis engineers are assembling improvised armored cars for a coming offensive. Your squad must infiltrate the repair yard, plant charges, ignite the forge, and escape before the entire basin erupts in fire and steel. This mission includes: stealth infiltration industrial hazards and welding crews fuel‑yard demolition captured Allied equipment a roaring Act III firestorm a desperate escape under pursuit ... |
| Total value: | 0 |
| Special bundle price: | 0 |
| Savings of: | 0 (60%) |
Posted: Thu, 25 Jun 21:24:36 CDT
Shakespeare inspired tookit, featuring NPCs, a new Class, and some magic items!
- Play as The Muse, a character inspired and empowered by the divine muse
- Several NPCs based on Shakespeare characters, with stats and quest hooks
- Magic items inspired from Shakespeare plays
Posted: Thu, 25 Jun 17:41:26 CDT
Twilight of the Last War: Lore & Theme Pack Vol. 1
Twilight of the Last War: Lore & Theme Pack Vol. 1 is a Legend in the Mist supplement offering new options for players and Narrators, including People themes, a new magical themebook, theme kits, lore, and setting-specific character creation rules. Set in the dark high fantasy world of Aluir, the book introduces heroes shaped by the aftermath of the Last War, the spread of the Blight, and the need for courage in a wounded world.
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3 new People themes: Desert Elf, Snow Elf, and Wildland Neko.
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A new magical Variable Might themebook: Magical Ability.
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23 new theme kits in total, including magical abilities, companions, duties, possessions, prodigious abilities, influence, and dominion options.
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Setting lore and glossary material covering Aluir, the Blight, the Gods of Light, the Wardens of Light, the Ember Guard, the Aether Concord, the Dawn Alliance, the Dawnshield Kingdoms, the Thunder Plains, and the Untamed North.

Posted: Thu, 25 Jun 16:39:19 CDT
Wuxia Classes for 5e: Talisman Master
Some warriors trust in their strength.
Others rely on speed, technique, or the refinement of inner power—drawing upon unseen forces to shape the outcome of battle as it unfolds. Their strength is immediate, reactive, ever-changing with the moment.
The Talisman Master chooses a different approach entirely.
They do not wait for the moment to act.
They prepare for it.
To an untrained eye, their craft seems almost insignificant. A strip of paper. A brush. Ink drawn into careful lines that resemble nothing more than practiced calligraphy. There is no visible surge of power, no dramatic gathering of force—only quiet concentration and deliberate motion.
But each stroke matters.
Each mark binds intention into form.
Each talisman becomes a sealed outcome, waiting for the precise moment it is needed.
This is the foundation of their power: not improvisation, but preparation. Where others react to what is happening, the Talisman Master considers what will happen. They build answers in advance—responses to movement, to aggression, to uncertainty—layered within the folds of their sleeves, hidden in plain sight.
This contains a full class up to level 20 with abilities and background, based on Chinese Culture, this is not written by a native of that area so may contain certain cultural biases from a european point of view.
Posted: Thu, 25 Jun 16:26:28 CDT
IN THE OPEN COUNTRY YOU CAN RUN. INSIDE, YOU HAVE TO DECIDE.
Violence in the open country has options. A person can run, create distance, or take cover behind a rock. But in a confined space, the options collapse completely. There is no distance to create. There are walls, innocent bystanders who act as both obstacles and vulnerabilities, and the choking smoke of black powder. A gunshot in an enclosed room is a physical event that disrupts the cognitive function of everyone present.
Lonesome Meridian #004: Blood on the Floorboards is a system-agnostic rules supplement focused entirely on the brutal reality of confined violence. It provides modular mechanical systems to help GMs transform indoor gunfights from a clinical dice abstraction into an intense, narrative experience driven by context and environment.
Supplement Features:
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The Pressure System: Track the accumulation of tension in a room before it breaks into violence. Maintain a private Pressure count that rises as weapons are touched, irreversible words are spoken, or secrets are exposed in public.
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The Physics of Confined Space: Learn rules for closer, shared, and destructible cover. Hardwood bars splinter over time, tables fail after absorbing a few shots, and multiple parties are forced to compete for the same protective resources.
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Confined Space Hazards: Implement realistic consequences for indoor gunfights, including heavy black powder smoke accumulation that dynamically reduces visibility across rounds, cognitive paralysis from deafening sound, and broken glass or overturned furniture that permanently alters the floor map.
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The Panic Response: Acknowledge the honest mechanics of fear. When the noise or thick smoke exceeds a character's capacity to absorb it, they face a Panic Response, forcing them to freeze, make desperate shouts, or rush toward unverified exits.
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What the Room Remembers: Manage the critical ten minutes after a fight. Map out what the witnesses saw and track how their terrifying stories distort your reputation throughout the town by morning. Deal with physical forensic evidence like bullet hole trajectories and blood on floorboards that leave a permanent record for local sheriffs.
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Environment Specific Guides: Explores the distinct social and physical qualities of common Western environments, including saloons, crowded stagecoaches, echoing mine shafts, intimate bunkhouses, hotel rooms, and churches.
The town forgives a lot of things that happen on the road between towns. It does not forgive what happens on its own floors.
Posted: Thu, 25 Jun 16:26:07 CDT
THE ROYAL PALACE'S MOST LOYAL GUARD COMPANY VANISHED IN A SINGLE NIGHT.
The Ivory Crescent had been the elite guard company of the royal palace of Karath for thirty years. Composed of forty-three expert women soldiers, they were the most effective fighting force in the kingdom, fiercely loyal to the institution of the throne rather than to any individual king. But between the midnight change and the dawn report, all forty-three completely vanished. There are no bodies, no blood, and no witnesses. The king lies paralyzed and unresponsive in his bed, while the court sorcerer, Mage Drehn, remains locked away in his private tower.
Bypassing the main gates, your party is quietly brought into the palace through the servants' entrance at the request of the steward. The corridors are empty, but they are not unoccupied. Something is moving through the off-limits eastern wing that was not there before.
Three weeks ago, the guard captain documented financial misconduct by Mage Drehn, who retaliated with forged documents accusing her of treason. Realizing the deep corruption at play, the Ivory Crescent made a collective decision to hide their evidence cache before confronting the sorcerer. In response, Drehn fed the entire company to a horrific spirit of dissolution that he has been secretly binding and feeding beneath the palace for eleven years.
The Ivory Dagger is a self-contained one-shot adventure designed for a single session. It blends political palace mystery with psychological body horror, where the central tension relies on discovery and the weight of a tragedy rather than simple hacking and slashing.
Adventure Features:
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Perfect for a Single Session: Calibrated for 3 to 5 players at levels 3 to 6, providing a complete 4 to 5-hour experience with zero preparation required beyond reading the zine.
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A Haunting Investigation: Explore empty guard posts and barracks to uncover the final movements of the vanished company. Hand your players the "Formal Declaration," a handout containing forty-three signatures in forty-three different handwritings, proving the guards made a unified, legal choice before they were consumed.
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An Anomalous Entity: Face the Spirit of Dissolution, a unique phenomenon that does not kill its victims, but dissolves the connection to their continued existence. The Ivory Crescent is still inside, fully aware, present, and desperate to ensure the king learns they did not choose to abandon their posts.
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High-Stakes Confrontation: Corner Mage Drehn in his tower. He is a frightened, dangerous, and calculating academic who has spent eleven years making increasingly terrible choices to cover up his initial mistakes.
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Dynamic Climax Options: Your players must choose how to handle the political fallout. Expose Drehn's accounting crimes to the ailing king, negotiate a complex plea deal for house arrest, or bypass the sorcerer entirely to magically destroy the spirit and extract the guards safely.
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SRD 5.1 Compatible: Fully compatible with the 5th Edition Systems Reference Document, ready to run as an intense standalone operation or a major political hook in your fantasy campaign.
If someone is reading this, they have found the room. I hope you are someone who can make a better decision than I have been making.
Posted: Thu, 25 Jun 16:01:15 CDT
This rules supplement for Pathfinder 2nd Edition Remastered offers no shortage of new options for characters, including:
-1 new cause for Champion, the errant Wayfaring cause
-2 new feats for Druid, along with the new Fungal rune
-5 new Hybrid Studies for Magus, including the improvisational Versatile Veteran and the blunt Infalliable Force
-2 new Unconcious Minds for the Psychic, Stifled Rage and Forgotten Memories, as well as 1 new Concious Mind, the harmonious Unity of Purpose
-1 new rare Mystery for the Oracle, the Vanished
-4 new Implements for the Thaumaturge, like the bonding Rings, the obfuscating Veil, and the grappling Gauntlet
-1 new Hunter's Edge for Ranger, the enduring Stalwart, and 2 new feats for Ranger
-7 new Witch mysteries, such as the deceitful Breaker of Words, the tempestuous Howling Gale, or the perfection-seeking Eudaemonia
-1 new Arcane School, the rare School of Pedagogy, and 1 new Arcane Thesis - Spell Grafting - to pair with it
-18 new magical weapons, each with their own unique properties
-Assorted tables to help player characters define their relationship to their abilities better
Whether for player or game master, Subclasses: On the Adventurers of Golarion was designed with the express intent to give players as many new options for Pathfinder 2nd edition as possible.
Posted: Thu, 25 Jun 15:28:29 CDT
Monster Mage Games Presents:
Dead Man Delineation
A stock art collection by Jesse Mohn
The images in this product are high-quality TIFF files at a 300 dpi resolution.
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Copyright Notice:
The copyright notice below must be printed within the published product.
Some art ©2026 Jesse Mohn.
Monster Mage Games, Dead Man Delineation and their respective logos are property of Jesse Mohn. All rights reserved. Published by Monster Mage Games. © 2026 Jesse Mohn
Posted: Thu, 25 Jun 15:15:42 CDT
From the first terrifying vertical drops to gravity-inverting anomalies at the absolute center of the world, HOLLOW_EARTH.pdf delivers long-form sandbox mechanics (30–60 words per entry) designed for seamless integration into any deep-speleology, pulp sci-fi, or dark fantasy campaign[cite: 2].
Table Directory: 100 Paths into the Deep
"The horizon does not end at the crust. It merely changes direction." |
Posted: Thu, 25 Jun 14:04:46 CDT
Quality artwork from RGG illustrator, Jacob E. Blackmon!
Color and black & white line drawing.
See preview for license.



