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Posted: Wed, 03 Jun 19:17:04 CDT
Alphabet Soup is a comprehensive guide to words commonly (and uncommonly) found in games or used by gamers. It provides quick, easy definitions in lexicon form: gaming terms, definitions, historical context, mythological terms. It even gives gamemasters advice on how they can use them in their games. It works like an encyclopedia of random bits, only these random bits are things I think are interesting for gamemasters.
In this particular edition, I've provided a seven d20 charts of salvage items for any WW3 style game.
Posted: Wed, 03 Jun 19:16:57 CDT
Alphabet Soup is a comprehensive guide to words commonly (and uncommonly) found in games or used by gamers. It provides quick, easy definitions in lexicon form: gaming terms, definitions, historical context, mythological terms. It even gives gamemasters advice on how they can use them in their games. It works like an encyclopedia of random bits, only these random bits are things I think are interesting for gamemasters.
This PDF is a guide to fleshing out NPC and PC soldiers with the bare minimum to make them unique. There are three charts. Each provides a different detail about a character, either a nickname , trait, or appearance/first impression.
There is no wrong way to use this PDF.
Some of these nicknames only work in a modern sense, and some can come from any era. Some sound like G.I. Joe™ code names, and some sound like bad nicknames from basic training that just stick.
Sometimes nicknames are ironic. “What? You think you’re some kind of hotshot?” Other times they are just uncreative because people are lazy. “Doc? I need another bandage.” And yet other times, someone just got called something random. Think about how the character earned their nickname in the first place. Zippo was probably earned by someone just sharing a lighter once, and the funny guy in the squad said, “Thatnks, Zippo, while Ghost was the name given to the guy who is always in the can. “Where’s my man, Ghost? Dumping again?”
Posted: Wed, 03 Jun 17:30:05 CDT
In the rolling grasslands of the Wingashk Confederacy, the Dream Realm is as well-traveled as any river or road for Dreamwalkers. These wizards can see and soothe the silver threads of connection that Spider Grandmother wove between all conscious minds. They carry messages across continents, heal emotional trauma, and stand guard against the nightmares that prey on the vulnerable.
Paraph Primer: Dreamwalker Wizard (5E) introduces a new Wizard subclass for the 2024 Rules of 5E, designed for characters who wish to buff and support their allies, off-heal, and navigate the constructed reality of the Dream Realm. Learn the secrets of Spider Grandmother and see her silver threads wherever you go!
This supplement includes a complete Wizard subclass with features including:
- Dream Guide manifests a 'familiar' born from your subconscious that enhances Insight and Perception checks
- Dreamcatcher allows you to conjure a spectral protective ward over allies, granting bonuses to mental saving throws and restoring hit points when dismissed
- Restful Slumber grants temporary hit points to nearby creatures whenever you wake from sleep
- Dreamwalking gives you free daily access to the Dream spell and augments it to allow you to reach waking minds through daydreams
- Dream Circle connects multiple minds simultaneously in healing harmony or terrifying nightmares
This supplement also includes rich lore and roleplaying guidance exploring the philosophical outlook of Spider Grandmother and her followers, the fundamentals of dream navigation, and important societal roles of the Dreamwalkers. Explore the cultural context tying the Dreamwalkers to the sweeping plains of the forthcoming Paraph Primer, Volume II: The Wingashk Confederacy.
Whether you're crafting a dreamcatcher for a child or navigating the surreal landscapes of the Dream Realm, Dreamwalker Wizards offer a unique approach to arcane magic rooted in connection, empathy, and the imaginations of our sleeping minds.
Explore the Dream Realm. See the silver threads of connection. Soothe the nightmares.
Posted: Wed, 03 Jun 17:28:15 CDT
Pulp adventure. Fast action. Dangerous choices.
Introductory Price: To celebrate the launch of Fortune & Peril, Field Rules for Perilous Adventures is available at a reduced price for a limited time.
Fortune & Peril: Field Rules for Perilous Adventures is a tabletop roleplaying game built for daring heroes, desperate chases, lost ruins, smoky clubs, sinister machines, jungle expeditions, dockside trouble, and villains who absolutely had it coming.
Designed with familiar d20 adventure DNA, Fortune & Peril is easy for many 5E players to understand, but tuned for pulp action rather than fantasy dungeon crawling. Heroes are defined by broad Attributes, flexible Archetypes, useful Skills, hard choices, dramatic Complications, and the kind of bold decisions that turn a bad situation into a legendary story.
This rulebook gives players and GMs the tools to run cinematic adventures full of danger, movement, mystery, and momentum.
Inside you’ll find:
- Fast d20-based action rules
- Hero creation using Attributes, Archetypes, Skills, Talents, Gear, and Complications
- Rules for combat, chases, hazards, investigation, social scenes, and dangerous expeditions
- GM guidance for building pulp action scenes
- Adversaries, threats, complications, and tools for keeping the pressure on
- Support for treasure hunts, weird science, cliffhangers, gunfights, rescues, ruins, and rival expeditions
Fortune & Peril is for tables that want less “I attack again” and more “I leap onto the truck before it gets away.”
If your group enjoys two-fisted action, cinematic danger, and heroes who survive by nerve, grit, and questionable decisions, Fortune & Peril is ready to hit the table.
Posted: Wed, 03 Jun 17:13:11 CDT
Grimdark Villain Appearance contains 100 grim and evocative appearance traits designed to help Game Masters quickly create memorable villains and dark NPCs. Roll once for a single defining feature, or roll multiple times to layer together scars, mutations, mannerisms, and unsettling details, creating richly described antagonists that stand out in your players' minds..png)
Posted: Wed, 03 Jun 16:59:42 CDT
Beyond the Ragged Light
A retired member of the watch has watched the comings and goings of the Blessed Seers, and her concerns have grown with each passing season.
She thinks they are worse than charlatans. But she needs proof of their ill deeds. She reaches out to the adventurers and asks them to investigate.
Tracking the Blessed Seers in the wilderness leads to an underground sanctum. What they find is worse than their mentor ever imagined.
This adventure for Level 1 characters is compatible with Tales of the Valiant and all 5E games.
About the author
Troy E. Taylor has been writing, editing and providing cartography for roleplaying games since 2005.
He has more than 50 products on the DM’s Guild, including the Mithral-selling The Press of Waterdeep, and the platinum-selling DM’s Kit: On the Trail of Tyranny, Delver’s Helper, Downtime Businesses: Waterdeep, and Treasures and Trinkets: Waterdeep Dungeon Heist.
His publishing credits include Dragon magazine, Kobold Press, and Engine Publishing. He has been a regular contributor to the multi-Ennie winning GM advice site, Gnome Stew.
Posted: Wed, 03 Jun 16:43:44 CDT
Spiritbound Academy: Totem Boys Collection
The boys of Spiritbound Academy don't command the elements—they embody the instincts of the world's greatest beasts.
Each student channels a legendary Totem Spirit, gaining supernatural abilities tied to ancient animal archetypes. Whether soaring through the skies, charging through stone walls, striking with venomous precision, or hunting as part of an unstoppable pack, these six champions bring a completely different energy to the battlefield than their elemental rivals.
Designed as highly detailed support-free chibi miniatures, every character features a unique pose, themed scenic base, and distinctive silhouette perfect for painting, collecting, and tabletop play.
Included Characters
Bull — Horn
The immovable force. Bull stands like a fortress, drawing strength from stone and earth. His horned spirit grants incredible durability, seismic attacks, and unstoppable momentum.

Hawk — Wings
Master of the open sky. Fast, agile, and impossible to pin down, Hawk rides currents of wind and aerial magic while striking from unexpected angles.

Raven — Raven
Keeper of secrets. Raven blends curiosity, foresight, and illusion magic into a dangerous mix. His spectral ravens carry information across the battlefield while confusing enemies.

Fang — Fangs
Leader of the pack. Fang is aggression and ambition made manifest. Enhanced senses, supernatural speed, and pack-spirit powers make him one of the academy's most feared combatants.

Riptide — Fin
Predator beneath the waves. Inspired by sharks and deep-water hunters, Riptide combines explosive speed, fluid movement, and relentless pressure. His powers manifest through crashing surf and razor-edged currents.

Viper — Scales
Patience before the strike. Cold, calculating, and deadly, Viper uses venom, constriction, and serpentine magic to control the battlefield. His rival is Aqua, creating one of the academy's oldest and fiercest rivalries.

Features
- 6 Unique Chibi Miniatures
- Scenic Character Bases
- High-Detail Anime Styling
- Designed for Resin Printing
- Compatible with Most Fantasy & Anime RPGs
- Character Lore & Academy Background PDF Included
- Perfect Companion Set to the Elemental Girls Collection
The Academy Has Chosen Its Champions
Will you master the Elements... or answer the call of the Totems?
A set of six chibi STL miniatures plus lore PDF for tabletop adventures, skirmish games, and collectors.
Posted: Wed, 03 Jun 15:42:56 CDT
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Posted: Wed, 03 Jun 15:26:27 CDT
A partial rule set for Cohort to let you get a taste of what it can provide. One faction is presented within as well as all rules needed to play.
This is a 2+ player game, so grab a few friends and set up a game or two. The game is "rules agnostic" so any models you have handy will work!
Posted: Wed, 03 Jun 15:15:43 CDT
A City In Chaos!
Mayan Mayhem!
Crazed Cultists!
The Maya ruler K'altuun Hix, "Bound Stone Jaguar," called "Lord Stormwater" and sometimes "The Jade King" because his burial wrappings were topped by an intricately-inlaid jade mosaic mask, is scheduled to go on display this season at the Natural History Museum. The exhibit will feature, according to the press release, "the richest trove of grave goods since King Tut."
Before the official public opening, a lavish banquet is held for members of the city's high society. The rich and famous are invited to visit the exhibit, gaze in wonder at the elaborately-recreated palace and tomb, and marvel at the amazing artifacts -- all in the hope that they open their wallets and donate to the Museum.
But inexplicably, one by one, the wealthy and notable visitors begin to kill -- and die!
What is behind this rash of uncharacteristic violence? Could it be the curse of K'altuun Hix, as the more sensationalist newspapers claim? Or is something or someone more sinister at work?
Your heroes must investigate, if they have any hope of stopping the chaos and saving the city from the Slaves of the Jade Mask!
Posted: Wed, 03 Jun 15:12:56 CDT
Creatures of the Primeval World
A Bestiary of Ancient Terrors, Colossal Beasts, and Forgotten Evolution
Step into an age before history — a world ruled not by kings or gods, but by tooth, scale, claw, and hunger. Creatures of the Primeval World is a fully illustrated creature supplement that brings the raw, untamed ferocity of prehistoric life to your tabletop campaigns.
Designed for GMs who want their worlds to feel older, wilder, and more dangerous, this supplement introduces a roster of creatures shaped by primordial forces, strange evolutions, and the brutal logic of survival.
Inside This Supplement You’ll Find:
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A full bestiary of primeval creatures — from towering apex predators to cunning pack hunters, burrowing horrors, swamp‑lurkers, sky‑tyrants, and more.
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Lore‑rich ecological writeups that explain how each creature fits into the world’s food chains, environments, and mythologies.
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Adventure hooks and encounter seeds for every creature, making it easy to drop them into ongoing campaigns.
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Variant stat blocks and evolutions for GMs who want to scale threats from low‑level explorers to high‑level champions.
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Environmental hazards and biome rules that capture the feel of a world untouched by civilization.
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GM tools for running primeval encounters, including behavior patterns, hunting tactics, and survival‑focused challenges.
Perfect For:
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Prehistoric, stone‑age, or lost‑world campaigns
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Jungle, desert, volcanic, or megafauna‑heavy settings
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OSR, 5E, or system‑agnostic monster expansion
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GMs who want creatures that feel alive, not just stat blocks
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Players who crave exploration, survival, and discovery
Why Your Table Will Love It
Every creature in this book is designed to feel mythic yet grounded, blending real evolutionary logic with fantastical twists. Whether your party is stalking prey through dense ferns, fleeing a thunder‑lizard stampede, or uncovering ancient secrets buried beneath volcanic ash, this supplement gives you the tools to make the world feel massive, mysterious, and merciless.
Bring your campaign back to the dawn of time — where the world is young, the beasts are monstrous, and survival is the only law.



