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Posted: Fri, 26 Jun 06:14:13 CDT
AZUREPORT: THE JEWEL OF THE SEAS
A city-state setting for Old School D&D, Pathfinder 1E / D20 System, and D&D 5E
Azureport should not exist.
Thirty years ago it was torn from a dying world and set down on this coast. Half of another city came with it, fused into the streets so completely that the seam is now just part of the map. The duke who brought it here never arrived. A council of nine governs in his place, and no longer asks how the city came to be. Most residents have stopped asking too.
On the surface, Azureport is rich, crowded, and well run: a southern port of 155,000 souls, gold coin coming off the sea faster than anyone can quite account for, wide roads, busy markets, and slate-blue gulls ringing from the masts like glass bells. Underneath, the cobbles run cold at high tide, a wing of the old keep has been sealed since the first night, and the boats that sail too far south do not come home. The city has agreed not to look too closely at itself, and that is starting to cost it.
This is a city you can run tonight, and a campaign you can run for a year.
Built to run, not just to read
Every page belongs to one of four content tiers, clearly marked so you always know what you are looking at:
- Player-Safe Lore is the main text. A player can read it, or you can read it aloud.
- GM Secrets sit in tinted boxes: what a faction actually wants, what is really in the sealed east wing, what is in the sea to the south.
- At the Table boxes give practical running advice, GM to GM.
- Drop-In Advice explains how to lift any piece of the city into your own world, system, or tone.
Read it cold and start a scene in two minutes, or follow the buried truths all the way down to what really happened the night the city arrived. Take as much or as little as your table wants.
What is inside
- A complete city-state in 177 pages. Fourteen chapters covering history and founding, geography and the wider realm, districts and gates, government, law and the watch, factions, faith, economy, and daily life.
- Three big factions and a full cast of named NPCs, each with a public face, a private truth, and clear ways to use them at the table.
- Rumour, event, and random tables to seed at the docks, the tavern, or the customs queue. None of them is entirely false.
- Four adventure sites with maps, scaling from level 2 to 6, that can run as one-shots or link together so each one answers a question and raises two more.
- A page of drop-in hooks and three full campaign frames, from dockside crime and grey markets, to the troubled coastal borderland, to the slow dread of what woke in the sea to the south.
- A back-of-book bestiary, GM quick reference, NPC and faction rosters, and a full index.
Three systems, in every stat block
Every stat block is given three times, in the same order, so you never have to convert on the fly:
- 5E for Fifth Edition and Tales of the Valiant
- d20 for D&D 3.5 and Pathfinder 1st Edition
- OSR for old-school play in the B/X tradition and most retroclones
The prose throughout is system neutral. It describes what a thing is and what it does. The numbers live in the stat blocks only, so the city reads the same whatever you run.
Grounded, not grim
Azureport is hard and warm in the same breath. People help each other. The watch is undermanned and the courts are slow, but the bread is fresh and the work goes on. Adventures here end with costs counted and the work continuing, not with the world saved or lost.
Whether you want a single evening in a strange port, a faction-driven city campaign, or a slow-building horror rising out of the southern water, Azureport hands you the city ready to run.
Open any district, grab an NPC and a hook, and begin.
Posted: Fri, 26 Jun 06:05:32 CDT
Somewhere in the vast desert lie the Dunlands, an overcast wasteland dotted with grey crystal formations. It is said by older folk of the sands that this land was once flush with color and life, though those days are long passed. The denizens of this area reflect their surroundings, lifeless and without vigor, and those who travel through here have learned to avoid the area, lest they suffer the same gloomy fate.
Near the center of the Dunlands lies a half sunken tower, the bulk of which is buried beneath the surface. A millenia ago, the roots of the World Tree stretched deep beneath the ground here and forces of the Inferno attempted to use the planar pathway to spread their evil through the land. In doing so, they damaged the roots and nearly brought the nearby domains to ruin. A collection of followers dedicated to law devised a solution: a prismatic beacon that would gather solar energy to feed the decaying land and infuse the area with the power of the sun. Their gambit worked, the chaos actors were driven back to the Inferno and the roots were strengthened.
A century ago, a Demon Prince of shadow came to the World Tree and brought great tremors that unearthed a portion of the corrupted root beneath the tower, releasing the spirit of a slain demon known as a countenance. The countenance killed the caretakers who maintained the beacon and sabotaged the tower’s ability to spread radiance. Now, the lands around it have reverted back to a dull and lifeless state. The tower still remains, half buried in the broken ground and haunted by the denizens who chafe at the light of day.
The Prismatic Tower is a Shadowdark adventure for levels 4-6
Want More? Check out my other titles!
- Shadowdark
- Pirate Borg
- D&D
- OSE
Like what you see? Please let me know in the comments!
Dont like what you see? Please let me know gently in the comments!
Find me on Twitter/Bluesky: This Effin' GM @thiseffingm

Posted: Fri, 26 Jun 06:05:12 CDT
The island of Mortaii was never meant to become more than an archaeological expedition.
What began as a small excavation has grown into a thriving frontier settlement filled with workers, scholars, merchants, and explorers seeking answers buried beneath the earth.
Yet strange events have begun troubling the island.
Missing supplies.
Disappearing survey markers.
Wildlife behaving in unsettling ways.
At first, each problem seems harmless.
Then the excavation uncovers something impossible.
An ancient stone doorway hidden beneath the hill.
A passage descending into darkness.
And evidence that Mortaii rests atop far more than forgotten ruins.
Beneath Mortaii is a Tier I Lodesyia adventure for 1st–4th level characters that combines investigation, exploration, frontier life, and discovery as players uncover the first hints of a vast underground world hidden beneath the surface.
Inside You'll Find:
- A detailed guide to the growing Mortaii settlement
- New NPCs, locations, and frontier encounters
- Multiple investigation-focused scenarios
- Strange mysteries affecting the island community
- The terrifying Manipede, a predator from below
- The first revealed entrance to the Lower Deep
- A gateway to future Mortaii and Lower Deep adventures
Some discoveries change history.
Others reveal how little history truly knows.
The path into the Lower Deep begins here.
This module is part of the Mortaii Thread.
Each adventure in the series stands alone—but together, they reveal a larger mystery.
📌 REQUIREMENTS
Requires:
- Lodesyia Player’s Handbook
- Lodesyia Game Master’s Guide
- Lodesyia Monster Guide
Posted: Fri, 26 Jun 05:57:10 CDT
This scenario comes from our home campaign - Corsairs of the Azure Atoll! Three of our 3rd level PCs head off to some mysterious caves at the behest of some "investors". It's a paying gig and being short on money, it sounds like an easy job...
Although set in the Pangia Atoll Campaign, this adventure setting is easily adaptable to most any game and system. This scenario was created for a group of three, third level adventurers. Save yourself some time and utilize it for a one shot adventure or a continuing campaign! Remember to follow @FilbarRPG on Bluesky for special sales notices and other tidbits about our products.
Posted: Fri, 26 Jun 04:51:12 CDT
Karta Postaci do systemu Pielgrzymka Potępionych
Posted: Fri, 26 Jun 04:03:47 CDT
Der Pfad zur Befreiung Viderasabs führt tief in den Dschungel, wo mächtige Diener der Skrechu die Pläne ihrer Herrin im Geheimen vorantreiben. Immer deutlicher tritt nun hervor, dass die legendären Zwillingsschwerter Antworter und Vergelter im Kampf gegen die Große Schlange von Maraskan von entscheidender Bedeutung sein werden. Doch die Suche nach den verschollenen Waffen führt die Gruppe in einen Hinterhalt des Feindes.
Begleite über mehrere Episoden hinweg Dschinja, Yistarrech und Xati auf ihrem gefährlichen Weg nach Maraskan, wo sich ihnen ihr Schicksal offenbart und sie schließlich das Erbe des Schwertkönigs antreten.
Zusätzlich zu einer packenden Fortsetzungsgeschichte aus der Feder der Heldenbrevier-Autorin Carolina Möbis erhältst du Spielmaterial wie Mini-Abenteuer, Schauplätze oder Wertekästen für Personen und Kreaturen, die du in dein Aventurien nach Belieben einbauen kannst!
Posted: Fri, 26 Jun 03:42:21 CDT
Un pour tous...
Classe de Mousquetaire pour Fabula Ultima
“Un pour tous...” est une production indépendante de Don’t Panic Games et n’est pas affiliée à Need Games ou Rooster Games.
Elle est publiée sous la licence Fabula Ultima Third-Party Tabletop License 1.0.
Fabula Ultima est un jeu de rôle créé par Emanuele Galletto et publié par Need Games.
Fabula Ultima est © Need Games et Rooster Games.
“Un pour tous...” nécessite le livre de règles de base de Fabula Ultima.
Produit compatible avec Fabula Ultima.
Posted: Fri, 26 Jun 03:28:54 CDT
Przed wami krótki dodatek do wydanego przez nas systemu Maze Rats: Edycja Polska. Wprowadza do gry klasyczne potwory znane z różnych dzieł fantasy. Wraz z opisami znajdziecie statystki i generatory.
POTWORNE TERAPIE
SUPLEMENT DO SYSTEMU MAZE RATS: EDYCJA POLSKA
Polska (2026)
Autor: Piotr Sekrecki
Redakcja: Dorota Słobodzian
Korekta: Ziemowit Lewandowski
Skład: Wojciech „Rudy” Słobodzian
Koordynacja i pomysł: Marek Kozłowski
Marginalia i okładka: Małgorzata „Gicha” Tęgowska
Ilustracje rozdziału „Potworne terapie”: Dorota Słobodzian
Czytanie po składzie: Jakub Matuszczak, Paweł „argo” Ciepliński, Marek Stefanowicz
Wykorzystano grafiki z domeny publicznej
ISBN 978-83-68723-35-9
Projekt zrealizowany w ramach Rzucaj Nie Gadaj - Podcast RPG
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



