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Posted: Sat, 20 Jun 21:28:50 CDT
My modifications of Mike Shea's 8 steps of Lazy RPG Prep for OSR and Emergent Narrative adventures.
This material more or less requires the reading of Return of the Lazy Dungeon Master or The Lazy GM's Resource Document.
Viewing from the Markdown file is recommended
Posted: Sat, 20 Jun 20:09:05 CDT
Hello and welcome to my little store of Goodies and publisher resources.
Space Salvage – Astronaut Cutting Starship Wreckage with Laser: contains a single .png file of the landscape image at 300dpi 1750 × 2480 px / 11.69" × 8.27" inches in size, without logo attached.
Commercial Royalty-Free License: Lawrence van der Merwe
This purchase grants the Licensee a Non-Exclusive, Royalty-Free License to use the enclosed artwork for commercial purposes under the following simple and flexible terms:
Usage & Visibility
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Commercial Use: The image may be used in one or more commercial products (print, electronic, or web-based) and in any related advertisements for those products.
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No Resale: The image may not be used in another stock art collection, nor be re-sold individually.
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Flexibility: The Licensee may crop, rotate, and/or resize the image as needed to fit the publication design.
Credit & Commission Pipeline
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The artist's name, Lawrence van der Merwe, must appear in the publication's credit section.
I am actively taking commissions for new TTRPG projects. Publishers who purchase my stock art often return for bespoke pieces due to the high quality and rapid turnaround.
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View My Portfolio: [https://www.artstation.com/lawrencevdm ]
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Inquire about Rates: burningtie [at] gmail [dot] com
5e, OSR, Pathfinder, Old School, Fantasy, Token, Portrait, Illustration, Spot Art, Asset, Black & White, B&W, Color
Posted: Sat, 20 Jun 20:00:53 CDT
Hello and welcome to my little store of Goodies and publisher resources.
Fighter Jet Missile Attack Under Fire: contains a single .png file of the landscape image at 300dpi 1750 × 2480 px / 11.69" × 8.27" inches in size, without logo attached.
Commercial Royalty-Free License: Lawrence van der Merwe
This purchase grants the Licensee a Non-Exclusive, Royalty-Free License to use the enclosed artwork for commercial purposes under the following simple and flexible terms:
Usage & Visibility
-
Commercial Use: The image may be used in one or more commercial products (print, electronic, or web-based) and in any related advertisements for those products.
-
No Resale: The image may not be used in another stock art collection, nor be re-sold individually.
-
Flexibility: The Licensee may crop, rotate, and/or resize the image as needed to fit the publication design.
Credit & Commission Pipeline
-
The artist's name, Lawrence van der Merwe, must appear in the publication's credit section.
I am actively taking commissions for new TTRPG projects. Publishers who purchase my stock art often return for bespoke pieces due to the high quality and rapid turnaround.
-
View My Portfolio: [https://www.artstation.com/lawrencevdm ]
-
Inquire about Rates: burningtie [at] gmail [dot] com
5e, OSR, Pathfinder, Old School, Fantasy, Token, Portrait, Illustration, Spot Art, Asset, Black & White, B&W, Color
Posted: Sat, 20 Jun 19:26:58 CDT
Sock Trolls is a silly, creative, family-friendly tabletop roleplaying game where kiddos become tiny horned trolls exploring the magical Land of Lost Socks, a strange world built from missing socks, forgotten treasures, giant junk piles, tangled cliffs, fuzzy fields, and busy troll villages.
In Sock Trolls, socks are EVERYTHING.
Trolls wear socks for special powers, cook them into strange soups and desserts, craft them into slingsocks and tents, use them in puppet shows, and search the realm for rare matching pairs with magical bonuses. Along the way they’ll battle dust bunnies, blanket dragons, socktopuses, and other mischievous monsters while collecting treasure and solving problems together.
Designed especially for children and families, Sock Trolls focuses on:
creative problem solving
teamwork and sharing
imagination and storytelling
simple easy-to-learn rules
funny low-stakes adventures
The game uses extremely simple mechanics with only a single six-sided die and small bonuses, making it easy for younger players to learn while still encouraging creativity and roleplay. Character sheets are designed as coloring pages with visual symbols and sock slots that children can color as they collect new socks during their adventures.
Sock Trolls includes:
The Encyclopedia of Socks filled with collectible socks, matching pair bonuses, crafting uses, cooking recipes, and silly lore
A Monster Manual packed with strange creatures like dust bunnies, blanket dragons, laundry ghosts, and knotted lace snakes
The Compendium of Crafts and Cooking featuring sock recipes, inventions, puppet crafts, weapons, tents, ladders, and more
The Land of Lost Socks adventure guide filled with villages, mountains, bridges, caves, markets, and dangerous wilderness locations to explore
Most importantly, Sock Trolls encourages kiddos to invent their own socks, monsters, crafts, villages, recipes, and adventures. Failures never stop the story, they create funny new problems, silly accidents, and memorable adventures instead.
Whether your kiddos are crafting fuzzy sock tents, trading rare striped socks at the Great Sock Bazaar, climbing the dangerous Tangled Cliffs, or trying not to get swallowed by a Closet Mimic, Sock Trolls is designed to create laughter, imagination, and unforgettable family game nights.
Sock Trolls is a great opportunity to encourage creative problem solving skills in young children while also teaching skills such as sharing, turn taking, and coping with frustration.
There may not always be enough socks to go around so kiddos might have to share or wait their turn to get fun new socks. And there may be times when naughty trolls or greedy blanket dragons try to steal their precious socks.
Sock Trolls is a safe and fun way to engage and learn social skills and game playing etiquette!
Posted: Sat, 20 Jun 19:26:29 CDT
You could say he got too wrapped up in his work, but what do those bandages conceal? Scars? Wounds, or something far, far worse? You decide! Perfect for your next modern horror project!
Subject to the included license information. Printed size will be up to a 2900 x 3200 pixels (4.8 X 5.4 inches) as a 600 ppi TIFF... enough to be used as a quarter-page illustration! Included is a lo-rez version for easy online advertising.
You can use this image in commercial or fan projects, however, you may not publish it as clip art. Any company that uses images from 'Clip Art Critters' is required to place the artist's name amongst the credits.
Posted: Sat, 20 Jun 18:12:16 CDT
ASSAULT ON FORTRESS EUROPE: THE COMPLETE 1944 CAMPAIGN
A Six‑Mission Savage War WWII Campaign (June–December 1944)
From the night skies over Normandy to the burning factories of the Saar, Assault on Fortress Europe delivers a full, chronological WWII campaign spanning the decisive final half of 1944. This bundle includes the Core Rulebook and six complete missions, each written with historical weight, cinematic intensity, and the brutal emotional truth of small‑unit war.
Play them as standalone operations — or run them as a continuous campaign following one squad from D‑Day to the edge of Germany.
THE CAMPAIGN TIMELINE (June → December 1944)
1. A Stick to the Wolves — June 5–6, 1944
The pathfinders drop into the dark hours before D‑Day. Alone, scattered, hunted — and carrying the weight of the invasion on their backs.
2. Assault on Ardennes Abbey — June 7, 1944 (or July 1944)
Normandy erupts. Hitler Youth, war crimes, and the chaos of the first days after the landings. A moral knife‑edge mission with no clean answers.
3. The River of Ghosts — October–November 1944
Lorraine drowns in fog and flood. A signals station hides a darker purpose. The LAZARE arc begins in the ruins of Saint‑Vrai.
4. The Broken Road — Late Autumn 1944
Forty miles of moral pressure, refugees, mines, and SS pursuit. Escort duty becomes a crucible that changes the squad forever.
5. Ashes in the Rain — December 1944
A storm collapses a ruined village into a maze of fog, rubble, and MG42 fire. A missing NPC. A pinned friendly unit. No good choices.
6. The Iron Front — December 1944
The Saar industrial belt becomes a steel labyrinth of fire and collapse. A Tiger prowls the alleys. Relief is hours away — if it comes at all.
WHAT’S INCLUDED
Core Rulebook
All mechanics, stress rules, tone tags, and the Six Steps of Larger Battles — the backbone of the entire campaign.
Six Full Missions (6–9 hours each)
Each mission includes:
- Read‑aloud narrative
- Tactical maps
- Stress triggers
- Historical notes
- Moral dilemmas
- NPCs, hazards, and enemy forces
- Aftermath and campaign continuity hooks
Campaign‑Ready Structure
Run as a continuous narrative following one squad from:
D‑Day → Normandy → Lorraine → Alsace → Saar
Or drop missions into your own WWII campaign as needed.
THEMES & TONE
- Survival Horror
- Tactical Drama
- Moral Weight
- War Gothic
- Industrial Hell
- Weather Horror
- Psychological Pressure
This is WWII as it was lived — cold, chaotic, human, and unforgettable.
PERFECT FOR:
- New GMs wanting a full WWII campaign in one purchase
- Groups who want historical authenticity with cinematic pacing
- Fans of Band of Brothers, Fury, or The Longest Day
- Anyone who wants a gritty, emotionally grounded war story
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This special bundle contains the following titles: |
| Assault on Ardennes Abbey Regular price: 0 Bundle price: 0 Format: PDF |
June 7th, 1944. Normandy burns. Your squad has survived the brutal fighting at Authie—barely. Now the 12th SS “Hitler Youth” Division is flooding the line with armor, fanatic infantry, and a cruelty that chills even hardened veterans. Cut off. Outnumbered. Hunted. When your retreating company is ambushed and men are dragged away into the night, command gives a single order: Find where the counterattack is coming from… and stop it. Following field telephone lines through shattered farmhouses and moonlit hedgerows, the squad uncovers the truth—the enemy headquarters is hidden inside Ardennes Abbey, a fortified medieval complex crawling with SS troops, armor, and machine‑gun nests. Inside those walls are your captured comrades. Inside those walls is the nerve center of the German counter... |
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| Savage War D-Day: A Stick to the Wolves Regular price: 0 Bundle price: 0 Format: PDF |
In the darkness before dawn on June 6th, 1944, a Pathfinder team leaps into history — and into disaster. Scattered by flak and weather, isolated behind enemy lines, and pursued by German patrols, the squad must fight to regroup and complete their mission: mark the drop zone so thousands of paratroopers can land safely. A Stick to the Wolves is a 45‑page WWII scenario for Savage Worlds, written with deep respect for the men who jumped into Normandy that night. Featuring the Survival Gauntlet system, this mission captures the fear, courage, and chaos of airborne operations in the opening hours of D‑Day. Some missions change the world. Some missions save it. This one does both.... |
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| 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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| Ashes in the Rain Regular price: 0 Bundle price: 0 Format: PDF |
MISSION THREE: ASHES IN THE RAIN Crossing Into Germany Means Leaving Something Behind Winter 1944. The border is behind you, the Reich is ahead, and the war feels different on this side of the river — heavier, quieter, and closer to ending than anyone wants to admit. In Mission Three: Ashes in the Rain, your squad is tasked with pushing into the outskirts of Germany to secure a critical foothold for the Allied advance. What begins as a straightforward assault becomes a grim, close‑quarters fight through ruined streets, shattered factories, and neighborhoods where civilians and soldiers blur together in the smoke. The rain never stops. The ash never settles. And every step forward feels like trespassing. This mission delivers: - A tense urban incursion on the German... |
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| River of Ghosts Regular price: 0 Bundle price: 0 Format: PDF |
War remembers. The river keeps its dead. And tonight, it wants more. Lorraine, 1944. Rain pounds the Sarre Valley as the 90th Infantry prepares a desperate push. But before the attack can begin, someone must silence the German relay station hidden in the ruins of an old mill. That someone is you. Slip across the river under the eyes of German observers. Navigate a drowned village filled with the echoes of those who didn’t make it. Uncover the truth behind LAZARE — and why the SS wants them alive. Assault Echo‑7 before dawn breaks over the valley. The River of Ghosts is a brutal, atmospheric WWII mission for Savage Worlds, built on tension, moral ambiguity, and the terrible weight of orders that must be carried out. Some missions change the war. This one changes the people who survive... |
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| The Broken Road Regular price: 0 Bundle price: 0 Format: PDF |
MISSION TWO: THE BROKEN ROAD An Escort Mission Through Forty Miles of Ruin and Reckoning Autumn 1944. The German army is retreating, the roads are collapsing, and the line between soldier and survivor grows thinner with every mile. In Mission Two: The Broken Road, your squad is ordered to escort Hauptmann Werner Krause, an Abwehr defector carrying intelligence that could shorten the war — and a past that stains every step of the journey. What should be a simple convoy run becomes a forty‑mile gauntlet of mined crossroads, flooded fords, shattered villages, and civilians caught in the teeth of retreat. Worse still, SS Sturmgruppe Vogel is hunting him. And they know the road better than you do. This mission delivers: - A tense, character‑driven escort scenario - Mora... |
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| The Iron Front Regular price: 0 Bundle price: 0 Format: PDF |
MISSION FOUR: THE IRON FRONT The Factories of Lorraine Don’t Break — They Break You Winter 1944. The Allied advance has reached the industrial belt of Lorraine, where the war is no longer fought in forests or fields but in steel, smoke, and concrete. Every building is a fortress. Every machine is a weapon. Every street is a killing ground. In Mission Four: The Iron Front, your squad is ordered to seize a critical factory complex before German forces can regroup and turn it into a stronghold. What follows is a brutal, close‑quarters assault through assembly halls, boiler rooms, catwalks, and shattered workshops — a fight measured in yards, not miles. The enemy is desperate. The terrain is unforgiving. And the factory itself feels alive with danger. This mission deliver... |
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| Special bundle price: | 0 |
| Savings of: | 0 (50%) |
Posted: Sat, 20 Jun 16:38:07 CDT
Not all paths are chosen - some are claimed. A mantle taken up in a moment of purpose can shape a life, but only through trial and triumph does it become mastery. The traditions found here are more than techniques; they are ways of being, carried by those who refuse to remain ordinary.
Welcome to Mantles and Masteries, a series showcasing individual subclasses compatible with 5E.
This is the seventh installment of the Will and Weave series, a series devoted to the interplay between mortal will and the deeper currents of magic that bind reality together. These subclasses do not merely grant new abilities; they define relationships with power itself - whether seized, bargained, cultivated, or endured - and the cost of leaving one’s mark upon the world.
Presented here is the Oath of the Incarnate Spirit, a Paladin subclass.
Posted: Sat, 20 Jun 15:30:26 CDT
THEY SURVIVE THE WINTER. THEY SIMPLY CANNOT REMEMBER SUMMER.
Every year, in the weeks before the solstice, an ancient and hungry entity known as the Hunger moves south along the winter road. It feeds on what it calls warmth, which is not temperature but memory. It completely drains the specific, embodied recollection of physical comfort, sunlight, and the feeling of being warm on a cold day. The people it passes survive physically unharmed, but they are experientially diminished, left with a grey flatness where their warmest memories used to be.
This year, something has changed. The Hunger arrived in the village of Coldhollow fourteen days early and refused to move on. It has been feeding every night, and the village is running out of memories to offer. Multiple residents have been visited so many times that they have lost the very concept of warmth, and they are beginning to forget the faces of the people they love. Tonight, the Hunger will target your players unless they act first.
Hunger Season is a winter horror adventure in a distinct Sword & Sorcery mode. It is a slow, cold tale focused on the profound grief of progressive loss rather than standard monster-slaying. To save the village, players must travel north to a frozen lake called Veth's Eye to uncover why a natural phenomenon has suddenly turned pathological.
Adventure Features:
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Perfect for a Single Session: Calibrated for 3 to 5 players at levels 4 to 6, providing a complete 4 to 5-hour experience with no preparation required beyond reading the document.
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Memories as a Resource: The players arrive with full stores of warm memories, making them highly attractive to the Hunger. Conventional combat is useless against a non-physical phenomenon. In fact, attacking it allows the Hunger to opportunistically steal your memories. Players must use their minds, their empathy, or offer their own cherished recollections to survive.
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The Visceral Horror of Emptiness: Interact with deeply affected villagers, including a mother who can no longer remember her daughter's name and an elder frantically reciting the final fragments of his life's comfort out loud before they disappear.
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The Mysteries of Veth's Eye: Investigate a massive, glowing amber dome of memory-light frozen into the lake, containing the final output of a deceased symbiotic entity.
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Poignant Resolution Paths: Solve the crisis by manually distributing forty-three delicate memory-vessels along the southern road, sending out a massive psychological burst that floods the entire region with someone else's summer, or securing a future successor.
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SRD 5.1 Compatible: Fully compatible with the 5th Edition Systems Reference Document, ready to drop seamlessly into any winter campaign.
All of them are irreplaceable. The decision of what to do with them is yours.
Posted: Sat, 20 Jun 15:16:15 CDT
Doctor Draconian has found a way to turn sanctuary into conquest. When the ancient magi-science tyrant attacks High Desert Shelter, Anasazi must protect the young metahumans in her care while facing a weapon designed to counter both her ghostlike intangibility and her stone-dense strength. This character introduction issue reveals Anasazi's origin, powers, values, and role as leader of The Untouchables through a battle where victory depends on trust, consent, and the courage to let frightened people keep ownership of their own gifts. To save her family, Anasazi must prove what her name means in action: not unreachable because she stands apart, but because she teaches the vulnerable how to become impossible to claim.
Posted: Sat, 20 Jun 14:45:24 CDT
The sky above is ruled by memory and madness.
Among the Derelict Stars carries the Deadwake universe into high orbit, to the silent shipwrecks, abandoned colonies, and dead warships that became tombs when the Feedback Cascade tore through the network. Out here the Cognitive Static runs thick and concentrated, a distilled poison heavy with the final, screaming moments of the crews who died inside these hulls. The salvage is priceless. The void is patient. And it does not forget.
This sourcebook gives you everything to run high-stakes expeditions into the orbital graveyard, whether your table favors slow-burn isolation horror or explosive zero-gravity firefights. Plan the journey, ration your dwindling air and fuel, breach a tomb, and pray your crew holds together long enough to carry the prize home.
What's Inside
- Rules for the void: zero-gravity movement and combat, vacuum hazards, and an expanded salvage economy built on barter, factional heat, and the lure of irreplaceable pre-Cascade technology.
- Concentrated horror: systems for Cognitive Static escalation, hull-deep paranoia, and the slow psychological erosion of long isolation.
- New and expanded factions: corporate survey teams, orbital cults, scavenger unions, rogue AI conclaves, and the secret societies waging a shadow war over the dead.
- Relic generation tables: assemble one-of-a-kind treasures and cursed, unstable Heretical Tech, each carrying its own story and its own price.
- A field guide to the ghosts: Cognitive Static phenomena, psionic echo manifestations, and the orbital mutations and ailments the void inflicts on those who survive it.
- Ready-to-run sites: fully keyed sample tombs, including the haunted Vault of Bone-Echo and the nanite-infested Ellipsys Array Prime, each with roleplaying hooks and a matching miniatures scenario.
- Campaign frameworks: from a single salvage run to a sprawling tomb-chain campaign, plus drop-in tools to inject orbital missions into any existing game.
Calibrate your tether-lines, run a sanity check on your crew, and breach the hull. The ghosts are real, the data is priceless, and the void is waiting.
This sourcebook is a supplement and requires additional products to play. For RPG play, the Deadwake Core Rulebook is required. For miniatures play, the Deadwake Miniatures Rules are required. Content compatible with both formats is clearly marked throughout.
Posted: Sat, 20 Jun 14:35:50 CDT
Bounty Board Adventures are 1 page adventures and bounty board posters, print them double sided and hang them on the wall.
In Mudsummer you find yourselves at The Fairy King's masquerade. If you can't escape the fairy realm before dawn you will be stuck until next year.
Explore the path out of the Fairy King's woods grabbing what treasure you can.
Rules written for Tiny d10 but adaptable
Official plans to stat for OSR exist
Posted: Sat, 20 Jun 14:32:32 CDT
This stock art image by Chui Wizard
Add a touch of classic, hand-drawn mystery to your RPG projects! This high-quality ink illustration features a meditative monk with an ancient, weathered tome—ideal for OSR zines, adventure modules, or character chronicles.
This pack includes (ZIP File):
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High-Resolution Illustration: Authentic cross-hatching ink style (300 DPI).
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Multiple Formats: Includes both PNG (Transparent Background) and JPG files for easy integration into any layout.
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Bonus Tokens: Ready-to-use circular character tokens in PNG format for both tabletop and Virtual Tabletops (VTT).
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100% Human-Created: Hand-drawn by the artist, no AI involved.
License & Usage: This stock art is available for Commercial Use. You may use these images in your own published RPG products, newsletters, or personal projects. However, direct resale of the images as a standalone product or as part of another stock art collection is strictly prohibited. (Please refer to the included license for full details).
Tags: Stock Art, Fantasy Stock Art, Goat Demon, Baphomet, Horned Fiend, Demon Warrior, Chakra Blade, Ring Blade, Wheel Blade, Circular Weapon, War Quoit, Executioner Weapon, Ram Horns, Goat Horns, Underworld Monster, Creatures, Bestiary, Pen and Ink, Line Art, Cross-hatching, Traditional Art, Black and White, OSR, Old School Renaissance, Grimdark, Dark Fantasy, Dungeon Master, TTRPG, RPG Assets, Publisher Resources, Full Body, Chui Wizard
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