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Posted: Mon, 02 Feb 00:22:50 CST
Every issue of Dungeon Maps Magazine is a collection of 14 high-resolution, full-color VTT-Ready dungeon maps designed for generic tabletop RPG use. Maps are provided in 600 dpi JPG format and with variants for each including: blank map version, gridded player version, non-gridded VTT version, and gridded + numbered GM version.
Each issue includes 7 Fantasy-themed dungeon maps, and 7 Science Fiction-themed dungeon maps. New issues are scheduled to be released about 4 times a month (every one week or so).
Posted: Sun, 01 Feb 23:56:26 CST
“Every ancient tree has seen an age of strife and kept rooted, and every animal is descended from a line that has survived threats unimagined by their ancestors.”
Agents of the Old World brings back powerful primal magics to the forefront, providing characters with a connection to nature the ability to manifest the glories and terrors of the world around them!
Unearthed from the forest floor, you can find within this supplement:
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4 new Animist Apparitions, allowing you to call upon shades of powerful frozen guardians, ancient wyrms, forgotten gods, and a figure that still haunts the site of their ruin.
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5 new Druid Orders with feats to match! Parley with the Fey, venerate the Moon, cultivate Poisons, or connect with animals Supernatural or Swarming.
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Root, Dominion, and Sovereignty Epithets for Exemplar alongside new Ikons. Shape your divine ascent with primal power, call upon magic through a staff, or serve as a demigod of healing!
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Harness the elements of Aether, Vitality, and Void with three full kineticist elements (with composites to match!). Conjure telekinetic force, breathe life into the world around you, or crush others under the weight of death and gravity.
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Refine your Elements with three new feat lines connected to a greater mastery over a single element–manipulate radiation with Earth, blood with Water, or your own verdant flesh with Wood!
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Command Nature and the Stars with two new Psychic conscious minds, as well as two subconscious minds for a wiser sort. Attune to a Constellation to guide you and your allies or let nature run rampant as your mind overflows!
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New class options for Alchemist, Barbarian, Inquisitor (from Soldiers of the Immortal War), Investigator, Oracle, and Thaumaturge!
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Inspire your allies with songs of fury with the Skald class archetype, allowing you to battle-bard your way to victory. Stoke rage with your Raging song and sing Sagas to shape it to your taste!
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Stalk your prey like an apex predator with the Slayer class archetype, combining lethal skills targeted precision to ensure enemies never see it coming!
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Work hand-in-paw with a companion using the Hunter class archetype, specializing your ranger in utilizing an animal companion and primal magics at the cost of their lethal edge. A one-man marauder becomes a tag team as you and your animal companion hunt as one!
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Swear yourself the the Eldest with the Eldestsworn Inquisitor archetype and empower it with the Feysworn archetype! At the low price of your eternal servitude, the greatest forces of the First World allow YOU to act as their arbiter, granting you primal powers and courtly grace to boot!
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Take up an ancient mantle with the God Caller archetype, renewing the bonds of old Sarkoris to bring their gods to the fore once more. Crossing between Animist and Summoner, renewal of the land has allowed for this forgotten practice to flourish once more!
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Swear yourself to the divine (or close enough) with the Dawnflower Anchorite, Green Faith Acolyte, Hinterlander, Spheregraced, Storm Kindler, and Stargazer archetypes! Some grant you powers shaped by a deity but available to many, while others tie you to a patron–no others will do!
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Other archetypes (both class and otherwise) run wild! Kettle Witches brew alchemical potions, Ley Line Guardians draw power through the ley lines, Werecreatures gain stranger forms, Winter Witches freeze ice itself, and so much more!
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Two new Mythic Callings! Explorers seek to travel the world, while Shadows ensure their presence is never noticed.
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FOUR new Mythic Destinies! Archfeys turn the world around them into the First World, Azatas sing songs of freedom and joy, Dragons take flight (empowered further by the Draconic Codex), and Swarms-That-Walk devour all comers! Each contains over a dozen feats allowing you to shape your primal destiny as you see fit!
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Three new Domains (Animal, Insect, and Venom) alongside a number of Apocryphal domains. Gain predatorial senses or manifold limbs, swing with primal fury, or poison your foes with divine toxins!
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Elemental Grafts! Shape elemental magic into powerful prostheses that twist with primal magic! Turn your eyes to fire, your blood to silver, and your skin to sand as you Ship-of-Theseus your way to Elemental ascendance!
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Additional Alchemical Plants, allowing you to improve your skills or mix up your elixirs. Pick locks with Ironbreaker Herbs, stupefy foes with Lotus Petal Suspension, or raise the recently-dead with Reviver Root! So long as you’re skilled enough, of course…
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Command powerful new animal companions, shaping their growth with new Incredible and Specialized options. Slice through foes with a Giant Crab, strike fear with Chimeras and Manticores, or soar through the clouds astride a beautiful Pegasus!
The world outside is dangerous, but knowledge is your greatest weapon! Reclaim Sarkoris now with Agents of the Old World!
Comes with support for FoundryVTT, with Pathbuilder 2e support coming in the near future.
Posted: Sun, 01 Feb 19:38:59 CST
THE WAR FOR THE SPINWARD EXPANSE HAS BEGUN!
In the aftermath of the Great Hyperspace Collapse, the alien civilizations of the Old Empire slowly began rebuilding their empires. In the pursuit of this territorial expansion, many of them dispatched scout fleets and colonial expeditions into the SPINWARD EXPANSE, an uninhabited region of space known for its relatively low number of habitable worlds. A coalition of aliens known as the OUTWORLDS CONFEDERATION came to dominate the Expanse after the events of Human/Graal War and the Human Civil War, establishing itself along the spinward edge of Graal space.
Unbenownst to the Confederation, the aggressive KENTARI CLANS had themselves begun expanding their empire in the Spinward Expanse, and soon these two empires were set on a collision course that would inevitably lead to war between the two upstart powers. Control of the Spinward Expanse now hangs in the balance, and it’s up to you to decide who will become the masters of this sector of space!
CARRIER WARS is an expansion for VICTORY BY ANY MEANS that introduces advanced carrier warfare options for use in your campaigns, including ultralight fighters, new fighter special abilities, flak cannons, carrier strikes, fighter aces, auxiliary carriers, and more. Five new alien empires (the Outworlds Confederation, Kentari Clans, Altairian Free State, Procyon Commonwealth, and Ross Association) are included for use in your campaigns, along with full campaign scenarios that will allow you to experience the fight for the Spinward Expanse first hand.
THIS IS NOT A STAND ALONE PRODUCT AND REQUIRES VICTORY BY ANY MEANS TO FULLY USE.
Posted: Sun, 01 Feb 19:33:51 CST
A Haven from the Storm
It's the summer of 2005; the Avatar Storm has been raging for more than half a decade, and the ongoing conflict encouraged by the Sphinx shows no sign of slowing. A handful of Mages from a ruined chantry have found themselves seeking refuge in the forests and hills of the Pacific Northwest. The friendly town of Ehrlich seems to be a good place to catch their breath and recover before the Ascension War draws them back in.
An Otherworldly Arrival
As the locals prepare for the annual Summer Festival a new resident ar rives, and everything rapidly descends into otherworldly strangeness. Invader Summer is a one-shot story for 1-4 players (and a Storyteller) in spired by the writing of Hideyuki Kikuchi and intended for use with Mage the Ascension Revised or 20th Anniversary Edition rules. This story can be played in a single session or as a story within a larger chronicle.
Includes:
- Detailed descriptions of each scene, including tips on how to get from one to the next.
- Brief alternate rules to use for this or other one-shot/short stories.
- A quick alternate combat system inspired by the one in Hidden Lore.
- 7 pre-generated characters.
Posted: Sun, 01 Feb 18:16:30 CST
Welcome to the first issue of Bestiary Express! This oversized issue is designed to --provide you over 80 new creatures for your Fantasy Express games! This issue is oversized because we converted all of the creatures from Against the Darkmaster that did not make it into the core Fantasy Express Rules. That accounts for about half of the total number of creatures in this PDF!
Additionally, we have include various options into the stat blocks for these creatures. this includes the Initiative options from the core rules, the Challange Rating rules from Express Additions #6,and the Simplified Armor Rules from Express Additions #7. The Stat Blocks have both the normal Armor and Simplified Armor, so you can use whichever suits your game best.
The list of creatures includes the following:
Animals
--Alligator/Crocodile
--Antelope-like, Small
--Antelope-like, Large
--Dire Bear
--Dire Boar
--Dire Wolf
--Eagle
--Elephant
--Hawk
--Snakes
----Adder
----Anaconda/Python
----Boa Constrictor
----Rattlesnake
----Spitting Cobra
----Viper
--Swarm
--Tasmanian Devil
--Wolverine
Celestial
--Holy Guardian
--Sacred Beast
--Shield Maiden
Constructs
--Carytid/Telemon
--Stone Guardian
--Sycudron
Demons
--Faceless
--Cacodaemon
--Shadowflame Demon
Devils
--Arba
--Erinyes
--Shedhim
--Fwardia
Djinn
--Jann
--Jinn
--Efreet
--Marid
--Shaitan
Draconic
--Drakes
----Fire Drake
----Lindworm (Cold Drake)
----Sea Drake
--Kraken
Fey Folk
--Banshee
--Bauchan
--Druas
--Feyblade
--Fomorian Hound
--Pech
Floronic
--Bloodthorn
--Chillvine
--Fire Flower
--Sentients
----Fungoids
----Oakmen/Yewmen
----Swamp Shambler
Giant Kins
--Cyclops
--Trolls
----Dark Troll
----Maimlord/Dire Troll
----Stone Troll
----Wild Troll
Mythical Creatures
--Alce
--Giant Eagle
----Wind Lord
--Gorcrow
----Blackfeather
--Harpy
--Kelpie
--Nightmare
--Sky Manta
--Vargr
Prehistoric Creatures
--Besyr (Pygmy Mastadon)
--Mastadon
--Sognar (Compsognathus)
--Ursog (Amphicyon/bear-dog)
Undead
--Merlock
--Lich
--Vampire
Unusual Kins
--Dragonspawn
----Dragonspawn Priest
--Drufyr (Dark Elf)
--Dwergar
----Berserker
--Fomorian
--Minotaur
--Naga
----Nagaraja
Posted: Sun, 01 Feb 17:55:14 CST
GMs and DMs rejoice! You don't have to struggle to make role-playing encounters memorable anymore! This ombibus edition of Unusual Suspects gathers Volume 1: Modern Characters, Volume 2: Fantasy Characters, and Volume 3: Science Fiction characters into one complete package to help you create dynamic encounters your players won't forget.
Unusual Suspects creates an NPC at the table, in seconds, with a unique personality and a specific hook or a cue for both players and GMs to help remember who’s who and what they said, in a simple structure to note these traits and characteristics in the event that the players need to return to the NPC. It's quick, easy, and fun to do! With just a couple of six-sided dice, you can build an interesting and unique NPC in a few minutes' time, and no two NPCs will ever be alike! Unusual Suspects creates millions of combinations of behavorial descriptions, quirks, mannerisms, and more!
All of the most important information: positive and negative character traits, behaviors, and motivations, fit on one side of a 3x5 index card. Unusual Suspects is system neutral so you to use these character prompts without the need for game mechanics. No matter what game you're running, Unusual Suspects works perfectly in any RPG system.
Best of all, Unusual Suspects is modular; you only roll or choose what you immediately need. If you’ve started role-playing an NPC on the fly, you can generate the rest of the NPC’s personality at the table in seconds. You can add an NPC as needed, or you can roll up a stack of NPCs to randomly choose from during the game.
These aren't your usual NPCs. These are Unusual Suspects.
Posted: Sun, 01 Feb 17:45:16 CST
Do you need some memorable bartenders to serve as NPCs for your active campaign? With this document, you can have bartenders that fit in the High Fantasy, Steampunk, and Post-Apocalypse settings! Each NPC comes with a goal, a personality, an interesting secret, and a few plot hooks to use them as active characters in your campaigns! If you have any more ideas for the kinds of NPCs you'd like to see in the future, please leave a comment. We would love to hear your ideas and make characters that will become favorites at the table!
The goal of our “Dungeon Master’s Arsenal” is to provide dungeon masters with the tools, characters, and locations for their next campaign, reducing the stress and workload of the beloved dungeon master, the masterminds behind our entertainment, joy, and occasional trauma. While these tools are meant to be used as standalone items, we do our best to create system-agnostic rules and characters that can be adapted to any campaign, providing optimal use and flexibility for any scenario.
Posted: Sun, 01 Feb 17:29:11 CST
Jennifer S Lange Presents: Female Swordmaster Warrior
This stock art image by Jennifer S Lange depicts a confident Female Swordmaster Warrior standing at the ready with sword and shield, wearing green quilted armor. Is an enemy on the way?
This color purchase includes one JPG and a TIFF version, both at 300 dpi. Also includes a transparent background TIFF version. Dimensions are 4 x 8 inches.
All art files are bundled in a ZIP file.
Who is Jennifer S Lange?
Jennifer S Lange is a self-taught artist working mostly in the games industry with a spoonful of book covers, and prefers the fantasy/sci-fi genres -- because we know what the so-called real world is like already, so why not expand? Besides painting, she loves creating worlds by writing tiny snippets of stories for her personal works.
Love of learning is her strongest drive in life, and in her personal work she experiments new ways of creating art, changing medium, subject, and goals frequently.
Jennifer lives in northern Germany with her partner, and three cats of which only one isn't black.
Jennifer S Lange Stock Art License Summary
All stock art is licensed for use in professional publications. Jennifer S Lange retains ownership of the work, meaning you cannot resell the art in your own art packs or the like, and may be required to post an artist credit. There are limits regarding how this art may be edited for use.
You must include the artist's copyright statement in all publications using the art under certain terms and conditions. You obtain a license to use the art, but do not own any rights to it beyond that.
Posted: Sun, 01 Feb 17:10:33 CST
Over time, cobblestones are worn away and trails are forgotten but sometimes an old road re-emerges from beneath the weeds. Welcome to a path lost to time...
An ambitious gang-lord uncovers a dark secret
An undead threat stalks the streets of Absalom
A group of Pathfinders are the only ones who can prevent...
The Silent Tide
In this Lost Path 2e conversion guide you will find all the tools you need to convert the very first Pathfinder Society scenario Silent Tide straight into Pathfinder 2e. The story set in 4708 that first intoduced the world to Paizo's iconic organised play program has been fully revamped so that you can dive right into an embryonic Absalom nearly 20 years later.
This conversion includes all the essentials to dusting off this scenario and getting it to the table. From custom statblocks to suggested checks with DCs, from remastered mechanics to section-by-section GM Advice, this is your one-stop shop for surfing the Silent Tide right into town. The simple layout and intuitive formatting make it easy to read and reference alongside the original scenario during play.
And the original scenario? Well, to play Silent Tide you obviously need to grab a copy of the adventure itself so head over to paizo.com to pick one up online. Before you do that though, get hold of these conversion notes and if you do enjoy it, please do leave a review. Bring a smile to my wizened face with a kindly word and maybe I'll do a few more of these some time!
Posted: Sun, 01 Feb 17:07:48 CST
Far beyond the settled bronze cities of Karnaxos lies the blighted frontier of Ishrukar, a land once ruled by tower-sorcerers whose monuments now lie half-buried in black sand. Great basalt obelisks lean like broken teeth toward a bruise-colored sky, and trails of migrants whisper of a new darkness crawling from beneath the cratered earth. The people of Ishrukar are a mixture of barbarian clans—the Šamarr Tusk-Bearers, the Urdukk Flame-Bloods, the Mirakha Dust-Wanderers—and civilised bronze-towns like Zarun-Nekhul, Birak-Shul, and Tammiruk. Tensions between town and tribe have risen for generations. But now, all divisions are meaningless. In the haunted gorges beneath the Basalt Rift, something ancient has awakened. Hunters vanish. Bronze caravans return hollow-eyed. Livestock is found drained to husks. And every night—no matter the winds—an oily incense rises from clefts in the rock, smelling of serpents, grave-wax, and burned copper. Rumors speak of a forgotten deity: Ušur-Namarra, the Night-Serpent Who Sleeps in Stone. Some say it is a myth. Some say it is waking. And some… whisper it has already risen. You are one of the few willing to descend into the black places of Ishrukar, where old sorceries seep like venom through the earth.
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HOW TO PLAY
In this Solo Adventure you assume the role of an adventurer in a Bronze Age Fantasy setting where kingdoms rise and crumble beneath obsidian skies, and where warlords, sorcerers, and wandering heroes carve their names into the annals of Karnaxos. You will require the Warborn of Karnaxos Core Rulebook (CRB) and any expansions you wish to incorporate. The story you experience is your own. The actions you choose depend on who and what you encounter, and how you elect to interact. Keep a record of your journey, tracking outcomes and branching consequences. Your decisions become the voice of the unseen Storyteller. The world of Karnaxos stirs to life through your interpretation, your vision, and your courage. This template provides structure, direction, narrative density, and motivational clarity, ensuring you always know what drives the hero, what threatens them, and what lies beyond the next torchlit corner.
Posted: Sun, 01 Feb 15:37:49 CST
BATTLE FOR TERRA NOVA
Six million people. Six hundred souls. One impossible choice.
The Varkath invasion fleet has arrived at Terra Nova—humanity's agricultural jewel and home to the Consortium's Sentinel Shipyards. Their weapon: a Mass Driver capable of planetary extinction. Their target: 6.2 million civilians who cannot be evacuated in time.
You are Consortium Rangers, activated under wartime authority and assigned the mission no one else can complete: disable the Mass Driver before it fires.
Stealth approach under sensor shadow. Experimental EMP torpedoes. Ninety minutes to firing position while the fleet engages overwhelming Varkath forces. Failure means extinction. Success means survival—at a cost.
Witness the sacrifice of CDS Aegis—612 souls who chose to ram a falling Mass Driver to save six million lives. Stand the wall during humanity's darkest hour. Prove that integration works when the Consortium needs it most.
The Battle for Terra Nova will be remembered forever. Will you?
Custodire et defendere. Protect and Defend.
Battle for Terra Nova is a 50+ page military sci-fi adventure for Savage Worlds Adventure Edition, designed for 4-8 Rangers (Seasoned rank) and playable in 4-6 sessions. Set in the Challengers universe, this standalone mission requires only the core rulebook and can serve as an introduction to the setting or a pivotal campaign moment.
Includes:
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Complete mission briefing with wartime activation protocols
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Detailed NPC profiles including Admiral Th'karr Zyrrak and Captain Marcus Trent
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Fleet disposition for both Consortium Defense Force and Varkath invasion fleet
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Ship statistics appendix with full stat blocks and visual reference gallery
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Dramatic Tasks for stealth approach, torpedo strike, and extraction under fire
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Memorial service epilogue honoring the 612 who held the wall
Perfect for groups who want:
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High-stakes military operations with emotional weight
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Stealth missions during large-scale fleet battles
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Character-driven storytelling in wartime settings
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Heroic sacrifice and the cost of defending the innocent
"Simple math, Admiral. Six hundred versus six million. The principal survives."
— Captain Marcus Trent, CDS Aegis
Stand the wall. Prove integration works. Save Terra Nova.
Posted: Sun, 01 Feb 15:11:08 CST
Long ago, beneath the fertile valleys south of Castle Dragonwater, a minor baron swore fealty to the Starved King, a demonic entity of hunger. In exchange, the baron’s land flourished with endless crops and fattened livestock. When the baron died, his descendants sealed the King’s shrine in terror—but the hunger below never ended. Now, farmers near Horndale report crops rotting overnight and livestock turning feral. Strange lights flicker in the old Granary Hill Mound, and the smell of roasted meat fills the night air. The locals beg the adventurers to descend into the forgotten vault and end the demonic banquet once and for all.
This is a Dungeon Crawl Classics adventure for 4-6 players using characters level 1 or 2.



