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Posted: Tue, 02 Jun 01:07:04 CDT
The supplement presents a lightweight wealth system for campaigns centered on treasure hunters, bandits, salvagers, thieves’ guilds, mercenaries, and all other Fortune Hunters who want a bit more depth when earning, spending, risking, and losing their hard-won treasure.
Posted: Tue, 02 Jun 00:43:45 CDT
DM Essentials #158: Ten Fighter Town Guard Encounters
In most games, the town guard is a speed bump. A line of dialogue. A few hit points. A corpse by the next scene.
But the guard is not a roadblock. They are a person walking the same street every night for twenty years. They have seen drunks, thieves, and the same argument about whose turn it is to patrol the north gate. They are tired, underpaid, and often tempted to look the other way for a few silver. When they do their job well, no one notices. When they fail, everyone screams.
DM Essentials #158 gives you ten ways to make fighter town guards feel like real, grounded people at your table – not as obstacles, but as civil servants with spears, hiding secrets, cutting corners, and sometimes trying to do the right thing. The night is long. Will the party help them make it to dawn?
What's Inside?
The Fighter Town Guard: The Shield Between Chaos and Sleep (Short Essay)
Routine, rotas, corruption, and the grinding reality of law enforcement in a fantasy city.
10 Encounters with the Night Watch
Each one gives you the surface interaction, the hidden truth, and a primary check.
1. The Bribe – A guard offers to make problems disappear. They are undercover, investigating a corrupt captain.
2. The Cover‑Up – A guard fell asleep on watch. Their child is sick at home. They haven't slept in three days.
3. The Murder – A guard stands over a body. They killed the man in self‑defence – but have no proof.
4. The Riot – A crowd demands a prisoner's release. He is innocent. A noble paid off the magistrate.
5. The Deserter – A guard recognises a wanted deserter. The deserter saved children. The guard wants to let them go.
6. The Informant – A guard slips a note about a robbery. The guard is the robber. The note is a false lead.
7. The Pension – An old guard's pension is cut. They once saved seven children from a burning orphanage.
8. The Watchdog – A guard has been following the party for days. They suspect the wrong people.
9. The Lock‑Up – The party is thrown in a cell. The captain is corrupt and running a smuggling ring.
10. The Night Watch – A guard sits alone on the wall. Thirty years of the same empty street. They are suicidal.
Quick Reference Table – Roll d10 and get a full encounter hook in seconds.
Who This Is For:
- DMs who want city encounters to feel lived‑in, not mechanical
- Players who think a guard is just a uniform – until they see the exhaustion
- Anyone who understands that the real hero is the one who walks the same street ten thousand times
Also Available
DM Essentials #153: Ten Fighter Mercenary Encounters – coin, contract, and the cost of blood.
DM Essentials #154: Ten Fighter Duelist Encounters – one blade, one witness, one grave.
DM Essentials #155: Ten Fighter Veteran Encounters – the old soldier who won't die.
DM Essentials #156: Ten Fighter Knight Errant Encounters – oath, land, and the weight of a title.
DM Essentials #157: Ten Fighter Gladiator Encounters – sand, steel, and the crowd's thirst.
DM Essentials #158: Ten Fighter Town Guard Encounters (this volume)
ENTER THE ARCVERSE
More DM Essentials, adventures, and settings at the link below.
The guard leans against the cold stone wall. The lantern sputters. The street is empty. The dog has stopped barking.
Thirty years of the same walk. Ten thousand times.
Will anyone remember their name?
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Posted: Tue, 02 Jun 00:37:07 CDT
DM Essentials #160: Ten Fighter Commander Encounters
In most games, the commander barks orders and gives quests. A line of dialogue. A map. A reward.
But the commander is not a quest‑giver. They are the one who sends people to die. They decide who lives and who falls – not with a sword, but with a word. Every order echoes. Every mistake leaves bodies. They know every name. They carry every face.
DM Essentials #160 gives you ten ways to make fighter commanders feel like real, burdened leaders at your table – not as military props, but as people crumbling under the weight of orders. The attack is ordered. The hill is waiting. Will the party help them carry the cost?
What's Inside?
The Fighter Commander: Orders, Loyalty, and the Weight of Command (Short Essay)
Leadership, responsibility, sacrifice, and the lonely burden of giving orders.
10 Encounters with the One Who Gives Orders
Each one gives you the surface interaction, the hidden truth, and a primary check.
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The Impossible Hill – A commander must take a hill that will cost half their company. The hill is a diversion. They are being sacrificed.
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The Frozen Leader – A commander froze in battle. They saved a child from a fire the night before and inhaled too much smoke.
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The Letter – A commander writes letters to the fallen. The next letter is to their own spouse.
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The Mutiny – Soldiers surround their commander. They are being scapegoated for a noble's cowardice.
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The Replacement – A new commander arrives. The old one refused to burn a village.
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The Scout – A commander asks the party to scout a pass. Their scouts are deserting. The mission is a suicide run.
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The Medal – A commander pins a medal on a soldier. The soldier will be executed tomorrow for desertion. The medal is a lie.
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The Retreat – A commander orders a retreat. The soldiers call them a coward. They saw a hidden flanking army.
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The Burden – A commander sits alone. They gave the order that killed their men. The true author is a distant general.
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The Successor – A dying commander offers their position to the party's fighter. They want to choose who leads next.
Quick Reference Table – Roll d10 and get a full encounter hook in seconds.
Who This Is For:
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DMs who want military leaders to feel human, not archetypal
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Players who think a commander just shouts orders – until they have to write the letters
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Anyone who understands that the heaviest armour is the burden of command
Also Available
DM Essentials #153: Ten Fighter Mercenary Encounters – coin, contract, and the cost of blood.
DM Essentials #154: Ten Fighter Duelist Encounters – one blade, one witness, one grave.
DM Essentials #155: Ten Fighter Veteran Encounters – the old soldier who won't die.
DM Essentials #156: Ten Fighter Knight Errant Encounters – oath, land, and the weight of a title.
DM Essentials #157: Ten Fighter Gladiator Encounters – sand, steel, and the crowd's thirst.
DM Essentials #158: Ten Fighter Town Guard Encounters – the shield between chaos and sleep.
DM Essentials #159: Ten Fighter Archer Encounters – the long shot, the watcher, the fallen arrow.
DM Essentials #160: Ten Fighter Commander Encounters (this volume)
ENTER THE ARCVERSE
More DM Essentials, adventures, and settings at the link below.
The commander sits alone in the tent. The candle sputters. The letters are half‑written. The sword lies on the ground.
The hill is waiting. The order is not yet given.
What would you sacrifice to keep your people alive?
Posted: Tue, 02 Jun 00:29:59 CDT
Keep track of every coin, potion, and prized possession with this beautifully designed fantasy Inventory Sheet.
Available as both a fillable PDF and a printable version, this sheet makes it easy to manage your gear whether you prefer digital play, virtual tabletops, or traditional pen-and-paper gaming.
With dedicated sections for coinage, gems and treasure, consumable magic items, inventory, and encumbrance, you'll always know exactly what your character is carrying.
Perfect for Dungeons & Dragons, Pathfinder, and other fantasy RPGs.
Designed by gamers, for gamers. No AI used in the creation of this product. Every element has been crafted by hand to create an authentic tabletop experience.
Posted: Tue, 02 Jun 00:28:46 CDT
After years of development, testing, and balancing, we are incredibly proud to introduce BILT Among The Stars (BATS).
At 373 pages, using the battle-tested BILT system first introduced in 2015’s Gold-selling hit AZ: After Zombies, and playtested through years of iteration at the home campaign table of RPG designer Chuck Rice, BATS provides everything you need not for one science-fiction campaign, but for all of them.
Across Time and Space: Including 5 Tech Eras, BATS has all the tools to run campaigns from the Stone Age to the Modern Age, from the Near Future to the Space Opera Eras and beyond.
The Ultimate Crafting & Modding Toolkit: Stop settling for standard gear. BATS includes full rules for building and modifying custom weapons, armor, explosives, medicines, drones, robots, computers, ground vehicles, air vehicles, mechs, and starships. We’ve included examples of every single device, plus the mathematical framework to build thousands of customized variants all your own.
Transhuman Tech: Radically modify your characters with comprehensive Cybernetics rules.
Infinite Encounters: A robust creature-building engine featuring 50 distinct traits. Instantly modify existing threats or build your own completely custom alien horrors from the ground up.
BILT Among The Stars represents the culmination of my 26 years in the RPG industry. I’ve poured everything I’ve learned as a three-time ENNIE Award nominee and the author of multiple Gold-Selling DTRPG titles like Blood and Space and AZ: After Zombies into this massive toolkit.
Explore the stars. Conquer the stars. Settle the stars.
BILT Among the Stars.
Posted: Mon, 01 Jun 23:48:28 CDT
The Written Journal: A Solo RPG Toolbox Essential is a short trifold guide about keeping a written journal for solo roleplaying.
From The Author of Single Player Mode for Cyberpunk Red (R. Talsorian Games)
It is not about doing it “properly”. It is about finding a simple method that helps you record your game, remember what happened, and keep creating.
Inside you’ll find advice on choosing tools, deciding how much to write, what to record during play, experimenting with your method, and taking ideas from other players without treating them as instructions.
Your journal does not need to be polished, beautiful, or impressive. It just needs to serve your creative journey.
A practical, encouraging tool for solo players who want to capture the story without turning journalling into homework.
This zine-style PDF is part of the Solo RPG Toolbox Essentials series by Hollowponds Solo Sagas, designed to help you start strong and find your own storytelling rhythm.
Posted: Mon, 01 Jun 22:45:09 CDT
South of the Broken Hills, where land meets sea, the Serpents of Sea Hold claim dominion. The abrupt disappearance of the gang's previous boss, Marius Palak, leaves the party the de facto leaders of the Serpents and inheritors of the deteriorating Sea Hold. In their role as folk-heroic outlaws, the characters will uncover the secrets of the keep as they restore it to its former glory, sail the perilous Sea of Fear, and battle threats to their domain wherever the find them.
The sweet spot between not enough and too much
This product is an evolution of the campaign frame, what I've dubbed the campaign foundation. Think of a campaign foundation as sitting somewhere between quest hooks and hardback campaigns in terms of its detail and scope. I'm calling it a campaign foundation because it is sturdy enough to be built upon, decorated, and customized, but it is not complete without you.
The tools and quests in this volume were created with you in mind
Inside, you get:
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How to Use This Resource
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A Sage's 1-pager
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3 Novice Quest Scenarios (Evocative title, Summary of situation, Locations & maps, factions & NPCs, Cultivated list of monsters)
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Glossary explaining new lore
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Index cross-referencing the Glossary and Secrets of the Weird Wizard
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Maps by Dyson Logos
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Player 1-pager
Covering only the Novice tier, this is the perfect way to start an exciting campaign featuring dangerous dungeons, high-seas adventures, and a built-in bastion for the players to make their own (and sink their gold into).
The Expert tier version is already in the works, so look for that in July. Happy gaming!
Requires Shadow of the Weird Wizard and Secrets of the Weird Wizard from Schwalb Entertainment.
Posted: Mon, 01 Jun 20:57:13 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: vampire, vampire lord, flying vampire, bats, undead, monster, horror, dark fantasy, osr, old school renaissance, dnd, rpg character, character art, line art, pen and ink, cross hatching, hand drawn, stock art, publisher stock art, transparent png, chui wizard
Follow Chui Wizard on Instagram for more updates.
Posted: Mon, 01 Jun 19:31:33 CDT
***If purchasing the printed copy, make sure you choose the Print + PDF option, otherwise you won't get the How to Use supplements.***
Stories abound about the sliver of divinity that exists inside all of us. Soul, spirit, essence, chi, whatever you call it, it is the immortal aspect that marries to our mortal bodies, creating sapient, intelligent beings capable of greatness. The great question is, do we truly understand what our spirits are and how they become a part of us? No one knows? Someone knows? Maybe the truth was known millennia ago and was lost to time after we stopped focusing inward and started focusing outward (i.e., believing that which we cannot see versus defining that which we can).
Tabletop Gaming Guide to: Spiritualism presents new ways to create shaman characters along with providing options for outfitting those characters, using spiritual-based abilities, and encountering similar adversaries. Manifestations provide opportunities to enhance the simple shaman concept; instead of creating a “shaman character,” you can create a Conjurer, Medium, Priest, Astral Dreamer, or whatever you want to call her.
Tabletop Gaming Guide to: Spiritualism includes:
- What it means to be a spiritualist
- 10 different manifestations of spiritual abilities to create unique characters
- 20 different spiritual abilities for your character to wield
- Gear, cryptozoology, and a micro-setting to get your game going quickly
- Guidance for creating adventures in the micro-setting to get GMs started
- ... And more!
Tabletop Gaming Guide to: Spiritualism helps you get more out of your shaman characters by adding depth to what makes them a spiritualist.
Tabletop Gaming Guide to: Spiritualism includes the following How to Use guides for incorporating the source material quickly into your games:
- Savage Worlds (SWADE-compatible)
- Entropic Gaming System (EGS 2.0)
- Beyond the Firelight (Chronology Engine)
- The Fallen (PbtA)
- Shadowed Earth
Posted: Mon, 01 Jun 19:27:52 CDT
This supplementary system serves to manage a territory and state owned by a fellowship of heroes.
Developing it will raise benefits like the right to private property, advanced crafting options, creature training and access to more NPCs stores.
Connect different adventure challenges and series, even different fellowships through lineage, inheritances, past and future, through a land and its people.
Posted: Mon, 01 Jun 18:53:48 CDT
The Road to Normandy [BUNDLE] — Your Squad’s War Begins Here
From the burning sands of North Africa to the hedgerows of occupied France, The Road to Normandy bundle charts the full rise of an Allied squad fighting its way toward the most pivotal day of World War II. This collection brings together four linked expansions for Savage War WWII, each one adding new theaters, missions, gear, enemies, and historical context to build a complete, boots‑on‑the‑ground campaign.
Inside this bundle you’ll find:
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European Theater — Establish your squad, learn the system, and enter the brutal grind of early‑war Europe.
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North Africa Expansion — Desert warfare, armored thrusts, supply raids, and the desperate fight for control of the Mediterranean.
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The Italian Campaign — Mountain assaults, partisan allies, and the long, bloody push up the peninsula.
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The Day the World Held Its Breath (Normandy) — A focused, high‑tension scenario built around the chaos, fear, and heroism of D‑Day.
Whether you’re starting a new WWII campaign or expanding an existing one, The Road to Normandy gives you a complete arc of escalating missions that lead straight into the most iconic invasion in history.
March with your squad. Fight the war one mission at a time. And step onto the beaches when the world changes forever.
| This special bundle contains the following titles: |
| Savage War WW II - European Theater Regular price: 0 Bundle price: 0 Format: Watermarked PDF | War is not about armies. It’s about the people who carried each other through it. Savage War: WWII – European Theater brings the human experience of the Second World War to your table with fast, lethal action and grounded, character‑driven storytelling. Built on the Savage Worlds Adventure Edition engine, this game puts you in the boots of ordinary soldiers, medics, partisans, and scouts fighting their way through the most violent years of the 20th century.
You won’t command divisions or rewrite history. You’ll crawl through rubble, drag wounded friends to safety, make impossible choices under fire, and feel the weight of every mission. Stress, bonds, fear, courage, and sacrifice shape every session as your squad struggles to survive the European Theater.
This is not a simulation. It is... | |
| Savage War WW II - North Africa Expansion Regular price: 0 Bundle price: 0 Format: Watermarked PDF | Savage War: North Africa — A Theater Expansion for WWII Roleplaying
The Western Desert was unlike any other front of the Second World War. Endless horizons. Blistering heat. Long‑range patrols that vanished into the dunes. Convoys that lived or died by fuel and water. Fast, brutal armored clashes across open sand. And soldiers who learned to fight, survive, and adapt in one of the harshest environments on Earth.
Savage War: North Africa brings the unique character of the desert campaign to your WWII roleplaying table — without rewriting a single Core rule. This expansion plugs seamlessly into Savage War and gives both players and GMs the tools they need to run authentic, high‑tension missions in the Western Desert.
Inside you’ll find:
Desert Branches of Service — roles shaped by heat... | |
| Savage War WW II - The Day the World Held its Breath (Normandy) Regular price: 0 Bundle price: 0 Format: Watermarked PDF | June 6th, 1944. The day the world held its breath. Savage War: WWII — Normandy throws your squad into the surf, smoke, and chaos of D‑Day with the Survival Gauntlet — a cinematic, high‑tension opening sequence that forges them under fire before the campaign even begins.
Fight through the beaches, the hedgerows, and the brutal German counterattacks using fast, gritty Savage Worlds action. Packed with missions, tools, Stress and Morale rules, and detailed German threats, this book gives you everything you need to run the Normandy campaign at the squad level.
Survive the landing. Break the line. Change the war.... | |
| Savage War WW II - The Italian Campaign Regular price: 0 Bundle price: 0 Format: Watermarked PDF | Italy was not just another battlefield. It was someone’s home.
Savage War: World War II — The Italian Campaign brings the war into villages, mountains, ruined towns, and the lives of the civilians caught between armies. This expansion transforms your Savage Worlds WWII game into a story of liberation, responsibility, and the human cost of war.
Inside you’ll find:
A full campaign arc from Sicily to the Gothic Line
New Hindrances, Edges, gear, hazards, and terrain rules
The Bond Token and Trust Track systems for civilians and partisans
Mission generators, operational tools, and ready‑to‑run scenarios
Historical context, cultural notes, and guidance for respectful play
A complete Mission Dossier with fully developed Italian Campaign adventures
Italy is where the war beca... |
| Total value: | 0 |
| Special bundle price: | 0 |
| Savings of: | 0 (58%) |
Posted: Mon, 01 Jun 18:32:20 CDT
It’s 1965 and the Manukan Express is making its annual trip from Paris to the International Grand Honey Exhibition in Istanbul. Aboard the train is a hoard of the world’s most premium honey. And you’re going to steal it.
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Honey Train is a scenario for Grant Howitt’s Honey Heist, and is inspired by 2022’s Bullet Train and 1974’s Murder on the Orient Express.
An additional thank you to leslietowedesign and their Expanded Tables for Honey Heist.




