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Posted: Sun, 03 May 10:10:34 CDT
In Eldritch Whispers, magic is not a convenience—it is a covenant. Within this single volume lies a trove of 150 spells, 110 curses, 40 blessings, and a host of potions steeped in consequence, each crafted for immediate use in 5e play. Every entry pairs clear mechanics with rich lore, transforming simple incantations into story-driving forces. Here, curses cling like living things, blessings alter fate with quiet gravity, and potions offer power in every perilous swallow. Each working carries its own logic, its own cost, and—when necessary—its own path to undoing, ensuring that magic at your table feels intimate, dangerous, and unforgettable. Beyond the spells themselves, Eldritch Whispers provides narrative events, a bewitched location, and practical tools to weave witchcraft seamlessly into your campaign. From structured side effects and adaptable pricing to a comprehensive ingredient index, every page is designed for storytellers who want their worlds to feel alive with arcane tension. This is not merely a spellbook —it is a storyteller’s grimoire. Open it when your players reach for forbidden power, and let the whispers guide you into wonder, dread, and the delicious weight of consequence.
Posted: Sun, 03 May 10:10:16 CDT
hundred unique witches ready to bring mystery, danger, and wonder to your tabletop adventures. Each witch follows one of ten distinct magical paths, from dream‐walking Moon Witches and life‐binding Blood Witches to cunning City Witches, secretive Occult Witches, and nature‐bound Green Witches. Some may become powerful allies, others dangerous enemies, and many hide motives that adventurers will only discover too late.. Every witch is more than just a stat block. Inside you will find detailed backstories, personal spells, routines, secrets, allies, enemies, and magical items that help bring each character to life. These witches have goals, habits, fears, and ambitions that can shape entire adventures or even influence the fate of kingdoms. Each witch also possesses a unique home filled with personality and danger. From crooked forest huts and moonlit towers to hidden urban sanctuaries, every lair is described in detail and includes traps, magical defenses, and environmental features designed to create memorable encounters. Whether you need a mysterious quest giver, a strange hermit in the woods, a manipulative hag, or the secret power behind a city’s shadows, this collection offers a hundred witches ready to enter your campaign and change its story forever.
Posted: Sun, 03 May 10:00:03 CDT
The Arena is a battle map, pure and simple. Large enough for ranged and AOE attacks from cover, it can handle a small army of creatures and foes. The seats of the spectators are poised for the fight.
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72 DPI maps for quick VTT application
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Day, Evening, and Night
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Grid and Gridless



No A.I. is ever used in LiD products or services. Handcrafted in the Dungeon Scrawl engine. Not intended for resale or commercial use without explicit permission from LiD Gaming.
Commissions for digital or hand-drawn maps available upon request.
Posted: Sun, 03 May 09:50:39 CDT
Forward missions are built on assumptions, not certainties, because by the time you have certainties you’re no longer operating at the edge, you’re consolidating, and consolidation is something the Pact is very good at, which is why they don’t send units like ours unless the objective sits far enough beyond established reach that standard models stop applying; the brief was concise, establish presence, assess viability, and determine whether the region can be integrated into the broader framework without compromising existing structures, which is a polite way of saying we’re here to find out if expansion is worth the cost. The distance alone introduces complications, communication delays that turn real-time command into something closer to advisory, supply lines that exist more as projections than guarantees, and an operational environment where every decision we make carries more weight because there’s no immediate correction coming if we get it wrong. That would be manageable if the variables were purely logistical, but the data we received before deployment was incomplete in ways that suggest either a lack of information or a deliberate omission, and I’ve learned to treat those two possibilities as equally likely until proven otherwise. The initial scans showed structures, patterns that don’t align with natural formation, which means we’re not the first to reach this far, and that complicates the mandate, because integration assumes something to integrate into, not something already established with its own set of rules. The Pact doctrine emphasizes adaptability, adjust to conditions, incorporate new variables, maintain strategic advantage, but doctrine is written for known unknowns, not for situations where the underlying assumptions might be incorrect from the start. We’ve begun preliminary operations, limited movement, controlled observation, just enough to confirm that the environment responds in ways that aren’t entirely passive, which raises the question of whether we’re assessing a region or being assessed by it, and in a mission like this, the distinction matters, because if the latter is true, then the objective isn’t just to establish presence, it’s to survive long enough to understand what kind of response our presence is going to trigger.
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In this Solo Adventure you assume the role of an adventurer in the shadow-stained expanse of the Known Galaxy. You will require the Haven Fallen Core Rulebook (CRB) and any associated Expansions you wish to use. The world responds to you—your interpretations, your fears, your ambitions—and you will act as both Character and Storyteller. The Actions you take should depend on who and what you meet, what horrors cross your path, and how you choose to engage with them. Record the outcomes. Evolve the world. Allow rumours, consequences, and scars to reappear later. As you progress, you will become your own Storyteller, shaping a living cosmos that remembers what you do. The outcome of Actions in Haven Fallen is determined by:
Posted: Sun, 03 May 09:50:32 CDT
Small expeditions are supposed to be routine, that’s the whole point, minimal personnel, limited scope, a defined objective that can be completed quickly without drawing attention or committing significant resources, and under normal conditions they are, because the systems we operate in are designed to reduce uncertainty to manageable levels, but that only works when the initial assumptions are correct, and this one wasn’t; the brief identified the site as low-risk, structurally stable, with no indication of prior activity beyond what could be explained through natural processes, which meant we approached it with the kind of caution appropriate to a controlled survey, not the kind required for something actively hostile. The first indication that the data was incomplete came from the instruments, subtle discrepancies that didn’t align with environmental expectations, small enough to ignore if you were looking for confirmation instead of contradiction, and that’s the mistake we made, we assumed the system was behaving incorrectly rather than considering that our understanding of it was flawed. By the time we realized the difference, we were already committed, inside a structure that didn’t conform to its own geometry, moving through spaces that shifted in ways that couldn’t be mapped reliably, and that’s when the situation transitioned from survey to containment without anyone issuing the order. The team responded the way trained professionals do, establish control, verify exits, maintain communication, but each of those steps failed in sequence, not catastrophically at first, just enough to introduce doubt, and doubt is the one variable that spreads faster than anything you can measure. I’ve been in enough operations to recognize when a problem is escalating beyond its original parameters, and this one has, not because of any single event, but because every attempt to stabilize the situation has produced a result that moves us further from resolution instead of closer to it, which suggests we’re not dealing with an environment that can be controlled through standard procedure. The objective was to assess and withdraw, but withdrawal requires a consistent frame of reference, and we no longer have one, which means the mission hasn’t just gone wrong, it’s become something else entirely, something that doesn’t end when we leave, assuming leaving is still an option.
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In this Solo Adventure you assume the role of an adventurer in the shadow-stained expanse of the Known Galaxy. You will require the Haven Fallen Core Rulebook (CRB) and any associated Expansions you wish to use. The world responds to you—your interpretations, your fears, your ambitions—and you will act as both Character and Storyteller. The Actions you take should depend on who and what you meet, what horrors cross your path, and how you choose to engage with them. Record the outcomes. Evolve the world. Allow rumours, consequences, and scars to reappear later. As you progress, you will become your own Storyteller, shaping a living cosmos that remembers what you do. The outcome of Actions in Haven Fallen is determined by:
Posted: Sun, 03 May 09:47:42 CDT
Anomalies: The Complete Edition brings together the Core Book of the journaling game Anomalies and the Uncanny Codex expansion into a single, terrifying volume.
Designed specifically for solo players, this edition offers a modular framework to explore paranormal phenomena, urban legends, and cosmic dread through the eyes of a lone investigator.
This Complete Edition includes
- The Core Framework: A versatile, prompt-driven system to create and document anomalies in any setting.
- The Uncanny Codex Expansion: New tables, deeper prompts, and advanced mechanics to push your sanity to the brink.
- Zero-Prep Gameplay: Everything you need to start your investigation immediately—just you, your journal, and the unknown.
- Director’s Cut Content: Refined rules and integrated layout for a seamless storytelling experience.
The world is full of glitches. It's time to document them.
Solo RPG Books
Solo PbtA: A Guide to Playing PbtA Games Solo This book demystifies the notion that these games require a group, providing strategies, tools, and techniques and techniques for emulating the role of the Master of Ceremonies (MC) or Game Master (GM) and experience immersive narratives independently, with a strong focus on utilizing and adapting Playbooks for a solo player.
Pointcrawling Solo RPG: A Beginner's Guide to Solo Pointcrawl—your gateway to a fresh and immersive approach to solo role-playing games. This book will show you how to turn abstract maps into dynamic networks of interconnected points, where every location holds the potential for adventure.
Solo Journaling RPG Books
Solo RPG Journaling: The Art of Being Your Own Storyteller. This comprehensive guide is designed for offering everything you need to begin your own solo journaling journeys.
Solo RPG Journaling: Companion. It's a guide designed for those who seek to elevate their solo journaling experiences to new heights. This companion guide is all about taking your journaling to the next level. It’s packed with fresh ideas, advanced narrative techniques, original oracles and practical advice that will help you enrich your solo adventures.
The Lost World: A Solo Journaling RPG. A game for dreamers, wanderers, and seekers—those who find joy in unraveling mysteries, piecing together fragments of a forgotten past, and writing their own stories. Designed for players who crave both structure and freedom, The Lost World balances evocative prompts and open-ended storytelling.
Posted: Sun, 03 May 09:14:06 CDT
Romantasy Mega Collection: d100 Tables (Complete 20-Pack)
Love isn’t simple. Not in courts of power. Not among fae and magic. Not when every glance can be a promise… or a trap. This Romantasy Mega Collection brings together 20 fully realized d100 tables designed to build sweeping romances, dangerous attractions, and unforgettable characters in worlds where love and power are always intertwined.
What’s Inside (20 Complete d100 Tables)
Characters & Appearance
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Male Characters
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Female Characters
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Male Costumes & Court Fashion
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Female Costumes & Court Fashion
Magic, Blood, & Transformation
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Alluring Magical Powers
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Fae Blood Characteristics
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Transformations
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Rituals of Desire and Bonding
Courts, Culture & Society
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Court & Society
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Festivals, Ceremonies, & Holidays
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Bargains & Contracts
Drama, Conflict & Consequences
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Consequences of Love
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Secrets & Scandals
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Intrigues & Betrayals
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Curses & Love-Bound Magic
Romance & Emotional Core
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Forbidden Attractions
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Seductions & Private Moments
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Moments of Vulnerability
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Pet Names, Epithets, & Nicknames
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Temptation & Manipulation



Why This Set Works
This isn’t just a list of tables. It’s a complete romantasy engine:
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Create characters → who they are, how they look
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Define magic & lineage → what makes them powerful
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Build courts & culture → where they belong
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Add tension & intrigue → what tears them apart
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Layer romance & desire → what pulls them together
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Apply consequences → what it costs them
Everything feeds into emotional storytelling.
Perfect For
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Romantasy novels and series
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Court intrigue and political drama
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Slow-burn romance and high-stakes relationships
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Character-driven RPG campaigns
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Writers who want emotion, tension, and payoff
How to Use
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Need a character? → Roll Characters + Fashion + Powers
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Need drama? → Roll Secrets + Intrigues + Consequences
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Need romance? → Roll Attractions + Seductions + Vulnerability
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Need tension? → Add Temptation & Manipulation
Roll a few tables… and suddenly:
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rivals become lovers
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allies betray each other
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bargains bind hearts
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and every choice has a cost
The Heart of It All
This collection is about:
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longing
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power
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danger
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connection
Because in romantasy… Love isn’t just a feeling. It’s a force. And it changes everything.
Build your court. Shape your relationships. Tell stories that ache, burn, and linger long after the final page.
Posted: Sun, 03 May 08:14:17 CDT
Customer Info: This is not a stand-alone game. It is a supplement and overlay for the Streamlined Superheroes RPG.
In The Longest Night you slip into the costume of a masked superhero who struggles to protect the corrupt and rotten city of Blackhaven from mad supervillains who have no other goal than to cause havoc, death and destruction.
The Longest Night is a board role-playing game that uses the rules of the Streamlined Superheroes RPG. It is designed to be played by 1 or more players without a Game Master and is meant to be a solo or cooperative experience.
It is a role-playing game, because it features character development and character customizability.
But it is also a board game, because it features a set structure, pre-defined encounters and movement on a “board” using a token.
Posted: Sun, 03 May 08:05:42 CDT
Behind every great story is a Game Master.
The Far Reach Game Master Guide gives you everything you need to bring the Kale Galaxy to life. Build worlds, command factions, create unforgettable enemies, and shape the fate of entire systems. From starship combat to political intrigue, from hidden cabals to galaxy-spanning threats, this guide equips you with the tools to run dynamic, immersive campaigns.
Control the unknown. Challenge your players. Reveal the truth behind the galaxy’s greatest mysteries.
Because in Far Reach… the story is yours to tell.
Posted: Sun, 03 May 07:53:04 CDT
Farreach throws you into the vast and dangerous Kale Galaxy, where ancient powers, warring factions, and cutting-edge technology collide. Create your character from a wide range of unique races and classes, master powerful Kata abilities, and forge your path among the stars.
Command starships, explore distant worlds, engage in high-stakes combat, and navigate alliances that can shape the fate of entire systems. Whether you rise as a hero, a mercenary, or something far more dangerous, the galaxy is yours to challenge.
Posted: Sun, 03 May 07:38:05 CDT
This stock art piece from Earl Geier depicts an open Haunted Ghost Book unleashing a sword-wielding spirit on the attack.
The image is 5.5 x 10" in dimension.
This purchase includes a JPG and a TIFF version at 300 dpi, along with an EPS vector version.
All art files are bundled in a ZIP file.
Earl Geier Stock Art License Summary
All stock art is licensed for use in professional publications. Misfit Studios (or, in some cases, the third-party artist) retain 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.
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, 03 May 06:05:03 CDT
Seven Spires Falls to Demonic Orcs!
As the Orc Wars rage, the orcs have been twisted by the Demon Lord’s shadow into monstrous, demonic creatures, imbued with fearlessness and unholy might. With such foul vigor, the orcs smash through the Holy Kingdom’s defenses, laying waste to everything in their path. As the orc legions converge on the Holy City of Tarra and the Seven Spires, the characters have just one chance to save Astrid Reborn before the great fortress falls. In Midnight in Seven Spires, the characters explore the ruins of the Holy City in search of the one who embodies hope for the future of Rûl. If they find her, they must confront unspeakable truths and decide the fate of the world.
Orc Wars 7: Midnight in Seven Spires continues the campaign chronicling the disastrous war between the liberated orcs and the humans who once enslaved them. As the Demon Lord’s shadow falls upon the orcs, warping them into demonic monsters, the situation grows ever more dire. Now that the Empire’s last provinces have fallen under the orc king Drudge’s heel, all seems lost. Yet there may still be a chance to stop the apocalypse, but only if the characters have the mettle and determination to see the Orc Wars through to their end.
This adventure references places and concepts described in Exquisite Agony.



