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Posted: Tue, 27 Jan 03:58:44 CST
At the edge of the Zuiderzee, where the waters of the great inland sea lap against long dikes and quiet harbors, lies the city of Enchuse. Built upon a tongue of land jutting into the bay, it has long stood as one of the northern ports of pride and power. From here, merchants and sailors set their course across the North Sea and far beyond, to the cold waters of the Baltic and the warmer harbors of Iberia. The cry of gulls and the groan of rigging are the music of the city, and its lifeblood is the sea.
- Regular
- Autumn
- Winter
- Desert
- Ruined
- Foggy
- Rainy
- Shadowfell
- Parchment
- B&W
If you like these maps consider supporting me on Patreon. There you'll get access to a wonderful community and over 250+ maps like this one.
Posted: Tue, 27 Jan 03:54:04 CST
The ancient gold coins gleam ruddily as they trickle between your fingers and back into the oaken chest- the sheen of gold alloyed with an alien metal whose secret has long been lost to humankind.
Alongside the chest the journal …its explorer author slain when the ship became your booty…holds stories of savage jungles and beasts forgotten by time, of vast riches held by a forbidden temple, of golden altars awash with crimson from bloody sacrifice.
The demon faces graven on the coins leer mockingly…will you take up their challenge?
Follow the millennia-old path of the Xi that began in sunken Atlantis through the darkest reaches of the Yucatan.
Beyond the savage lands of Encomienda where Mayan slaves groan under the yoke of the Conquistadors and the tyranny of Inquisition, the chartless interior holds the memory of Atlantis- and the riches of Red Gold.
Partly written in 2007 and only now completed, Red Gold uses the Transdimensional Adventures (2nd edition) ruleset but is designed as a low-magic pirate adventure set in a fantasy Caribbean around the year 1700.
43 pages; multiple-chapter adventure including ship-to-ship combat, multiple maps and VTT tokens. Includes AI-generated content.
Posted: Tue, 27 Jan 03:19:17 CST
Z03-P_001: La Peregrina
A Sci-Fi RPG Location
La Peregrina is a vast mobile city crossing an alien plain where static settlements cannot survive. It never stops moving. Neither do its people, its politics, or its problems.
This system-neutral location supplement presents Z03-P_001, a living city designed for long-term play: a place shaped by motion, scarcity, factional pressure, and unresolved history. Rather than a fixed map, La Peregrina offers districts defined by function and behavior, NPCs who persist and change, and conflicts that evolve as the city adapts.
Inside you will find a fully developed setting ready to drop into any science-fiction or science-fantasy campaign, whether as a recurring hub, a drifting mystery, or the center of an entire sandbox.
What’s Inside
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A detailed overview of La Peregrina’s culture, movement, and philosophy of survival
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Four major districts (Core, Inhabited Rings, Operational Edge, Fringe), each deeply described
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Dozens of fully developed NPCs with motivations, leverage, and clear uses in play
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A rich network of factions struggling over the city’s direction and future
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50 rumors to seed tension, misinformation, and investigation
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50 encounters designed for social pressure, moral conflict, and sudden disruption
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25 in-depth adventure hooks, each capable of supporting single sessions or entire arcs
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Guidance for running the city as a living system that changes over time
System Neutral
No stats. No assumptions. Use it with any sci-fi RPG system.
If your campaign needs a place that moves, refuses easy answers, and forces hard decisions, La Peregrina is already on its way.
Posted: Tue, 27 Jan 02:59:19 CST
The Bleeding Tide
Pirate Ship map Bundle

Inside this module you will find a set of 5 maps of a pirate ship, the Bleeding Tide, covering from the decks to the lowest level, with night and day variant. In addition to this you will also find 2 variants representing the ship boarding a merchant's ship. For a grand total of 7 maps!
- The Bleeding Tide ship [26x45]
- The Bleeding Tide ship - 1st level [26x45]
- The Bleeding Tide ship - 2nd level [26x45]
- The Bleeding Tide ship - 3rd level [26x45]
- The Bleeding Tide ship - sails view level [26x45]
- The Bleeding Tide ship approacing [48x45]
- The Bleeding Tide ship boarding [48x45]
We really hope you enjoy this map bundle and let's hope they can be the scene for epic battles!
Posted: Tue, 27 Jan 00:52:28 CST
Get all 5 of the Fantasy Chapters from Roll For Your Life: Wizard, Fantasy Tavern, Dragon, Witch, and Dungeon.
(all of 5 of these chapters are included in the Roll For Your Life PDF)
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This special bundle contains the following titles: |
| Digital Issue #1 Wizard Regular price: 0 Bundle price: 0 Format: PDF |
Be they penniless hermits or councilors to kings, wizards wield mystical powers from beyond the veil of reality. Often elderly, eccentric, solitary, and not entirely human, wizards knowingly or unknowingly play a major part in the grandest stories of their world, like those of Merlin, Gandalf, and Prospero of Shakespeare’s The Tempest. Your own arcane escapades will carve a new path through the far reaches of imagination. So put on your robe and wizard hat and crack the spine of this dusty old tome: the deep secrets of magic call to you! This chapter will help you create a wizard by rolling dice through 14 categories Pg count 16 This chapter is included in the Roll For Your Life hardcover and PDF editions ... |
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| Digital Issue #3 Fantasy Tavern Regular price: 0 Bundle price: 0 Format: PDF |
Many an epic quest begins with friends new and old gathering ‘round the crackling hearth of a cozy tavern. Fantasy taverns are a staple in tabletop roleplaying games and beyond. Top off your tankard, tighten your coin belt, and keep your senses sharp, friend–this will be a night to remember! This chapter will help you create a fantasy tavern by rolling dice through 9 categories Pg count 16 This chapter is included in the Roll For Your Life hardcover and PDF editions ... |
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| Digital Issue #4 Dragon Regular price: 0 Bundle price: 0 Format: PDF |
DRAAAGOOON! With a thunderous flap of scaly wings and a shimmering rain of fire, dragons burst forth from film and folklore in a multitude of forms. Set apart from other living things, these awesome creatures soar so far above man and beast that many claim godhood. From this illustrious perch they survey the land and swoop down to sow chaos or harmony at whim. So spread your wings and scorch your story into the history books! This chapter will help you create a dragon by rolling dice through 11 categories Pg count 16 This chapter is included in the Roll For Your Life hardcover and PDF editions ... |
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| Digital Issue #5 Witch Regular price: 0 Bundle price: 0 Format: PDF |
Witches wield subtle primordial magic to pluck the strings of human fate and transform the living world. Cast out from society, they surround themselves with the eclectic tools of witchcraft and conjure power and joy from solitude. Think of Baba Yaga, Circe, the White Witch, the Wicked Witch of the West, Sabrina–all ages and types find their way to the nameless sisterhood. Scour your cauldron, check the expiration date on your eye of newt, and see if you can find that old orange-brown shawl: a chill is creeping in with the season’s turn, and you’ve got lots of work to do. This chapter will help you create a witch by rolling dice through 13 categories Pg count 16 This chapter is included in the Roll For Your Life hardcover and PDF editions ... |
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| Digital Issue #6 Dungeon Regular price: 0 Bundle price: 0 Format: PDF |
Great treasures await in the shadowed places of the earth, enveloped in cobwebbed darkness and guarded by gnashing teeth and deadly traps. Dungeons are the enclosed, enemy-infested, hazardous locations that punctuate the greatest games and stories of fantasy: think of Tolkien’s Mines of Moria, the vast environments of the Legend of Zelda, the perilous temples of Indiana Jones, or Jim Henson’s Labyrinth. Double check your torch supply and make your farewells: the rewards are well worth it, if you can make it out alive. This chapter will help you create a dungeon by rolling dice through 10 categories Pg count 16 This chapter is included in the Roll For Your Life hardcover and PDF editions ... |
| Total value: | 0 |
| Special bundle price: | 0 |
| Savings of: | 0 (25%) |
Posted: Mon, 26 Jan 23:52:35 CST
Cave Encounters Volume II (Levels 6–10)
Quick-Play 5e Adventures by Infinium Publications
Cave Encounters Volume II is a plug-and-play encounter pack for 5th Edition fantasy role-playing, designed for mid-tier characters navigating unstable caverns, hostile factions, and elemental forces that do not care who claims ownership of the dark. Built for characters levels 6, 8, and 10, this volume presents 10 fully modular encounters that can be dropped into any underground expedition—without requiring a central plot or ongoing arc.
Each encounter emphasizes positioning, environment, escalation, and consequence, rewarding careful play while remaining fast to run at the table. Fights are rarely static.
This is not a dungeon map or an adventure path. It is a curated set of encounters designed to give Dungeon Masters mid-tier tools—scenes that feel dangerous, flexible, and alive.
What’s Inside
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10 modular encounters spanning Combat, Social, Skill, Trade, and Hazard play
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Scalable difficulty for levels 6, 8, and 10 using clear encounter matrices
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Environment-driven combat with burrowing enemies, chokepoints, and unstable terrain
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DM-facing guidance for pacing, escalation, morale, and encounter resolution
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Designed for one-shots, dungeon crawls, ongoing campaigns, or subterranean travel arcs
Encounters Included
The Fractured Market (Trade)
A volatile underground bazaar where tremors reshape prices, alliances, and lives in an instant. Merchants calculate risk faster than compassion.
Breathless Hollow (Hazard)
A gas-filled cavern where breathing becomes the challenge. Crossing safely requires speed, awareness, and restraint—panic turns deadly.
The Weight Trial (Skill)
A massive balancing platform spans a deep crevice. Success depends on coordination, load management, and careful movement—not strength alone.
Resonance Columns (Skill)
A maze of humming crystal spires disorients and misleads. Navigation depends on paying attention to shifting harmonic cues under pressure.
The Lost Cartographer (Social)
A half-mad mapper obsessed with impossible tunnels. He trades supplies and insight for stories—and remembers what the party forgets.
The Delver’s Truce (Social / Combat)
Two rival mining groups stand on the brink of bloodshed over a gem-rich lava tube. The party’s choices decide who walks away—and who doesn’t.
Echoing Burrows (Combat)
Ankhegs hunt through sound and vibration, bursting from the stone before vanishing again. The cave itself feels hostile.
The Chitin Barricade (Combat)
A fortified smuggler chokepoint erupts into violence without warning. Intelligent enemies, prepared defenses, and tight tunnels define the fight.
Stonebound Sentinels (Combat)
Ancient dwarven statues animate to defend a forgotten passage. Slow, relentless, and difficult to dismantle without care.
Heart of the Geode (Combat, Capstone)
A vast crystalline cavern guarded by earth elementals and a powerful Crystal Elemental sentinel. At its center lies a resonant gem tied to the Elemental Plane of Earth—valuable, dangerous, and anything but inert.
Perfect for mid-tier underground expeditions, deep-delve arcs, or Dungeon Masters who want encounters that challenge positioning, judgment, and restraint, Cave Encounters: Volume II delivers tense, table-ready content without locking players into a single story.
The deeper you go, the less the cave needs you.
Posted: Mon, 26 Jan 23:45:15 CST
You are an Evil Overlord, immortal, all-powerful and so bored.
Every day, wannabe heroes storm your empire of darkness, but it's been
centuries since anyone made it to you.
Sure, there's a lot to do, an empire needs to be run, but something is missing.
That's why, on the second Monday of every month, you meet up with other Evil
Overlords and pretend to be one of those wannabe heroes.
Overlord Break! Put yourself in the shoes of characters with unlimited power
who want to play ordinary people. It's a meta-LARP.
You have to be careful not to ruin the game for everyone at the table when your
nerves run out and you use your omnipotence to end the adventure prematurely.
At the same time, you want to become stronger as a hero, but to do so, you have
to do good, which goes against your nature.
The rules are easy to learn, so you can get started almost immediately!
What you get in this rulebook:
Five villain sheets
Five hero sheets
Four Adventures
Rules and game master advice
What you need to play:
A complete set of dice (D4, D6, D8, D10, D12, D20) per player
Two or more friends
Paper and pencil
A little imagination
Posted: Mon, 26 Jan 22:07:42 CST
| This special bundle contains the following titles: |
| Demons & Discoveries! Astrology of the Ancients (Learning Discoveries) Regular price: 0 Bundle price: 0 Format: PDF | Demons & Discoveries! Astrology of the Ancients is your gateway to the cosmic imagination sweeping journey from the first stargazers to the intricate celestial systems that shape worlds, stories, and games. Whether you’re a reader hungry for mythic wonder, a writer seeking narrative inspiration, or a game designer crafting an immersive universe, this book unlocks the secrets of the stars and their enduring power over human destiny.
Dive into the origins of astrology, the rise of zodiacal systems, and the magical interplay between the heavens and our most enduring tales. Discover how ancient wisdom can fuel modern creativity and learn to weave celestial lore into your own narratives and worlds.
Let the stars guide your next story, campaign, or creative project!
Chapter 1... | |
| Demons & Discoveries! Castles, Temples, and Ruins (Learning Discoveries) Regular price: 0 Bundle price: 0 Format: PDF | Unlock the Secrets of Stone, Story, and Imagination
Step into a world where ancient architecture, mythic ruins, and legendary castles are more than relics—they’re the beating heart of civilization, creativity, and adventure. Demons & Discoveries! Castles, Temples, and Ruins is your gateway to the origins and evolution of humanity’s greatest structures, from the primal urge for shelter to the awe-inspiring monuments that shaped faith, power, and fantasy.
Discover the Dawn of Architecture: Journey from the first flickering hearths and communal caves to the rise of temples and cosmic monuments, exploring how shelter became sanctuary and stone became story.
Explore Castles Through the Ages: Witness the transformation of fortresses from simple palisades to mighty st... | |
| Demons & Discoveries! Elemental Forces of Nature (Learning Discoveries) Regular price: 0 Bundle price: 0 Format: PDF | Unlock the primal power behind every story and game world. Journey through the mythic, mystical, and mechanical heart of the elements in this sweeping exploration of fire, water, earth, and air—and the countless ways they shape imagination.
Chapter 1: Echoes of the Primal Forces Discover how ancient civilizations—from Mesopotamia to the Vedic world—personified the elements as gods, monsters, and living forces. See how primal awe and mythic storytelling laid the groundwork for every elemental system that followed.
Chapter 2: The Alchemical Crucible and Mystical Currents Enter the secret laboratories of alchemists and mystics. Uncover the philosophical quests for the Philosopher’s Stone, the mystical symbolism of Sulfur, Mercury, and Salt, and the roots of magical systems that stil... | |
| Demons & Discoveries! Magical Weapons and Armor (Learning Discoveries) Regular price: 0 Bundle price: 0 Format: PDF | Unlock the Secrets of Legendary Arms and Armor—From Prehistoric Survival to the Pinnacle of Fantasy Creation!
Step into a sweeping journey through the ages with Demons & Discoveries: Magical Weapons and Armor. This richly detailed volume is your ultimate guide to the evolution, mythology, and creative design of the world’s most iconic weapons and armor—perfect for fantasy enthusiasts, storytellers, and game designers seeking inspiration and depth.
Chapter 1: The Echoes of Steel Witness the birth of defense as humanity transforms sticks, stones, and animal hides into the first tools of survival. Explore how necessity, ingenuity, and the raw struggle for existence forged the earliest arms and armor.
Chapter 2: Forging Empires Enter the Bronze and Iron Ages, where metallurgy revolutio... | |
| Demons & Discoveries! The Mysteries of Elves (Learning Discoveries) Regular price: 0 Bundle price: 0 Format: PDF | Unlock the Timeless Magic of Elves—A Journey for Creators and Dreamers
Step beyond the veil of myth and into the living heart of fantasy with Demons and Discoveries! The Mysteries of Elves—the definitive guide for writers, worldbuilders, game designers, and anyone enchanted by the allure of elvenkind.
Inside, you’ll discover:
The Ancient Roots of Enchantment: Trace the origins of elves from primordial spirits in ancient forests to the archetypes that haunt our collective imagination. Explore how folklore, myth, and literature shaped the first whispers of elvenkind.
The Shaping of Immortality: Witness the transformation of elves through the ages, from mischievous sprites to Tolkien’s immortal Firstborn. See how modern fantasy owes its vision of elves to the le... |
| Total value: | 0 |
| Special bundle price: | 0 |
| Savings of: | 0 (50%) |
Posted: Mon, 26 Jan 22:07:15 CST
From Izzy's sketches- Dragon Workshop brings you parts to enhance your existing airship adventures as well as parts for backers to make very unique "Izzy's ships" - the Thimble the Kestrel as well as some variant options for them to give you many more Izzy's ships. Airship designs from Izzy's Workshop are included, as well as Izzy's Guide to Ruling the Sea and Sky.
Thank you for supporting small artists!! These models are for personal non-redistributable use only. For commercial printing options, please contact us directly.
Posted: Mon, 26 Jan 21:50:25 CST
Unlock the Secrets of Legendary Arms and Armor—From Prehistoric Survival to the Pinnacle of Fantasy Creation!
Step into a sweeping journey through the ages with Demons & Discoveries: Magical Weapons and Armor. This richly detailed volume is your ultimate guide to the evolution, mythology, and creative design of the world’s most iconic weapons and armor—perfect for fantasy enthusiasts, storytellers, and game designers seeking inspiration and depth.
- Chapter 1: The Echoes of Steel
Witness the birth of defense as humanity transforms sticks, stones, and animal hides into the first tools of survival. Explore how necessity, ingenuity, and the raw struggle for existence forged the earliest arms and armor. - Chapter 2: Forging Empires
Enter the Bronze and Iron Ages, where metallurgy revolutionized warfare. Discover how swords, shields, and armor shaped ancient civilizations—from the disciplined Roman legions to the mighty armies of Persia, India, and China. - Chapter 3: The Crucible of Conflict
March into the medieval era, where mail and plate armor reach their zenith, archers and knights clash, and the science of fortification transforms the art of war. Uncover the tactical brilliance and brutal realities of legendary battles. - Chapter 4: Whispers of the Arcane
Delve into the mystical origins of magical arms—where ritual, belief, and myth breathe supernatural power into blades and shields. Trace the journey from shamanic blessings to the legendary swords and armor of folklore and epic literature. - Chapter 5: Worlds Woven from Wonder
Explore how modern fantasy—through Tolkien, tabletop RPGs, video games, and cinema—reimagines enchanted weapons and armor. Learn how narrative, mechanics, and visual design combine to create unforgettable magical artifacts. - Chapter 6: The Creator’s Forge
Ignite your own creativity! This practical guide reveals how to conceptualize, design, balance, and bring to life original magical arms and armor. Discover the secrets of lore, mechanics, and the artisan’s touch that make legendary items leap off the page or screen.
Whether you’re a reader hungry for lore, a writer seeking authentic worldbuilding, or a game designer crafting the next iconic artifact, this book is your indispensable companion. Forge your own legends—one blade, one shield, one spell at a time.
Posted: Mon, 26 Jan 21:15:57 CST
This side quest was created as preview content to promote the Rordon Gamsay’s Extraordinary Cookbook zine Kickstarter campaign. It will be free until the end of the crowdfunding campaign.
This adventure was created by Kelfecil's Tales!
A shipment of enchanted cheese never reached its destination.
In an abandoned cluster of storage houses on the edge of town, crates stamped for delivery to Rordon Gamsay’s arcane kitchen tower have been left to fester. Heat lingers where it should not, stone sweats with melted residue, and something has begun to move among the forgotten cargo. What was meant to be carefully monitored culinary magic has spoiled into something volatile and dangerous.
As the party investigates, living cheese oozes out of containment, spreading heat and chaos through the ruined plaza. The longer the situation goes unchecked, the worse the environment becomes.
Too Hot to Handle is a short, high-pressure side quest focused on containment, environmental hazards, and reckless misuse of Rordon Gamsay’s experimental techniques.

Posted: Mon, 26 Jan 19:56:42 CST
This old west saloon is great for encounters, investigations, or just your old fashioned bar fight. With the boss' office on the one side and the doctor on the other, your party will have a lot of opportunity.
Gid and gridless
Day, afternoon, and evening versions
300 DPI PNG





No A.I. is ever used in LiD products or services. Handcrafted in the Arkenforge engine. Not intended for resale or commercial use without explicit permission from LiD Gaming.
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