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Posted: Sat, 21 Feb 02:45:38 CST
Dies ist Folge 21 der DSA-Romantasy-Serie “Serenissima”.
Jeden Samstag erscheint eine neue Folge hier im Scriptorium. Serenissima ist von vorne bis hinten 100% menschengemacht, keine KI. Alle Illustrationen zu diesem Projekt sind selbst erstellt (von Ramona von Brasch).
Du kennst die Serie noch nicht? Dann findest du hier ihren Anfang:
>> www.ulisses-ebooks.de/product/541071 <<
Hinweis: Serenissima richtet sich an ein erwachsenes Publikum. Es enthält sexuell explizite Szenen, die nicht für Kinderaugen bestimmt sind.
Posted: Sat, 21 Feb 02:22:33 CST
32 pagine a4 per un Gdr in solitario con un nuovo motore, la possibilità di interpretare uno dei due personaggi principali con interazioni tra gli stessi. Ambientazione anni 70, Italia, Rimini. Primi amori, contrasti e gelosie, in un gioco molto particolare dal sapore nostalgico di quegli anni spensierati e semplice che non torneranno mai più. Qwein Artigiano della Fantasia dal 1986
Posted: Sat, 21 Feb 01:17:24 CST
| IMPORTANT: This is an after-market add-on pack that modifies a pre-existing publication to make it compatible with the Cthulhu Eternal ruleset. It is not a complete game adventure. To make use of the material in this pack you will need to have access to the scenario book In The Shadows (CHA2357). While physical copies of this book are long out of print, the original publisher has a scanned PDF version available here. |
The "Golden Age" of Lovecraftian Tabletop RPGs is generally held to be the mid-1990s, an era when multiple successful product lines were being produced to explore a diversity of different visions for how the core concepts of Lovecraft's fiction can be used in gaming. A great many of the titles released during this time are either out-of-print or not directly playable with contemporary rulesets. This product represents a community effort to resurrect one of these old scenario collections.
In The Shadows (CHA2357) was a collection of three substantial scenarios by Gary Sumpter, released in 1995. Written for a vintage version of the D100 rules engine, the trio of creepy adventures -- Devil's Hole, In The Shadows of Death, and Song of the Spheres -- are excellent examples of "Old School Cthulhu" (OSC) sensibilities. They are however, difficult to run in their original form not only because of version differences, but also because production limitations or errors in the original print run caused most of the scenario handouts to be rendered in a low-contrast form that is hard to read.
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This pack, created as an independent add-on by Cthulhu Reborn,is an attempt to remediate both of these problems and make Gary Sumpter's scenarios easily accessible to contemporary gamers. It does this by:
- Providing extensive notes mapping all game mechanics in the original book to the evolved D100 engine found in the latest Cthulhu Eternal Jazz Age SRD (also included)
- Re-designing the scenario handouts from the ground up as high-quality full-color props. These adventures make liberal use of props, thus there are almost 40 all-new prop documents.
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| Previously Released Material: An earlier version of this pack was released in 2015 with the same graphic handouts but with statistics for a different game system. That version is no long available. |
Posted: Fri, 20 Feb 23:27:16 CST
They weren’t infected — they were improved. Contracted to deliver routine supplies to Azura-63, a quiet corporate research station in orbit over a barren rockball, the heroes expect a simple job. Instead, they find unanswered hails, automated warnings, and a crew whose calm, synchronized demeanor feels profoundly wrong. The facility’s official mission doesn’t match its logs, and something in the labs hints at research far more ambitious than mineral surveys. As tensions rise and corporate safeguards activate, the team must uncover what’s really happening aboard the station—and decide whether “progress” is worth the cost.
Metastasis is a short science fiction adventure for RPGs using a 2D6 engine and rules such as Cepheus Engine and the Original Science Fiction Roleplaying Game. Other systems are easily adapted.
Posted: Fri, 20 Feb 21:23:57 CST
A Terrifying Classic Hexcrawl Converted to Great Plains Apocalypse
This hexcrawl scenario introduces a new rural region in southwest Virginia that has survived the apocalypse but contains both visible and hidden threats. This book includes lead-in hooks to help the Narrator (GM) players, detailed descriptions of NPCs, information for each numbered location on Antler Valley's hex map, and an unnumbered map for players to track their progress.
This book also includes a chart of 58 random encounters, enabling the Narrator to populate blank hexes with new events, Virginia-specific weather anomalies, new cryptids, and unique horrors found only in this region.
This supplement requires you to own the Great Plains Apocalypse. In addition, having the Fear the Shadows supplement will be helpful for play, but the scenario can still be enjoyed without it.
Posted: Fri, 20 Feb 20:24:47 CST
Simplify Mass combat while still giving your players the feel of mowing down waves of foes. This 5e compatible book has over 10 stat blocks that takes iconic low level infantry creatures and converts them into larger, more poerful hordes using a variant of the swarm mechanic. Oorah!
Posted: Fri, 20 Feb 20:08:13 CST
Time Agents are supposed to protect the time line. Be they set in Dr. Who, Time Zero, or other myriad game systems. This Scenario begins at their headquarters, they've been alerted of a Temporal disaster in the making during WW2 in the Ardene Forest.
Posted: Fri, 20 Feb 20:01:42 CST
Welcome to the final frontier of inspiration. Whether your players are drifting through forgotten nebulae, trading plasma fire with pirate fleets, or uncovering the secrets of ancient alien ruins, this book is your launchpad for limitless adventure.
Big A** Book of Hooks: Space Edition is packed with hundreds of story ideas designed for any science fiction RPG setting—from the gritty realism of Traveller to the pulpy heroics of Starfinder, and everything in between. Inside, you’ll find quick-start adventure seeds that spark immediate action, mystery, or exploration across the stars. Each hook is a simple prompt—just enough to ignite your imagination and get your next session moving without the hours of prep.
1500 Hooks broken down into 15 categories, they are:
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Alien Ruins |
Generation Ships |
Sentient Starships |
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Psionics |
Interstellar Plagues |
Stellar Cartography Mysteries |
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Lost Colonies |
Black Market Tech |
Artificial Planets |
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Agricultural Worlds |
Cyborgs |
Time Dilation Incidents |
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Back Water Worlds |
Cosmic Horror |
Star System Quarantines |
AI ART WAS USED IN THE CREATION OF THIS BOOK
Posted: Fri, 20 Feb 19:55:47 CST
Welcome to Hollywood, darling—where twenty-five immortal witches run the entertainment industry, Instagram followers equal power, and turning critics into ashtrays is just good business.
The Witches of Los Angeles features twenty fully-statted witches, new rules for fame and industry management, supernatural social media mechanics, and guidelines for campaigns where celebrity drama meets reality-warping magic.
Los Angeles: Where everything is content, and magic makes it fabulous.
Requires: Hexen Witch Please
https://www.drivethrurpg.com/en/product/531427
Posted: Fri, 20 Feb 18:40:21 CST
A narrative roleplaying reference guide for Principia Occult based on The Book of Abramelin, designed to support system adaptation and fit with the rules framework of your choice.
The Book of Abramelin is a fifteenth-century grimoire attributed to Abraham of Worms, framed as instruction from father to son. It sets forth a prolonged operation of purification, seclusion, prayer, and disciplined observance culminating in Knowledge and Conversation with the Holy Guardian Angel. From that encounter proceeds ordered authority over lesser spirits exercised within a defined hierarchy. The text binds power to duration, conduct, and sequence. Authority arises through sustained adherence to form.
Codex Abramelin is a campaign framework for long-form occult ascent. This Principia title translates the grimoire’s operational logic into table procedure. A declared working establishes time, place, and obligation. Commitment narrows action and clarifies priority. Isolation alters alliance. Public rumor draws scrutiny. Scrutiny invites interference. Revelation shifts standing. Command reshapes the balance of power. The ascent directs the campaign’s structure and pace.
The purpose of Codex Abramelin is to anchor occult fantasy in vow, exposure, and earned authority. Ritual pursuit carries measurable cost in reputation, resource, alliance, and access. Each session advances, complicates, or imperils the work already begun. Rivals respond to visible ambition with calculation and counterwork. Institutions test loyalty and orthodoxy. Spirits press against the boundary of the circle. Conflict grows from declared intent and remains fixed upon it. Preparation establishes investment and vulnerability. Interference targets what has been pledged. Threshold moments alter authority in ways the campaign must recognize. Acts of command create durable consequence that persists into later sessions. Intention creates constraint. Constraint draws opposition. Decision transforms the field.
Disclaimer
This series uses historical occult texts as creative fuel and treats every element as fiction. Readers can enjoy the mood and symbolism, but none of it’s meant as instruction or encouragement of belief. The work isn’t a guide to real practice, and anyone who treats it as such accepts full responsibility for that choice.

Posted: Fri, 20 Feb 18:24:28 CST
For Use with the TALES From the Loom, group play rules. Get it free on my DrivethruRPG page!
This sheet has editable fields next to the primary stats, and check boxes next to conditions, Loom, and Stamina are markable. The loom check boxes are hidden they are in a 5x2 bar next to the word Loom, hover over and check them to mark progress. Printable as well!
Posted: Fri, 20 Feb 18:02:40 CST
Print the city you’ve always wanted—from the sewers up.
Cinderthorn Crossing brings a new level of detail to your FDM printer. This isn't just a collection of buildings; it’s a fully integrated urban ecosystem. Move your players from the cramped, multi-story tenements of the Poor Quarter, across the Cobblestone Roads, and down into the treacherous Smugglers’ Den below.
Why Choose Cinderthorn Crossing?
- Rock-Solid Stability: Our H-Clips ensure your roads and sewer sections stay locked together during play. Combined with our recessed cobblestone road sections, your buildings sit into the street, eliminating wobbling and sliding.
- Total Interior Access: Designed for the RPG player. Every building features easily removable roofs and floors, allowing you to fight room-to-room through 2 and 3-story structures.
- Vertical Storytelling: Utilize the sagging balconies for snipers or drop into the sewers for a stealthy escape. The integrated sewer access points connect the two worlds seamlessly.
- The Smugglers’ Secret: A specialized sewer section featuring a built-in dock, crates, and bedrolls—perfect for a hidden base or a black-market encounter.
- Print with Ease: 100% Support-Free. No waste, no messy cleanup—just download, print, and play.
- Use them together or apart. The buildings are not reliant on the cobblestone bases or sewers to function. Use them separately on your tabletop as you like.










