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Posted: Sun, 10 May 21:20:54 CDT
Strange Cargo is not a catalog. It’s a hold full of opportunity, danger, and stories waiting to happen.
Every merchant captain knows the truth: cargo is never just cargo.
A sealed crate humming softly in the dark. Refugees hidden among legitimate passengers. Antiquities wrapped in prayer cloth and lies. Livestock that bites through bulkheads. Government pallets marked do not inspect. A shipment that pays too well. A container no one will claim. A simple freight run that turns into a chase across three subsectors.
This book is about those jobs.
Inside these pages are one thousand cargos, contracts, odd jobs, questionable deliveries, black-market opportunities, mysterious consignments, and desperate patrons ready to pay hard credits for a crew willing to haul something from point A to point B—assuming point B still exists when you get there.
Categories covered;
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Hazardous Cargo |
Passengers (Low) |
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Legendary Shipments |
Passengers (Medium) |
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Experimental Shipments |
Passengers (High) |
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Biological Hazards in the hold |
Passengers you shoudn't have taken |
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Living Cargo |
Prisoners in Transit |
This book includes;
1000 cargos broken into 10 table (D100)
fully bookmarked
Because in the far future, fortunes are not made hauling grain.
They’re made hauling strange cargo.
Posted: Sun, 10 May 20:55:00 CDT
"For three cycles, the stars have been fading, and the Void has whispered of our end. But as long as a member of the Queen’s Guild stands, hope remains. You carry the spark of the Starforger in your soul—the frontier is fading, but your journey is just beginning."
Startrial RPG is a high-fantasy tabletop experience designed for cinematic action and narrative depth. Built with a focus on streamlining the game, it significantly reduces the workload for the Game Master (Star Judge) while giving players total control over their destiny.
Key Features:
The Trinity System (3d6): A dynamic core mechanic where your stats provide Shifts to improve your results, turning tactical choices into narrative triumphs.
Zero-Roll GMing: Startrial is entirely player-facing. The Star Judge never rolls dice, focusing on storytelling while monsters react with intelligent, predefined behaviors.
Fast-Paced Combat: Simultaneous actions and zone-based movement ensure every turn is high-stakes and flows without constant rule checks.
The Hazard Point System: A robust survival mechanic that makes every journey through the world of Startrial as dangerous and rewarding as the destination itself.
Epic Character Growth: Choose your path and develop your hero through a rewarding progression system across 100+ pages of professionally illustrated content.
Inside this 102-page Core Rulebook:
Complete rules for the Trinity System.
Detailed guides for the five core attributes: Stamina, Temper, Agility, Reason, and Social.
Combat, travel, and survival mechanics designed for modern play.
Grab your 3d6, gather your party, and fight back against the Void. The trial begins now. Launch Promotion: Get the Core Rulebook for just $11.50 (Regular price $14.50) for a limited time!
Posted: Sun, 10 May 20:04:28 CDT
For as long as anyone can remember, Olmara has watched over Hollow Hill.
The great tortoise is older than the village of Hollowmere itself — older than its oldest records, older than its oldest stories. Generations of children have been brought to touch her shell for good luck. Elders climb the hill to speak their worries aloud to her patient, amber eyes. The valley below is blessed in quiet ways that no one has ever fully explained, and no one has ever needed to.
Two weeks ago, she stopped moving.
The village fears she is dying. She is not. She is waiting — for someone worthy to receive the sacred duty she has carried for centuries, and for someone to help that person understand what they've been chosen for.
That someone is the players.
The Shepherd of Hollow Hill is the second entry in the Hearthside Tales series: short, standalone adventures built for a single warm session of play. This adventure features no combat, no dungeon, and no world-ending stakes. It is a story about patience, community, and the quiet power of people who show up for one another without being asked.
What's Inside:
- A fully written, system-agnostic adventure for 3–5 players of any experience level
- The village of Hollowmere, with key locations and atmosphere ready to bring to life
- Five richly written NPCs: Olmara the ancient tortoise, village elder Maren Ashford, the reluctant chosen Elowen Thatch, devoted child Pip Mossworth, and the warm skeptic Corvin Dusk
- Three-act structure with clear GM guidance, read-aloud text, and pacing notes
- GM tip boxes throughout for running Olmara's wordless communication
- A system-agnostic creature profile for Olmara
- A d6 village flavor table for added texture between scenes
- Four Midjourney art prompts for cover and interior illustration
- Full legal page with CC BY 4.0 licensing
Recommended for: New GMs, players new to tabletop RPGs, one-shot nights, convention play, and anyone who wants a session that feels like coming home.
Hearthside Tales adventures are designed to be run in a single session of 2–4 hours. No system knowledge required.
Griffon's Passage — Where every journey finds its beginning.
Posted: Sun, 10 May 19:18:48 CDT
Hi there and welcome to my RPG stock art page here on Drivethru.
This mini-map of Pirates Secret Cove Hideout is suitable for any OSR or fantasy game. The map is system-agnostic, so you can scale the encounter up or down. A map is provided without text so there's no clutter.
No AI was used in creating any of my artwork; all the assets are original and hand-drawn.
This file contains a high-resolution .png.
Posted: Sun, 10 May 18:43:01 CDT
Wulferon Keep
A 5th level D&D 5e 2024 adventure.
Frozen in time. Flawless in form. Fatal in its perfection.
High atop a jagged crag, where the mountain winds howl through the pines, stands Wulferon Keep. To the passing traveler, it is a miracle—a fortress built "yesterday," with white marble halls, warm hearths, and a garrison that never sleeps. But for the curious adventurer, the Keep is a living trap of domestic order.
In Wulferon, every pillow is fluffed by phantom hands, every meal is served by the dead, and every book returned to its shelf by a force that refuses to let the past die. Under the watchful, silent eye of the Spectral Sentinel, the Keep exists in a state of "Perfect Restoration." Change even a single room, and the house itself will rise to correct you.
Posted: Sun, 10 May 18:10:11 CDT
Designed to help Game Masters create memorable grassland locations with minimal prep time.
This generator includes:
- d12 Grassland Type
- d10 Weather
- d20 Feature
- d12 Atmosphere
- d12 Danger
- d20 Discovery
- d20 NPC Encounter
Also included is a full example showing how the tables can be combined into a ready-to-run GM narrative within secon
ds.
Posted: Sun, 10 May 17:29:50 CDT
| This very special bundle contains more than a dozen betselling scenarios, sourcebooks, and supplements related to a wide variety of relics and artifacts! They include two adventures that include all of the rules needed to play them that involve searches for strange items, a D&D quest for an ancient relic in a sunken temple, supplements devoted to sci-fi and post-apocalyptic artifacts, and more. |
| 100 Oddities for a Treasure Hoard Regular price: 0 Bundle price: 0 Format: PDF |
Welcome to "100 Oddities for a Treasure Hoard," the ninth entry in Skirmisher Publishing’s popular "Oddities" series! This publication features 100 unique things characters might encounter in an otherwise mundane collection of loot and includes guidelines for ways to introduce Oddities into your game sessions or stories in a fun and compelling way. Have you ever needed to stock a treasure hoard? If you are the storyteller for a game, the answer to that question is undoubtedly a resounding yes! At the end of a long and perilous quest, the heroes (and their players) usually look forward to some tangible material reward for their efforts. But it can be difficult to get beyond randomized coinage and a handful of gems, especially if you are pressed for time. And ambitious players are always ... |
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| Artifacts of the Wastelands Regular price: 0 Bundle price: 0 Format: PDF |
One way to make a modern, sci-fi, or post-apocalyptic game your own is with artifacts. A game master could expand the types of items a party might find, imagining what technology would be available generations in the future, where even potentially mundane objects might enter the realms of the fantastic. This publication delves into four very different kinds of technology. Cloaks include several forms of high-technology outerwear, including capes and ponchos. Virtual Matter Projectors explore the possibility that the ancients could make items that existed only while the devices used to create their component particles was on. Anti-Technology Weapons were designed to cope with the need to prevent machines from running amok. Formulae, chemistry’s third iteration, use the detritus of a dead... |
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| At the Shrine of Othrys (A Campaign Report) Regular price: 0 Bundle price: 0 Format: PDF |
“At the Shrine of Othrys” is a fun and lively novella-length work of fantasy fiction that follows the activities of four stalwart adventurers, Myrmidon fighter Myrmex, Human rogue Teris, Cynocephalian sorcerer Lyco, and Olympian priestess Angelia as they travel to and explore an ancient temple complex. This publication is designed to look like a journal written and illustrated with sketches by one of the characters while in the field. It is organized into 14 chapters that start with the formation of the adventuring party and follows its members as they face cultists, elemental monsters, evil humanoids, and all form of natural and unnatural hazards. It is written in a way intended to be reminiscent of classic swords-and-sorcery fantasy and combines humor and grimness as it recounts how i... |
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| Into the Vault of the Sea Goddess (An Adventure for 5E) Regular price: 0 Bundle price: 0 Format: PDF |
“ … drowsing on the deck of the Geros when I was startled awake by a noise like the roar of the Ismenian Dragon. Looking up, I saw a lithe figure in the lantern room remove the trident from its dais and disappear down into the lighthouse. A monstrous pillar of black smoke swallowed the sunset, darkening the skies. Captain Othonos immediately raised sail, steering for the deep sea, but soon thereafter a cyclopean wave engulfed the whole island. The cursed Titans rent the earth asunder and the lighthouse slid into the heaving sea like a stone dart. That same wave broke on the Geros’ aft deck, catapulting me high in the air and into the merciful waters of Lethe. Blessed Tyche surely saved me, for I regained my senses floating atop a tangle of flotsam ... ” "Into the Vault of the Sea Goddess” ... |
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| Maps for a Treasure Hoard (36 x 24 x Three) Regular price: 0 Bundle price: 0 Format: PDF |
This title includes three large maps for a multi-level Treasure Hoard! Two versions of each map are provided, one with a grid and one without. Non-grid versions of the maps and three full-page illustrations appear in a preview PDF, and high-resolution JPG versions of all six maps, along with a custom compass rose, are included in a ZIP folder. Gridded versions of the maps are 36 x 24 inches and have 1-inch squares. These beautiful maps by noted fantasy artist Bob Greyvenstein are suitable for any modern, fantasy, urban fantasy, or horror RPGs, miniatures games, or wargames and are especially suitable when running games online or on virtual tabletops. ... |
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| Materials of Ancient Empires Regular price: 0 Bundle price: 0 Format: PDF |
The idea of long-lost cultures that were technologically or magically superior to those of the current era of a game setting is fairly common in both fantasy and science fiction. This mini-sourcebook contains entries for two dozen sorts of materials that were developed by ancient societies but which can no longer be created without the assistance of powerful magic or technology. They are suitable for use in any fantasy, modern, science-fiction, or post-apocalyptic games that use the d20 system and can easily be adapted for other games altogether. ... |
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| Mutation Artifacts Regular price: 0 Bundle price: 0 Format: PDF |
Mutation artifacts are devices created both by those who lived before the cataclysm and wasteland dwellers that modify mutations. This mini-sourcebook describes two-dozen sorts of such items and includes four new mutations. Contents of this publication are stat’ed for a “Basic” version of the OGL/d20 system and is compatible with any games that use it, especially ones like the Mutant Future retroclone of Gamma World, and easily adaptable for many others. ... |
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| Mysterious Relics: Pantheon-Specific Temple Objects & Furnishings Regular price: 0 Bundle price: 0 Format: PDF |
In addition to religious trappings common to the temples of many lands and gods — like altars and deities’ holy symbols — certain objects, furnishings, sacred animals, and other items of a ritual nature might be found only in the shrines of specific deities or pantheons. Relics also often have very narrow functions and are frequently affiliated with specific cults or sects within a temple, such as those that might use the item in question as part of secret rites in hidden areas. Depending on their uses, such items might either be in plain sight or concealed in special areas. “Mysterious Relics” examines the various objects, furnishings, garb, accouterments, and items associated with temples and other holy sites and provides as examples a dozen ancient holy items associated with the classic... |
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| Quantum Flux: Unique Superscience Artifacts Regular price: 0 Bundle price: 0 Format: PDF |
With his second law, that “any sufficiently advanced technology is indistinguishable from magic,” Arthur C. Clarke articulated a concept that could have been a shadowy undercurrent in the wider consciousness for centuries, possibly even millennia. All the items in this book were designed with two ideas in mind: they were created using Ancient technology so advanced that it seems like magic and they’ve gone through Hell since the apocalypse. Damaged, jury-rigged, infested with nanites and parasites, warped by energy, rebuilt by insane machines — these are the kinds of changes that make these artifacts dangerous, unpredictable, and, above all, unique. Quantum Flux contains 86 unique superscience artifacts suitable for use in any modern, sci-fi, or post-apocalyptic setting, and range f... |
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| Ray Guns & Ruins Regular price: 0 Bundle price: 0 Format: PDF |
This dual-themed sourcebook is devoted to both descriptions and statistics for ray guns of all sorts, military and civilian, and material that can be used to make wastelands and ruins themselves, and not just their inhabitants, significant and interesting. Items of the latter sort include spontaneously-generated technology that can be used as rewards or dangers, ideas on how to spice up ruins with mundane and superscience hazards, and guidelines on rooms that might be found anywhere in the wastes. Material in this supplement is stat’ed for the “Basic” OGL/d20 system and can be used as-is with OSR games like the Labyrinth Lord retroclone of D&D or the Mutant Future retroclone of Gamma World and is compatible with and easily adapted to games derived from that syste... |
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| Someplace in Time (A Timepunk Game with Everything Needed to Play) Regular price: 0 Bundle price: 0 Format: PDF |
Monsters are threatening the very fabric of space-time! The players assume the roles of agents of the Office for the Research of Unusual Science (ORUS) who must skip through time to capture several Lovecraftian Mythos monsters. As described in the Call of Cthulwho adventure, these creatures recently escaped from the secret Area 4791 ORUS research facility. After the monsters fled from the facility, the cosmic overlord of time and space, Cthulwho, took them aboard his time and space warping Radio’Luminescent Yonder-Epoch Habitationizer (R'LYEH) to engage in malicious mischief. Unfortunately, the R’LYEH malfunctioned and propelled the hapless monsters to disastrous points in time and space, where each is engaged in transforming the existing disasters from bad to worst. If the characters succ... |
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| The Call of CthulWho (A MythosPunk Adventure for TSRPG) Regular price: 0 Bundle price: 0 Format: PDF |
Iä! Iä! CthulWho Fhtagn! In a hidden base in the frozen northern borderlands, researchers from the ultra-secret Office for Research of Unusual Science (ORUS) poke, prod, and probe a handful of hapless Mythos monsters. These horrific creatures, imprisoned in the bowels of a repurposed military bunker, await an opportunity to escape their anthropoid captors. Meanwhile, CthulWho, the Great Lord of Space and Time, seethes on a nearby islet, his nefarious travels interrupted by a magnetic surge that damaged his reality-bending Radio’Luminescent Yonder-Epoch Habitationizer (R’LYEH). And, while the imprisoned monsters lie sleeping, dread CthulWho visits their dreams and calls on them to help him escape this dismal reality. It is up your players, whether acting as Deep One, Ghoul, Elder Thing, ... |
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| Vault of the Sea Goddess Regular price: 0 Bundle price: 0 Format: PDF |
A hundred years ago, the Great Cataclysm caused the lighthouse of Amphitritos to fall into the sea and, with it, the crystal trident that for long years had guided mariners safely through the islands of the Dodecanese. Now, three adventurers, pious rogue Neeko, Aigyptian warrior Kari, and Gnome artificer Zopee, have sought out the ancient site in a quest to retrieve the holy relic and restore it to the purpose for which is was intended. While they are prepared to descend into and explore the depths, however, there are hazards and evils concealed within them that will put their abilities to the ultimate test … “Vault of the Sea Goddess” is an exciting, self-standing swords-and-sorcery fantasy short story by author and game developer Octavius Knorr that takes place in the bestselling |
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| Wisdom from the Wastelands Issue #17: Artifact Conditions Regular price: 0 Bundle price: 0 Format: PDF |
Artifacts play a key role in Mutant Future. Like magical items in fantasy games, artifacts are treasures sought by adventuring parties that brave the mutant-infested ruins of the Ancients’ world. But often these treasures are in less than pristine condition due to factors such as age, neglect, or misuse. Wisdom from the Wastelands is dedicated to providing useful information, game content, and ideas to players of modern, science fiction, and post-apocalyptic table-top and role-playing games in general and to fans of Goblinoid Games’ Mutant Future RPG in particular. The material it contains are compatible with it and any others that use the "Basic" system introduced in the most popular role-playing games of the early 1970s and are easily adaptable to many other games ... |
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| Wisdom from the Wastelands Issue #1: Artifacts, Manuals, and Toolkits Regular price: 0 Bundle price: 0 Format: PDF |
Welcome to the inaugural issue of Wisdom from the Wastelands! This publication is dedicated to providing useful information, game content, and ideas to players of modern, science fiction, and post-apocalyptic table-top and role-playing games in general, and to fans of Goblinoid Games’ Mutant Future RPG in particular. The rules it contains are compatible with this game and with any others that use the “Basic” system introduced in the most popular role-playing games of the early 1970s and are easily adaptable to many other games (especially successor systems and those covered by the Open Game License). One of the most entertaining aspects of a post-apocalyptic RPG is the many sorts of artifacts. Mutant Future and other popular post-apocalyptic role-playing game rules ... |
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| Wisdom from the Wastelands Issue #50: Artifact Quality Regular price: 0 Bundle price: 0 Format: PDF |
Fantasy games thrive on magical weapons and items, giving players something to shoot for — and to shoot with. These are rewards for overcoming obstacles and defeating monsters, both reflecting and boosting the characters’ growing power and expertise. To provide your science fiction game with similar options, this issue describes a system for including equipment of exceptional quality. While your Elf might draw a +5 vorpal sword from a dark knight’s sarcophagus, your replicant gets to instead haul a master quality gauss pistol from a brain lasher’s lair. This system also includes the shoddy end of the quality spectrum, for those times when patchwork or jury-rigging is the best your tech mutant can manage. Wisdom from the Wastelands is dedicated to providing useful info... |
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| Special bundle price: | 0 |
| Savings of: | 0 (80%) |
Posted: Sun, 10 May 16:17:58 CDT
Note: This is the Roll20 version of the adventure.
Down Among the Dead
A terrible expansion for Pirate Borg that's jam-packed with four new adventures, modular rulesets, character options, and location generators.
- 3 Full-Length Adventures (see below for details)
- 1 One-Shot Location Adventure
- 150+ NPCs & Monsters as tokens
- 7 Battle Maps, 5 Navigation Maps, & 9 Scenes
- New Classes, Skills, Motivations, & House Rules for Characters
- Generators for Jolly Roger Flags, Islands, Coral Reefs, & Coinage
Adventures
Lost to the Locker: You are DEAD. Yet, your weasley black soul lingers on. Find out what happens to the unfortunate crew who find themselves lost to Davy Jones' Locker!
Venom in the Veins: An unearthly and downright strange scenario set in a haunted snake temple where the walls hiss in ways uncleansed and the ghost of a malevolent druid haunts the halls.
Into The Maelstrom: In this gothic-castle-on-a-boat adventure, you'll cross cutlasses with Albrecht the Tideborne, a vampire lord, and his crew. Garlic and sunlight won't save you from monsters hungry for the blood of scurvy-ridden pirates.




Down Among the Dead is an independent production by Limithron LLC and is not affiliated with Ockult Örtmästare Games or Stockholm Kartell. It is published under the MÖRK BORG Third Party License. MÖRK BORG is copyright Ockult Örtmästare Games and Stockholm Kartell.
Posted: Sun, 10 May 15:48:36 CDT

This 82-page issue is for Adventure Word Sequences #4.
It revisits the next 20 frequent keywords from Plot Generator, Conflct (Plot) Generator 2, and Grammar Fuel ™ genre and subgenre books.
Why focus on Adventure Word Sequences?
The answer depends on the type of game that you are running.
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For that want fully prepared synopsis, ready-to-go adventures, or distinct setting adventures, then this book may not be for you.
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However, for GMs that play, modify, or plan adventures using suggestions and inspiration, this book may be for you, It gives more details than the keyword tables, yet are vague enough to fit or adjust to most genres, eras, and settings.
This is a guide book that is meant to aid a Gamemaster (GM) or solo game player in making creative adventure story conflict content. It is illustrated with some grayscale open or licensed images.
It's meant to help give useful tips and inspirational ideas.
An Adventure Word Sequence is our set of words that suggest a sequence of conflicts that may be interpreted to create an adventure.
We provide a brief generic synopsis of what it may be interpreted to mean for each Adventure Word Sequence.
An Example of the first of six Adventure Word Sequence for Build keyword,
1. Demand > Design > Produce
Something is in demand. Characters plan possible products. They gather needed materials, tools, and process methods to prototype and make the product.
Then we provide a table with how the adventure may use each sequence to describe a type of foe of six main types. Here are the ones for the Failure > Rebuild > Resolve sequence.
Foe
| Change | Vs monster | Vs nature | Vs supernatural | Vs self | Vs person | Vs technology (power) |
| Demand | A creature opposing something in demand | A challenging environment, terrain, or location hinders producing that thing | A conflicting prophecy, dream, or supernatural moment hinders producing that thing | A character must overcome preferences, thoughts, or motivation related to production | person or people hindering production | Opposing technology or powers related to production |
There are about 55 different new Adventure Word Sequences (6 for each keyword, 20 keywords). A few are used more than once (from this and prior books) for similar situations that fit the keyword. A list of this issues keywords is found bellow.
What does this cover?
- Comparison of 3 keyword prompt methods
- Reasons, pros, and cons for each
- Parts of speech, pros, cons of the following: verbs, nouns, adverbs, adjectives, pronouns, and prepositions
- Using this book
- Using random tables for 3 different types of worldbuilding
- Keywords: build, organize, otherthrow, return, challenge, deceive, reveal, ambush, retrieve, invade, arrest, control, embark, alter, cause, influence, crash, face, assassinate, observe
- For each keyword: Definitions, synonyms, Theme Generator 2e subjects, 6 Adventure Word Sequences, foes table
- A list at the end lists prior issue keywords and adventure word sequences
Posted: Sun, 10 May 15:45:13 CDT
Fantasy Villages was one of the launch series for our patron backed development. At time of writing, we are now over 90 months past those original releases. These sets have been tenderly updated and, where appropriate, updated to include OpenLOCK options for bases. With the great support of our patrons and tribesfolk, we can now return to give these fantastic village sets the care they deserve.







TERRAIN RECOMMENDED PRINT SETTINGS
Layer Size: 0.16mm minimum. 0.1mm recommended.
Infill: 10% for all models recommended
Top/Bottom Layers: 9 (or 0.9mm if using a different layer size than 0.1mm)
Side Shell Count: 2 (or 0.8mm if using a different nozzle size than 0.4mm)
Raft/Brim/Supports: None
Posted: Sun, 10 May 15:39:41 CDT
Boulder City, Nevada. Un colis arrive. Dedans une cassette audio et un mot…
“Le bruit se souvient”. Qu'est-il arrivé à James ? Pourquoi cet enfant disparu il y a 10 ans refait surface maintenant ? Qu'y a-t-il derrière le statique de la cassette ?
Intro
Le lieu où se déroule l’histoire est Boulder City, Nevada, aux USA. Mais il n’y a rien de spécifique et il est tout à fait possible d'adapter l’endroit.
Le scénario est classique dans la veine de Tales of the Loop, des enfants, un événement, une enquête et un final. La durée de jeu est d'environ 6h mais c'est selon le Roleplay et les circonvolutions de l'histoire.
Le pitch en quelques mots
Un colis arrive chez un des enfants. Dedans, une cassette audio et un mot… “Le bruit se souvient”. Voilà comment tout commence.
Et dans le scénario
Des relations avec des adultes : oui
Des échanges avec d'autres enfants : oui mais peu
Les adultes les poursuivent : non
Mystère : oui
Dinosaures : non
Robots : non
Enquête : oui
Scénario ouvert : modéré
Mort : les joueurs seront confrontés à la mort
Infos
Format : A4
IA : aucun dessin ni aucun mot n'a été écrit par une IA.
Les dessins : à la main par mes soins. Pas d'IA, jamais. Dans les annexes il y a plusieurs versions des dessins, avec ou sans légendes, couleur ou NB etc. Le but est de pouvoir les imprimer et les partager.
Langues : français.
Les plans : à la main par mes soins, assez génériques pour être utilisés ailleurs et sur d'autres jeux.
Les enfants : il est possible de jouer les vôtres mais c'est taillé sur mesure pour un one shot et avec les persos prétirés du jeu.
Est-ce une histoire de fantôme ? oui
Posted: Sun, 10 May 15:32:36 CDT
The Five Points has always been judged by those above it, condemned as a district of drunks, cutthroats, and beggars too wild to govern themselves, yet beneath the soot and shouting something new begins to take shape, quiet at first, almost respectable in appearance, as a thieves guild emerges not through brute force but through order, discipline, and strange ambition, gathering pickpockets, burglars, confidence tricksters, and smugglers beneath a shared structure that values refinement over chaos, insisting upon rules, standards, and conduct where once there had only been desperation, and in doing so the guild unsettles the city far more than open violence ever could, for its members move through the streets with tailored confidence, speaking carefully, dressing sharply, and conducting theft not as reckless crime but as organized enterprise, while offering protection, coin, and opportunity to those the city ignores, and soon even ordinary folk begin to question whether these criminals behave with more fairness than the officials and businessmen who condemn them, and as the guild’s influence spreads through taverns, markets, and shadowed counting houses, so too does resistance from those who fear what such a transformation might mean, for the old gangs resent the challenge to tradition, the authorities despise the guild’s growing popularity, and the wealthy grow nervous at the sight of thieves behaving like gentlemen, and you stand within this shifting order, where crime itself is being reshaped into something disturbingly civilized.
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In this Solo Adventure, you assume the role of a gangster in New York’s Five Points and surrounding neighborhoods in the mid-1800s. You will require:
The story begins with a brief introduction to the situation, a few key locations, and a handful of story hooks. From there, the game is driven by your imagination, choices, and dice rolls.
As you play:
You will record events, outcomes, and consequences



