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Posted: Fri, 16 Jan 20:32:17 CST
Crystal Chaos - Digital Monster Files
Deep beneath the frozen north, a strange magic pulses through veins of living crystal. It offers beauty. It offers knowledge. It offers gifts. But every gift has a cost.
Monsters born of arcane fractures and crystalline corruption.
From shattered ley lines to glowing spires of sentient quartz, the world of Crystal Chaos pulses with unstable magic. These digital monster files bring the chaos to life with a collection of original creatures designed to surprise, challenge, and inspire.
Inside, you’ll find:
- x15 crystalline monster artworks
- x15 VTT-style tokens of each monster
These creatures were created for use with Crystal Chaos, but they can be dropped into any 5E game where magic spirals out of control and the natural order fractures into glittering madness.
Whether your players stumble into a crystal-infested ruin or face down a prismatic horror at the heart of a corrupted grove, these monsters are here to reshape your battlefield. One shard at a time.
(These artworks are copyrighted and are not be used in any other distributed content without permission.)
Posted: Fri, 16 Jan 19:34:04 CST
This scenario was first run during 2025's Illusion & Horror Online Convention.
Twenty years ago, the Sabbat held a shovel party in Orange County, California. They kidnapped mortals from off the street, forcibly Embraced them, then buried everyone in shallow graves. Those who dug their way out became Sabbat. Those who didn't.... well, they stayed buried.
Last night, a mortal construction company dug up five shovelheads who didn't make it. Believing they'd found some freshly-dead bodies, they immediately called the city coroner and reported it. Now two have been taken to the morgue, while three remain at the site.
The story begins with a coterie being tasked by the Prince of Orange County to investigate what happened, and curtail any impending Masquerade Breach.
This scenario takes about 4-5 hours to run, and is compatible with any edition. The title includes five pre-made character sheets, each complete with a history, dark secret, and special ability.
Posted: Fri, 16 Jan 19:25:00 CST
This set includes all of the NPC racer teams and their vehicles from “Deathrace Coast to Coast”. Use these to keep track of the contestants.
Posted: Fri, 16 Jan 19:09:39 CST
This is a GM tool for “Deathrace Coast to Coast”. These are blank vehicle tracking sheets for each of the four legs of the Deathrace.
Posted: Fri, 16 Jan 19:04:02 CST
This book is a "Who's Who" of Post Apocalyptic North America!
It includes ALL of the new Non-Player Characters (NPCs) introduced across all six of the Source Adventure Books in one GM-friendlyReference Guide.
This compendium gives you a wild cast of heroes, villains, and other interesting people (and things) to populate your world.
100+ NPCs!
Posted: Fri, 16 Jan 18:54:01 CST
This book includes ALL of the new Creatures introduced across all six of the Source Adventure Books, PLUS all of the Creatures in the Game Master's Guide, AND new Creatures and Rules never see before - in one handy GM-friendlyReference Guide.
This book also includes NEW ART, a much more in-depth layout for Animals [and many new animals], Expanded Creature Mutations, and MORE!
Over 100 Creatures!!
Posted: Fri, 16 Jan 18:46:29 CST
This is the 5th (of Six) planned Dystopian Dawn Source Adventure Books. War is brewing between New Rome and Summerica! Find out why and hopefully...how to stop it! Before an insane Technomancer, more Robot than Man, enacts his plan of mass destruction.
Discover the secret New Roman Airship and Submarine bases! Uncover bio-mechanical marvels! Find buried laboratories hiding clues to the time before! Battle Mummies! Robots! Hunters! Ghosts! And... Bionic-Bikers!
Discover the hidden City of the Faerie Folk (Fae) - Elves, Dwarves, Pixies, Unicorns, and more! Uncover the secrets of Magic, how it came to the land...and how it might vanish if the war is not stopped!
Posted: Fri, 16 Jan 18:43:08 CST
This book is a compilation of ALL of the new Character Creation and Rules variants introduced in the six Source Adventure Books in a "one-stop-shopping" format to make life easy on Players and GMs.
Also included are several NEW Rule Variants for Player Character Creation, Combat, Mutations, and more!
I prefer to create a Character & Campaign Creation Reference Guide instead of making a "Dystopian Dawn 2nd Edition". As a player, I've always hated when companies did that, so I won't do that to you! This method is more user friendly AND a LOT less expensive!
PS - NONE of the Adventure, Plots, or Sub-Plots are included - that stays in the Adventure Books.
Posted: Fri, 16 Jan 18:31:24 CST
The 6th and final North America Dystopian Dawn Source Adventure Book.
This book bursts the doors wide open on the territory of Haven and the secrets of "the juice"! This adventure takes the characters on a wild cross-country race against monsters, death-defying feats, Raiders, blood-thirsty competitors, radiation storms, and more!
Do the players have what it takes to survive and win to become the Deathrace Champions?
Posted: Fri, 16 Jan 17:56:31 CST
Wrack dragons are powerful creatures, created by the titans during the Divine War to serve as generals for their armies. Sometimes, they seek mortals to carry out their devious schemes.
Enters the Wrack Dragon warlock. Imbued with elemental powers, this warlock think themselves a barbarian.
Posted: Fri, 16 Jan 16:53:53 CST
Pirate Cove: Frigate Ship is part of our Pirate Cove Maps Collection. It includes 15 full-size maps detailing a three-masted frigate war ship with an accompanying GM Notes pdf document. It comes in calm and rough sea versions. There are also maps showing the ship docked versus at sea.
- Main deck
- Quarterdeck
- Poop deck
- Crow's Nest
- Gun Deck
- Crew Deck
Designed to be used with any roleplaying game system, these maps can easily be integrated into popular Virtual Tabletop (VTT) systems such as Roll20, Fantasy Grounds and others. The maps may also be printed.
License:
Users are granted a license to use these maps and GM Notes for their personal use only via either display on a virtual tabletop gaming system (VTT) or to print them to be used for reference and/or play-aids. Any commercial use is strictly forbidden without express written permission. If you wish to use the maps and/or GM Notes in a public live-stream video of your game or in the context of a review, please contact us at support (at) mmpapps (dot) com to secure permission. The license is not transferable, and the maps and GM notes may not be redistributed, resold or sub-licensed in any way.
Posted: Fri, 16 Jan 16:26:03 CST
HOW TO PLAY
In this Solo Adventure, you assume the role of an adventurer in a Medieval Fantasy samurai realm. You will require The Dark Age: Bushido Core Rulebook (CRB), the Dark Age: Otherworld Expansion, and any associated Expansions you wish to use, along with a pen and paper—or a word-processing document—to play.
The story begins with an Introduction, a few initial Locations, and several key Story Points. The rest is shaped by your choices. The Actions you take depend on what you see, who you encounter, and how you choose to interact. Each Action will create ripples in the world; keep a record of events and adapt the world as it responds.
As you play, you become your own Storyteller—crafting an evolving narrative shaped by fate, honor, and the unseen forces that stalk the borders of the mortal realm. Use the Character Creation rules in the CRB to craft your hero, and consult the Storyteller tools in the CRB to generate NPCs. Once you have familiarized yourself with the following sections, you are ready to begin.
_____________________________
War does not always announce itself with horns or fire. Sometimes it arrives as parchment sealed in black wax, as a bowed head that lingers too long, as a blade left deliberately unclean. The realm you walk is bound by ancient codes and newer lies. Banners still stand, but their colors mean less than the whispers beneath them. Lords speak of unity while sharpening grievances. Houses gather armies in the name of order, yet each march hides a different hunger. In the spaces between battlefields, agents move—silent, deliberate, and sworn to causes that may already be dead. You are drawn into this tightening spiral not by glory, but by obligation. A war looms, shaped as much by council chambers and hidden knives as by steel and blood. What you choose to reveal, conceal, or destroy may decide whether the realm breaks cleanly—or rots slowly from within. This is a story of restraint tested, loyalties strained, and the cost of acting too late.



