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Posted: Fri, 08 May 07:37:11 CDT
The May 8th, 2026 Friday Enhanced Map product contains a multi-layered PDF (allowing the options of numbered or non-numbered areas, labels on or off, and grid or no grid) and a zip file with all relevant map files as individual jpg images.
The Friday Enhanced map is for personal use only. If you are interested in licensing the map for commercial use, please contact Tim Hartin at Paratime Design for additional info.
Posted: Fri, 08 May 07:32:04 CDT
| This special bundle contains the following titles: |
| 3D printable foldable dice for Agent Provocateur Year Zero Engine (.STL in Zip file) Regular price: 0 Bundle price: 0 Format: STL (3D Model) |
Enhance your experience when playing the Agent Provocateur RPG or any YZFTL-based game that uses the dice pool mechanics by 3D printing as many skill and stress dice as you need.
This product contains the following models: a set of 5 foldable skill dies on a sprue, 5 foldable stress dies on a sprue, 5 regular six-sided dice on a sprue, a single skill die, a single stress die and a single six-sided die. The dice are hollow, and a 10 mm cube for printing or painting with a separate colour is also included in the package. Or you can purchase common 10 mm wooden or plastic tokens at your favourite hobby store and insert them to create a colourful filling of the markings on each die. The dice are foldable, like origami, you will save filament and printing time. The foldable dice are printed ... | |
| 3D Printable Modern Heroes and Heroines 28 - 32 mm (.STL in Zip file) Regular price: 0 Bundle price: 0 Format: STL (3D Model) | 6 modern heroes, 4 modern heroines, 1 male corpse marker, 1 simple base for 28 - 32 mm miniatures. All files are in STL-format.
The models are intended to be printed on a resin printer. They have all been test printed on a Formlabs 2 resin printer and came out very good.
These miniatures are suitable for any RPG that takes place in the modern era, anywhere from the 50s to present time.
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| Agent Provocateur: GM screen inserts (letter format landscape) Regular price: 0 Bundle price: 0 Format: PDF |
A set of 16 GM screen inserts for game masters looking to run Agent Provocateur RPG campaigns. Presented in full-colour letter-sized landscape format.
Feature information includes: Character creation, experience and character improvement, sample characters, list of fast, slow and free combat actions, combat modifiers, weapon table, critical injury table, environmental hazards, vehicle table, critical vehicle damage table, chase manoeuvres, obstacle tables for chases and 4 pages of art for the forward facing side of your GM screen.
Each insert is in letter format (8.5''x11''). If you only use A4 paper, you can print them and cut away a small portion of blank space at the ends to fit the paper in the pockets of your GM screen.... | |
| Critical injuries cards for Year Zero Engine FTL Regular price: 0 Bundle price: 0 Format: PDF |
This deck of cards will provide you with an easy way to generate random critical injuries in combat. The cards are compatible with any Year Zero FTL RPG.
Use this deck when you’re playing a Year Zero FTL RPG and a player character attracts a critical injury. Instead of rolling a D66, have the players randomly draw one of the cards.
You could even have the player keep the card for reference until the injury is healed.
The contents of this deck are not affiliated with, sponsored, or endorsed by Fria Ligan AB. The Year Zero Engine System Reference Document is used under Fria Ligan AB’s Free Tabletop License.... | |
| Initiative Cards for Agent Provocateur Year Zero Engine Regular price: 0 Bundle price: 0 Format: PDF | This deck of cards will help you handle the initiative draw during combat in the Agent Provocateur RPG. It is compatible with any Year Zero FTL RPG.
This game is not affiliated with, sponsored, or endorsed by Fria Ligan AB. The Year Zero Engine System Reference Document is used under Fria Ligan AB’s Free Tabletop License.... | |
| Manoeuvre Cards for Agent Provocateur Year Zero Engine Regular price: 0 Bundle price: 0 Format: PDF | This deck of cards contains two sets of reference cards for chase manoeuvres in the Agent Provocateur RPG. The cards can be used to pick manoeuvres during chases. It is compatible with any Year Zero FTL RPG.
This game is not affiliated with, sponsored, or endorsed by Fria Ligan AB. The Year Zero Engine System Reference Document is used under Fria Ligan AB’s Free Tabletop License.... |
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| Savings of: | 0 (33%) |
Posted: Fri, 08 May 07:12:15 CDT
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Amazons vs Valkyries: Illness and Disease |
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Pages: 52 Game System: OGL 5E This PDF features 34 diseases from ancient times, presented as ancient people understood them. Dropsy, consumption, anthrax, falling sickness, bubonic plague, and many other illnesses come alive in this 5E rules supplement. Inspired by historical disease, classical medicine, and the grim realities of the ancient world, this file brings greater verisimilitude to your campaign. In an age before modern medicine, illness was mysterious and frightening. A cough may signal consumption. A wound could fester into gangrene or tetanus. Whether you want a single affliction to complicate an adventure, a plague to threaten a city, or a harsher world where sickness truly matters, this supplement gives you ready-to-use material for play. Each disease includes game mechanics, symptoms, progression, and consequences. Some wear characters down over time. Others strike fast and can change the course of an adventure. Use these rules to add tension to wilderness journeys, dungeon expeditions, sieges, urban intrigue, temple mysteries, and grim survival campaigns. Ideal for ancient, mythic, low fantasy, sword and sorcery, and historical settings. Only $5.99! Illness and Disease is an expansion of Ancient Magic, a 520-page book that converts real spells and magic from ancient times into modern 5e game rules. Get Ancient Magic: Volume I Right Here!If you are a GM, Check Out Ancient Magic: Volume II, Right Here!Get Volume I and Volume II of Ancient Magic together in a bundle and save, Right Here!Download the Ancient Magic Free Preview Right Here! |




Posted: Fri, 08 May 06:35:08 CDT
The Price of Shadows
Asora’s Landing is a city built over old sins.
When Tur Stormbreaker, a scarred giant of the northern roads, and Roy Dejaune, a quick-tongued rogue with more wit than caution, arrive at its gates, they expect trouble, bad ale, and expensive lodgings. Instead, they are drawn into the private grief of House Davenport, whose eight-year-old heir has vanished from a locked chamber without a trace.
The trail leads downward: through bribed moneychangers, gutter rumors, hidden cult marks, false beggars, old fish warehouses, black cisterns, and sewers where something monstrous waits beneath the stones.
Below Asora, the Void Watch tends an ancient bargain. They claim the city survives only because someone is willing to pay the price no decent soul can bear. One child’s blood, they say, against the lives of thousands.
Tur and Roy have heard such arguments before.
Steel answers where reason curdles. Knives flash in the dark. An axe falls. And beneath the city, where nobles, priests, and monsters all keep their secrets, two wanderers must decide what kind of men they are when the world itself seems to demand an innocent life.
A grim sword-and-sorcery tale of blood, friendship, corruption, and the terrible lies men tell in the name of the greater good.
Posted: Fri, 08 May 06:29:41 CDT
A creature named Tallulah has an interesting proposition in the swamp for a party of delvers! Yes, we said creature.
The scenario was designed for a quartet of fourth level PCs. This offering was a fantastic time for the Murder Hobo Inc. podcast show on Youtube. The series features a rotating cast for a two hour game every week. We urge you to check us out: tinyurl.com/ttrpgpodcast and don't forget to follow!
Posted: Fri, 08 May 06:29:14 CDT
COMAE ENGINE traza un nuevo camino para las reglas clásicas del d100. Estas se han rediseñado desde cero para ofrecer una narrativa más creativa, manteniendo el arraigado enfoque que los jugadores han disfrutado durante décadas.
El núcleo es un versátil sistema de resolución de conflictos. Combina misterios, conflictos sociales, rompecabezas, acrobacias, combates (y la mayoría de los otros desafíos que se utilizan en la narrativa moderna). Puedes jugar casi cualquier historia de cualquier género.
COMAE ENGINE es un juego independiente. Si estás familiarizado con los juegos d100 clásicos, te sentirás como en casa.
Posted: Fri, 08 May 06:29:13 CDT
TREY es una herramienta para contar historias y ayudarte a jugar al rol en solitario. TREY es un juego narrativo que ofrece aventuras ilimitadas sin necesidad de preparación. Puedes jugar en solitario o en grupo. Y es fácil de usar con cualquier ambientación, incluyendo fantasía, ciencia ficción y misterios. Está diseñado para ser rápido, fácil y accesible, para impulsar tus aventuras y no desviar demasiado la atención de tu propia sesión de juego.
Todo lo que necesitas son tres dados y tu imaginación. Los dados TREY (un D6, un D8 y un D10) te darán todas las respuestas e información que puedas necesitar con una sola tirada. TREY es un juego de rol para uno o más jugadores fácil de aprender. Con las reglas y tablas aleatorias de este libro, podrás crear historias mientras juegas. TREY puede utilizarse junto a tu juego de rol favorito o como un juego independiente. Si eres un Director o Directora de Juego tradicional, también puedes usar sus tablas para aportar más aleatoriedad a las partidas de tu juego de rol favorito.
Posted: Fri, 08 May 06:20:27 CDT



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This special bundle contains the following titles: |
| The Runicum Codex - A Compendium for 5.5e Regular price: 0 Bundle price: 0 Format: PDF |
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| The Honeycomb Codex - A Compendium for 5e and 5.5e Regular price: 0 Bundle price: 0 Format: PDF |
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| Savings of: | 0 (50%) |
Posted: Fri, 08 May 06:05:03 CDT
The shadows are changing.
A routine infiltration should have been simple. Get in, grab the data, get out.
Songbird and her team pull it off.
But what they uncover makes even less sense than before.
A thief no one can see. Not with cameras. Not with magic. Not even on the astral.
Something is moving through the city unseen.
And it’s getting bolder.
As the team struggles to track an enemy that shouldn’t exist, tensions begin to rise from within. Old fears resurface. Trust is tested. And the spirits bound to Songbird are becoming harder to control.
Especially Ember.
Because he’s not bound.
And he’s starting to remind everyone why that matters.
With new dangers closing in from every side—corporate, magical, and something far stranger—Songbird is about to learn a hard truth:
Not everything in the shadows can be found.
And not everything that protects you is safe.
Posted: Fri, 08 May 06:00:02 CDT
HERE I LAY MY BURDEN DOWN
As the evening sun sets, its crimson glow paints the sky in shades of blood and iron, foreshadowing misfortune and sudden, violent death. The weary travelers sit around the crackling campfire, resting their legs.
Their mud-splattered shoes and sweat-soaked shirts are testament to a long day spent walking through uncharted territory. As the stars light up one by one and darkness falls, they look around uneasily. At the edge of the fire’s glow, something indistinct moves, lurking in the shadows. It waits, biding its time.
The travelers do not sleep at all that night.
Hardships of Wilderness is a campaign book for Dragonbane, aimed at those who lead adventurers through the wilderness. Among other things, here you will find campaign rules for wilderness adventures, travel and superstition, a new kin, Wilderness Magic, NPCs and adventure locations.
This is not a stand-alone game. You need Dragonbane from Free League to be able to use the material in this book.
This game is not affiliated with, sponsored, or endorsed by Fria Ligan AB. This Supplement
was created under Fria Ligan AB’s Dragonbane Third Party Supplement License.
Posted: Fri, 08 May 03:18:37 CDT
Rumors and gossip are powerful tools for sparking curiosity and drawing your players in. They plant narrative seeds that might grow into something much larger—or remain a single, tantalizing mystery with no deeper meaning at all. By watching how your players react, you can quickly see which ideas grab their attention and which are worth developing further. These 100 rumors and pieces of gossip are meant to give you gentle nudges—starting points you can explore, expand, or discard as you see fit.
Posted: Fri, 08 May 01:30:36 CDT
DM Essentials #131: 10 Rogue Escape Artist Encounters
In most games, picking a lock is just a skill check. Roll the die, open the door, move on.
But an escape artist is not a skill check. They have broken out of every prison, every set of manacles, every locked room. They are not free – they are just not caught yet. They live on the run, always looking over their shoulder, always planning the next escape. To them, a lock is not a barrier – it is a challenge. A pair of manacles is a riddle. A prison is a maze to be solved. But they cannot escape the exhaustion of running, the paranoia of trust, the weight of a life spent looking for the exit.
DM Essentials #131 gives you ten ways to make escape artists feel skilled, paranoid, and deeply human. They are not just thieves – they are prisoners of their own freedom, always running, always tired.
What's Inside?
The Escape Artist's World (Short Essay): Who they are, how they learn, and why they can never stop moving.
10 Encounters with the Ghost Who Keeps Running: Each one gives you a situation, the truth behind it, and a way for the players to respond.
- The Request – Help break someone out of prison. The escape artist needs a distraction. The prisoner may be innocent – or not.
- The Bounty – A wanted escape artist hides in the party's camp. "You could turn me in. Or you could help me."
- The Manacles – A lock they cannot open. Magical, trapped, or masterwork. They need a new approach.
- The Trap – A vault break that is a setup. The Watch is waiting. Someone sold them out.
- The Confession – "I have not stopped running in ten years. I am tired. I want to stop. But I do not know how."
- The Rival – Two escape artists compete for the same vault. Sabotage could get someone caught.
- The Student – A young thief wants to learn the trade. The master refuses. "The life will kill you."
- The Heirloom – Lockpicks that belonged to their mother. "She taught me everything. She died in a cell."
- The Legacy – A dying escape artist offers a secret – a way to open any lock. The knowledge comes with enemies.
- The Freedom – A chance to disappear for good. New identity, new life. They need someone to vouch for them.
Quick Reference Table: Roll d10 and get a full encounter hook in seconds.
Who This Is For:
- DMs who want heists and prison breaks to feel tense, not just sequential
- Players who think a lock is just a DC until they meet someone who has spent a lifetime studying locks – and still cannot open this one
- Anyone who understands that the person who can escape anything has never learned how to stay
ENTER THE ARCVERSE
More DM Essentials, adventures, and settings at the link below.
The lock clicks. The door opens. The escape artist runs. Will you follow, or will you stay?



