DriveThru RPG
Newest Items
Posted: Sat, 21 Mar 21:20:47 CDT
Solo RPG with Video Games Made Simple
Turn the moments you notice in video games into fresh solo RPG content.
This trifold gives you a simple, usable framework for translating quests, NPCs, locations, combat, loot, discoveries, and major choices into scene seeds, plot threads, and adventure material for your own solo play.
In this pamphlet, you’ll get:
- A clear step-by-step Translator Loop
- Tools for turning on-screen moments into playable solo RPG scenes
- Twist tables, prompts, and an oracle to add surprise
- A flexible method that works across many genres
- An example of play to help you start using it right away
Great for solo players who want:
- More inspiration with less prep
- A new way to use video games during solo play
- Fast, flexible tools that can be used immediately
If you enjoy both Solo RPGs and Video Games, this trifold helps you connect the two in a way that feels creative, practical, and fun.
My Made Simple Collection:
Posted: Sat, 21 Mar 20:53:47 CDT
DriveThruRPG Blurb – Frontier Medicine
A stolen medicine crate. A dying infant. A town on the edge. What begins as a simple recovery job becomes a tense frontier mystery in Frontier Medicine, a complete Savage Worlds adventure set in the Dakota Territory.
When the Macintosh baby’s life‑saving medicine is taken in a brutal stage attack, the posse rides hard into the broken country north of Redemption. But the trail leads to more than outlaws. A disciplined ambush. A hidden quarry hideout. A crate returned out of principle. And a quiet gunsmith found dead in his own shop.
Someone in Redemption wanted Johann Schubert silenced. Someone with money. Someone with reach. Someone who hired a killer by wire and left no trail.
As the town reels, the posse must uncover the truth before panic tears Redemption apart. Track the assassin. Clear an innocent man. And face the hard choices that define justice on the frontier.
Frontier Medicine includes:
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Tactical ambushes, tense chases, and small‑town investigation
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Frontier‑era forensics through Dr. Ellie McKee
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A morally complex antagonist who returns in future stories
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Hooks that tie directly into The Road to Redemption campaign arc
Gritty. Human. Unforgiving. Frontier Medicine is a story about the cost of justice — and the quiet courage it takes to hold a town together.
Posted: Sat, 21 Mar 18:00:33 CDT
This single page describes the fundamentals of 3HEX, the solo RPG system. It is NOT a playable game, in-and-of-itself. It is designed to describe the 3HEX to aspiring 3HEX writers.
(C) Mark Quire & Tesseract Engine 2026. All Rights Reserved.
Posted: Sat, 21 Mar 17:45:13 CDT
The Whisperwood Map
Posted: Sat, 21 Mar 17:19:14 CDT
Extra Ordinary gives us beat-up canvas backpacks and dirty, duct-taped sneakers, kids holding bloody hands grasped a little too tight, strange and dangerous powers, chasing dark forces, people who can’t or just won’t understand, and an endless journey on the side of a winding highway asking, “What do you do next?”
Extra Ordinary is a tabletop roleplaying game where you play kids with extraordinary powers on the run from danger in the ordinary world. It is a game of belonging outside belonging, a dice-less and GM-full game system that uses tokens and the players’ imagination to create a narrative-focused and roleplay-heavy story. The game is built for 3-6 players and intended for long-form play, but alternate rules for GM-ed or one-shot play are included in the book. Inspired by Maximum Ride, Percy Jackson, and Animorphs, this game tackles themes of homelessness, child endangerment and abuse, bigotry, young kids with grand destinies, and what it means to be something other than ordinary—in more ways than one.
Posted: Sat, 21 Mar 17:15:22 CDT
STRANGE FREQUENCIES
Episode 09 – “My Grandma Keeps Calling”
(Hecata/Giovanni)
Strange Frequencies is an in-universe late-night radio podcast that reports on unexplained events, strange people, and unsettling urban legends—without ever naming the supernatural.
The host doesn’t know about vampire clans, mage Traditions, or the hidden war for reality.
Your players do...they might.
Each episode presents a self-contained story that unmistakably reflects a specific Clan, Tradition, or supernatural faction, disguised as a mundane human experience: a wellness program, an art collective, a street protest, a missing person report, a therapy session gone wrong.
How to use these recordings:
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Atmospheric Openers
Play or read an episode transcript at the start of a session to establish tone, foreshadow threats, or hint at faction activity in the city. -
In-World Clues
Episodes can reference locations, NPCs, or events the characters will encounter later—serving as indirect intel without breaking immersion. -
Masquerade-Safe Exposition
Deliver lore, faction behavior, and supernatural consequences through human misunderstanding, keeping mystery intact. -
Player Engagement Hooks
Characters might recognize themselves, their allies, or their enemies in an episode—and wonder who else was listening.
Time: 6:27
Format: mp3
Language: English (with slight Eastern European accent from a voice actor)
My profile page: https://www.storytellersvault.com/browse.php?keywords=szerepjatekosok.hu
Posted: Sat, 21 Mar 17:09:37 CDT
Secret Society Agents
Secret Society Agents is a monster supplement for 5e that presents covert networks of benevolent operatives working quietly to maintain balance in the world. These societies rarely rule openly or command armies. Instead they operate through hidden cells, trusted informants, and carefully coordinated agents who intervene when corruption, dark magic, or rising tyrants threaten the stability of the realm.
The intent of this product is mechanical clarity and encounter variety without CR inflation. Each rung represents a role within a covert organization, progressing from new initiates and civilian supporters to elite agents, arcane investigators, and strategic leaders. These characters influence encounters through coordination, intelligence gathering, subtle magic, and tactical positioning rather than overwhelming force.
Cultural identity, symbols, and motivations are intentionally minimal. Some groups may resemble wandering networks of spies protecting freedom, while others may operate as quiet watchers guarding dangerous knowledge or ancient artifacts. Whether they serve a crown, a hidden council, or their own interpretation of balance is left entirely to the GM.
Society Cant is used throughout the ladder as a hidden language shared by members of these organizations. This coded system blends ordinary speech, symbolic markings, and subtle phrases that allow members to exchange warnings, meeting locations, and intelligence without revealing their affiliation. Outsiders usually hear nothing more than normal conversation.
Use these stat blocks as tools for allies, rivals, patrons, or secret manipulators behind the scenes of a campaign.
Society Cant
Members of secret societies communicate through a specialized coded language known as Society Cant. This system combines subtle spoken phrases, symbolic markings, hand signals, and layered meanings hidden within ordinary conversation. To outsiders it appears to be normal speech or casual graffiti, but trained members recognize the deeper intent immediately.
Society Cant allows agents to exchange information without revealing their affiliation. A simple tavern conversation might communicate a warning about a dangerous noble, a chalk mark on a door could indicate a safehouse, and a seemingly harmless travel song may encode instructions for the next meeting location.
The cant is designed to convey short tactical messages rather than complex dialogue. Typical information includes warnings, meeting points, requests for assistance, the presence of enemies, or confirmation that an area is safe. Because the system relies on layered meaning and context, non-members almost never recognize it unless the code has been deliberately revealed.
For game purposes, any creature that knows Society Cant can communicate simple hidden messages to another creature that also knows the cant, even while speaking normally or leaving discreet marks in public spaces.
Secret Society Agent Roster
Secret Society Initiate — CR 0
New recruit trusted with observation, errands, and basic field tasks.
Secret Society Sympathizer — CR 0
Civilian supporter who provides shelter, information, and quiet logistical aid.
Secret Society Watcher — CR 1/8
Urban observer trained to detect suspicious activity and track hidden threats.
Secret Society Courier Agent — CR 1/4
Swift messenger moving coded intelligence between distant cells.
Secret Society Field Operative — CR 1/2
Trained infiltrator specializing in stealth missions and covert sabotage.
Secret Society Silent Warden — CR 1
Guardian assigned to protect safehouses, archives, and dangerous artifacts.
Secret Society Whisperblade — CR 2
Precision eliminator who quietly removes threats to balance and stability.
Secret Society Veil Seer — CR 3
Arcane investigator who uncovers magical corruption and hidden conspiracies.
Secret Society Cell Marshal — CR 4
Operational commander coordinating multiple agents during covert missions.
Secret Society Lorekeeper — CR 5
Arcane scholar safeguarding forbidden knowledge and magical intelligence.
Secret Society Grand Operative — CR 6
Elite field leader entrusted with missions capable of altering the fate of kingdoms.
Posted: Sat, 21 Mar 17:09:36 CDT
Secret Society Agents
Secret Society Agents is a monster supplement for 5e that presents covert networks of benevolent operatives working quietly to maintain balance in the world. These societies rarely rule openly or command armies. Instead they operate through hidden cells, trusted informants, and carefully coordinated agents who intervene when corruption, dark magic, or rising tyrants threaten the stability of the realm.
The intent of this product is mechanical clarity and encounter variety without CR inflation. Each rung represents a role within a covert organization, progressing from new initiates and civilian supporters to elite agents, arcane investigators, and strategic leaders. These characters influence encounters through coordination, intelligence gathering, subtle magic, and tactical positioning rather than overwhelming force.
Cultural identity, symbols, and motivations are intentionally minimal. Some groups may resemble wandering networks of spies protecting freedom, while others may operate as quiet watchers guarding dangerous knowledge or ancient artifacts. Whether they serve a crown, a hidden council, or their own interpretation of balance is left entirely to the GM.
Society Cant is used throughout the ladder as a hidden language shared by members of these organizations. This coded system blends ordinary speech, symbolic markings, and subtle phrases that allow members to exchange warnings, meeting locations, and intelligence without revealing their affiliation. Outsiders usually hear nothing more than normal conversation.
Use these stat blocks as tools for allies, rivals, patrons, or secret manipulators behind the scenes of a campaign.
Society Cant
Members of secret societies communicate through a specialized coded language known as Society Cant. This system combines subtle spoken phrases, symbolic markings, hand signals, and layered meanings hidden within ordinary conversation. To outsiders it appears to be normal speech or casual graffiti, but trained members recognize the deeper intent immediately.
Society Cant allows agents to exchange information without revealing their affiliation. A simple tavern conversation might communicate a warning about a dangerous noble, a chalk mark on a door could indicate a safehouse, and a seemingly harmless travel song may encode instructions for the next meeting location.
The cant is designed to convey short tactical messages rather than complex dialogue. Typical information includes warnings, meeting points, requests for assistance, the presence of enemies, or confirmation that an area is safe. Because the system relies on layered meaning and context, non-members almost never recognize it unless the code has been deliberately revealed.
For game purposes, any creature that knows Society Cant can communicate simple hidden messages to another creature that also knows the cant, even while speaking normally or leaving discreet marks in public spaces.
Secret Society Agent Roster
Secret Society Initiate — CR 0
New recruit trusted with observation, errands, and basic field tasks.
Secret Society Sympathizer — CR 0
Civilian supporter who provides shelter, information, and quiet logistical aid.
Secret Society Watcher — CR 1/8
Urban observer trained to detect suspicious activity and track hidden threats.
Secret Society Courier Agent — CR 1/4
Swift messenger moving coded intelligence between distant cells.
Secret Society Field Operative — CR 1/2
Trained infiltrator specializing in stealth missions and covert sabotage.
Secret Society Silent Warden — CR 1
Guardian assigned to protect safehouses, archives, and dangerous artifacts.
Secret Society Whisperblade — CR 2
Precision eliminator who quietly removes threats to balance and stability.
Secret Society Veil Seer — CR 3
Arcane investigator who uncovers magical corruption and hidden conspiracies.
Secret Society Cell Marshal — CR 4
Operational commander coordinating multiple agents during covert missions.
Secret Society Lorekeeper — CR 5
Arcane scholar safeguarding forbidden knowledge and magical intelligence.
Secret Society Grand Operative — CR 6
Elite field leader entrusted with missions capable of altering the fate of kingdoms.
Posted: Sat, 21 Mar 16:56:16 CDT
Sagor från Mervalde är en bok som bjuder på gemytliga sagor, uråldriga legender och vilda äventyr. Här får du chansen att besöka mytomspunna platser, möta mystiska varelser och kasta dig in i spännande strapatser fyllda av både fara och förundran. Boken innehåller det mesta du behöver för att förlägga din storslagna kampanj i en engagerande och trolsk miljö.
Boken innehåller 14 scenarion och kortare äventyr. De flesta av dessa har tidigare enbart varit tillgängliga digitalt, men samlas nu för första gången i en bok, tillsammans med flera helt nya, aldrig tidigare publicerade berättelser. Boken innehåller även en övergripande beskrivning av Adralorien, Jyrhejm och Videnmark, de länder där dessa scenarion och äventyr utspelar sig.
FÖRHANDSVISNING:
VIKTIGT ATT VETA:
- SAGOR FRÅN MERVALDE är ett 128-sidigt värlsbok till Drakar och Demoner.
- Du behöver rollspelet Drakar och Demoner från Fria Ligan för att ha glädje av denna bok.
- Denna produkt finns på engelska.
- 27 VTT-kartor ingår.
- Karta Mervalde ingår.
- AI användes inte i produktionen eller formgivningen av denna produkt.
Copyright © Dunderdagar AB 2026
SAGOR FRÅN MERVALDE är en oberoende publikation av DUNDERDAGAR AB och har ingen koppling till Fria Ligan AB. Den är publicerad under tredjepartslicensen för Drakar och Demoner (version 1.0). Drakar och Demoner och Ereb Altor är registrerade varumärken tillhörande Fria Ligan AB.
ANDRA TITLAR:
Posted: Sat, 21 Mar 16:56:15 CDT
In Tales from Mervalde you will find heart-warming stories, ancient legends, and thrilling adventures. You will visit locations steeped in myth, encounter strange and mystical creatures, and be drawn into exhilarating exploits filled with wonder and peril. This book provides most of what you will need to run your Dragonbane campaign in the exciting and magical setting of Mervalde.
This book contains 14 scenarios and short adventures. Most have previously only been available in digital form, and they are collected here in a single volume for the first time, alongside several new never-before-published adventures. It also includes an overview of the three countries where these adventures take place – Adraloria, Yorheim, and Viddenmark.
PREVIEW:
BULLET POINTS:
- TALES FROM MERVALDE is a 128 page world book for Dragonbane.
- The Dragonbane RPG core book is required for play.
- This book is also available in Swedish.
- 27 VTT maps are included.
- Mervalde map is included.
- AI was not used in the production or design of this product.
Copyright © Dunderdagar 2026
TALES FROM MERVALDE 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: Sat, 21 Mar 16:11:04 CDT
Treasures of the Hearth Spirits and the Deep Forest
Bring the magic of Slavic folklore to your tabletop adventures.
Relics of Folklore: Magic Items from Slavic Folklore is a supplement for the 5th Edition of the world’s most popular roleplaying game, inspired by the folktales, legends, and old beliefs of the Slavic world.
Within this book you’ll discover enchanted treasures tied to ancient stories—relics shaped by hearthfire, wandering spirits, winter roads, dark forests, and the strange old magic that waits beyond the village fence.
These items are designed to be flavorful, mythic, and easy to drop into any campaign, especially adventures set in shadowed woods, snowbound villages, witch-haunted lands, or mythic worlds where old customs still hold power.
Inside This Book
This supplement includes 15 unique magic items inspired by Slavic folklore, including relics connected to:
Household spirits and sacred hearth traditions
Forest beings, wandering roads, and uncanny misdirection
Witches, curses, and dangerous old bargains
The restless dead, memorial rites, and protective thresholds
Winter magic, hospitality, and the unseen world beyond the firelight
Each item includes:
Full 5e-compatible game mechanics
Lore explaining the myth that inspired the item
Flavor designed to enhance storytelling and immersion
Perfect For
This book is ideal for:
Dungeon Masters running Slavic-inspired campaigns
Adventures set in dark forests, haunted villages, or winter-bound lands
GMs who enjoy folklore-inspired magic items
Adding unique mythic treasure beyond standard loot tables
Inspired by the Old Stories
The magic items in this book draw inspiration from Slavic legends involving:
Witches who fly in mortars and erase their tracks
Household spirits who guard the hearth when properly honored
Forest beings who lead travelers astray
Funeral customs, ghost roads, and the uneasy dead
Objects of welcome, warding, survival, and old magic
Each item carries echoes of the old stories.
Compatible With
Designed for use with 5th Edition fantasy roleplaying games, these items can easily be added to any campaign setting.
Bring the Old Ways to Life
The old stories speak of relics shaped by firelight, winter, and shadow.
Now your adventurers can find them.
Posted: Sat, 21 Mar 15:51:45 CDT
A short publisher statement outlining Wagon Wheel Publishing & Games’ updated completion standard across the catalog. This release explains how upcoming books will build on the company’s existing strengths with stronger referee-facing support, clearer situation structure, more self-carrying design, and better live-table usability across all active lines.








