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Posted: Fri, 22 May 16:19:35 CDT

Airport battle map pack

It's just like the Motors said: Airport! A familiar place to many, an exotic locale to more, and perhaps a vanishing experience when jet fuel gets expensive and pandemics plague the world. Behold the humble regional airport, with its four terminals, ample seating, and generous food stalls. What sort of goods might be waiting to be collected at luggage claim? What manner of incident might be resolved, or caused, by an intrepid group of PCs? Also available in an abandoned and wrecked up version for all your post-apocalyptic needs, this map will have your players leaving on a jet plane, who knows when they'll be back again!
All are hooked up and ready to play in FVTT.
What's Included:
- 2 .jpg maps 100x100 (10000 x 10000)
- Direct link to install the Foundry VTT file (from within foundry)
FAQ:
Do these maps work with Roll20/Fantasy Grounds/XXX virtual tabletop?
You can import the JPG and WEBM files into any system you use to play your games online that allows them, however, the LoS I have setup only works with FVTT. If you use FGU, look for me on DMsGuild!
Posted: Fri, 22 May 16:10:36 CDT
Not every curse needs to doom a kingdom.
Some curses are smaller.
Some make your shadow judge you. Some make your boots squeak at the worst possible moment. Some cause nearby candles to flicker when you lie about something petty.
Minor Curses & Petty Hexes is a system-light fantasy supplement featuring 50 annoying magical afflictions for GMs who want curses that create roleplay, comedy, tension, strange consequences, and memorable table moments without derailing the campaign.
Use these curses when a character handles a suspicious relic, insults the wrong hedge witch, breaks a minor magical bargain, ignores a warning, misuses a strange item, or needs a harmless magical complication.
Inside, you will find curse sources, symptoms, durations, removal methods, failed cure complications, optional twists, and a full random curse table for quick use during play.
Whether you need a funny consequence, a strange side effect, a petty magical punishment, or a curse that becomes unexpectedly useful, Minor Curses & Petty Hexes gives you a collection of magical problems your players will remember.
Not every curse needs to be terrible.
Some only need to be inconvenient.
What’s Inside
- A fantasy tabletop PDF
- 50 minor curses and petty hexes
- Curse source and symptom tables
- Curse severity and duration tables
- Removal methods and failed cure complications
- Optional twists for stranger magical consequences
- A random d50 curse table
- System-light content suitable for fantasy campaigns
Posted: Fri, 22 May 15:48:55 CDT
| This special bundle contains the following titles: |
| ANOMALIES: Hunted Heroes — Core Rulebook Regular price: 0 Bundle price: 0 Format: PDF | ANOMALIES: Hunted Heroes — Core Rulebook
A narrative-driven urban vigilante RPG of power, control, and survival
How This Game Plays
ANOMALIES runs on a custom-built percentile system designed for fast, high-pressure play.
Roll two d10. Add your stat. Interpret the result.
Every action in the game—combat, powers, movement, and survival—follows the same structure.
No subsystem switching. No mechanical bloat.
What defines the system:
Dual d10 percentile resolution (fast and readable)
Banded outcomes (light, strong, exceptional success)
Momentum-driven combat — fast, dangerous, and decisive
Fatigue system that replaces resource tracking with risk
Powers that scale through control, not complexity
This is a system built for:
tension, control, and consequences under pressure
What This ... | |
| Phase One: The Safe House — Campaign Expansion for ANOMALIES: Hunted Heroes™ Regular price: 0 Bundle price: 0 Format: PDF | PHASE ONE — THE SAFE HOUSE is a campaign expansion for ANOMALIES: Hunted Heroes.
After a public anomaly incident throws the players into the path of the Agency, they are pulled into Seattle’s underground and forced to build their first operational cell. What begins as an empty building must become a real safehouse—secured, masked, staffed, and protected before surveillance closes in.
This book includes a full Phase One campaign arc in which players establish a base, recruit key allies, steal scrambler components, infiltrate an Agency containment facility, rescue a captured anomaly, and survive the surveillance sweep that follows.
Inside you’ll find:
a multi-mission campaign phase
safehouse growth and upgrade hooks
allies, enemies, and operational complications
infiltration, ... |
| Total value: | 0 |
| Special bundle price: | 0 |
| Savings of: | 0 (-2%) |
Posted: Fri, 22 May 15:43:10 CDT
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SQUAD 7 The Last Broadcast A Solo Journaling Horror RPG |
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Psychological Horror • Solo Play • 1-2 Hours • No GM Required |
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The Signal Is Still Out There Bus 47 departed at 22:00. Squad 7 was on board. Contact was lost at 23:17. You are Inspector Recio, the dispatcher who stayed behind. It's past midnight now. The dispatch booth is silent. The city groans beyond the walls. Then—the radio turns itself on. Six frequencies crackle with static. Voices you recognize. Voices that shouldn't exist. Your squad is still out there. Or what remains of them. |
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How It Works
Lucky Numbers. Forced Calls. Last Words. Six possible endings—no two playthroughs alike. |
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Six Frequencies. Six Voices.
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What You Get
Required: 2d6, pen, notebook, 1-2 hours, and the willingness to be alone with static. |
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Six Endings. One Truth. Every playthrough ends differently. Sacrifice. Miracle. Betrayal. Madness. Truth. Or the silence that follows when the battery finally dies. You will never know, for certain, whether the voices were real. That's the point. |
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"Write first, then roll." The dice tell you what you hear. You decide what you do. |
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Perfect For
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Squad 7: The Last Broadcast Based on Not On My Watch by Eduardo Camps Warning: Contains psychological horror, isolation, and themes of grief and unreality. Play at night. Play alone. |
Posted: Fri, 22 May 14:35:30 CDT
STL (3D printable) file Eugene and Nala from the Wilds of Amaranth Part I: Save the Dog Kingdom.
Posted: Fri, 22 May 14:05:23 CDT
| This special bundle contains the following titles: |
| Domain of the Dragons Regular price: 0 Bundle price: 0 Format: PDF | For thousands of years, the dragons lay hidden in the dark places where humans never ventured. As they watched humanity rise, the dragons grew more and more fearful, and did more and more to conceal themselves and avoid the evils of humanity. Now, in the middle of what the humans call their 21st century, humanity has fallen into ruin, and the dragons have decided that now is the time for their return.
Play as your favorite species of dragon, and decide whether you will help humanity after its failure, or will you further the downfall of humanity. Dragons have nine attributes, including magic and psionics, and can gain special abilities to further strengthen their goals…whatever those goals might be…
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| Ephemeris 2.0 Regular price: 0 Bundle price: 0 Format: PDF | Humanity has finally made it to the stars, and they’ve found they’re not alone. They are one of twenty species making their way around the galaxy. Some of the species they’ve met are friendly, while some are quite hostile, and others are just plain indifferent. The galaxy is full of warfare, trade, and unexplored star systems. This is the galaxy of Ephemeris 2.0.
The game features thirteen different character classes and twenty different species. You can play a Clipsie Cyber Wizard, a Human Pirate, or maybe a Taurin Nanist. Build your characters up with goods, cybernetic implants, genetic modifications, and special abilities that are unique to each class.
The universe of Ephemeris 2.0 is yours to explore, and yours to build. The new version of the game is a d20 version, and the rules ar... | |
| Rocks on the Other Side Regular price: 0 Bundle price: 0 Format: PDF | The year was 2032. It will always be remembered as the year that the leaders of the world truly lost their minds. That was the year that they unleashed the massive nuclear arsenals they had been stockpiling. That was the year they tried to wipe out all life on Earth because of petty differences, differences that could have easily been overlooked if they would have just had open minds, but let’s face it, how often did the leaders of the world ever actually have open minds?
Now, two years later, civilization is gone, most of life on Earth is gone, but there are still pockets of humanity that try to eke out an existence. Some of the Earth’s flora and fauna have also survived the nuclear holocaust. Unfortunately, now everyone is trying to survive, and that means that everyone else must be vi... | |
| The Battle for Turtle Island: Buffalo Wars Regular price: 0 Bundle price: 0 Format: Watermarked PDF | Imagine it's the 19th century, and the colonization/conquest of the Americas is underway yet again, only this time magic is real, and the Indians have a lot more of it than the colonists. This is the world of The Battle for Turtle Island: Buffalo Wars.
The colonists may have the better weapons, but the Indians nearly double the magic of the colonists. Maybe this time the history of the Americas will be very, very different.
The Battle for Turtle Island: Buffalo Wars is actually two books in one. It has the core rules for The Battle for Turtle Island RPG, which will be a series of books featuring the different parts of the Americas, and it also has the Buffalo Wars supplement which looks at the battles for the plains.
You can choose to be a Cavalry Soldier... | |
| The Divided States of America Role Playing Game Regular price: 0 Bundle price: 0 Format: PDF | No one can say with any reasonable certainty when the United States of America began to fall apart. Many point to the presidential election of 2016, but most believe the breakup started long before this. Now, in the year 2110, the former United States is made up of fourteen nation-states and The Wastelands. Some of the nation-states have prospered under self-rule, while others have declined. Some nation-states are very accepting of outsiders, while others trust no one…sometimes not even their fellow citizens. There is chaos in some places, and order in others…sometimes too much order.
The first state to break away from the USA was, not unexpectedly, Texas, and from there, things continued to spiral out of control as the national government tried to hold on to control that the state gover... |
| Total value: | 0 |
| Special bundle price: | 0 |
| Savings of: | 0 (48%) |
Posted: Fri, 22 May 13:47:24 CDT
Legends spoke of a monastery led by tireless Magnus, but none of them mentioned a defensive wall or the moats below it. A weary traveler could get the impression that he had come upon a fortress guarding precious treasures and secret knowledge. But the legends were right about one thing: the Blood Mist. It spreads from the moat, creeping up to the rampart, but something prevents it from penetrating the wide-open gate. A gate that invites, a gate that warns, bearing an inscription: "The Lightbearer Never Sleeps".
Lyset is an adventure site for the Forbidden Land roleplaying game dedicated to Rust Brothers. It can be easily introduced in any setting but it was created with Forbidden Lands (Raven´s Purge) lore in mind.
Contents:
- The adventure site for one - two game sessions
- The site offering Stronghold possibilities
- Ten detailed locations
- Boss NPC connected to Rust Brothers lore
- New Artifact

Posted: Fri, 22 May 13:46:10 CDT
What is this publication?
Some mysteries are not meant to be solved quickly. Others demand patience, careful attention—and the courage to look too closely.
Whispers of Hidden Words: Investigator’s Challenge is a word search puzzle book inspired by Call of Cthulhu–style investigative horror. This publication contains ten themed word search puzzles, each built around core elements of cosmic horror—ranging from occult terminology and forbidden knowledge to entities, cults, locations, and the fragile tools of those who seek the truth.
Designed to be unsettling yet satisfying, these puzzles offer a balanced challenge that rewards focus, observation, and pattern recognition. Each grid invites you to slow down and confront what lies hidden—much like deciphering a cryptic manuscript, examining a ritual site, or piecing together fragments of a truth better left buried.
Though inspired by the themes and tone of Call of Cthulhu, this collection is fully system-neutral and can be enjoyed independently or alongside any investigative horror campaign. Whether used between sessions, during quiet moments at the table, or as a standalone experience, these puzzles extend the atmosphere of cosmic dread into a different form of play.
Each puzzle includes:
- A full 20×20 word search grid
- A curated list of Call of Cthulhu–themed words
- Clear thematic categories such as entities, rituals, locations, and investigation tools
- A consistent, clean layout designed for readability
- A medium difficulty level suitable for most players
These are not merely casual puzzles. They are crafted to reflect the essence of cosmic horror—where knowledge comes at a cost, details matter, and understanding too much may lead to something far worse than failure. Each grid offers a moment of quiet tension, a pause in the investigation, and an invitation to uncover what should perhaps remain unseen.
Whether you are preparing for your next investigation, sharing a quiet moment with fellow players, or exploring alone by lamplight, Whispers of Hidden Words challenges you to focus your mind—and consider what might be looking back.
AI has been used to create images in this publication.
About Forge & Quest Creative Studio
Forge & Quest Creative Studio is a small independent publisher focused on creating original, ready-to-play content for the 5th Edition of the world’s most popular roleplaying game. Their products combine strong thematic identity with practical usability, delivering complete settings, adventures, character packs, and magic items that integrate seamlessly into existing campaigns or stand on their own. With an emphasis on clarity, table-readiness, and narrative depth, Forge & Quest designs materials that help Dungeon Masters run immersive, story-driven games with minimal preparation.
By choosing Forge & Quest Creative Studio products, you support very small independent publisher. All our products are created out of passion for role-playing. From fans and players to players and Dungeon Masters.
Other publications available
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Posted: Fri, 22 May 13:42:56 CDT
[ENG] Civitas: Rise and Fall is a collaborative storytelling and world-building game for 2-4 players, inspired by titles such as Microscope by Ben Robbins and The Quiet Year by Avery Alder. Players take on the roles of investigators of the past, tasked with exploring the historical journey of a great civilization—from its origins, through its golden age, to its inevitable decline. To achieve this, players use tarot cards and a standard deck of playing cards to collectively build the story of a civilization. Each game is divided into Eras, with each Era representing a chapter in the civilization's history. Players use the tarot cards to determine the general theme of the Era and explore its events through narrative choices. The cards serve as inspiration, introducing prompts and questions that players use to develop the story.
It’s a game about humanity -Players delve into the events that shape a civilization, uncovering its stories and facing difficult choices that can radically alter its course. During the game, they document the civilization's traits on a framework and create a timeline that chronicles its history from the beginning to the end.
It's a game of shared creation -Players collaboratively construct a story that spans through the ages, choosing together what happens at every turn. Each player wields significant creative authority, and is able to introduce events and situations that can dramatically reshape the civilization. However, this power is shared and requires collaboration with the other players.
It's a game of macro and micro perspectives -Players don't just embody individual characters influencing the story; they also represent peoples, social classes, movements, cultural revolutions, and political or social institutions. They can have a bird’s-eye view of the society’s grand forces or can zoom in to experience pivotal moments “on the ground” by playing characters during key events.
It's a game of climaxes and intrigues -The civilization’s story is set from the start: it will rise, develop, and inevitably fall. Players can embrace this trajectory to explore the meaning of a civilization's decline, observing how past events lay the groundwork for future collapse.
Civitas: Rise and Fall isn’t a competitive game but a narrative journey. The true goal is to create a memorable story that can later serve as the setting for homebrew campaigns in other role-playing games, as inspiration for creative projects, or simply as a shared creation with friends.
The game is an A5 zine. During gameplay, players will narrate events that shape the civilization’s history, define its key features, and role-play important moments. At the end of the game, there is a time to reflect on and admire the collectively crafted story, drawing insights from the experience.
[ITA] Civitas: Rise and Fall è un gioco collaborativo di narrativa e creazione di mondi immaginari per 2-4 giocatori, sulla scia di giochi come Microscope di Ben Robbins e The Quiet Year di Avery Alder. I giocatori ricoprono il ruolo di investigatori del passato, il cui obiettivo è esplorare il corso storico di una grande civiltà, a partire dalle sue origini, passando per il suo periodo di massimo splendore e raggiungendo il suo inevitabile declino. Per fare ciò, i giocatori utilizzano carte dei tarocchi e un mazzo di carte francesi per costruire insieme la storia di una civiltà. Ogni partita è suddivisa in Ere, ciascuna rappresentante un capitolo nella storia della civiltà. I giocatori utilizzano le carte dei tarocchi per individuare il tema generale dell’Era e ne esplorano gli eventi attraverso scelte narrative. Le carte fungono da ispirazione e introducono domande che i giocatori usano per sviluppare la storia.
È un gioco che parla di umanità -I giocatori esplorano le vicende che coinvolgono una civiltà, le storie e le scelte difficili che potranno cambiare radicalmente il corso della sua storia. Durante il gioco, annoteranno su uno schema le caratteristiche della civiltà e creeranno una linea temporale che illustra la sua storia dall'inizio alla fine.
È un gioco di creazione condivisa -I giocatori costruiranno una storia che attraverserà le ere, decidendo di volta in volta cosa accade in maniera collaborativa. Ogni giocatore avrà una vasta autorità creativa, e può creare eventi e situazioni che modificheranno radicalmente la civiltà. Tuttavia questo potere sarà condiviso anche con altri giocatori.
È un gioco di storie “dall’alto” e “dal basso” - I giocatori non interpreteranno solo singoli personaggi che influenzano la storia, ma saranno anche popoli, classi sociali, masse popolari, correnti di pensiero, rivoluzioni culturali e istituzioni sociali e politiche. I giocatori avranno una panoramica “dall’alto” di quanto accade nella civiltà, interpretando le grandi forze che muovono una società o prendendo le redini degli eventi “dal basso”, interpretandoli in prima persona.
È un gioco di climax ed intrecci -La storia della civiltà è segnata sin dall’inizio. Essa nascerà, avrà un suo sviluppo, e infine si avvierà inesorabilmente verso la sua caduta. I giocatori possono sfruttare questo corso per scoprire cosa significa la decadenza di una civiltà, osservando come gli eventi del passato pongono le fondamenta per la distruzione nel futuro.
Civitas: Rise and Fall non è un gioco competitivo, ma un’esperienza narrativa. Il vero obiettivo è creare una storia memorabile che potrà essere utilizzata successivamente come ambientazione per campagne homebrew di altri giochi di ruolo, per trarre ispirazione nei propri processi creativi o semplicemente per costruire qualcosa insieme ai propri amici. Il gioco è una zine in formato A5. Durante il gioco si potranno narrare eventi che influenzano la storia della civiltà, definire le sue caratteristiche salienti e ruolare momenti importanti della sua storia. Alla fine del gioco, ci sarà un momento per ammirare la storia creata collettivamente, e trarne insegnamenti.
Posted: Fri, 22 May 13:41:10 CDT
The hammers used to sing.
In the forge town of Venry, generations of obsidian-skinned smiths called the Pyaxis-Vey shaped iron and starlight in time with their songlines, their silver-lit veins pulsing to the rhythm of the anvil. At the heart of the city burned the Heart-Forge, a relic gifted by the stars, its flame fed by nothing mortal hands could name. The eldest among them, Maedra the Keeper, was said to hear metal breathe.
Tonight, the forge burns black.
A cursed comet has fallen into the Thon-Veyr Wastes, and something inside the stone is listening. Streets crack and glow. Molten rivers spill from shattered foundries. At the crater's edge waits a figure with molten gold eyes who flickers like a flame that cannot decide whether to burn, and he has been expecting you. Beneath the screaming foundries, fused into iron and flame, something that was once a mother calls out to her children with a voice that is no longer hers.
A path opens through the burning city. Some paths lead through smoke. Some through song. Some only into the furnace itself.
Will your party silence the Cinder Core?
What's Inside
A complete, ready-to-run second chapter for a tabletop campaign of folklore, mystery, and cosmic dread. Packed onto a print-friendly two-page spread designed for fast reference at the table.
- A fully realized forge town, its people, and the singing rhythm of the anvil that holds back the void
- A 1d6 legends table to seed prophecy and dread in the Market Vein
- An evocative NPC encounter with Vorren Kaul, a flickering stranger whose warnings outpace his answers
- A five-area dungeon crawl through a burning capital, featuring rubble, molten channels, sonic temples, and toxic cooling pits
- An original creature, the Ashborn Spawn, a molten insect-shelled elemental that breathes through metal, plus a fully statted boss encounter with Maedra, Corrupted Keeper
- Two distinct paths to confront the corruption at the Heart-Forge, one of violence, one of voice, both arriving at the same haunted silence
- Curated treasure: a resonance hammer that wakes sleeping iron, a glass charm that drinks heat until it shatters, a fragment of blackened metal that reshapes the world at a cost, and more
- Hand-drawn maps and atmospheric layout, designed by Eon Fontes-May
- Words and structure by Griseo Lupus
At the Table
- Suggested Party: Level 1, 3 to 5 players
- Genre: Space Fantasy
- Format: 2-page spread, print and digital friendly
- System: Light, portable stat blocks ready to drop into most OSR and rules-light fantasy systems
A Furnace Worth Quieting
This is the second chapter of the StellaMagus Primer, a campaign of small villages and enormous skies, where the answers a party finds may matter less than the questions they were brave enough to ask. Perfect as the next step in your ongoing campaign or as a self-contained one-shot of fire, song, and grief.
A star fell. A mother answered.
Will your party reach her before the comet finishes its hymn?
Posted: Fri, 22 May 13:36:37 CDT
Some cargo should never reach the next town.
A Lancaster Rail shipment departing from Johnasville Station carries far more than industrial freight.
Hidden among the cargo are rifles, explosives, restraint equipment, and enforcement supplies intended to strengthen Ashfather-aligned settlements across eastern Lancaster before winter arrives.
A former logistics marshal named Elias Vane believes the shipment must be stopped before it reaches Blackwater Crossing.
He cannot stop it alone.
Now the crew must decide what this job truly becomes.
Rob the cargo.
Destroy the shipment.
Separate the train cars.
Expose Lancaster Rail publicly.
Or walk away before the entire frontier catches fire.
Ash & Iron is a high-pressure Frontier Job for Saloons & Outlaws™ built around moving environments, operational escalation, civilian consequence, and unstable violence aboard a moving train.
Inside you’ll find:
- A complete train robbery and sabotage scenario
- Dynamic escalation systems
- Lancaster Rail locations and route pressure points
- Hidden Ashfather operatives and ideological conflict
- Civilian panic and environmental danger systems
- Explosive cargo and derailment pressure
- Full NPC appendix and stat blocks
- Continuing campaign consequences for the Lancaster frontier
The train is moving.
The cargo is unstable.
And once the shooting starts, nobody controls what happens next.
Posted: Fri, 22 May 13:35:26 CDT
Food, fear, and blame spread faster than flames.
Antwanburg wakes to smoke, hunger, and suspicion after a devastating fire tears through the city’s grainhouses. Workers are blamed. Noble houses circle for advantage. The City Guard struggles to hold order. Somewhere in the ashes, the truth waits to be found.
Flames from the Grainhouses is a short fantasy tabletop adventure for 3rd-level characters, designed for one-shots, side quests, or as the opening chapter of a larger city intrigue campaign.
Inside, you will find:
A tense urban crisis built around fire, food shortages, and public unrest
A flexible investigation with clues, witnesses, factions, and pressure points
Morally complicated noble houses, guards, workers, and informants
Optional combat, chase, crowd, and hazard scenes
Maps for Antwanburg, the grainhouse district, investigation flow, and key encounters
Appendices built to help DMs run the adventure quickly at the table
The characters are not just asked to solve a fire. They must decide who benefits from panic, who gets blamed when a city is afraid, and what kind of truth Antwanburg is ready to hear.
This adventure is set in Antwanburg, a lake-port trade city in the fantasy realm of Theradris, but it can be adapted easily to any campaign setting with a trade city, noble houses, public unrest, and hungry people caught between power and survival.









