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Posted: Sat, 09 May 15:07:48 CDT
THIS DINOSAUR DERBY IS PART OF ISSUE #2.
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This special bundle contains the following titles: |
| Heartbeat #2: Dinosaurs - The Lost Lands Vol.1 Regular price: 0 Bundle price: 0 Format: PDF |
HEARTBEAT ISSUE #2: DINOSAURS The Lost Lands Vol. 1 A Daggerheart Adversary Themed Zine "For generations, sailors whispered of a wall of fog so dense it swallowed ships whole. Cartographers marked the region with a single notation: Here There Be Nothing. They were wrong." Here is exactly what you will find in this issue of The Heartbeat: • An fully explored Scene by Scene One-Shot Adventure: The Dinosaur Derby. A Tier 1, fast-paced, no-holds-barred race through the city streets for any amount of players where the party must outpace a corrupt racing syndicate. Saddle up. Try not to get headbutted. • 23 Adversaries and 5 Environments:Dinosaurs and Saurians across all four Tiers, from a chicken-sized Compsognathus to the king himself, Tyrannosaurus Rex, plus a un... |
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| The Dinosaur Derby - A Daggerheart Compatible One-Shot Regular price: 0 Bundle price: 0 Format: PDF |
THIS IS INCLUDED IN ISSUE #2 OF THE HEARTBEAT If you brought Heartbeat #2 - Dinosaurs: The Lost Lands Vol 1, this product is included in the downloads! The Dinosaur Derby is a Daggerheart-compatible one-shot that centers on players making a connection with their mounts, racing through the city in a frantic high speed event, and unraveling the shady gang's plans during all of it. Whats the Adventure? Welcome to the Apex. The Capital of the Saurian civilization on the Lost Lands, where the dinosaur humanoids host a no-holds-barred race through the city streets where Racesaurs strive to earn glory and wealth on the biggest event in the city. The party will explore the bustling city plaza as they determine who, if any, won't sign up for the Derby. They will also be able to make bets an... |
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| Special bundle price: | 0 |
| Savings of: | 0 (33%) |
Posted: Sat, 09 May 15:07:32 CDT
THIS IS INCLUDED IN ISSUE #2 OF THE HEARTBEAT
If you brought Heartbeat #2 - Dinosaurs: The Lost Lands Vol 1, this product is included in the downloads!
The Dinosaur Derby is a Daggerheart-compatible one-shot that centers on players making a connection with their mounts, racing through the city in a frantic high speed event, and unraveling the shady gang's plans during all of it.
Whats the Adventure?
What’s inside
- A complete one-shot adventure around 3 to 4 hours of play.
- 4 structured scenes, and an optional scene if the Players want to fight it out for first place after pulling away from the pack.
- Opportunities and Complications to help guide "With Hope and With Fear" rolls
- A climax built around the lore learned in previous scenes
- Full stat blocks for Adversaries and Environments
- GM Guidance, Hooks for the Players, Notable NPCS and Motives, STORY ARC SPOTLIGHT CHECKS to make sure your story gently holds on.
Posted: Sat, 09 May 14:19:12 CDT
GENE-SCAVERZ WASTE DOMINATION is the newest (in work) release by Cursed Blade Games.
LIVING CAMPAIGN BOOK, What does this mean? Unlike the previous releases, this release begins a change of approach for us, and a bit of an expriement. Since we are a small company, we decided to bring the players behind the curtains with us while we build this new installment.
NOT A FINISHED PRODUCT This product is not finished, its not edited, and it may change entirely once released officially. Again this gives players a behind the curtains peek into a book being formed, offer suggestions or feedback and get to playing campaign games in the Gene-Scavverz world.
FOR FREEEEEEE While we plan to release this as a full fledged book, this free version will remain and continue to be updated. The differences in this and the pay for verion that will be released later on will simply be artwork and better enhanced layouts along with the signature warning stripe.
Enjoy and Thanks!!!
This suppliment includes massive creatures that multiple warbands can fight against in multiplayer games.
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Now players can hire Mercenaries when they need that extra punch, or to help make up an underdog difference.

Lookin to juice up your warband, or force mutations, tryout the Genoist Rules.

This suppliment brings multiple ways to play a campaign to the table, pick your warband, level up and dominate the Mericaz.

Posted: Sat, 09 May 11:33:41 CDT
Every adventurer walks a path, but some take up a mantle that defines them. Within these pages is such a calling - disciplines refined, identities embraced, and talents brought to their fullest expression. These are not mere skills, but masteries earned through dedication, instinct, and daring.
Welcome to Mantles and Masteries, a series showcasing individual subclasses compatible with 5E.
This marks the tenth installment of the Between Crowns and Cobbles series, a series that explores the lives of those shaped by the city - forged between stone walls and narrow streets, where power looms high above and struggle grinds below. These subclasses are rooted in the city - characters shaped by its pressures, its injustices, and its endless opportunities. Whether rising to defend it or tear it down, these are the figures who live in the space in between.
Presented here is the Fractured Soul, a Sorcerer subclass.
Their magic does not arise from a single, stable identity, but from the shifting convergence of many selves. In the space between moments, other versions press close - each ready to act, to intervene, or to rewrite what should have been.
Posted: Sat, 09 May 11:13:46 CDT
| This special bundle contains the following titles: |
| Create Story Hooks From Objects Regular price: 0 Bundle price: 0 Format: PDF | Create Story Hooks From Objects
This toolkit is designed to help you create objects to introduce into your adventures, providing opportunities for player engagement and story hooks.
It contains:
A series of tables that allow you to roll or select object types, materials, distinct features, backgrounds, and more
Worked examples using each of the three systems, along with how I would interpret and apply them in play
A Q&A section addressing common questions and offering guidance on how to get the most out of the toolkit
... | |
| D100 Fantasy Rumors & Tavern Gossip Regular price: 0 Bundle price: 0 Format: PDF | 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.... | |
| D100 Medieval Fantasy Plot Hooks Regular price: 0 Bundle price: 0 Format: PDF | There are 100 possible plot hooks here—roll the die or choose one to spark ideas for your fantasy setting. Each entry is a nudge, a small push toward something to explore with your players. It might be a fleeting intrigue, the seed of a side quest, or the foundation of an overarching campaign. How far you follow that nudge—and where it leads—is entirely up to you.... | |
| D100 Random Encounters for Fantasy Roads Regular price: 0 Bundle price: 0 Format: PDF | Roads offer rich opportunities to add intrigue and texture to your game. Encounters can be fleeting moments or the start of something larger. These 100 entries can be rolled randomly or chosen deliberately, serving as story seeds or gentle probes to see what captures your players’ interest.... | |
| D100 Side Quests for Fantasy Campaigns Regular price: 0 Bundle price: 0 Format: PDF | This supplement presents a d100 table you can roll on for inspiration or freely choose from to suit your current needs. Each entry is a narrative spark—not a rigid framework—leaving the people, places, and circumstances entirely in your hands. Think of these quests as a foot in the door, opening into whatever story your creativity chooses to build beyond it.... | |
| D100 Wilderness Encounters for Fantasy Games Regular price: 0 Bundle price: 0 Format: PDF | This d100 Wilderness Encounters supplement offers a practical table of varied events and situations to help Game Masters add depth to overland travel in fantasy campaigns. It’s designed as a flexible tool you can adapt to your setting, providing quick inspiration without adding extra rules or complexity.... |
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| Special bundle price: | 0 |
| Savings of: | 0 (33%) |
Posted: Sat, 09 May 10:59:21 CDT
| This special bundle contains the following titles: |
| Modus Operandi: Grand Larceny - A GM's guide to heists Regular price: 0 Bundle price: 0 Format: PDF | Modus Operandi - Grand Larceny
Heists aren't fights. They're puzzles.
In a standard *Mutants & Masterminds* session, the villain is often a victim of the system. A Power Level 10 hero is a paragon of efficiency, designed to fly through a skylight and end a bank robbery in exactly one combat round. The intricate security system, the masterful social engineering, the perfectly timed distraction—all rendered moot by a single power check.
Modus Operandi: Grand Larceny fixes that.
This 31-page supplement transforms the superhero heist from a crime that is *stopped* into a puzzle that must be *solved*. Inside, you'll find a complete toolkit for designing impossible heists that challenge players' minds as much as their character sheets.
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What's Inside:
The Mastermind's Checklist: A... | |
| Modus Operandi: Hostile Takeover - A GM's Guide to Corporate Conspiracies Regular price: 0 Bundle price: 0 Format: PDF |
Modus Operandi: Hostile Takeover
You can't punch a lawsuit.
In a standard Mutants & Masterminds session, the corporate villain is a paradox. They are introduced as a master of leverage—someone who owns the police, the media, and the courts—but the moment the heroes arrive, they devolve into a thug in an expensive suit. The hero punches the CEO, the CEO falls down, and the players assume the company collapses with him.
It does not.
Modus Operandi: Hostile Takeover fixes that.
This 45-page supplement transforms the corporate villain from a boss that is punched into a system that must be dismantled. Inside, you'll find a complete toolkit for designing unassailable antagonists who fight with leverage, not lasers—and who can ruin heroes without ever breaking a law.
What's Inside:
T... | |
| Modus Operandi: Psychic Assault - A GM's Guide to Psychic Villains Regular price: 0 Bundle price: 0 Format: PDF | Modus Operandi: The Psychic Offensive
A GM's guide to mentalists, manipulators, and enemies inside the mind.
In a standard Mutants & Masterminds session, the psychic villain is a glass cannon. They have powers that seem terrifying – mind control, memory theft, psychic domination – but the moment initiative is rolled, they are either neutralised by a single Will save or flattened by the brick who made that save. The intricate psychological warfare, the slow erosion of identity, the horror of not knowing which memories are real – all rendered moot by a lucky die roll.
Modus Operandi: The Psychic Offensive fixes that.
This 30-page supplement transforms the psychic villain from a "save-or-suck caster" into a horror engine. Inside, you'll find a complete toolkit for designing mentalist ... | |
| Modus Operandi: The Long Game - A GM's Guide to Masterminds and Sleeper Agents Regular price: 0 Bundle price: 0 Format: PDF | Modus Operandi: The Long Game
A GM's guide to conspiracies, sleeper agents, and multi-session villain arcs.
In a standard Mutants & Masterminds session, the conspiracy is a montage. The villain reveals their master plan in a single monologue, the heroes travel to three locations, and by the end of the session, the shadowy organization is dismantled. The intricate web, the years of infiltration, the slow erosion of trust – all lost to the rush to the boss fight.
Modus Operandi: The Long Game fixes that.
This 30-page supplement transforms the conspiracy from a boss rush into a paranoia engine. Inside, you'll find a complete toolkit for designing campaigns where the villain is patient, invisible, and already inside the heroes' lives.
What's Inside:
The Mastermind's Web – A step-by-s... |
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| Special bundle price: | 0 |
| Savings of: | 0 (29%) |
Posted: Sat, 09 May 10:44:15 CDT
Modus Operandi: The Psychic Offensive
A GM's guide to mentalists, manipulators, and enemies inside the mind.
In a standard Mutants & Masterminds session, the psychic villain is a glass cannon. They have powers that seem terrifying – mind control, memory theft, psychic domination – but the moment initiative is rolled, they are either neutralised by a single Will save or flattened by the brick who made that save. The intricate psychological warfare, the slow erosion of identity, the horror of not knowing which memories are real – all rendered moot by a lucky die roll.
Modus Operandi: The Psychic Offensive fixes that.
This 30-page supplement transforms the psychic villain from a "save-or-suck caster" into a horror engine. Inside, you'll find a complete toolkit for designing mentalist antagonists who attack the mind, not the body – and who cannot be defeated by a lucky save.
What's Inside:
The Mastermind's Mind – A step-by-step framework for building psychic villains whose power is erosion, not damage. Learn to design violations of memory, identity, and agency that force heroes to fight for their own minds.
Psychic Systems – Three complete mechanical systems: the Memoria Clock (tracking memory loss and alteration), Mental Duels (contested psychic combat with lasting consequences), and Dream Invasion (the nightmare as a battlefield).
The Psychic Cabal – Five fully-statted villain roles (The Mnemonic, The Puppet Master, The Gaslighter, The Dream Eater, The Psychic Sleeper) with PL 8-10 stat blocks, dream invasion mechanics, and psychic backlash rules.
The Memoria Clock – A dual-faced tracker. One side shows the villain's progress toward their psychic endgame. The other tracks each hero's lost memories. When it fills, a hero forgets something precious – a loved one's face, their secret identity, the reason they became a hero.
Three Complete Psychic Offensives – Ready-to-run campaigns:
- The Memory Market – A black market for stolen memories. The villain plans to steal the Vanishing itself.
- The Dream Eater's Feast – A psychic parasite traps the city in an eternal nightmare.
- The Puppet Master's Sleepers – Ordinary people are implanted with compulsions. The heroes' allies turn against them.
The Psychic Generator – Random tables to create custom psychic campaigns in 60 seconds – violations, villains, memory losses, nightmares, complications, clues, twists, and aftermaths.
For Game Masters Who Want:
- Villains who attack identity, not hit points
- Psychological horror in a superhero framework
- Mechanical depth for memory theft, dream invasion, and mind control
- Scenarios that fit any campaign setting (Nova City references are easily reskinned)
- Tools that work with existing M&M 3e rules – no new core mechanics required
Requires the Mutants & Masterminds Hero's Handbook (3rd Edition).
Posted: Sat, 09 May 10:18:39 CDT
This supplement has 100 features to make starports more distinctive. They can range from temporary physical changes to permanent elements of their design, from how they operate locally to political conditions in the neighbourhood. Most are suitable for both ground- and space-based ports, and some of the features can be potentially dangerous or a source of adventure hooks.
This PDF supports Adobe layers and the page backgrounds and images can be disabled to make printing easier.
Here are some sample results:
- The port is an appalling mess. Dirt and junk lie everywhere, and panelling is missing from walls, floors and ceilings, exposing the, often damaged, infrastructure behind them.
- The port is clearly very old and parts of it are decaying. It looks like effort has been made to keep it functional and updated, but the structure is now old enough that it's very difficult to do this.
- The port is completely owned by a company, and all ships belonging to that company are given preference and superior treatment, with other ships a disliked afterthought.
- The port is currently in the process of being expanded, with extra capacity being added to deal with more ships. Only a few parts of the existing port are affected, but there are construction workers with equipment in many places.
- The port is currently repairing damage that was done when a ship suffered a loss of control and crashed into it.
One page is the front cover, one the front matter and one is ads.
Posted: Sat, 09 May 10:10:48 CDT
Dungeons are not always well illuminated, but some light sources are often present, most commonly, for lights that have a limited fuel, in areas inhabited by creatures lacking a means of seeing in the dark. Here, then, are 100 different ways of shedding light in the darkness.
Some of the lights described will not be suitable for every location, as they are dependent on the construction of the area, some are normal, some are magical and some are actually alive. Although all give off light, it is not often at a level that is particularly useful without enhanced sight. Some are not, strictly speaking, light sources as such, simply things that give off illumination. Some are puzzling, and may suggest the presence of something with a deeper meaning. Whether or not such exists is up to the GameMaster.
These different types of lights are not only suitable for dungeons, they can be used in other locations as well. Most of the light sources described are generally not valuable; valuable items such as candlesticks made from precious materials should be assigned as treasure first, not light sources.
This PDF supports Adobe layers and the page backgrounds and images can be disabled to make printing easier.
Here are some sample results:
- Phosphorescence - Patches of green-glowing phosphorescence dot the walls and floor. The patches (each equivalent to a candle) seem to move slightly if they are watched.
- Plate - A cheap, circular tin plate bears three guttering yellow candles of different sizes in a pool of their own wax.
- Pumpkin - A pumpkin has been carved with a jack o'lantern face. Inside it is a large, beeswax candle. The lantern casts a flickering light through the holes in the face (half that of a candle) and gives off a faint smell of cooked pumpkin.
- Rock - A roughly shaped rock is glowing palely with a blue-tinged light (equivalent to a candle).
- Sconce - Black iron sconces on the walls hold pitch-smeared wooden torches burning with a smoky orange flame.
One page is the front cover, one the front matter, one is ads and one the Open Game License.
The supplement is also available in the following versions: system neutral. You do not need all versions.
Posted: Sat, 09 May 10:04:38 CDT
In a fantasy setting, characters may sometimes travel through the skies by one means or another, or perhaps even visit the Plane of Air. This supplement has 100 things for them to encounter in the air, from the relatively normal to other travellers using various means to the odd and bizarre. These can be used as background colour when travelling or as potential adventure hooks.
This PDF supports Adobe layers and the page backgrounds and images can be disabled to make printing easier.
Here are some sample results:
- The ground below suddenly vanishes, leaving nothing there. The effect is disconcerting (make a Spirit roll or be at -1 on all rolls for 1d3+1 minutes), but the ground suddenly appears again; possibly, magic hid it for a time.
- The temperature of the air here plummets rapidly, easily well below freezing. Those unprotected for the temperature change may end up in difficulties in the region, especially as ice starts to form on surfaces (see Cold in The Adventure Tool Kit in SWADE).
- There are whispers on the wind, barely audible (make a Notice roll with -2) and impossible to make out clearly. The whispers seem to have no definite origin, and they also follow any travellers for some distance.
- Torrential rain fills the air suddenly, even though there isn't a cloud around for it to be coming from. The rain just seems to be appearing out of nowhere, and a careful eye (make a Notice roll) will see that it is also disappearing again well before it hits the ground.
- Travellers are suddenly buffeted by what appears (make a Notice roll with +1) to have been something invisible passing close by them at a significant speed.
One page is the front cover, one the front matter and half is ads.
Posted: Sat, 09 May 09:25:04 CDT
Breath of Life: The Geomancer is our tenth product in the Breath of Life product line. It an update and combination of several from the 3.5 edition of a very popular table-top roleplaying system. It takes elements and inspiration from the two East Asian-coded spellcasting classes and the spirit shaman, each of which was not enough of a class in themselves by Pathfinder standards. We took those classes and inspiration from Asian mythology and spiritualism to create the geomancer. It takes inspiration from Wuxing, Ohaeng, Godai, Shinto, and animism in general. The book has the following:
- An all-new, 1-20 focused on unique East-Asian inspired spiritual magic.
- Six archetype options to tailor your geomancer if needed.
- 18 archetypes to bring more East-Asian inspired options to other classes, like the death shroud monk archetype for the monk and unchained monk or spear dancer for the swashbuckler.
- 12 new ninja tricks.
- 16 new feats.
- 138 spells to show your divine power.
- 30 new and updates Eas-Asian weapons.
- 3 new magic items.
- An example NPC that uses the class mechanics you can use as a guide or as an NPC to interact with your players.
These options are guaranteed to bring the divine to your tabletop.
Posted: Sat, 09 May 08:19:10 CDT
AE: Adventures Out West is a campaign sourcebook for the Apocalypse Essentials RPG, a post-apocalyptic game with mutants and monsters using a d20 core mechanic. Out West expands the Jersey Desert campaign area in the core rules out West into the Marland (Maryland) region, including additional details on the town of Salem as a home base and 4 adventures leaving from there: The Lottery, Prisoners of the Formless, Toadstools of Twisted Forest, and Greener Pastures.
Included in the download are:
⦁ The 49 page main book:
⦁ Pregenerated PC reference (5 premade characters with character sheets and counters)
⦁ NPC and creature tokens for use on VTT or printed as counters.
⦁ Regional map plus multiple adventure-specific maps.
⦁ Battlemaps for terrains and specific encounters.
Adventures Out West is designed for use with the recently released 2nd Edition version of the Apocalypse Essentials RPG. It might be used with the free 1st Edition rules with minor conversion work by the GM.



