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Posted: Sun, 03 May 01:14:00 CDT
DM Essentials #123: 10 Rogue Fence Encounters
In most games, the fence is just a vendor. You bring stolen goods, they give you coin, you leave. A transaction with a shady background.
But a fence is not a vendor. They are the underworld's banker, its librarian, its memory. They know the value of a jewel, the history of a painting, the weight of a secret. They trade in objects, but their real currency is information. They are patient, paranoid, and they trust no one. Their shop is a front. Their real business is conducted in back rooms, coded phrases, and the silence between words. A single favour from a fence can save a life – but it will be collected, with interest.
DM Essentials #123 gives you ten ways to make underworld fences feel secretive, dangerous, and indispensable. They are not shopkeepers. They are the hidden economy of the city, and they remember every face that owes them.
What's Inside?
The Fence's World (Short Essay): Who they are, how they survive, and why information is worth more than gold.
10 Encounters in the Back Rooms: Each one gives you a situation, the truth behind it, and a way for the players to respond.
- The Back Room – A fence leads the party into a windowless room. “Speak fast. I do not have much time.” The fence is being watched.
- The Hot Item – A stolen item at a suspiciously low price. The mark is a noble who will kill to recover it.
- The Informant – Carry a message to a rival gang. No questions. The fence is using the party as a decoy.
- The Debt – “Your face was on my wall. That information saved your life.” The debt is real. Pay, or owe interest.
- The Rival – Another fence offers a better deal. Both are playing the same game. Neither can be trusted.
- The Sting – A job too good to be true. The fence has flipped. The Watch is waiting.
- The Family – A fence's child is sick. Steal the medicine. A favour from a fence is worth more than gold.
- The Safe House – A place to hide. The fence has already sold the party's location.
- The Ledger – A record of everyone who owes the fence. The party's name is in the book.
- The Retirement – The fence wants out. “Take my network. The life is killing me.” The offer is genuine – but the network may be poison.
Quick Reference Table: Roll d10 and get a full encounter hook in seconds.
Who This Is For:
- DMs who want the underworld to feel like a network of favours and debts, not just crime stats
- Players who think a fence is just a merchant until they realise the fence knows their name, their face, and where they sleep
- Anyone who understands that the person who moves the stolen goods also moves the secrets that can ruin you
ENTER THE ARCVERSE
More DM Essentials, adventures, and settings at the link below.
The back room is windowless. The ledger is full. The fence is waiting. What do you have to trade?
Posted: Sun, 03 May 00:44:25 CDT
In the Roadside Underworld, every neon sign is a warning, and every cup of coffee is a gamble. Roll at your own risk.
Leave the high-rise glass towers behind and descend into the grit of the highway. The Roadside Underworld is a collection of five d30 tables designed for the mjhGames Modular Table System (MTS 3.0) and the mjhGames MTS Publisher to flesh out the shadows of your campaign map. Whether your players are looking for a place to lay low, a contact in the mob, or just a dangerously greasy breakfast, this pack provides the names and atmospheric details to make every stop memorable.
No more leafing through rulebooks for seedy places to frequent. These d30 tables are sready to roll!
What’s in the Pack:
Truck Stop Names: 30 rest areas where the diesel flows and the coffee is strong.
Biker Bar Names: 30 chrome-and-leather dives where the jukebox is loud and the crowd is rough.
Mobster Hangout Names: 30 discreet social clubs and "fronts" for your city's criminal elite.
Greasy Spoon Names: 30 diners where the health inspector is the only person more feared than the cook.
No-Tell Motel Names: 30 rooms rented by the hour for travelers who don't want to be found.
Sample Encounters:
The Diesel Den: Check the pumps—they might be at 12% capacity.
Sam 'n Ella’s: A diner with a Health Score of 42 (Failing).
The Velvet Lounge: Watch your back; there are 8 goons currently in the booths.
Technical Specs:
Format: JSON - Optimized for the mjhGames Modular Table System (MTS 3.0) and the mjhGames MTS Publisher.
Posted: Sat, 02 May 21:43:03 CDT
Plan your next one-shot without the hassle.
This clean, practical framework helps you organize your session from start to finish—perfect for Daggerheart or any other RPG system. It keeps your ideas structured without slowing you down, so you can focus on what really matters: running a great game.
Inside, you’ll find tools to quickly set up your session:
- Define tone, themes, and your core pitch
- Present a clear, engaging introduction to your players
- Structure your one-shot into acts and encounters
- Keep track of notes, NPCs, and key elements
- Wrap everything up with a strong conclusion and epilogue
Built to be fast, flexible, and easy to use—whether you’re prepping in advance or putting something together on the fly.
Includes two versions: English and Portuguese.
Posted: Sat, 02 May 20:47:30 CDT
Astrae Virellion
The Prism Sovereign
Backstory
Before empires learned to measure time, before worlds cooled enough to bear life, there were the Harmonics—vast, unseen forces that shaped reality through resonance rather than matter. Astrae Virellion was born from one of these. Not in a womb. Not in a cradle. But in the convergence of orbiting bodies—where gravity, light, and sound aligned into something aware.

The Crystal Throne
Her “throne” is not furniture. It is a fixed point in space, a crystalline convergence where: starlight refracts into infinite spectra, gravity bends into symmetry, and sound becomes structure.
From this place, Astrae listens. Not with ears—but with the frequency of existence itself.
Every planet sings. Every star hums. Every living thing adds to the chorus. And when something falls out of harmony… She notices.

Her Power
Astrae does not wage war. She retunes reality.
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Fleets lose cohesion as their navigation systems “desynchronize”
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Weapons fail as their energy frequencies destabilize
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Entire civilizations collapse into silence as their worlds drift out of harmonic balance
To her, this is not cruelty. It is correction.

The Tragedy
Once—only once—she tried to descend. She took form. Walked among mortals. Learned their music. And for the first time… She heard something imperfect.
Something chaotic. Emotional. Beautiful. She stayed longer than she should have. Long enough to become attached. When that world inevitably fell out of harmony, she hesitated. That hesitation cost millions of lives.
Since then, Astrae has never stepped down from the throne again.
How Others See Her
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To some: a goddess of cosmic balance
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To others: a cold, distant tyrant of physics
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To a rare few: a lonely being who hears everything… but is never truly heard
Use in Your Games
She works as:
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A cosmic patron (warlocks, psionic characters, etc.)
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A distant BBEG who doesn’t see herself as evil
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A neutral force the party must convince, not defeat
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Or even a final arbiter of reality itself
“You call it destruction. I call it silence… where there should have been song.”
Astrae Virellion — Celestial Soundscapes (5-Track Audio Suite)
Music of the spheres. A queen’s quiet dominion.
Drift into the harmonic court of Astrae Virellion with five ambient tracks designed to feel like starlight made sound—glass-bright highs, vast synth horizons, and echoing, wordless vocals that shimmer through a crystal palace in orbit. Each piece captures a different facet of the Prism Sovereign: awe, beauty, gravity, sorrow, and ascension.
Tracks include:
- Throne of the Stars — Majestic, weightless ambience for grand reveals and cosmic vistas
- Glass Palace Orbit — Luminous, delicate textures for wonder and exploration
- Gravity Crown — Deep, ominous resonance for power, judgment, and looming threat
- Starlight Veil — Soft, melancholic tones for memory, loss, and quiet reflection
- Celestial Ascension — A radiant swell of choir and synth for climactic moments
Perfect for tabletop sessions, painting, or immersive reading, this suite turns any space into Astrae’s domain—where every note bends toward harmony.
Posted: Sat, 02 May 20:32:11 CDT
Pictish Warband – Woad & Iron (6 Miniature Set, 3D Printable STL)
Before kingdoms. Before crowns. There were tribes who painted themselves for war… and never bent the knee. The Pictish Warband brings a brutal, historically inspired force to your tabletop—fighters of mud, hide, and iron, marked in woad and bound by blood.
This is not polished fantasy. This is raw, northern survival.
Included in the Set
Woad Huntress
Fast, silent, and deadly. A master of ambush with bow in hand and eyes always on the horizon.

Shieldmaiden Spearwoman
The line-holder. Spear and shield ready, she stands firm against any charge.

Seax Raider
Close-quarters brutality. Armed with a heavy blade, he thrives where the fight is thickest.

Axe Warrior
Pure aggression. A crushing force meant to break shields, bones, and morale alike.

Bear-Skin Shaman
A bridge between worlds. Draped in fur and crowned in antlers, he calls on spirits older than empires.

Woad War Maiden
Fierce, relentless, and untamed. A symbol of the tribe’s will to fight and endure.

Set Features
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Fully themed Pictish-inspired warband
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Bold woad markings and tribal identity
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Realistic hide, leather, and primitive gear
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Cohesive mud, stone, and battlefield bases
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Designed for clean, reliable 3D printing
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Perfect balance of historical grounding + tabletop readability
Perfect For
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Low-fantasy or historical campaigns
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Northern tribes, raiders, or rebels
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Roman vs tribal encounters
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Or anyone looking to break away from standard high-fantasy tropes
Build the Battlefield
Pair this set with:
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Roman legion miniatures
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Ancient ruins and frontier terrain
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Forest, swamp, or rocky highland environments
Create clashes where discipline meets fury—and only one survives.
BONUS: Original Warband Soundtrack Included
Bring your table to life with 4 original, warband-themed ambient tracks, designed to match the tone of the Picts:
- 🥁 War Drums – driving battle rhythm
- 🌲 Ambush in the Woods – tense, stealthy atmosphere
- 🐻 Shaman’s Ritual – eerie, spiritual soundscape
- ⚔️ Battle Frenzy – chaotic, primal combat energy
Perfect as background music for sessions, encounters, or painting sessions.
They do not build empires. They tear them down.
Posted: Sat, 02 May 18:18:58 CDT
Hi All
Here is the Manor Floor Plans for SWAG Adventure The Mummy
Posted: Sat, 02 May 18:05:49 CDT
Some treasures do not grant bonuses, cast spells, or glitter in a dragon’s hoard. Some
carry memory. A grandmother’s quilt, a father’s armor, a song sung to a restless child,
these can become emotional landmarks in a fantasy world. Heirlooms & Reveries gives
Game Masters a way to use cherished objects, places, and traditions as subtle narrative
magic, fragile enough to be broken, powerful enough to be remembered.
Posted: Sat, 02 May 18:05:46 CDT
Hi ya
Here is my first foray into a Savage Worlds Adventure, this is a Horror/Mystery Adventure parody of Scooby-Doo.
The characters, The Gang, have been contacted by their mysterious patron to investigate a Manor house in Oxford England that is supposedly Haunted.
Be sure to download the Manor Floor Plans which is a separate file.
As metioned, this is my first foray into writing a Savage Worlds Adventure, and I would really appreciate your feedback, thoughts, comments, critique, and any improvements you think can be made.
Thank you for downloading this adventure, I do hope you will have fun running this tongue in cheek parody - keep it Fast, furious, and always FUN
Cheers GH :)
Posted: Sat, 02 May 18:05:37 CDT
Vinecrest Shrine — Hilltop Ritual Ruin 35×35
Vinecrest Shrine is an ancient hilltop ritual site built atop a stone outcrop shaped like a great weathered foot. Broken pillars, scattered stone blocks, and a central spherical stone orb mark the remains of a harvest shrine once used for offerings, revelry, or seasonal rites. A ring of grapevines curls around one of the “toes,” and the surrounding hills roll outward in all directions, giving the ruin an open, wind‑touched presence beneath the sky.
Included Maps
Vinecrest Shrine — a ruined hilltop ritual site featuring cracked stone floors, broken walls, scattered debris, and a central stone orb set within an exposed, elevated landscape. The layout is arranged for clarity, tactical readability, and grounded environmental storytelling.
Variants provide alternate lighting, weather, and narrative‑state changes for different encounter styles.
Sunset
Long shadows stretch across the stone as the sun dips behind the hills, with warm light catching the orb and softly illuminating the grapevines.
Night
Moonlight filters through the remaining stained‑glass fragments, scattering faint color across the ruins and deepening the shrine’s dreamlike atmosphere.
Night‑Lit
Candles and surviving sconces cast warm illumination across the shrine, outlining the orb, fallen pillars, and pathways for secret gatherings or late‑night rituals.
Occupied
Supplies, tools, and drawn plans indicate preparations for an upcoming event, with additional candles marking focal points around the basin.
Ceremony
Runestones glow with active energy, candles burn brightly, and the shrine stirs with magical resonance — a ceremony in full performance.
Cold
A thin frost clings to stone surfaces, pillars, and the central orb, creating a harsh, winter‑bitten version of the shrine.
Fog Low drifting fog rolls across the hillcrest, pooling around stones and shifting the ruin into a mysterious, shape‑shifting landscape.
What You Get
• 300dpi print‑ready JPGs
• Grid and gridless versions
• 72dpi VTT‑ready gridless JPGs
All files are organized for quick use at the table or online.
Posted: Sat, 02 May 16:15:16 CDT
ANGELS AND DRAGONS
Presenting five angels of divine power and 5 new varieties of dragons to fill out your Dragonbane gaming world!
Enjoy!
Posted: Sat, 02 May 16:12:37 CDT
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THE NULL SEA They sailed in. The compass spun. The fog swallowed the horizon. |
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There is a sea that does not appear on any chart. A gray expanse where the compass spins lazily, the stars never align, and the horizon is a myth. Your crew has drifted into it. There is no wind to take you back. The Null Sea is a zero-prep, single-ship survival scenario for any tabletop RPG. The party is trapped aboard a vessel with dwindling supplies, surrounded by infinite mist — and whatever hides within it. No maps to draw. No stat blocks to memorize. Just open the document, read the Problem, and let the crew decide who goes down with the ship. |
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WHAT'S INSIDE
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A TASTE OF THE MIST "Day 14. The water casks are half-empty. This morning we found a lifeboat drifting empty — our own lifeboat, the one we lost three days ago. The rope was still tied to the gunwale. It had been cut from the outside." Every Problem presents a choice with no clean answer. Every Remnant offers hope that may be a trap. The sea does not hurry. It has all the time in the world. |
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PRODUCT DETAILS
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There is no shore. Only what you bring aboard, and what you leave behind. Drop anchor and start your session tonight. |
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Posted: Sat, 02 May 15:30:08 CDT
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30 CURSED TOWNS ...and Their Living Shadows |
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Every town has secrets. These have teeth. 30 Cursed Towns delivers exactly what the title promises: thirty fully realized settlements haunted by unique supernatural afflictions — each paired with a Living Shadow, a manifestation of the curse that hunts, stalks, or manipulates anyone who lingers too long. No prep required. Pick a town, drop your players in, and watch them discover why the locals never leave... and why strangers rarely escape. |
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WHAT'S INSIDE
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A TASTE OF THE CURSE "The bells of Sorrowmire haven't rung in forty years. But every dawn, the townsfolk wake with bruises around their wrists — as if someone dragged them from their beds while they slept. The Shadow? It wears the face of whoever loved you most. It wants you to ring the bells yourself." Every curse has a trigger, a secret, and a price for breaking it. Your players decide whether survival is worth the cost. |
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PRODUCT DETAILS
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The road leads here. The question is whether it lets you leave. Grab your copy today and start running horror sessions in minutes. |
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