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Posted: Sun, 21 Jun 16:38:56 CDT
You are dead.
But you still can't rest.
You have something to do.
Get the living out of unwanted places.
Scare them until they run away.
Compete or collaborate with other ghosts.
Face:
The Ghostly Trials
What happens after someone dies?
Well, it becomes part of the Ghostly Trials, where along other ghosts you must scare people to evacuate various places.
Have fun playing with other players, or against them in collaborative or competitive mode.
Posted: Sun, 21 Jun 16:25:03 CDT
Play as magical creatures helping the Keeper as the Cauldron needs taking care.
While the Keeper tends the Cauldron (hence the name) you'll be doing task on the outside world.
But work is not the only thing to do, having fun is important, and what better way than to make pranks on the persons around.
Use your abilities to do tasks.
Use your talents to help your abilities.
Make pranks to fuel your talents.
But don't use to much time pranking, you have a limited time to carry your tasks!
Posted: Sun, 21 Jun 15:15:14 CDT
A Zireael Books egy általam kiadott könyvekből álló
fél-hivatalos sorozat, melynek lényege, hogy pulp-
fantasy írásaimat egy kötegbe szedve összegezzem,
azokat egy jól átlátható rendszerbe gyűjtsem és
egy gyűjtőnév alatt publikálhassam.
Lyra, egy elátkozott harcos, mikor évszázadok hosszú
sora után sírjából felkelve ismét az élők között
találja magát, egy lángba borult világra lel csupán,
melyet velejéig áthat a kárhozott szenvedés.
Ebben a folytatásos, epizódokban megjelent történetben
Lyra a végső határaiig elmegy, hogy az őt is vissza-
hozó átok alól feloldozást nyerjen, mind saját maga,
mind megannyi átkozott társa miatt.
Ez a füzet viszont a teljes történetnek csak egy része,
hogyha további részleteket szeretnél megtudni róla, illetve
kíváncsi vagy a folytatásra, érdeklődj bátran a
deajaeger2005@gmail.com email címen!
Posted: Sun, 21 Jun 14:30:45 CDT
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The Complete 2,000 Encounters. Zero Prep. One d20. A dark fantasy realm where Starborn Dragons descend from shattered stars, and only the Iron Oath—sworn on cold iron—can hold back the consuming flame. 100 interconnected tables of grim heroism, impossible choices, and cosmic horror. |
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The Hook In the world of Aethelgard, dragons do not sleep in caves. They fall from the sky—primordial entities born from meteorites, their scales forged from star-stuff, their breath a corruption that unravels oaths and memory alike. The only thing they cannot consume is a promise sworn on cold iron. The Oathbound Knights stand between the Starborn and the Oathless common folk. Six orders. Six tenets. Six ways to die with honor—or to break, and become something worse. This is not a bestiary of generic wyrms. This is a toolkit for stories that bleed: knights who doubt, dragons who philosophize, villages that survive by forgetting, and the slow, beautiful tragedy of duty in a world that offers no reward. Every table cross-references others. Roll once, follow the threads, and watch a campaign emerge from the iron and the ash. |
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The Cascade: Three Rolls. Three Hours. Zero Prep. Roll 1 — Table 1 (The Iron Swearing): A squire must undergo the Night of Naked Iron, pressing an unheated iron medallion against their breast in freezing rain until skin fuses to metal. They survive. The oath ignites behind their eyes like frost catching fire. Roll 2 — Table 5 (The Naming): The new knight is named by silence itself. They become Stillward—the knight who speaks only when the oath demands it. Their sword is quenched in the tears of their mother, who begged them not to take the oath. [Go to Table 10 for the Weight of Three Tenets.] Roll 3 — Table 10 (The Weight of Three Tenets): Stillward's first command: protect a village of Oathless who have sheltered a Scale-Sworn traitor. The tenets demand the traitor die. The tenets demand the Oathless live. [Go to Table 91 for an Oath-Shattering Duel.] The knight draws steel on their own mentor. One ritual. One name. One impossible choice. That is how Aethelgard makes knights. |
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What You Get
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What's Inside
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How to Use
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Compatibility Works seamlessly with D&D 5e, Pathfinder, OSR, TAG, Blades in the Dark, Forbidden Lands, Old-School Essentials, or any system where narrative weight matters more than stat-block arithmetic. No conversions. No mechanical patches. Just story, ready to run. |
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Content Warning This product contains body horror, psychological manipulation, sacrificial themes, enslavement (Scale-Sworn), corrupted landscapes, memory loss, and impossible moral choices. The tone is grim and tragic. Not all knights are good. Not all dragons are evil. Most are simply desperate. |
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Tags random encounter tables, fantasy horror, knights and dragons, dark fantasy, system agnostic, zero prep, dm tools, gm screen aid, osr, sandbox generator, dragon encounters, medieval fantasy, cosmic horror, grimdark, roleplaying game, rpg supplement, ttrpg, tabletop generator, d20 tables, fantasy rpg, D&D 5e, Pathfinder, TAG, Blades in the Dark, Aethelgard, Starborn Dragons, Iron Oath, campaign builder, session prep, worldbuilding tool |
Posted: Sun, 21 Jun 14:29:25 CDT
FREE MAP 2
This product contains several versions of a small dungeon map. There are a total of eight rooms on the map and one version of the map has symbols showing some things that might possibly be found in each room. There is also a GM version of the map that shows the rooms numbered. Another version of the map has a square grid and another version with the map blank with each room numbered.
There was no AI used in the creation of this product in any way. It was lovingly created by a real human.
This product contains total of 4 .png image files and 4 .pdf files of the maps.
This map has been created by Cool Games Lab. Please check out our other products (maps, encounters, adventures, rules supplements, and games).
If you use any of these maps in a commercial product please credit me in the credits section of the product and include a link to my website (coolgameslab.com).
Posted: Sun, 21 Jun 14:28:55 CDT
DABaM, the Double Attribute, Background, and Modifier system using a d20 rolling under mechanics and few rules.
This is a simple system where Background is king.
Who your character was helps him in what he wants to do.
Posted: Sun, 21 Jun 14:05:37 CDT
In Heroes of the Multiverse, we take popular heroic archetypes and tropes from popular culture and give them one possible interpretation for the Pathfinder 1E Roleplaying Game.
In this volume, we look at five iconic superheroes who use ranged weapons -- bows, crossbows, guns, and thrown weapons. These characters are presented at various stages of their careers, from 6th to 14th levels, built with 20-point buys and PC-level wealth. They can be used as PCs, as high-level allies for your PCs, or as a worthy adversary for them. You’ll find:
- Crossbow Hunter (Level 6): This antihero grew up in a crime family. While they turned their back on the family business, they’re motives are not always honorable—with no qualms about working outside the law to assassinate their enemies.
- Hawk-Eyed Archer (Level 8): This eagle-eyed hero has spent their entire life training to do only one thing: be the best archer they can be. With their custom bow, they are deadly at range.
- Murderous Gunman (Level 10): This antihero’s family was caught in the crosshairs and killed by the agents of organized crime. Now they exist only to avenge their family by using their weapons expertise to kill as many evil-doers as possible.
- Target Master (Level 12): Naturally gifted and eager to cause mischief, this assassin-for-hire desires nothing more than to test their mettle against the best of the best. They rarely miss, and inflict maximum damage with every knife they throw.
- Trickster Archer (Level 14): A trickster dressed all in green, this magical archer fires arrow after arrow, always adding special effects that deal extra damage and control the battlefield.
Notes:
- This supplement is for the Pathfinder 1E Roleplaying Game.
- One of the builds (Target Master) utilizes the popular third-party system Ultimate Psionics by Dreamscarred Press, available separately.
- One of the builds (Murderous Gunman) utilizes technology supplements for the Pathfinder 1E Roleplaying Game, including Galactic Classes: The Soldier by Far Distant Future Publishing, available separately.
Posted: Sun, 21 Jun 13:40:31 CDT
Welcome to CHAOS & Infection, a setting supplement for the CHAOS System.
Get ready to survive the Infection, and those Infected, specially the Mutants!
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16 pages book.
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7 pages of rules.
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Illustrayed
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Incorporating Secondary Skills.
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Fast and easy Infected creation with "roll or chose" option.
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6 Mutation Types.
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6 specific Mutations for each Mutation Type.
If you don't have the CHAOS System, you can find it here.
Posted: Sun, 21 Jun 13:06:18 CDT
Welcome to the CHAOS System, a generic and simple system centered in a "chaotic" use of initiative and action resolution.
Grab a bunch of d6 (5 at most per player), create your character in a couple of easy steps and you are ready to go!
- 12 pages book.
- 3 pages of rules.
- Using only a couple of d6s.
- Fast and easy character creation.
- A different take on the Experience use.
- Using a "chaotic" initiative & conflict resolution.
Posted: Sun, 21 Jun 12:54:06 CDT
They did not evolve on Earth. They arrived long ago, descending through dark water to the ocean floor. Soft-bodied, chromatically brilliant, utterly alien. Humans call them octopi. They call themselves the Ptallian.
The Ptallian developed their own living technology: a bio-silicon mesh called the Ink-Net, woven through coral and volcanic vents, running on an operating system called KRAKEN OS. They speak in color-patterns, think in distributed Chorus-minds, and have watched humanity contaminate the ocean for centuries.
Now human rigs are drilling deeper than ever. A faction of Ptallian wants to destroy the surface world. Another wants to make contact. Strange entities are appearing in the — ghosts made of corrupted data that no one remembers creating.
Pocket Games are small games for the PocketMod format that can be taken and played anywhere. Ink-Net uses the D4Core system.
Posted: Sun, 21 Jun 12:38:08 CDT
You can download the full PDF for free by clicking on the Publisher Preview, but if you'd like to support my work, thank you!
“It is the 22nd century, and humanity has united under a utopian banner, celebrating many advances in science and the arts. Nowhere does this cultural paradise epitomize itself more than at the Time Museum, an enormous building filled to the brim with fantastic exhibits and stunning displays.
The recent invention of time travel has sparked considerable controversy and debate, but the curators of the Time Museum are trained to use the heavily regulated technology. However, they must always be careful not to disrupt the timeline—they may only recover objects that have already been lost to history, and they must avoid drawing any unnecessary attention to their activities or technology.
You are curators working for the Time Museum; time travelers who journey into the past, and return with lost treasures and historical curiosities for the museum’s world-famous exhibits.”
Designed for DriveThruRPG’s PocketQuest 2026 game jam, Curators of the Time Museum is a standalone scenario for the Tricube Tales system and is usable as a micro-setting, but it is also a fully self-contained one-page RPG in its own right. You can print it on a single sheet of paper: The first page includes everything you need to play, while an optional second page expands the adventure generator with examples and twists. The PDF uses layers for ease of printing.
For more Tricube Tales one-page RPGs, please check out the Tricube Tales Bundle, where you can pick up the entire collection for half price!


Posted: Sun, 21 Jun 11:45:04 CDT
The district of Blackspan Corridor was once little more than a collection of industrial estates, freight depots, warehouse blocks, container yards, and elevated motorway junctions linking Lucentia's outer districts to its crowded urban heart, but over the years it has become the city's unofficial artery for illicit commerce, a place where smugglers move contraband under cover of darkness, street racers test themselves on long stretches of open asphalt, and organised crews compete to control the hidden routes that bypass both authorities and rival gangs, and now a new force has entered the scene, a gang known only as the Ghostlane Runners, a disciplined and ambitious organisation that combines the speed of racing crews with the logistics expertise of veteran smugglers, striking with precision, recruiting aggressively, and claiming key stretches of highway and distribution hubs at an alarming pace, disrupting established arrangements and drawing the attention of every major player operating within Blackspan Corridor, as convoys vanish, safe routes become ambush points, and long-standing alliances begin to fracture under the pressure of this rising power, forcing racers, smugglers, criminals, and opportunists alike to choose whether to oppose the Ghostlane Runners, profit from their expansion, or join them before the balance of power shifts permanently, because in Blackspan Corridor speed is power, movement is survival, and every mile of road is worth fighting over.
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Lucentia never sleeps - and neither should you. In this solo mode, you step into the city alone, taking on jobs, running cons, evading the law, and navigating the hidden currents of factions. Every decision ripples outward: a missed detail can cost more than cash, and a single bold move can rewrite the city’s balance.
To fully experience the chaos, you’ll need your Urban Chaos Core Rulebook. It contains the rules for attributes, skills, combat, factions, Noise, City Pulse, and the systems that make Lucentia feel alive. The solo adventure system builds on these rules, letting you engage with the city as both protagonist and storyteller.
Expect tension, opportunity, and consequences. You’ll roll dice, make choices under pressure, and see the city respond in real time. Every session is a self-contained story, but one that can leave threads spilling into the next.
Solo play in Urban Chaos isn’t about simply surviving - it’s about thriving in a city that watches, remembers, and pushes back. It’s fast, it’s engaging, and it’s yours to shape. Your moves matter. Your choices echo. And the city? The city is always listening.



