DriveThru RPG
Newest Items
Posted: Thu, 04 Jun 10:06:48 CDT
This is the Roll20 VTT product
You can find the PDF here
Utoland… bleak, miserable Utoland. Amid a disaster aboard a giant mining machine the Travellers start asking themselves why they would come here, why they would take such dangerous and underpaid work – and why their memories are suddenly disjointed.
As the Zhodani occupation of Utoland begins, the Travellers realise they are not who they thought they were. The answers lie in a spacecraft in the Utoland system, but to reach it they will have to go through the Zhodani occupation force.
Reaching the ship, the Travellers learn why they were hiding on Utoland and where they must go next. More importantly, they unravel what they have done. The Fifth Frontier War is unfolding around them, and there is a good chance that they had a hand in starting it…
Posted: Thu, 04 Jun 09:47:59 CDT
CONTENT WARNING! This adventure contains depictions of clowns, scary imagery, extreme violence and abuse.
A killer clown takes root in a village and starts killing the inhabitants by realizing their worst nightmares. A fellowship of heroes must overcome their greatest fears and face the Crooked Man before their home is overtaken by terror itself
The Crooked Man is a rustic horror adventure for Legend in the Mist intended for origin might heroes. It conatins the frameworks for an adventure as well as a funfair journey and the danger profile for a killer clown.
Posted: Thu, 04 Jun 09:44:27 CDT
Llenos de Poder - Ataque en la Torre de Tokio es una aventura lista, en el mejor estilo Tokusatsu, para Llenos de Poder. Presenta el contenido del suplemento Héroes Japoneses, ¡pero no necesitas tener ese libro para jugar! De hecho, puedes jugar solo con el libro básico o el libro Reglas Gratis.
En este libro (cuya versión digital es gratuita) inicias una campaña estilo Tokusatsu, como miembro de un equipo colorido: enfréntate a Gaum Gaum y sus esbirros, súbete a tu Mecha Gigante y evita que el monstruo, en su forma colosal, destruya Tokio.
Este juego presenta mecánicas nuevas, para introducir el concepto ya visto en Héroes Japoneses. ¡La mejor forma de comenzar una campaña de Llenos de Poder, en el mayor estilo Tokusatsu, es usando esta aventura! ¡Consíguela ahora y detén los planes de Gumiban!
Posted: Thu, 04 Jun 09:27:31 CDT
In Karnaxos, coin hires courage. Across the fractured kingdoms, city-states, and frontier settlements, few organizations are more respected than the Guild of Broken Spears. Mercenaries, caravan guards, monster hunters, pit fighters, and wandering veterans all pass through its halls. The guild has survived for generations by accepting dangerous contracts others refuse. Their latest commission seemed simple enough. A wealthy merchant consortium offered a fortune to investigate a recently uncovered fortress hidden within the remote hills of Kharam-Vor. The ruins appeared untouched, filled with relics and treasures from a forgotten age. The guild dispatched a seasoned expedition to secure the site. Only one member returned. Broken, terrified, and unable to explain what happened. Now the guild prepares a second expedition. This time, the stakes are higher. Missing comrades must be found. The truth must be uncovered. And whatever lurks within Kharam-Vor must be confronted. The contract remains active. But many now whisper that some places should remain forgotten.
The Fortress of Kharam-Vor
The ancient stronghold lies deep within a region of barren hills, jagged cliffs, and wind-scoured valleys.
The Outer Bastions
Collapsed walls and ruined watchtowers overlooking the surrounding wilderness.
The Hall of Shields
A vast chamber lined with ancient bronze armor and weathered banners whose symbols are unknown.
The Sunken Archives
Partially collapsed libraries containing fragmented records from a civilization older than local history.
The Black Wells
Vertical shafts descending into darkness beneath the fortress, emitting strange sounds at night.
The Deep Citadel
The buried lower fortress where the first expedition disappeared.
The deeper explorers descend, the less the fortress resembles anything built by mortal hands.
_________________________________
HOW TO PLAY
In this Solo Adventure you assume the role of an adventurer in a Bronze Age Fantasy setting where kingdoms rise and crumble beneath obsidian skies, and where warlords, sorcerers, and wandering heroes carve their names into the annals of Karnaxos. You will require the Warborn of Karnaxos Core Rulebook (CRB) and any expansions you wish to incorporate. The story you experience is your own. The actions you choose depend on who and what you encounter, and how you elect to interact. Keep a record of your journey, tracking outcomes and branching consequences. Your decisions become the voice of the unseen Storyteller. The world of Karnaxos stirs to life through your interpretation, your vision, and your courage. This template provides structure, direction, narrative density, and motivational clarity, ensuring you always know what drives the hero, what threatens them, and what lies beyond the next torchlit corner.
Posted: Thu, 04 Jun 09:27:25 CDT
The Five Points has always belonged to the desperate, the hungry, and the ruthless, yet a new breed of criminal now emerges from its smoke-darkened streets and crowded lodging houses. They are not the usual gang captains, pickpockets, or alley toughs. They dress in tailored coats rather than rags, speak with practiced refinement, and conduct their affairs in private parlours instead of tavern brawls. Calling themselves nothing publicly, they are known throughout the district simply as the Society, an elite class of criminals who view common gang warfare as vulgar and inefficient. Rather than seize territory through bloodshed, they manipulate elections, influence merchants, orchestrate robberies from a distance, and turn rivals against one another with carefully placed rumours. Their influence spreads rapidly through the Five Points, transforming old power structures without firing a shot. Some gangs eagerly seek membership among these refined criminals, while others fear becoming little more than servants to a hidden aristocracy of crime. The authorities find themselves equally threatened, for the Society's members often possess greater wealth, education, and connections than the officials tasked with stopping them. Yet beneath their polished appearance lies a dangerous secret. The Society is not merely a criminal organization but the first stage of a larger ambition, one that seeks to replace the chaotic rule of the streets with something entirely new, and perhaps far more dangerous than the disorder it promises to end.
_____________________________
In this Solo Adventure, you assume the role of a gangster in New York’s Five Points and surrounding neighborhoods in the mid-1800s. You will require:
The story begins with a brief introduction to the situation, a few key locations, and a handful of story hooks. From there, the game is driven by your imagination, choices, and dice rolls.
As you play:
You will record events, outcomes, and consequences
Posted: Thu, 04 Jun 09:00:45 CDT
Forget magic. The glitch is in the Matrix now! Discover the Prædicti Fataeni Resonantis: Pixies who lost their astral connection and awakened to the Resonance. A mini-supplement featuring brand-new rules, racial traits, powers, and exclusive Echoes for Technofaeries!
Available for free in English and Brazilian Portuguese.
Esqueça a magia. O problema agora é na Matrix! Descubra as Prædicti Fataeni Resonantis: Pixies que perderam a conexão astral e despertaram para a Ressonância. Um mini-suplemento com novas regras, apresentando novos traços raciais, poderes e Ecos exclusivos para Tecnofadas!
Disponível gratuitamente em Inglês e Português do Brasil.
Posted: Thu, 04 Jun 09:00:42 CDT
Bring your harbours, smuggler dens, seaside markets, and pirate hideouts to life with this versatile collection of detailed battlemaps designed for fantasy, pirate, coastal, and urban adventures.
Whether your players are hunting black market contacts, defending a harbor from raiders, exploring abandoned piers, or arriving at a bustling port town, the 5 Docks Map Pack gives you ready-to-use locations for memorable encounters.
Included Maps
Island Dock
A remote tropical dock perfect for, pirate outposts, isolated villages, or mysterious island expeditions.
Abandoned Dock
Broken planks, weathered structures, and eerie surroundings make this dock ideal for horror encounters, smuggler hideouts or undead attacks.
Stone Dock
A fortified harbour built for busy port cities, military checkpoints, merchant districts, or naval strongholds.
Dock with a Market
A lively waterfront marketplace filled with opportunities for roleplay, intrigue, theft, espionage, and crowded urban encounters.
Dock with a Beach
A scenic coastal landing area ideal for island arrivals, seaside battles, treasure hunts, or relaxing downtime scenes.
Features
- High-resolution battle maps
- Day and night versions included for every map
- Ready for VTT use
- Great for fantasy, pirate, coastal, and urban campaigns
- Perfect for encounters, exploration, ambushes, and roleplay scenes
Perfect For
- Pirate campaigns
- Coastal adventures
- Naval encounters
- Smuggler storylines
- Port city adventures
- Urban waterfront scenes
- Sandbox exploration
Compatible With
Compatible with most major virtual tabletops and fantasy roleplaying systems.
Create Memorable Waterfront Adventures
From moonlit smuggler meetings to crowded daytime markets and isolated island landings, the 5 Docks Map Pack gives Game Masters flexible harbour locations ready to drop directly into any campaign.
Set sail and bring your waterfront encounters to life today.
Details:
- 2 variations of each map: Day and night versions
- File type: jpeg and universal VTT
- Number of files: 20: 10 jpegs and 10 Universal VTT files.
License:
- For personal digital use only
- Not for resale
- Not for redistribution
- Copyright 2026 Hero level Games
Keywords:
- Harbor
- Harbour
- Docks
- Port
Posted: Thu, 04 Jun 08:44:31 CDT
The merry sound of birdsong is drowned by the martial chanting of battle-song. Raid an Elven fort held by a party of Iron Hand hobgoblins who scout the local region, in search of a new domain to add to their empire.
The Monster Lair series offers a change of pace for your players. Each is a short, but vibrant, dungeon centered around a different monster.
They require minimal prep and include a VTT map and the raw Dungeon Scrawl file for you to easily edit and expand if you desire, for free, on the Dungeon Scrawl website
Add them as minor points of interest in a hex map, bake them into random encounters, or use them to buy yourself a little more time to prep for that next big adventure. Download your copy today!
Additional Files Included:
- VTT Maps - DM and Player views
- Dungeon Scrawl file


Posted: Thu, 04 Jun 07:14:18 CDT
Based on my Oubliette of the Bound Lich [first released for MörkBorg(tm)], adpeted to and compatible with Blood of Pangea,
+ + + + +
The Dungeon of the Bound Lich is an adventure set in Ostgoth in the world of Blood of Pangea (although any region with an old-norse-vibe will fit). It will have the characters travel through a dark forest to find a dungeon in which an undead sorceror has been kept imprisoned for decades. Guarded by undead creatures, traps and sorcery.
A brief adventure with a small bit of encounter-based overland travel and dungeon with a total of nine encounter areas. 6 pages of content, the other are cover/front matter/license.
Posted: Thu, 04 Jun 06:56:45 CDT
In most campaigns, money is a number that rises after a fight and falls at the item shop. It rarely feels like what it actually is: a social agreement about value, a tool of power, a source of tension, and a window into how a world really works.
The Weight of Coin is a system-agnostic GM supplement for making money matter — not through complex accounting, but through understanding what coin represents and using that deliberately. When prices mean something, when debt tells a story, and when a merchant has real motivations, the economy becomes part of the world rather than the background noise of it.
Inside this supplement:
- What money actually is — coin, barter, credit, and commodity exchange; how different communities handle wealth; and why money is fundamentally a form of trust that can break
- Pricing as worldbuilding — what prices reveal about power and scarcity, how to set them intuitively without a spreadsheet, and why price inconsistency is one of your best story hooks
- Economic tension as plot — debt, shortage, monopoly, and trade disruption as adventure drivers; making commercial stakes feel as urgent as any dungeon
- The merchant NPC — eight archetypes with core motivations and what they want from the party, plus techniques for making traders feel like people with agendas
- Four d12 trade tables — Common Goods (with prices in day's-labor terms), Scarce & Luxury Goods, Trade Route Complications, and Market Conditions — ready to use at any table
- Favors, debts & social currency — the favor economy, four types of obligation, when a favor becomes coercive, and the Obligation Ledger for tracking what your party owes and is owed
Who this is for: GMs who want gold to feel earned. Tables where the journey between dungeons is as interesting as the dungeons themselves. Anyone who has ever wondered why a world with magic swords still uses coins.
Compatible with any fantasy TTRPG system. No mechanics required.
The Wanderer's Toolkit is a series of focused, practical GM supplements from Griffon's Passage — tools for every kind of campaign.
Posted: Thu, 04 Jun 06:05:28 CDT
Monster Mage Games Presents:
Dead Man Delineation
A stock art collection by Jesse Mohn
The images in this product are high-quality TIFF files at a 300 dpi resolution.
END USER AGREEMENT
This artwork may be used in print or electronic products according to the following conditions:
1). Purchase and use of this license and/or the image(s) and/or writing(s) contained within implies agreement to terms of this license.
2). You are purchasing a license for limited rights to print the image(s) and writing(s) in personal or commercial projects.
3). You may not resell these images or give them to any other entity for the purporses of resale.
4). You may color, crop, enlarge, or shrink the images. You may edit the writing.
5). The artist’s name is required in your product’s credits (see copyright notice below).
6). You may publish the artwork(s) in this license up to three (3) times. After that you must purchase another copy of this license.
ARTWORK(S) CONTAINED WITHIN MAY NOT BE RESOLD - INCLUDING IN COMMERCIAL CLIPART OR STOCK ART COLLECTIONS OR PERSONAL USE IMAGE COLLECTIONS.
ARTWORK(S) MAY NOT BE POSTED ON THE INTERNET WITHOUT THE EXPRESS PERMISSION OF MONSTER MAGE GAMES AND/OR THE ARTIST.
ONLY MONSTER MAGE GAMES OR THE ARTIST HAVE THE RIGHT TO SELL THIS ARTWORK. THE PDF, COVER, AND DESIGN ELEMENTS OF THIS PRODUCT ARE NOT INCLUDED IN THIS LICENSE.
Any questions may be directed to Jesse Mohn at monstermageoni@gmail.com
Copyright Notice:
The copyright notice below must be printed within the published product.
Some art ©2026 Jesse Mohn.
Monster Mage Games, Dead Man Delineation and their respective logos are property of Jesse Mohn. All rights reserved. Published by Monster Mage Games. © 2026 Jesse Mohn
Posted: Thu, 04 Jun 06:05:20 CDT
100 Cyberpunk Fixers
Voiced Job Brokers for Every Gig
Your Fixer Calls. Again. And Sounds Exactly Like Last Time.
The crew is ready. The session is starting. You need someone to bring the job.
So you reach for a fixer. And because the table is waiting, you improvise. The broker ends up competent, colorless, and forgotten before the crew hits the street. Players stop caring who brought the job. The briefing scene becomes furniture.
That problem compounds. When fixers are interchangeable, there is no relationship to manage. No personality to read. No reason to impress, distrust, or owe a favor to the person holding the contract. The city feels thin. Transactional in the worst sense.
This book solves that problem before you say a word.
Each of the 100 entries delivers a complete, playable fixer in a single roll:
- ✓ A specialty that shapes which jobs they bring
- ✓ A tone you can perform immediately
- ✓ A motivation that creates long-term hooks
- ✓ A hidden flaw that can complicate any gig
- ✓ A negotiation tic that makes the briefing scene feel alive
No prep needed. One roll. The scene already has texture.
Examples from the Book
Okonkwo - "I don't do urgency. Urgency is a client's failure to plan." He means it. He refuses same-week jobs on principle and has turned down extraordinary money to hold that line. Crews who work his timeline consistently come back. He books four months out. Always.
System-neutral. Compatible with any cyberpunk or near-future RPG. No setting-specific content.



