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Posted: Sat, 14 Feb 19:48:35 CST
The New Zealand Fanzine for Traveller roleplaying.
The next issue of this fanzine.
Articles included:
- How long will the Meshan Saga last?
- Website changes
- Manual star systems and other notes (handwritten pages included)
- Philip’s Cepheus starship related products
Free fanzine - non commercial.
This issue contains extensive handwritten scans as part of a preservation project.
Posted: Sat, 14 Feb 16:16:24 CST
From Dust You Come and to Dust You Shall Return
Farmhome is a place where stories linger.
The crows are too quiet.
The goats are restless at night.
And the trail beyond the village leads into fog and vine, where travelers vanish, and only bones come back.
The journey will not be kind.
Every hill, every cave, every fallen log may hide danger.
But the road leads forward, through wet woods and broken idols, to where the earth drinks blood and something far older than gods begins to wake.
The wilderness is watching.
The Seed is stirring.
Ashes to Ashes is an adventure for The Necromancer's Game that will challenge 2–6 player characters of levels 4–8.
Posted: Sat, 14 Feb 16:16:06 CST
This universal system is intended to serve as the basis for all Justice Gaming products in the future. It is modular, and although only the basics are available now, additional rules and systems will be added with upcoming releases. (Such as targeted attacks, mass combat, and world generation)
This system is being released for free under creative commons license. Future products will feature setting information that will be traditionally copyrighted but all additional rule information will continue to be released under creative commons.
Price: $0.00Posted: Sat, 14 Feb 15:29:19 CST
d100 Urban Fantasy: Supernatural Nightlife
When the sun goes down, the city changes.
Rooftop moon markets flicker to life.
Warehouse raves pulse with dangerous energy.
Back-alley games wager luck, memory, and years of life.
Somewhere beneath the streets, something is always awake.
d100 Urban Fantasy: Supernatural Nightlife delivers 100 after-dark encounters, gatherings, and hidden happenings designed to bring your modern magical city to life. This isn’t just clubs and bars — it’s rituals in parking garages, ghost jazz in basements, alleyway markets, secret festivals, and midnight events that blur the line between party and peril.
Each entry is presented in a clean:
Event/Location – Description
format for fast rolling and immediate scene creation.
Perfect for:
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Urban fantasy campaigns
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Modern horror and supernatural thrillers
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World of Darkness-style games
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Writers building living, breathing magical cities
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GMs who want instant hooks without prep
Roll once for a quick scene.
Roll several and build an entire underground culture.
The nightlife isn’t just entertainment.
It’s politics. It’s ritual. It’s survival.
Be sure to explore the rest of the d100 Urban Fantasy series to expand your city after dark.
Posted: Sat, 14 Feb 15:20:46 CST
d100 Urban Fantasy: Everyday Magic Items
Magic isn’t always ancient swords and glowing relics.
Sometimes it’s a coffee mug that never cools.
A transit card that always scans.
A pocket mirror that shows what’s standing behind you.
d100 Urban Fantasy: Everyday Magic Items delivers 100 subtle, story-ready enchanted objects designed for modern settings. These are low-key, street-level magical items that blend seamlessly into city life — perfect for urban fantasy campaigns, contemporary horror, modern supernatural games, or fiction.
Each entry is presented in a clean:
Item – Description
format for fast rolling and immediate use at the table.
Inside you’ll find:
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Practical magical conveniences
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Protective charms hidden in plain sight
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Items that hint at a larger unseen world
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Subtle tools that create hooks without overpowering play
These aren’t legendary artifacts.
They’re the magic people carry in their pockets.
Perfect for GMs who want to:
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Add flavor without breaking balance
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Seed plot hooks organically
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Reward players with meaningful but restrained magic
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Make the modern world feel quietly enchanted
Roll once for a quick detail — or build an entire city where magic hums beneath fluorescent lights.
The city is alive.
And it’s carrying something strange.
Be sure to check out the rest of the d100 Urban Fantasy series to expand your modern magical world.
Posted: Sat, 14 Feb 13:48:34 CST
The Ultimate Old-School Essentials Referee's Screen!
This 4-panel screen provides a quick reference to the most common rules and procedures needed to run Old-School Essentials games:
- Master attack matrix.
- Saving throw tables for monsters and all character classes (including demihuman classes).
- Combat rules summary.
- Procedures for encounters, dungeon adventures, and wilderness adventures.
- Summary of options available during downtime between adventures.
- Summary of character class abilities, including tables for thief skills and turning the undead.
- Complete equipment lists, including weapon combat stats, mounts, and land vehicles.
- Master movement rate table, listing base, encounter, and overland movement rates.
The front of the screen is graced by four panels of art by the legendary Peter Mullen! Includes PDFs of landscape and portrait orientation panels, including high-resolution artwork for home printing.
The panels are in US Letter format (8.5" x 11"), for use in the universal portrait GM screen available from DriveThruRPG (see print option above).

Posted: Sat, 14 Feb 13:39:18 CST
Thieves’ Guild expands the familiar back-alley criminal trope into a full, encounter-ready hierarchy designed for 5e play. Rather than treating thieves as a single low-level nuisance, this supplement presents a complete ladder of street operatives, professional criminals, disciplined enforcers, and unseen masterminds—from lookouts and runners to burglars, lieutenants, and elusive guildmasters—each built to fill a specific role at the table.
Whether you need disposable eyes to flood an alley, agile cutpurses to harass and scatter a crowd, brutal muggers to apply pressure, skilled infiltrators to bypass locks and wards, or a calculating crime boss directing the encounter from the shadows, Thieves’ Guild provides mechanically distinct stat blocks at every tier of play. The ladder is designed to scale naturally, allowing urban encounters to grow from petty crime and street violence into coordinated operations, territorial wars, and campaign-defining confrontations.
Each guild role is designed with clear encounter purpose, strong internal synergy, and GM-friendly abilities that emphasize coordination, control, and leverage over raw damage. Use them as pickpocket rings, organized crime syndicates, shadowy city guilds, or sprawling underworld networks—the structure is provided, the city they control is yours.
Tokens and art are provided for male and female versions.
Thieves' Guild Ladder
Guild Lookout (CR 0): Unarmed sentries and street eyes who warn the guild of danger. They flee at the first sign of trouble and value survival over loyalty.
Guild Runner (CR 0): Messengers, decoys, and bait used to draw attention, deliver information, or lead pursuers into traps. Fast, disposable, and hard to catch.
Guild Cutpurse (CR 1/8): Pickpockets and petty thieves who work crowds, markets, and festivals. They rely on distraction and escape rather than confrontation.
Guild Forger (CR 1/8): Document falsifiers who create fake permits, writs, seals, and ledgers. Dangerous not for combat skill, but for the chaos their work causes.
Guild Mugger (CR 1/4): Alley predators who ambush isolated targets for quick profit. Brutal but undisciplined, they strike hard and retreat faster.
Guild Grave Robber (CR 1/4): Tomb looters and crypt crawlers who strip corpses and forgotten sites. Superstitious, filthy, and often carrying unsettling relics.
Guild Tough (CR 1/2): Enforcers and bodyguards who protect guild interests through intimidation and violence. Loyal while paid, ruthless when cornered.
Guild Smuggler (CR 1/2): Specialists in moving illicit goods through docks, borders, and city gates. Skilled at concealment, bribery, and escape.
Guild Burglar (CR 1): Professional infiltrators who bypass locks, traps, and alarms. Prefer stealth and planning to open conflict.
Guild Highwayman (CR 1): Roadside robbers who ambush travelers with threats and negotiation before violence. Confident, theatrical, and always prepared to disengage.
Guild Scout (CR 2): Reconnaissance experts who track targets, map routes, and set ambushes. Rarely fight alone and withdraw once their task is complete.
Guild Witchknife (CR 2): Criminal specialists trained to steal from spellcasters and temples. Use stolen charms, wards, and countermeasures rather than true spellcasting.
Guild Assassin (CR 3): Precision killers hired for specific targets. They strike decisively and disappear, avoiding prolonged fights whenever possible.
Guild Fence (CR 4): Influential brokers who control stolen goods, information, and contacts. More dangerous socially than physically, with reach across the city.
Guild Lieutenant (CR 5): Trusted crew leaders who command cells and coordinate operations. Pragmatic tacticians who know when to fight and when to retreat.
Guildmaster (CR 6): The unseen hand behind the guild’s operations. Rarely encountered directly, relying on preparation, leverage, and layered escape plans to survive.
Compatible Products
These thieves fit naturally into any of our Fantasy Maps.
Posted: Sat, 14 Feb 12:52:01 CST
Challenge the wits and will of your players with HARD VACUUM Omnibus Vol. 2! This special bundle includes issues 7-12 at a discount, providing a less-expensive introduction to the popular sci-fi adventure series, or a way to catch up on the action, so far.
Designed for use with Cepheus Engine and adaptable for different versions of popular 2D6 role-playing games, HARD VACUUM scenarios are loaded with mayhem, intrigue and shady characters. Referees will appreciate the compact format, with every issue easy to digest for use in a one-shot session or insert into an on-going campaign with minimal preparation.
HARD VACUUM adventures are currently only available in PDF format. However, each document is print-ready, with blank pages for easy printing into a booklet format, if desired. Omnibus Vol. 2 saves $10 and contains the following:
| HARD VACUUM - Issue 07: Smooth Operator Regular price: 0 Bundle price: 0 Format: PDF |
Issue 07: Smooth Operator: An old contact asks the player characters to help an inexperienced merchant captain, whose mission is simple but important: deliver critical relief supplies to a freighter near the Jump point. But there’s no such thing as a simple job in the Hard Vacuum, forcing the PCs to deal with a malfunctioning starship and reckon with old enemies. | |
| HARD VACUUM - Issue 08: Foxy Lady Regular price: 0 Bundle price: 0 Format: PDF |
Issue 08: Foxy Lady: The player characters are treated to an elegant meal at an upscale restaurant, only to find themselves poisoned by a mysterious criminal mastermind. To receive the antidote in time, they must locate and retrieve a data wafer hidden inside a room at the Foxy Lady, a seedy starport hotel, and survive a showdown with gangsters and a corrupt security agent. | |
| HARD VACUUM - Issue 09: Holovid Heroes Regular price: 0 Bundle price: 0 Format: PDF |
Issue 09: Holovid Heroes: The player characters are hired as bodyguards for a famous actor during a voyage on a starliner, part of a publicity stunt to hype the premier of a new holovid. But when a gang of escaped convicts hijack the vessel, the PCs find themselves cast as real-life action heroes, leading roles that could be their last. | |
| HARD VACUUM - Issue 10: Containment Breach Regular price: 0 Bundle price: 0 Format: PDF |
Issue 10: Containment Breach: The player characters are hired to infiltrate a science installation on a remote moon, an espionage mission on behalf of a local government. The assignment turns into a desperate fight for survival when the PCs stumble onto a secret research experiment turned deadly, forcing them to outwit a swarm of killer alien lifeforms. | |
| HARD VACUUM - Issue 11: Massacre Moon Regular price: 0 Bundle price: 0 Format: PDF |
Issue 11: Massacre Moon: The player characters are hired to help find out why communications with a remote science outpost suddenly went dark. After the investigation reveals a deadly conspiracy to betray the inhabitants of a tiny moon and exploit their resources, the PCs find themselves under siege by mercenaries and raiders intent on destroying the evidence. | |
| HARD VACUUM - Issue 12: Wounded Lion Regular price: 0 Bundle price: 0 Format: PDF |
Issue 12: Wounded Lion: A dying knight from a legendary mercenary order asks the player characters to accompany them into battle one last time. For honor—and to cash in on a huge reward. All the PCs need to do is infiltrate a secret asteroid base, defeat a gang of heavily armed space pirates and rescue a captive princess. |
| Total value: | 0 |
| Special bundle price: | 0 |
| Savings of: | 0 (33%) |
Posted: Sat, 14 Feb 12:15:31 CST
This is our 57th installment of the one-page dungeon series. The objective is to create self-contained adventures/dungeons with all things necessary to spawn fun adventures on a single page. It is system-neutral so it can be easily ported to any system. It shouldn't be much trouble to include it in any medieval setting. This one is about the exploration of a forlorn tomb. The bodily remains of the Lost Mother are interred in the main tomb. Alas, the dungeon is filled with dangerous traps, ravenous undead, and a tribe of strange, underdark troglodytes whose hunting grounds lie nearby.

What's included:
- PDF and JPG versions of OP57.
- B/W printer-friendly versions
- Hi-Res Map versions
- The adventure is system-neutral, so no rules or mechanics are included.
Posted: Sat, 14 Feb 12:01:49 CST
This is another content pack for the group play rules of TALES From the Loom, though the content within could also be used for solo play! In attempting to avoid too much content bloat, this pack focuses on enhancing already existing systems. Included in the 4 pages are:
-Some new Traits and Drawbacks to add more flavor to your character builds
-New playable species (Torrapin) turtle or tortoise folk, they live long lives and value a slow pace in life
-Some new item and spell examples to make it easier for tables to craft their own stuff!
-Necromancy as a school of magic with example spells
-Vocations, a small job system to add some crunch and narrative flair to the non-combat side of your games
-3 example monsters or threats for GM's toolboxes, or to inspire your own!
Make sure you have the group play rule book in addition to this document! Get the group rules free on my Drivethrurpg page!
Posted: Sat, 14 Feb 11:50:53 CST
The Bell is Mightier Than the Sword.
A Mutants & Masterminds 3rd Edition Supplement for the Nova City Setting.
You can stop a runaway train. You can survive a fall from orbit. You can defeat a galactic conqueror. But can you survive a Tuesday in the cafeteria?
In the wake of The Vanishing, Nova City High isn’t just a place of learning—it’s a social minefield and a breeding ground for the next generation of "Emergent Threats." For the teenage hero, maintaining a secret identity isn't just a tradition; it’s the only way to ensure you actually make it to graduation.
EXTRA CREDIT is the essential guide to high school life in a superhero campaign. It transforms the hallways from background flavor into a tactical battlefield where Social Standing is your most valuable hit point.
WHAT’S INSIDE:
THE FACULTY & THE STUDENT BODY (6 DETAILED NPCs)
Meet the titans of Nova City High. Full stat blocks, roleplaying guides, and origin hooks for:
Principal Arthur "The Wall" Vance: The immovable authority figure who runs the school like a fortress.
Jax "Jock" Miller: The varsity bully using "Ambrosia" to maintain his alpha status.
Tiffany "Tiara" Thorne: The Student Council Queen Bee with a corporate budget and a dark occult secret.
Ben "The Brain" Foster: The president of the A.V. Club and your dedicated "Man in the Chair."
Mr. Henderson: The retired history teacher who remembers what it was like to be a hero in the 80s.
The Recruiters: The corporate "mentors" from Sterling-White looking to turn you into a branded asset.
NEW MECHANICS: THE SCHOOL SEMESTER
Stop treating school as a cutscene. This book introduces systems to make the academic year an active part of your game:
The Cafeteria Stand-off: A social combat system where reputations are won or lost in front of the entire school.
The Asset System: Unlock student cliques as allies—gain tech support from the A.V. Club, street-level intel from the Greasers, or moral guidance from the History Department.
The Graduation Countdown: A campaign-pacing tool that ties your heroes’ power growth to their academic progress.
THE OPPOSITION: STERLING-WHITE YOUTH DIVISION
The corporate machine wants to monetize your childhood. Meet the scouts behind Project: Mold and the reality TV shows designed to regulate the "New Wave."
Includes details on "Project: Sift": A corporate-sponsored plan to harvest biometrics during final exams.
The "Thule Shadow": Discover how the occult is infiltrating the Mean Girls to turn the Prom into a demonic portal.
A LIVING SOCIAL ECOSYSTEM
Explore the fractured mirror of Nova City High, from the elite mandates of the Student Council
Posted: Sat, 14 Feb 11:39:24 CST
Adventure module for 9th-level characters
West of Goldking Bay, in a dense forest of mushroom trees, the fall of a meteor has created a large crater. Amidst the cloud of ash, the adventurers discover Eneli, a girl of celestial and infernal lineage, born from the forbidden love between an angel and a fiend. Now, gods and rival factions covet her extraordinary powers. The very existence of the “Sacred Beast” confronts the adventurers with a series of moral dilemmas. They can choose to surrender her to the violence of the Chosen of Darkness, elevate her to Judge of the Worlds, destroy her, or entrust her to the guidance of the Sage of the Mountain, a mysterious and powerful hermit. In a succession of twists and turns, their choices will shape the course of the Celestial War and the very future of Nebvarasa.



