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Posted: Mon, 09 Mar 12:32:53 CDT
An exclusive look at the upcoming volume for the Natural World Library!
Posted: Mon, 09 Mar 12:17:09 CDT
TRILOGÍA DE LA CARNE te presenta 3 partidas pensadas inicialmente y probadas en For Coin & Blood, pero que puedes adaptar a casi cualquier sistema de fantasía oscura. Puedes resolverlas en 1 a 3 sesiones dependiendo de tu pericia y disponibilidad.
NOTA: Es un contenido para adultos funcionales que saben que estarán jugando dentro de un mundo ficticio y puramente narrativo.
Posted: Mon, 09 Mar 12:15:41 CDT
CLARITY...
comes at a price. The blood on the streets is still wet after the events of Gang War. A message from an old foe on the run for her life explains how it all happened. Other crime orgtanizations are letting you know who is actually responsible.
Someone outside the city played all of the criminal factions against each other to take control of the underworld.
Now that faction is taking down the only ones who stand in its way--SUPERHEROES.
Pay attention to the man behind the curtain, or risk repeating the mistakes of the past...
GANG WAR...REDUX!
Posted: Mon, 09 Mar 12:00:20 CDT
Hellish Rifts is a supplement for Angelic Forces, introducing the concept of Hellish Rifts, which increase the power of demons. The book includes a ready-to-play adventure to explain this concept, called Closing a Rift.
In this book, besides the ready-to-play adventure, there is an explanation of a new type of demon, called the Fly. If you are out of ideas for running an Angelic Forces adventure, you can run this brand new ready-to-play adventure.
Posted: Mon, 09 Mar 11:58:29 CDT
A fantasy retelling of the British legendary!
Beneath the ancient canopy of Sherwood, where oak and ash stand like sentinels, a band of outlaws wages war against tyranny. They are wolfsheads—bandits with a price on their heads—and they are the last hope of the common folk. The Sheriff of Nottingham tightens his grip. Baron De Sabat whispers prayers to dark powers. Sir Guy of Gisborne hunts without mercy. And in the depths of the forest, something ancient stirs—pagan gods, forgotten spirits, and the wild magic of Old England itself. This fantasy retelling of British Legendary turns the Robin Hood myth into a rich setting for Old-School Essentials, blending historical grit with folklore, paganism, and high adventure.
INSIDE YOU WILL FIND
- The Hooded One – A scholarly exploration of Robin Hood's folkloric roots, from pagan woodland deities to the political weaponisation of the myth across centuries.
- The Fortress Nature Built – Sherwood Forest and its surrounds mapped in detail. Lots of locations, each with encounters, secrets, and adventure hooks.
- The Wolfsheads – Complete stats for the merry men, each one retold as an OSE fantasy class.
- The Antagonists – Detailed main NPCs: Sheriff Robert De Rainault astride his black unicorn Blackfax; the cruel Sir Guy of Gisborne; Baron Osric De Sabat, devil-worshipper.
- Setting Rules – A complete system for establishing and managing outlaw hideouts—from precarious forest camps to fortified headquarters—including facilities and ways to expand and improve them.
- Heist Generator – Tools to create countless adventures: who provides the tip-off, where the heist takes place, main and secondary objectives, and complications.
- Trails of Termagant – A full-length adventure for levels 4–6. Infiltrate Castle Hellinore, navigate its ruined halls, disrupt a demonic ritual, and confront the three-faced demoness before her cult consumes Sherwood.
- The Fall Queen – An adventure for levels 6–8. During the Feast of Saint Irene, the wolfheads must survive a brutal nighttime ball game, navigate a village fair, and thwart a conspiracy involving the theft of an ancient pagan crown.
- Twenty Adventure Hooks – From ghost knights and cursed horns to assassins and possessed grave robbers—ready to drop into any campaign.
- Original soundtrack by Andrea Tupac Mollica.
- ILLUSTRATED BY ALESSANDRO PADERI’S ORIGINAL ARTWORK!
UTILITY
Interactive hyperlinked index and text.
Color and printer-friendly versions of the module.
Print version: currently not planned.
Why only $9,99?
While I’ve done my best to create a professional product, at this time I’m happy to share this module with as wide an audience as possible. If you want to support me, please consider rating or reviewing this title, and maybe check out my other works!



We used NO AI for this publication!
We are human beings writing and designing games for other human beings.
Posted: Mon, 09 Mar 11:55:49 CDT
Un pequeño manual con tips para ambientar partidas de For Coin & Blood y fantasía oscura. Sin relleno: directo al grano. Para Másters.
Posted: Mon, 09 Mar 11:43:46 CDT
Embers of the Spellforge
An Arclands Sourcebook for 5th Edition
Three centuries ago, a god died.
His death was not quiet. It was a tearing, a rupture, a scream that echoed through five dimensions. And when his mortal form shattered, the magic he had hoarded for eons flooded into the world like blood from a wound.
That magic is still here. Pooling in hidden places. Gathering in caves beneath mountains, in the roots of ancient forests, in the cellars of lords who do not understand what sleeps beneath their floors. Where it gathers thickest, it dreams. It remembers. It speaks.
They call these places Spellforges.
You are among the few who can hear them.
Embers of the Spellforge is a complete guide to the heart of magic in the Arclands universe. Within these pages, you will discover the truth about the forges—where they come from, what they want, and what they demand of those who seek them out.
Inside You Will Find:
The True History of Magic. How the Keeper's death flooded the world with power, and why every spell diminishes the store.
The Three Tiers of Forges. From the smallest Flicker that appears and vanishes within days, to the Pillars that kings would go to war over, to the mythic Sovereigns where the Keeper's true essence still pulses.
20 Subtle Avatars. The forms Forge Keepers take—the Shadow That Remembers, the Clock That Forgets, the Door That Wasn't There, and more—ready to drop into any campaign.
The Transaction of Truth. Every forge demands a price. New mechanics for the questions the Keepers ask, the sacrifices they require, and what happens when you refuse.
Memory-Burning. The ultimate sacrifice—trading skill proficiencies, languages, or memories for forbidden knowledge and permanent glyphs. Optional, high-stakes, and never required.
The Fallen Forges. What happens when the Keeper's fragments are corrupted by despair. The Blight-Code and its 10 forensic consequences.
Five Factions. The Carathenes who map the forges, the Skargoline who seek to control them, the Order of the Beginning who would restore what was lost, the Silk-Brokers who sell the secrets, and the Silence who would destroy it all.
Ten Complete Liturgies. Ready-to-use forge encounters, from a riverside Flicker to a Sovereign beneath the waves. Each with its own Keeper, its own question, and its own price.
New Creatures. The Blighted, the Keeper's Hand, Zsulgs, Memory-Eaters, and more—beings shaped by proximity to the forges.
Complete Glyph Reference. All the building blocks of spellcrafting, organized for easy reference at the table.
Magic in the Arclands is not a science. It is not taught in academies or copied from musty tomes. It is heavy, dangerous, and deeply personal. Every spell you forge carries a piece of who you are. Every choice has a price.
The Keeper asked himself one question in his final moment. His fragments will ask it of you.
What are you willing to sacrifice to shape the world?
Embers of the Spellforge is compatible with the Arclands 5th Edition setting and can be used with any fantasy roleplaying game. No other books required—just this one, your dice, and your imagination.
34 pages. PDF: $8.99
Posted: Mon, 09 Mar 11:40:36 CDT
The battlefield is silent when you arrive. Your insertion craft descends through a sky thick with ash and ion storms, the hull rattling under the stress of turbulent atmospheric currents. Beneath you lies the warzone - an industrial fortress world known as Korveth Reach, once a hub of military production and strategic command. Now it is something else. Something wrong. The orbital bombardments stopped days ago. Not because the war ended, but because the fleets above the planet stopped responding to commands. Long-range scanners detect power readings across the continent-sized fortress complex, yet no signals return. Entire divisions deployed here have vanished from communication networks. And yet the lights are still on. You are part of an elite Blast Ranger strike unit, deployed when situations exceed the limits of conventional warfare. Your mission is simple in theory and terrifying in practice: Enter the warzone. Locate the surviving command infrastructure. Determine why the planet’s military network went silent. Extraction is not guaranteed. As your craft descends through the storm layer, the ruined megastructures of the fortress complex emerge beneath you - titanic gun platforms, abandoned vehicle yards, and endless towers of armored manufacturing plants stretching toward a horizon swallowed by smoke. Fires burn in the distance, but they move strangely, shifting across the ground as if guided by something unseen. Your unit deploys into the ruins under the cover of darkness. The first thing you notice is the absence of bodies. War should leave behind wreckage, casualties, the unmistakable aftermath of battle. Instead you find empty armor suits scattered across the ground like discarded shells. Vehicles remain parked where they were abandoned mid-operation. Automated defense towers rotate slowly, scanning the darkness but never firing. Then the noises begin. Not gunfire. Not machinery. Something else - echoing metallic sounds drifting through the ruined corridors of the fortress complex. Footsteps that stop when you stop. Movements visible at the edge of thermal sensors but gone when you turn. Your team begins to realize a terrible possibility. Whatever wiped out the forces on this world may still be here. And it may already know you’ve arrived. As you push deeper into the fortress complex, fragmented transmissions begin appearing on your comm network - broken messages from soldiers who vanished days ago. The voices sound distorted, as if something has rewritten the signal itself. They all repeat the same warning. “Do not trust the systems.” The deeper you advance, the more the warzone begins to change. Defense turrets power on without commands. Security doors seal behind you. Entire sections of the fortress complex begin shifting configuration as if the structure itself is adapting to your presence. This is no longer just a mission. It is a hunt.
______________________________
You are about to step into a galaxy that does not wait for permission. Blast Rangers Solo is not a tutorial, not a watered-down mode, and not a substitute for group play. It is a full-power way to experience the Blast Rangers universe - alone, decisive, and unfiltered. In solo play, there is no GM behind the curtain, no table consensus to soften outcomes, and no pause button when things go wrong. There is only your Ranger, your choices, and a universe that responds immediately.
To play Blast Rangers Solo, you must have the Blast Rangers Core Rulebook. This solo framework is built directly on the Total Core RPG System and assumes full access to its rules, attributes, Masteries, equipment, and setting foundations. The Core Rulebook provides the mechanical backbone; Solo Play provides the ignition. Together, they turn intent into action. You decide when to act. You decide what matters. You decide which risks are worth taking. There is no waiting for turns to come back around the table. No scenes lost to distraction. No momentum broken by debate. Solo play moves at the speed of thought - and often faster than comfort allows. Every decision lands directly on you. That pressure is the point.
Posted: Mon, 09 Mar 11:35:54 CDT
Tokens - Modern 06a - Religious People
This is a Token Pack: art assets that are designed for dynamic usage within a VTT or elsewhere.
This pack contains:
– 35 unique tokens (315 if you include variations)
All tokens with exposed skin have 3 skin variations - light, tan and dark.
Creator Commentary:
To make up for our grevious sins of gender discrimination for the business folk in a lot of our packs, we've made an entire pack focusing on corporate women. Office ladies, boss-gals, hard-working people that help turn the economy! Perhaps, not the most exciting pack, but definitely a good part to add to the basics. Civilians always necessary.
Showcase:


Downloads:
(1) A .dungeondraft_pack file to use with the Dungeondraft Program (optional).
(Scale: 256px per 1:1 grid unit; 256px = 5ft)
The DD variant is slightly smaller to allow seamless usage with the in-software grid units.
(2) A .zip folder containing PNGs to use wherever
(Scale: 512px per 1:1 grid unit; 512px = 5ft)
Also contains a version with imbedded drop-shadows
(3) A .zip folder containing WebPs to use wherever
(Scale: 512px per 1:1 grid unit; 512px = 5ft)
Also contains a version with imbedded drop-shadows
(4) A .pdf containing the licensing information
(marketplace limitations prevent me from appending it before purchase)
Please make sure to read the licensing information provided with purchase for the specifics.
Contact:
If you have any questions, inquiries, complaints, or just want to say hi, feel free to join our PeaPu Discord Server! We’re always active there.
Posted: Mon, 09 Mar 11:22:26 CDT
A complete mission for Top Secret® by Solarian Games LLC. Set entirely in England, This mission progresses from an investigation to action and deadly confrontations.
Includes player handouts, maps and administrator resources.
The agents are tasked to find out why a junior chemist at a restricted U.K. government science and defence installation has been accessing information beyond her clearance level…
Officially licensed for use with the espionage action game Top Secret®.
Posted: Mon, 09 Mar 11:11:06 CDT
Magic in the Sands
Fighting for survival in the desert. The Elves of Gresyth grew their own individual strength. Supplement for Dnd 5e (2014)
The Elves of Gresyth: 🧝
The Elven people originated in a vast desert on Gresyth. It was here that they were taught to fend for themselves and to harness the magic in the world around them to fulfill their necessities. In this chapter, you’ll learn about their origins, their deity, their arts and hobbies, politics, structures & organizations, their goals, and the Mages of the Oasis.
Their Dark Secrets: 🕶️
Mages of the Oasis tend to take servants to assist them in growing in strength through a ceremonial ritual. Doing this not only provides the Mage with more power but also allows them to summon those bonded at any time for assistance. But not all of those bonded are always willing...
Ruination by Assumption: 💥
In his quest for Ascension by defeating their own deity and creator, one single Mage attempted to cast a spell that was used by their deity, Karatus, in an ancient battle against the Void when they besieged the world of Gresyth. This spell combined all natures of magic, and to a mortal being would naturally mean certain death; the casting of this spell wiped out him and his domain, as well as leaving the world changed by an arcane fallout.
Magic & Magical Spells: ✨
This chapter explores how magic feels to casters of Gresyth and how it’s more than just a matter of components, but also emotion and connection. Additionally, new magic spells here will be granted a subtype for the element group they represent and are made from.
Subclasses of the Oasis: 📚
Due to different lifestyles that Elves live, many take on titles or roles that are classified in this chapter. New subclasses for Wizard, Sorcerer, Fighter, & Bard will be found in this section, as well as any rules for new additional mechanics or conditions involving them.
Elixirs of Power: 🧪
In the last chapter of this book, you will find several new potion types called Elixirs. These are potions whose magical effect only takes place during combat, giving the wielder who consumes them a temporary bonus during that combat only.
🎲Playtesting🎲
As a player, before creating content, our home games had various additions from both players and the DMs. When I make content like this, I balance it as best I can using official content produced by WOTC as a comparison and fully expect most home games to have their own home rules/additions. That being said, after receiving your product and having enough time to understand the content, if there's anything you feel is too weak or strong, please let me know to have it rebalanced. All backers who received the product will be updated that a new version is available for download in the same way as they received it.
It's the help with the community that I can make everyone the best content I can.
🤖No AI🤖
Everything within Honor & Violence, from the artworks to the text, is entirely done by humans, with plenty of love and hard work. We support the idea of TTRPGs being the result of human creativity, in each and every aspect of them.
All artists are credited at the end of this book, as per the agreements or licenses.
Check out my other funded Kickstarter projects, our community loves and helped build!
Honor & Violence - Orcs, Weapons, & Exotic Proficiencies
The Mourning Queen - The world's first Divine Lich and her ruined city.
Posted: Mon, 09 Mar 11:07:28 CDT
10. Hire a TZIMISCE
“Customized” the office furniture. It screamed."
What happens when immortal predators are forced to sit through a job interview?
Applying for a perfectly normal, painfully modern job—armed with a résumé spanning centuries, a deeply questionable skill set, and absolutely no idea how HR works. Expect polished job descriptions, wildly inappropriate CVs, interview transcripts that spiral out of control, internal HR notes full of red flags, and a final hiring decision that rarely goes as planned.
These interviews are ideal as:
-
Comedy interludes between serious sessions
-
In-universe documents or handouts
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Quick NPC introductions with instant personality
-
A reminder that immortality does not, in fact, prepare you for middle management
Othe HR nightmares: https://www.storytellersvault.com/en/browse?keyword=hire%20a%20vampire%20szerepjatekosok.hu



