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Posted: Thu, 12 Mar 13:05:18 CDT
The Musketeers vs. Cthulhu Keeper's Appendices
Welcome to the Keepers Appendices for Musketeers Vs. Cthulhu. While the Musketeers Vs. Cthulhu books are stand-alone adventures and have everything needed to run them within their covers, it quickly became apparent that an appendix of all the non-adventure content would be a useful resource.
So here we are. Within this volume is all the material needed to make adventures of your own. Set the world to rights as your musketeers bring justice to the miscreants of the mythos, even if this merely postpones the fate of the world for just one more day.
This book contains the following rules for Claudia Christian's Musketeers vs. Cthulhu:
- Creating Characters: deals with the heroes at the centre of our story, the characters the players create.
- Pregenerated Characters: allows you to easily play as the three Musketeers! Aramis, Athos, d-Artagnan, and Porthos are all fully statted, along with seven other characters from the books!
- Dramatis Personae: contains signifcant non-player characters and their minions.
- Allies & Rogues: handles the less-significant NPCs, such as Huguenot rebels, English sailors, and even a rhino.
- The Cults of France: has several cults, their cultists, and some Cthulhu Mythos monsters.
- Summoned Nightmares: provides Keepers with more monsters (Mythos and the more mundane variety), because can you ever really have enough?
- Optional Rules: gives you nine optional rules allowing one to better capture the feel of Dumas' Musketeers, including swordfighting manuevers.
- Event Tables: covers life in Paris, Mythos-related occurrences, snippets of overheard conversations and more.
- Grimoire: is chock full of artefacts, Mythos tomes, and spells.
Posted: Thu, 12 Mar 13:04:05 CDT
Here are all 52 of the command orders from 4th Edition Kings of war from Mantic Games. These were created to make it convenient to know your command orders when you play the game. You could also print them all out and learn all the command orders so you know your opponents aren't making things up._Cropped-modified.png)
All the cards are created with a template similar to a gaming token card .
Cards are high quality picture files in a zip file in black and white so they are printer friendly.
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This is not an official product but fan made and free to download.
Posted: Thu, 12 Mar 11:35:10 CDT
It started with a protest. Then a barricade. Then someone lit something that wasn’t supposed to burn. Now the city is unstable. Crowds surge through downtown corridors, storefronts are boarded up overnight, and emergency sirens echo constantly between high-rises. The Lucentia Civic Authority is overwhelmed, the news networks are running nonstop coverage, and every faction in the city is quietly asking the same question: What can we take while everyone is looking the other way? Urban disturbances don’t just create chaos.
They create opportunity.
Ashfall District is a dense stretch of mixed-use streets - retail, apartment towers, transit stops, and narrow service alleys packed together in tight grids. During the day it looks ordinary. At night it becomes a maze of burning dumpsters, moving crowds, flashing lights, and opportunists moving quickly through the confusion. Every block holds a new situation. Every night changes the balance.
_____________________________
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.
Posted: Thu, 12 Mar 11:35:03 CDT
Lucentia has thousands of criminals. Very few are professionals. The Velvet Operation is different. No loud robberies. No chaotic gang wars. Their crimes unfold quietly - contracts signed, accounts drained, assets moved, people ruined without anyone realizing it until the damage is permanent. They steal fortunes through manipulation, fraud, blackmail, and precision infiltration. They operate through shell companies, private clubs, and immaculate social circles. To the outside world they look like executives, consultants, or philanthropists. But behind the polished façade lies one of the most sophisticated criminal rings the city has ever seen. The question isn’t whether they’ll succeed. The question is who will control them when they do.
The Oriel Quarter is Lucentia’s most refined district - lined with art galleries, private investment offices, elite dining lounges, and members-only clubs where fortunes change hands over quiet conversations. The streets are clean. The security is subtle. The deals made here rarely reach the newspapers. It’s the perfect place to hide a criminal empire in plain sight.
_____________________________
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.
Posted: Thu, 12 Mar 11:23:53 CDT
This is the Roll20 VTT product.
You can find the PDF here.
Eneri’s Cantina at Affinity Highport is the quintessential starport bar where adventures begin, patrons are met, rumours are heard and weary Travellers wind down after weeks in jumpspace. It is a place to get a good stiff drink and have the chance to rub elbows with the movers and shakers of the Sylean Main.
The winds of change are blowing in the region, and the high-tech industrial world of Ase is making moves to establish itself as a power broker. Unfortunately for Affinity and worlds like it, they might become casualties of Ase’s master plan, but such is life in the politically charged, high-stakes Core where everything is done on a grand, winner-take-all scale.
The Travellers become embroiled in these events even though all they really want to do is save their favourite bar. They become pawns in a dangerous political game that might forever change not just Affinity, but an entire way of life… and not for the better. If they play their cards right, they might just find the key to saving Eneri’s Cantina and preserving the things they hold dear.
Last Call at Eneri’s Cantina includes:
- Deck plans, rules and illustrations of Affinity Highport.
- A new spacecraft, the Rammiakhildru, and a new vehicle, the Seaskimmer.
- World map and animal encounters for the wild waterworld of Affinity.
Posted: Thu, 12 Mar 11:18:46 CDT
Royal Scenarios Map Pack was designed to support adventures that take place within the world of courts and noble houses. The maps offer locations suited for campaigns centered on diplomacy, intrigue, political maneuvering, and the daily life of aristocracy—whether that means training in a castle courtyard, attending formal audiences in the throne room, walking through carefully maintained gardens, or taking a moment of reflection in private baths.
Included Maps:
- Castle Courtyard [30x30] - A walled castle courtyard overlooking the towers and the noble residence. It features training areas for archery, melee practice, and jousting, alongside a small ornamental garden.
- Conservatory and Gardens [30x20] - A private conservatory designed for musical performances, overlooking a seaside cliff at the upper portion of the map, with the castle’s internal gardens located below.
- Hunting Grounds Camp [30x40] - A royal hunting encampment with tents arranged around the king’s quarters, as well as a small fortified structure near the hunting grounds.
- Throneroom [10x20] - A classic throne hall set against the light of tall windows and illuminated in a sober, ceremonial manner.
- Ablution Pool [15x10] - A noble bathing chamber featuring a thermal pool and the comforts expected by royalty, including a small banquet area and a view of the surrounding gardens.
Key Features:
- Roll20 Versions: Optimized Roll20 versions are included for easy use on Roll20 and other virtual tabletops with lower space requirements.
- 4K Quality Versions: Sharp and detailed for an immersive experience.
- High Res Versions: Each map comes in 8K for maximum visual fidelity, perfect for high-resolution displays and top-tier immersion at your table.
- Flawless Grid Alignment: Avoid token misplacements (when used with suggested grid dimensions).
- Easy Integration: Works with most virtual tabletop platforms.
- Visually Stunning: Add a captivating touch to your campaign.
License
- Usage: Personal and Commercial use allowed.
- Modifications: License permits alterations, modifications, cropping, or combining, but the original resolution must be maintained.
- Credit: Credit William Donel - Trovador in commercial products.
- Restrictions: Do not resell maps individually or collectively.
- DriveThruRPG/DMsGuild: Add William Donel - Trovador as Artist.
Preview:
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Posted: Thu, 12 Mar 11:16:45 CDT
THE WORLD'S GOODEST ROLEPLAYING GAME is a microgame inspired by recent events, in which you pitch a 5E clone of your favourite IP to your friends. Is it the greatest micro-rpg of all time? Play to find out...
Posted: Thu, 12 Mar 10:41:59 CDT
Vampire Spawn: Species Variants
Vampire Spawn: Species Variants is a monster supplement for 5e that explores the consequences of vampirism across many different humanoid bloodlines. Rather than presenting vampire spawn as a single uniform creature, this book examines how the curse expresses itself through the physical traits of the host species. A dwarf spawn endures and anchors corridors, an elven spawn stalks with supernatural grace, while a troll spawn becomes a nearly unstoppable regenerating horror.
The intent of this product is mechanical preservation rather than escalation. Every creature in this book is built directly on the SRD vampire spawn chassis. Core abilities such as regeneration, spider climb, and life-draining bite remain unchanged. No variant increases the creature’s damage output, save DCs, or control effects. Instead, each variant retains one defining biological trait from its living form.
These creatures exist to expand encounter variety without altering the fundamental power of the base monster. A vampire spawn may arise from any humanoid lineage, and the results can dramatically alter how a hunting pack behaves in different environments. Sewer warrens may host ratfolk spawn, flooded ruins may conceal merfolk spawn, and ancient fortresses may hide disciplined hobgoblin spawn.
Lore surrounding the spread of vampirism is intentionally minimal. Whether these creatures serve a master vampire, rule their own territories, or simply exist as cursed predators is left to the GM. Use these stat blocks as tools for encounter diversity. The curse is the same — only the vessel has changed.
Vampire Spawn Roster
Human Vampire Spawn — CR 5
Baseline vampire spawn predator that hunts within cities, ruins, and dark settlements.
Dwarf Vampire Spawn — CR 5
Stone-enduring undead hunter that anchors corridors and subterranean strongholds.
Elf Vampire Spawn — CR 5
Keen-sensed nocturnal stalker that exploits elevation, stealth, and moonlit terrain.
Halfling Vampire Spawn — CR 5
Small infiltrator that navigates tight interiors and densely populated settlements.
Gnome Vampire Spawn — CR 5
Arcane-resistant predator comfortable in magical ruins and workshops.
Ratfolk Vampire Spawn — CR 5
Sewer ambusher that dominates narrow passages and underground warrens.
Goblin Vampire Spawn — CR 5
Opportunistic skirmisher that constantly repositions and isolates weakened prey.
Merfolk Vampire Spawn — CR 5
Aquatic night hunter that dominates submerged ruins and coastal waters.
Dragonborn Vampire Spawn — CR 5
Draconic undead retaining fragments of its ancestral resistance and breath.
Lizardfolk Vampire Spawn — CR 5
Swamp-adapted ambush predator with natural armor and aquatic mobility.
Orc Vampire Spawn — CR 5
Relentless pursuit hunter that fights through injury to claim its prey.
Hobgoblin Vampire Spawn — CR 5
Disciplined battlefield predator that fights effectively beside allies.
Gnoll Vampire Spawn — CR 5
Frenzied blood-hunter that becomes more dangerous when enemies fall.
Bugbear Vampire Spawn — CR 5
Long-limbed shadow stalker that strikes from unexpected reach.
Ogre Vampire Spawn — CR 6
Large undead brute whose strength allows it to grapple and drain larger prey.
Minotaur Vampire Spawn — CR 7
Charging labyrinth predator that isolates victims before feeding.
Troll Vampire Spawn — CR 8
Regenerating undead horror that requires fire or acid to suppress.
Hill Giant Vampire Spawn — CR 10
Massive undead terror capable of devastating entire settlements.
Posted: Thu, 12 Mar 10:27:39 CDT
Marco Estructural para el Diseño de Calabozos
Una guía independiente de sistema para crear calabozos divertidos y dinámicos
La mayoría de los consejos sobre diseño de calabozos son vagos.
Esta guía no lo es.
El Marco Estructural para el Diseño de Calabozos es una metodología práctica para crear encuentros de calabozo atractivos, estructurados y dinámicos que funcionan en cualquier sistema de RPG de fantasía. En lugar de depender de la improvisación o de ideas generales, esta guía ofrece un marco de diseño claro que divide los encuentros de calabozo en bloques de construcción reutilizables.
Ya sea que dirijas D&D, juegos OSR, Pathfinder, Shadowdark o cualquier otro RPG de fantasía, este método te ayuda a diseñar calabozos que se sientan vivos, reactivos y significativos.
Qué te ofrece esta guía
Un proceso de diseño estructurado
Aprende a construir calabozos utilizando un método por capas que va desde el concepto inicial hasta encuentros completamente jugables.
Componentes de encuentro reutilizables
Diseña encuentros utilizando elementos modulares como contenedores, pistas, obstáculos, comportamientos de NPC, peligros ambientales y más.
Sistemas de calabozo que crean entornos vivos
Integra sistemas dinámicos como actividades de facciones, rutinas de NPCs, ecología, disparadores sensoriales y temporizadores de cuenta regresiva que permiten que el calabozo evolucione en respuesta a las acciones de los jugadores.
Una estructura clara de encuentro
Cada área se organiza mediante un formato sencillo que facilita la preparación y agiliza su uso en mesa, incluyendo descripciones rápidas, notas para el GM, interacciones y tesoros.
Por qué este marco funciona
La mayoría de los encuentros de calabozo dependen de salas estáticas y eventos guionados.
Este marco te enseña a diseñar entornos interactivos, donde el resultado es un calabozo que se siente vivo en lugar de guionado.
Ideal para
Directores de juego que desean mejores herramientas para diseñar calabozos
Diseñadores que escriben aventuras publicables
Directores de juego que disfrutan de la profundidad procedimental del estilo OSR
Diseño de calabozos agnóstico de sistema que puede adaptarse a cualquier reglamento
Dentro de esta guía
- Componentes de encuentro como pistas, obstáculos, actividad de NPC, peligros ambientales, contenedores y dispositivos interactivos
- Sistemas de calabozo que hacen evolucionar el entorno, incluyendo facciones, rutinas de NPC, ecología, disparadores sensoriales y temporizadores de cuenta regresiva
- Un calabozo de ejemplo completo que muestra cómo los encuentros, componentes y sistemas funcionan juntos en la práctica
Diseña calabozos con estructura.
Crea encuentros que importen.
Construye entornos que reaccionen.
El Marco de Diseño de Calabozos te ofrece las herramientas para lograr exactamente eso.
Posted: Thu, 12 Mar 10:12:15 CDT
Ce supplément, sur le thème des zones urbaines, est conçu pour être utilisé avec Sandbox Generator.
Cette extension fournit une méthode alternative pour générer les zones urbaines (petites villes, grandes villes et métropoles) ainsi que leur carte générale.
Ce produit contient :
- 2 pages concernant l’aspect cartographique (points focaux, rivière, quartiers, routes principales),
- 2 pages pour générer les points focaux (principaux et secondaires),
- 1 page à propos des quartiers et des sous-quartiers,
- un exemple détaillé et illustré montrant comment utiliser le supplément.
Il est au format A5, en noir et blanc, et peut aisément être imprimé sous forme de livret pratique.
Posted: Thu, 12 Mar 09:54:52 CDT
Treasure Room Dungeon – Multi-Level Underground Map Pack
Bring hidden riches, ancient stonework, and creeping underground danger to your table with a multi-level treasure dungeon map pack built for exploration, ambushes, and tense dungeon crawls.
What begins as a simple treasure chamber quickly becomes something far deeper. Beneath the glittering hoard lies a forgotten underground complex filled with dark corridors, old cells, hidden supplies, and the dead who were meant to stay buried.
Whether your party is chasing rumors of a lost hoard, clearing out an abandoned stronghold, hunting a necromancer, or stumbling into a hidden dungeon beneath a treasure vault, this location is designed to be immersive and dangerous.
Fully Mapped Locations
Each area is delivered as a high-resolution battle map with consistent scale and layout, making it easy to run at the table or in your favorite VTT.
Level 1 – The Treasure Vault
Treasure Room
A glittering chamber piled with coins, chests, relics, and suspiciously untouched wealth.
Hidden Trap Door
Concealed among the treasure is a trap door leading into a forgotten underground complex below.
Level 2 – The Underground
Cistern
An underground water reservoir with stone walkways and dark, murky depths.
Dungeon Cells
Rusting bars and crumbling doors mark old prison chambers where prisoners were once kept.
Storerooms
Crates, barrels, and long-forgotten supplies waiting to be discovered.
Wine Cellar
Dust-covered racks of ancient bottles and smashed casks. Some vintages may still be valuable… while others hide darker secrets.
Ancient Crypt
Stone sarcophagi line the walls of this burial chamber. Disturbing the dead may awaken what sleeps within.
Includes
Consistent Scale – Seamless movement between dungeon levels
High-Resolution Maps – Crisp, table-ready visuals
Universal VTT Files – Easy import for your virtual tabletop
Perfect For
Fantasy and dark fantasy campaigns
Classic dungeon crawls and treasure hunts
Low-level adventures and side quests
Boss encounters in crypts or dungeon depths
One-shots or expanding existing dungeons
License
For personal digital use only
Not for resale
Not for redistribution
Copyright 2026 Hero Level Games
Keywords
Treasure Room
Dungeon
Crypt
Wine Cellar
Cistern
Dungeon Cells
Storeroom
Underground Dungeon
Battle Map
Foundry VTT
Dungeon Map
Fantasy Map
Dungeon Crawl
Crypt Map
Multi-Level Map
Posted: Thu, 12 Mar 09:22:39 CDT
Dynamic Infantry Combat is a narrative driven skirmish miniatures game for any type of small scale warfare from the age of modern cartridge firearms up to five minutes into the future. The core system is designed simplistic in mind without losing any realism that you might want to depict with your force and scenarios. It emphasizes the infantry role in modern conflicts, focusing on small scale engagements, hybrid conflicts and low-intensity operations.
You can play Dynamic Infantry Combat with any brand of models you have, want or prefer for your games - fully miniature agnostic, as long as they are individually based you should be good to go!
We designed it primarily with 28mm and 32mm miniatures on 20mm or 25mm bases in mind , but already play tested it with up to 10mm (1:160) individually based miniatures without any problems. Only by doing a minor adjustment with the measuring distances by switching inches for centimeters. We recommend the switch starting from 15mm (1:100) scale downwards.
Even a very small test with 54mm (1:35) based miniatures on 30mm bases worked great, though you of course get drastically limited with your available play area and table size with bigger scales.
Can I do 6mm or even 3mm scale? - "Yes" :) - stay tuned!
- World war one aka. the great war? - For sure!
- World war two ? - Without a doubt!
- Vietnam war? - Absolutely!
- Wild west cowboy inspired games? - Viable!
- Lore accurate space marines? - Doable! (we have fantasized about some scenarios already!)
In the future we want to focus on releasing other major periods of interest with the fitting period and theater accurate weapon list with the necessary adjustments, as well as force building suggestions and lists*





