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  • Guns Of Santa Torina - Solo Adventure - Ironhold Justice
    Publisher: Frontier Gaming

    The city of Ironhold sprawls like a wounded beast, its cobbled streets choked with smoke and sin. Once a beacon of industry, it now festers under the weight of corruption and despair. Yet, within this grim labyrinth, one woman dares to uphold the crumbling ideals of justice, her badge gleaming faintly against the gathering gloom. The tale of her struggle is one of fire and shadow, a fight for redemption in a city that has forgotten the meaning of mercy.

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    HOW TO PLAY

    In this Solo Adventure you assume the role of an adventurer in a Medieval Fantasy setting. You will  require the Guns Of Santa Torina Core Rulebook(CRB), and any associated Expansions you wish to use to assist you, along with a pen and paper or word-processing document, to play.

    The story is set up with an Introduction, a handful of location details and a few pertinent Story Points. The rest is down to you and your imagination.

    The Actions you take should depend on who and what you see, and how you wish to interact. Keep a record of your story and adapt it as per the result of each Action. As you progress you will see that you are behaving as your own Storyteller, creating the interactive world in which you are playing.

    Use the Character Creation section of the CRB to create your Character and use the Storyteller section of the CRB to assist with generating NPCs.

    Once you have familiarised yourself with the  following few pages, you are ready to begin.

    THE BONUS DIE

    When allowed to roll a Bonus Die, roll two of the same required Dice and choose the most beneficial result.

    ____________________________________________________

    Guns Of Santa Torina - Solo Adventure - Ironhold JusticePrice: $2.39 Read more »
  • Guns Of Santa Torina - Solo Adventure - Duel Of Deceit
    Publisher: Frontier Gaming

    In the small town of Crow's Hollow, nestled within the barren expanse of Santa Torina, power is not held by the fastest gun but by the sharpest tongue. Here, law is a weapon wielded by rival lawyers whose ambitions could scorch the land as fiercely as the desert sun. Between the sprawling courthouse and the saloon where deals are brokered in whispers, a war unfolds—not of bullets, but of words, contracts, and betrayals.

    ________________________________________

    HOW TO PLAY

    In this Solo Adventure you assume the role of an adventurer in a Medieval Fantasy setting. You will  require the Guns Of Santa Torina Core Rulebook(CRB), and any associated Expansions you wish to use to assist you, along with a pen and paper or word-processing document, to play.

    The story is set up with an Introduction, a handful of location details and a few pertinent Story Points. The rest is down to you and your imagination.

    The Actions you take should depend on who and what you see, and how you wish to interact. Keep a record of your story and adapt it as per the result of each Action. As you progress you will see that you are behaving as your own Storyteller, creating the interactive world in which you are playing.

    Use the Character Creation section of the CRB to create your Character and use the Storyteller section of the CRB to assist with generating NPCs.

    Once you have familiarised yourself with the  following few pages, you are ready to begin.

    THE BONUS DIE

    When allowed to roll a Bonus Die, roll two of the same required Dice and choose the most beneficial result.

    ____________________________________________________

    Guns Of Santa Torina - Solo Adventure - Duel Of DeceitPrice: $2.39 Read more »
  • Whispers of the Night - Playerguide - Herd
    Publisher: White Wolf

    With the series “Whispers of the Night” I offer you suggestions for the various background traits in Vampire: The Masquerade. Whether you use them as a player to enrich your character, or as a storyteller to give your NPCs contacts – these ideas are meant to give you inspiration and orientation.


    In this little booklet, you will find my ideas and inspiration for the Herd background. 

    This is suitable for every Vampire edition. 

    Whispers of the Night - Playerguide - HerdPrice: $2.00 Read more »
  • Flüstern der Nacht - Spielerguide - Herde
    Publisher: White Wolf

    Mit der Reihe „Flüstern der Nacht“ biete ich dir Vorschläge für die verschiedenen Hintergrundeigenschaften in Vampire: Die Maskerade. Ob du sie als Spieler nutzt, um deinen Charakter zu bereichern, oder als Erzählerin, um deinen NSCs Kontakte zu verleihen – diese Ideen sollen dir Inspiration und Orientierung bieten.


    In diesem kleinen Heft findest du meine Ideen & Inspiration zu dem Hintergrund Herde. Dies ist für jede Vampire Eiditon verwendbar. 

    Flüstern der Nacht - Spielerguide - HerdePrice: $2.09 Read more »
  • Sceau de cire des Douze/Wachssiegel der Zwölf/Wax seal of the Twelve
    Publisher: Ulisses Spiele

    Wax seal rendering image for use as an illustration, game aid or diegetic document.

    Sceau de cire des Douze/Wachssiegel der Zwölf/Wax seal of the TwelvePrice: $0.00 Read more »
  • ACKS II Monstrous Manual
    Publisher: Autarch

    Enter a world where empires stand on the brink of war, and terrible monsters tear at the fragile borderlands of men; where decaying cities teem with chaos and corruption, weeping innocents are sacrificed to chthonic cults and nobles live in decadent pleasure while the realm burns; where heroes, wizards, and rogues risk everything in pursuit of glory, fortune, and power. This is a world where adventurers can become conquerors — and conquerors can become kings. Will you survive the perils of war and dark magic to claim a throne? Or will you meet your fate in a forgotten ruin beyond the ken of men?

    The Adventurer Conqueror King System™ Imperial Imprint (ACKS II) is the new edition of the acclaimed bestselling fantasy role-playing game. Built on more than 12 years of playtesting and hundreds of hours of methodical research and development, ACKS II is a three-volume D20 fantasy RPG that that offers everything you need to run epic fantasy campaigns with a sweeping scope. 

    This book, the ACKS II Monstrous Manual, is a 432-page compendium of the creatures found in the worlds of ACKS II. To make the Monstrous Manual a bestiary like no other, we returned to the primordial source material of myth and legend and re-created all the classic fantasy creatures from the ground up. In the Monstrous Manual you get:

    • More than 290 monster entries, each featuring a full-page description of the creature's game statistics, combat abilities, habitat, reproduction, and spoils.
    • Monster creation rules that reveal how to create your own ACKS II monsters using the same mechanics that the designers used.
    • Monster taming and training systems that take into account monster intelligence and attitude, training complexity, and more. 
    • Monstrous henchman rules that let you level up your monstrous companions into fearsome sidekicks and allies.
    • Monster part mechanics that let adventurers collect furs, ivory, and even magical components from slain monsters. 
    • In-character commentary and lore from the sages and explorers of the Auran Empire campaign setting.
    • And much, much more!

    Whether you expect your adventurers to fight monsters or breed them, the ACKS II Monstrous Manual is the bestiary of fantasy creatures you need! 

    ACKS II Monstrous ManualPrice: $20.00 Read more »
  • ACKS II Judges Screen Inserts
    Publisher: Autarch

    Enter a world where empires stand on the brink of war, and terrible monsters tear at the fragile borderlands of men; where decaying cities teem with chaos and corruption, weeping innocents are sacrificed to chthonic cults and nobles live in decadent pleasure while the realm burns; where heroes, wizards, and rogues risk everything in pursuit of glory, fortune, and power. This is a world where adventurers can become conquerors — and conquerors can become kings. Will you survive the perils of war and dark magic to claim a throne? Or will you meet your fate in a forgotten ruin beyond the ken of men?

    The Adventurer Conqueror King System™ Imperial Imprint (ACKS II) is the new edition of the acclaimed bestselling fantasy role-playing game. Built on more than 12 years of playtesting and hundreds of hours of methodical research and development, ACKS II is a three-volume D20 fantasy RPG that that offers everything you need to run epic fantasy campaigns with a sweeping scope. 

    The ACKS II Judges Screen Inserts are a set of 24 full-color printable sheets designed for insertion into a landscape format tri-fold GM screen. The sheets included in the set are: 

    •  Animals and Vehicles
    • Combat I - IV
    • Dungeon Delves I - II
    • Wilderness Expeditions I - III
    • Sea Voyages I - II
    • Warfare I - III
    • Visiting Settlements
    • Henchmen Recruitment and Management
    • NPC Reactions and Domain Morale
    • Magical Commerce
    • Mercantile Ventures
    • Merchandise for Arbitrage and Consignment
    • Entertainment & Eating I - II

    Get the most out of your precious playtime with all of the most important rules and tables at your fingertips.

    ACKS II Judges Screen InsertsPrice: $10.00 Read more »
  • ACKS II Judges Journal
    Publisher: Autarch

    Enter a world where empires stand on the brink of war, and terrible monsters tear at the fragile borderlands of men; where decaying cities teem with chaos and corruption, weeping innocents are sacrificed to chthonic cults and nobles live in decadent pleasure while the realm burns; where heroes, wizards, and rogues risk everything in pursuit of glory, fortune, and power. This is a world where adventurers can become conquerors — and conquerors can become kings!

    The Adventurer Conqueror King System™ Imperial Imprint (ACKS II) is the new edition of the acclaimed bestselling fantasy role-playing game. It offers everything you need to run epic fantasy campaigns with a sweeping scope.  The ACKS II Judges Journal includes:

    • setting construction system using the top-down zoom-in methodology, with a comprehensive explanation of how to create a functional sandbox that creates emergent play. 
    • realm generation system that allows you to bring your setting into the ACKS II economic and political framework, determining realm types, establishing urban settlement sizes, demarcating territory, and more.
    • settlement generation system with dynamic building tables that let you fill each city block with establishments and occupants on the fly. 
    • An NPC creation system that lets you quickly generate anything from a 0th level farmer to a 14th level emperor, complete with entourage of vassals and array of magic items.
    • An abstract dungeon delving and wilderness exploration system that allows your high-level heroes to dispatch their minions on adventures, with resolution that reveals casualties and treasure. 
    • monster encounter system with tables for 18 different terrain types that take into account the extent of civilization and the rarity of monsters.
    • custom class creation system using a system of point allocation and level trade-offs. All of the classes in ACKS II were designed using this system, so anything you create with it will be seamlessly compatible with the existing material.
    • A custom race creation system that goes beyond elf, dwarf, and halfling. Whether you want sapient cockroaches, winged lizardmen, sinister serpent people, or just a bunch of weird elves, you can build it.
    • A custom spell creation system that takes into account magic type, magic school, effect, duration, targeting, and saving throws. The spells in ACKS II were created with this system, too.
    • custom magic type creation system that allows you to transcend the ordinary limits of arcane and divine magic. Create varieties of shaded magic that can cause horrific corruption, cross the boundaries of cleric and mage, and more.
    • More than 150 marvelous magic items to astound, delight, and terrify your adventurers, each with a detailed description and lore behind its creation. 
    • And much, much more!

    With the ACKS II Judges Journal, you can create a living, breathing world — one in which the rules function as natural laws, and players are endowed with the agency only objective mechanics can provide.

    ACKS II Judges JournalPrice: $20.00 Read more »
  • ACKS II Revised Rulebook
    Publisher: Autarch

    Enter a world where empires stand on the brink of war, and terrible monsters tear at the fragile borderlands of men; where decaying cities teem with chaos and corruption, weeping innocents are sacrificed to chthonic cults and nobles live in decadent pleasure while the realm burns; where heroes, wizards, and rogues risk everything in pursuit of glory, fortune, and power. This is a world where adventurers can become conquerors — and conquerors can become kings!

    The Adventurer Conqueror King System™ Imperial Imprint (ACKS II) is the new edition of the acclaimed bestselling fantasy role-playing game. It offers everything you need to enjoy epic fantasy campaigns with a sweeping scope. Whether you want to crawl through dungeons, experiment with alchemy, crossbreed monsters, run a merchant emporium, raise an undead legion, or conquer an empire, ACKS II supports your playstyle. The ACKS II Revised Rulebook features:

    • 18 character classes, each with 8 quick-start templates featuring pre-selected proficiencies, spells, equipment, and encumbrance that let you start playing in minutes!
    • 110 proficiencies carefully selected to help you customize your character to your taste without risk of skill traps, min-max chains, or feat taxes.
    • 378 spells carefully calibrated for long campaigns that ascend from dungeon delves to pitched battles with armies. Magic doesn't have to make a game world implausible or unbalanced anymore!
    • Dungeon delving mechanics that let your adventurers interact with the subterranean environment by spelunking, rappelling, traversing, and more.
    • Wilderness expedition rules that bring the challenges and dangers of the wild to life, including mechanics for wilderness survival, inclement weather, and more.
    • Sea voyage and naval warfare system with mechanics for boarding, grappling, ramming, rowing, sailing, and siege weapons.
    • Combat mechanics that play like a realistic simulation of ancient hand-to-hand battle at low levels and a cinematic emulation of the legendary exploits of demigods and heroes at high levels.
    • Stronghold and domain rules that allow you to establish domains, rule realms, take vassals, establish a senate, and more.
    • Hijinks and hideout rules that let high-level thieves run their own criminal guild or spy network, dispatching their ruffians to racketeer, smuggle, surveil, and steal.
    • Magic research mechanics that go beyond spell design and magic item manufacture. Crossbreed monsters, construct golems, practice necromancy, and engage in magical experiments with unforeseeable consequences.
    • Mercantile venture system that let you set up a trade routes, build and manage caravans and merchant fleets, start and run businesses, engage in moneylending, and more.
    • Mass combat mechanics, with scalable rules for raising and organizing armies ranging from dozens to hundreds of thousands of soldiers, maneuvering them on the strategic theater, maintaining lines of supply, and fighting pitched battles and sieges.
    • And much, much more!

     

    ACKS II Revised RulebookPrice: $25.00 Read more »
  • Rules supplement - Stress and Drugs
    Publisher: Free League Publishing

    This is a rules supplement. It is PWYW.

    Instead of paying for this, please donate to the local veterans organisation in your home country such as https://www.dvnf.org/ or https://ptsdidanmark.dk/ 

    This document was made with the help of the Twilight:2000 Facebook community.

    Rules supplement - Stress and DrugsPrice: $0.95 Read more »

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