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Posted: Fri, 09 Jan 13:26:30 CST
Moonshadow Sovereign is a dark, atmospheric Legendary Hunt designed for the 5th edition of the world’s most popular fantasy roleplaying game.
This adventure focuses on mood, silence, and environmental storytelling rather than constant combat. Players are drawn into a decaying woodland domain where something ancient stirs beneath moonlit branches.
Moonshadow Sovereign is intended as a short, self-contained hunt suitable for one-shot play or insertion into an ongoing campaign. It emphasizes exploration, tension, and consequence-driven outcomes.
This product includes:
• A complete Legendary Hunt scenario
• Narrative-driven encounters
• Multiple aftermath possibilities
• A restrained, evocative visual style
This is an independent work and is not affiliated with Wizards of the Coast.
Posted: Fri, 09 Jan 13:06:43 CST
Tired of spending hours prepping games? Need inspiration fast?
Broken Adventures are quick-start OSR (Old School Revival) modules designed specifically for busy Game Masters. We provide the Basic OSR rules, a compelling narrative focus, and a complete adventure structure, but with key elements deliberately missing for you to fill in. It's the perfect framework to spark your creativity and make the game truly your own.
THE BLOODY GATES is the third adventure of this collection: in this adventure Outside Agarata’s high walls, the war against the Children of Echidna is a slaughter. The fields are drenched in blood and misshapen horrors, and the defense line retreats daily.
In this desperate scenario, Captain Valeria, an officer with a bandaged arm and tired eyes, hires the adventurers for a desperate mission: to retake the East Watchpost, a crucial fortification. If the Children of Echidna consolidate their position there, Agarata will be blind and vulnerable.
Posted: Fri, 09 Jan 12:37:14 CST
The Abbey of the Sea God is a two-level dungeon Shadowdark adventure for intermediate level characters, steeped in Mediterranean folklore, monastic horror, and tidal dread. What begins as a simple investigation into a haunted church spirals into a descent through underground cloisters, corrupted monks, and bioluminescent sea caves ruled by an ancient, shape-shifting demi-god.
Written for the Fandonia! setting by its original author, the adventure is easily adapted to any coastal region where faith, superstition, and the sea still hold power.
Long ago, monks fleeing the Age of Anarchy carved an abbey directly into the rock beneath Cape Scaccia. Their prayers bought them silence and isolation, until their cellars broke into the lair of Nereo, an ancient shape-shifting sea demi-god. Tribute followed. Deceit followed that. What followed after was a curse that never truly ended.
Now the church above is haunted, fishermen vanish near the cliffs, and something below still hungers. The dungeon descends from consecrated crypts and salt-stained cloisters into living sea caves shaped by tide and time. Coral glows faintly in the dark. Passages flood and empty with the rhythm of the sea. Delay is dangerous. Retreat is never guaranteed.
The sacred halls of the abbey are inhabited by repulsive, paranoid monks; the specter of the past takes form to hunt any intruder. The daughters of the demi-god stalk the sea caves below, their eyes black as corrupted pearls, glinting in the darkness.
Treasure is heavy, corroded, and sacred in uncomfortable ways. Offerings taken from the deep may draw consequences far beyond the dungeon’s end.
Designed for Shadowdark’s principles of clarity, danger, and player choice, this adventure offers a living dungeon shaped by time, tide, and moral decisions.
Remember: the sea is patient, and nothing under the water has forgotten.
Posted: Fri, 09 Jan 12:36:41 CST
TL;DR: This guide is an AI-assisted product, created through a mix of modern tools and hands-on creative work. AI helped with big parts of the process (main images, editing), while a lot of manual work, time, and creative decision-making went into the storytelling, design, and details. I am a seasoned professional illustrator who decided to use AI to make high-quality art more accessible and affordable, without cutting corners or putting out low-effort “AI slop.”
WHAT YOU GET: A PDF file that describes people, places, and monsters from the fictional, system neutral region I call Greywood. It contains 21 images + descriptions (7 NPCs, 7 Monsters/Animals, 7 Places). All pictures are available separately for download in high resolution.
This guide is thought of as a three-part series called "Into the Frost", with Greywood being part one. I plan on following with The White Waste as part two and eventually the Frost (or the Ice Coast) as the final installment.
BEFORE PURCHASE: Please check out my entirely free NPC collection of a similar quality to see if this guide is for you. I am aware that buying an AI-assisted product can feel a bit shady, so I want you to be confident in your purchase. I assure you, this guide is even better than the free sample!
AFTER PURCHASE: Leave a review to get an additional treat! I have prepared a BONUS of 6 entirely new images + descriptions for 2 NPCs, 2 Monsters, and 2 Artifacts that belong in the same region. To receive the bonus, simply send a screenshot of your posted review (preferably shown in edit mode) to the provided email address. Once verified, I will send you a download link to the bonus via email.
ABOUT GREYWOOD:
In this visual guide you will find characters, creatures and places that are part of an area called Greywood. Greywood is a vast, grim forest area, right at the edge of The Frost, a desolate, frozen wasteland. It is the last region where you will find human settlements, already far away from what most people would be willing to endure. Its proximity to The Frost makes it a strange place. You can sense the touch of ancient magic in these cold woods. The pages in this guide contain descriptions and stories that are meant to inspire. You are free to use them as they come or discard everything and give the pictures your own seasoning!
ABOUT ME:
I‘m Michael, a professional fantasy artist from Germany. Over the past 9 years I have painted various illustrations for Pen and Paper RPG publications. Clients include the popular German system DSA (or „The Dark Eye“ in English), D&D based publications like Midgard (by Kobold Press). Additionally I do a lot of private RPG character commissions on the side.
As you know, we are living more and more in the age of AI. I think it‘s very clear now that this technology is here to stay. Aside from the slop, I see a lot of potential for creativity coming with these new tools. Combining my artistic experience with AI image generation has been a lot of fun for me and I had the idea to offer affordable, yet polished illustrations.
DISCLAIMER:
I do not claim any copyright to the pictures, considering how they were created (even if heavily modified). If you happen to re-use them, I would appreciate a note of credit somewhere. For feedback, you can reach me at:
my Instagram @michael.witmann.art
or my email: witmann-art@hotmail.de
I would kindly ask you not to resell the images, though I am aware that I can't enforce that.
Posted: Fri, 09 Jan 12:35:37 CST
This is an original spy role-playing game. Given are all the rules mechanics, weapon/equipment lists, and two missions to play. Included is an unique character sheet and maps. Hole-and-Corner is a phrase that means: out of the public view; secret.

Posted: Fri, 09 Jan 12:34:48 CST
The future didn’t end. It optimized.
Earth 2289 is a complete tabletop roleplaying game for cybernetic operators, psionic outliers, and professionals surviving in a world where identity is tracked, risk is calculated, and every decision carries weight. Set in a near-future Earth dominated by corporate blocs, AI governance, and post-Veil anomalies, this system emphasizes tension, consequence, and hard choices over power fantasy.
Built around a single-roll resolution system, Earth 2289 removes rerolls, advantage stacking, and safety nets. Every meaningful action—combat, hacking, negotiation, infiltration, or psionic interference—is resolved with one decisive roll. Success feels earned. Failure matters. And preparation shapes what failure costs.
This handbook is a single-source guide for both players and Game Masters, designed to take a table from first read to full play without external references. Inside, you’ll find:
- A fully realized setting exploring the political, technological, and social consequences of a hyper-optimized world
- A unified core mechanic that governs physical, digital, social, and psionic actions
- Complete character creation rules, including races, origins, ability scores, skills, and early-career options
- Detailed systems for combat, armor, damage, status effects, and survival
- Robust hacking and Lattice rules for cyber intrusion, data manipulation, and digital risk escalation
- Clear guidance for Game Masters, including scenario framing, consequence design, and escalation logic
- A tone-forward approach to play, where operators are competent, replaceable, and constantly evaluated by the systems around them
Earth 2289 is not about saving the world.
It’s about surviving it—professionally.
If you enjoy future dystopian tension, meaningful risk, grounded mechanics, and a setting where identity, technology, and power collide, Earth 2289 is built for your table.
Posted: Fri, 09 Jan 12:32:33 CST
Great treasures await in the shadowed places of the earth, enveloped in cobwebbed darkness and guarded by gnashing teeth and deadly traps. Dungeons are the enclosed, enemy-infested, hazardous locations that punctuate the greatest games and stories of fantasy: think of Tolkien’s Mines of Moria, the vast environments of the Legend of Zelda, the perilous temples of Indiana Jones, or Jim Henson’s Labyrinth. Double check your torch supply and make your farewells: the rewards are well worth it, if you can make it out alive.
- This chapter will help you create a dungeon by rolling dice through 10 categories
- Pg count 16
- This chapter is included in the Roll For Your Life hardcover and PDF editions
Posted: Fri, 09 Jan 12:13:55 CST
Explore murky waters and gloomy locations with this D100 list. In it, you’ll find 100 items, events, encounters, locations, and more that can be easily added to any swamp or wetland location. Whether you’re shallow swamp waterways or trudging through a bog of knee-deep muck, there is sure to be something on this list to inspire!
Each item on the list is written to be system-agnostic, meaning you can drop them into any fantasy game like 5e, Pathfinder, or OSR. No rules or stats are provided, giving you complete control over how to implement them in your games. Most items on the list will also work well for historical or low-fantasy worlds. No fluff, a simple list with 100 items ready to drop in, or tweak to fit your world!
See below for short sample of what you can expect:

Posted: Fri, 09 Jan 11:54:59 CST
The Ghostwood breeds a rare kind of magical practitioner who is either brave or desperate enough to share their bodies with spirits from beyond the veil. Animists do not command these apparitions but become conduits for them, experiencing the world through two sets of eyes. In a land where the Ghost Fog claims souls and ancient powers linger in every shadow, these individuals serve as bridges between realms, mediating between the living and the dead, and serving as vessels for powers no mortal should wield alone.
Paraph Primer: Ghostwood Animists introduces new character options for PF2E, expanding the Animist class with four new apparitions, five new class feats, and lore unique to the haunted region of the Ghostwood. Channel spirits of the aurora, hospitality, treacherous bogs, and the Ghost Fog itself. Serve as a bridge between worlds.
This supplement includes four Animist apparitions, each with unique vessel spells, spell lists, and avatar forms:
- Beacon in the Northern Night is an aurora-themed divination apparition that reveals hidden truths and illuminated the darkness with prismatic light
- Envoy to Treasured Guests is a social apparition of hospitality that improves your Diplomacy and Society to make makes allies through customs of reciprocity
- Jailer of Muck and Mire is a battlefield control apparition conjuring difficult terrain as well as grappling and repositioning enemies through mud manipulation
- Voices of the Spectral Veil is a sonic and void-focused apparition that frightens enemies and channels the very essence of the Ghost Fog
Walk between worlds. Channel the spirits. Become the vessel.
Posted: Fri, 09 Jan 11:53:45 CST
Nella Nebbia è un GDR masterless nel quale si gioca una serata tra ragazzi che si interrogano sulla sorte di un loro amico che non vedono da tempo. Quali ricordi e segreti usciranno nel corso della serata? Si scoprirà il fato d chi è Nella Nebbia?
Posted: Fri, 09 Jan 11:44:00 CST
Book 3 of a campaign compatible with Dungeons and Dragons 5th edition. This adventure is best played with a group of 3-5 characters of levels 8-12.
This third magic school campaign of the series takes characters from levels 8/10-12/15. Enter the majestic floating cities of Keystone, where wizard magic and bloodlines define life. Survive two semesters in a school for those who become legends discovering power and lore lost to the sand for two millennia. Enter the uncharted magicless desert and complete your third mission exploring the ruins of Beacon Reach.
High Role Play, College, Romance, Melodrama, High and Low Magic, Intrigue, Sports, Moral Dilemma, Post Apocalypse, AI Art
Posted: Fri, 09 Jan 11:43:19 CST
Kill Aliens, Get Paid
Climb into your CASPer armor and grab your magnetic accelerator cannon. Join the action in the Four Horseman Universe, a sprawling military science fiction universe with over a hundred books and dozens of authors. This sourcebook features the aliens, hardware, and worlds of the 4HU, including rules for playing aliens and taking to the battlefield in the vaunted Combat Assault System, Personal armor that makes Humans the rising star of the Galactic Union’s mercenary industry.
Whether you’re a fan of the 4HU, a player of Savage Worlds, or just love the idea of battle armor versus alien combat, this sourcebook has something for you. Pick up your dice and your laser rifle. It’s go time!
This book requires the Savage Worlds Adventure Edition rulebook to be played.



