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Posted: Sun, 10 May 16:17:58 CDT
Note: This is the Roll20 version of the adventure.
Down Among the Dead
A terrible expansion for Pirate Borg that's jam-packed with four new adventures, modular rulesets, character options, and location generators.
- 3 Full-Length Adventures (see below for details)
- 1 One-Shot Location Adventure
- 150+ NPCs & Monsters as tokens
- 7 Battle Maps, 5 Navigation Maps, & 9 Scenes
- New Classes, Skills, Motivations, & House Rules for Characters
- Generators for Jolly Roger Flags, Islands, Coral Reefs, & Coinage
Adventures
Lost to the Locker: You are DEAD. Yet, your weasley black soul lingers on. Find out what happens to the unfortunate crew who find themselves lost to Davy Jones' Locker!
Venom in the Veins: An unearthly and downright strange scenario set in a haunted snake temple where the walls hiss in ways uncleansed and the ghost of a malevolent druid haunts the halls.
Into The Maelstrom: In this gothic-castle-on-a-boat adventure, you'll cross cutlasses with Albrecht the Tideborne, a vampire lord, and his crew. Garlic and sunlight won't save you from monsters hungry for the blood of scurvy-ridden pirates.




Down Among the Dead is an independent production by Limithron LLC and is not affiliated with Ockult Örtmästare Games or Stockholm Kartell. It is published under the MÖRK BORG Third Party License. MÖRK BORG is copyright Ockult Örtmästare Games and Stockholm Kartell.
Posted: Sun, 10 May 15:48:36 CDT

This 82-page issue is for Adventure Word Sequences #4.
It revisits the next 20 frequent keywords from Plot Generator, Conflct (Plot) Generator 2, and Grammar Fuel ™ genre and subgenre books.
Why focus on Adventure Word Sequences?
The answer depends on the type of game that you are running.
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For that want fully prepared synopsis, ready-to-go adventures, or distinct setting adventures, then this book may not be for you.
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However, for GMs that play, modify, or plan adventures using suggestions and inspiration, this book may be for you, It gives more details than the keyword tables, yet are vague enough to fit or adjust to most genres, eras, and settings.
This is a guide book that is meant to aid a Gamemaster (GM) or solo game player in making creative adventure story conflict content. It is illustrated with some grayscale open or licensed images.
It's meant to help give useful tips and inspirational ideas.
An Adventure Word Sequence is our set of words that suggest a sequence of conflicts that may be interpreted to create an adventure.
We provide a brief generic synopsis of what it may be interpreted to mean for each Adventure Word Sequence.
An Example of the first of six Adventure Word Sequence for Build keyword,
1. Demand > Design > Produce
Something is in demand. Characters plan possible products. They gather needed materials, tools, and process methods to prototype and make the product.
Then we provide a table with how the adventure may use each sequence to describe a type of foe of six main types. Here are the ones for the Failure > Rebuild > Resolve sequence.
Foe
| Change | Vs monster | Vs nature | Vs supernatural | Vs self | Vs person | Vs technology (power) |
| Demand | A creature opposing something in demand | A challenging environment, terrain, or location hinders producing that thing | A conflicting prophecy, dream, or supernatural moment hinders producing that thing | A character must overcome preferences, thoughts, or motivation related to production | person or people hindering production | Opposing technology or powers related to production |
There are about 55 different new Adventure Word Sequences (6 for each keyword, 20 keywords). A few are used more than once (from this and prior books) for similar situations that fit the keyword. A list of this issues keywords is found bellow.
What does this cover?
- Comparison of 3 keyword prompt methods
- Reasons, pros, and cons for each
- Parts of speech, pros, cons of the following: verbs, nouns, adverbs, adjectives, pronouns, and prepositions
- Using this book
- Using random tables for 3 different types of worldbuilding
- Keywords: build, organize, otherthrow, return, challenge, deceive, reveal, ambush, retrieve, invade, arrest, control, embark, alter, cause, influence, crash, face, assassinate, observe
- For each keyword: Definitions, synonyms, Theme Generator 2e subjects, 6 Adventure Word Sequences, foes table
- A list at the end lists prior issue keywords and adventure word sequences
Posted: Sun, 10 May 15:45:13 CDT
Fantasy Villages was one of the launch series for our patron backed development. At time of writing, we are now over 90 months past those original releases. These sets have been tenderly updated and, where appropriate, updated to include OpenLOCK options for bases. With the great support of our patrons and tribesfolk, we can now return to give these fantastic village sets the care they deserve.







TERRAIN RECOMMENDED PRINT SETTINGS
Layer Size: 0.16mm minimum. 0.1mm recommended.
Infill: 10% for all models recommended
Top/Bottom Layers: 9 (or 0.9mm if using a different layer size than 0.1mm)
Side Shell Count: 2 (or 0.8mm if using a different nozzle size than 0.4mm)
Raft/Brim/Supports: None
Posted: Sun, 10 May 15:39:41 CDT
Boulder City, Nevada. Un colis arrive. Dedans une cassette audio et un mot…
“Le bruit se souvient”. Qu'est-il arrivé à James ? Pourquoi cet enfant disparu il y a 10 ans refait surface maintenant ? Qu'y a-t-il derrière le statique de la cassette ?
Intro
Le lieu où se déroule l’histoire est Boulder City, Nevada, aux USA. Mais il n’y a rien de spécifique et il est tout à fait possible d'adapter l’endroit.
Le scénario est classique dans la veine de Tales of the Loop, des enfants, un événement, une enquête et un final. La durée de jeu est d'environ 6h mais c'est selon le Roleplay et les circonvolutions de l'histoire.
Le pitch en quelques mots
Un colis arrive chez un des enfants. Dedans, une cassette audio et un mot… “Le bruit se souvient”. Voilà comment tout commence.
Et dans le scénario
Des relations avec des adultes : oui
Des échanges avec d'autres enfants : oui mais peu
Les adultes les poursuivent : non
Mystère : oui
Dinosaures : non
Robots : non
Enquête : oui
Scénario ouvert : modéré
Mort : les joueurs seront confrontés à la mort
Infos
Format : A4
IA : aucun dessin ni aucun mot n'a été écrit par une IA.
Les dessins : à la main par mes soins. Pas d'IA, jamais. Dans les annexes il y a plusieurs versions des dessins, avec ou sans légendes, couleur ou NB etc. Le but est de pouvoir les imprimer et les partager.
Langues : français.
Les plans : à la main par mes soins, assez génériques pour être utilisés ailleurs et sur d'autres jeux.
Les enfants : il est possible de jouer les vôtres mais c'est taillé sur mesure pour un one shot et avec les persos prétirés du jeu.
Est-ce une histoire de fantôme ? oui
Posted: Sun, 10 May 15:32:36 CDT
The Five Points has always been judged by those above it, condemned as a district of drunks, cutthroats, and beggars too wild to govern themselves, yet beneath the soot and shouting something new begins to take shape, quiet at first, almost respectable in appearance, as a thieves guild emerges not through brute force but through order, discipline, and strange ambition, gathering pickpockets, burglars, confidence tricksters, and smugglers beneath a shared structure that values refinement over chaos, insisting upon rules, standards, and conduct where once there had only been desperation, and in doing so the guild unsettles the city far more than open violence ever could, for its members move through the streets with tailored confidence, speaking carefully, dressing sharply, and conducting theft not as reckless crime but as organized enterprise, while offering protection, coin, and opportunity to those the city ignores, and soon even ordinary folk begin to question whether these criminals behave with more fairness than the officials and businessmen who condemn them, and as the guild’s influence spreads through taverns, markets, and shadowed counting houses, so too does resistance from those who fear what such a transformation might mean, for the old gangs resent the challenge to tradition, the authorities despise the guild’s growing popularity, and the wealthy grow nervous at the sight of thieves behaving like gentlemen, and you stand within this shifting order, where crime itself is being reshaped into something disturbingly civilized.
_____________________________
In this Solo Adventure, you assume the role of a gangster in New York’s Five Points and surrounding neighborhoods in the mid-1800s. You will require:
The story begins with a brief introduction to the situation, a few key locations, and a handful of story hooks. From there, the game is driven by your imagination, choices, and dice rolls.
As you play:
You will record events, outcomes, and consequences
Posted: Sun, 10 May 15:31:35 CDT
Urban warfare changes the psychology of conflict because cities are systems built to support continuity, not destruction, and when those systems begin to fail under sustained pressure the collapse spreads through civilian structure, infrastructure, and morale simultaneously, which means every engagement affects more than the immediate tactical situation; these habitats were designed as controlled utopias, self-contained environments where efficiency, stability, and social equilibrium were engineered into the architecture itself, and for a long time that model worked well enough that most residents stopped thinking about defense entirely. The problem with societies optimized for peace is that they tend to interpret early aggression as temporary disruption rather than strategic intent, and by the time they recognize the difference, the systems meant to maintain order are already overloaded. The first exchanges between the habitats were economic, sanctions disguised as policy disputes, transit restrictions framed as temporary security measures, but once infrastructure became a weapon the transition to open conflict was inevitable, because enclosed populations react badly when access to essentials becomes conditional. Now the transit arteries that once carried trade and civilians function as fortified kill zones, residential towers serve as sniper positions, and maintenance corridors designed for repair crews have become routes for infiltration teams and assassins. I’ve operated in conventional warzones before, but this is different because neither side sees itself as the aggressor, both are fighting to preserve the last version of society they still recognize as legitimate, and that makes compromise almost impossible. The habitats continue functioning despite the damage, lights still active in sections already abandoned, public broadcasts repeating outdated assurances of stability while artillery impacts shake entire districts, which creates the unsettling impression that the cities themselves haven’t accepted the reality of the war consuming them. Our assignment is straightforward on paper, secure strategic sectors, eliminate hostile assets, and maintain operational pressure until one side loses the capacity to resist, but operations inside dense urban systems never stay straightforward for long, because the closer the fighting gets to the population centres and infrastructure cores, the harder it becomes to distinguish between defending the habitat and destroying the very thing the war is supposedly being fought to protect.
__________________________
In this Solo Adventure you assume the role of an adventurer in the shadow-stained expanse of the Known Galaxy. You will require the Haven Fallen Core Rulebook (CRB) and any associated Expansions you wish to use. The world responds to you—your interpretations, your fears, your ambitions—and you will act as both Character and Storyteller. The Actions you take should depend on who and what you meet, what horrors cross your path, and how you choose to engage with them. Record the outcomes. Evolve the world. Allow rumours, consequences, and scars to reappear later. As you progress, you will become your own Storyteller, shaping a living cosmos that remembers what you do. The outcome of Actions in Haven Fallen is determined by:
Posted: Sun, 10 May 15:26:09 CDT
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Written and designed by Logan Laidlaw
Copy Editing by Louise Roberts
Proofreading by Sean Fox
Cover by Jack Nguyen
Zagalhta’s Exolunar Collection is a Kickstarter-funded 5th Edition expansion book from Nat19 that features new classes, subclasses, spells, weapons, artifacts, armor, beasts, rules for play, threats, and lore all wrapped in Nat19’s original setting, Somnus Domina! This expansion book can be used in regular games and settings, but its primary focus is JRPG-inspired science-fantasy content, including astrradecks (space ships), aliens, mecha, space gods and fiends, and more! It can be used to evoke the vibes of space opera media, including Gunbuster, Gurren Lagann, and Cowboy Bebop, as well as the aforementioned mixed-technology settings such as Final Fantasy!
Within the 385 pages of this book, you can find -
2 NEW CLASSES | 50 SUBCLASSES | 5 NEW RACES | 91 SUBRACES | 2 BACKGROUNDS | 9 FEATS | 62 ITEMS & ARTIFACTS | 112 BEASTS & NPCS | 62 NEW SPELLS | SPACE FARING SHIPS | MECHA | SPACE TRAVEL
Features VTT files for FANTASY GROUNDS and FOUNDRY VTT
NO AI WAS USED IN THE MAKING OF THIS PRODUCT OR ITS DERIVATIVES

This book is a work of passion for space- and science-fantasy-themed content and is intended to match the style and vibe of Nat19’s setting, Somnus Domina, but it can be used in any setting. Among its pages are the means to use or battle extradimensional aliens and spirits, space magic, use deities, swarms, and more.

Below is a quick run-through of the book:
Chapter 1 - Exolunar Space
Mechanics and details covering space travel, including the conditions of space, the ships used to do it, and personal ATV-like vehicles called liners. Also contains a section detailing rules for piloting mechs, called frame units.
Chapter 2 - People & Places
Planets, colonies, cultures, planes, and more from Somnus Domina, which also serve as examples of how to use this book’s content to create the same things for other settings or tables.
Chapter 3 - Faith & Factions
Factions that hold influence in exolunar space, including friendly and antagonistic forces, details about major and minor gods, and Luminal Minus - a major cosmic threat in Somnus Domina’s universe.
Chapter 4 - General Mechanics
New and old mechanics that serve as the backbone for “5.19th Edition,” which can be fitted into 5th Edition games as needed.
Chapter 5 - Character Options
Races, subraces, backgrounds, and feats that serve the themes and tone of the setting all build on top of Nat19’s highly versatile “Legacy Trait” system to allow for mixing and matching of racial features.
This section also includes five new races:
- The Changling, updated for Somnus Domina
- The Galvan, a species born of the Cosmic Teardrop
- The Protolife, an ooze species that assumes many forms
- The Scourage, an alien lifeform native to the Astral Plane
- The Sunling, an enduring primate species
This chapter contains 91 subraces, 2 backgrounds, and 9 feats.
Chapter 6 - Class Options
This chapter contains classes, races, and new fighting styles. Its primary content are the two classes included:
- The Dragoneer, a varied, customizable class that wields the soul of a dragon
- The Frame Pilot, a class made for mecha-themed campaigns
Beyond these classes, this section contains a total of 50 subclasses for new and old classes, as well as new fighting styles.
Chapter 7 - Spells
Spells based around astral themes, including those for space travel and survival, and spells based on the use and maintenance of mechs. This section contains 62 new spells.
Chapter 8 - Treasury
New equipment, from basic armor and weapons to wondrous and magical items. This section includes artifacts from astral gods, shield generators, mech keys, relics from notable warriors, fragments of astral beasts in the form of eidolic armaments and sepherite, and more. There are 62 items listed in this section.
Chapter 9 - Threats and Hazards
Dangers found in exolunar space come in many forms. This section contains optional mechanics to employ in the depths of space, as well as rules for debris fields, and a variety of traps that can be used in and out of dungeons.
Chapter 10 - Bestiary
Finally, the bestiary contains 112 entries, ranging from exolunar soldiers to space djinn to wormhole dragons to gods and fiends. It includes beasts that can be used in space, driven as mechs, or used in traditional settings as outsiders or planar invaders. The bestiary is intentionally crafted to include content for all types of content, from horror campaigns to space-faring ones to ones inspired by Gaelic or Asian settings.

Everything listed above is brought to life by our amazing artists, who are committed to a wide variety of styles so you can imagine the world in the way that best suits your table! This book combines themes from anime, space operas, JRPGs, traditional TTRPGs, and childhood obsessions into a tapestry of cool, terrifying, alluring, and stunning art!

Nat19 releases books and splash guides for their setting every three months, and also creates major books like this through crowdfunding from wonderful people like you! If you find you like the content in this guide, please check out our streams and content to see everything in motion, and check below for links to even more!

This content is based on the world of Somnus Domina, the setting of Nat19's streams. You can find more information about Somnus Domina through its setting guides, available for purchase below:
A 616-page setting guide containing a wealth of new spells, mechanics, classes, subclasses, races, subraces, fighting styles, and much much more.
This book is the foundation for the 19th Edition system used by this book.
This 300+ page bestiary and treasury contains mecha, beasts, faction NPCs, deific aspects, boss monsters, artifacts, hazards, and much much more that can bring flavor to any game!
Be sure to check that out by clicking the heading above!
Posted: Sun, 10 May 15:09:12 CDT
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Posted: Sun, 10 May 14:32:56 CDT
Questo manuale è la tua guida per creare e giocare campagne in stile West Marches.
La traduzione italiana è stata realizzata a mano da Laura Bifulco.
Al suo interno troverai consigli chiari e pratici su come preparare le sessioni, gestire il gioco e valorizzare una narrazione guidata dai personaggi.
Pensato come fondamento della serie West Marches, il libro spiega i principi del gioco open-world e mostra come costruire una campagna basata sull’esplorazione e sulle scelte dei giocatori.
Si integra inoltre perfettamente con il Game Master Workbook, il Party Ledger e il Player Journal, offrendo un set completo di strumenti per ogni livello di gioco West Marches.
Posted: Sun, 10 May 14:27:37 CDT
American folklore is studded with larger than life characters, from John Henry to Pecos Bill, but none stand taller than the mile-high lumberjack we all know as Paul Bunyan! The perfect illo for any folklore-flavored book!
Subject to the included license information. Printed size will be up to a 1200 x 4050 pixels (2.7 X 9 inches) as a 450 ppi TIFF... enough to be used as a 1/3 page illo! Included is a lo-rez version for easy online advertising.
You can use this image in commercial or fan projects, however, you may not publish it as clip art. Any company that uses images from 'Clip Art Critters' is required to place the artist's name amongst the credits.
Posted: Sun, 10 May 13:40:44 CDT
Take a journey into Ustalav with your helpful guide Moira! Inside you'll find information about the history of Ustalav, major locations, important NPC's, the culture of Ustalav, and helpful travel tips! In addition, you'll find recommended appropriate player options from ancestries and archetypes. If you're a GM, check out the Ustalav threats for which creatures are appropriate to your Ustalavian games!
Posted: Sun, 10 May 12:51:54 CDT
ROLL THE BONES - STL divination bones setl
Eight relics. Three drawn. The future revealed in fracture, omen, and sign.
Each bone has its own distinct silhouette and engraved symbols, matching the established geometry from the collection:
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Gravebone = chunky relic cube
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Crowbone = multi-pointed crown/star form
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Crossbone = cross/intersection form
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Lifebone = tapered long bone
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Fatebone = tri-form branching relic
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Waystone = smooth path-marker shape
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Witchbone = asymmetrical ritual bone
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Emberbone = dark charred volcanic bone






“The bones are not random. Each carries memory, omen, and intention. Draw three. Cast them together. Read how they touch, divide, cross, or stand apart. The future lives in the pattern.”
“THE BONES SPEAK IN RELATION. “ROLL WHAT REMAINS.”
DIRECTIONS:
3D print at 28-32mm size for each bone. Paint and copy the suggested symbols onto the bones or use your own.
Draw out 3 from a bag, blindly, and toss them on the table. Create a meaning based on the symbols or your own intuitions.




