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Posted: Mon, 08 Jun 13:46:43 CDT
Will and Whispers is a sword-and-sorcery world that has just been born. Everything is new, the world unexplored and danger lurks around every corner.
Civilization in Myriad is little more than scattered embers in a vast and restless dark. A handful of fragile settlements cling to the edges of the unknown and everything beyond their faint borders twists into strange beauty and nightmare in equal measure. The wilds teem with wonders taken from the fever dreams of old pulp tales, where glass skinned giants stride through violet storms and forests whisper secrets that reshape the unwary. Out here the world does not care for heroes, only the clever, the stubborn and the inventive. You will build shelter from scrap, barter with things that should not speak and survive by using every trick you can imagine. Every victory is carved from risk. Every mistake leaves a scar.
Unlike most tabletop games, Will and Whispers does not bind your story to levels or narrow professions. Every choice matters and each creation you sculpt with your own hands alters everything that follows. You are among the first people shaped by the Six Gods, born into a world still wild and unclaimed. No kingdoms exist yet. No cities rise from stone. Myriad awaits its first myths and its first mistakes and you are free to wander, build and change it as you will.
Your deeds do not vanish when your session ends. The Globe records the living history of Terra and shifts as players shape it. A town saved becomes a legend. A legend shared becomes a monument raised. Votes from the community decide what moments ripple across the world. Perhaps you will invent a craft unseen since the birth of creation or chart a distant coastline no other soul has touched. Generations of players may speak your name in quiet awe while planning their own journeys.
Even death does not silence a life well lived. The Heraldry system preserves your fallen characters and passes their achievements to the next soul you create. You may inherit their fortress, their lineage, their enemies or their burdens. Every friend made and every mark left on the world shapes the future of your saga.
Will and Whispers grows as you do. Myriad waits for the brave and the curious. What will you build in a world still young enough to remember every choice you make?
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Included with the PDF of the Will and Whispers Player's Guide are the following:
- Full, original art from artists all over the world.
- Full character creation rules, cheat sheets, and a Narrator's Guide to help you plan out your own stories in Will and Whispers.
- Nearly infinite combinations of builds, weapons, and spells.
To open up new avenues for play, be sure to join our Discord server, and to use our Will & Whispers Website to make an account, use our custom character-builder, creator templates for weapons and spells, and access our Compendium that houses all the rules of the game.
Please keep in mind that this is a beta version of the final book and as such does not have all of the final features of the game. Any purchases you make are to support the creation of the full 300+ page
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Will and Whispers is a project by Inquisitive Studios, an indie publisher run by Alexander Labeach. Inquisitive is based out of New York, NY. For the latest Will and Whispers news, be sure to follow Will and Whispers & Inquisitive Studios on Twitter.
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Sample art and layout credits
AUTHOR - Alexander Labeach
EDITOR - Jordan Boschman
WRITING CONSULTANT - Aaron Henderson
ILLUSTRATIONS - Alderdoodle, Alec Adeva, Alesster Harris, Em Nocturnal, Fred Draven
ART CONSULTANT - Christina Alvarez
GRAPHIC DESIGN - Owen St.Gelais
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Who will you become?
Posted: Mon, 08 Jun 13:46:20 CDT
RUNTLINGS: The Wretches of the Nightkin
A Hookla Bestiary for Dragonbane.
Runtlings are the smallest of the nightkin and the most vicious. Cowardly alone, monstrous in numbers, they swarm sleeping camps, drag the wounded into the dark, and devour the fallen alive.
Inside this supplement:
▪ The Hunger of Runtlings: A Dragonbane swarm monster with scaling rules for hordes from Small to Vast.
▪ The Orphaned Matriarch: A one-shot adventure featuring Grischgrusch, a grieving troll mother driven mad by loss.
▪ New Monsters & NPCs: Stats for Runtling Batriders, Night Bats, and standard runtling profiles (Scrappers, Trappers, and Stabbers).
▪ The D20 Scrap Weapons Table: A collection of broken, gnawed, and improvised weapons used by the horde.
▪ Runtlings as Player Characters: Full rules, kin modifiers, and unique mechanics to play these tiny, nocturnal nightkin.
For Dragonbane. The first volume of the Hookla Bestiary.
Posted: Mon, 08 Jun 13:45:37 CDT
A PWYW OSR adventure (my first!) for Levels 3-5.
Cross a mysterious bridge that appeared on the coast and enter a terrifying city of wealth and splendour.
Designed for OSE, should be mostly or entirely compatible with most old-school systems.
Posted: Mon, 08 Jun 13:45:34 CDT
The Wild Lands League – Rangers of the Broken Oath
A 5E compatible faction supplement (Tier 1–3)
East of the Heartlands, beyond the last tax collector and the final road, a handful of forgotten rangers sit in the dark. Their pay chest never arrived. Their spymasters died or moved on. They stayed.
Two hundred years ago, the Heartland Kingdoms seeded the Wild Lands with spies – rangers trained to watch, to wait, to report on orc movements and hidden passes. The League was never meant to be a standing army. It was a listening post. A pair of eyes in the dark.
That was two centuries ago. The messages stopped. The pay chests dried up. And the rangers – the children and grandchildren of those original spies – changed. They still call themselves the Wild Lands League. They still wear the faded green and grey. But the oaths are no longer sworn to distant kings. They are sworn to the stones of Enthoras. To the people they have saved. To the darkness they have watched grow while the crown lands feasted.
The Wild Lands League – Rangers of the Broken Oath gives you a complete, ready‑to‑use faction for your 5E campaign. It includes a secret base, five linked mini‑adventures, new player options, and a cast of NPCs with real scars and real secrets.
What's Inside
The Ruins of Enthoras – A ruined town that hides a warren below ground: barracks, stables, an infirmary, a living map table, a listening pool that shows distorted visions, and a sealed vault that holds something terrible. Above ground, only broken walls and a watchtower called the Broken Spire.
Five Key NPCs with Full 5E Stats – A limping commander called the Old Crow, a thorny druid who tends the Hanging Garden, a paranoid mage missing two fingers, a mute cleric who writes on a chalkboard, and a haunted ranger who walked too deep into a cursed forest and came back changed.
A New Background – Wild Lands Ranger. You know the hidden signs of the League, can locate safe houses and supply caches, and earn a network of contacts who trade in favours, not gold.
Favours and Secrets – The League does not use gold. It rewards loyalty with healing potions, temporary allies, horses, and even a permanent title. Secrets – dangerous information about the League – can be kept for rewards or betrayed for enemies.
Five Linked Mini‑Adventures (Levels 1–3) – From a false‑flag ambush at a ruined watchtower to a desperate truce with an orc wise woman fleeing the rising dark. Each adventure can be run alone or as a campaign arc.
Appendix Tables – Random encounters for the Wild Lands, rumours plot hooks, events when the party returns to base, Shadowmere hazards, Grey Caravan wares, and a glossary of terms.
A Weathered, Hand‑Drawn Map – The Wild Lands region, marked with ruins, forests, hills, and the hidden entrance to Enthoras.
Who This Is For
- DMs who want a morally complex, self‑contained faction that the party can join, oppose, or simply stumble across.
- Players who want a background tied to a secret organisation, with mechanics that reward stealth, survival, and loyalty.
- Anyone who understands that the best stories come from the forgotten places – and that the line between hero and deserter is thinner than the maps show.
Also Available
The full DM Essentials library includes fighter titles, barbarian series, rogue guides, tavern locations, and more. Enter the Arcverse at the link below.
The Old Crow sits in the War Room, his ruined leg propped on a stool. The living map table shows distant fires. The Listening Pool whispers. The Deep Vault is cold.
The League has been watching for two hundred years.
Will you join the watch?
Posted: Mon, 08 Jun 13:45:04 CDT
Tulpa Borg is a Mörk Borg psychedelic horror hack!
Posted: Mon, 08 Jun 13:36:26 CDT
Are you a burned-out d20 player exhausted by endless crunch?
A narrative gamer who loves storytelling but misses the weight of real dice?
A system-agnostic GM who needs one engine that runs every genre?
Do you like telling stories?
It tries to get out of your way so you can tell the story you want to tell, while keeping the tactile, high-stakes tension of the d20 roll that made us all fall in love with this hobby in the first place.
THE IMPACT SCALE
THE ACTION POINT ECONOMY
STORY AND DICE - At the SAME time!!! :o
Story Tokens let players and GMs introduce narrative twists, reroll dice, and shape the fiction collaboratively. The rules give you structure. The story gives you meaning.
SCALABLE
Pick attributes then Pick skills. Build your powers, select equipment. Play game.
- The complete d20 + Attribute + Skill resolution engine
- The universal Impact Level framework covering every ability type
- Step-by-step character creation with fully worked examples
- Cinematic combat rules: AP economy, active defenses, tactical positioning
- A modular ability-building system for magic, psionics, tech, and more
- The GM Toolkit: difficulty scaling, story tokens, campaign tier dials, and session zero guidance
- Dedicated chapters for tabletop and play-by-post play styles
- Six pre-generated iconic characters ready to play
Human Made Art by Christian Caso.
Posted: Mon, 08 Jun 13:15:49 CDT
Stop spending hours calculating Laboratory Seasons.
While Ars Magica Fifth Edition introduces formidable Archmagi and ancient sodales, building an Elder Magus from scratch is a monumental task. Calculating decades of XP, lab activities, enchanted devices, and warping takes time that a busy Storyguide simply doesn't have.
The Elder Magi Series does the heavy lifting for you. This series delivers fully fleshed-out, plug-and-play elder magi from every House in the Order of Hermes. Designed to serve as imposing rivals, cryptic patrons, historical parens, or elusive Mystagogues, these characters are ready to step directly into your Mythic Europe saga.
Inside this debut issue, you will find:
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A Fully Detailed Elder Maga: Complete with background, personality, and a comprehensive high-XP stat block.
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The Sanctum Setup: Full statistics for her customized Laboratory, enchanted Talisman, personal Familiar, and unique magical items.
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Hermetic Legacy: A catalog of original enchanted items she has created and a library of Hermetic books (tractatus and summae) she has authored for your players to study.
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Mystic Initiations: A breakdown of the secret Ordeals and scripts she underwent to attain her power.
Featuring: Audrey de Verditius This inaugural file profiles a brilliant, eccentric master artisan of House Verditius. Alongside her complete sheet, this PDF introduces the Confraternity of Arachne—a brand-new textile and silk-working Hermetic Confraternity, complete with its own unique flavor and crafting traditions.
Bring the true masters of the Order to your table tonight.
Posted: Mon, 08 Jun 13:10:18 CDT
A guide for establishing and running a thieves guild in a fantasy city environment!
Posted: Mon, 08 Jun 11:52:09 CDT
Fúria de Magar é uma aventura que fecha uma minicampanha ou, que pode dar início a uma campanha nova. Na história, os Personagens serão perseguidos por um dragão negro.
Como aventureiros de baixo nível, não existe outra opção a não ser fugir do dragão. Uma aventura de pura sobrevivência, com um final épico. Ela pode tanto ser usada para finalizar a campanha iniciada com a aventura Calabouço do Campeão, ou ser usada isoladamente.
Mesmo assim, acredito que é uma experiência única que os jogadores poderão ter. Compre agora e prepare-se para correr para a Fortaleza de Krom buscar proteção!
Posted: Mon, 08 Jun 11:51:54 CDT
A child vanished on a stage.
December, 1926. During a magic performance at a theater, six-year-old Timmy Martin steps through the “Magic Door” of vaudeville magician Max the Magnificent... and never comes back.
Now the investigators must unravel an impossible disappearance before Timmy is lost forever. Their investigation will lead them from smoke-filled theaters and decaying boarding houses to bootlegger hideouts, occult bookshops, and a Victorian mansion warped by unnatural forces.
But something waits beyond the Door.
Abracadabra! is a 1920's Call of Cthulhu scenario of occult horror, desperate ambition, and impossible geometry. Investigators must survive gangsters, corruption, forbidden tomes, and extradimensional terrors while navigating a mystery where every odd doorway may lead somewhere it should not.
Designed for 3–4 investigators, this scenario combines investigative police work, cosmic horror, dangerous chases, and reality-warping encounters inspired by classic weird fiction and 1920s stage magic.
Will the investigators bring Timmy home... or vanish into the dark between worlds themselves?
Posted: Mon, 08 Jun 11:02:40 CDT
The second leg of the Miller's Run has the characters landing on Rusthaven with quantum drill equipment essential to saving the world from suffocation. However, rebel forces (as well as competing megacorp forces) have taken most of the city, and the characters are required to drive the drill parts to the first security station from the landing pad. This creates a tense and dangerous race through the industrial parks of Rusthaven while being chased by enemies at every turn.
This is compatible with the FAST Core Gold RPG and the Space Vixens from Beyond Tomorrow and Mysteries of the Trian Galactic Arm Settings.
Posted: Mon, 08 Jun 11:01:12 CDT
Grorr’Bolg the Endless Croak
…and Other Grurk Lore
The swamp remembers.
Deep in forgotten wetlands live the Grurks—frogfolk born by the thousands, raised by tradition, and ruled by songs older than memory. Their villages cling to sacred ponds where life is cheap, history is sung instead of written, and gods—real or false—whisper through the fog.
Most Grurks never question the chorus.
But some do.
This book brings the strange and unsettling culture of the Grurks fully to your table: their beliefs, their monsters, their villages, and the dangerous powers shaping their future.
Inside This Book
- Play a Grurk Character. New player options including the Grurk ancestry, backgrounds, culture, and roleplaying guidance for those who dare to leave the pond behind.
- A Deep Swamp Culture. Rituals, traditions, economy, and belief systems shaped by survival, sacrifice, and ancient memory.
- Gods, Cults, and False Divinity. From Mudmama Stillpot to the gluttonous Croak King, explore the strange powers that shape Grurk villages.
- Monsters and NPCs. Stat blocks and leaders from Wet-Shamans to the legendary Grorr’Bolg the Endless Croak.
- Magic Items & Sacred Sites. Bogwine rituals, cursed relics, swamp fetishes, and mysterious holy places to drop into any campaign.
- Villages of the Swamp. Ready-to-use settlements, story hooks, and dangerous places to explore.
Perfect For
• DMs who want memorable cultures instead of generic monster races
• Swamp adventures and wilderness campaigns
• Folk-horror or morally gray stories
• Expanding your world with something truly different
From Dark Eagle Games
Dark Eagle Games creates unusual adventures, strange cultures, and stories that feel alive at the table. This book grew from a single swamp village and became something much bigger.The pond is waiting.
And something in it is beginning to croak.



