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Newest Items
Posted: Fri, 27 Mar 01:19:15 CDT
A new fillable character sheet includes a first page for the character and a second page specifically designed for spellcasters.
Posted: Fri, 27 Mar 01:11:29 CDT
Before there were gods with names… there was a sound the world has long since forgotten.
The Silent Sky is the second volume in the Forgotten Pantheons series, a hauntingly atmospheric RPG supplement from Fantasia Vixens - designed for their own system, yet easily adaptable to any fantasy roleplaying game.
This book does not present gods as rulers, warriors, or distant creators.
It presents them as resonance.
A Lost Cosmology of Sound and Silence
Long before language shaped reality, the universe existed as a single, perfect tone. The deities of the Silent Sky were not beings of flesh or form, but living harmonies woven into the fabric of existence itself. Mountains, oceans, even stars were not built - they were tuned.
Then came speech.
Words fractured the primordial resonance. Meaning replaced harmony. And the gods… fell silent.
The Silent Sky explores this forgotten age and its aftermath in rich, evocative detail, offering a completely unique metaphysical framework built on vibration, tone, and the tension between sound and language.
Inside the Book
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A fully realized mythos centered on the Pantheon of the Silent Sky - entities that exist as frequencies rather than forms
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The philosophy of resonance, where reality is shaped not by matter, but by vibration and alignment
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The fall of pure sound, including the rise of speech, Dragon-Speech, and the breaking of cosmic harmony
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Shardbundling, a reality-shattering event that merged overlapping layers of existence into echo-worlds, silent zones, and acoustic anomalies
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A deeply developed religion, where silence is sacred, speech is dangerous, and rituals are performed through breath, tone, and stillness
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Unique priestly orders, from the contemplative Listeners to the unsettling Wordkillers
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Sound-based magic and metaphysics that can be adapted into any RPG system
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Strange, non-anthropomorphic deities, including:
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Thae-Sul, the First Breath of Silence
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Nua-Vorr, the Queen of All Sounds
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Karom-Tael, the keeper of echoes and memory
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System-Agnostic, Concept-Driven Design
While written with Fantasia Vixens in mind, The Silent Sky is intentionally system-neutral in its core ideas. It can be seamlessly integrated into:
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D&D and OSR-style campaigns
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Narrative-driven RPGs
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Dark fantasy or cosmic horror settings
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Any world where magic, gods, and reality itself can be reimagined
Rather than offering rigid mechanics, the book provides tools, concepts, and inspiration - inviting GMs and players to interpret resonance, silence, and sound in ways that fit their table.
Tone & Themes
This is not a loud book.
It is a quiet one.
Melancholic. Philosophical. Unsettling.
The Silent Sky leans into themes of:
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Lost harmony and cosmic memory
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The danger of language and interpretation
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The fragility of reality
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Silence as both absence and divine presence
It is as much a work of worldbuilding as it is a meditation on what fantasy can be when it steps away from familiar tropes.
For GMs and Players Who Want Something Different
If you’re looking for:
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A pantheon that feels truly alien
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Magic that isn’t just spells, but structure
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Lore that players will want to uncover piece by piece
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Atmosphere over exposition
…then this book will give you something rare.
Not just a setting.
A way of thinking about reality itself.
Some say the gods are gone.
Others say they were never meant to be heard.
But in the quietest places - beneath the noise of the world - there are still those who listen.
And sometimes…
They hear something listening back.
Fantasia Vixens just landed on SoundCloud!
Dive in, press play, and let the vibes take over.
https://soundcloud.com/fantasia-vixens
Posted: Thu, 26 Mar 23:17:58 CDT
The Barrow of the Frost King Dungeon Card Deck
A Card-Driven Expansion for Warrior Heroes: Adventures in Talomir
Bring the Barrow to life at your table.
This 54-card, poker-sized deck transforms your dungeon experience into a fast, dynamic crawl. Rooms, encounters, and discoveries unfold as you explore, creating a cinematic and highly replayable adventure every time you enter the barrow.
Designed to complement The Barrow of the Frost King dungeon adventure, this deck allows you to replace or enhance traditional room keying with a smooth, card-driven system.
What This Deck Does
- Generates dungeon chambers and layouts as you explore
- Introduces encounters, threats, and discoveries in real time
- Supports fast setup and minimal prep play
- Adds replayability to every expedition into the barrow
Use With
This deck is designed for use with the full adventure:
The Barrow of the Frost King
A complete dungeon adventure featuring the rise of an Undying Avatar,
resealing mechanics, and branching outcomes.
Click here to view the Barrow of the Frost King adventure.
Required Rules
This product is designed for use with the Warrior Heroes – Adventures in Talomir solo RPG and warband system.
Click here to view the core rules on WargameVault.
Play Style
- Solo play
- Cooperative play
- Referee-led campaigns
Enter the barrow. Draw your fate. Face what waits beneath the frost.
Posted: Thu, 26 Mar 21:42:05 CDT
Shadows Beneath the Mountain
An adventure of tomb-dark splendor, sacred omens, and the gods who wait beneath the earth.
Bring the dread and wonder of Etruscan myth to your tabletop adventures.
Shadows Beneath the Mountain is a supplement for the 5th Edition of the world’s most popular roleplaying game, inspired by the myths, religion, funerary art, and underworld traditions of the ancient Etruscan peoples. It centers on fifteen magic items drawn from a world of painted tombs, bronze mirrors, divine signs, hilltop cities, and the solemn powers of gods and underworld beings such as Vanth, Charun, Uni, Tinia, and Veltha.
Within this book you’ll discover a world of buried chambers, torchlit rites, divine law, and ancient memory—where the dead are watched, the heavens still speak through omen and lightning, and sacred objects carry the will of powers older than Rome. These treasures are not merely magical tools, but relics shaped by divination, judgment, fate, death, kingship, and the uneasy boundary between the living and the underworld.
This supplement is designed to be atmospheric, mythic, and easy to bring into your campaign, especially adventures set in tombs, ruined cities, underworld passages, haunted hills, ancient temple sites, forgotten civilizations, or any fantasy setting where religion, death, and prophecy still hold real power. Its items include tools of divine insight, relics of the heavens, and objects touched by underworld figures like Charun and Tuchulcha.
Inside This Book
This supplement includes 15 unique magic items inspired by Etruscan myth and religion, including themes connected to:
- Painted tombs, funerary rites, and the sacred world of the dead
- Divine omens, ritual law, and the hidden structure of fate
- Bronze mirrors, liver divination, and ancient prophetic practices
- Underworld beings, judgment, preservation, and dreadful punishment
- Heavenly kingship, divine authority, and relics of gods older than empire
These items draw directly on the imagery and religious character of Etruscan tradition, including Vanth as torch-bearing witness of the dead, Charun as the enforcer of death, Tuchulcha as a terrifying force of punishment, and Veltha as a god linked to divination and sacred authority.
Perfect For
This book is ideal for:
- Dungeon Masters running underworld, tomb, or lost-civilization campaigns
- Adventures centered on prophecy, sacred relics, and divine judgment
- GMs who enjoy mythic fantasy with darker religious and funerary themes
- Groups looking to add eerie wonder, ancient splendor, and historical myth flavor to their 5e games
- Campaigns involving ruined cultures, old gods, buried secrets, and treasures with spiritual weight
Inspired by the Old Stories
The world of Shadows Beneath the Mountain draws inspiration from traditions involving:
- Hilltop cities and vast cities of the dead beneath them
- Sacred texts, revealed religion, and divinely ordered ritual practice
- Torch-bearing guides, underworld demons, and the watching dead
- Bronze divination tools, engraved mirrors, and objects made for both beauty and ritual use
- The tension between splendor and doom, life and burial, fate and mortal defiance
The Etruscans understood religion as something systematic, revealed, and binding, with divine teachers, sacred procedures, and consequences for transgression. That sense of order, omen, and sacred danger runs through the entire book.
Compatible With
Designed for use with 5th Edition fantasy roleplaying games, this supplement can be brought into a wide range of campaign settings, especially those that embrace ancient mystery, tomb exploration, underworld journeys, divine prophecy, and mythic treasures rooted in real-world tradition.
Descend Below
The torch is lit.
The tomb door stands open.
And beneath the mountain, the gods are still paying attention.
Posted: Thu, 26 Mar 21:40:52 CDT
Federation Times is the periodical supporting FSpace Publications products, including FSpaceRPG, FED RPG, TayanaRPG, Far Encounters, Far Frontiers, SeaLion Supremacy and tabletop gaming products.
This issue includes the following articles:
- Why haven’t the Gildorph, Gildorformed the Galaxy?
- Internet kill switches
- Astrogation tasks and familiarity
- The Ankarrghians
- Powering wearable electronics
- Deep Recon beta origins
- Mobile personal ID systems
- For Use With: FSpace aliens in other game settings
- Behemoth grav tank model origins
- F-file scenario nugget: R144
- Where are they today: Julian Knap
- Orbital Transfer Vehicles (OTVs)
- Block 1 module shuttles
- Earth’s global reserve currency
- Dealing with unrealistic gaming
- Project Management skill task difficulty suggestions
Posted: Thu, 26 Mar 20:23:52 CDT
In the aftermath of OPERATION MAGPIE, the Director has shut down all service operations while Internal Affairs tries to identify how the flight plans for OPERATION GARDENER ended up in the possession of the Path of the Golden Veil.
Twenty minutes ago, a Service V.I.P’s emergency alert was triggered at the Le Malin Estate in South Hills. OPERATION HOUSECALL is approved.
Posted: Thu, 26 Mar 19:10:34 CDT
Batfolk
Batfolk is a monster supplement for 5e that presents batfolk as disciplined nocturnal aerial hunters rather than simple beast-folk. These creatures dominate dark caverns, deep ravines, and night skies through superior hearing, coordinated flight, and precise echolocation. Instead of relying on brute strength, batfolk control the battlefield through mobility, darkness, and acoustic awareness.
The intent of this product is mechanical clarity and encounter variety without CR inflation. This ladder progresses from vulnerable colony young through increasingly specialized nocturnal roles, culminating in a colony matriarch capable of directing aerial assaults across the battlefield. The highest entry caps at CR 6 to remain settlement-scale threats rather than world-ending powers.
Batfolk encounters emphasize vertical positioning, darkness advantage, and coordinated strikes. They cling to cavern ceilings, strike from above, and use echolocation to track prey even in complete darkness. Removing their aerial advantage or disrupting their hearing can turn the tide of an encounter.
Cultural lore and motivations are intentionally minimal. Whether batfolk are mysterious cave dwellers, night-hunting forest spirits, or intelligent subterranean societies is left to the GM. Use these stat blocks as tools. What these nocturnal hunters ultimately want from the surface world is yours to decide.
Batfolk Roster
Batfolk Pup (CR 0): Young batfolk still developing flight and echolocation, often found clinging to cavern ceilings.
Batfolk Roostkeeper (CR 1/4): Colony caretaker responsible for guarding roost entrances and raising alarm through piercing screeches.
Batfolk Night Scout (CR 1): Fast-moving aerial scout who tracks prey through echolocation and marks targets for the colony.
Batfolk Talon Raider (CR 2): Primary hunting warrior that dives from darkness with hooked claws and coordinated aerial strikes.
Batfolk Echo Shaman (CR 4): Mystic who manipulates sound and vibration to disorient enemies and guide allied batfolk.
Batfolk Night Matriarch (CR 6): Ancient colony leader whose perfect echolocation allows her to command the battlefield in darkness.
Posted: Thu, 26 Mar 19:10:28 CDT
Batfolk
Batfolk is a monster supplement for 5e that presents batfolk as disciplined nocturnal aerial hunters rather than simple beast-folk. These creatures dominate dark caverns, deep ravines, and night skies through superior hearing, coordinated flight, and precise echolocation. Instead of relying on brute strength, batfolk control the battlefield through mobility, darkness, and acoustic awareness.
The intent of this product is mechanical clarity and encounter variety without CR inflation. This ladder progresses from vulnerable colony young through increasingly specialized nocturnal roles, culminating in a colony matriarch capable of directing aerial assaults across the battlefield. The highest entry caps at CR 6 to remain settlement-scale threats rather than world-ending powers.
Batfolk encounters emphasize vertical positioning, darkness advantage, and coordinated strikes. They cling to cavern ceilings, strike from above, and use echolocation to track prey even in complete darkness. Removing their aerial advantage or disrupting their hearing can turn the tide of an encounter.
Cultural lore and motivations are intentionally minimal. Whether batfolk are mysterious cave dwellers, night-hunting forest spirits, or intelligent subterranean societies is left to the GM. Use these stat blocks as tools. What these nocturnal hunters ultimately want from the surface world is yours to decide.
Batfolk Roster
Batfolk Pup (CR 0): Young batfolk still developing flight and echolocation, often found clinging to cavern ceilings.
Batfolk Roostkeeper (CR 1/4): Colony caretaker responsible for guarding roost entrances and raising alarm through piercing screeches.
Batfolk Night Scout (CR 1): Fast-moving aerial scout who tracks prey through echolocation and marks targets for the colony.
Batfolk Talon Raider (CR 2): Primary hunting warrior that dives from darkness with hooked claws and coordinated aerial strikes.
Batfolk Echo Shaman (CR 4): Mystic who manipulates sound and vibration to disorient enemies and guide allied batfolk.
Batfolk Night Matriarch (CR 6): Ancient colony leader whose perfect echolocation allows her to command the battlefield in darkness.
Posted: Thu, 26 Mar 18:50:51 CDT
The Skarnwood Hunt: Terror in the Trees
A 5e One-Shot Adventure for 3-5 players between levels 3-5
Something has come out of Skarnwood.
At first, it was whispers—strange tracks, disturbed earth, the uneasy feeling of being watched from just beyond the treeline. Then came the bodies. Hunters dragged beneath the soil. Livestock taken without a trace. And now, the creatures have a name.
Skarn.
In this one-shot adventure for 3–5 players of levels 3–5, the party is called to the remote settlement of Thornwick, where fear has taken root and the forest no longer waits for its prey to wander in.
Track the creatures through a shifting woodland where the ground itself cannot be trusted. Face predatory fey that strike from beneath your feet. Uncover the truth behind a growing breach in reality and decide whether to confront what lies at its heart, or risk letting it spread.
Inside this adventure:
- A complete one-shot module set in a hostile, living forest
- The Skarn, a new fey predator with unique underground mechanics
- A dynamic hunt structure with tracking, ambushes, and escalating tension
- A mid-boss encounter with the Skarn Pack Leader
- A final encounter featuring a root-bound planar breach
- Flexible outcomes based on player choices
- Ready-to-run content designed for quick prep and high impact
The forest is watching.
And beneath its roots, something is waiting.
Posted: Thu, 26 Mar 17:56:34 CDT
Welcome to Angola, a nation in ruin and disaster. Angola is walled off; no one goes in and no one come out, except for when the monster in Angola try to get out. This sourcebook is about the monster within the people who still live there. Discover what is the most mysterious place on earth.
Angola sports 3 dimensional gateways: one to Hell, One to Heave and a 3rd that goes to a place where human are hunted for food, kaiju roam free. The natives are members of the Bantu tribe who live in harmony with the local monsters. Only two adventurers are known to go to Angola and make it back out and the tales they tell are wild. Blazing jungles, impossible deserts and cities to die for...
Includes:
New Character Class: Bantu
New Powers: Animal Training and Leathal Touch
New Disadvantages
Mega Curses
Multiple New Monsters
Includ
New Character Class: Bantu
New Powers: Animal Training and Leathal Touch
New Disadvantages
Mega Curses
Multiple New Mons
Posted: Thu, 26 Mar 16:54:29 CDT
The Collapsing Stage
A Ruined Concert Hall Terrain Piece
Once, the spotlight shone here. Now, the stage gives way beneath their feet. Warped wood. Splintered planks. A performance space on the verge of collapse.
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Elevated rounded-front stage with dramatic presence
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Deep wood grain and heavy distress for striking paint results
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Broken floor sections revealing the structure below
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Tattered festooned drapery hanging in faded ruin
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Half-drawn curtains framing a stage long abandoned



Perfect for:
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Boss encounters
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Haunted performances
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Gothic set pieces
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The Last Sonata undead orchestra
Posted: Thu, 26 Mar 16:43:26 CDT
A Performance Without End
Once, they played for kings and crowded halls. Silk, candlelight, and applause. Now? They play for no one. And they do not stop. The Undead Quartet. Four performers. Four echoes of what once was.
The Undying Cellist
The Heart That Still Remembers
Seated in quiet ruin, she draws the bow across broken strings.
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Elegant Victorian gown, torn and trailing
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Subtle decay beneath lingering beauty
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Cello gripped in deathless focus
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Bow dragging in a slow, endless note
She plays as if someone is still listening.

The Fractured Violinist
The Will That Refused to Fade
Rigid. Driven. Unrelenting.
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Tattered formal coat and loosened cravat
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Intense, almost furious expression
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Cracked violin held with unnatural precision
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Bow mid-stroke—locked in motion
He does not remember how to stop.

The Silent Harpist
The Memory That Lingers
Soft. Delicate. Hollow.
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Seated beside an ornate, weathered harp
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Fingers poised in an eternal pluck
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Dress in layered decay, still graceful
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Expression caught between peace and absence
Her music feels like something long forgotten.

The Hollow Flutist
The Breath That Should Not Be
Still. Composed. Unnatural.
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Standing in a flowing, tattered gown
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Flute raised, lips barely touching
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Hollow cheeks and distant gaze
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Light fabric drifting like a final exhale
She still draws breath… somehow.

The Maestro of Ruin
The Conductor Who Commands the Dead
He does not play.
He commands.
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Dramatic, wide-armed conducting pose
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One baton broken—yet still raised
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Tattered coat flaring like a stage curtain
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Music stand and scattered sheets at his feet
And they obey.

Unified Scenic Bases
Every figure stands upon a shared stage:
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Weathered wooden floorboards
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Scattered sheet music across each base
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Subtle debris and decay tying the set together
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Designed to display individually or as a complete diorama
Perfect For
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Gothic horror campaigns
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Haunted performance halls
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Necromancer or cursed artifact encounters
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Narrative boss fights
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Display painting and centerpiece collections
The Story on Your Table
Place them together… and the scene becomes something more than terrain. A moment. A performance. A tragedy repeating itself. The conductor raises his hand. The music begins again.
“Encore… forever.”



