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Posted: Mon, 22 Jun 06:17:51 CDT
ENGLISH and ITALIAN version included!
THE SWORD OF ATMOS / LA SPADA DI ATMOS – BASE VERSION
by VaccaSacra
A DungeonisM Lab Old-School Essentials adventure compatible with all OSR systems

🇬🇧 By popular demand, our old-school author VaccaSacra returns to the pages of DungeonisM Labs, delighting us with the third and final volume of the Swords of the Vile Samaritans trilogy: The Sword of Atmos, an evocative and ingenious conclusion to the old-school saga!
🇮🇹 A grande richiesta ritorna sulle pagine del DungeonisM Labs il nostro autore old-school VaccaSacra, che ci delizia con il terzo e conclusivo volume della trilogia delle Spade dei Vili Samaritani: la Spada di Atmos, una suggestiva e geniale conclusione dell'epopea old-school!
🇬🇧 A 100-page module (in Italian and English) designed for the Old School Essentials and D&D BECMI systems (with compatibility for all major OSR systems, including AD&D), carefully calibrated for expert-level characters (levels 5–8). All accompanied by original illustrations in the avant-garde minimalist style of DungeonisM.
🇮🇹 Un modulo di 100 pagine (in italiano ed inglese) progettato per i sistemi Old School Essentials e D&D BECMI (con compatibilità con tutti i principali sistemi OSR compreso AD&D), accuratamente calibrato per personaggi di livello expert (5-8). Il tutto corredato con illustrazioni originali nello stile minimalistico avanguardista del DungeonisM.

The Adventure
🇬🇧 The Sword of Atmos, by our author VaccaSacra, is the third and final part of the trilogy of the Swords of the Vile Samaritans: a series of adventures for basic-level characters that will lead them to the expert level through the search for mythical artifacts lost in the past. Each of the adventures in the trilogy can be played independently: in the events of The Sword of Atmos, the characters will have to face the dangers of a mysterious forest and powerful monstrous enemies never seen before, in order to recover the legendary blade guarded by powerful and ruthless wardens.
🇮🇹 La Spada di Atmos, a cura del nostro autore VaccaSacra, è la terza e conclusiva parte della trilogia delle Spade dei Vili Samaritani: una serie di avventure per personaggi di livello base che li porteranno al livello expert con la ricerca di mitici artefatti dispersi nel passato. Ciascuna delle avventure della trilogia può essere giocata in maniera autonoma: nelle vicende della Spada di Atmos i personaggi dovranno affrontare i pericoli di una misterioso foresta e potenti nemici mostruosi mai visti, per rinvenire la leggendaria lama custodita da potenti e spietati guardiani.
Included in the BASE Version:
-The 100-page module in PDF with original old-school black-and-white illustrations
-The 100-page module in PDF with original old-school color illustrations

🇬🇧 With The Sword of Atmos, VaccaSacra continues to draw inspiration from the tradition of 1980s adventures, with their essential and picturesque way of entertaining: settings, enemies, and puzzles are inspired by the great classics of old-school fantasy, featuring the iconic creatures of D&D in its BECMI version and a strong inspiration from 1980s gamebooks, such as Lone Wolf.
🇮🇹 Con la sua Spada di Atmos, VaccaSacra continua ad ispirarsi alla tradizione delle avventure degli anni '80, nel loro modo essenziale e pittoresco di intrattenere: ambientazioni, nemici ed enigmi sono ispirati ai grandi classici del fantasy old-school, con le creature tipiche del D&D nella sua versione BECMI e con una forte ispirazione ai librigame degli anni ottanta, come Lupo Solitario.

Posted: Mon, 22 Jun 06:17:42 CDT
ENGLISH and ITALIAN version included!
THE SWORD OF ATMOS / LA SPADA DI ATMOS – KING VERSION
by VaccaSacra
A DungeonisM Lab Old-School Essentials adventure compatible with all OSR systems

🇬🇧 By popular demand, our old-school author VaccaSacra returns to the pages of DungeonisM Labs, delighting us with the third and final volume of the Swords of the Vile Samaritans trilogy: The Sword of Atmos, an evocative and ingenious conclusion to the old-school saga! And that’s not all: PNG tokens of all creatures and characters in the module for every virtual tabletop, 3D STL miniatures of all the creatures described, high-definition battlemaps, monster cards, a bestiary, and much more!
🇮🇹 A grande richiesta ritorna sulle pagine del DungeonisM Labs il nostro autore old-school VaccaSacra, che ci delizia con il terzo e conclusivo volume della trilogia delle Spade dei Vili Samaritani: la Spada di Atmos, una suggestiva e geniale conclusione dell'epopea old-school! E inoltre: tokens in png di tutte le creature e i personaggi del modulo per tutti i virtual tabletop, miniature in formato 3d stl di tutte le creature descritte, battlemap in alta definizione, carte dei mostri, bestiario e molto altro!
🇬🇧 A 100-page module (in Italian and English) designed for the Old School Essentials and D&D BECMI systems (with compatibility for all major OSR systems, including AD&D), carefully calibrated for expert-level characters (levels 5–8). All accompanied by original illustrations in the avant-garde minimalist style of DungeonisM.
🇮🇹 Un modulo di 100 pagine (in italiano ed inglese) progettato per i sistemi Old School Essentials e D&D BECMI (con compatibilità con tutti i principali sistemi OSR compreso AD&D), accuratamente calibrato per personaggi di livello expert (5-8). Il tutto corredato con illustrazioni originali nello stile minimalistico avanguardista del DungeonisM.

The Adventure
🇬🇧 The Sword of Atmos, by our author VaccaSacra, is the third and final part of the trilogy of the Swords of the Vile Samaritans: a series of adventures for basic-level characters that will lead them to the expert level through the search for mythical artifacts lost in the past. Each of the adventures in the trilogy can be played independently: in the events of The Sword of Atmos, the characters will have to face the dangers of a mysterious forest and powerful monstrous enemies never seen before, in order to recover the legendary blade guarded by powerful and ruthless wardens.
🇮🇹 La Spada di Atmos, a cura del nostro autore VaccaSacra, è la terza e conclusiva parte della trilogia delle Spade dei Vili Samaritani: una serie di avventure per personaggi di livello base che li porteranno al livello expert con la ricerca di mitici artefatti dispersi nel passato. Ciascuna delle avventure della trilogia può essere giocata in maniera autonoma: nelle vicende della Spada di Atmos i personaggi dovranno affrontare i pericoli di una misterioso foresta e potenti nemici mostruosi mai visti, per rinvenire la leggendaria lama custodita da potenti e spietati guardiani.
Included in the BASE Version:
- The 100-page pdf module with old style black and white illustrations
- The 100-page pdf module with original illustrations in the minimalist style of DungeonisM Lab
- Tokens in png of all the miniatures present in the module and the pre-generated characters
- 3D stl file of the miniatures present in the module and the pre-generated characters in the minimalist style of DungeonisM Lab
- stl bonus files for dungeon elements (doors, traps, decorations)
- The DungeonisM cards for the monsters of the module
- The DungeoniSM Bestiary for the new monsters of the module

🇬🇧 With The Sword of Atmos, VaccaSacra continues to draw inspiration from the tradition of 1980s adventures, with their essential and picturesque way of entertaining: settings, enemies, and puzzles are inspired by the great classics of old-school fantasy, featuring the iconic creatures of D&D in its BECMI version and a strong inspiration from 1980s gamebooks, such as Lone Wolf.
🇮🇹 Con la sua Spada di Atmos, VaccaSacra continua ad ispirarsi alla tradizione delle avventure degli anni '80, nel loro modo essenziale e pittoresco di intrattenere: ambientazioni, nemici ed enigmi sono ispirati ai grandi classici del fantasy old-school, con le creature tipiche del D&D nella sua versione BECMI e con una forte ispirazione ai librigame degli anni ottanta, come Lupo Solitario.

Posted: Mon, 22 Jun 06:05:06 CDT
The anomalies strike back.
For months, Nightwatch has hunted them.
They have been surveilled, pursued, captured, and driven deeper into the shadows of Seattle. Now, for the first time, the anomalies take the offensive.
An anonymous message leads the team to The House of Smiles, an exclusive social club hidden in plain sight and rumored to serve as the operational heart of Nightwatch activity throughout the city.
What begins as an infiltration quickly spirals into open conflict.
Inside the House, the players uncover recruitment networks, political connections, surveillance operations, and evidence linking Nightwatch to powerful institutions across Seattle. As security forces mobilize and records begin to burn, the anomalies must fight their way through collapsing defenses, recover critical evidence, and escape before the truth disappears forever.
The destruction of the House of Smiles changes everything.
Nightwatch is wounded.
Seattle enters lockdown.
And for the first time, the players begin to glimpse the forces operating behind the conspiracy.
The Seattle Arc continues.
Inside This Issue
- A complete adventure for ANOMALIES™
- The House of Smiles social club and headquarters
- New Nightwatch opponents and security personnel
- Investigation, infiltration, combat, and escape scenarios
- Evidence and conspiracy-focused story progression
- Pressure systems for infiltration, escalation, and extraction
- House of Smiles location map
- Campaign-changing revelations that expand the Seattle Arc
House of Smiles is the fourth chapter of Phase One: The Seattle Arc, an ongoing campaign for ANOMALIES™ in which ordinary people with extraordinary abilities struggle to survive in a city increasingly consumed by fear, surveillance, and control.
Posted: Mon, 22 Jun 05:13:10 CDT
DM Essentials #171: Ten Cleric Exile Encounters
In most games, exile is a backstory. A line on a character sheet: "I was cast out of my temple." Then forgotten.
But exile is not a backstory. It is a wound that never fully heals. A cleric cast out by their temple, fleeing corruption, or walking away because they no longer recognise the institution they once served carries a weight that does not fade. The god may still speak. The community no longer listens.
DM Essentials #171 gives you ten ways to make exile feel like a living, breathing presence at your table – not as a footnote, but as a wound that shapes everything the cleric does. The holy symbol still hangs around their neck. The temple spires are visible on the horizon. The road stretches forward. Will the party help the exile find their way back – or help them accept that they can never return?
What's Inside?
The Cleric Exile: The Priest Who Walks Alone (Short Essay)
Loss, shame, wanderlust, and the long road back.
10 Encounters with the One Who Was Cast Out
Each one gives you the surface interaction, the hidden truth, and a primary check for the party to navigate.
1. The Still-Worn Symbol – A cleric walks the road, still wearing their holy symbol. They were excommunicated for a crime they did not commit.
2. The Price of Return – A cleric is offered a chance to come home. The temple wants them to lie about a scandal.
3. The Unheard Sermon – A cleric preaches in a forgotten language. They are the last of a persecuted sect.
4. The Wandering Healer – A cleric heals the poor. They were cast out for threatening the temple's profits.
5. The Heretic's Return – A heretic returns to the temple that exiled them. They are dying of a slow poison.
6. The Silent God – An exiled cleric has lost their spells. A geas is blocking their magic.
7. The Unforgiven – A cleric is shunned by every temple. They were framed by a powerful noble.
8. The Burning Brand – A cleric bears a brand of excommunication. They were branded by mistake.
9. The Voice in the Wilderness – A cleric lives alone in the desert. They are a hermit by choice, escaping a grief.
10. The Last Supper – An exiled cleric is invited to a feast. The temple is desperate – and lying.
Quick Reference Table – Roll d10 and get a full encounter hook in seconds, including the primary skill check.
Who This Is For:
- DMs who want exile to feel like a real wound, not a backstory
- Players who think exile is just a line on a sheet – until they see the temple spires and cannot go back
- Anyone who understands that the long road home is sometimes the loneliest road of all
Also Available
Cleric Series: #163 (Crisis of Faith), #164 (Healing Hand), #165 (War Priest), #166 (Death Domain), #167 (Temple Politics), #168 (Relic Seeker), #169 (Heretic Hunt), #170 (Divine Intervention)
Barbarian Series: #142–144, #149–152
Fighter Series: #153–162
Rogue Series: The Silent Tongue – A Guide to Thieves' Cant
ENTER THE ARCVERSE
More DM Essentials, adventures, and settings at the link below.
The cleric walks the muddy road. The temple spires are small on the horizon. The holy symbol still hangs around their neck – but it is tarnished, cold.
What do you carry when the home you loved no longer wants you?
Posted: Mon, 22 Jun 05:06:33 CDT
Step into the storms beyond Near Space. Beyond the reach of Drift lanes lies the Shrouded Expanse — a region of subspace turbulence where sensors fail, storms think, and only ancient knowledge can guide a ship home. For millennia, this region hid an entire civilization: the Shi’kahra, an akashic people whose mastery of memory and subspace geometry predates the Gap itself.
Now, for the first time in living memory, the Filaments that thread the Expanse have opened outward… and the Pact Worlds have taken notice.
The Shi’kahra Consortium is a full setting expansion for Starfinder, introducing a fragile interstellar alliance bound together by necessity, trust, and the ancient Filament lanes only the Shi’kahra can maintain. Inside you’ll find:
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A complete overview of the Shrouded Expanse — its storms, mysteries, and hidden histories
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The Shi’kahra, an ancient, fading akashic species who serve as the emotional and metaphysical heart of the setting
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The Consortium, a coalition of worlds unified by interdependence rather than ideology
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The Rangers of the Lanes, troubleshooters, diplomats, and guardians of the Filaments
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GM guidance for running stories of exploration, diplomacy, mystery, and cosmic fragility
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Campaign frames for Rangers, Starfinders, mixed parties, and native Consortium characters
This is a setting built for explorers, diplomats, mystics, and troubleshooters — a place where ancient memory meets subspace storms, and where the future of an entire civilization hangs by a thread.
If you enjoy this release, be sure to check out Challengers, Marshal Games’ flagship sci‑fi adventure line.
Posted: Mon, 22 Jun 04:14:33 CDT
Aldren Voss, King of the Alleyways is a plug-and-play villain toolkit designed for fantasy urban campaigns.
Unlike traditional antagonists, Aldren Voss is not a static encounter or a single adventure boss. He is a living narrative force: a criminal kingpin whose influence spreads through networks, factions, and consequences that evolve over time.
Whether the player characters oppose him, cooperate with him, or attempt to dismantle his organization, Aldren Voss continues to shape the city around them.
This toolkit provides Game Masters with everything needed to run a dynamic antagonist without preparation-heavy scripting.
Inside this toolkit: VTT and A4 printable
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A fully developed villain: Aldren Voss, including motivations, methods, secrets, and roleplay guidance. Quick card portrait, token, standee and GM Sheet included
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The Voss Network: a structured criminal faction with hierarchy and internal logic. Tokens and portrait card-manifest of 2 members included
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Map: The Three Lanterns Cellar: a detailed urban lair with tactical and narrative functionality. Black and white map included
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Adventure hooks designed to immediately connect player characters to Aldren’s influence
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A dynamic escalation system that evolves the campaign environment
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Encounter frameworks built around negotiation, pressure, and controlled violence
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GM guidance for running Aldren as a persistent narrative engine rather than a one-time encounter
for GMs who want:
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Living, reactive villains
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Urban intrigue campaigns
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Faction-driven storytelling
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Low-prep campaign pressure systems
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Morally complex antagonists
Note:
Again, this is not a traditional adventure/supplement module.
It is a toolkit for integrating a dynamic villain into any fantasy campaign.
Posted: Mon, 22 Jun 03:52:54 CDT
DM Essentials #170: Ten Cleric Divine Intervention Encounters
In most games, divine intervention is a reward. A miracle that saves the day. A sign that confirms the cleric is on the right path.
But a miracle is not a gift. It is a command. When the god intervenes directly, the cleric is no longer a servant – they are a tool. The miracle demands a response: a journey, a sacrifice, a confrontation. There is no refusing the divine. There is only obedience or ruin.
DM Essentials #170 gives you ten ways to make divine intervention feel like a real burden at your table – not as a reward, but as a test of faith, free will, and the cost of being chosen. The voice is in the storm. The statue weeps blood. The hands glow with unwanted healing. Will the party help the cleric understand what the god truly wants?
What's Inside?
The Cleric Divine Intervention: The Sign That Demands Action (Short Essay)
Miracles, signs, chosen ones, and the weight of being called.
10 Encounters with the One Who Has Been Noticed
Each one gives you the surface interaction, the hidden truth, and a primary check for the party to navigate.
1. The Voice in the Storm – A cleric hears the god speak – or so they believe. The voice was thunder. They are misinterpreting.
2. The Unwanted Miracle – A cleric's hands heal uncontrollably. The magic is draining their lifespan.
3. The Burning Bush – A bush burns without being consumed. It is a natural gas leak, not a divine sign.
4. The Blind Seer – A cleric is struck blind. It is a rival's curse, not divine punishment.
5. The Resurrected Stranger – A dead man sits up with a message. He has no memory of the afterlife.
6. The Command – A cleric is told to kill a child. The command is a demon's trick, not the god's will.
7. The Waiting Pilgrim – A cleric waits three days for a sign. The sign already came – they missed it.
8. The Weeping Statue – A temple statue weeps blood. It is a roof leak mixing with rust.
9. The Chosen One – A farmer bears a divine mark. It was painted on by a rival to humiliate them.
10. The Sacrifice – A cleric is told to sacrifice a lamb. The god wants a symbol, not a life.
Quick Reference Table – Roll d10 and get a full encounter hook in seconds, including the primary skill check.
Who This Is For:
- DMs who want divine intervention to feel sacred, costly, and morally complex
- Players who think a miracle is a reward – until the god demands something terrible
- Anyone who understands that being chosen is not an honour – it is a sentence
Also Available
Cleric Series: #163 (Crisis of Faith), #164 (Healing Hand), #165 (War Priest), #166 (Death Domain), #167 (Temple Politics), #168 (Relic Seeker), #169 (Heretic Hunt)
Barbarian Series: #142–144, #149–152
Fighter Series: #153–162
Rogue Series: The Silent Tongue – A Guide to Thieves' Cant
ENTER THE ARCVERSE
More DM Essentials, adventures, and settings at the link below.
The light falls on the hillside. The cleric kneels, trembling. The raven watches. The storm rumbles.
The god has spoken. But what did they say?
Posted: Mon, 22 Jun 03:16:12 CDT
The Knight of Borrowed Limbs

The Knight of Borrowed Limbs is a CR 10 dark fantasy boss monster for 5E, designed for war-torn campaigns, cursed battlefields and brutal encounters.
Once a celebrated commander, Sir Aldric Vaun survived the horrors of war by replacing his ruined body with limbs and flesh taken from the dead. Now he wanders from conflict to conflict, harvesting new parts from fallen enemies and cutting apart anyone who stands in his way.
This release includes:
✦ Full creature lore and background
✦ Complete 5E stat block
✦ CR 10 boss encounter design
✦ Unique limb-severing mechanics
✦ Armor-harvesting abilities
✦ Ready-to-use dark fantasy villain for your campaign
A perfect enemy for DMs looking for a tragic, violent and memorable battlefield horror.
Posted: Sun, 21 Jun 23:18:46 CDT
The System is hiring.
Under Contract is the second adventure in the NYC Metroplex series, compatible with Cities Without Number (CWN). Continue the story begun in Broken Bones or drop a fresh crew directly into the rain-soaked underworld of the Sea Deck.
Recruited by the mysterious Registered Security Operatives (RSO), the characters are offered cyberware, medical coverage, and steady paying work in exchange for completing dangerous missions in the heart of the Metroplex. The truth may be … complicated.
Inside you'll find everything you need to run a complete cyberpunk adventure or the next chapter of your NYC Metroplex campaign:
- Three ready-to-run missions designed for Level 2 characters
- A detailed hacking mission complete with cyberspace encounters
- Maps and encounter locations for each mission
- Five pregenerated 2nd level characters
- Player handouts including mission briefings and RSO contract documents

The gangs are desperate. The corporations are watching. The AIs are maneuvering for power.
Your headcomm is ringing.
Do you accept the contract?
Posted: Sun, 21 Jun 21:45:40 CDT
This pack contains a single Dirleton Castle asset (based on the historical Dirleton Castle in Scotland). As there is no drop shadow due to the moat, the asset is provided in a single variant. All assets are hand drawn in isometric style and are provided in PNG format and as part of a Dungeon Draft file.
The asset is provided in the form of a single zipped folder containing individual asset files and a Dungeon Draft file. All my assets are provided under the Attribution 4.0 International (CC BY 4.0) licence from Creative commons, this licence allows commercial use with attribution, see the creative commons site for more information. If you like my assets consider supporting me on Patreon, it's my patrons that allow me to regularly produce asset packs.
Posted: Sun, 21 Jun 21:39:07 CDT
Simple Space Ship System is a sci-fi space-opera-themed tabletop wargame with simple rules of play. This book encourages players to create their own units, armada compositions, and miniatures to play out space battles. Play concludes with the advancement of the armada which expands relative to a player's performance in combat; a legacy system.
PDF is 27 pages, title page included.

Posted: Sun, 21 Jun 19:46:05 CDT
Late Night Dinner: PRIVATE PROPERTY contains 30 printable random encounter cards designed for use during your Vampire: The Masquerade 5th Edition sessions.
Each card presents a unique private property encounter, placing your coterie inside homes, apartments, garages, workshops, basements, and other locations that seem like easy feeding opportunities at first glance.
Every card includes a Hidden Danger, turning seemingly simple hunts into memorable scenes filled with unexpected complications, strange residents, and difficult choices.
Print them, shuffle them, and draw whenever your vampires decide to break into a property, investigate suspicious activity, or look for a private place to feed. Whether the result is tense, absurd, creepy, or unexpectedly dangerous, these cards provide quick inspiration for Storytellers and help make the city's private spaces feel just as alive as its streets.
Content:
- 30 unique random encounter cards in 5.5 cm × 8.8 cm format
- Print-ready A4 PDF sheet with matching card backs
- Individual 1080p PNG exports of every card



