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Posted: Mon, 13 Apr 12:30:40 CDT
A group of super-rich oligarchs is led by Vladimir Alexis Cherenkov. They are planning a legendary hunting event in a forest near Wrocław, Poland. Vladimir wants to secure the title of greatest
hunter among his friends. Therefore, he ordered a worthy target. He has spared no expense for
this event and is therefore paying well for the final transport by an excellent runner team.
Posted: Mon, 13 Apr 12:25:40 CDT

A Realm of Horror!
From the whispering shadows of haunted Ustalav an ancient evil rises to grip the world in a new age of horror...

Amid the mists of this land of dark superstition and dread secrets stand both those who would defy the return of evil and those who would seek its terrible favor. Can the heroes discern their allies from their enemies in time to save a tortured realm from a tyrant’s return? Pathfinder’s darkest and most frightening campaign ever sets the heroes against the agents of Golarion’s most notorious villain, the Whispering Tyrant, on a terrifying trek across a land of lurking horror and ancient mysteries.

Pinnacle loves Pathfinder and horror, so of course we were eager to bring the Carrion Crown Adventure Path to our award-winning Pathfinder® for Savage Worlds! The Carrion Crown boxed set includes: Haunting of Harrowstone, Trial of the Beast, Broken Moon, Wake of the Watcher, Ashes at Dawn, Shadows of Gallowspire, Carrion Crown Player's Guide, a Bestiary, a Campaign Map, Adversary Cards, and player handouts. Carrion Crown books are softback books, 60 to 96 pages each.

©2021, Paizo Inc. All rights reserved. Paizo, the Paizo golem logo, Pathfinder, and the Pathfinder logo are registered trademarks of Paizo Inc.; the Pathfinder P logo, Pathfinder Adventure Path, Pathfinder Roleplaying Game, and Pathfinder Lost Omens are trademarks of Paizo Inc. Used under license.

Posted: Mon, 13 Apr 12:06:40 CDT
The MTS Exploration Pack
6 Specialized d30 Navigation Tables for the mjhGames Modular Table System
The horizon holds more than just distance...
When your explorers consult their charts or scan the treeline and ask, "What do we find out there?", do you find yourself defaulting to "clear skies" or "just another forest"?
The MTS Exploration Pack is a high-utility module for the mjhGames Modular Table System, designed to turn every scouting mission and wilderness trek into a narrative goldmine. This pack contains 6 hyper-specialized d30 tables that provide unique environmental traits, vivid landmarks, and immersive atmosphere for the most untamed corners of your RPG world.
In this Volume:
• Atmospheric Conditions: Dynamic weather and aerial phenomena.
• Terrain: Unique geographical features and obstacles.
• Environmental Hazards: Unexpected regional dangers that keep scouts on their toes.
• Fauna: Tracks, behaviors, and encounters with the local inhabitants.
• Landmarks: Notable structures or natural wonders to guide the way.
• Sensory Details: The smells, sounds, and "feel" of the wild to deepen immersion.
Technical Specs:
• Digital Alchemy Ready: Optimized for modern virtual tabletops and digital DM kits.
• JSON-Native: 6 clean, "Plug-and-Play" data files ready to be loaded right into the mjhGames Modular Table System.
• Themed Skins: Every table comes pre-formatted with a unique hex-color scheme and descriptive metadata to keep your UI looking sharp.
• System Agnostic: Whether you’re running high fantasy, clockwork steampunk, or maritime horror, these tables scale to fit your story.
Note: There are MANY MORE table sets in the works...
REQUIRED: You MUST HAVE the mjhGames Modular Table System to use this Module.
Posted: Mon, 13 Apr 11:39:13 CDT
SALOONS & OUTLAWS™: Mastering the Land
Survival is temporary.
What you build is remembered.
Mastering the Land is a foundational Arbiter-facing expansion for Saloons & Outlaws™ that defines what happens when characters stop passing through places and start producing, storing, moving, and selling value over time.
This book is not about getting rich.
It is about what success changes.
What This Book Does
Mastering the Land introduces long-term production, transport, and trade pressure into play without turning the frontier into a simulation or spreadsheet.
It is designed to be layered gradually, activating only when the table is ready to stop asking “Can we survive?” and start asking “What does our success make happen next?”
Inside, you’ll find clear procedures for:
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Identifying when a homestead crosses from survival into production
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Defining focused output and enforcing limits through absence, fatigue, and erosion
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Resolving livestock, crops, and craft conversion through long cycles and decisive rolls
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Hiring and managing help without removing player responsibility
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Handling absence honestly when no one is watching the land
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Moving goods as a world effect, with risk resolved by the Arbiter
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Scaling transport capacity and responding to interception, loss, and adaptation
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Settling trade by distance, market behavior, season, and exposure
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Awarding Profession Points for responsibility borne during delivery—not profit
Markets do not reset.
Routes remember patterns.
Success narrows options instead of expanding them.
Nothing here runs on optimization.
Nothing produces safety.
Every improvement creates obligation.
Every delivery creates memory.
Every success makes the next mistake louder.
How This Fits the Line
Mastering the Land is written to work directly with the Saloons & Outlaws™ Core Rule Book.
It also integrates cleanly with the Professions supplement, which expands how labor, pay, and professional responsibility are handled. While Professions is not required, it is strongly recommended for tables that want deeper support for ongoing work, trade roles, and escalation tied to expertise.
If you are already using Professions, this book extends those systems naturally into land, infrastructure, and movement without rewriting or invalidating anything.
Intended Audience
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Arbiters / Game Masters
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Tables transitioning from survival play into long-term consequence
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Groups that want infrastructure, trade, and repetition to matter
Players are not expected to read this book unless directed by the Arbiter.
Required to Use
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Saloons & Outlaws™ Core Rule Book
Recommended
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Saloons & Outlaws™: Professions
Mastering the Land does not tell players how to win.
It shows them what winning costs.
The frontier remembers what has already happened.
What you do with that knowledge is the game.
Posted: Mon, 13 Apr 11:25:58 CDT
A walled trade city on the edge of the Sahara. Gold in the dust. Gold in the mortar. Gold in the rings on every merchant's finger. The market is loud with commerce. The granaries are full. Beneath the central well, a colossal serpent provides the rain and the gold in exchange for one girl per year. The drums begin at noon. The drums stop at sunset. The serpent surfaces in the silence. Two hundred and seventeen girls in four hundred years. The system works.
Your players are hired by a father whose daughter has been selected for this year's sacrifice. He wants the Bida dead and the pact broken, and he understands that this means the rain will stop and the empire will fall. There is no hidden agenda. No secret motive. He is a father. His daughter is going to die. He hired the party to stop it.
The Severed Bargain draws on the Bida legend of the Soninke people, the foundational narrative of the Ghana Empire (Wagadu), as documented by Abdoulaye Bathily and the Soninke griot tradition. The seven-headed serpent, the annual sacrifice, and the curse that scattered an empire are all elements of the original oral tradition. This is the first adventure in the series to break the established formula. There is no Turn. The moral complexity comes from consequence, not revelation.
Seven heads. Seven vulnerabilities. Fire, cold, radiant, thunder, acid, necrotic, force. The longest boss fight in the series. When the seventh head falls, the serpent speaks its curse, the sky clears, and the rain stops forever. Folklore Reborn is a series of D&D 5e adventures built on real legends from cultures around the world.
The old stories were warnings.
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Folklore Reborn: The Severed Bargain
- System: D&D 5th Edition
- Level: 5-7
- Players: 3-5
- Sessions: 3-4 sessions (~3 hours each)
- Includes: Full adventure text, 4 original statblocks, 3 magic items
Posted: Mon, 13 Apr 11:23:49 CDT
The monastry of Aethermount has gone silent. Monks turn mad or dissapear. Weird happenings are witnessed, and reality itself seems to shatter. What is going on here?
This adventure will take your group to the edge of sanity. Cosmir horror awaits - eerie creatures, body horror, and a breeze of humor - all combined in the facinating and epic location of Aethermount monastry.. and everything it is built upon.
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This adventure is a eerie cosmic horror adventure, made for levels 1-5. Characters should start at level 1 and end at 5. The adventure balances the three ascepts of social interactions, combat and exploring.
This adventure is a great game for a group of people, especially for fans of horror. Get ready for a great and horrific night with your friends.
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Enhance your game with this adventure. It can be played as side quest, in between adventures or as the starting point for your campaign.
This pack contains:
- 1 One Shot Adventure for 5E
- battle maps for the adventure (printable or for your VTT)
- tokens for the adventure (printable or for your VTT)
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Please note that this is a digital product, so you will receive downloadable PDFs and no physical product will be shipped :-)
The PDFs are standard A4 size (In cm: 8,5 cm x 27 cm, in inches: 8.27 x 11.69 inches)
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This adventure is made for 2-4 players + GM.
The playtime is approx. 18-20 hours.
The document has 61 pages.
Posted: Mon, 13 Apr 10:51:12 CDT
The tragic tale of the rise and downfall of...
Posted: Mon, 13 Apr 10:40:18 CDT
Arson in the King’s Dockyard: A 5e Adventure
A single ready-to-run 5e adventure for 4 characters, suitable for level 4
Includes 2 maps with full dynamic lighting, 2 custom tokens and fully configured NPCs.
Built for immediate play, so the GM can start the session without prep.
Proudly written in British English. All spellings are intentional.
It's 5 and your adventure's at 6, you need an adventure fast. Arson in the King’s Dockyard delivers an encounter that combines suspense, strategy and cinematic action. A line of warehouses along the pier is hiding more than lost cargo: enchanted tar has reanimated drowned dock workers into pitch-coated undead. The party can navigate narrow aisles, rolling barrels and flammable cargo while facing these cunning mobsters who throw burning pitch and swarm from the shadows. Clever use of fire can turn the tide, but every spark threatens to engulf the warehouse in choking smoke and flame. Arson in the King’s Dockyard delivers a self-contained, high-stakes scenario where danger is tangible, fire is both tool and threat, and every decision matters, giving a satisfying mix of tension, strategy and reward for players and GM alike, only requiring you to shove in your plot device for next session during play.
Posted: Mon, 13 Apr 09:53:13 CDT
This is the newest installment of Character Sheets to outfit your table from Avenshia, where our world meets the magic of our past (based on the Novel). Meet the next type of demons, corrupted angels, fallen angels who used dark magic to increase their power. Not all that tried succeeded however... (see below for more lore)… the adventure turns them into stories your players won’t forget. Tokens included. (or use these creatures in your own campaign). Sheets include:
- Lessor Corrupted Angel
- Corrupted Angel
- Abyssal Lord
Versitile creatures that don't use spells but rather at will, short rest, daily, recharge and weekly abilities/spelllike abilities. Great for most 5e compatible systems. Tokens are AI, Sheets are not.
Lore
Born from rebellion, profane ambition, and mortal sin, the demons of this collection are not a random assortment of fiends but a structured infernal hierarchy. At its center stand the Fallen Angels, the original rebels under Lucifer, still bearing traces of celestial majesty even after their fall. Some of these fallen sought to reclaim or surpass their lost power through forbidden rites of blood, torment, and self-corruption. Those who failed became the broken and diminished Lesser Corrupted Angels, the weakest of the angelic forms, while those who succeeded transformed into the monstrous Corrupted Angels. The mightiest of these ascendants rise further still as Abyssal Lords, perfected commanders of infernal violence and corruption, all beneath the rule of Lucifer himself.
Alongside these fallen celestial beings are the Corrupted Souls, mortals whose evil in life reshaped them in Hell into demonic forms that reflect the sins that damned them. Petty cruelty gives rise to the clawed Lesser Demon, deception and stolen identity become the shapeshifting Skinwalker, blasphemous hunger for power creates the hellfire-wielding Hellspawn, and profaned faith twists false prophets and corrupt clergy into the terrifying Fallen Priest. Each sheet in this set is built not only as a playable enemy, but as part of a larger infernal mythology where damnation is personal, transformation is meaningful, and every demon’s form reveals the spiritual truth of what it has become.
Avenshia Rule Book, get now at this price before I update. Here
First Adventure in the world of Avenshia - a rag tag group of gunslingers. Here
OR try out my Underworld Campaign.
Find the product on DriveThruRPG Here
Or Roll20 Here
Posted: Mon, 13 Apr 09:22:15 CDT
| This special bundle contains the following titles: |
| Bandits & Outlaws NPCs | 5e Monsters PDFs Regular price: 0 Bundle price: 0 Format: PDF |
BANDITS & OUTLAWS Bandits & Outlaws is a 5e supplement that presents two competing forces born from the same lawless roads but driven by entirely different motives. Instead of treating roadside threats as a single repeated stat block, this book divides them into profit-driven bandit camps and an organized rebel outlaw crew operating with purpose and coordination. These are not new ancestries. They are social outcomes. The intent of this product is ideological contrast and regional tension. Profit bandits represent greed, instability, and territorial predation. They are loosely linked raiders who share camps, divide loot, and follow whichever leader proves strongest at the fire. Outlaws represent grievance, discipline, and moral rebellion. Though criminals in the eyes of the la... |
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| Caravan Nomads | 5e Monsters PDF Regular price: 0 Bundle price: 0 Format: PDF |
Caravan Nomads We present three new caravan cultures. Road Caravan Nomads, Sea Caravan Nomads, and Fey Caravan Nomads. Caravan Nomads is a monster supplement for 5e that presents wandering societies not as background travelers, but as fully functioning mobile communities shaped by movement, opportunity, and survival beyond fixed borders. Instead of relying on a single nomadic NPC stat block, this book provides three distinct and escalating NPC ladders: land-bound road caravans, sea-roaming flotilla caravans, and strange fey-touched caravans that wander between the mortal world and the Feywild. These are not separate ancestries. They are separate ways of living. The intent of this product is mobility and cultural divergence. Road caravans represent adaptability, trade, and life lived a... |
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| Circus | 5e NPC Monsters PDF Regular price: 0 Bundle price: 0 Format: PDF |
Circus | 5e NPC Monsters Circus is a roleplay-focused NPC supplement for 5e that presents a traveling circus as a living social faction rather than a combat encounter group. Instead of treating carnival performers as background flavor or disposable entertainers, this book expands the concept into a structured troupe of specialists—each with a distinct role, talent, and extraordinary non-combat gift. The intent of this product is narrative leverage rather than mechanical escalation. These characters are not designed as enemies to defeat but as personalities to interact with, bargain with, learn from, or depend upon. Each member of the circus carries one remarkable talent that makes them valuable in stories: gathering crowds, moving unseen through festival chaos, calming dangerous beasts,... |
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| Cultists | 5e Monsters PDF Regular price: 0 Bundle price: 0 Format: PDF |
Cultists expands the familiar robed fanatic into a full, encounter-ready hierarchy designed for 5e play. Rather than treating cultists as a single low-level threat, this supplement presents a complete ladder of believers, zealots, ritual leaders, and divine authorities—from supplicants and initiates to prophets, archpriests, and god-touched vessels—each built to fill a specific role at the table. Whether you need disposable worshippers to fill a hidden temple, disciplined enforcers to hunt heretics, ritual specialists to anchor dangerous ceremonies, or a climactic boss empowered by dark divinity, Cultists provides mechanically distinct stat blocks at every tier of play. The ladder is designed to scale naturally, allowing cult encounters to evolve from street-level threats into campaign-d... |
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| Desert Druids | 5e Monsters PDF Regular price: 0 Bundle price: 0 Format: PDF |
Desert Druids Desert Druids is a 5e monster supplement that presents druids as masters of survival in the harshest environments rather than generic nature spellcasters. Instead of treating desert druids as isolated wanderers, this book delivers a complete circle structure built around mobility, endurance, and lethal ambush tactics beneath open skies. In the unforgiving deserts where water is scarce and the sun scorches the earth, these druids draw power from sand, heat, and the relentless will to survive. They protect hidden oases, guide caravans that earn their trust, and destroy those who threaten the fragile balance of the desert. What sets this supplement apart is complete usability at the table. Every druid includes fully integrated Wild Shape options, and every animal form is pro... |
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| Desert Nomads | 5e NPC Monsters PDF Regular price: 0 Bundle price: 0 Format: PDF |
Desert Nomads Desert Nomads is a 5e NPC supplement that presents a fully realized desert trade confederation built around mobility, social power, and environmental mastery rather than military conquest. Instead of treating desert cultures as raiders or generic bandits, this book focuses on caravan networks, shield-bearing guards, camel riders, traders, and divine leaders whose authority is rooted in survival, negotiation, and communal defense. The intent of this product is mechanical cohesion and encounter-driven design without escalation into army-scale warfare. These nomads rely on layered cloth garments rather than armor, large round shields rather than heavy plating, and divine guidance rather than arcane spellcraft. Sand and heat are integrated directly into their mechanics—ignorin... |
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| Elves of the Extremes | 5e Monsters PDF Regular price: 0 Bundle price: 0 Format: PDF |
Elves of the Extremes We present three new Elven civilizations. Ice Elves, Dark Elves, and Sea Elves. Elves of the Extremes is a monster supplement for 5e that presents elves not as wandering forest mystics, but as arcane societies shaped by elemental and environmental absolutes. Instead of relying on a single elf stat block, this book provides three distinct and escalating NPC ladders: frostbound aurora enclaves, spider-bound subterranean courts, and playful yet powerful oceanic dominions. These are not alternate ancestries. They are alternate evolutions. The intent of this product is magical adaptation and cultural divergence. Ice elves represent patience, foresight, and inevitability shaped by endless winter. Dark elves represent ritual hierarchy, venomous politics, and devotion to... |
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| Forest Druids | 5e Monsters PDF Regular price: 0 Bundle price: 0 Format: PDF |
Forest Druids Forest Druids is a 5e monster supplement that presents woodland druids as territorial guardians of the living canopy rather than generic nature spellcasters. Instead of treating druids as interchangeable wanderers, this book delivers a complete grove structure built around stealth, terrain control, and coordinated Wild Shape tactics. Deep within ancient forests, where towering trees block the sun and the ground is thick with moss, roots, and hidden paths, these druids protect the oldest wilderness in the world. They guide those who respect the forest and relentlessly hunt those who threaten its balance. What sets this supplement apart is complete usability at the table. Every druid includes fully integrated Wild Shape options, and every animal form is provided as its own ... |
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| Gnomes: Gearbound & Feybound | 5e Monsters PDF Regular price: 0 Bundle price: 0 Format: PDF |
Gnomes: Gearbound & Feybound Gnomes: Gearbound & Feybound is a monster supplement for 5e that presents gnomes as a divided cultural lineage rather than a single whimsical archetype. Instead of treating gnomes as generic small inventors or forest illusionists, this book explores two fully realized doctrines: the Gearbound, who abandoned the deep woods in pursuit of industry and human progress, and the Feybound, who remained rooted in ancient pacts and slow-growing magic. The intent of this product is mechanical clarity and encounter variety without CR inflation. Each ladder progresses from child and commoner through increasingly specialized battlefield roles, capping at CR 6 to remain settlement-scale threats rather than world-ending powers. These gnomes are intelligent, discipli... |
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| Guilds: Arcane, Faith & Steel | 5e Monsters PDF Regular price: 0 Bundle price: 0 Format: PDF |
Guilds: Arcane, Faith & Steel Guilds: Arcane, Faith & Steel is a settlement-scale NPC supplement for 5e that explores the organized institutions controlling magic, religion, and martial discipline within a functioning city. Instead of presenting these classes solely as wandering adventurers, this book treats them as structured guild authorities responsible for training, licensing, enforcement, and doctrine. Each ladder represents a formal hierarchy rather than a band of heroes. Apprentices, investigators, instructors, and senior authorities enforce standards within their respective institutions. These characters are not designed to roam the wilderness seeking treasure. They exist to regulate knowledge, maintain doctrine, and impose order within a community. The intent of this p... |
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| Guilds: Coin, Voice & Discipline | 5e Monsters PDF Regular price: 0 Bundle price: 0 Format: PDF |
Guilds: Coin, Voice & Discipline Guilds: Coin, Voice & Discipline is a settlement-scale NPC supplement for 5e that explores the organized professions governing trade, culture, and personal discipline within a functioning city. Rather than portraying these classes as wandering adventurers, this book presents them as structured institutions that train apprentices, regulate professions, and maintain social influence. Each ladder represents a professional hierarchy rather than a band of heroes. Apprentices, inspectors, envoys, instructors, and senior authorities enforce standards within their respective guilds. These characters are not designed to seek treasure or explore distant ruins. They exist to maintain order within commerce, public expression, and disciplined personal mastery... |
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| Halflings Without a Hearth | 5e Monsters PDF Regular price: 0 Bundle price: 0 Format: PDF |
Halflings Without a Hearth | 5e Monsters We present two new Halfling types. Nomad Halflings and Swamp Halflings. Halflings Without a Hearth is a monster supplement for 5e that presents halflings not as pastoral villagers or comic relief, but as marginalized cultures shaped by exclusion and survival. Instead of relying on a single generic halfling stat block, this book provides two distinct and escalating NPC ladders: wandering nomad caravans and insular swampbound criminal families. These are not alternate ancestries. They are alternate outcomes. The intent of this product is social tension and environmental identity. Nomad halflings represent displacement, pacifism under pressure, and the constant search for belonging. Swamp halflings represent territorial adaptation, criminal opport... |
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| Ice Druids | 5e Monsters PDF Regular price: 0 Bundle price: 0 Format: PDF |
Ice Druids Ice Druids is a 5e monster supplement that presents druids as masters of the frozen wilderness rather than generic nature spellcasters. Instead of treating arctic druids as isolated survivors, this book delivers a complete circle structure built around endurance, battlefield control, and relentless pursuit across snow and ice. Far from civilization, where glaciers grind mountains to dust and blizzards bury entire valleys, these druids draw their strength from cold, storm, and the unforgiving tundra. They guard frozen forests, protect sacred winter groves, guide migrating beasts, and hunt down those who threaten the balance of the deep north. What sets this supplement apart is complete usability at the table. Every druid includes fully integrated Wild Shape options, and every... |
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| Inquisitors | 5e Monsters PDF Regular price: 0 Bundle price: 0 Format: PDF |
Inquisitors Inquisitors is a monster supplement for 5e that presents the machinery of religious investigation and doctrinal enforcement as a structured institution rather than a collection of generic villains. Instead of treating inquisitors as lone fanatics or roaming judges, this book explores an organized hierarchy dedicated to identifying heresy, suppressing dangerous magic, and enforcing ideological conformity through fear, investigation, and authority. The intent of this product is focused encounter design without scale bloat. Each role represents a specific operational function within the institution, progressing from informants embedded in civilian life through increasingly powerful investigators and authorities capable of directing raids, trials, and large-scale crackdowns. The... |
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| Less Boring Commoners - Beyond Humans | 5e NPCs PDF Regular price: 0 Bundle price: 0 Format: PDF |
Commoners - Beyond Humans | 5e Monsters Less Boring Commoners – Beyond Humans is a 5e supplement to Less Boring Commoners that presents non-human civilian NPCs as culturally distinct members of their societies rather than interchangeable reskinned humans. Instead of relying on a single generic “commoner” stat block, this book provides grounded CR 0 roles drawn from elven courts, dwarven holds, gnome workshops, and halfling communities. The intent of this product is everyday worldbuilding — not adventuring ladders or combat escalation. These stat blocks are designed for standard 5e interaction where characters negotiate with magistrates, consult archivists, hire engineers, commission craftsmen, attend feasts, cross guarded woodland paths, or navigate civic life within non-human settlement... |
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| Less Boring Commoners | 5e NPCs PDF Regular price: 0 Bundle price: 0 Format: PDF |
Commoners is an NPC supplement for 5e designed to make everyday people more useful and more memorable at the table. Rather than treating commoners as a single, interchangeable stat block, this book presents a variety of CR 0 commoners defined by their occupations—farmers, merchants, innkeepers, craftsmen, laborers, and other figures that populate towns, villages, and roads. The intent of this product is color, texture, and low-impact utility. Each commoner is equipped with a small, profession-based ability: deliberately modest, sometimes whimsical, and always grounded in their role. These abilities are not meant to compete with adventurers or meaningfully alter combat balance. Instead, they exist to make commoners feel distinct, to reward interaction, and to give the GM light mechanical ... |
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| Medieval Military Units | 5e NPCs PDF Regular price: 0 Bundle price: 0 Format: PDF |
Medieval Military Units | 5e NPCs Medieval Military Units is a 5e supplement that presents soldiers, officers, siege crews, cavalry, and naval personnel as NPC stat blocks rather than abstract battlefield pieces. Instead of treating “guards” or “soldiers” as a single repeated stat block, this book breaks military forces into functional roles that reflect how armies actually operate during wartime. These are not new ancestries. They are professional roles. The intent of this product is grounded wartime interaction. These stat blocks represent the people characters encounter while traveling through contested regions, infiltrating camps, defending walls, escorting caravans, serving in an army, or navigating military politics. They are not designed for mass-combat resolution, formation tra... |
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| Monastery | 5e Monsters PDF Regular price: 0 Bundle price: 0 Format: PDF |
Monastery Monastery is a monster supplement for 5e that presents monastic communities not as isolated background locations but as structured social and spiritual institutions. Rather than treating monasteries as places that simply provide healing and rest, this supplement introduces a full hierarchy of disciplined residents who maintain, defend, and govern sacred grounds. The intent of this product is to give GMs a ready-made roster of low-CR NPCs appropriate for sanctuary locations. Monasteries appear frequently in campaigns as places of refuge, learning, diplomacy, or pilgrimage, yet their inhabitants are rarely defined beyond generic monks or priests. This ladder provides a clear structure of novices, laborers, scholars, healers, defenders, and leadership, allowing monasteries to fee... |
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| Musketeers | 5e Monsters PDF Regular price: 0 Bundle price: 0 Format: PDF |
Musketeers Musketeers is a monster supplement for 5e that presents an elite royal guard drawn from the swashbuckling traditions of gunpowder-era fantasy. Rather than treating musketeers as generic soldiers with firearms, this book focuses on disciplined duelists, political operatives, and court agents who operate at the intersection of battlefield command and palace intrigue. The intent of this product is mechanical clarity and encounter variety without CR inflation. The roster progresses from the everyday presence of the musketeer corps through increasingly influential specialists, capping at CR 6 so these characters remain powerful figures within settlements, cities, and royal courts rather than world-ending threats. Musketeers influence encounters through positioning, discipline, and... |
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| Ninja | 5e Monsters PDF Regular price: 0 Bundle price: 0 Format: PDF |
Ninja Ninja is a monster supplement for 5e that presents ninjas as disciplined infiltration specialists rather than mysterious supernatural assassins. These operatives rely on stealth, precision, preparation, and mobility rather than brute strength or magical spectacle. Each stat block represents a trained role within a clandestine organization dedicated to espionage, sabotage, and targeted elimination. The intent of this product is mechanical clarity and encounter variety without unnecessary complexity. Each ninja fills a distinct battlefield function: scouts, ambushers, assassins, elite duelists, and legendary killers who strike from darkness and vanish before retaliation is possible. Encounters emphasize positioning, surprise, and coordinated strikes rather than direct confrontation.... |
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| Nunnery | 5e Monsters PDF Regular price: 0 Bundle price: 0 Format: PDF |
Nunnery Nunnery is a monster supplement for 5e that presents sacred sisterhoods as organized religious communities rather than background locations that exist only to offer sanctuary. These institutions maintain structured roles that support spiritual guidance, relic protection, healing, and defense of consecrated grounds. The intent of this product is to give GMs a functional roster of low-CR NPCs suited for convents, cloisters, and sanctuaries that players may visit during a campaign. Nunneries frequently appear in adventures as places of refuge, pilgrimage, or counsel, yet the inhabitants are often undefined beyond a generic priest or nun. This ladder establishes a clear internal hierarchy of novices, caretakers, relic guardians, counselors, defenders, and leadership. Encounters inv... |
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| Pharaohs | 5e Monsters PDF Regular price: 0 Bundle price: 0 Format: PDF |
Pharaohs Pharaohs is a monster supplement for 5e that presents the rulers, servants, and guardians of an ancient desert kingdom as a complete societal ladder rather than isolated NPCs. Instead of treating ancient Egypt as a backdrop populated only by mummies and gods, this book focuses on the living structure that builds, maintains, and defends royal tombs and sacred necropolises. The intent of this product is mechanical clarity and encounter utility without excessive CR escalation. The ladder progresses from the laborers and attendants who maintain burial complexes, through scouts, guards, priests, and commanders responsible for protecting sacred ground, culminating in the living pharaoh whose authority governs both temple and army. These NPCs represent a functioning civilization whose... |
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| Pirates | 5e Monsters PDF Regular price: 0 Bundle price: 0 Format: PDF |
Pirates expands the familiar cutlass-and-bandit trope into a full, encounter-ready hierarchy designed for 5e play. Rather than treating pirates as a single low-level threat, this supplement presents a complete ladder of shipboard roles, hardened crew, disciplined officers, and infamous commanders—from powder monkeys and deckhands to captains, admirals, and legendary terrors of the coast—each built to fill a specific role at the table. Whether you need disposable crew to crowd a boarding action, aggressive specialists to control rigging and firing lines, veteran enforcers to hold the deck under pressure, or a climactic pirate lord commanding the fight itself, Pirates provides mechanically distinct stat blocks at every tier of play. The ladder is designed to scale naturally, allowing pira... |
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| Royal Court | 5e NPC Monsters PDF Regular price: 0 Bundle price: 0 Format: PDF |
Royal Court | 5e NPCs Royal Court presents a fully structured hierarchy of court officials designed for 5e play. Rather than focusing on named rulers or setting-specific dynasties, this supplement provides a complete institutional framework—from pages and servants to sovereign authority—engineered for political intrigue, palace security, succession drama, and courtly conflict. This book separates combat threat from social authority. The highest-ranking figures are not always the most dangerous in battle, and the most lethal warriors may possess limited political power. Social Rank defines authority within the court, while Challenge Rating reflects battlefield capability. This allows courts to feel believable in high-fantasy worlds where magic, intrigue, and elite protection coexist. Ea... |
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| Samurai | 5e Monsters PDF Regular price: 0 Bundle price: 0 Format: PDF |
Samurai Samurai is a monster supplement for 5e that presents samurai as disciplined martial elites defined by precision, loyalty, and battlefield doctrine. Rather than generic armored warriors, samurai are portrayed as a structured martial tradition built on training, hierarchy, and strict codes of honor. Each rank represents years of refinement in combat discipline and tactical awareness. The intent of this product is mechanical clarity and encounter variety without relying on magic or supernatural escalation. The ladder progresses from a young page learning battlefield discipline to the personal champion of a powerful daimyo. These warriors rely on technique, formation fighting, and deadly first strikes rather than brute force or chaotic aggression. Samurai encounters emphasize preci... |
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| Secret Society | 5e Monsters PDF Regular price: 0 Bundle price: 0 Format: PDF |
Secret Society Agents Secret Society Agents is a monster supplement for 5e that presents covert networks of benevolent operatives working quietly to maintain balance in the world. These societies rarely rule openly or command armies. Instead they operate through hidden cells, trusted informants, and carefully coordinated agents who intervene when corruption, dark magic, or rising tyrants threaten the stability of the realm. The intent of this product is mechanical clarity and encounter variety without CR inflation. Each rung represents a role within a covert organization, progressing from new initiates and civilian supporters to elite agents, arcane investigators, and strategic leaders. These characters influence encounters through coordination, intelligence gathering, subtle magic, and... |
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| Slayers | 5e Monsters PDF Regular price: 0 Bundle price: 0 Format: PDF |
Slayers Slayers is a monster supplement for 5e that presents professional slayers trained to hunt specific legendary threats. Instead of generic adventurers or inflated heroic NPCs, these hunters are specialists built around preparation, knowledge, and disciplined coordination against a single terrifying foe. The intent of this product is practical encounter support without overshadowing the player characters. Each Slayer is deliberately weaker than the creature it hunts. A Troll Slayer cannot defeat a troll alone, and a Dragon Slayer is not meant to duel a dragon. Instead, these hunters provide tactical advantage through preparation, battlefield coordination, and precise exploitation of monster weaknesses. Every Slayer shares two core doctrines: Nemesis Knowledge and Nemesis Coordinat... |
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| Templars | 5e Monsters PDF Regular price: 0 Bundle price: 0 Format: PDF |
Templars Templars is a monster supplement for 5e that presents disciplined holy knights as an organized martial order rather than wandering champions. Instead of treating templars as solitary heroes or generic crusaders, this book focuses on a structured military brotherhood devoted to defending the faith, protecting sacred institutions, and enforcing religious authority through disciplined formations and unwavering loyalty. The intent of this product is encounter clarity without individual power inflation. Each role represents a specific function within the order, from gate guards and patrol knights to banner bearers and battlefield commanders. Unlike many martial ladders that escalate through individual heroics, templars gain their true strength through coordination, positioning, and ... |
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| The Watch: Law & Order NPCs | 5e Monsters PDF Regular price: 0 Bundle price: 0 Format: PDF |
The Watch: Law & Authority NPCs | 5e Monsters (2024 & 2014) The Watch is a monster supplement for 5e that presents law and authority as a structured, escalating system rather than a handful of interchangeable guards. Instead of relying on a single generic “city guard” stat block, this book provides multiple interconnected ladders of legal power—from runners, patrols, and wardens to prison officials, magistrates, and realm-level justiciars—each designed to represent a specific role within a functioning justice apparatus. The intent of this product is consequence-driven play and institutional pressure. Each role supports a distinct style of encounter: arrests, crowd control, pursuit, detention, interrogation, legal escalation, or political fallout. Jurisdictions, legal codes, and ... |
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| The Winterborne | 5e Monsters PDF Regular price: 0 Bundle price: 0 Format: PDF |
The Winterborne | 5e NPC Monsters The Winterborne expands the arctic barbarian archetype into a full, encounter-ready tribal hierarchy designed for 5e play. Rather than treating northern raiders as a single brute stat block, this supplement presents a complete ladder of snow-born hunters, axe-wielding warriors, spirit-bound champions, and winter witches—from camp-tenders and scouts to berserkers, warcallers, and frost-marked chieftains—each built to serve a distinct role at the table. Whether you need watchful snow scouts shadowing the party across frozen tundra, stealthy ice stalkers emerging from whiteout conditions, relentless berserkers crashing into the front line, ritual witches cursing foes beneath the aurora, or a frost chieftain uniting rival clans for a decisive raid, The Wint... |
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| Thieves' Guild NPCs | 5e Monsters PDF Regular price: 0 Bundle price: 0 Format: PDF |
Thieves’ Guild expands the familiar back-alley criminal trope into a full, encounter-ready hierarchy designed for 5e play. Rather than treating thieves as a single low-level nuisance, this supplement presents a complete ladder of street operatives, professional criminals, disciplined enforcers, and unseen masterminds—from lookouts and runners to burglars, lieutenants, and elusive guildmasters—each built to fill a specific role at the table. Whether you need disposable eyes to flood an alley, agile cutpurses to harass and scatter a crowd, brutal muggers to apply pressure, skilled infiltrators to bypass locks and wards, or a calculating crime boss directing the encounter from the shadows, Thieves’ Guild provides mechanically distinct stat blocks at every tier of play. The ladder is designe... |
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| Viking NPCs | 5e Monsters PDF Regular price: 0 Bundle price: 0 Format: PDF |
Vikings expands the familiar raider-and-longship trope into a full, encounter-ready hierarchy designed for 5e play. Rather than treating Vikings as a single brute-force threat, this supplement presents a complete ladder of clan life and war—from children and common folk through hardened warriors, disciplined shieldbearers, feared berserkers, ritual seers, and commanding jarls—each built to fill a specific role at the table. Whether you need vulnerable noncombatants to establish stakes, aggressive raiders to break enemy lines, disciplined formations to hold ground on ship decks or narrow passes, elite household guards to protect leaders, or a warlord whose presence turns a skirmish into a saga, Vikings provides mechanically distinct stat blocks at every tier of play. The ladder is designe... |
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Posted: Mon, 13 Apr 09:21:22 CDT
DM Essentials #100: 10 Gnome Exile Encounters
In most games, the lone gnome in a human town is just atmosphere. They sit in the corner, look mysterious, maybe offer a quest. A bit of colour before the real action starts.
But a gnome who cannot go home is not a mood. They are a tragedy that has lasted decades, maybe centuries. Cast out from the burrow, cut off from family, history, the warmth of the earth. They carry a grief that will never heal, because they will live with it for the rest of their long life. They are dangerous, not because they are cruel, but because they have nothing left to lose.
DM Essentials #100 gives you ten ways to make gnome exiles feel broken, dangerous, and unforgettable. They are not mysterious strangers. They are the ones who lost everything, and they are still trying to find their way back.
What's Inside?
The Exile's World (Short Essay): Who they are, what they lost, and why they can never go home.
10 Encounters on the Long Road: Each one gives you a situation, the truth behind it, and a way for the players to respond.
- The Stranger – A gnome sits alone in a tavern, drinking, speaking to no one. They have been alone for decades.
- The Fight – Humans pick a fight with the gnome. They do not react. They have learned that reacting only makes it worse.
- The Name – The gnome flinches at a name. Their own. Someone is looking for them.
- The Dream – They talk in their sleep. Names. Apologies. A crime they cannot undo.
- The Offer – They ask to join the party. No explanation. No history. They need purpose.
- The Hunter – Another gnome follows them, grim and silent. An executioner. The sentence has arrived.
- The Grave – They visit a human grave every year, same day, same hour. They loved someone short‑lived, and were cast out for it.
- The Gift – They give the party something precious—a carved gem, a secret, a map. They are saying goodbye.
- The Confession – They finally speak the truth. What they did. Who they lost. Why they cannot forgive themselves.
- The Return – They decide to go home. They ask the party to come. They need witnesses.
Quick Reference Table: Roll d10 and get a full encounter hook in seconds.
Who This Is For:
- DMs who want gnomes to feel capable of tragedy, not just whimsy
- Players who think exile is just banishment until they meet someone who has lived it for a century
- Anyone who understands that the hidden folk have hidden wounds
ENTER THE ARCVERSE
More DM Essentials, adventures, and settings at the link below.
They cannot go home. They cannot forget. They cannot stop walking. And now they walk with you.
Posted: Mon, 13 Apr 09:17:15 CDT
Chronicles of Ivria: Bestiary of the North
The Chronicles of Ivria venture into the far north with the Bestiary of the North - 30 original creatures for experienced adventurers ready to face the oldest wilderness of the Witnausenian Empire.
Beyond the Bone Line, the rules change.
The Wardens who patrol the deep Bonewood do not call what lives there monsters. They call them neighbors. Old ones, with opinions, long memories, and no particular interest in whether your party survives the next mile. The fishermen of the Sea of Kelstad check the iron bars across their harbor piers every week, because the brine-wights climbing the mooring lines at low tide remember specific grudges from ships that sank forty years ago. The travelers on the high cliff road know the Wardens' warning system by heart: one horn means a roc is aloft, two means it is circling, three means it is already diving.
This bestiary does not invent threats. It documents them.
The North in Full
Thirty original creatures across four regions: the deep Bonewood, the frozen Sea of Kelstad, the cliffs of Löhrinzell, and the things that walk between. Every entry comes with deep lore, a full 5e stat block, and precise DM tactical notes on how this specific creature thinks, fights, and where parties tend to go wrong. All 30 creatures come with their own VTT token, ready to drop straight into your virtual tabletop.

The Root-tongue crone does not fight, she bargains, and she has already read your thoughts before you sit down. The Antlered Huntsman marks his prey the moment he sees them, and then there is no safe range and no way to outlast him. The Drowned Skald sings on the harbor ice on still winter nights, and fishermen are found face-down in their nets the next morning, smiling, ears full of salt water nobody can explain.
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These are not random encounters. These are the north.
What's Inside
- 30 fully original monsters, CR 10 to CR 16, for parties between levels 12 and 15
- Full 5e stat blocks with world lore and detailed DM tactical notes for every creature
- Four habitat sections: the Bonewood, the Sea of Kelstad, the cliffs of Löhrinzell, and the things that walk between
- 30 VTT tokens - one per monster, ready to use in Foundry VTT, Roll20, and any grid-based virtual tabletop
- 65 pages, fully compatible with D&D 5th Edition
The Bone Line is not a border. It is a warning. What lies beyond it has been there long before the Empire drew its maps, and it will be there long after. The only question is whether your party comes back to tell the story.



