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Posted: Fri, 13 Feb 18:39:15 CST
Ogres: Three Clan Ladders | 5e Monsters
Ogres: Three Ogre Clan Ladders is a monster supplement for 5e that presents ogres not as disposable brutes or background muscle, but as structured societies shaped by terrain, dominance, and survival. Instead of relying on a single generic ogre stat block, this book provides three complete and escalating NPC ladders: rugged highland warbands, frostbound tundra clans, and territorial swamp kings.
These are not new ancestries. They are environmental outcomes.
The intent of this product is cultural escalation and regional identity. Highland ogres represent territorial dominance and mountain strongholds carved from stone. Ice ogres represent endurance, seasonal strategy, and the slow inevitability of winter warfare. Swamp ogres represent adaptation to hostile terrain, territorial stubbornness, and a crude but effective form of localized rule. Each ladder escalates not simply in strength, but in authority, cohesion, and the ability to project power.
Geography, allegiance, and historical origin are intentionally undefined. These NPCs can represent mountain raiders taxing trade routes, tundra warbands testing frontier settlements, or marsh-dwelling tyrants controlling hidden waterways. They are not meant to replace traditional ogres—they expand them, offering structure and hierarchy where there was once only brute force.
How organized they become, how intelligent their leadership grows, and whether they remain isolated tribes or evolve into regional threats is left entirely in the GM’s hands.
Highland Ogre Ladder
Ogre Child (CR 0): Noncombatant youth raised in rocky camps and crude cave holds, oversized and temperamental but dependent on stronger clan members for protection.
Ogre Brute (CR 1): Baseline tribal warrior who relies on overwhelming strength and intimidation, quick to anger and quicker to swing.
Ogre Reaver (CR 3): Hardened raider trusted to enforce clan dominance, more controlled than a brute but still driven by pride and territorial fury.
Ogre Warcaller (CR 5): Battlefield leader who rallies nearby ogres with thunderous roars, directing raids through presence and raw authority.
Ogre Overlord (CR 7): Dominant tribal ruler who secures mountain passes and stone strongholds through calculated brutality and visible strength.
Ogre High Warlord (CR 9): Apex leader capable of uniting multiple highland clans into a regional threat, combining immense physical power with practical battlefield cunning.
Ice Ogre Ladder
Ice Ogre Whelp (CR 0): Tundra-born youth hardened by cold winds and scarcity, already accustomed to snowbound survival and clan dependence.
Ice Ogre Breaker (CR 1): Frostbitten warrior who smashes through shields and ice alike, using strength and winter terrain to wear down foes.
Ice Ogre Stalker (CR 3): Relentless hunter who moves confidently across snow and frozen ground, slowing prey before closing for the kill.
Ice Ogre Tyrant (CR 5): Commanding tundra brute who dominates frozen battlefields, driving allies forward with cold resolve rather than reckless fury.
Ice Ogre Chieftain (CR 7): Seasonal war leader who plans raids around winter hardship, consolidating power across harsh and unforgiving landscapes.
Ice Ogre King (CR 9): Frostbound sovereign who unites scattered clans under one banner, embodying endurance, authority, and the inevitability of winter conquest.
Swamp Ogre Ladder
Swamp Ogre Bogling (CR 0): Marsh-raised youth comfortable in mud and stagnant water, loud, territorial, and fiercely protective of home ground.
Swamp Ogre Basher (CR 1): Thick-skinned swamp warrior who fights with crude timber weapons and uses unstable footing to its advantage.
Swamp Ogre Enforcer (CR 3): Territorial hunter who drags enemies into sucking mire before delivering disciplined, punishing blows.
Swamp Ogre Gator-Breaker (CR 5): Battle-proven champion who wrestles beasts and rivals alike, asserting dominance through brute force and swamp cunning.
Swamp Ogre Boss (CR 7): Established marsh ruler who controls hidden waterways and ambush points, commanding through bluster and calculated retaliation.
Swamp Ogre King (CR 9): Self-proclaimed sovereign of the marshlands whose authority rests on fear, territorial control, and mastery of hostile terrain.
Posted: Fri, 13 Feb 17:48:57 CST
The Portal of the Underground Way, a new adventure site for your campaign!
This entry was created for the 23rd Dragonburn Challenge on the Dragonbane Discord Server.
Need something more exciting than a dungeon? Let's go fishing!
Need an interesting sites for a side quest? This small ice cave is for you!
Includes the following: 1 PDF (description), 4 JPG (maps) & 1 PDF for a printable map to use with miniatures
Map is 30 x 20 squares at 70 DPI
Don't forget to follow me on this platform to stay up to date with my latest maps news! / N'oubliez pas de me suivre sur les plateformes suivantes pour avoir les dernières nouvelles!
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For personnal use only / Pour usage personnel seulement
“Ice Fishing on the Mulmydir River is not affiliated with, sponsored, or endorsed by Fria Ligan AB. This Supplement was created under Fria Ligan AB’s Dragonbane Third Party Supplement License.”
Posted: Fri, 13 Feb 17:15:09 CST
Introducing Mighty Marvelous Zine 1! In this issue of the Mighty Marvelous zine, you will be introduced to sidekicks, super pets, and super teams!
Also included are tips for playing Mighty Marvelous in a group of 1-4 players with a Game Master.
There are plenty of tables and tips for playing with sidekicks, pets, and teams in the narrative. Sample characters are provided in case you want to just jump right into the action.
These rules are completely optional and only exist to enhance your Mighty Marvelous games.
Posted: Fri, 13 Feb 16:24:56 CST
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 opportunism, and uneasy pacts with murky powers. Each ladder escalates not simply in strength, but in responsibility, influence, and cultural weight.
Jurisdictions, geography, and history are intentionally undefined. These NPCs can represent roadside caravans driven from kingdom to kingdom, marsh-dwelling smugglers controlling contraband routes, or distant cousins whose shared ancestry fractured long ago. They are not meant to replace traditional halflings—they exist at the margins of society, where hearthfires burn low or not at all.
How sympathetic they are, how dangerous they become, and whether they can ever reclaim a home is left entirely in the GM’s hands.
Nomad Halfling Ladder
Nomad Halfling Child (CR 0): Noncombatant youth raised on the road, quick to hide and dependent on the protection of the caravan.
Nomad Halfling Wayfarer (CR 0): Caravan laborer, cook, and handler who keeps wagons moving and avoids direct confrontation whenever possible.
Nomad Halfling Watcher (CR 1/8): Night sentry and early-warning lookout who signals danger and withdraws rather than standing to fight.
Nomad Halfling Scout (CR 1/4): Pathfinder who rides ahead to locate safe camps and viable routes, skilled in concealment and retreat.
Nomad Halfling Caravan Guard (CR 1/2): Defensive protector who interposes between aggressors and the caravan, fighting only to delay pursuit and secure withdrawal.
Nomad Halfling Elder Guide (CR 1): Keeper of oral history and migration knowledge who steadies morale and advises when it is time to move on.
Nomad Halfling Trailwarden (CR 2): Veteran rear-guard specialist responsible for evacuation strategy and ensuring no one is left behind.
Nomad Halfling Hearthspeaker (CR 3): Cultural and spiritual anchor who preserves tradition and strengthens resolve during hardship.
Nomad Halfling Caravan Steward (CR 4): Recognized leader who negotiates settlements, commands defense, and decides when another attempt at belonging has failed.
Nomad Halfling Waykeeper (CR 5): Legendary figure who embodies generational endurance, organizing retreat and sustaining the people through loss.
Swamp Halfling Ladder
Swamp Halfling Whelp (CR 0): Marsh-born youth accustomed to rot and secrecy, already at home in mud and stagnant water.
Swamp Halfling Forager (CR 0): Scavenger and gatherer who harvests shellfish, roots, and carrion while navigating hidden swamp paths.
Swamp Halfling Mirewatcher (CR 1/8): Concealed lookout who monitors approaches and signals ambush when intruders enter their territory.
Swamp Halfling Snarehand (CR 1/4): Trap-layer and petty thief who entangles prey and lures targets into prepared ground.
Swamp Halfling Bogknife (CR 1/2): Dirty-fighting enforcer who strikes first and vanishes into fog and muck.
Swamp Halfling Rotbroker (CR 1): Black-market intermediary who trades in contraband, deception, and illicit swamp resources.
Swamp Halfling Mire Stalker (CR 2): Veteran ambusher who dominates difficult terrain and hunts from concealment.
Swamp Halfling Fen Hexer (CR 3): Swamp-touched spellcaster who binds minor spirits and spreads fear, fog, and subtle curses.
Swamp Halfling Mud Reaver (CR 4): Ruthless family head who controls smuggling routes and commands territorial retaliation.
Swamp Halfling Bog Sovereign (CR 5): Reclusive marsh ruler whose authority rests on fear, criminal dominion, and ancient swamp pacts.
Compatible Products
Either faction can be encountered in the [wilderness](https://www.drivethrurpg.com/en/product/550437).
Swamp Halflings are commonly found in [swamp taverns](https://www.drivethrurpg.com/en/product/550432).
Nomad Halflings are often encountered in [caravan taverns](https://www.drivethrurpg.com/en/product/550430).
Posted: Fri, 13 Feb 16:21:13 CST
Introducing Ally Actions! Our new Ally Action mechanic can be used by Game Masters to grant their players new tactical options while simplifying the complication of large encounters for themselves. When parties recruit allied NPCs to their side, these new actions substitute for the NPCs turns in combat, giving your players greater control of their side and reducing the number of creatures you need to track!?
This Codicil features 3 ally actions and the core rules for using them, as well as the Field Medic Fighter* subclass from our Synergist's Codex. Check out the Codex for more options for your Ally Actions, more subclasses, and magic items!
*Also appears in our special edition Melt the ICE Codex
Posted: Fri, 13 Feb 16:21:12 CST
The Synergist's Codex is a collection of new character options and GM mechanics to facilitate tactical team-based play. Check out a free sample of our new mechanic Ally Actions and the Field Medic Fighter in the Synergist's Codicil.
Five new subclasses each incorporate a unique take on teamwork based mechanics. The Strategy Domain Cleric uses battle strategies to guide their allies, the Choreography Bard dances a highly mobile duet across the battlefield with their allies, the Eidolon's Skald Summoner calls upon archetypal spirits to aid their allies, the Field Medic Fighter* tends to the wounds of the fallen in the midst of a battlefield, and the Tether Master Wizard creates arcane bonds which bolster allies or hamper enemies.
Four new magical items can be granted as rewards to parties which show great teamwork, or perhaps used as a light suggestion by Game Masters who would like to see more cooperation amongst their players.
Finally, our new Ally Action mechanic can be used by Game Masters to grant their players new tactical options while simplifying the complication of large encounters for themselves. When parties recruit allied NPCs to their side, these new actions substitute for the NPCs turns in combat, giving your players greater control of their side and reducing the number of creatures you need to track!
*Also appears in our special edition Melt the ICE Codex
Posted: Fri, 13 Feb 15:51:03 CST
From blood-slick alleys and smoke-choked trenches to silent skies and places where reality fractures, Fighters in this book are shaped by a harsher world. Master brutal unarmed combat as a Pugilist, where grit and instinct outweigh steel; command precision and nerve as a Gunslinger, balancing discipline against misfires and pressure; endure terror and attrition as a Soldier of Fortune, hardened by war and experience rather than ideals; or walk the knife-edge between humanity and the unknown as a Void Blade, drawing power from the spaces beyond reality itself. Each subclass is grounded in early-twentieth-century violence and cosmic horror, offering new ways to survive, fight, and stand your ground when the world stops making sense.
These Subclasses belong to Adventurers and DMs that explore the cosmic dread of the1900-1940 pulp era.
Inside you will find:
- The Fighter Class
- Pugilist Subclass
- Gunslinger Subclass
- Void Blade Subclass
- Soldier of Fortune Subclass
Posted: Fri, 13 Feb 15:50:54 CST
This guide explores the Weapons of the 1900-1940 pulp era. 5E Compatible.
Suitable for adventure that explores the cosmic dread and a more modern era.
Inside you will find:
- New Concept for Weapons: New reload times, and now you can identify a weapon as Concealable or not, based on its characteristics.
- Improvised Weapons: Pipe, Scissors, Car Jack, and more!
- Simple Melee Weapons: Sledgehammer, Butterfly Knife, Knuckles, and more!
- Martial Melee Weapons Table: Bayonet, Machete, and more!
- Simple Firearms Table: Revolver (M1909), Winchester Rifle, Double Barrel Shotgun, Molotov Cocktail, and more!
- Martial Firearms: Colt (M1911), Krag Rifle, Tommy-Gun, Pump Action Shotgun, Gewehr ‘98 Sniper Rifle, and more!
- Explosives: Grenades, Dynamite, and more!
- Ammunition and Special Items: Shotgun Shells, Submachine Gun Ammo, Gas Mask, Revolver Quick Loader, and more!
- New Weapon Properties: Deep Cut, Hilt Attack, Spray Fire, and more!
- New Weapon Masteries: Cook’s Trick, Bullet Storm, and more!
Including all classic weapons, their masteries and properties for your easy reference!
And a modern currency guide.
Posted: Fri, 13 Feb 15:50:42 CST
This guide explores the Feats and Backgrounds of the 1900-1940 pulp era. 5E Compatible.
Suitable for adventure that explores the cosmic dread and a more modern era.
Inside you will find:
- Ancestral Origin Feats: 15 new Origin Feats! Start your game as a Child of Innsmouth or as a Scion of the Jade Empire!
- General Modern Feats: 28 new modern feats to empower your character! Rifle Master, Two-Gun Kid, and more!
- Modern Fighting Style Feats: 12 new Fighting Style Feats! Bodyguard, Trench Fighter, and more!
- Mythos Epic Boon Feats: 13 new Epic Boons! Boon of the Dreamlands, Boon of the Starborn Voice, and more!
- Modern Backgrounds: 65 new backgrounds! Start your game as an Anthropologist, a Con Artist, a Journalist, a Detective, and much more!
- Esoteric Languages: 28 Languages of the Cosmic Horror Mythos! R’lyehian, Abyssal Latin, and more!
Posted: Fri, 13 Feb 15:36:15 CST
MAINTAIN MOMENTUM.
You have the engine. This is the architect's guide to running it.
The Operator’s Manual is a 12-page companion to the Outland Travel Toolkit. It provides no new mechanics and no required variants. Instead, it is a collection of professional judgment calls made visible—designed to help you apply pressure, manage timing, and ensure travel remains a highlight of your campaign rather than a math tax.
Technical Specifications:
The Momentum Audit: Strategies to ensure a travel sequence punctuates the adventure without stalling the session.
Pressure Calibration: Guidance on using narrative consequences that change the situation instead of just draining Hit Points.
Meaningful Aid: How to turn "Good Results" into story pivots that create obligations and long-term connections.
Engine Bends: Specialized blueprints for adapting Outland to Heroic Fantasy (5e), Gritty Crawls (OSR), Narrative Games (PbtA), and Solo play.
Posted: Fri, 13 Feb 15:36:10 CST
STOP SIMULATING TRAVEL. START DIRECTING IT.
You have the engine. Now learn to drive.
The Outland core rules provide the mechanics for hazardous travel. The OPERATOR'S MANUAL provides the instincts to run it.
This is not a rulebook; it is a skill-building workshop for the Game Master. It peels back the curtain on why the mechanics work and teaches you how to apply narrative pressure without punishing your players or slowing down the session.
THE TRAINING MODULES:
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Pressure vs. Punishment: Learn the critical difference between consequences that drive the story forward and "taxes" that just drain Hit Points.
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Pacing Mastery: A guide to reading the table—knowing exactly when to zoom in on a scene, when to montage the journey, and when to end it early.
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Curating Randomness: How to use the Event Die as a compass rather than a cage, including when to override the dice to serve the fiction.
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System Architecture: Specific "Bends" and hacks to tailor the Outland engine for 5E Heroic Fantasy, OSR Gritty Crawls, and PbtA Narrative games.
INCLUDES:
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The 14-Page GM Guide.
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The "At-The-Table" Dashboard: A one-page reference sheet for checking pacing and escalation mid-session.
Posted: Fri, 13 Feb 15:36:07 CST
TURN THE JOURNEY INTO A MONTAGE.
In most games, travel is either a boring timeskip or a tedious hex-crawl. OUTLAND fixes this by treating travel like a movie: a series of cinematic scenes that focus only on the danger and the pacing.
Designed as a truly system-neutral engine, Outland plugs into any roleplaying game—fantasy, sci-fi, or modern—to generate hazards, manage resources, and drive the story forward without bogging down the session.
INSIDE THE SYSTEM:
The Drop-In Engine: A lightweight d4-based mechanic that replaces hours of wandering with high-stakes Event Slots.
4 Tactical Approaches: Players choose how they move—Stealth, Rush, Trailblaze, or Camp—with specific risks and rewards for each.
The Hazard Generator: Create unique Predators and Obstacles in seconds, from Sci-Fi Hunter-Killers to Fantasy Owlbears.
Pacing Control: Learn how to manage "Narrative Pressure" to make the journey feel dangerous without grinding the game to a halt.
THE MAP ENDS WHERE OUTLAND BEGINS.
Includes the Core Rules PDF and the printable Travel Spread.



