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Posted: Mon, 01 Dec 12:52:21 CST
Oakhaven is under Siege. Three bridges are blocked. Brute force is the worst solution.
The Three Trolls' Toll is a complete, 30-page introductory module designed to onboard players into the Startrial RPG system (Tier 1). This non-linear mystery and combat adventure challenges PCs to think beyond the blade, unraveling a dark curse that has gripped a once-prosperous frontier village.
The Challenge: A Curse of Greed
Three colossal Trolls—Grom, Stonker, and Grimfang—are blocking Oakhaven’s vital trade routes. They don't demand gold, but instead, require bizarre, specific tolls that reflect the vices of greed, possession, and manipulation. The only clue: the Trolls return every dawn, and the curse is linked to the village’s betrayed founder, the witch Morgwen.
What You Will Find Inside:
- Investigate the Betrayal: PCs must question locals, uncover the corrupt past of Oakhaven’s Founding Fathers, and link the Troll curse to the powerful, stolen magical artifacts.
- Tactical Encounters: Three distinct combat encounters where investigation is key. Each Troll has a Vulnerability directly tied to a Founder and the artifact he stole, forcing players to use intelligence and system mechanics over raw power.
- Multi-Objective Climax: A tactical final battle in Morgwen's Glade, where PCs must tackle thematic Minions and four Chaos-powered Obelisks. Destroying the Obelisks releases the Trolls from the curse, but demands difficult choices.
- Branching Endings: Your success or failure determines Oakhaven's fate. Choose between three unique outcomes with rewards and campaign hooks (Good Ending, Bad Ending, Neutral Ending) that immediately set up your next Tier 2 adventure.
Posted: Mon, 01 Dec 12:46:37 CST
This is the 10th game in my 30 Games in 30 Days challenge. You can find the rest in my store here, or at the website for my podcast No Plot, Only Lore.
The Game:
It takes years to fly to a new star system and build a new wormhole gate. Thankfully, the tech has gotten to the point where it isn’t hundreds or thousands of years - just like, three or four years in a tin can in the most hostile environment imaginable with three or four people you can barely tolerate.
What I Like About This One:
There’s something intriguing to me about bottles. The idea of a group of interesting people trapped in a small space and relying on one another for survival is endlessly compelling to me.
There aren’t a ton of sci-fi one-pagers, so I wanted to throw down in that space a bit. Get it? Space? lol
Again, we have group ‘hit points,’ which is pretty quickly becoming a hallmark of my systems.
Price: $0.00
Posted: Mon, 01 Dec 12:46:27 CST
This is the 24th game in my 30 Games in 30 Days challenge! You can find the others on my store here or at the website for my podcast, No Plot Only Lore!
The Game:
You put out a quest call, put a poster on the jobs board, and got ready to attack the dungeon. Only problem, the only people who answered were bards. And you’re a bard! But the quest has a time limit, so you’re going into the dungeon and you’ll just have to figure it out as you go!
What I Like About This One:
There aren’t enough games that make violence a non-answer. I mean, the number of times violence solves my problems in a normal day? Zero per day. The number of times seduction solves my problems? Very closely approaching zero… But my whole job is diplomacy! Diplomacy is how I handle all of my problems! So the idea of a game where beating monsters up is verboten appeals to me.
This is probably the worst version of the roll xd20, take the middle, that I’ve put together so far but I still kinda love it in its ridiculousness.
Posted: Mon, 01 Dec 12:46:26 CST
Hermit of Phadus 4
"Of course I know him - he's me!"
Posted: Mon, 01 Dec 12:46:24 CST
Hermit of Phadus 4
"Of course I know him - he's me!"
Foundry Virtual Tabletop Module

PLEASE NOTE - This is a pack of maps specifically set up for use in the Foundry VTT.
You will need a functional copy of Foundry VTT to use these maps.
Posted: Mon, 01 Dec 12:46:21 CST
Fort of the Griffon Knights
Fly, noble steed!
Included:
A pdf with 300dpi tiles ready for A4 printing
A set of 300dpi full size jpeg files, for poster printing
A set of 72dpi (140x140px) jpeg for Roll20 & other VTTs


Posted: Mon, 01 Dec 12:46:19 CST
Fort of the Griffon Knights
Fly, noble steed!
Foundry Virtual Tabletop Module

Included:


PLEASE NOTE - This is a pack of maps specifically set up for use in the Foundry VTT.
You will need a functional copy of Foundry VTT to use these maps.
Posted: Mon, 01 Dec 12:45:31 CST
The Game:
You play as the first humans to upload your consciousnesses to a digital form. The process was not perfect. But maybe, with some practice, the world you now inhabit can be.
This is the 16th game in my "30 Games in 30 Days" project. You can find the others on my store here or at the website for my podcast No Plot, Only Lore.
What I Like About This One:
There’s a theory of AI that suggests that the only way we’re going to reach the Singularity is to evolve humanity in parallel with the technology. Humans are gross and weird, and the theory goes that being gross and weird was a necessary part of becoming truly intelligent - we have complex needs, and getting those needs met requires complex thoughts. Now that AI is being rammed down our throats in every possible way, the idea carries a lot less appeal for me.
I’m an early adopter in general. I picked up AI early when there was still some excited buzz about it, and I learned one thing very quickly - it is not good at the things a computer should be good at. And if you want to plug that directly into my brain, that ain’t gonna fly. So there’s a horror element to the idea of uploading my thinker into a little black box that I think I maybe captured here.
Price: $0.00Posted: Mon, 01 Dec 12:45:05 CST
Not sure if this is for you?
Check out Volume Zero, which is 100% free and see if you enjoy the ideas and format, found here: https://www.drivethrurpg.com/en/product/547261
Specs of Vol2: 7 pages - including cover, introduction, three pages of content, reference material, and backmatter. PDF format.
Learn to pit creatures against each other to let your party take on greater challenges in Volume 2:
Bogland Bloodsuckers
A clutch of giant mosquitos has hatched in the wetlands, now threatening livestock and traveler alike. Fret not though, if you fight them in the bog from whence they came, you’ll have help in the form of natural predators: giant dragonflies.
Difficulty
Difficulty assumes a standard party of 4, please see Reference Materials to find guidance on altering the encounter to suit your party and the difficulty you are looking for. This encounter’s low level combatants make for a narrow level range where the combat is viable to build correctly. It could be updated for higher levels by using the reference material in the back of this document.
The giant dragonflies in this encounter are neutral combatants, they have no reason to attack the party, they are after the giant mosquitos which are a food source for them. This causes them to effectively act as allies in the fight, as they will attack and distract the mosquitos. To this end, their XP is subtracted from the XP budget total instead of added, allowing for more creatures to be placed in the encounter.
Encounter consists of: Giant Dragonfly (4, neutral combatants), Giant Mosquito (4)
Level 4: Extreme (160 XP)
Level 5: Severe (120 XP)
Level 6: Moderate (80 XP, suggested)
Level 7: Low (60 XP)
Level 8: Trivial (40 XP)
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Includes the folowing scene and props notes:
- Breeding-Bogs— These shallow bogs are difficult terrain as well as houssing a truly staggering number of mosquito larvae ready to tear flesh from bone, but worry not, decently stiff armor stops them in their tracks
- Floatons— These floating islands of foliage can be pushed around like gondolas, allowing one to avoid the dangerous water if you've got a spear, polearm, or similar item on hand. wind and water magic might help too!
- Swamp-Gas— Either on accident or purposefully, your party might blast their quarry into the air putting distance between them, or if they're luck, the bugs will come back down flat on their backs!
Includes The following alterations to creatures:
- The dragonflies gain the Natural Predator ability, which makes it easier for them to grab onto the mosquitoes.
- The mosquitoes gain the Struggle to Survive action, which lets them fight against a dragonfly that has them grabbed, hurtling them toward the ground if they fail at escaping and even potentially knocking their captor out of the sky.
Includes more express guidance on:
- Equalizing encounters with friendly or neutral creatures and NPCS.
- Handling flight in combat, collating advice that is spread around the rules a bit.
- increasing encounter dynamism with moving terrain, wind, and water currents.
- And more!
What are Dynamic Encounters?
No doubt you’ve played Pathfinder Second Edition for a little while now, or maybe you’re new and looking to just get some guidance on uplifting your encounter design. While PF2E’s encounter building guidelines work a treat, there isn’t much involved other than “You can put creatures and hazards of X level and Y amount in for Z difficulty, based on party level.” Which again, works great, but is bland. It doesn't necessarily take a ton of work to add a little spice here and there and make encounter’s more interesting. But maybe you’re new and don’t have confidence in making those sorts of choices yet, or maybe you just don’t have the time or energy to do it before session or on the fly.
Dynamic Encounter volumes are meant to serve two purposes:
1. To give you ideas and guidance on how to improve the feel of your encounters.
2. To give you some fairly plug-and-play encounters to work with.
To this end each of these volumes will have some general guidance in the front like this one, some bespoke guidance referring to the encounter contained within, a ready-to-play encounter, and maybe even a simple map on occasion!
It will be my endeavor to ensure the underlying principles of each encounter can be scaled up or down, though the pre-built encounter will obviously be intended for a certain difficulty and level range.
So What’s my goal with these? Besides providing plug-and-play content, I want to help give people ideas and inspiration for how to customize their encounters beyond just plugging in creatures haphazardly or in a way that is detached from the themes and tone of the encounter itself, simply in the name of filling the slot.
Posted: Mon, 01 Dec 12:44:53 CST
Not sure if this is for you?
Check out Volume Zero, which is 100% free and see if you enjoy the ideas and format, found here: https://www.drivethrurpg.com/en/product/547261
Specs of Vol1: 6 pages - including cover, introduction, three pages of content, reference material, and backmatter. PDF format.
Well-Fed Stinkers
A group of xulgath sewer-dwellers have pacified a number of ofalth. While the ofalth are plump, sleepy, and happy, they have no love for the hands that fed them, only desiring more food.
Difficulty
Difficulty assumes a standard party of 4, please see Reference Materials to finde guidance on altering the encounter to suit your party and the difficulty you are looking for. This encounter’s low level combatants make for a narrow level range where the combat is viable to build correctly. It could be updated for higher levels by using the reference material in the back of this document.
Encounter consists of: Xulgath Skulker (4), Xulgath Leader (1), and 3-4 Larval Ofalth (Non-combatants, act as a single 4th level complex hazard)
Level 4: Extreme (150 XP)
Level 5: Severe (110 XP, suggested)
Level 6: Moderate (75 XP)
-
Includes the folowing scene and props notes:
- Blockages - These involve terrain, as well as housing the ofalth that will act as a hazard, rather than creature in this encounter
- Sewage - includes terrain information, a disease, and conditions for exposure.
Includes The following alterations to creatures:
- all xulgath gain the Eye-Watering Perfume ability
- The xulgath leader gains the Salivating Spew lair ability, which can be taken by another xulgath if they fall.
- includes information on treating the larval ofalth as a hazard instead of a creature.
What are Dynamic Encounters?
No doubt you’ve played Pathfinder Second Edition for a little while now, or maybe you’re new and looking to just get some guidance on uplifting your encounter design. While PF2E’s encounter building guidelines work a treat, there isn’t much involved other than “You can put creatures and hazards of X level and Y amount in for Z difficulty, based on party level.” Which again, works great, but is bland. It doesn't necessarily take a ton of work to add a little spice here and there and make encounter’s more interesting. But maybe you’re new and don’t have confidence in making those sorts of choices yet, or maybe you just don’t have the time or energy to do it before session or on the fly.
Dynamic Encounter volumes are meant to serve two purposes:
1. To give you ideas and guidance on how to improve the feel of your encounters.
2. To give you some fairly plug-and-play encounters to work with.
To this end each of these volumes will have some general guidance in the front like this one, some bespoke guidance referring to the encounter contained within, a ready-to-play encounter, and maybe even a simple map on occasion!
It will be my endeavor to ensure the underlying principles of each encounter can be scaled up or down, though the pre-built encounter will obviously be intended for a certain difficulty and level range.
So What’s my goal with these? Besides providing plug-and-play content, I want to help give people ideas and inspiration for how to customize their encounters beyond just plugging in creatures haphazardly or in a way that is detached from the themes and tone of the encounter itself, simply in the name of filling the slot.
Posted: Mon, 01 Dec 12:44:35 CST
Ruin Turf-Keepers
A territorial band of goblins has claimed a crumbling ruin as their home, and they aren’t keen on sharing. Whether their hostility is justified or simply impulse, intruders rarely get the chance to explain themselves before the turf-keepers scatter into the nooks and heights of the broken structure—turning the battlefield into their ally with ledges, handholds, and blazing fires.
Difficulty
Difficulty assumes a standard party of 4; see the Reference Materials to adjust for your table’s level, party size, or preferred challenge.
Goblin Warrior (1), Goblin Pyro (1), Elite Goblin Commando (1)
-
Level 1: Severe (120 XP)
-
Level 2: Moderate (85 XP, suggested)
-
Level 3: Low (60 XP)
-
Level 4: Low (45 XP)
-
Level 5: Trivial (35 XP)
Optional scaling: Additional goblins may arrive as late reinforcements in rounds 2–3. These goblins still count toward the encounter XP budget even if the originals are subdued early.
Non-violent outcomes are possible—these goblins may be scared, defensive, or reacting to a misunderstanding. Diplomacy, Intimidation, or story context may shift the encounter from combat to negotiation.
Includes the following scene and prop notes:
Turf Fire —
A hearth, bonfire, or campfire the goblins maintain within the ruin. Treated as a low-threat Environmental Danger: forcing a creature into the fire deals ½ of 1d4 fire damage. The Goblin Pyro’s fire magic grows stronger near this flame.
Vertical Platforms —
Crumbling walls, ledges, lofts, or broken stone create natural high ground. the goblins use these to Take Cover, Hide, make ranged attacks, or scramble out of reach. Platforms may be toppled or broken using Force Open or direct attacks, sometimes causing fall damage or forcing Grab an Edge reactions.
Includes the following alterations to creatures:
All Goblins — Scramble Up
A flourish action allowing them to Leap toward a surface and Climb rapidly. This reflects their intimate familiarity with their home terrain.
Goblin Pyro — Burnt Ends
Fire spells deal +1 persistent fire damage when either the pyro or their target is within 10 feet of the turf fire.
Elite Goblin Commando — Healing Huck
Instead of a shortbow, the commando carries a minor healing potion or elixir and can throw it to an ally within 60 feet, activating it on impact.
Includes more express guidance on:
• Using verticality, cover, and environmental positioning to dynamically shift the flow of combat.
• Teaching players (through example) how to use terrain creatively—taking cover, climbing, manipulating hazards, and more.
• Adding “lair abilities” and environment-based actions to creatures to make encounters feel rooted in the world.
• Adjusting platform stability, fire placement, goblin tactics, and starting positions to make the encounter harder or easier.
• Integrating Environmental Dangers to increase tactical richness without adding XP tot he encounter budget.
• Using reinforcements, escape routes, and shifting goblin behavior to alter pacing and narrative tone.
What are Dynamic Encounters?
Dynamic Encounter volumes aim to:
-
Provide ideas and guidance to improve the feel of your encounters.
-
Offer plug-and-play encounters ready for immediate use at the table.
Each volume includes general design guidance, bespoke notes for the featured encounter, scaling tools, and occasionally a simple map. The goal is to help GMs move beyond basic XP math and build encounters that feel alive, thematic, and reactive—without requiring heavy prep.
Posted: Mon, 01 Dec 12:44:04 CST
Step into adventure with the Wagon Wheel Publishing Starter Bundle!
This digital download includes 4 complete one-shot adventures designed for Dungeons & Dragons 5e (levels 1–3). Perfect for new players, busy Dungeon Masters, or anyone who wants to drop an exciting story straight into their campaign.
✨ What’s Inside:
4 fully written one-shot modules (levels 1–3)
Dungeon maps in classic TSR-inspired black-ink style
NPCs, monsters, and random encounter tables
“Speak Aloud” text for easy DM narration
Digital PDF format — instant download
🎲 Why You’ll Love It:
Ready to play — minimal prep required
Classic TSR-style design with modern 5e mechanics
Great introduction for new adventurers and DMs
📥 Delivery:
This is a digital PDF download. No physical product will be shipped. After purchase, Etsy will provide an instant download link.




