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Posted: Sat, 24 Jan 17:55:20 CST
Take the Tower is a level-zero gauntlet for Shadowdark RPG. In it, hapless peasants storm the the grim Bluestone Tor and race the clock to bring the wizard Tarniz to justice!

This gauntlet is designed for 3-5 players to finish in a single dungeon. Beyond the 30+ room dungeon, this product contains 4 new magic items, 6 new monsters, and 7 pieces of brand-new art created specifically for this product!
With your purchase of the PDF, you recieve:
- The 32-page Take the Tower PDF.
- 5 map files,
- and a home-printable version that won't devour your toner!

Art Credits:
Davis Roeser: pg. 5
Jake Potter: pgs. 3, 16
Jordan Kroeger: Cover, pg. 30
Nicco Salonga: pgs. 0, 6
Posted: Sat, 24 Jan 16:41:11 CST
Beyond the sun-cracked plains of central Karnaxos lies Tûr-Nakal, a wind-scoured highland where ancient stone roads converge beneath a sky the color of old brass. Once the seat of forgotten kings, Tûr-Nakal now endures as a land of shrines, fortresses, and half-ruined keeps, each claimed—or contested—by rival knightly orders sworn to conflicting visions of honor. These orders are not merely warriors in mail and bronze. They are cults of oath and blood, inheritors of pre-cataclysmic doctrines etched into clay tablets and obsidian stelae. Each believes itself the rightful guardian of a sacred relic known as the Sun-Seal, an artifact said to legitimize rule over Tûr-Nakal and awaken dormant powers buried beneath the plateau. Pilgrims vanish on the roads. Knights skirmish in the dust. Old prophecies stir. And you are drawn into the clash—by fate, by gold, or by a vow you cannot escape.
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HOW TO PLAY
In this Solo Adventure you assume the role of an adventurer in a Bronze Age Fantasy setting where kingdoms rise and crumble beneath obsidian skies, and where warlords, sorcerers, and wandering heroes carve their names into the annals of Karnaxos. You will require the Warborn of Karnaxos Core Rulebook (CRB) and any expansions you wish to incorporate. The story you experience is your own. The actions you choose depend on who and what you encounter, and how you elect to interact. Keep a record of your journey, tracking outcomes and branching consequences. Your decisions become the voice of the unseen Storyteller. The world of Karnaxos stirs to life through your interpretation, your vision, and your courage. This template provides structure, direction, narrative density, and motivational clarity, ensuring you always know what drives the hero, what threatens them, and what lies beyond the next torchlit corner.
Posted: Sat, 24 Jan 16:41:03 CST
There are nights in the Five Points when the streets feel alive in a way no honest man would claim as his own. Gas lamps sputter like dying stars, throwing crooked shadows across brick and bone. The gutters whisper with runoff and rumor alike. In these quarters, the city is not governed by laws set down on paper, but by fists, blades, and reputations earned in blood-soaked alleys. Old grudges fester beneath fresh paint, and every saloon door is a threshold to either fortune or a shallow grave. The gangs rule not as kings, but as storms—forming, breaking, reforming—each convinced they are the final shape of power. Some cling to traditions handed down like heirlooms: certain ways of fighting, certain lines never crossed. Others laugh at such relics and move faster, harder, with iron tools and colder minds. The streets are no longer merely contested; they are transforming. The Five Points is becoming something sharper, louder, and far more dangerous. Word spreads of a coming reckoning. Not a single brawl or saloon riot, but an all-consuming conflict—gang against gang, block against block—where alliances collapse overnight and yesterday’s heroes vanish without ceremony. Everyone senses it. Everyone prepares. And somewhere amid the smoke and iron, a name not yet feared begins to rise.
You stand at the edge of a crowded crossing, boots slick with mud and refuse. The air smells of coal smoke, sour gin, and hot metal. A fight breaks out half a street away—no warning, just movement, shouting, bodies colliding. No one runs. They only watch, measure, remember. Every man and woman here is keeping score. You know this much: the old balance is failing. Gangs that once ruled whole blocks now bleed ground to younger crews with quicker hands and fewer scruples. The city is reshaping itself, and there is room—dangerous room—for someone willing to act. Whether you rise as a champion, a butcher, or a survivor depends on what you choose to do next. The streets are waiting.
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In this Solo Adventure, you assume the role of a gangster in New York’s Five Points and surrounding neighborhoods in the mid-1800s. You will require:
The story begins with a brief introduction to the situation, a few key locations, and a handful of story hooks. From there, the game is driven by your imagination, choices, and dice rolls.
As you play:
You will record events, outcomes, and consequences
Posted: Sat, 24 Jan 15:01:58 CST
With the narrative already written, the combat rules simplified (but not diluted), the options endless and the adventure unlimited, all you need is your character sheet, the D&D 5E Player's Handbook and a basic understanding of how D&D works, it's that simple.
Following on from the success of the Domain of the Deathless King, Archmage Press is delighted to release this second massive DM-Less 5E adventure, The Dark Moon Rises.
Using our unique DM-Less rules you can play this game of D&D, either alone, or with up to four players but with absolutely no need for anyone to be the Dungeon Master. It is even compatible with both the 2014 and 2024 Fifth Edition rules.
The Story: You were born with the Dark Moon upon your shoulder. Most consider it a mark of evil, and you have spent your youth under a pall of suspicion. The only way to remove the sorcerous mark is to travel the Pilgrim’s Road to the holy chapel of Oldstanding. There, you may receive the blessing of Saint Herra and be relieved of your curse. Alas, the road is no longer safe, and it will require all your strength and cunning to reach Oldstanding and to free yourself from the curse of the Dark Moon…
This really is the D&D campaign you have dreamed of. You will have time to develop your characters and the opportunity to take risks in order to find powerful magic items. By the end of the adventure, you will be a force to be reckoned with. You’ll need to be – as there are many perils lying in wait for the unsuspecting pilgrim.
Book 4 - Masque of the Puresouls - Unmask the perpetrators who have plunged the Kingdom into anarchy.

Posted: Sat, 24 Jan 14:50:29 CST
With the narrative already written, the combat rules simplified (but not diluted), the options endless and the adventure unlimited, all you need is your character sheet, the D&D 5E Player's Handbook and a basic understanding of how D&D works, it's that simple.
Following on from the success of the Domain of the Deathless King, Archmage Press is delighted to release this second massive DM-Less 5E adventure, The Dark Moon Rises.
Using our unique DM-Less rules you can play this game of D&D, either alone, or with up to four players but with absolutely no need for anyone to be the Dungeon Master. It is even compatible with both the 2014 and 2024 Fifth Edition rules.
The Story: You were born with the Dark Moon upon your shoulder. Most consider it a mark of evil, and you have spent your youth under a pall of suspicion. The only way to remove the sorcerous mark is to travel the Pilgrim’s Road to the holy chapel of Oldstanding. There, you may receive the blessing of Saint Herra and be relieved of your curse. Alas, the road is no longer safe, and it will require all your strength and cunning to reach Oldstanding and to free yourself from the curse of the Dark Moon…
This really is the D&D campaign you have dreamed of. You will have time to develop your characters and the opportunity to take risks in order to find powerful magic items. By the end of the adventure, you will be a force to be reckoned with. You’ll need to be – as there are many perils lying in wait for the unsuspecting pilgrim.
Book 3 – The Twilight Valley - Track down your arch-nemesis in the magical Valley of Nastilae.

Posted: Sat, 24 Jan 14:32:27 CST
With the narrative already written, the combat rules simplified (but not diluted), the options endless and the adventure unlimited, all you need is your character sheet, the D&D 5E Player's Handbook and a basic understanding of how D&D works, it's that simple.
Following on from the success of the Domain of the Deathless King, Archmage Press is delighted to release this second massive DM-Less 5E adventure, The Dark Moon Rises.
Using our unique DM-Less rules you can play this game of D&D, either alone, or with up to four players but with absolutely no need for anyone to be the Dungeon Master. It is even compatible with both the 2014 and 2024 Fifth Edition rules.
The Story: You were born with the Dark Moon upon your shoulder. Most consider it a mark of evil, and you have spent your youth under a pall of suspicion. The only way to remove the sorcerous mark is to travel the Pilgrim’s Road to the holy chapel of Oldstanding. There, you may receive the blessing of Saint Herra and be relieved of your curse. Alas, the road is no longer safe, and it will require all your strength and cunning to reach Oldstanding and to free yourself from the curse of the Dark Moon…
This really is the D&D campaign you have dreamed of. You will have time to develop your characters and the opportunity to take risks in order to find powerful magic items. By the end of the adventure, you will be a force to be reckoned with. You’ll need to be – as there are many perils lying in wait for the unsuspecting pilgrim.
Book 2 – Halls of the Underking - Chaos has broken out in the dwarven city of Na
n Derral.
Posted: Sat, 24 Jan 14:15:33 CST
Legendary items are strewn across these lands. Adventurers find them and bring them to you. Using arcane magic, you divine their origins and string together the story of its past. Flashes of insight flutter across your mind. You recount what you witness, and become a part of the item’s history.
Forged is a solo RPG where you take on the role of a mage capable of divining an item’s past. Adventurers have brought you something, but what is it? Where did it come from?
- Divine legendary items’ past.
- Find out who forged them and why.
- Create unique items with rich lore.
Forged turns prepping legendary items for your group into a game. It is a tool for worldbuilding full of inspiring tables. Use it to flesh out your world or relax and play to find out what unique items adventurers bring you.
Every story is new. Each item is unique.
Posted: Sat, 24 Jan 14:13:07 CST
With the narrative already written, the combat rules simplified (but not diluted), the options endless and the adventure unlimited, all you need is your character sheet, the D&D 5E Player's Handbook and a basic understanding of how D&D works, it's that simple.
Following on from the success of the Domain of the Deathless King, Archmage Press is delighted to release this second massive DM-Less 5E adventure, The Dark Moon Rises.
Using our unique DM-Less rules you can play this game of D&D, either alone, or with up to four players but with absolutely no need for anyone to be the Dungeon Master. It is even compatible with both the 2014 and 2024 Fifth Edition rules.
The Story: You were born with the Dark Moon upon your shoulder. Most consider it a mark of evil, and you have spent your youth under a pall of suspicion. The only way to remove the sorcerous mark is to travel the Pilgrim’s Road to the holy chapel of Oldstanding. There, you may receive the blessing of Saint Herra and be relieved of your curse. Alas, the road is no longer safe, and it will require all your strength and cunning to reach Oldstanding and to free yourself from the curse of the Dark Moon…
This really is the D&D campaign you have dreamed of. You will have time to develop your characters and the opportunity to take risks in order to find powerful magic items. By the end of the adventure, you will be a force to be reckoned with. You’ll need to be – as there are many perils lying in wait for the unsuspecting pilgrim.
Book 1 – The Pilgrim's Road - Danger and adventure as you journey to the ancient chapel of Oldstanding.

Posted: Sat, 24 Jan 13:45:41 CST
Greetings, Story Weavers!
Step into a trove of unforgettable faces and voices that will breathe new life into your Dungeons & Dragons adventures. Forgotten Folks: NPCs for 5E is crafted to help you fill every tavern corner, bustling street, and shadowy alley with characters who feel real, intriguing, and full of secrets. Whether you’re an experienced GM or just starting out, you’ll find ready-to-play NPCs waiting to surprise and challenge your players.
A Cast of Endless Possibilities
Inside these pages, you’ll discover a diverse collection of NPCs spanning all walks of fantasy life — from shady informants and grumpy innkeepers to noble heroes and mysterious wanderers. Each NPC is designed to spark a story twist, prompt a memorable encounter, or become a recurring figure your players can’t forget. Use them as written or reshape them to fit your unique world.
Your NPCs, Your Way
These characters are tools — flexible and easy to drop into any campaign, side quest, or last-minute improv moment. They come with quirks, motivations, and hooks to make every interaction vivid and impactful. Your creativity brings them to life — this book simply lights the spark.
Let the Stories Unfold!
Whether you need a quick ally, a surprise antagonist, or a cryptic stranger to steer the plot, Forgotten Folks is your secret weapon for turning ordinary moments into memorable tales. May these pages inspire countless encounters and stories around your table. Happy storytelling!
Posted: Sat, 24 Jan 13:27:51 CST
Control the sea before the first cannon ever fires.
Pirate Cove: Fortifications provides a complete defensive harbor system designed for pirate-era campaigns, naval sieges, and smuggling operations. Each map is built to work alone or together, allowing Game Masters to stage tense approaches, blockades, infiltrations, and dockside raids with believable, historically inspired defenses.
This pack includes:
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Harbour Mouth Battery – A compact coastal gun battery positioned to command the narrow approach into the harbor, ideal for naval stand-offs, stealth assaults, or last-ditch defenses.
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Chain Towers – Twin harbor gate towers equipped with a massive chain boom, creating a deadly choke point that can halt ships, trap enemies, or become the focus of sabotage missions.
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Fortified Dock District – A defended dockside area with internal fortifications designed to control crews, cargo, and unrest once ships make it inside the harbor.
To support immediate play, the pack also includes ship tokens scaled and styled for these maps:
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Brigantine
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Sloop
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Galley
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Frigate
Whether your players are pirates plotting a daring harbor raid or defenders holding the line against an incoming fleet, Pirate Cove: Fortifications gives you the tools to make the harbor itself a battlefield.
Posted: Sat, 24 Jan 13:26:23 CST
This micro monthly includes 19 different magic diseases.
Unfortunately, there are rarely benefits from getting a disease in real life, but that doesn’t mean we have to have that for our fantastic magic diseases. Each disease comes with a draw back and a boon. Your strength might be sapped by tentacle sprouting disease, but then again, now you have a new limb!
Each disease has an average length of infection. Under each description it will say “lasts dx time”. Roll the die listed to determine how long a disease lasts. For instance Talking Frog Disease lasts 1d12 hours. So, if our PC is infected we roll a d12 and get 4. Then we will be spewing out frogs for 4 hours!
This issue includes:
- 19 magic diseases
- a random table for contracting magic diseases
- a ritual to remove magic diseases
- 22 magic items



