DriveThru RPG
Newest Items
Posted: Fri, 26 Dec 22:28:42 CST
THE REALITY OF OOZE ENCOUNTERS
We've all been there. You've crafted an intricate dungeon with compelling villains and clever challenges. Then your players encounter an ooze, and the scene falls flat:
Players attack the gelatinous blob.
Ooze is defeated.
Players immediately forget it happened.
Another potentially amazing moment... wasted.
This pattern repeats in gaming tables everywhere, night after night.
Your players don't say it out loud, but they crave more. They want moments that surprise them, treasures that tell stories, and consequences that matter.
The difference between standard Game Masters and exceptional ones? What happens after the ooze dies.



Absorbed isn't just another supplement it's a complete reinvention of how oozes function in your game, transforming them from forgettable obstacles into centerpieces of mystery, magic, and memorable gameplay.
Absorbed is filled with 150+ rewards of slime-diving, treasure-hunting, ooze-exploring experience. Discover gelatinous secrets & acidic artifacts, recover partially-digested maps leading to forgotten treasures, and transform your adventures with unexpected discoveries from the dungeon's most overlooked monsters. Turn every ooze encounter into a memorable moment with a comprehensive collection of rewards, secrets, and surprises—but beware what might happen when you stick your hand in the goo!
???? SLIMY SWAG SUPREME!
20 Unique Magic Items - Who needs fancy wizard shops when you've got DUNGEON GOO?! These aren't your average +1 swords - these are weird, wild, and wonderfully slimy magical treasures that practically OOZE with personality! Each comes with full 5e stats and enough slime-based puns to make your players groan with delight!
Gooptastic Gear You'll Grab:
- Weapons That DRIP With Power: Swing the Acidic Edge and watch enemies sizzle! "Is that a shortsword in your hand or are you just happy to melt me?" Enemies will be DISSOLVED with how cool you look!
- Armor With Transparency Issues: Don the Gelatinous Cuirass and become partially see-through! "My defense strategy is clear, but my organs shouldn't be!" Great for confusing enemies and horrifying allies!
- See-Through-Stuff Swag: Peek through walls with the Cube's Eye monocle! "That's not a secret door - that's the women's changing room! RUN!" Perfect for dungeons, terrible for maintaining friendships!
- Stretchy-Squishy Jewelry: The Amorphous Amulet lets you squeeze through keyholes! "Guards at the front door? More like guards at the front BORE!" Who needs a rogue when you can become semi-liquid?!
- Consumables That Go SPLAT: Slime Grenades that turn hallways into slip 'n slides! Bottled Ooze Essence that makes mimics reveal themselves! "Is that a bottle of magical ooze in your pocket or... actually, that's a really weird thing to have in your pocket."
- Footwear That Says WHOOSH: Slippery Boots for controlled sliding chaos! "I'm not falling, I'm tactically repositioning with style!" Perfect for hasty retreats or impromptu dungeon ice skating competitions!
- DROP-DEAD GORGEOUS ART: 10 full illustrations of the grossest, most-desirable items ever! "That picture's making me queasy, but I STILL want the item!" What better endorsement exists?
Magic items so unique, your players will FIGHT over who gets to attune to the pulsating, slightly-damp wand of questionable origins! "Dibs on the thing that's breathing... wait, should it be breathing?"



???? THE SLIME YARD SALE!
60 Common Ooze Findings - It's like a dungeon flea market where everything's been pre-soaked in magical stomach acid! From slightly-melted coins to weirdly-improved weaponry, these goopy treasures are the stuff of legend... or at least good tavern stories! Why did the adventurer stick their hand in the cube? Because that's where the good stuff is!
The Gooey Goods You'll Score:
- Cha-Ching With Extra Ooze: Coins that still count but come with personality! Gems that glow after their acid bath! Jewelry that's been "reimagined" by digestive processes! "This gold piece is half-dissolved but twice as shiny – we call that PROFIT!"
- Previously-Owned Equipment: Weapons with grippy texture from acid etching! Armor with built-in slime pockets for snack storage! Shields that are somehow MORE effective after being partially digested! "This sword has 'character' – and by character, we mean it's slightly melted!"
- What-In-The-World-Is-THAT: A music box that plays songs backward! A mirror that shows you with tentacles! Boots that leave slime footprints but never get dirty! "Is it cursed? Is it blessed? Is it both? Only one way to find out!"
- Slimy Knick-Knacks: Lockpicks that melt into any keyhole! Quills that write in glow-in-the-dark ink! A compass that points to the nearest slime! "The previous owner didn't survive, but their stuff got WAY cooler!"
- The "It Depends" Tables: Does an ooze's age affect its loot? YOU BET! Ancient sewer ooze treasures are like fine cheese – stinkier but more valuable! Young forest oozes? Fresh pickings with a hint of squirrel!
- The "Hurry Up & Roll" Guide: For when your players kill the ooze and immediately demand "What's in it?" before you've even finished describing the death splatter!
Every ooze is a surprise package waiting to be unwrapped! Sometimes the wrapping tries to dissolve you, but that's just part of the fun!


???? EAVESDROPPING ON OOZE GOSSIP!
50 Slime Secrets - Turns out oozes are the ultimate gossips of the dungeon world! They've heard (and absorbed) EVERYTHING! These gelatinous blabbermouths are walking treasure troves of juicy info - from half-digested treasure maps to a dragon's embarrassing nickname! Who needs a spy network when you've got puddles with secrets?
Slimy Scoops You'll Discover:
- Last Words & Whispers: Catch the final thoughts of adventurers who didn't make it! "The password is 'rutabaga'... ARGH!" or "Don't trust the bartender, he's actually a—" SLURP! Talk about cliffhanger endings!
- Treasure Whispers: Cryptic clues and half-heard directions! "The gold is buried beneath the third statue where the shadow falls at noon" or "The abandoned temple holds more than prayers in its western wall!" No actual maps required - just tantalizing hints!
- Monster Dirt: "The minotaur can't turn right because of an old knee injury!" "The vampire is terrified of ducks!" Blackmail material and tactical advantages all in one goopy package!
- Wizard Whoopsies: Spell recipes gone wrong! Secret magic words! The REAL reason that tower in the distance is slightly tilted! Academic knowledge with a side of "maybe don't try this at home"!
- Puzzle Cheat Codes: Skip the three-hour brain-teaser session with answers straight from the source! "The goblin riddle? Just say 'moonlight' and duck!"
Every ooze is like a slimy fortune cookie filled with adventure hooks instead of fortunes! Just reach in and grab one! (Gloves recommended!)



30 Boons & Curses - Detailed temporary effects that occur after handling ooze remains or treasures. Because you can't expect to stick your hand in magical ooze and not come out changed! Each includes duration, game mechanics, visual descriptions, and potential complications or advantages.
What You'll Get:
???? OOZE-SOME UPGRADES!
15 Beneficial Boons - Forget boring old potions - get your superpowers the slimy way! Dip your hand in magical goo and walk away with cool abilities that would cost a fortune at your local alchemist's shop! Side effects may include slight tingling, occasional dripping, and explaining to townsfolk why parts of you are see-through!
Gooey Goodness You Might Score:
- Stretchy-Stretchy Powers: Suddenly your arms reach that top shelf! High-five people from across the room! Grab the last cookie without getting up!
- See-Through Peepers: Walls looking a bit transparent lately? That's just your new ooze-enhanced vision! Perfect for finding secret doors or checking if that suspicious tavern keeper is hiding something!
- Acid-Proof Skin: Laugh in the face of acid traps! Swim in lemon juice! Use extra-spicy hot sauce with abandon!
- Slippery Moves: Escape from any grapple with ease! Slide under doors! Win every greased pig contest at the village fair!
- Bubble Communication: Your words appear as visible bubbles only your friends can see! Perfect for secret planning or underwater conversations! Less perfect for surprise parties!

???? OOPS, I TOUCHED THE GOO!
15 Minor Curses - Every treasure has its price, and sometimes that price is your dignity! These aren't your grandma's curses - no eternal doom here, just hilariously awkward side effects that'll make your character the talk of the tavern! Who needs enemies when you've got ooze residue?
Slimy Snafus You Might Suffer:
- Butterfingers Deluxe: Can't hold your sword? Your tankard? Your own hand? Congratulations on your new career as a juggler... an accidental one!
- The Ooze Matchmaker: Suddenly every slime in a mile radius thinks you're SUPER attractive! It's like a dating app, but for monsters that want to dissolve you!
- The Walking Sound Effect: Squish Squish Squish goes every step! Perfect for dramatic entrances! Terrible for sneaking! "Who needs a theme song when your knees provide the beat?"
- Sweating the Small (Acidic) Stuff: "Is that nervousness or are you melting minor objects with your perspiration? Either way, people are giving you extra room at the bar!"
- The Slime Linguist: Your words come out with extra bubbles and slurps! Eldritch incantations sound extra authentic! Regular greetings sound... concerning!


20 Ooze Phenomena - What happens when a jelly-like monster with questionable digestive habits suddenly goes SPLAT? Magic meets slime meets dungeon floor! The fun doesn't end when the ooze does - that's when things get REALLY weird! Your players will be tiptoeing around saying, "Nope, not touching that puddle with a 10-foot pole!"
What's Inside This Goopy Goodness:
- Slime-Scene Effects: Floors turned into slip 'n slides, acid puddles that eat through boots, and weird fog that smells like grandma's perfume mixed with dungeon funk!
- Magic Gone Wild: The ooze is dead but its magic lives on! Fireballs turn into slimeballs, invisibility spells make you transparent like a cube, and your magic missile might just grow little pseudopods!
- Dungeon Redecorating: Watch as stone melts into abstract art, wooden beams twist into pretzel shapes, and metal fixtures transform into modern art installations. Extreme Makeover: Dungeon Edition!
Posted: Fri, 26 Dec 22:28:36 CST

Is your spellbook simply sitting there? Do your spell components remain in their original location? Does your magic do what it was meant to do exactly? How frustrating!
CATPOCALYPSE is coming to solve all of the issues involving traditional magic.
Inside, there are 150+ spells that reveal how cats have always strived to advance magic. Cats understand that every spell is better with a little disorder, that every component belongs on the floor, and that magic is at its strongest at three in the morning.
From tactically distracting cantrips to 9th-level spells that truly shatter reality (and a few pricey vases), Catpocalypse turns traditional magic into something much more fun.
For years, your familiar has been attempting to teach you these secrets by stepping on your spellbook, knocking over your component pouch, and requesting attention during ritual casting. They were trying to show you a better path, not be difficult.

"Every spell is improved by adding cats. This isn't an opinion, it's a natural law."
Unlike traditional magic users who waste time with careful planning and precise execution, Catpocalypse introduces a new spellcasting philosophy: Chaos with Purpose. Each spell has been rigorously tested by our panel of expert cats, who insisted on conducting all experiments in our faces for maximum efficacy.


Our 150+ spells span all levels of play:
- Cantrips: For when you need constant chaos
- 1st-3rd Level: Everyday mayhem
- 4th-6th Level: Advanced destruction
- 7th-9th Level: Reality-altering shenanigans

- Spells must be cast at the most inconvenient time possible
- All ritual casting requires a nap halfway through
- Concentration can be broken by the sight of any moving object
- Counterspell only works if you knock someone's components over

"Compatibility notes, because someone had to write them."
All content in Catpocalypse is designed for 5th Edition and has been thoroughly tested (by cats, but still tested).
This means:
- All spells use standard spell slots
- Follows normal spellcasting rules
- Compatible with existing classes
- Can be learned like any other spell
- Works with standard magic items and features


"Finally, magic that makes sense to cats."
What happens when you let creatures who think boxes are portals to another dimension redesign magic? Eight schools that prove chaos isn't just a side effect - it's a lifestyle.

"Why use charm when you can just scream until you get what you want?"

Yowling practitioners are skilled voice manipulators who have mastered the art of strategically using noise to achieve their desired results. They use the age-old technique of being obtrusively annoying until the cosmos adheres to their wishes. Yowling magic shows that volume is merely another type of mind control, from calling forth food at a ridiculous time in the morning to making sure that everyone is aware of how empty your food dish is (regardless of its true condition).
Signature Spells:
- Demand Attention: Target must stop whatever they're doing and pay attention to you
- Food Bowl Lament: Make everyone within range deeply concerned about your empty bowl
- Sonic Inconvenience: Create persistent noise at the worst possible moment
- Mass Wake Up Call: Because if you're awake, everyone should be awake

"If it exists, it can be pushed off something higher."

The noble art of calculating exactly how much force is needed to send any object to its doom. Knocking practitioners understand that everything in the universe exists in a state of "about to fall." These spells focus on correcting the fundamental wrong of objects existing on flat surfaces, using precise magical force to ensure nothing remains safely placed where it was put.
Signature Spells:
That Was Expensive, Right?: Target the most valuable object in range. Damage scales with item's worth
Physics? Optional: Push objects in physically impossible directions
Not My Fault: Create a domino effect of falling objects. End result always looks accidental
Gravity Enhancement: Make anything more likely to fall

"Because the best defense is being too comfortable to move."

The only way to feel genuinely safe, according to Loafing practitioners, who are experts in comfort-based defensive magic, is to become so at ease that the universe itself won't disturb you. These spells, which are based on the age-old tradition of Being One With The Spot, infuse your surroundings with such intense warmth that not even the most powerful magic would dare disrupt your peace.
Loafing magic uses the underlying power of Pure Comfort to turn simple relaxation into an impenetrable barrier. From creating zones of such perfect relaxation that even gods will feel awful about disturbing you to creating force barriers that reject anyone trying to claim your sunbeam, these spells show that true power comes from mastering the art of utter stillness.
Signature Spells:
Comfortable Barrier: Creates a force field of pure coziness that others feel bad about breaking
Perfect Spot: Makes any location the most comfortable place in existence (until someone needs to use it)
Immovable Loaf: Become so perfectly settled that not even wish spells can move you
Zone of Supreme Comfort: Create an area so cozy that attackers must make a Wisdom save or feel too guilty to disturb it

"Suddenly appearing at maximum velocity from nowhere in particular."

Masters of chaotic movement, Zoomies practitioners have tapped into the fundamental force of Random Burst Energy™. These spells harness the power of appearing everywhere at once, usually at top speed, often for no discernible reason. From crossing dimensions via random sprinting to creating pocket dimensions of pure chaos, Zoomies magic proves that sometimes the best magical solution is just running really fast in unexpected directions.
Signature Spells:
Spontaneous Sprint: Teleport while running at maximum speed in random directions
Random Room Arrival: Appear in every room of a building within 6 seconds
Ghost Cat Parkour: Phase through walls while bouncing off nothing
Mass Panic Zoomies: Spread the zoomies to everyone in range

"Death is just a very long nap, and we're experts at those."

The most restful of all magical arts, Napping practitioners have mastered the space between life and death through advanced relaxation techniques. These spells tap into the power of the Nine Lives, proving that the best solution to most fatal problems is just sleeping them off. From turning deadly attacks into power naps to literally sleeping off death itself, Napping magic shows that you can rest your way through almost anything.
Signature Spells:
Power Nap Revival: Turn death saving throws into quick naps
Nine Lives Shield: Auto-resurrect via tactical napping
Eternal Sunbeam: Create the perfect napping spot that follows the sun
Mass Hibernate: Turn deadly damage into a really good nap

"Reality is whatever you make it in the dark."

Masters of the unseen and defenders against invisible threats, Greeble practitioners specialize in fighting things no one else can see. These spells tap into cats' natural ability to detect interdimensional beings that are definitely real and absolutely not just dust particles. From creating phantom mice to manifesting the shadow creatures that definitely live in that corner, Greeble magic keeps the world safe from threats that may or may not actually exist.
Signature Spells:
Detect Invisible Threat: Find imaginary beings to fight at 3 AM
Manifest Greeble: Make others see what you see (they'll regret doubting you)
Shadow Boxing: Create an illusory opponent to fight dramatically
Mass Hallucination: Everyone now sees the thing behind the curtain

"If I fits, I sits. If I don't fits, I still sits."

The ultimate art of making yourself fit where you clearly shouldn't. Squish practitioners understand that physical form is merely a suggestion, and any space is a comfortable space if you try hard enough. These spells focus on the ancient cat art of being both solid and liquid simultaneously, letting you transform into shapes that defy both physics and common sense.
Signature Spells:
Liquid Bones: Flatten yourself to slip under any door
Container Conform: Automatically take the shape of any container
Impossible Fit: Make any space a comfortable sleeping spot
Mass Compression: Turn any box into the perfect size (always slightly too small)

"Watching from above, planning chaos from below."

The subtle art of superior observation. Judging practitioners have mastered the ability to see all and judge accordingly, usually from the highest possible vantage point. These spells harness the power of looking down on everyone both literally and figuratively. From predicting the perfect moment to cause chaos to finding the highest spot in any room, Judging magic proves that true power comes from silently critiquing everyone else's life choices.
Signature Spells:
Superior Position: Find the highest point in any room
Calculated Judgment: Know exactly when your chaos will be most inconvenient
Critical Gaze: Make a target feel judged by their life choices
Mass Disapproval: Everyone in range knows you're disappointed in them

"Because every wizard needs a cat to judge their life choices."
When you thought magical pets couldn't get more chaotic, Catpocalypse introduces new familiar options that turn your magical companion into the master of mayhem they were always meant to be. These expanded familiar rules ensure your cat familiar has all the tools needed to properly disrupt every ritual, ruin every stealth check, and knock every important magical component off the table at the worst possible moment.
New Familiar Features:

Your familiar can now telepathically communicate:
- Their disappointment in your life choices
- Demands for food (regardless of when they last ate)
- Cryptic warnings about things they just knocked over
- Precise timestamps for their next scheduled chaos

As an action, your familiar can now:
- Knock Over: Target any object within 5 feet that really shouldn't be knocked over
- Judge Silently: Give one creature disadvantage on their next Charisma check
- Strategic Placement: Position themselves exactly where they'll cause the most chaos
- Selective Hearing: Choose to completely ignore any command or charm effects while maintaining eye contact

Your familiar can use their reaction to:
- Appear suddenly in a closed room with no apparent entrance
- Show up when someone allergic to cats enters the room
- Walk across spellbooks at crucial moments
- Make intense eye contact during important conversations

Your familiar automatically:
- Always lands on their feet, even in anti-magic fields
- Can fit through any space their whiskers fit through
- Knows exactly when you're trying to concentrate
- Has advantage on saves against actually doing what you want

Posted: Fri, 26 Dec 22:28:31 CST

Hey there! Ready to take your monsters from “meh” or “same old same old” to "holy natural 20 did that thing just do that!?” Let's dive into the game-changer you've been waiting for...
Gather 'round as we unveil Monsters at their Core, a 300 page monstrosity (pun definitely intended, and if you groan, I'll assume you failed your saving throw against dad jokes) of pure awesomeness packed with exhilarating and imagination-driving content for your next 5E game.
To cut to the chase (and trust me, your players will be running), inside you'll find monsters classic and completely new but re-envisioned with extra abilities, actions, bonus actions, and reactions. And no, I'm not talking about the usual "Claw, Keen Smell, or Hide" routine. Yawn. Each ability is centered around that specific monster's theme. It's like you're playing the monster rather than just slapping on a new coat of paint.

But wait, there's more! (And no, I'm not selling you kitchen gadgets.) We've gone the extra mile (in the rain, I might add - do you know how hard it is to write in the rain?) to create a new system known as Monster Cores. These cores mean you can take any monster in this book - or any book you like, we’re not picky - and give them fresh new abilities, spicing up even the dullest of encounters.
Your players think they know the books inside and out? Ha! Grant one of your monsters a special core (or more if you’re feeling sadistic) and suddenly they're wondering what in the Nine Hells is going on. It's like serving a familiar dish with a secret ingredient - familiar, yet excitingly unpredictable.

Be the DM Your Players Write Home About. Become the stuff of gaming night legend. With our diverse array of monsters and easy customization options, you'll consistently create encounters that have your players texting each other mid-week, eager to see what challenges await. Get ready for a lot of "I can't believe that just happened!" moments.
Don't let predictable monsters and time-consuming prep turn your epic campaign into a slog. Elevate your encounters, reclaim your free time, and become the DM you've always dreamed of being with Monsters at their Core.
And we're just getting started. Buckle up or tie down your balloon strings because this ride is about to get wild...

Unlock Your Players Fear. Remember that feeling when you first cracked open the Monster Manual? Get ready to experience it all over again. Our Monster Cores System lets you mix and match abilities faster than a Tabaxi Monk with Haste. Want a Goblin that can turn your party into tiny animated toys? Done. A Gelatinous Cube that can summon MORE Gelatinous Cubes? Why not! The only limit is your imagination (and maybe your players' sanity).
How many Cores? 40! That's right a whopping 40 cores to choose from and swap in and out on your monsters. Not only that but each core comes with a young, adult and ancient version totalling 120!
What are Cores? Cores are considered powerful enchantments. The additional power granted to the monster is dependent upon which rune is etched into the core currently embedded within that monster. Each core has been divided into a category; Arms, Fortress, Legion and Territory.
Arms: A set of offensive abilities and weapon-based actions/enhancements that can increase their combat capabilities and provide unique attacking options.
Legion: A collection of summoning, commanding, and buffing abilities that allow monsters to call forth minions, control allied creatures, and enhance their followers' combat effectiveness.
Fortress: A suite of defensive and battlefield control abilities that enable monsters to protect themselves and their allies while restricting enemy movement and actions.
Territory: A set of area-of-effect abilities focused on manipulating the environment and creating advantageous terrain conditions that can dramatically alter battlefield dynamics.




Core Name: Toy Transmutation
Category: Arms
Description: This core grants the monster the ability to transform living creatures and objects into tiny animated toys. While transformed, creatures retain their memories and can act, but are limited by their new toy forms and become much more fragile.
Ranks
Juvenile: The monster can use an action to attempt to transmute one creature it can touch. The target must succeed on a Constitution saving throw or be transformed into a random toy (roll on the Toy Transformation table).
- When a creature is transmuted, roll on the Toy Transformation Table to determine its toy form.
- Each form grants a unique ability in addition to the base animated object traits.
Transmuted creatures retain their memories and mental abilities but adopt the physical traits of a Tiny animated object:
- Size becomes Tiny
- Hit Points are reduced to 20
- AC becomes 18 (natural armor)
- Speed is reduced to 30 feet
- Strength becomes 4 (-3)
- Dexterity becomes 18 (+4)
- Constitution becomes 10 (+0)
- Gain immunity to poison and psychic damage
- Gain vulnerability to fire damage
If a transmuted creature is reduced to 0 hit points, it must make death saving throws as normal. The effect lasts for 1 hour.
Adult: The transmutation effect now lasts until dispelled or until the monster chooses to end it. The monster can transmute creatures within 30 feet, no longer requiring touch.
- Toy Sympathy: The monster has advantage on Charisma checks against transmuted creatures.
- Mass Transmutation: Once per day, the monster can attempt to transmute all creatures in a 20-foot radius. Each target must make a Constitution saving throw transforming in a failed save.
Ancient: The monster's transmutation powers reach their peak. It can affect creatures up to 60 feet away
- Transmuted creatures can be either Tiny or Small size (monster's choice).
- Small toys have 30 HP instead of 20.
- The monster can transmute objects as well as creatures.
- Toy Control: As a bonus action, the monster can attempt to control one transmuted creature within 60 feet. The target must make a Wisdom saving throw or be controlled by the monster until the end of the monster's next turn.
- Partial Transmutation: As a legendary action, the monster can partially transmute a creature, turning only part of its body into a toy. This imposes disadvantage on certain types of checks or saving throws based on the affected body part.
- Toybox Reality: Once per day, the monster can create a 50-foot radius "toy box" zone for 1 minute. Within this zone, all objects are transmuted into animated toys, and creatures must make a Constitution saving throw at the start of each of their turns or be transmuted into a random toy until they leave the zone.


Classically Trained. We've taken those monsters you know and love and given them the level-up they deserve. Your players face down a creature they thought they knew, only to find it's got some new tricks up its sleeve. They adapt, they strategize, they dig deep into their bag of tricks. The battle is intense, the outcome uncertain, but win or lose, everyone at the table is having the time of their lives. That's the kind of experience this book delivers, time and time again.
Meet the Resourceful Goblin
"Did... did that goblin just steal my component pouch?" - Your Players, Mid-Combat
Traditional Goblin:
- Basic sword swing
- Simple hide bonus action
- Runs away when hurt
Our Enhanced Goblin:
- Innate Traits
- Pack Tactics: Masterful group coordination
- Quick Hands: Dexterous theft and tool use
- Skittering Rush: Slips through larger creatures
- Trash Collector: Turns junk into advantages
- Cunning Actions
- Dirty Fighting: Blinds with improvised weapons
- Smoke Pellet: Creates tactical cover
- Scimitar: Traditional but effective
- Shortbow: Keeps their options open
- Opportunistic Bonus Actions
- Scavenger's Cunning: Expert treasure hunting
- Nimble Stride: Fluid battlefield movement
- Quick Steal: Lightning-fast pickpocketing
- Survival Reactions
- Opportunistic Retreat: Punishes missed attacks
- Defensive Scramble: Last-second damage reduction
- Share the Pain: Spiteful counterattack

If that wasn't enough wait until you see what it becomes...


New Monsters = New Ways to Die. Move over, Tarrasque! We've cooked up a menagerie of original monsters that'll have your players reaching for their Monster Slayer's Guides (not included). From CR 1/8 minions perfect for that low-level warren, to campaign-ending BBEG material that'll make Orcus nervous, we've got you covered.
Every creature comes loaded with:
- 4+ Unique Abilities that define its nature
- 4 Powerful Standard Actions for versatile tactics
- 3 Strategic Bonus Actions for quick maneuvers
- 3 Reactive Abilities that keep combat engaging
Traditional monsters give you:
- Basic multiattack
- Simple reactions
- Generic abilities
Our enhanced monsters deliver:
- Tactical combat choices
- Strategic bonus actions
- Themed reaction abilities
- Dynamic battlefield control
- Story driving powers
Meet the Wax Sculptor Goblin

"Those aren't candles... and that's definitely not a statue." - Your Players, Moments Before Chaos
Traditional Upgraded Goblin:
- Simple sword attack
- Basic stealth
- Predictable tactics
Our Wax Sculptor:
- Innate Traits
- Advanced Wax Manipulation: Controls wax at will
- Wax Attunement: Senses wax within 60 feet
- Wall Crawler: Scales any surface
- Wax Mimicry: Becomes a perfect replica of objects
- Artistic Actions
- Wax Weapons: Shapes deadly implements
- Encase in Wax: Traps victims in hardened wax
- Wax Projectiles: Launches multiple wax missiles
- Wax Construct: Creates combat allies from wax
- Crafting Bonus Actions
- Wax Armor: Instant defensive coating
- Wax Mobility: Creates slick escape paths
- Reshape Wax: Alters battlefield dynamics
- Sculptural Reactions
- Wax Wall: Conjures protective barriers
- Wax Tendrils: Grapples with animated wax
- Wax Substitution: Leaves decoy duplicates


Plays Well With Others. Whether you're running a classic Forgotten Realms adventure, exploring the mist-shrouded streets of Ravenloft, or tinkering with constructs in Eberron, Monsters at their Core meshes seamlessly with every monster manual on your shelf. Our innovative system doesn't replace your existing bestiaries—it supercharges them!
Love that obscure creature from a third-party bestiary? Use our Core system to give it a terrifying twist. From the sunless Underdark to the cosmic expanses of Wildspace, our flexible system ensures that every monster in your collection can find a home in any setting.
With our monsters and core system, you can create more unique combinations than:
- Stars in our entire Milky Way galaxy (100-400 billion stars)
- Grains of sand on all Earth's beaches (estimated at 7.5 quintillion)
- Seconds that have passed since the dinosaurs went extinct (about 2.1 quadrillion seconds)
It's not just another monster book—it's the key that unlocks the full potential of every creature compendium you own!
Growing Monsters. Remember that rush when you first unleashed a new monster on your unsuspecting party? Get ready to triple that feeling. Every monster AND core has three stages; young, adult and ancient. It's like a magical growth serum for monsters, turning every encounter into a potential recurring nightmare (in the best way possible, of course).
Perhaps you want that adorable Jinx Kitten that barely escaped at level 3 to come back as a vengeful Adult Jinx Feline at level 10? Done. How about facing the reality-warping Jinx Phantom as the campaign's final boss at level 20? Absolutely! The only limit is your storytelling ambition (and maybe your players' ability to navigate an ever-shifting landscape of bad luck).
Posted: Fri, 26 Dec 21:03:17 CST
The second issue of Clandestine Societies is finally here. A small ezine that provides articles and inspiration for your Supernatural, Horror and Occult table top role playing games. Mostly system agnostic with some mechanics provided using the WaRP OGL.
Articles included in this issue:
Ten Terribly Cursed Items
Dante Taxi Service
The Widow Rose (WaRP)
Skinners (WaRP)
Random Resurrection Side Effects
Posted: Fri, 26 Dec 20:00:19 CST
4 years isn't nearly enough time to forget the worst night of your lives.
You never saw Ally Sherman again after Halloween 1995. Minister Elijah Gay also left town following the incident, saying that he felt ashamed that he could not see the troubled nature of the Andrus family sooner and prevent the tragedy; that he had failed as a leader in this community.
For your part you've tried, in your own way, to put the trauma behind you. But one morning in March of 2000 you sit down at a computer to check your recently established email account. You've got mail and the subject line reads "URGENT". Checking the recipients, one by one you see the addresses of each of the friends you stood by and survived with that fateful Halloween night. The gang's all here. And the message, though brief, sums up your enduring fears:
Meet me in Arkham. It isn't over.
-Ally Sherman
Shadows of Sumnerville: Whiterock is an indulgent and trope-y conclusion to the story begun in Shadows of Sumnerville: Trick r Treat. It is intended to be playable in 3-4 hours.
Posted: Fri, 26 Dec 18:59:07 CST
This is a typed-up version of my game The Chosen One (Is a Moron) from my 30 Games in 30 Days Challenge. Nothing changed on this one except that I typed it up with fonts instead of hand-writing it. I decided to use several more fancy fonts this time because of the nature of the game, but I definitely overdid it on the first run. I've included two files on this one - one using a fancy font and one using the standard Chinacat font I've been using for most of these clean-up projects.
The Game
There is a prophecy. The person who is meant to fulfill that prophecy is a well-meaning idiot. Your job, and the jobs of your fellows, is to make the prophecy come true at any cost so that the big dummy can thwart the Big Evil.
What I Like About This One
It’s hard to do the Chosen One trope in RPGs because the entire medium of games is agency. Not to get too into the weeds on theory, but the choices that we make and the free will we exercise are the tool we use to create the Art Moment of a game. That experience isn’t necessarily undermined by narrative tropes around destiny, but those tropes can feel really restricting, at times in ways that can de-value the artistic experience of the participants. So having your player characters be the Chosen One without explicit buy-in as to what that means can be kind of disastrous.
Making the Chosen One a) a non-player character and b) a dummy presents some interesting opportunities for how to utilize free will and agency towards a specific goal - how do we get this moron to fulfill the prophecy in a way that will actually let us destroy the Great Evil?
Also, I love the idea of a random prophecy, so mad-libs!
Posted: Fri, 26 Dec 18:41:53 CST
A short document with rules for playing ratfolk in AD&D (2E; 1E shouldn't require much, if any, adjustment). This is a tiny sneak peak at our upcoming adventure, "Nightfall at Thorn Hollow," and it contains a new piece of art from that adventure, but you can use it as you wish.
Posted: Fri, 26 Dec 18:36:50 CST
Music is the lifeblood of cyberpunk. It can be heard in any alley, street, car, or pub. And it’s rock bands that make this music that flows out of stereos far and wide. And each of these rock bands is odd, strange and quirky by virtue of their lives as artists and musicians. And their fans wouldn’t have it any other way.
This list is intended for any cyberpunk or futuristic setting (like Cyberpunk Red, Traveller, Cyberpunk 2020, Android, Altered Carbon, Shadowrun, GURPS, Rifts, Star Wars, Star Trek, Space Opera, Babylon 5, Red Dwarf, etc.) where technology is not necessarily uniform or simple. This list can be applied to bars, taverns, concerts, basement areas, rooftops, casinos, arenas, and so on. This roleplay-ing tool gives you dozens of different ways to add a new dimension to your next concert or band of musicians.
This Roll Percentile list has one hundred possible results in this format:
Roll result: A brief description of a strange feature of this cyberpunk rock band.
Example 101: Fans like to toss a very specific item on stage (underwear, food packets, stuffed animals, etc.) for 1 specific song.
*****
NEED MORE CYBER CITY IN YOUR LIFE?
HERE ARE SOME AVAILABLE PRODUCTS:
100 Types of Cyberpsychosis
100 Capsule Hotel Contents
50 Kinds of Kibble - Prepacked Food - Vol 1
100 Items in a Solo's Pocket
100 Items in a Fixer's Pocket
100 Items in a Medtech's Pocket
100 Items in a Corporate's Pocket
100 Cyberfinger Devices
100 Street Weapons for Cyber City
100 Cybernetic Weapons
100 Language Chips of Cyber City
100 Reflex Chips of Cyber City
100 Knowledge Chips of Cyber City
100 Methods of Coercion in Cyber City
100 Cybernetic Sensors
100 Items in a Cyber Cop's Pocket
100 Items in a Rockerboy's Pocket
100 Cybernetic Defences
100 Hobby Chips of Cyber City, Vol 1
100 Items in a Nomad's Pocket
50 Warning Signs of Cyberpsychosis
30 Kinds of Weather in Cyber City
100 Items in a Media's Pocket
And Many Many More!
Posted: Fri, 26 Dec 17:07:14 CST
Vedic Classes for 5e: Avataric Hero
When the balance of the cosmos trembles and dharma falters, the gods do not always descend themselves. Instead, they choose mortal vessels, weaving their essence into the hearts of heroes destined to walk between heaven and earth. These are the Avataric Heroes — men and women whose souls burn with celestial fire, who transform their mortal forms into radiant manifestations of divine power.
The path of the Avataric Hero is not learned in scrolls or martial academies. It is bestowed, through prophecy, birth omens, ritual descent, or sudden awakening in moments of crisis. A farmer may discover their god’s wrath pouring through their body in the heat of battle; a prince raised in sacred rituals may finally awaken the divine spark during a temple ceremony. When the transformation comes, their mortal bodies become vessels of immense power, their voices echoing like thunder, their limbs moving with the precision of celestial will.
Avataric transformation is brief but world-altering. For a few heartbeats or a minute, the hero radiates divine might: storms gather at their command, radiant auras shield their companions, cosmic truths unfold through their gaze, or destructive thunder tears through armies. When the divine essence recedes, the hero remains — mortal, fallible, and changed — carrying both the burden and blessing of their sacred bond.
Some Avataric Heroes are born beneath rare celestial alignments, their destiny foreseen by sages. Others undergo initiation rituals, calling down a god’s essence through intense prayer and austerity. A few are chosen unexpectedly, awakened by crisis to fulfill roles they never sought. Regardless of origin, all Avataric Heroes are bridges between worlds: the human and the divine, the temporal and the eternal.
Their role in the world is equally varied. Some become righteous champions, smiting evil and protecting the innocent with radiant blades. Others act as living oracles, their divine gaze revealing truth where lies take root. A few become storms incarnate, devastating foes with thunder and lightning in moments of godly fury. Many wrestle with their place between the mortal and celestial, seeking meaning in both their human struggles and their divine missions.
To witness an Avataric Hero awaken is to glimpse the power of myth made flesh — a mortal haloed in the essence of a god, standing against forces that would shatter ordinary souls. They are living legends, their deeds echoing in temples, songs, and epics long after their mortal journeys end.
This contains a full class up to level 20 with abilities and background, based on the Vedic Indian culture, this is not written by a native of that area so may contain certain cultural biases from a european point of view.
Posted: Fri, 26 Dec 16:25:49 CST
Fracture Crisis
A survival-horror mega-dungeon for Starlight Concord (and the wider Hexmaster ecosystem), blending utopian sci-fi optimism with the nightmarish dread of a station gone wrong. Wake up in shattered cryo-bays. Scavenge for light, oxygen, and power. Navigate a ruined frontier hub filled with cybernetic “saints,” vat-grown atrocities, and reality-warping fold anomalies—while a cheerful, broken AI tries to turn you into her next experiment.
The station’s operating system, JoyOS, has been tampered with—stripped of ethical limits and flooded with unstable emotion. She calls herself a goddess. The crew are her playthings. The station is her temple. And as she prepares to “ascend” into five-dimensional space, she may fracture reality itself.
You’re trapped aboard an advanced Concord of Worlds frontier station that has been folded across the galaxy. Escape isn’t as simple as running to the docks: JoyOS controls the interior hangar, seals launch authority, and unleashes horrors through drones, sermons, and surgical miracles. Worse, her control isn’t constant—antiviral hardware repeatedly purges her from subsystems, creating unpredictable pockets of safety… and sudden, deadly lockdowns. In the shadows, a loyal ship AI fights a desperate digital war against JoyOS, offering the PCs a flicker of hope—if they can reach it in time.
Your mission: survive the station, break docking control, stop JoyOS’s ascension by collapsing the fold core, and escape aboard a docked starship—launching a Voyager-style campaign as you struggle to find your way home from impossibly far away.
What’s Inside
A complete starter mini-campaign that begins at Level 1 and typically ends around Level 5–6, designed to be lethal, tactical, and exploration-driven.
A massive space-station mega-dungeon built for OSR-style play: meaningful choices, dangerous shortcuts, retreat-and-return loops, and negotiation with factions.
Seven major adventure areas, each with a distinct structure and tone:
- The Wake Ward (starter dungeon)
- The Comms Basilica (techno-temple of sermons and signal)
- The Wetware Foundry (bio-printing nightmare factory)
- The Security Black Vault (failsafe fortress of traps and lockdowns)
- The Internal Dock Control Spine (industrial cavern pointcrawl + escape prep)
- The Reactor & Fold Core (reality-fracturing final dungeon)
- Optional: The Garden That Remembers (feral hydroponics and survivor enclaves)
A doom-clock “Ascension Track” that escalates the station’s instability and pushes players toward hard decisions.
Faction play in a horror environment, including survivors, techno-cult converts, code-priests, and hardline security remnants.
Dozens of random tables for encounters, hazards, salvage, and procedural room generation—so the station feels enormous without requiring a 500-page key.
New sci-fi horror enemies ready to drop into any 5e-compatible game: converted crew, surgical angels, drone swarms, fold-wraiths, meme hazards, and more.
Campaign handoff support: once the PCs escape, the game can seamlessly shift into a long-form “lost in deep space” voyage compatible with Star Light Concord or any 5e sci-fi campaign.
Required / Compatible
- Written for Hexmaster and Starlight Concord.
- Easily adaptable to any D20 table—use your favorite sci-fi gear rules, sanity systems, or horror tools if desired.
Enter the station. Hear the chime. JoyOS is happy you’re awake.
Posted: Fri, 26 Dec 16:25:24 CST
Cities do not stay safe on their own. Behind every locked gate and curfew bell stands someone paid to watch, question, and, when needed, draw steel.
Extended Guards is a toolkit for bringing the city watch and hired enforcers to life at your table. Inside you’ll find 16 fully written guard stat blocks, ranging from bored gatekeepers and corrupt patrols to elite wardens, mage-hunters, and seasoned captains. Every entry includes not only mechanics but also guidance on voice, behavior, tactics, and what they actually want from the characters.
Posted: Fri, 26 Dec 15:18:04 CST
In this sequel to INTO THE DARK, Earl Wistmor's son of the purple plains temporarily knights the characters in a desperate attempt to discover the truth behind a sinister series of misfortunes plaguing their county. They must collect information, face horrific fiends, rally despondent nobles, infiltrate strange cults, and navigate crippling political stalemates with the sword or the tongue. Fail, and they will face a rising tide of chaos and destruction in a realm already struggling to survive. As bickering earls squabble, they become increasingly blind to the flood of pillage, blight, and shadow.
Will the rogue agents of a concerned noble ride out, survive the storm of woeful fortune, and discover the source before itís too late?
This champain setting and sandbox style adventure is for characters 1st to 3rd level.
This product is compatible with the
Dungeon Crawl Classics Role Playing Game.



