DriveThru RPG
Newest Items
Posted: Tue, 10 Mar 11:00:29 CDT

Mechanical monsters are roaming the land, tearing apart caravan wagons, stealing plowshares from farms, and taking every bit of metal from the stables of roadside inns. A reward is offered to stop the menace and a band of Venturers jumps at the chance to solve the mystery and make some coin. They track the latest mechanical incursion back to the lair of an insane artificer, unaware that the traps and constructs within will push their skills and endurance to their very limits.
Enjoy this new from Mazes Architect Patrck Lynn Clapp built in colaberation with Dwarven Forge! See the dungeon as the architect intended, with twisting coradors, secrect doors, lights, and rolling fog! Learn how you can use Dwarven Forges hand sculpted, hand painted, modular terrain, minis, castles, and more to bring your game to the 9th Level. ![]()
Written by
PATRICK LYNN CLAPP
Cover image by
Daniel Comerci
Images from
Dwarven Forge
Want more adventure? Check out Mazes Monthly!
-
For use with Mazes Fantasy Roleplaying available here.
Mazes is a return to the classic sword and sorcery dungeon crawler with award-winning, yet delightfully simple modern rules. The first TTRPG to use the polymorph system, Mazes is easy to learn and teach, and ready to play without a lot of prep.
Designed for episodic play, Mazes is ideal for one-shots and conventions. It's a distillation and modernization of the classic Dungeon Delve, making it a perfect introduction for those new to roleplaying, as well a great excuse for grognards to get back into the dungeon!

Posted: Tue, 10 Mar 10:59:43 CDT
The Eternal Bog is a flat expanse of treacherous mud covering most of the REALM OF EARTH. It is cut with trails made of trees that grow sideways along the ground. Strangers to the realm who tarry overlong in one place find themselves mired and sinking to their doom. Lost chambers, caves, ruins, and crypts occasionally rise from the muck for brief windows of time before sinking once again into the endless mud. Clever and efficient Venturers can pull marvels and treasures from those forgotten places in the short time when they exist on the surface of the realm. But the threat of sinking into an endless crushing darkness is always present, and the greedy Venturer who takes too long to return to relative safety may be lost forever.
Somewhere within the Eternal Bog is a great subterranean dungeon-city called the Verdant Dream. Finding it is the only chance for Venturers to create a path home for themselves before their supplies run short and their endurance fails.
Are your adventurers prepared for a relentless march through a world of churning mud?
Want more adventure? Subcribe to Mazes Monthly Year 4 and get a discount!
Written by
PATRICK LYNN CLAPP
Cover image by
Daniel Comerci
-
For use with Mazes Fantasy Roleplaying available here.
Mazes is a return to the classic sword and sorcery dungeon crawler with award-winning, yet delightfully simple modern rules. The first TTRPG to use the polymorph system, Mazes is easy to learn and teach, and ready to play without a lot of prep.
Designed for episodic play, Mazes is ideal for one-shots and conventions. It's a distillation and modernization of the classic Dungeon Delve, making it a perfect introduction for those new to roleplaying, as well a great excuse for grognards to get back into the dungeon!

Posted: Tue, 10 Mar 10:22:11 CDT
Everyone in the town of Darion's Bridge knows about the long-abandoned, ruined fortress known as Grimspire. It stands on a hilltop just a couple of miles from the town, and rumors say that there are extensive dungeons underneath filled with monsters, including many of the walking dead.
But now, things have escalated. Orcs and goblins have moved into the ruins and are raiding the local farms and the merchant caravans on the trade road to the nearby Keep. Adventurers are needed to brave the dungeons and end the threat!
This adventure was originally written in ink on notebook paper as part of the author's very first campaign in the early 1980's. Dug out of a dusty folder, it's been expanded and polished; even so, this is truly an Old School adventure!
Posted: Tue, 10 Mar 10:22:09 CDT
Everyone in the town of Darion's Bridge knows about the long-abandoned, ruined fortress known as Grimspire. It stands on a hilltop just a couple of miles from the town, and rumors say that there are extensive dungeons underneath filled with monsters, including many of the walking dead.
But now, things have escalated. Orcs and goblins have moved into the ruins and are raiding the local farms and the merchant caravans on the trade road to the nearby Keep. Adventurers are needed to brave the dungeons and end the threat!
This adventure was originally written in ink on notebook paper as part of the author's very first campaign in the early 1980's. Dug out of a dusty folder, it's been expanded and polished; even so, this is truly an Old School adventure!
Posted: Tue, 10 Mar 10:22:07 CDT
The Basic Fantasy Role-Playing Game core rules provide a handy list of weapons and equipment to get your party started. But what if it's just not enough, and you need more? Look no further! Here in this one volume you will find extensive lists of equipment, including weapons and armor, adventuring gear, vehicles, animals, and all sorts of trade goods. Also provided are optional rules for the use of some of these items, to further enhance your game.
Posted: Tue, 10 Mar 10:06:21 CDT
10. Hire a HOLLOW ONE
“ Served coffee with ennui. Blog posts excellent, attendance nonexistent.”
What happens when reality-warping geniuses are forced to justify themselves to a hiring committee?
Applying for a modern, professional position—complete with job description, résumé, interview transcript, HR observations, and a final verdict. Unfortunately for everyone involved, the candidates can literally rewrite the laws of reality but cannot agree on what “team player” means. Paradigms clash with corporate policy, metaphysical debates derail simple questions, and Paradox is always just one poorly phrased KPI away.
These interviews are ideal as:
-
Comedy interludes between serious sessions
-
In-universe documents or handouts
-
Quick NPC introductions with instant personality
-
A satire of both mysticism and modern workplace culture
Other HR interviews: https://www.storytellersvault.com/en/browse?keyword=hire%20a%20mage%20szerepjatekosok.hu
Posted: Tue, 10 Mar 09:47:01 CDT
Desert Nomads
Desert Nomads is a 5e NPC supplement that presents a fully realized desert trade confederation built around mobility, social power, and environmental mastery rather than military conquest. Instead of treating desert cultures as raiders or generic bandits, this book focuses on caravan networks, shield-bearing guards, camel riders, traders, and divine leaders whose authority is rooted in survival, negotiation, and communal defense.
The intent of this product is mechanical cohesion and encounter-driven design without escalation into army-scale warfare. These nomads rely on layered cloth garments rather than armor, large round shields rather than heavy plating, and divine guidance rather than arcane spellcraft. Sand and heat are integrated directly into their mechanics—ignoring difficult terrain, shaping vision with blowing dust, resisting fire beneath desert sun, and invoking divine intervention to locate hidden water sources.
These NPCs are built to support a wide range of desert encounters: caravan negotiations, oasis diplomacy, trade disputes, escort missions, defensive shield formations, mounted skirmishes, and survival-driven expeditions. Combat exists, but it is secondary to social leverage and environmental control. Cultural details, faith, and political structure are intentionally minimal. Whether these nomads are honorable traders, pragmatic deal-makers, guarded isolationists, or regional power brokers is left to the GM. Use these stat blocks as tools. How and why the desert shapes them is yours to decide.
Art & tokens are provided for male and female nomads.
Desert Nomad Roster
Nomad Child — CR 0
Caravan-raised youth trained in water discipline, animal care, and early desert survival.
Nomad Commoner — CR 0
Herdsfolk, tent-keepers, and traders forming the social backbone of the caravan.
Nomad Scout — CR 1/8
Dune runner who reads wind and sand, detecting threats before they reach the caravan.
Nomad Camel Handler — CR 1/4
Mounted logistics expert who manages caravan pace, positioning, and animal control.
Nomad Caravan Guard — CR 1/2
Shield-bearing defender who protects trade lines through disciplined formation fighting.
Nomad Desert Rider — CR 1
Camel-mounted skirmisher who strikes, withdraws, and controls open desert space.
Nomad Trader — CR 2
Negotiator and deal-maker whose influence often prevents violence before it begins.
Nomad Shield Captain — CR 3
Defensive commander who strengthens shield formations and coordinates caravan defense.
Nomad Sand Cleric — CR 4
Divine desert guide who shapes sand, protects caravans, and locates hidden water.
Nomad Caravan Master — CR 5
Wealthy trade authority who commands multiple families and directs regional routes.
Nomad Dune Sovereign — CR 6
Spiritual and political apex leader whose presence shapes diplomacy, survival, and battle.
Posted: Tue, 10 Mar 09:43:04 CDT

Warning: Extreme Gross-Out Factor Ahead!
Introducing the SNOTZILLA, the booger-beast that's basically a walking (well, oozing) sinus infection with attitude, a rampaging phlegm marauder, a great green loogie with a taste for death. This gloriously disgusting green blob is stuffed to the gills with all the things no adventurer wants to find: boogers, half-digested helmets, a suspiciously intact longsword, random teeth, and what might be yesterday's lunch (or someone else's). This dripping pile of boogery mucus makes every slow slide across the dungeon floor feel extra... moist.
Supportless FDM print perfection with no supports, just pure phlegmy terror straight to your table. Your party’s about to get a face full of mucus mayhem. Print it, drop it, and watch the retching begin!
CRYPT CLASSICS™ is a line of supportless classic fantasy inspired miniatures and scatter terrain. These new sculpts harken back to the days of the dawn of fantasy tabletop gaming and will add a touch of historical nostalgia to your tabletop. All sculpts are optimized for FDM 3D printers and print WITHOUT SLICER SUPPORTS!

Posted: Tue, 10 Mar 09:40:23 CDT
This is the first installment of Character Sheets to outfit your table from Avenshia, where our world meets the magic of our past (based on the Novel). These Goblins are just the start… the adventure turns them into stories your players won’t forget. Tokens included. (or use these creatures in your own campaign). Sheets include:
- Goblin (Basic)
- Goblin Fighter
- Goblin Shaman
- Goblin Gyrator (this one is fun)
Versitile creatures that don't use spells but rather at will, short rest, daily, recharge and weekly abilities/spelllike abilities. Great for most 5e compatibale systems.
Tokens are AI, Sheets are not.
Avenshia Rule Book, get now at this price before I update. Here
First Adventure in the world of Avenshia - a rag tag group of gunslingers. Here
OR try out my Underworld Campaign.
Find the product on DriveThruRPG Here
Or Roll20 Here
Posted: Tue, 10 Mar 09:31:35 CDT
Tired of elves and Tolkien copycat dwarves? Good.
Six new character origins & setting bits for Many Sought Adventure – absurdly OSR-compatible, full stats, zero conversion.
Each origin is a complete, printable spread: lore + abilities + limits + names.
Six weird character origins and setting bits for Many Sought Adventure and OSR-adjacent games. Full stats. No conversion. Not race-as-class. Drop them in, replace your usual lot, or stack them on top.
Inside
- Tyrant (Arcanorb) – lidless wardens with telepathic whispers, sword-hand, never surprised.
- Saur (Dokkhar) – volcanic raiders who spit fire and hate the cold.
- Dwor (Thrymz) – chalk-white undercrawlers with ultravision and nasty resistances.
- Fanger (Varg) – gutter-wolves, feral surge, fear tricks, natural weapons.
- Mysfit (Patchborn) – camouflage, mimicry, ventriloquism – plus a full patchborn generator (face/limbs/textures) with perks and drawbacks.
- Kalmain – facetted outsiders with natural armour, trance-sleep, and hard edges.

Posted: Tue, 10 Mar 09:08:33 CDT
The Robo Squad has been fighting on the Kumar frontier for months before the order comes in to take down a defensive sight and close the Kumarian trade road of supplies. However, after the initial assault, the robos are thrust through a temporal shift, landing them in unexplored lands. Can they begin to find their way back?
This is compatible with the FAST Core Gold RPG System and the Robo-Slaves of Anadynne Setting
Posted: Tue, 10 Mar 09:07:35 CDT
Quality artwork from RGG illustrator, Jacob E. Blackmon!
Color and black & white line drawing.
See preview for license.



