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Posted: Tue, 03 Mar 14:43:26 CST
This hand-drawn stock art illustration is 2112 x 1703 pixels (300dpi PNG with transparency).
FILES INCLUDED
High definition PNG (300dpi)
Commercial license (pdf)
LICENSE
By purchasing this product you are given a non-exclusive commercial license for any types of digital or physical publications: prints, PDFs, books, board games, animations, video games, websites, etc.
You can copy, share, transform, redistribute, color, alter and/or modify any illustration. The only thing you cannot do, is resell or redistribute the product itself (individually or collectively) or include any illustration in another stock art or clipart product.
You can use the illustrations included in this product in five different commercial projects and an unlimited number of times in any personnal (non-commercial) projects.
For commercial use, you have to credit RPG Blacksmith.
Posted: Tue, 03 Mar 14:24:18 CST
This hand-drawn stock art illustration is 1960 x 2320 pixels (300dpi PNG with transparency).
FILES INCLUDED
High definition PNG (300dpi)
Commercial license (pdf)
LICENSE
By purchasing this product you are given a non-exclusive commercial license for any types of digital or physical publications: prints, PDFs, books, board games, animations, video games, websites, etc.
You can copy, share, transform, redistribute, color, alter and/or modify any illustration. The only thing you cannot do is resell or redistribute the product itself (individually or collectively) or include any illustration in another stock art or clipart product.
You can use the illustrations included in this product in five different commercial projects and an unlimited number of times in any personnal (non-commercial) projects.
For commercial use, you have to credit RPG Blacksmith.
Posted: Tue, 03 Mar 14:17:25 CST
Hostile Biology of the Abyssal Void is a procedural generator for the thing your star charts keep calling “empty space”, and the lie that keeps crews sane until it fails. In the abyssal void, nothing needs teeth. A contact can kill you by millimetres: detune antenna booms, bias attitude-control loops into wasting propellant, foul radiators into a slow death of margins, or teach itself your routines until “safe” becomes predictable enough to exploit.
This volume is written for science-fiction horror play that cares about operations: exploration, isolation, salvage, maintenance, and the moral ambiguity of finding something that may be alive, may be valuable, and may be indifferent to your categories. The organisms here are not cinematic predators in vacuum. They are processes with mass and persistence, microarchitecture that refuses to stay inert, behaviour that only becomes intelligible after you have already begun to accommodate it.
What you get
A structured, fast pipeline that produces coherent, narratively grounded hostile spaceborne organisms and the environment that makes them viable, without requiring the referee to invent a xenobiology thesis mid-session. Roll a small number of times and watch the encounter harden from “sensor artefact” into “we are being changed”.
Six system-agnostic d66 tables:
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Table 1: Morphology: what the contact looks like at first detection: dust-bound scaffolds, swarms, filaments, sheets, low-density “moonlets”, and other vacuum-compatible forms that can still read as wrong.
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Table 2: Ecology: where it persists and how it extracts energy: heliospheric current sheets, heliopauses, cold neutral hydrogen filaments, magnetotails, debris streams, derelict hulls, and even structured human fields such as deep-space transmitters.
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Table 3: Behavioural Script: how it behaves in play: pacing, pattern, decoys, learning your thresholds, and the slow conversion of “unknown contact” into routine interference.
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Table 4: Hostility: how it becomes hazardous: thermal control degradation, propulsion margin theft, comms integrity collapse, navigation confidence erosion, and crew psychology under technical uncertainty.
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Table 5: Value: why anyone would risk engagement: what it is worth, who might buy it, and how a crew could become rich from a void encounter they barely survive.
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Table 6: Handling Hazards: what it costs to salvage, dissect, transport, or “secure”: not always lethal, often operationally miserable, and therefore memorable.
How it plays
Start with what the crew can rationalise as debris. Add the niche that makes it plausible. Add a behavioural script that feels like coincidence until it repeats. Then reveal the hostility as a delayed, cumulative cost, where every “acceptable” diagnostic drift becomes debt. If you want argument at the table, add Value and pair it with a handling hazard that does not let the scene end quickly.
Use it for
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Deep-space drift and long-duration transits that should never feel empty again;
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Salvage missions where the real hazard is a maintenance ledger turning red;
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First-contact stories where “alive” is not obvious, and certainty is the first casualty;
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Campaign arcs driven by desperate economics: “one good extraction away” from escape velocity.
If your crew believes vacuum is safe because it is quiet, introduce them to an ecology that feeds on quiet structure, patient thresholds, and the soft parts of your spacecraft that you assumed were inert. The abyssal void does not need to bite you to harm you. It only needs you to keep flying the way you always do.
Posted: Tue, 03 Mar 13:44:09 CST
Animated Objects | 5e Monsters
Animated Objects expands the traditional animated armor and rug into a fully realized enchanted estate designed for 5e play. Instead of relying on one or two novelty constructs, this supplement presents a complete roster of animated furnishings, instruments, décor, and architectural hazards—each engineered to control space within a single mansion environment.
These constructs are not wandering curiosities. They are location-bound threats designed to dominate rooms, corridors, stairwells, libraries, cellars, and ballrooms. Every entry serves a tactical purpose: herding intruders, isolating targets, obscuring sightlines, restraining movement, punishing clustering, or controlling entire chambers. While they can be used individually, together they create a layered encounter space where movement and positioning matter as much as damage.
Whether you need subtle harassment in an entry hall, a collapsing dining room ambush, a deadly conservatory entanglement, a shattering cellar leviathan, or a ballroom floor that turns the finale into chaos, this supplement provides encounter-ready animated constructs across tiers of play. The origin of the enchantment—arcane experiment, curse, whimsical magic, or malevolent design—is intentionally undefined. The structure is provided, the story is yours.
Animated Objects Roster
Animated Broom CR(0): Herding nuisance that shoves intruders and obscures vision with dust.
Haunted Music Box CR(1/8): Luring trinket that charms nearby creatures before snapping shut with hidden gears.
Cutlery Swarm CR(1/4): Whirling storm of blades that disarms and distracts with relentless precision.
Teapot of Scalding Courtesy CR(1/2): Polite porcelain servant that sprays boiling tea and punishes close attackers.
Whispering Drapes CR(1): Entangling curtains that obscure sight and disrupt focus.
Candelabra Sentinel CR(1): Flaming iron guardian that controls space with heat and close-quarters punishment.
Banquet Table Grappler CR(2): Heavy dining fixture that flips, pins, and crushes those caught beneath it.
Wardrobe Warden CR(2): Towering armoire that engulfs and imprisons victims within crushing darkness.
Chandelier Dropper CR(2): Ceiling ambusher that crashes down before ensnaring targets with chains.
Library Stack Sentinel CR(3): Animated bookcase that unleashes avalanches of tomes and obscures movement.
Grandfather Clock Enforcer CR(3): Time-warping sentinel whose pendulum strikes with crushing force.
Hearthfire Guardian CR(3): Living fireplace that radiates flame and dominates close proximity.
Staircase Reverser CR(4): Twisting architectural hazard that splits parties and punishes unstable footing.
Living Portrait Duelist CR(4): Elegant canvas-bound combatant that steps from its frame to engage.
Conservatory Vine Frame CR(5): Thorned trellis construct that restrains and drains with constricting growth.
Wine Cellar Leviathan CR(5): Massive rack-and-bottle construct that devastates with glass and timber.
Grand Piano Menace CR(6): Massive instrument that weaponizes crushing force and thunderous chords.
Ballroom Poltergeist Floor CR(6): Living ballroom surface that forces movement and controls the entire room.
Posted: Tue, 03 Mar 13:42:36 CST
Your sword will not help you here.
You've been invited to a ball — and it's the most dangerous room you've ever walked into. No dungeon. No dragon. Just candlelight, champagne, four people already plotting something, two people desperately in love, and one person smiling at you in a way that means absolutely nothing good.
Courts and Crowns is a complete 300-page social mechanics supplement for 5th Edition D&D.
Inside:
- A full Reputation Point economy
- The Gossip Engine — a living rumor-and-scandal system
- Six new Courtly Classes: Courtier, Gossip, Herald, Paramour, Performer, Schemer
- Dancing, flirtation, wit duels, and kissing mechanics (yes, with a critical failure table)
- A Wardrobe System that will make your players think very carefully about what they wear to a coronation
- Court Profiles for every existing 5E class
- Full Season frameworks, NPCs, story hooks, and patron relationships
For new players who love Bridgerton and Pride & Prejudice. For veteran players ready to watch their dragon-slaying Warrior get destroyed by a seating chart.
Social encounters deserve the same mechanical weight as combat. This is the supplement that gives it to them.
The Season has begun. Do try to wear the right thing.
Posted: Tue, 03 Mar 13:27:47 CST
The Overgrown Village
Despite the rather verdant growth, life in the village goes on!
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: Tue, 03 Mar 13:27:29 CST
Tales of Atan-Thu are told to frighten both the bold and the meek alike. Necromancer without peer. Merciless tyrant of Zahal Keep. His evil stretched across the land like a malignant shadow.
Though long dead, his legend persists. Ancient texts speak of a vast sepulcher hidden deep in the Dhar Voromal Mountains, where Atan-Thu and his immeasurable wealth and artifacts of power were entombed.
But rumors hint that Atan-Thu yet survives, sustained by his dark necromancy. Protected by hideous guardians and diabolical traps, he waits for the very brave or the very foolish to enter his lair.
Do you dare venture into his ancient crypt and explore this testament to Atan-Thu’s power, malice, and madness?
ABOUT THE CRYPT OF ATAN-THU
The Crypt of Atan-Thu is an OSR adventure for 4-6 characters level 6-8 designed for use with the Advanced Labyrinth Lord rules system. In this module, the players will enter the ancient lair of an infamous necromancer and explore dark and dangerous chambers, solve mysterious riddles, and encounter new and terrifying monsters.
The adventure is a classic funhouse dungeon crawl inspired by the great 1st edition modules of yesteryear. It includes 3 levels with over 80 fully described locations filled with fiendish traps, deadly guardians, and intricate puzzles. But fair warning, The Crypt of Atan-Thu is not for the faint of heart and will challenge new and experienced players alike. The module includes an optional Horror and Madness game mechanic to increase the adventure's difficulty.
The module can be played as a stand-alone adventure or easily woven into your existing story arc. It is fully self-contained and is a perfect addition to your campaign sandbox.
THE MODULE INCLUDES:
- 68 pages of old school adventuring goodness
- 9 new monsters
- 9 new magic items
- 6 pre-generated characters
- Maps for village, wilderness and dungeons locations;
- Fully detailed encounter areas and adventure background for the GM;
- An optional game mechanic that increases the adventure's difficulty;
- A well organized adventure divided into introduction, sections and appendices.
Note: The preview is for the PDF version. The softcover version has black and white maps.
ABOUT TRAILS & TALES
At Trails & Tales, we love everything about TTRPGs, but our heart is with the OSR community. The early editions of fantasy role-playing games were our gateway to the vast world of imagination. We love the blue maps, the crunchy rules and the beautiful, and bold black and white art.
We want to take our passion for those game systems and produce adventures and accessories that allow like-minded players and enthusiasts to relive the thrills from their early role-playing days and inspire new generations to explore those great games systems with fresh new adventures.
Posted: Tue, 03 Mar 13:27:22 CST
Tales of Atan-Thu are told to frighten both the bold and the meek alike. Necromancer without peer. Merciless tyrant of Zahal Keep. His evil stretched across the land like a malignant shadow.
Though long dead, his legend persists. Ancient texts speak of a vast sepulcher hidden deep in the Dhar Voromal Mountains, where Atan-Thu and his immeasurable wealth and artifacts of power were entombed.
But rumors hint that Atan-Thu yet survives, sustained by his dark necromancy. Protected by hideous guardians and diabolical traps, he waits for the very brave or the very foolish to enter his lair.
Do you dare venture into his ancient crypt and explore this testament to Atan-Thu’s power, malice, and madness?
ABOUT THE CRYPT OF ATAN-THU
The Swords & Wizardry rules system. In this module, the players will enter the ancient lair of an infamous necromancer and explore dark and dangerous chambers, solve mysterious riddles, and encounter new and terrifying monsters.
The adventure is a classic funhouse dungeon crawl inspired by the great 1st edition modules of yesteryear. It includes 3 levels with over 80 fully described locations filled with fiendish traps, deadly guardians, and intricate puzzles. But fair warning, The Crypt of Atan-Thu is not for the faint of heart and will challenge new and experienced players alike. The module includes an optional Horror and Madness game mechanic to increase the adventure's difficulty.
The module can be played as a stand-alone adventure or easily woven into your existing story arc. It is fully self-contained and is a perfect addition to your campaign sandbox.
THE MODULE INCLUDES:
- 68 pages of old school adventuring goodness
- 9 new monsters
- 9 new magic items
- 6 pre-generated characters
- Maps for village, wilderness and dungeons locations;
- Fully detailed encounter areas and adventure background for the GM;
- An optional game mechanic that increases the adventure's difficulty;
- A well organized adventure divided into introduction, sections and appendices.
Note: The preview is for the PDF version. The softcover version has black and white maps.
ABOUT TRAILS & TALES
At Trails & Tales, we love everything about TTRPGs, but our heart is with the OSR community. The early editions of fantasy role-playing games were our gateway to the vast world of imagination. We love the blue maps, the crunchy rules and the beautiful, and bold black and white art.
We want to take our passion for those game systems and produce adventures and accessories that allow like-minded players and enthusiasts to relive the thrills from their early role-playing days and inspire new generations to explore those great games systems with fresh new adventures.
Posted: Tue, 03 Mar 13:27:07 CST
Tales of Atan-Thu are told to frighten both the bold and the meek alike. Necromancer without peer. Merciless tyrant of Zahal Keep. His evil stretched across the land like a malignant shadow.
Though long dead, his legend persists. Ancient texts speak of a vast sepulcher hidden deep in the Dhar Voromal Mountains, where Atan-Thu and his immeasurable wealth and artifacts of power were entombed.
But rumors hint that Atan-Thu yet survives, sustained by his dark necromancy. Protected by hideous guardians and diabolical traps, he waits for the very brave or the very foolish to enter his lair.
Do you dare venture into his ancient crypt and explore this testament to Atan-Thu’s power, malice, and madness?
ABOUT THE CRYPT OF ATAN-THU
The Crypt of Atan-Thu is an OSR adventure for 4-6 characters level 6-8 designed for use with the Old School Essentails Advanced Fantasy rules system. In this module, the players will enter the ancient lair of an infamous necromancer and explore dark and dangerous chambers, solve mysterious riddles, and encounter new and terrifying monsters.
The adventure is a classic funhouse dungeon crawl inspired by the great 1st edition modules of yesteryear. It includes 3 levels with over 80 fully described locations filled with fiendish traps, deadly guardians, and intricate puzzles. But fair warning, The Crypt of Atan-Thu is not for the faint of heart and will challenge new and experienced players alike. The module includes an optional Horror and Madness game mechanic to increase the adventure's difficulty.
The module can be played as a stand-alone adventure or easily woven into your existing story arc. It is fully self-contained and is a perfect addition to your campaign sandbox.
THE MODULE INCLUDES:
- 68 pages of old school adventuring goodness
- 9 new monsters
- 9 new magic items
- 6 pre-generated characters
- Maps for village, wilderness and dungeons locations;
- Fully detailed encounter areas and adventure background for the GM;
- An optional game mechanic that increases the adventure's difficulty;
- A well organized adventure divided into introduction, sections and appendices.
Note: The preview is for the PDF version. The softcover version has black and white maps.
ABOUT TRAILS & TALES
At Trails & Tales, we love everything about TTRPGs, but our heart is with the OSR community. The early editions of fantasy role-playing games were our gateway to the vast world of imagination. We love the blue maps, the crunchy rules and the beautiful, and bold black and white art.
We want to take our passion for those game systems and produce adventures and accessories that allow like-minded players and enthusiasts to relive the thrills from their early role-playing days and inspire new generations to explore those great games systems with fresh new adventures.
Posted: Tue, 03 Mar 13:26:56 CST
Tales of Atan-Thu are told to frighten both the bold and the meek alike. Necromancer without peer. Merciless tyrant of Zahal Keep. His evil stretched across the land like a malignant shadow.
Though long dead, his legend persists. Ancient texts speak of a vast sepulcher hidden deep in the Dhar Voromal Mountains, where Atan-Thu and his immeasurable wealth and artifacts of power were entombed.
But rumors hint that Atan-Thu yet survives, sustained by his dark necromancy. Protected by hideous guardians and diabolical traps, he waits for the very brave or the very foolish to enter his lair.
Do you dare venture into his ancient crypt and explore this testament to Atan-Thu’s power, malice, and madness?
ABOUT THE CRYPT OF ATAN-THU
The Crypt of Atan-Thu is an OSR adventure for 4-6 characters level 6-8 designed for use with the OSRIC rules system. In this module, the players will enter the ancient lair of an infamous necromancer and explore dark and dangerous chambers, solve mysterious riddles, and encounter new and terrifying monsters.
The adventure is a classic funhouse dungeon crawl inspired by the great 1st edition modules of yesteryear. It includes 3 levels with over 80 fully described locations filled with fiendish traps, deadly guardians, and intricate puzzles. But fair warning, The Crypt of Atan-Thu is not for the faint of heart and will challenge new and experienced players alike. The module includes an optional Horror and Madness game mechanic to increase the adventure's difficulty.
The module can be played as a stand-alone adventure or easily woven into your existing story arc. It is fully self-contained and is a perfect addition to your campaign sandbox.
THE MODULE INCLUDES:
- 68 pages of old school adventuring goodness
- 9 new monsters
- 9 new magic items
- 6 pre-generated characters
- Maps for village, wilderness and dungeons locations;
- Fully detailed encounter areas and adventure background for the GM;
- An optional game mechanic that increases the adventure's difficulty;
- A well organized adventure divided into introduction, sections and appendices.
Note: The preview is for the PDF version. The softcover version has black and white maps.
ABOUT TRAILS & TALES
At Trails & Tales, we love everything about TTRPGs, but our heart is with the OSR community. The early editions of fantasy role-playing games were our gateway to the vast world of imagination. We love the blue maps, the crunchy rules and the beautiful, and bold black and white art.
We want to take our passion for those game systems and produce adventures and accessories that allow like-minded players and enthusiasts to relive the thrills from their early role-playing days and inspire new generations to explore those great games systems with fresh new adventures.
Posted: Tue, 03 Mar 13:26:25 CST
Tales of Atan-Thu are told to frighten both the bold and the meek alike. Necromancer without peer. Merciless tyrant of Zahal Keep. His evil stretched across the land like a malignant shadow.
Though long dead, his legend persists. Ancient texts speak of a vast sepulcher hidden deep in the Dhar Voromal Mountains, where Atan-Thu and his immeasurable wealth and artifacts of power were entombed.
But rumors hint that Atan-Thu yet survives, sustained by his dark necromancy. Protected by hideous guardians and diabolical traps, he waits for the very brave or the very foolish to enter his lair.
Do you dare venture into his ancient crypt and explore this testament to Atan-Thu’s power, malice, and madness?
ABOUT THE CRYPT OF ATAN-THU
The Crypt of Atan-Thu is an OSR adventure for 4-6 characters level 6-8 designed for use with the Castles & Crusades rules system. In this module, the players will enter the ancient lair of an infamous necromancer and explore dark and dangerous chambers, solve mysterious riddles, and encounter new and terrifying monsters.
The adventure is a classic funhouse dungeon crawl inspired by the great 1st edition modules of yesteryear. It includes 3 levels with over 80 fully described locations filled with fiendish traps, deadly guardians, and intricate puzzles. But fair warning, The Crypt of Atan-Thu is not for the faint of heart and will challenge new and experienced players alike. The module includes an optional Horror and Madness game mechanic to increase the adventure's difficulty.
The module can be played as a stand-alone adventure or easily woven into your existing story arc. It is fully self-contained and is a perfect addition to your campaign sandbox.
THE MODULE INCLUDES:
- 68 pages of old school adventuring goodness
- 9 new monsters
- 9 new magic items
- 6 pre-generated characters
- Maps for village, wilderness and dungeons locations;
- Fully detailed encounter areas and adventure background for the GM;
- An optional game mechanic that increases the adventure's difficulty;
- A well organized adventure divided into introduction, sections and appendices.
Note: The preview is for the PDF version. The softcover version has black and white maps.
ABOUT TRAILS & TALES
At Trails & Tales, we love everything about TTRPGs, but our heart is with the OSR community. The early editions of fantasy role-playing games were our gateway to the vast world of imagination. We love the blue maps, the crunchy rules and the beautiful, and bold black and white art.
We want to take our passion for those game systems and produce adventures and accessories that allow like-minded players and enthusiasts to relive the thrills from their early role-playing days and inspire new generations to explore those great games systems with fresh new adventures.
Posted: Tue, 03 Mar 13:06:12 CST
Quality artwork from RGG illustrator, Jacob E. Blackmon!
Color and black & white line drawing.
See preview for license.




