DriveThru RPG
Newest Items
Posted: Sat, 11 Apr 08:12:35 CDT
Kaldarhar's Library Map
Posted: Sat, 11 Apr 08:09:16 CDT
Catacombs of Kaldarhar Map
Posted: Sat, 11 Apr 08:04:38 CDT
The sea is no longer calm.
For generations, the people of Kaldarhar have offered their prayers—and their sacrifices—to the depths, trusting in Meenor’s protection. But now the tides turn, and the ocean begins to stir.
Something beneath the temple is awakening.
Will you honor the god… or defy what waits below?
Includes a Detailed Temple Map
This module also features a beautifully illustrated, detailed map of the Temple of Meenor, guiding players and Game Masters through every chamber—from the flooded sea entrance to the depths of the Sunken Sanctum.
Posted: Sat, 11 Apr 07:50:07 CDT

The adventurerss are guests at The Northbound Hotel and are awakened by a scream in the night. A man has been found dead in Room 5, the north-west room on the top floor. The death appears, at first glance, to be a suicide or some kind of medical accident. However, several details do not add up...
This is a generic adventure, created for ANY type of fantasy roleplaying game.
It is a Lovecraft-inspired / Cthulhu-mythos based adventure, for any horror RPG rule system.
It also includes THREE MAP PACKAGES!
This adventure pack includes:
- A striaght forward, three part/chapter adventure based on three maps.
- Lovecraft inspired map: The Innsmouth Hotel
- Lovecraft inspired map: Miskatonic Library
- Lovecraft inspired map: Re-Animators Crypt
- Includes NPC descriptions - but all text is generic and no rule system is included or implied.
This is NOT a complete adventure. However, it is a straight forward, no-nonsense, story that can be used as a stand-alone free-roaming impro-session, OR as a base for larger campaign setting, or quick game night. YOU decide! You will need to add values to the NPC and perhaps include rule-specific events/items etc.
This pack includes FOUR items:
- PDF-files (spreads and pages versions) of the 22 page adventure.
- Package with the Innsmouth Hotel map.
- Package with the Library map.
- Package with the Crypt map.
The maps are created in Inkarnate.
First adventure can be found here.




Posted: Sat, 11 Apr 07:42:14 CDT
Unleash 9 new draconic stat blocks that give thir iconic breath weapons a new elemental twist! Compatible with 5e and 5.5e
Posted: Sat, 11 Apr 06:57:46 CDT
| This special bundle contains the following titles: |
| Ten Gnome Beast Talker Encounters Regular price: 0 Bundle price: 0 Format: PDF |
DM Essentials #97: 10 Gnome Beast-Talker Encounters
In most games, animals are just obstacles or random encounters. A badger attacks. A fox flees. A rabbit is a target.
But to a gnome beast-talker, animals are neighbours, friends, and the burrow’s network. Badgers are lookouts, foxes are guides, rabbits are messengers. The beast-talker listens to the earth, shares food and news, and knows when strangers cross the territory. They are not masters—they are partners. And their power comes from trust, not magic.
DM Essentials #97 gives you ten ways to make gnome beast-talkers feel like the heart of the burrow’s community. They are not druids. They are neighbours who whisper to the earth, and their animal friends remember kindness—and cruelty.
What’s Inside?
The Beast-Talker’s World (Shor... | |
| Ten Gnome Burrow Keeper Encounters Regular price: 0 Bundle price: 0 Format: PDF |
DM Essentials #93: 10 Gnome Burrow-Keeper Encounters
In most games, the gnome is just a tinker. They have goggles, gadgets, and a funny accent. Their homes are full of gears and steam. They are comic relief.
But the original gnomes were not inventors. They were reclusive folk who lived in burrows beneath ancient forests, masters of illusion who spoke with badgers and cut gems with centuries of skill. Their doors were hidden behind false rock faces and tree roots. Their humour was intricate, their pranks legendary, their patience for loud outsiders almost non‑existent. And the Burrow‑Keeper was the one who guarded the threshold.
DM Essentials #93 gives you ten ways to make gnomes feel secretive, clever, and deeply connected to the earth. They are not tinkers. They are the hidden folk, ... | |
| Ten Gnome Gem Cutter Encounters Regular price: 0 Bundle price: 0 Format: PDF |
DM Essentials #94: 10 Gnome Gem-Cutter Encounters
In most games, a gnome gem is just treasure. You find it, you sell it, you buy something useful. The gem itself has no story, no memory, no craft.
But to a gnome gem-cutter, a rough stone is not silent. It whispers of its journey through the earth, of the heat that formed it, of the colours it dreams of becoming. The cutter listens, and the stone tells them where to strike. A gem cut by a gnome is not merely beautiful—it holds a memory, a charm, a whisper of illusion. It can buy a kingdom or start a war.
DM Essentials #94 gives you ten ways to make gnome gem-cutters feel like artists, not merchants. They are not vendors. They are the ones who see the fire in the rock, and they do not sell their work to just anyone.
What's Inside?
The... | |
| Ten Gnome Illusionist Encounters Regular price: 0 Bundle price: 0 Format: PDF | DM Essentials #95: 10 Gnome Illusionist Encounters
In most games, gnome magic is just another spell list. A few illusions, a few tricks, then combat.
But to a gnome, illusion is not deception for cruelty. It is defence, humour, and art. It is a test. *Do you see what is really here? Do you have the patience to look twice? Are you worthy of the truth?* The Illusionist is the one who bends the light, who weaves false paths and phantom sounds, who hides the burrow behind walls that are not there. They are guardians, artists, and tricksters in the oldest sense.
DM Essentials #95 gives you ten ways to make gnome illusionists feel clever, subtle, and deeply connected to the forest. They are not flashy wizards. They are the ones who watch from the shadows of the false door, and they decide who... | |
| Ten Gnome Trickster Encounters Regular price: 0 Bundle price: 0 Format: PDF | DM Essentials #96: 10 Gnome Trickster Encounters
In most games, a gnome prank is just comic relief. A whoopee cushion, a pie in the face, a moment of silliness that everyone forgets.
But to a gnome, a trick is never simple. It is a test, a lesson, a mirror. The trickster reflects back a traveller’s greed, pride, or impatience. Those who laugh learn. Those who rage reveal themselves as unworthy of the burrow’s trust. The prank is the teacher, and the joke is never cruel.
DM Essentials #96 gives you ten ways to make gnome tricksters feel wise, playful, and deeply connected to the old folklore. They are not clowns. They are teachers of humility, and their laughter carries a lesson.
What’s Inside?
The Trickster’s World (Short Essay): Why gnomes prank, how the joke teaches, and what happens... |
| Total value: | 0 |
| Special bundle price: | 0 |
| Savings of: | 0 (33%) |
Posted: Sat, 11 Apr 06:21:37 CDT
DM Essentials #97: 10 Gnome Beast-Talker Encounters
In most games, animals are just obstacles or random encounters. A badger attacks. A fox flees. A rabbit is a target.
But to a gnome beast-talker, animals are neighbours, friends, and the burrow’s network. Badgers are lookouts, foxes are guides, rabbits are messengers. The beast-talker listens to the earth, shares food and news, and knows when strangers cross the territory. They are not masters—they are partners. And their power comes from trust, not magic.
DM Essentials #97 gives you ten ways to make gnome beast-talkers feel like the heart of the burrow’s community. They are not druids. They are neighbours who whisper to the earth, and their animal friends remember kindness—and cruelty.
What’s Inside?
The Beast-Talker’s World (Short Essay): How gnomes speak with burrowing animals, why the burrow is a community, and what happens to those who harm the creatures of the forest.
10 Encounters with the Burrow’s Network: Each one gives you a situation, the truth behind it, and a way for the players to respond.
- The Watching Badger – A lookout reports on the party’s behaviour. The beast-talker sees through its eyes.
- The Fox Guide – A fox leads the party—to safety, to water, or away from the burrow.
- The Rabbit Warning – A rabbit stamps and squeaks. Danger is near. Trust the warning.
- The Badger’s Request – An injured fox cub, carried by a badger. A test of compassion.
- The Mole’s Tunnel – A shortcut under the mountain. The mole offers passage. A test of trust.
- The Fox’s Message – A scrap of cloak returned. The animal shows goodwill.
- The Badger’s Grudge – A badger blocks the path. Someone disturbed its sett. Make amends.
- The Rabbit Network – Rabbits herd the party toward a destination. Trust the chaos.
- The Beast-Talker’s Appeal – “My friends say you are kind. Is this true?” An alliance offered.
- The Burrow’s Welcome – A hidden tunnel, a warm chamber. “The earth welcomes you.”
Quick Reference Table: Roll d10 and get a full encounter hook in seconds.
Who This Is For:
- DMs who want animals to feel like allies, not random encounters
- Players who think a badger is just a badger until it saves their life
- Anyone who understands that the burrow is not just a hole in the ground—it is a community
ENTER THE ARCVERSE
More DM Essentials, adventures, and settings at the link below.
The badger watches. The fox leads. The rabbit warns. The beast-talker listens. Are you kind enough to be trusted?
Posted: Sat, 11 Apr 06:05:04 CDT
This product is a collection of 100 dark fantasy scenarios, each accompanied by story nudges and complications. It provides a GM with ready-made situations and plot ideas that can be used to develop encounters, storylines, and moral dilemmas in a tabletop campaign.
Posted: Sat, 11 Apr 05:31:22 CDT
Rubah, are a new playable race for your 2D6 Scifi game.
Rubah are a fur-covered bipedal humanoids standing about four feet (120cm) in height when fully grown. Their hands are paw-like with three short fingers and a longer thumb. Toes are clawed and they often go barefoot. Rubah do not have a tail, but possess a muzzle, large erect ears and binocular colour vision. They have better hearing, and a keener sense of smell than humans. Rubah are obligate carnivores, exclusively meat eaters. While they are rarely psionic those with the ability have it stronger than most humans.
Designed for the Cepheus System but entirely compatible with Traveller.
All text invented and written by the human author, images created by Grok AI.
Posted: Sat, 11 Apr 05:18:48 CDT
DM Essentials #96: 10 Gnome Trickster Encounters
In most games, a gnome prank is just comic relief. A whoopee cushion, a pie in the face, a moment of silliness that everyone forgets.
But to a gnome, a trick is never simple. It is a test, a lesson, a mirror. The trickster reflects back a traveller’s greed, pride, or impatience. Those who laugh learn. Those who rage reveal themselves as unworthy of the burrow’s trust. The prank is the teacher, and the joke is never cruel.
DM Essentials #96 gives you ten ways to make gnome tricksters feel wise, playful, and deeply connected to the old folklore. They are not clowns. They are teachers of humility, and their laughter carries a lesson.
What’s Inside?
The Trickster’s World (Short Essay): Why gnomes prank, how the joke teaches, and what happens to those who cannot laugh.
10 Encounters with the Laughing Teacher: Each one gives you a situation, the truth behind it, and a way for the players to respond.
- The Swapped Pack – A test of humour. Laugh, and earn a reward. Rage, and search all day.
- The Untieable Lace – A test of patience. The lace will not hold. A giggle echoes from the bushes.
- The Singing Mushroom – A test of tolerance. The mushrooms sing silly songs about the party.
- The Misplaced Map – A test of memory. “You are here →” pointing to “lost.”
- The Invisible Itch – A test of control. An itch that moves when you scratch it.
- The Unbreakable Stick – A test of trust. It bends like rubber. The fall is soft.
- The Echoing Voice – A test of good nature. “Hello?” echoes as “Goodbye!”
- The Disappearing Meal – A test of generosity. A gnome sits nearby, chewing, looking innocent.
- The False Danger – A test of courage. A roar, a monster… a wooden noisemaker.
- The Laughing Lesson – The pranks end. The trickster bows. “You have been good sports.”
Quick Reference Table: Roll d10 and get a full encounter hook in seconds.
Who This Is For:
- DMs who want non‑violent conflict and moral tests through humour
- Players who think a prank is just annoying until they realise it is a mirror
- Anyone who understands that the best joke is the one that teaches you something about yourself
ENTER THE ARCVERSE
More DM Essentials, adventures, and settings at the link below.
The mushroom sings. The pack is in the tree. The lace comes undone. Are you laughing yet? The trickster is watching.
Posted: Sat, 11 Apr 04:36:30 CDT
DM Essentials #95: 10 Gnome Illusionist Encounters
In most games, gnome magic is just another spell list. A few illusions, a few tricks, then combat.
But to a gnome, illusion is not deception for cruelty. It is defence, humour, and art. It is a test. *Do you see what is really here? Do you have the patience to look twice? Are you worthy of the truth?* The Illusionist is the one who bends the light, who weaves false paths and phantom sounds, who hides the burrow behind walls that are not there. They are guardians, artists, and tricksters in the oldest sense.
DM Essentials #95 gives you ten ways to make gnome illusionists feel clever, subtle, and deeply connected to the forest. They are not flashy wizards. They are the ones who watch from the shadows of the false door, and they decide who passes their tests.
What's Inside?
The Illusionist's World (Short Essay): How gnome magic works, why illusions are tests, and what the glamour reveals about those who encounter it.
10 Encounters in the Web of Glamour: Each one gives you a situation, the truth behind it, and a way for the players to respond.
- The False Path – A trail that loops back on itself. A test of perception.
- The Phantom Sound – A child crying, footsteps running. A test of compassion—or a lure.
- The Disappearing Bridge – A stone arch that vanishes underfoot. A test of nerve.
- The Duplicate – A perfect copy of a party member, claiming to be the real one. A test of conflict resolution.
- The Hidden Door – “Look with your hands, not your eyes.” A test of patience.
- The Glamour of Peace – A glade where all desire to fight fades. A test of respect for sanctuary.
- The Phantom Treasure – A pile of gold that turns to leaves. A test of greed.
- The Talking Tree – An ancient oak that speaks. A test of respect for the forest.
- The Mirror Wall – Reflections that move out of sync. A test of self-awareness.
- The Reveal – The illusions fall away. “You have passed. The burrow welcomes you.”
Quick Reference Table: Roll d10 and get a full encounter hook in seconds.
Who This Is For:
- DMs who want magic to be subtle and clever, not just flashy
- Players who think an illusion is just a saving throw until they walk off a false bridge
- Anyone who understands that the best test is not a fight—it is a question
ENTER THE ARCVERSE
More DM Essentials, adventures, and settings at the link below.
The path shimmers. The tree speaks. The bridge vanishes. Are you paying attention? The illusionist is watching.
Posted: Sat, 11 Apr 02:18:29 CDT



