DriveThru RPG
Newest Items
Posted: Wed, 04 Mar 12:04:10 CST
Thank you for checking out my Stock Artworks! This stock art package features a fantasy female dark witch, sorceress or winter related spellcaster, in painterly style, made by the artist Daniel Comerci in digital format.
If you can't find what you're looking for, please feel free to contact me directly for commissions checking out my website or social network pages.
The zip archive contains the following files:
-
.tiff color @300dpi
- .txt license and readme files
Stock License
My license is simple, the images can be used both for personal and commercial work as follows:
-
you can use artworks an unlimited number of times for non-commercial use
-
you can use artworks on a single project for commercial use (print, digital, advertising, videogames or motion pictures)
-
you can rotate or resize the image to fit your project as long as signature is legible, but can't alter or modify it in other ways without permission (feel free to contact me for specific requests!).
-
artist's name must appear in product's credits
-
you can NOT resell or give for free the image as clipart or standalone, even for non commercial use
Thank you for checking out, and feel free to contact me for questions!
Posted: Wed, 04 Mar 11:56:51 CST
Thank you for checking out my Stock Artworks! This stock art package features a stone giant illustration in painterly style made by the artist Daniel Comerci in digital format. The style makes it suitable for a fantasy project.
If you can't find what you're looking for, please feel free to contact me directly for commissions checking out my website or social network pages.
The zip archive contains the following files:
-
.tiff @300 dpi
-
readme license
Stock License
My license is simple, the images can be used both for personal and commercial work as follows (please read the full license file for details here:
-
you can use artworks an unlimited number of times for non-commercial use
-
you can use artworks on a single project for commercial use (print, digital, advertising, videogames or motion pictures)
-
you can rotate or resize the image to fit your project as long as signature is legible, but can't alter or modify it in other ways without permission (feel free to contact me for specific requests!).
-
artist's name must appear in product's credits
-
you can NOT resell or give for free the image as clipart or standalone, even for non commercial use
Thank you for checking out, and feel free to contact me for questions!
Posted: Wed, 04 Mar 11:55:12 CST
Mortayne’s Wondrous One-Shot
A 5e Adventure from Dark Eagle Games
Not every treasure comes in gold or jewels—some crawl, skitter, and hum with strange magic.
Mortayne’s Wondrous One-Shot is a full-length 5e adventure (levels 3–5) that pairs with Wondrous Beetles & More, showcasing enchanted scarabs, sinister larvae, and the dark bargains they inspire. Whether or not you own the sourcebook, this adventure is ready to run—complete with story hooks, NPCs, monsters, and rewards.
The Story
A nervous merchant, Mortayne, dreams of opening the world’s first magical pet shop. But his inaugural shipment of enchanted beetles has gone missing in the swamps. The heroes must trace the supply chain through:
-
Crooked warehouses in the city’s back alleys.
-
A swamp hag’s hut, where glamour hides cruel bargains.
-
A lizardfolk village, caught between fear and rebellion.
-
The caves of Zathryx, a devil posing as a god, whose growing cult threatens to corrupt more than beetles.
What begins as a simple delivery job spirals into infernal deception, tribal unrest, and the chance to decide the fate of wondrous magic itself.
What’s Inside
-
A one-session adventure (or two shorter sessions) perfect for side quests, convention play, or slotting into ongoing campaigns.
-
Multiple hooks to draw your party in—debts, curiosity, or a job gone wrong.
-
Unique encounters: hag negotiations, zealot uprisings, kobold cultists, and a devil’s lair dripping with corruption.
-
Adventure-ready beetles as magical pets, complete with simple rules for bonding and attunement.
-
DM guidance for scaling encounters, alternate outcomes, and epilogue hooks for future quests.
Why You’ll Love It
-
Easy to prep, run, and drop into any campaign.
-
Expands your table’s worldbuilding with magical pets that feel alive in play.
-
Showcases how sourcebook creatures like the Glowback, Whirlbug, and Swarmbreath Scarab can shine in actual adventures.
-
Written in Dark Eagle Games’ signature style: unusual, flavorful, and always original.
Posted: Wed, 04 Mar 11:49:39 CST
Your robo-squad has been reassigned to the frontline of the Snakeskin Desert, the borderlands of the Sultanate of Kumar. Here, you must take new terrirotry, establish a base, and try to stop any incursions from the infamous Jafar Company. Are you up to the task?
This is compatible with the FAST Core Gold RPG, and the Robo-Slaves of Anadynne Setting.
Posted: Wed, 04 Mar 10:39:47 CST
Colony in Crisis — A Sci-Fi Horror Location Generator
You've been there. Your players just docked at a remote station. You have a name, maybe a rough sketch — and nothing else. Either you stall, or you improvise something that feels hollow the moment they start asking questions.
Colony in Crisis is a system-agnostic toolkit designed to solve that specific problem. In about fifteen minutes, using dice and a set of layered tables, you build a colony that feels inhabited, troubled, and dangerous — with people inside it who have reasons to lie to your players.

How it works
The generator builds in layers. Each layer produces material that feeds the next:
- Why You're Here — 20 arrival hooks, each with a surface justification and a detail that doesn't quite fit
- The Shell — physical structure: colony type, size, owner, condition, zones, sub-levels, and 100 expanded zone features
- The Atmosphere — sounds, smells, sights in two modes: Routine and Something's Wrong
- The People — 100 named NPCs with live secrets, 100 roles and descriptions, 20 factions, relationship hooks, hidden motivations
- What Went Wrong — 100 crisis secrets, pressure events, escalation events, creature features, human antagonists, hostile environment hazards

What's inside
- 61-page PDF, system-agnostic
- Two drop-down grids (colony zones / crisis type) for mid-session use
- Mission generator: Client / Action / Target / Motivation
- Appendix tables: what's on the body, what's in the crate, log entries, transmission fragments, what the last crew left
- Full worked example — a complete colony built step by step from first roll to final picture
- Quick table reference index
Compatible with
Mothership, Alien RPG, Traveller, Stars Without Number, Coriolis, and any other system that puts people in spacesuits and makes them afraid.
If you run sci-fi horror at the table and you've ever stalled at an empty airlock, this is the tool that gets you through it.
Product details: 61-page PDF — print and screen optimized — system-agnostic
Posted: Wed, 04 Mar 10:20:55 CST
THE COMPLETE SPACE PIRATE TOOLKIT
System-Neutral d20 Tables for Science Fiction RPGs
Boarding alarms scream. Plasma fire lights the void. A pirate frigate cuts engines and drifts silent toward its prey.
This book is a complete random-generation toolkit built for running space pirate campaigns in any science fiction RPG. Inside you’ll find 170 handcrafted d20 tables, each designed to answer a specific question at the table — fast.
No filler. No system rules. Just usable content.
What’s Inside
170 d20 tables. One per page. Clean. Usable.
Organized for fast reference and live play:
Pirate Identity & Culture
-
Pirate crew types
-
Captain archetypes
-
Crew reputation & internal tensions
-
Pirate codes, traditions, and taboos
-
Ship names & notorious legends
Ships & Hardware
-
Pirate vessel types
-
Ship conditions & quirks
-
Boarding loadouts
-
Black market tech
-
Improvised modifications
⚔ Boarding & Space Combat
-
Boarding complications
-
Zero-G fight twists
-
Hull breach events
-
Hostage situations
-
Tactical surprises
Loot & Plunder
-
Stolen cargo
-
Contraband types
-
High-value targets
-
Salvage discoveries
-
Unexpected treasure consequences
Factions & Sector Politics
-
Rival pirate crews
-
Corporate security responses
-
Naval patrol styles
-
Informants & double-crosses
-
Sector-wide escalations
Hazards & Weirdness
-
Cosmic anomalies
-
Derelict ship surprises
-
Alien artifacts
-
AI malfunctions
-
Strange space phenomena
Jobs, Hooks & Campaign Seeds
-
Heists
-
Raids
-
Smuggling runs
-
Rescue missions
-
Long-term pirate campaign arcs
Posted: Wed, 04 Mar 10:12:04 CST
O MONSTRO NÃO ESTÁ DEBAIXO DA CAMA. ELE ESTÁ NO RH.
Esqueça as antigas profecias, as linhagens de sangue amaldiçoado ou os dragões cuspidores de fogo. O verdadeiro horror da vida moderna não se esconde nas sombras; ele veste sapatênis, usa o LinkedIn e te chama para uma "call de alinhamento" na sexta-feira às 17h50.
A meritocracia é uma mentira muito bem contada e você, infelizmente, já acordou para a realidade. Em Humano: O CLT, você não é um herói escolhido pelo destino. Você é um sobrevivente do capitalismo tardio, lutando uma batalha diária na selva de pedra de uma metrópole implacável. Sua magia é a gambiarra. Seu combustível é o café requentado. Seu maior tesouro é um Vale-Refeição que, com sorte, dura até o dia 20.
Assuma o papel daqueles que realmente movem as engrenagens da sociedade. Jogue como um Iniciado (Estagiário) invisível aos olhos da chefia, um Nômade de App escravo do algoritmo, um PJ / Freela à beira de um colapso nervoso, um Peão que sustenta a estrutura no braço, um Correria vivendo de bicos ou um Não-Remunerado esmagado pela carga mental.
Neste manual de integração corporativa, você encontrará:
-
Um sistema de regras ágil e brutal (baseado na clássica rolagem de dados de 10 lados), perfeitamente adaptado para simular a angústia e a burocracia do mercado de trabalho.
-
Regimes de Contratação (Classes) detalhados, cada um com seus próprios Trunfos (poderes de improviso) e Fardos (o peso da exploração).
-
Mecânicas inéditas de Sobrevivência Mental: Gerencie sua Disposição diária, tente proteger sua Qualidade de Vida e lute desesperadamente para que a sua barra de Burnout não chegue ao limite do surto psicótico.
-
Um guia completo para o Gestor (Mestre do Jogo) criar antagonistas aterrorizantes, desde clientes ricos com demandas impossíveis até o fantasma da demissão sem justa causa.
Você tem o que é preciso para "vestir a camisa" e sobreviver até o quinto dia útil?
Trabalhe enquanto eles dormem. E role os dados enquanto eles lucram.
Posted: Wed, 04 Mar 09:47:23 CST
|
The American frontier has always been a lace of contradictions. Wide-open skies promised freedom, but behind every horizon lurked hardship. Towns sprang up overnight only to be abandoned to dust and silence. Outlaws carved their names into history, while preachers warned of damnation. And in the Weird West, those contradictions cut deeper still. Here, superstition and folklore bleed into reality. The graveyard doesn’t stay quiet. The wind carries whispers. The desert hides bones that never quite decay. This book—the Big A* Book of Hooks: Weird West Edition*—offers 1,500 sparks to light the campfire of your imagination. Each one is an adventure hook, a seed of story designed to grow into a session, a campaign, or even an entire legend. They’re short, punchy prompts you can grab at the table, twist to fit your group, and ride hard into the heart of your game. Whether you’re running a full campaign in Deadlands, exploring the haunted expanses of Down Darker Trails, or simply adding a strange tinge of the supernatural to a historical Western, these hooks give you the raw material to keep your players hungry for more. The hooks are organized into fifteen categories, each tackling a different aspect of Weird West life. From dusty frontier towns to cursed mining camps, from gunslingers on the run to preachers with secret sins, from desert spirits to machines that hum with forbidden power—you’ll find the West at its strangest and darkest, ready for the telling.
|
|||||||||||||||||
Posted: Wed, 04 Mar 09:14:03 CST
Lair of the Dracolich
A ruined underground cathedral, home to a fearsome undead dragon
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: Wed, 04 Mar 09:14:02 CST
Lair of the Dracolich
A ruined underground cathedral, home to a fearsome undead dragon
Foundry Virtual Tabletop Module

Included:




Posted: Wed, 04 Mar 09:04:40 CST
THE DROWNED CHAPEL OF ST. AUGOR: A Ruined Fane of Faith and Judgment
DM Essentials Ruins#01 | 5E Compatible (Tier 1-3 Location)
---
Welcome to the Place Where the Water Never Stops Rising
The saint doesn't hunger. The saint doesn't rage. The saint remembers.
In a peat bog where mist lies thick until noon, a stone chapel sinks slowly into black water. Its roof still stands, just barely, but the door has been half-submerged for decades. Inside, the water is always higher than it was last year. No one maintains it. No one prays here. But the local folk leave offerings at the bog's edge—a twist of bread, a clay cup, sometimes just a stone—and they do not speak of what lies beneath.
This is the Drowned Chapel of St. Augor.
Two hundred years ago, a plague swept this valley. St. Augor was a healer who fought until his hands bled, until his herbs ran dry, until the last child died in his arms. Then he walked into the bog. His followers built the chapel over his preserved body and declared him a saint. The water began rising the day they finished the roof.
The saint isn't weeping. The saint is waiting.
---
What's Inside
A Place That Judges the Living
The Drowned Chapel is not a dungeon to be cleared. There is no monster to fight, no trap to disarm in the conventional sense. The danger here is the truth. The spirit of St. Augor does not hunger for flesh or revenge. It judges. It waits in the darkness beneath the water, and it will not harm the worthy. But the worthy are rare, and the water is cold.
The History Beneath the Water
How a healer's failure became a valley's shame. Why the water has risen every year for two centuries. The truth about the plague that killed an entire valley—and the secret carved into the stones beneath the crypt.
Three Souls Bound to the Bog
The Presence: St. Augor's Spirit – Not an NPC in the traditional sense. It does not speak, does not bargain, does not appear. It simply is. Those who enter the inner sanctum feel its attention like a weight on the chest.
Goran the Hermit-Priest – A former priest who lives in a lean-to at the bog's edge. He maintains the offerings, warns away travelers, and has not entered the chapel in thirty years. He went in once. The water rose to his chin before he fled. He has never confessed what he failed to say.
Lina the Witness – A young woman from the nearest village who comes to the bog every full moon. She does not leave offerings. She stares at the chapel door for hours, then leaves. Her brother died in the plague last year. She survived. She comes to ask the saint why.
Complete Stat Blocks (Challenge 0-1) for Goran, Lina, and the Drowned—the waterlogged remnants of those who failed the saint's test.
Treasures from the Deep
The chapel holds no gold. Its treasures are older, stranger, and more dangerous.
St. Augor's Stole – A priest's vestment, water-stained but intact. Grants advantage on Wisdom (Medicine) checks. Once per day, the wearer can cast Spare the Dying as a bonus action.
The Plague List – A rolled parchment in a waxed tube, listing every name of those lost in the original plague. If a name is spoken aloud over still water, the face of that person appears briefly beneath the surface.
The Healer's Kit – A leather satchel of ancient, dried herbs. A character proficient with herbalism kits can use these to create a single dose of Potion of Healing (Greater), but must donate a day's food to the bog afterward.
The Drowned Bell – A small hand-bell, tarnished green. Ringing it produces no sound, but all who hear it within 30 feet must make a DC 13 Wisdom save or be overcome with grief for one round.
---
10 Adventure Hooks from the Bog's Edge
The chapel draws the desperate, the guilty, and the curious. These hooks can launch entire sessions.
1. The Drowning Dream – A village girl dreams of the chapel every night, underwater, someone calling her name. She walks in her sleep toward the bog.
2. The Heretic's Treasure – A dying thief confesses: he stole a silver chalice from the chapel years ago and hid it in the bog when the water started chasing him.
3. The Plague Bearers – A merchant caravan arrives with a sick man. The symptoms match the Grey Rot, the plague that killed the valley two centuries ago. The only record of a cure lies in the drowned crypt.
4. The Drowned Man – A body floats to the surface, dressed in clothes fifty years out of fashion. In its pocket, a letter addressed to someone still living.
5. The Last Pilgrim – An old woman arrives at the bog's edge, too frail to walk further. She was the child who survived the original plague. She has come to ask St. Augor why.
6. The Surveyor – A land agent arrives to drain the bog. The local lord wants the land for grazing. The villagers are terrified. The water has started rising at night.
7. The Heretic Priest – A traveling priest of a different god means to enter the chapel and cleanse it. He is sincere, devout, and utterly wrong about what awaits.
8. The Drowned Children – Three village children dared each other to touch the chapel door. Only two came back. A ten-year-old girl ran inside. Her parents are going in after her.
9. The Vision – A player character who has lost someone has a waking vision: that person, standing in the chapel doorway, beckoning.
10. The Debt – Gristle, the cook at the Broken Spoke, has a secret. Years ago, he passed through this valley during the last plague and stole food from a dying family. He asks the players to leave an offering on his behalf—a loaf of his best bread.
---
10 Bog Encounters (Roll 1d10)
Something's always waiting at the water's edge.
1. The Offering Stones – A pile of small stones, each wrapped in cloth, left at the bog's edge. Each represents a dead villager.
2. The Floating Lantern – A paper lantern drifts across the bog at dusk. A funeral custom. If it sinks near someone, that person is claimed by the dead.
3. The Sinking Log – A large log in the bog suddenly shifts, bubbles rising. It's a submerged boat, and something is inside it.
4. The Choked Prayer – From inside the chapel, a voice, faint: "Help me." It's an echo. Trapped air releasing from a submerged space.
5. The Preserved Hand – A human hand, perfectly preserved by peat, reaches up from the mud. It's pointing toward the chapel door.
6. The Wrong Fish – A fish leaps in the bog. It has too many teeth, and its eyes are wrong. The deeper water connects to something underground.
7. The Witness – Lina is at the bog's edge, staring. She has been here for three days. She has not eaten.
8. The Priest's Cache – A hidden hollow in a tree contains dried food, a waterskin, and a written prayer. Goran leaves these for people he fails to turn away.
9. The Sudden Fog – A cold fog rolls in without warning, reducing visibility. The fog carries whispers. The names of the dead.
10. The Rising – The water level visibly rises, an inch per minute, for no apparent reason. Someone nearby just lied about something important. The bog knows.
---
The Test of St. Augor
Any creature that enters the water within 10 feet of the submerged altar must make a DC 14 Charisma saving throw. On a failure, the creature is overcome with a vision of its own greatest failure—the moment it most failed someone who depended on it. The creature is Incapacitated for 1 round as it relives the memory.
If a creature reaches the altar, the spirit speaks directly into its mind: "Why should I save you?"
The creature must answer honestly. Not aloud, but in its heart. If the answer is true, and genuinely meant, the water recedes, revealing a hidden compartment in the altar containing one of the treasures.
If the answer is false, the water rises rapidly. The creature must make a DC 15 Strength (Athletics) check to swim to the surface before the current pulls it down. On a failure, it begins to drown. The spirit does not help. The spirit does not hinder. It simply watches.
---
Why Your Campaign Needs This Ruin
The Drowned Chapel is a moral crucible. It forces players to confront not monsters, but themselves. In a genre built on combat and treasure, this location offers something rarer: a chance at absolution—or a reckoning with the truth.
Built on the bones of a healer's failure, it stands as proof that some ruins aren't filled with danger. They're filled with judgment.
Whether your players seek a lost cure, answers about the dead, or simply dare to test their worth, the chapel waits. And the water never stops rising.
---
The Deeper Water
For DMs who want more: The markings on Silent Heke's chassis at the Broken Spoke match symbols carved into the stone beneath the chapel's crypt. Kaelen the Black's journal, hidden in Mara's quarters, describes a "plague-pacification" in this valley forty years ago—and the things he burned to contain it.
The drowned crypt connects to something deeper still. Something that was here before the chapel. Something that may have called the plague in the first place.
That's for another session.
---
System: 5E Compatible
Tier: 1-3 Location
Pages: 10
Format: PDF
The Drowned Chapel of St. Augor: The saint doesn't hunger. The saint doesn't rage. The saint remembers.
DM Essentials Ruins & Relics are locations built on history—places where the past refuses to stay buried. Designed for immediate drop-in use. Minimal prep, maximum atmosphere. Part of the Arcverse family of products.
Posted: Wed, 04 Mar 08:55:29 CST
This is a work-in-progress Sci-Fi map pack.
The pack contains 2 maps (and 2 variants) shaped with 15x15 square tiles.
You can fit these maps together.
These geomorphs are particularly useful in modular or random dungeons or as battlemaps.
With the right settings, the printed maps tiles should have enough room for 1cm tokens (borderless A4 paper).
Have fun! :)



