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Posted: Fri, 10 Apr 07:07:01 CDT
A shipwreck. A storm-wrecked island. A corrupted lighthouse. A breeding ground of warped monsters.
Skyfire is a full-length tabletop RPG adventure designed for Dungeons and Dragons 5e, centered around a remote island where ships vanish, people disappear, and something ancient and wrong is growing beneath the rocks. It is a cinematic experience for 2-4 characters of levels 3-5, blending survival horror, investigation, and brutal combat into a tightly structured narrative experience.
Players are thrown into a deadly storm, stranded on the hostile shores of Shirley Island, and forced to survive against both nature and a growing infestation of fishlike humanoids. What begins as survival turns into investigation, and ultimately into finding out the hidden truth behind the horror.
This is not heroic fantasy. This is cold rain, blood in the surf, broken bodies, and choices that carry consequences.

Skyfire is structured into three cinematic acts in the standard version and five acts in the Directors Cut version (also available on this page), each escalating the tension, danger, and stakes:
Act 1
The journey begins at sea, as a violent storm tears apart the party’s vessel. Survival becomes immediate and brutal, with characters fighting the ocean, wreckage, and exhaustion before washing ashore.
Act 2
Stranded on a fog-shrouded beach, the party discovers unsettling signs of predation and investigates a coastal cave where something inhuman lurks.
Act 3
The iconic lighthouse stands abandoned, rotting, and hostile. Within its walls lurks a massive, mutated creature - A Fishman Juggernaut - and clues that hint at something far worse below the island. Will the party be able to find the flare gun and set the sky on fire for hope and help?
Skyfire introduces multiple original creatures. Each monster includes:
- Full 5e stat blocks
- Unique traits and abilities
- Lair actions and environmental interactions
- Lore, motivation, and narrative hooks

Skyfire is a location-driven adventure, with richly described environments designed to evoke tension and dread. Each location includes:
- Atmospheric descriptions
- Exploration guidance
- Environmental hazards
- Narrative discoveries
- Points of danger and reward


What’s Included in the Skyfire standard version
Skyfire is a complete, ready-to-run adventure, including:
- A fully written narrative adventure
- Multiple encounters for 2–4 players (levels 3–5)
- Fully statted original monsters and NPCs
- Exploration sections for every major location
- Custom traps tied to the environment
- Unique items, embedded into the adventure
- A full DM guide to horror atmosphere and pacing
- Player and GM role guidance
- Casual loot and narrative rewards
- VTT tokens
- Images
- Maps in JPG and also in VTT ready battlemap exports

Skyfire is written with a dark, clinical, professional tone, emphasizing:
- Consequences over heroics
- Atmosphere over spectacle
- Investigation over exposition
- Survival over power fantasy
- Combat is dangerous. The environment is hostile. Information is incomplete. Choices matter.
This adventure is ideal for groups that enjoy:
- Horror and tension
- Survival scenarios
- Mystery and investigation
- Grim fantasy aesthetics
- Meaningful consequences
and for Dungeon Masters who want a ready-to-run horror adventure in a grim mysterious world.
Posted: Fri, 10 Apr 07:01:34 CDT
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 Gem-Cutter's World (Short Essay): Who they are, how the stone speaks, and why perfection is their only standard.
10 Encounters in the Workshop and Beyond: Each one gives you a situation, the truth behind it, and a way for the players to respond.
- The Flaw – A beautiful gem, a hairline crack invisible to all but the cutter. Perfection is their only standard.
- The Stolen Gem – A masterpiece stolen. The cutter blames a human trader. The truth is closer to home.
- The Gift – A small, perfect gem pressed into a party member's hand. "For luck. For memory. For the road."
- The Price – Not gold, but a story, a secret, a promise. A test of character.
- The Vision – A party member gazes into a polished gem and sees a vision. The stone remembers.
- The Apprentice – A young gnome struggles to cut a stone. The master watches in silence. Patience is the lesson.
- The Bargain – The cutter will cut a raw gem for the party—but will keep a shard for themselves. A memory of the work.
- The Heirloom – A gem cut by a grandmother, never equalled. The cutter mourns their own limits.
- The Curse – A stone the cutter refuses to touch. "It is cursed." The truth is more human.
- The Masterpiece – A life's work, finished. The cutter is saying goodbye to their craft.
Quick Reference Table: Roll d10 and get a full encounter hook in seconds.
Who This Is For:
- DMs who want treasure to have a story, not just a price tag
- Players who think a gem is just a gem until they see the fire the cutter sees
- Anyone who understands that the finest work is not sold for gold—it is given for a story
ENTER THE ARCVERSE
More DM Essentials, adventures, and settings at the link below.
The stone whispers. The cutter listens. The gem wakes. What story will you trade for it?
Posted: Fri, 10 Apr 06:41:08 CDT
Count Con has a simple, wilderness mapping job for the party. Go out and confirm the boundaries of his domain and note the features! Four, fourth level PCs head into Unicorn Valley!
This was one of our convention offerings last year and what was was a real blast!
Posted: Fri, 10 Apr 06:38:53 CDT
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, and their doors open only to those who prove worthy.
What's Inside?
The Burrow‑Keeper's World (Short Essay): Who they are, how they hide their homes, and why every stranger is tested.
10 Encounters at the Hidden Threshold: Each one gives you a situation, the truth behind it, and a way for the players to respond.
- The False Rock – A rock face that looks wrong. The Burrow‑Keeper whispers: “You have good eyes.” A test of perception and discretion.
- The Hidden Path – A trail that appears and disappears among the roots. A test of respect for the earth.
- The Talking Badger – A badger speaks. A gnome throws their voice. A test of kindness.
- The Missing Door – The burrow is supposed to be here. Only a hillside of moss and stone. A test of persistence.
- The Stranger's Welcome – A gnome sits on a rock, feet dangling. “You found us. That is not nothing.” A test of honesty.
- The Warning – A voice from the hillside: “Turn back.” A test of wisdom. The danger is real.
- The Test of Patience – The party waits before a blank hillside. The sun sets. The stars come out. A test of patience.
- The Helper – A gnome offers to guide the party away from the burrow. A test of trust.
- The Debt – A gnome demands the return of a stolen gem. Mistaken identity. A test of justice.
- The Opening – The hillside shimmers. A door appears. “The earth has decided. Enter, if you dare.”
Quick Reference Table: Roll d10 and get a full encounter hook in seconds.
Who This Is For:
- DMs who want gnomes to feel like folklore, not factory workers
- Players who think a hidden door is just a Perception check until they meet someone who has disguised it for three hundred years
- Anyone who understands that the best way to find a gnome burrow is to stop looking
ENTER THE ARCVERSE
More DM Essentials, adventures, and settings at the link below.
The door is hidden. The keeper is watching. The earth is listening. Will you find it—or will you walk past, searching for something that was never there?
Posted: Fri, 10 Apr 06:07:43 CDT
Garfelion
"I will fight. After I finish this."
Garfelion is a knight of impressive presence and questionable urgency. He carries his blade with competence, though it is often set aside in favor of food and rest. When he finally rises, few can match his strength.
Includes:
- Full-body illustrations with color variants
- VTT-ready tokens
- Two stat blocks (beginner and experienced)
- Companion rules, romance options, teachable trick, and more
This character is part of the Cat Tales series, a growing collection of original, illustrated catfolk ready to cause chaos, charm, and unforgettable moments at your table.
Each Catventurer includes lore, art, stats, companion rules, romance options, teachable tricks, and more.
Want more cats?
New Catventurers release regularly over on our Patreon.
- Patreon.com/cat_tales
Thanks for supporting indie creators and bringing more paws, claws, and purr-sonality to your games!
~The Cat Tales Team
Posted: Fri, 10 Apr 06:07:41 CDT
Teylani
"I see you, and the forest sees you too. Walk gently."
Includes:
- Full-body illustrations with color variants
- VTT-ready tokens
- Two stat blocks (beginner and experienced)
- Companion rules, romance options, teachable trick, and more
This character is part of the Cat Tales series, a growing collection of original, illustrated catfolk ready to cause chaos, charm, and unforgettable moments at your table.
Each Catventurer includes lore, art, stats, companion rules, romance options, teachable tricks, and more.
Want more cats?
New Catventurers release regularly over on our Patreon.
- Patreon.com/cat_tales
Thanks for supporting indie creators and bringing more paws, claws, and purr-sonality to your games!
~The Cat Tales Team
Posted: Fri, 10 Apr 06:05:05 CDT
For thousands of years, the dragons lay hidden in the dark places where humans never ventured. As they watched humanity rise, the dragons grew more and more fearful, and did more and more to conceal themselves and avoid the evils of humanity. Now, in the middle of what the humans call their 21st century, humanity has fallen into ruin, and the dragons have decided that now is the time for their return.
Play as your favorite species of dragon, and decide whether you will help humanity after its failure, or will you further the downfall of humanity. Dragons have nine attributes, including magic and psionics, and can gain special abilities to further strengthen their goals…whatever those goals might be…
Posted: Fri, 10 Apr 06:05:04 CDT
Posted: Fri, 10 Apr 06:05:04 CDT
Songbird survived her first shadowrun.
Barely.
The job went bad. The team made it out. And the spirit she summoned—Ember—refuses to leave.
Now everything is different.
Spirits don’t just answer Songbird’s call—they linger. They watch. They care. And no one knows why.
As the team regroups and takes on a new job, Songbird is forced to confront what that means. More power. More attention. More danger.
Because Ember isn’t the only one who’s noticed her.
And whatever was hiding in that facility?
It hasn’t been forgotten.
Out in the shadows, something is watching.
Waiting.
And this time, Songbird won’t be ready.
Posted: Fri, 10 Apr 06:05:03 CDT
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Posted: Fri, 10 Apr 06:05:03 CDT
| This special bundle contains the following titles: |
| Total value: | 0 |
| Special bundle price: | 0 |
| Savings of: | 0 (50%) |
Posted: Fri, 10 Apr 05:58:22 CDT
Night City est vorace, choomba ! Elle veut plus de lieux, plus de gens, plus de trucs. Plus ! Plus ! Toujours plus ! Elle n’est jamais rassasiée, comme toi. Tu as toujours envie d’ajouter un petit quelque chose dans tes campagnes pour basculer au bord du Gouffre.
Voilà l’objectif d’Interface RED. Dans ce troisième volume, vous découvrirez une série d’articles courts taillés sur mesure pour enrichir votre expérience de Cyberpunk RED. Le moment est venu de dire adieu à la chair pour s’habiller de chrome des pieds à la tête !
Le Volume 3 d’Interface RED propose de nouveaux éléments pour vos parties de Cyberpunk RED :
• Mini-boss endurcis : nous passons les mini-boss à la moulinette pour rétablir l’équilibre des forces face aux équipes qui esquivent les balles, font tout péter et enchaînent les tirs à la tête.
• Rencontres numériques dans le futur sombre : faites des rencontres et organisez des rencarts à Night City. Cet article est le moyen idéal d’introduire de nouveaux PNJ dans vos parties. Les Edgerunners aussi se sentent parfois seuls !
• Le garage de Déchiqueteuse : allez faire un tour à Santo Domingo pour vous fournir en armement lourd chez la Fixer des Nomades Déchiqueteuse.
• Mission récupération : pourquoi acheter ce que vous pouvez ramasser en périphérie des zones de combat ? Une activité géniale pour meubler votre temps libre !
• Les douze coups de l’Upload : que vous vouliez rester dans la course en vous procurant du matériel de netrunning dernier cri ou que vous soyez un enregistrement d’encéphalo-plat en sursis, l’Upload vous fournira le nécessaire.
• Des affaires cybernétiques en or : rendez-vous au Quai 13, dans le quartier ensoleillé de Night City Sud, où M. A-MAAZE stocke des cyberimplants qui vont vous faciliter la vie.
• Question de hasard : un fourre-tout inédit d’idées et de sources d’inspiration sorties des esprits de l’équipe de développement de Cyberpunk RED. Transférez-les directement dans votre cerveau pour donner un second souffle à vos parties !
• Eflines Online le JCC : jouez au jeu de cartes à collectionner qui fait fureur à Night City et gagnez des récompenses exclusives dans le jeu vidéo ELO, comme des devises numériques et des compagnons !
• En roue libre : dévalez les rues à vélo, en rollers ou en skateboard et filez comme une flèche à travers Night City !
• Le Noël des punks chromés : Père N.O.Ë.L., le célèbre Netrunner, a partagé le schéma de douze cyberimplants célèbres de Cyberpunk 2020 à destination des Techies de Night City.
• Un borg de fer dans un corps d’acier : Samantha, la fan numéro un de Johnny SIlverhand, vous initie à l’univers des conversions intégrales ! C’est parti pour la transformation en cyborg !



