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Posted: Fri, 03 Jul 04:27:47 CDT
THE CROWN OF THE DROWNED EMPIRE SITS IN A PALACE AT THE OCEAN FLOOR. WHOEVER HOLDS IT RULES TWELVE SEA PEOPLES. THREE FACTIONS HAVE HIRED THE CHARACTERS TO RETRIEVE IT. THE TWELVE PEOPLES CONSIDER IT A COVENANT, NOT A TROPHY. THE OCEAN BETWEEN THE SURFACE AND THE PALACE IS FULL OF THINGS THAT REMEMBER THE EMPIRE AND DO NOT WANT IT RECOVERED.
Three centuries ago, the Solvari Empire sank beneath the western sea lanes in a desperate, catastrophic act of self-preservation orchestrated by its final ruler, Empress Varan. While thirty thousand souls drowned in the harbor, the imperial palace remained perfectly intact on the ocean floor, holding a sacred crown that carries the symbolic authority to bind twelve distinct sea peoples. Now, territorial disputes are escalating, and three powerful factions have independently hired your party to descend three hundred feet into the deep and recover the relic.
Arriving at the fishing port of Oshet, your characters are immediately thrust into a diplomatic ambush as all three rival patrons await you on the docks, each expecting exclusive delivery of the crown. To succeed, you must negotiate a tense truce on the surface before diving into a beautifully eerie underwater dungeon lit by shifting bioluminescence and patrolled by "The Bound"—the spectral remnants of the empire's final day. Deep within the coral-choked halls, you will uncover forgotten treaty records, confront the undying empress herself, and discover that the crown is far more complicated than a mere prize of war.
The Crown Below The Tide is a self-contained Sword & Sorcery one-shot adventure for 3 to 5 players at levels 6 to 10, lasting 5 to 7 hours. It challenges players to look beyond the promises of competitive gold contracts to navigate a delicate, ancient geopolitical covenant resting at the bottom of the sea.
Adventure Features:
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Perfect for High-Seas Intrigue: Calibrated for 3 to 5 players at levels 6 to 10, delivering a tightly paced, 5 to 7-hour deep-sea expedition filled with environmental hazards, historical exploration, and multi-layered choice.
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An Undying Imperial Presence: Encounter Empress Varan, the tragic architect of the empire's downfall who has spent three hundred years in isolation reflecting on her catastrophic choices. Rather than acting as a traditional boss monster, she offers a profound voice of moral clarity and a radical alternative for the crown's future.
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Breathtaking Underwater Dungeon: Explore a preserved underwater palace across four distinct sectors. Uncover hidden ritual blueprints in the Administrative Wing, decipher long-lost covenants in the Council Chamber, and navigate a silent gauntlet of fifteen unresponsive guards along the Throne Room Approach.
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Tense Triple-Faction Diplomacy: Juggle the competing demands of three wildly different patrons waiting on the docks of Oshet. Choose whether to back Merchant Lord Caras's commercial goals, Speaker Veth's preservationist agenda, or Factor Dross's legally absurd suzerainty claim, with each providing distinct resources or crucial intelligence for your descent.
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High-Stakes Geopolitical Choices: Face a climax with massive regional consequences and zero easy outcomes. Commit to a grueling three-month pilgrimage across twelve underwater settlements to return the crown safely, surrender the relic to a corporate or noble faction, or walk away entirely and leave the empire to the deep.
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SRD 5.1 Compatible: Fully compatible with the 5th Edition Systems Reference Document, designed to drop seamlessly into any oceanic setting, island campaign, or nautical high-fantasy world.
"The crown calls. We choose whether to answer."
Posted: Fri, 03 Jul 04:27:04 CDT
THE LAND KEEPS ITS RECORDS IN A LANGUAGE OLDER THAN ANY COURTHOUSE.
A landscape in a western campaign should never be a static backdrop. It is an active participant. The specific geometry of a valley determines who can see whom and from where. The location of a water source dictates where people settle, where they build monopolies, and where they die fighting. The age of an unmapped trail reveals who made it, while the chemical crusting of an abandoned well tells a grim story about why a homestead failed. When a Game Master reads the landscape as a fully realized character, the physical terrain begins to do heavy narrative work: creating conditions for tense encounters, foreclosing options, opening hidden paths, and carrying a permanent topography of memory.
Lonesome Meridian #010: Bones of the Land is a comprehensive 57-page A5 zine toolset built explicitly for Wardens running system-agnostic western tabletop campaigns. Serving as the physical companion to the human-focused systems of The Weight of Names #005, this supplement provides GMs with an intricate vocabulary to generate, alter, and read the physical world as a living document of historical truth.
Supplement Features:
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Primary Terrain Vocabularies: Master the strategic attributes of foundational landscape features. Learn to deploy deceptive alkali Dry Lakes that trap wagon wheels, vertical Mesas acting as natural defensive strongpoints, narrow Canyons functioning as high-pressure outdoor confined spaces, and mid-elevation Pinon-Juniper Woodlands that penalize speed while rewarding patient trackers.
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Altered & Abandoned Landscapes: Populated your maps with detailed structural ruins. Generate abandoned homesteads left in panicked haste, toxic sulfur-bearing tailings piles from played-out Exhausted Mines, infrastructure gifts from abandoned Relay Stations, historically layered Missions, and nitrogen-loaded abandoned Corrals whose compacted soil color changes can be tracked for decades.
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The Road as a Text: Read trails as dynamic political documents. Differentiate between wide historical Old Roads that naturally trace ancient water sources, aggressive capital-driven New Roads pushed by railroad or mining syndicates, and unauthorized, invisible Informal Trails utilized by outlaws and reservation boundary runners to slip past state checkpoints.
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The Macro Politics of Water: Implement a complete framework governing hydrological control. Map permanent springs and seasonal tributaries to instantly uncover the region's raw power structures. Track the brutal histories of contested wells and utilize vegetation or discolored sediment patterns to visually communicate upstream chemical contamination.
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Chronological Evidence Layers: Systematically break down scene investigations using a three-tier tracking system. Uncover Recent Evidence (0 to 30 days) via fresh track depth and ash structures; Medium Evidence (months to years) through regional vegetation regrowth and road deterioration timelines; and Deep Evidence (generations to centuries) by tracing stone circles, middens, and ancient human plant indicators.
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The Kinetics of Weather & Micro-Climates: Dynamic guides to simulate hostile weather. Throw walls of mountain snowmelt down dry channels as unexpected, low-roaring Flash Floods moving at twenty miles an hour, trigger fine-dust summer storms that reduce visibility to feet, or trap communities under high-elevation Hard Winters that sever trade lines for weeks.
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Four-Step Regional Assembly Matrix: A step-by-step masterclass guiding the Warden to layer water maps, settlement layers, historical milestones, and active load-bearing regional tensions into a beautifully coherent, persistent campaign sandbox.
The land does not forget. It translates memory into topography and waits for someone who can read the translation.
Posted: Fri, 03 Jul 04:26:04 CDT
A DUNGEON IS NOT A PLACE. IT IS AN ARGUMENT. THE ARGUMENT IS ABOUT WHO GETS TO BE UNDERGROUND, AND FOR HOW LONG, AND AT WHAT COST.
The dungeon is the oldest room in the hobby, a pressure system built on limited light, scarce resources, tight exits, and unlimited consequences. Yet, all too often, underground spaces are reduced to simple containers for encounters—a dull sequence of 10-by-10 corridors, random monsters, and traps designed to punish movement rather than reward attention.
The Warden's Codex Vol. III: The Dungeon Anatomist introduces a single corrective design principle: every dungeon was built by someone, for something, and what it has become is a direct function of its history. Written for Game Masters who want their players to act like archeologists rather than simple dice-rollers, this system-agnostic toolkit provides a comprehensive, architectural framework to transform generic underground maps into deeply legibly, coherent texts.
By deploying a structural three-layer history framework, unpacking eight distinct dungeon archetypes, and balancing tension architecture with meaningful chokepoints, you will learn to master the dungeon’s rhythm and construct subterranean ecosystems that feel excavated rather than invented.
Toolkit Features:
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The Three-Layer History Framework: Breathe structural life into your designs by mapping out the Foundation (the space's original architecture and purpose), the Transition (the crisis or event that ended its original use), and the Now (its current occupancy and ecosystem).
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Eight Deep Dungeon Archetypes: Instantly build with architectural logic, tailored room vocabularies, and unique historical legacies using eight foundational models: The Fortification, The Tomb Complex, The Working Mine, The Temple Complex, The Prison, The Laboratory, The Underworld Habitation, and The Layered Complex.
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Tension & Rhythm Architecture: Learn how to pace your underworld exploration by balancing high, moderate, and low-tension rooms with strategic release points. Master the use of structural chokepoints—moments of irreversibility where going back costs your players dearly.
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Fair & Intelligent Trap Design: Move away from random player punishment. Implement trap mechanics that reward player perception and intelligence by establishing a clear tell (detectable before triggering), a logical trigger, and a consequence proportionate to your world’s threat level.
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Modular Room Seeds: Drop ten ready-to-use, system-agnostic room seeds directly into your campaigns, each carrying its own built-in historical secrets, unglamorous environmental hazards, or narrative puzzles—including The Duty Room, The Sealed Vein, and The Last Room Before the Bottom.
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System-Agnostic DM Tables: Roll on extensive, creative d20/d12 random tables to instantly generate unforgettable room functions, door threshold dynamics, atmospheric sensory textures, unplaced environmental hazards, and complex ecological relationships.
Posted: Fri, 03 Jul 04:06:46 CDT
A new Gothic church is here! With two floor options, and damaged roof components, this Gothic Church should fit in almost any tabletop RPG game.
Also features:
- accessories / figures
- Pew
- Altar
- 4 parishoners designed to sit on the pew
- Priest figure
- 2 angry townspeople
- 'ringable' bell
- 4 stained glass inserts with printable transparency page
Thank you for supporting small artists!! These models are for personal non-redistributable use only. For commercial printing options, please contact us directly.
Posted: Fri, 03 Jul 03:25:25 CDT
Do you need some memorable chefs to serve as interesting characters to interact with? With this document, you can have chefs that fit in the Sword & Sorcery, Cyberpunk, and Urban Fantasy settings! Each NPC comes with a goal, a personality, an interesting secret, and a few plot hooks to use them as active characters in your campaigns! If you have any more ideas for the kinds of NPCs you'd like to see in the future, please leave a comment. We would love to hear your ideas and make characters that will become favorites at the table!
The goal of our “Dungeon Master’s Arsenal” is to provide dungeon masters with the tools, characters, and locations for their next campaign, reducing the stress and workload of the beloved dungeon master, the masterminds behind our entertainment, joy, and occasional trauma. While these tools are meant to be used as standalone items, we do our best to create system-agnostic rules and characters that can be adapted to any campaign, providing optimal use and flexibility for any scenario.
Posted: Fri, 03 Jul 03:10:27 CDT



Posted: Fri, 03 Jul 02:31:09 CDT
Belottii's Arcanum
A Magical Sourcebook for Lodesyia™
"Magic is not a shortcut. It is a tool." — Professor Octavia Belottii
For generations, magic has shaped the history, cultures, and civilizations of Lodesyia. From the ancient mysteries of the Mahkt Balaan to the teachings of Saint Alvari, magic remains one of the world's greatest forces—and one of its greatest mysteries.
Written from the perspective of the renowned scholar and adventurer Professor Octavia Belottii, Belottii's Arcanum serves as both a lore-rich exploration of magic in Lodesyia and a practical expansion of magical gameplay for players and Game Masters alike.
Inside This Sourcebook
- The origins of magic and the Mahkt Balaan
- The history and legacy of Saint Alvari
- Magical traditions, philosophies, and education
- The Vilose Academy of the Mystic Arts
- Bellarium and the Belyndorai perspective on magic
- Magic in society, government, and daily life
- Exploration of magical mysteries beyond civilization
- Expanded spell libraries for magical classes
- New relics, artifacts, enchanted items, and magical treasures
- Guidance for creating and running magical adventures
- Over 100 pages of lore, worldbuilding, spells, and Game Master resources
Designed For
- Players seeking new magical options
- Game Masters expanding magical adventures
- Fans of Lodesyia lore and worldbuilding
- Campaigns focused on exploration, discovery, and ancient mysteries
Whether you seek forgotten spells, legendary relics, or a deeper understanding of the forces woven into creation itself, Belottii's Arcanum opens the door to the magical foundations of Lodesyia.
Posted: Fri, 03 Jul 01:54:50 CDT
Haïku est un jeu de rôle en solo où vous écrivez votre voyage à travers le Japon Ancien.
Quelle que soit votre destination et vos raisons, vous allez y rencontrer autant de beauté que de danger ; méditer sur votre passé, écrire des haïkus et découvrir si votre fin sera votre rédemption ou votre perte.
Posted: Fri, 03 Jul 01:54:43 CDT
Durant la guerre de Tanguan, la folie de l’homme fit sortir de sa torpeur la Nature, terrible et mystique. Abreuvés de sang et de haine, les arbres, la flore et la terre elle-même sont désormais animés de cruelles intentions. Des horreurs et des aberrations indicibles rôdent dans la forêt en quête de victimes.
Les indigènes désignent la forêt de Tanguan sous le nom de Liaosenn, la forêt sans fin. Mais le reste du monde l’appelle l’Enfer Vert.
Vous tenez entre les mains un jeu de rôle en solo ou à plusieurs où vous incarnez un commando des Forces Spéciales envoyé en mission dans une jungle maudite. Ce qui fut autrefois un lieu idyllique abrite désormais toutes sortes d’anomalies, d’abominations et de singularités. Pire encore, la zone d’exclusion s’étend et personne ne comprend pourquoi.
Armé de vos dés et de quoi écrire, que découvrirez-vous sur cet endroit cauchemardesque ?
Posted: Fri, 03 Jul 01:54:42 CDT
Le journal d’un bonsaï invite à la réflexion sur notre façon de prendre soin d’une chose délicate et belle, et sur l’art de transmettre une part de soi à travers le temps.
Dans cette ère de distractions numériques effrénées, cette expérience manuelle et introspective est une bouffée d’oxygène.
Pour jouer, vous n’aurez besoin que d’un jeu de 52 cartes, de matériel de peinture ou de dessin, et de feuilles de calque.
Posted: Fri, 03 Jul 01:54:03 CDT
Étudiante japonaise venue en France pour quelques mois, vous avez commencé à fréquenter Montmartre à la recherche d’un endroit où vous sentir bien. Vous avez toujours aimé créer, mais n’avez jamais vraiment trouvé votre voie. L’inspiration viendra-t-elle de ce quartier mythique où tant d’auteurs, peintres et musiciens ont revele leurs talents ?
Un café à Paris est un jeu de rôle solo atypique où vous rencontrez des artistes de ce quartier parisien iconique, tout en découvrant la vie de celles et ceux qui l’ont façonne. Vous pourrez y jouer en français, mais aussi en japonais, pour vivre ainsi l’expérience la plus immersive qu’il soit.
Une œuvre unique écrite par Asami Yamanaka, autrice et dessinatrice japonaise, qui a pour but de stimuler votre curiosité artistique. Le livre contient également deux planches de stickers pour illustrer votre récit.
Posted: Fri, 03 Jul 01:44:34 CDT
Genetic splicing has always been one of Prosperon’s most intriguing frontiers—an art of rewriting the body through the raw power of biology. This book takes that concept further than ever before, transforming gene splicing from a simple stat‑boosting mechanic into a fully realized system of evolution. Within these pages, you’ll uncover the true potential of Prosperon’s wildlife, harnessing their instincts, adaptations, and survival traits as tangible abilities woven directly into your character’s DNA. Whether you seek resilience, power, stealth, or specialization, each splice offers a new way to shape your identity and redefine what it means to be human on Prosperon.
This supplement/sourcebook is designed for the Prosper System rules set, but it can be used with any futuristic setting that incorporates genetic splicing. Some adjustments may be necessary depending on your game’s mechanics, but the flexibility is there—allowing you to integrate these enhancements into a wide range of sci‑fi worlds and campaigns.



