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Posted: Fri, 24 Apr 17:14:36 CDT
SHADOWDARK SemiOrc warrior, adventuring into a old forest.
Many thanks for checking my work!
My artwork is drawn by hand in pencils, then scanned in hi-res and cleaned up in PS and saved as a high-resolution 600/300 dpi greyscale JPG/PNG.
This purchase is for one JPG file, black and white line art, 600dpi. If you need this in any other format please feel free to contact me at jpcartas@gmail.com
Terms of Use and License:
For non-commercial use, you can use it an unlimited number of times.
For commercial use you may use it for a one time.
Only a single user or single agency client to use the art.
Non-exclusive content.
You can reduce or crop the image, but not the signature (if you need it, just asked me and we can find a solution) and can't alter or modify it in other ways without permission.
And you can not resell or give for free the image.
If you use this image in a publication (any media) you must include this statement in the credits:
Pg X "SHADOWDARK Dwarf warrior 2® by Nuedama". Used with permission. All rights reserved.
Posted: Fri, 24 Apr 17:01:28 CDT
Ireland Folklore Bestiary
A Collection of Creatures from Irish Mythology and Folklore for D&D 5th Edition
Ireland has one of the richest folkloric traditions in the world - a mythology so old it survived invasion, Christianisation, and centuries of pressure and came out the other side still breathing, still told, still believed. This bestiary brings that tradition to your table. Every entry includes Irish-language names, IPA pronunciation guides, and mechanics built directly from the lore.
This volume contains:
- 35 complete statblocks, CR 1/4 to CR 24
- Flagship creatures: Morrigan, Balor of the Evil Eye, Dullahan, Abhartach, Leannán Sídhe, Sluagh na Marbh
- The Gae Assail - artifact spear of Lugh, one of the only weapons capable of bypassing Balor's protections
SERIES NOTE
Part of the Folklore Bestiary Series — authentic regional mythology for D&D 5e. Other volumes cover Welsh and Scottish traditions.
Perfect for campaigns where the land itself has memory, where keeping a promise to the Fair Folk matters as much as surviving the fight, and where the most dangerous thing on the road at midnight might already know your name. These creatures reward players who listen to the lore - in Irish mythology, knowing the old rules is often the only thing that keeps you alive.
Tír na nÓg is closer than you think.
Posted: Fri, 24 Apr 16:26:55 CDT
A printable PDF and an autofill digital version of the Kaizen 2nd edition character sheet!
Posted: Fri, 24 Apr 16:09:23 CDT
A once-proud manor brought to ruin—its windows blackened, its halls silent. Everyone knows the house, but if pressed for more, they come up short. A month later, it will be gone—along with the neighbors.
There are those who hunt this house. For wealth. For destruction. For the lost. Yet the house hunts them in return—seeking the one who took its owners.
Left behind was the Daughter.
What remains is a monster.
Content
A complete Shadowdark dungeon designed for characters level 0–2:
- Dynamic Horror: A roaming apex predator hunts the PCs through the house.
- PC-Driven Exploration: A non-linear manor filled with treasure, secrets, and risk.
- Puzzle Through Play: The Eyes of Ord offer both solution and danger—tools that can save you or doom you.
- Living Factions: Ghosts, rival adventurers, and the Daughter create a shifting ecosystem of tension and opportunity.
- Packaged Four Page Dungeon: 17 keyed locations, 3 magic items, 2 hooks (gauntlet and adventure), a random encounter table, and mechanics built for fast, tense play.
Posted: Fri, 24 Apr 16:06:38 CDT
A minimalist tabletop roleplaying game about knights of The Order, sworn an oath to uphold the righteous and stamp out evil, wherever it may make itself known. Part detective and part holy warrior, the knights of The Order have dedicated their existence to this mission. BUT doubt gnaws away at the minds and souls of these devout servants, opening them up to assault by the forces of darkness. Who is the final arbiter of what is right?
A Brief List of Inspirations:
- Black Death (2010 film)
- DragonRaid (Dick Wulf’s Christian discipleship learning game)
- Fable (Benjamin E. Sones’ RPG)
- Paladin (Clinton Dreisbach’s RPG)
- Season of the Witch (2011 film)
- Suspira (1977 film)
- The Oath (Manowar’s song)
- The Window (Scott Lininger’s RPG)
Posted: Fri, 24 Apr 15:56:57 CDT
FROM THE MIND THAT BROUGHT US FEATS OF AN ADULT NATURE!
That Time Again continues the tradition of NUELOW Games providing d20 System rules for things you may not have considered, but which add depth and realism to characters. In fhis one, we provide rules and feats for periods. Period.
Whatever variation of the d20 System you're using, this might be just the item you've been looking for, even if you didn't know it until now. This is even more true if you've adopted the Witchkind into your game--if any one race is perfect for the feats introduced in That Time Again, it's the Witchkind. (Who are the Witchkind? Click here: DriveThruRPG - NUELOW Games)
Note: This supplement deals with mature biological themes (although not necessarily in a mature fashion) and may not be suitable for all gaming groups.
Posted: Fri, 24 Apr 15:37:56 CDT
A free PDF version of the Justice System character sheet. Easy to print!
Posted: Fri, 24 Apr 15:35:14 CDT
A free html version of the Justice System character sheet. Autocalculates secondary attributes and skill totals!
Posted: Fri, 24 Apr 15:35:06 CDT
The BackerKit Preview for Of A Harmonious Nature, a 3PP designed for use with ShadowDark RPG.
Posted: Fri, 24 Apr 15:20:13 CDT
Cheios de Poder - O Despertar é um livro jogo que visa ser uma introdução para o mundo de Cheios de Poder.
Neste pequeno livro jogo, você controla um Personagem que teve seus poderes despertados no exato momento que um vilão apareceu próximo dali. Ele mostra algumas mecânicas básicas sobre as regras de Cheios de Poder.
Posted: Fri, 24 Apr 15:17:08 CDT
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Posted: Fri, 24 Apr 15:13:50 CDT
THE IRON STOUP: A Moorland Inn of Weak Ale, Hard Beds, and Hidden Sorrows
DM Essentials Tavern #03 | 5E Compatible (Tier 1-3 Hub)
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Welcome to the Last Warm Hearth Before the Moor
Eat your stew. Say nothing. Sleep with one eye open.
At the edge of a bleak moor where the heather turns to peat and the road dissolves into marsh, a stone inn huddles against the wind. It is built from the ruins of a failed wayside chapel—its walls are old consecrated stone, its windows narrow as arrow slits. The sign above the door is a rusted iron pot, hanging from a beam that once held a bell.
This is The Iron Stoup.
The inn is named for the iron bowl that hangs over the hearth—a vessel that never empties, no matter how many are fed. The landlord is a former executioner named Corin, who retired after hanging an innocent man. The cook is Lira, the daughter of that same man, who does not know who Corin truly is. And the old man in the corner, nearly blind, is Jory—who sees the dead and keeps a list of names on his belt.
This is not a tavern for heroes. It is a tavern for the broken, the guilty, and the lost. The moor does not judge. The moor collects.
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What's Inside
A Fully-Realized Refuge of Guilt and Secrets
- Atmospheric sensory details—peat smoke, wet wool, the wind keening across the moor, the groan of the inn's old stones
- The history of the Chapel of St. Heria and how it failed, leaving only a well and a curse
- The Weight of the Moor—a recurring atmospheric feature where time distorts and the inn breathes like a living thing
Three Unforgettable NPCs in a Triangle of Secrets
- Corin – A former executioner who hanged an innocent man and fled. He built the Iron Stoup on unconsecrated ground. He has not told Lira the truth.
- Lira – The dead man's daughter. She works as cook and stablehand, grateful for a second chance. She does not know who gave her that chance—or why.
- Old Jory – A nearly blind guest who has lived by the fire for seven years. He sees the dead. He keeps a list of seventy-three names. Number seventeen is Lira's father.
Complete Stat Blocks (Challenge 1-2) for all key NPCs—ready to deploy at a moment's notice.
The Menu with moorland pricing (cheap, because there is nowhere else to go):
- The Stoup – Thin, sour, and barely alcoholic (2 cp)
- The Iron Stew – A thick porridge of root vegetables, mystery meat, and sorrow (4 cp)
- Black Bread – Dense, dark, and slightly burnt (1 cp)
- Peat-Smoked Fish – Tastes like campfire and regret (3 cp)
The Heart of the Inn: The Bowl That Never Empties
The iron cauldron hanging over the hearth is older than the chapel, older than the moor's memory. It feeds every guest without ever needing to be refilled. The stew changes flavor depending on who eats it—soldiers taste meat, children taste honey, liars taste bitterness. A player who watches the bowl can read the mood of the inn and sense when the moor is waking.
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10 Adventure Hooks from the Moor
The Iron Stoup draws the lost, the guilty, and the haunted. These hooks launch whole sessions.
1. The Innocent's Ghost – A spectral figure appears at midnight, wearing a rope around its neck, pointing at Corin.
2. The Missing Traveler – A merchant's daughter stopped at the inn three days ago. She never reached the next town.
3. The Peat Cutters – Silent, pale men come to the inn every night. They never eat. They are not alive.
4. The Fog That Walks – Thick fog rolls in from the moor. Within it, shapes move. They knock on the door at midnight.
5. The Workhouse Children – Escaped children hide in the stables. The workhouse master is coming. He is the man who imprisoned Lira.
6. The Hanging Rope – A length of old rope moves on its own, coiling and uncoiling like a snake. It is trying to form a noose.
7. The Moor Witch – An old woman arrives, wrapped in peat-stained rags. She is Aldric Hale's mother. She has been looking for her son's executioner for twenty years.
8. The Tax Collector – A royal agent arrives with armed guards. He is looking for a ledger—Corin's executioner's ledger.
9. The Blizzard – A snowstorm traps everyone inside. Among the guests: a murderer, a witness, and a bounty hunter.
10. The Broken Spoke's Secret – A courier from the Broken Spoke arrives. Mara has a job for Corin: one last hanging. The deserter's name is Aldric Hale, Jr.—Lira's younger brother.
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10 Inn Encounters (Roll 1d10)
Something is always wrong at The Iron Stoup. The moor sees to that.
Each encounter includes the surface action, the truth beneath, and DCs for Perception, Insight, Arcana, or Medicine checks:
- The empty bowl that refills itself
- Three knocks on the door—and no one there
- The hearth fire burning blue
- Boots by the door that drip water, but no owner
- A whistled tune that freezes Lira's blood
- A child's stew containing a human finger bone
- A hooded stranger who knows Corin's secret
- Crying from the sealed cellar
- A rope that appears on the bar, moving on its own
- Four silent peat cutters who have not blinked in an hour
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10 Deep-Dive Scenarios
When you need more than a random encounter, these fully-developed situations turn the Iron Stoup into an adventure location:
- The ghost that demands confession
- The peat cutters who watch over Lira
- The witch who curses with truth, not death
- The rope that shows visions of the worst thing you've done
- The workhouse children—one is not what they seem
- The tax collector who carries a writ of execution
- The blizzard where the murderer is the last person you'd expect
- The well that holds something old and hungry
- The deserter who is innocent—and the witness who won't speak
- The moor itself, waking up and herding the living toward the well
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Why Your Campaign Needs The Iron Stoup
This is not a tavern for rest and resupply. It is a pressure cooker of guilt, secrets, and the slow horror of a landscape that remembers every death. Whether your players are hunting a ghost, protecting a fugitive, or simply trying to survive a snowstorm, the Iron Stoup offers a bleak, atmospheric hub unlike any other.
The moor does not judge. The moor collects. And it has started to knock.
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Enter the Arcverse
The Iron Stoup is the third tavern in our DM Essentials library—locations built on history, where the past refuses to stay buried.
Also available:
- Tavern #01: The Broken Spoke – A fortified tavern built into a ruined bridge. Neutral ground in a valley carved by war.
- Tavern #02: The Saltings – A beached-ship tavern on a lonely coast, where wreckers drink in silence.
- Ruins & Relics #02: The Drowned Chapel of St. Augor – A flooded fane where a failed healer judges the living.
- Ruins & Relics #03: The Hollow Warren – An abandoned mining settlement where the dwarves dug too deep.
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System: 5E Compatible
Tier: 1-3 Hub Location
Pages: 10
Format: PDF
The Iron Stoup: Eat your stew. Say nothing. Sleep with one eye open. The moor remembers.
DM Essentials locations are designed for immediate drop-in use—minimal prep, maximum atmosphere. Part of the Arcverse family of products.



