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Posted: Sun, 10 May 09:16:49 CDT
They were the forgotten people of Karnaxos. The laborers beneath the bronze towers. The miners beneath the earth. The starving masses outside the walls of kings. For generations they suffered beneath tribute, chains, and war, their lives spent building empires they would never share. Then the cities began to fail. Droughts spread. Trade collapsed. Armies turned inward. And from the ashes of desperation rose a movement unlike any before it. Not a rebellion. A migration. Led by prophets, raiders, and visionaries, the poor abandoned the dying city-states and took to the open world. Thousands marched beneath stitched banners and wheeled fortresses, forming a vast wandering nation known as the Dustborn Host. Now they cross the plains of Karnaxos like a moving empire - trading, conquering, liberating, and consuming in equal measure. The rulers of the old world call them savages. The desperate call them hope. But beneath the Dustborn’s rise lies a darker truth, one buried beneath the wheels of their endless march.
The Dustborn Host is not a single settlement but a sprawling migration of caravans, war wagons, beast-drawn fortresses, and mobile markets stretching across miles of open land. Its heart is Aram-Keth, the Great Caravan - a colossal moving city formed from linked wagons of bronze, timber, leather, and scavenged stone. Smoke rises constantly from its forge-camps, while thousands live within its shifting streets. Surrounding it travel smaller clans and factions:
The Chainbreakers, militant warriors who free slaves and burn noble estates.
The Ash Traders, merchants controlling vital resources and information.
The Wheel Prophets, mystics claiming to guide the migration through divine visions.
The Host never remains still for long. Entire battlefields vanish beneath its wheels. Roads are carved where none existed before. Yet wherever the Dustborn pass, the land slowly dies behind them.
_________________________________
HOW TO PLAY
In this Solo Adventure you assume the role of an adventurer in a Bronze Age Fantasy setting where kingdoms rise and crumble beneath obsidian skies, and where warlords, sorcerers, and wandering heroes carve their names into the annals of Karnaxos. You will require the Warborn of Karnaxos Core Rulebook (CRB) and any expansions you wish to incorporate. The story you experience is your own. The actions you choose depend on who and what you encounter, and how you elect to interact. Keep a record of your journey, tracking outcomes and branching consequences. Your decisions become the voice of the unseen Storyteller. The world of Karnaxos stirs to life through your interpretation, your vision, and your courage. This template provides structure, direction, narrative density, and motivational clarity, ensuring you always know what drives the hero, what threatens them, and what lies beyond the next torchlit corner.
Posted: Sun, 10 May 07:55:04 CDT
With our final issue of the year, we put Dragon Warriors' 40th anniversary year to bed and bring you the 18th of our celebration of all things Legend.
Behind our cover by Chris Lawson, a sneak preview of Kieran Turley's The Lost Voyage, you'll thrill to:
Secondary Combat Skills by Lee Barklam : improve your fighting skills through practice and hard work.
Beneficent Spirits by Chris Jolliffe : sometimes the souls of those passed will render aid
Laws Regarding Treasure by Brock : when the party doen't get to keep all that trove
Gjenganger by Damian May : sometimes the souls of those passed have unfinished business
The Cursed Monastery by Mark Dowson : solo adventure in an unholy monastery

Mercanian Longship Figureheads by Brock : decorative and fear instilling
The Meek by Alistair Smith : not all who are downtrodden are submissive
Kasbahs and the Mountains of Marazid by Brock : the fortified hilltop refuges are detailed

The Star of Leos by Chris Jolliffe : a talisman that is proof against all manner of curse
Art Thou Hagged or Fragged? by Andrew Wright : a short scenario for those of higher Rank
Plus a 4-page extra from Andrew Wright with the first part of A Periplus of the Emphidian Littoral, a guide to the coast and islands.

This fanzine includes material based on the Dragon Warriors setting, as created by and copyright © Dave Morris and Oliver Johnson, and used according to the terms of the Serpent King Games Fan Policy.
This document is not published, endorsed, or officially approved by Serpent King Games.
For more information about Dragon Warriors products and Serpent King Games, please visit their website.
Posted: Sun, 10 May 06:05:03 CDT
Make the Monsters Your Own!
The world of the Weird Wizard contains many strange beings: creatures foul and filthy, striking and captivating, and good or evil. Secrets of the Weird Wizard introduced a wide range of creatures to use as friends and foes … but one can never have enough monsters. Kicking off the Weird Menagerie series, this volume gives you everything you need to customize existing creatures and create brand-new ones. Inside, you’ll find:
- Updated rules for using enemies.
- Updated guidelines for balancing combat scenes.
- Tools for customizing creatures.
- New skins to bestow cool powers upon the creatures you control.
- Guidelines for building your own enemies from scratch.
By itself, this supplement helps you make the most of the creatures already available in the game. Whether you want minor changes or major ones, Weird Menagerie, Vol. I takes your monsters, freaks, and foes to a whole new level.
Schwalb Entertainment, LLC
<logo>
P.O. Box 12548
Murfreesboro, TN 37129
info@schwalbentertainment.com
www.schwalbentertainment.com
Weird Menagerie, Vol. 1 is © 2026 Schwalb Entertainment, LLC. All rights reserved.
SKU: SWW 2606
Posted: Sun, 10 May 06:05:03 CDT
You look over at the fresh body parts strewn across the sand and the container you are supposed to recover. The pungent smell of death and explosive material catches your noise, but you dare not move. Although you heard a noise coming from the container, hopefully it was just debris and not something inside.
2096 is a dystopian RPG powered by a single d12 and a world that doesn’t care if you make it home. Every scenario is modular and consequence‑driven, designed to slot into your campaign or stand alone as a quick, lethal one‑shot.
Inside you’ll find a 2‑page adventure: a rules sheet for instant play and a scenario built for tension, escalation, and fallout. Perfect for coffee‑break sessions, late‑night runs, or when you want a complete story in under an hour.
Posted: Sun, 10 May 04:20:42 CDT
A highly detailed fantasy wizard miniature designed for tabletop RPGs and resin 3D printing. This Arcane Scholar stands in a calm, dignified idle pose, holding a long magical staff at the side with a relaxed yet confident stance. Inspired by classic high fantasy scholars and wandering mages, the model features layered scholarly robes with practical adventuring details including leather belts, scroll cases, hanging books, and subtle ornamental armor pieces.
Carefully crafted with clean geometry and balanced proportions, this miniature is optimized for high-quality resin STL printing with support-friendly shapes and minimized fragile elements. The grounded silhouette, controlled cloth movement, and absence of excessive magical effects make the model both visually striking and practical for printing and painting.
Perfect for use as a wizard, sage, spellcaster, archivist, or NPC in tabletop RPG campaigns, collectible displays, or fantasy dioramas.
License:
This purchase includes a commercial physical print license. Buyers are permitted to print and sell physical 3D prints of the model. Redistribution, resale, sharing, or commercial sale of the digital STL files is strictly prohibited.
Posted: Sun, 10 May 02:34:21 CDT
A towering elemental construct forged from pure [ELEMENT], this massive golem radiates ancient magical power from the glowing arcane core embedded deep within its chest. Designed as a highly detailed fantasy miniature, the sculpt features a heavy armored silhouette, cracked elemental surfaces infused with leaking magical energy, and a powerful battle-ready pose perfect for tabletop encounters, boss fights, or collector displays.
Carefully crafted for high-quality resin 3D printing, the model includes intricate surface textures and strong readability at tabletop scale while maintaining impressive display-level detail. Ideal for fantasy RPG campaigns, wargaming, painting projects, or STL collectors seeking a dramatic elemental creature.
Features
- High-detail fantasy elemental golem miniature
- Dynamic combat pose with strong silhouette
- Intricate cracked surface and magical energy details
- Designed specifically for resin 3D printing
- Optimized for tabletop RPG and display use
- Clean centered composition for reliable slicing and printing
- Suitable as boss monsters, guardians, summoned constructs, or encounter centerpieces
Recommended Use
Perfect for:
- Fantasy tabletop RPGs
- Dungeon encounters
- Boss battles
- Wargaming armies
- Display painting
- STL miniature collections
Included Theme Variations
Replace [ELEMENT] with:
- Fire
- Water
- Earth
- Air
- Ice
- Lightning
- Lava
- Crystal
- Shadow
- Arcane
This product is a digital STL file only. No physical miniature will be shipped.
Posted: Sun, 10 May 01:07:11 CDT
Magic treasures with voices, hearts, and stories
- 20+ Amazing sentient items!
- Exciting abilities, variants, and adventure hooks
- Engaging lore, diverse backgrounds, and larger-than-life personalities
- Evolutions, item variants, tables, and unique mechanics
- Adventure hooks with (non-sentient) quest rewards
*BONUS* Magical Interactive Companions you can actually talk to!






From seemingly mundane items that talk back to legendary relics whose whims topple kingdoms, this book includes a merry company of unique sentient items with personalities, ambitions, opinions, and secrets!
In this fully illustrated 5E-compatible book, gamemasters will find a wealth of unique item concepts and game-ready adventure hooks, while players will get the chance to befriend talkative treasures and explore novel character concepts alongside their amazing item buddies.
- Travel in style and share stories with a self-driving wagon
- Astound the masses by playing the most fabulous bard-turned-harp
- Bestow alien powers to any item through the bizarre Mindcore
- Feel safe in the embrace of of a motherly animated suit of armor
- Wield a mythical shield with a permanent portal on its surface
- Reclaim the lost destiny of an amnesiac moonblade
- Hazardously recycle magic junk inside Munch the Sentient Bag of Devouring
- Rebel against a mountain god with its own hammeraxe
- Learn the art of battle alongside the Sensei-Sword
- Evolve the full magical might of slumbering artifacts, lost relics, and stubborn weapons
Time to let your items come alive at the table!
Posted: Sat, 09 May 23:49:39 CDT
THE JUDGE
The Crawling Chaos in Cook County
A Call of Cthulhu campaign for one Keeper and 3–5 Investigators.
Modern era, Chicago, October 2001. Roughly 18 to 22 hours of
play across four core sessions plus an optional fifth.
The pitch
Six homicides have been committed in Chicago over the past three
weeks. Each victim was killed in a manner reflecting one of the
seven deadly sins. Each crime scene contained a single black
playing card stamped with one word: DESERVE.
The Chicago Police Department's Area 3 Homicide division has
assembled a small task force to find the man the press will
eventually call The Judge.
They will not find him. He is not a man.
Beneath the murders is a 1994 cover-up at a private gentlemen's
club. Beneath the cover-up is a Cairo-made deck of black playing
cards. Beneath the deck is the Crawling Chaos itself —
Nyarlathotep — robed in a black gown of judgement, walking the
courtrooms of Cook County in search of the seventh and final
defendant in a case that began on the night of March 21, 1994.
Run it slow. Let the dread breathe.
What's inside
Four core sessions plus an optional fifth aftermath, designed
as one continuous arc. Three concentric mysteries — Surface,
Cover-Up, Truth — that the players reach in order, with each
layer hiding the next.
Five pre-generated Investigators (Returned, Echo, Reader,
Skeptic, Authority), each with personal history threaded into
the case. A full cast of suspects, witnesses, and adversaries,
all statted. Six crime-scene files. Combat statblocks for the
Black Magistrate and the threats around him. A Verdict Tracker
mechanic for the central moral choice the team has to make.
Five sequel hooks for any ending — one-shot to campaign-length.
Glossary, index, and at-the-table reference appendices. A
Keeper's Companion (Appendix B) with safety tools, dream-visit
scripts, and pacing cues.
Compatible with Call of Cthulhu 7th Edition.
What's not included — please read before buying
This is a text-first document. To save anyone disappointment:
No maps. No floor plans, no city maps, no location diagrams.
Locations are described in prose. The Royal Galt Club, Lin
Chen's apartment, Pike's Bookshop, and the Cook County
courthouse are evoked through text, not illustrated. If your
group needs visuals, you'll need to source or sketch them.
No graphical handouts. Handouts are present as text descriptions
("Handout 5: Pike's Notebook excerpt") rather than printable
graphics with period styling. Treat them as scripts you can
format yourself if you want the prop on the table.
No interior illustrations. There's no commissioned art beyond
the Miskatonic Repository banner on the cover. The book is
typography-driven.
No pre-printed character sheets in Chaosium's official format.
Pre-gens are one-page text statblocks. Transcribe onto blank
official sheets if you want the at-the-table look.
No VTT modules, audio, or music. No Roll20, Foundry, or Fantasy
Grounds packages. No ambience playlists. No tokens. Plain
document for tabletop or your own VTT setup.
No alternate endings beyond the four provided (Best, Costly,
Tragic, Worst). The arc is structured, not a sandbox.
Content warnings
The investigation contains drug-facilitated sexual assault
(off-screen, in backstory only); the death of a young woman in
a cover-up; the suicide of an elderly man; ritual murder; brief
animal harm (rats); coercion of grieving parents by a religious
cult; and the political and emotional weather of a major
American city six weeks after a national tragedy.
Specific veils, lines, and table tools for handling all of the
above are provided in Appendix B (Keeper's Companion). If any
of these elements are unsuitable for your group, this scenario
is not for that group.
Format
PDF, 49 pages, US Letter, single column with wide margins,
bookmarked for quick navigation. [Editable .docx source
available / not available — pick one.] Designed for screen
reading and home printing. Black-and-white printer-friendly;
color used minimally, on headings only.
Who this is for
Keepers comfortable running modern-era Call of Cthulhu. Tables
that prefer slow-burn dread to set-piece combat. Players who
want their characters' personal histories woven into the case
from session one. Groups willing to work without maps and
visual aids, leaning on prose and theatre-of-the-mind play.
Who this isn't for
Groups that need pre-built VTT support out of the box. Tables
that rely heavily on tactical battle maps. Players
uncomfortable with any of the topics in the content warnings
above. Keepers looking for a one-shot — this is a campaign,
eighteen hours minimum.
Credits
Written by Louis Sabin. A Miskatonic Repository title,
published under Chaosium's community content program.
Call of Cthulhu is a registered trademark of Chaosium Inc.,
used under license. Mechanics described herein are compatible
with the seventh edition of the Call of Cthulhu roleplaying
game.
Posted: Sat, 09 May 22:38:51 CDT
Fantasy Villages is our Patron backed series of fantastic locales, hamlets, and signs of civilization in a wild world. This set was always one of my personal favorites from our first year, but it was not until this latest work that I felt like we had reached the original vision.
I could write for quite a while about this set, where it fits in our game world, and how each tile came to be. Every one of these tiles has a story behind it’s creation. Now, it is finally correct. Not finished, but right in a way the original never was. We hope, at long last, this set fulfills the original promise made: to create fantastic locations, full of excitement and adventure.













3D printing settings
RECOMMENDED PRINT SETTINGS
Layer Size: 0.15mm minimum. 0.1mm recommended.
Infill: 10% for all models recommended
Top/Bottom Layers: 9 (or 0.9mm if using a different layer size than 0.1mm)
Side Shell Count: 2 (or 0.8mm if using a different nozzle size than 0.4mm)
Raft/Brim/Supports: None
Posted: Sat, 09 May 21:13:16 CDT
Every old country has them. The hills mortals do not climb after dark. The wells whose waters are not for drinking. The crossroads where the offerings have been left for a hundred years and no one quite remembers when they began.
These are the cosóga — the crossing-places. They are where the world is thin, where the Old Law runs strongest, where what is mortal and what is fae rub against one another and leave marks. They are not all dangerous. They are all consequential.
Hollow Hills & Holy Wells is a 32-page location supplement giving Game Masters eight fully realized Celtic and fae sacred sites, designed to drop into any 5e campaign with no setting changes. Each is a self-contained adventure location with atmosphere, NPCs, mechanical effects, and dramatic potential.
The Eight Sites
- Cnoc Dhubh, the Black Hill — a fading fae lord's court beneath a hawthorn-crowned mound, where time runs differently and his consort wants something from a mortal hand
- Tobar na Síoda, Brigid's Well — a healing well tended by a wisewoman, with a saint in the water who was once a drowned poet
- The Nine Sisters — a standing stone circle with one fallen ninth, a circle that witnesses every oath and is hiding a king's three-hundred-year-old crime
- The Thin Reach — eight miles of treacherous moor where the boundary between worlds has worn dangerously thin
- The Goblin Fair at Lammas Cross — seven nights of fae market, with the Mistress, the Magistrate, and the Seller of Debts presiding
- The Drowned Way to Inis Naomh — a tidal causeway to a ruined monastery whose ghosts still keep hospitality, and whose betrayer still walks
- The Hawthorn King's Crossroads — a clootie tree at a country lane with a sleeping fae king inside it and his old enemy now approaching after three centuries
- The Pool of Knowing — a hidden glen with nine sacred hazels and an immortal salmon who was once a poet murdered for telling true songs
What Each Site Includes
- Aspect — what the place looks, sounds, and feels like
- Finding It — how the party arrives, how locals react
- At-a-Glance callout — type, region, active times, threat tier, applicable Old Law
- The Site Itself — geography, layout, key features
- The Powers — mechanical effects of the place, when they trigger, what they cost
- The Inhabitants — three to five NPCs with motivations and hooks of their own
- Three Hooks — ready-to-run reasons to bring the party in
- The Secret — the deeper truth only the GM should know
Three Ways to Use It
- As Stand-Alones — drop a site into your existing campaign as a one-session destination, side-quest, or atmospheric setting for a key conversation
- As a Network — all eight sites are designed to coexist in a single region. Use the book as a hexcrawl pack
- As a Spine — visit the sites in sequence as the structure of a full campaign. The eighth is where the party stands at the end
Pairs Beautifully With
The Wild Hunt — several of these sites are places the Hunt rides for, and several are Hidden Ground from which mortals may shelter. By Oath and Geas — these are the sites where bindings are strongest, where the Old Law holds most clearly, and where many of the sample bargains were originally struck. The three books form a complete folkloric campaign toolkit.
Compatibility
5e Compatible (SRD 5.2). System-flexible — every site adapts to other folkloric or low-fantasy systems with minor adjustments. No setting changes required; place names are given in their Gaelic and Welsh forms with plain translations, and may be renamed for your world.
Where the worlds touch, mortals must mind their step.
Elderlight Press — bringing the weight of legend to your table.
Posted: Sat, 09 May 21:12:31 CDT
You are not the adventurer.
You are not the monster.
You are not the dungeon master.
You are the door.
I Am Door is a strange, compact micro RPG where you play as a planar portal disguised as a dungeon door. Heroes open you. Monsters guard you. Deities bless you. Demons bargain with you. Nameless beings press their ears against your other side. Every visitor wants something: treasure, escape, power, war, secrets, or passage. You decide what happens next.
Will you guide them to the right place?
Misdirect them into the wrong realm?
Battle their will?
Cheat the laws of reality?
Kill them with a door smash?
Or consume them into your secret plane?
With just one d6 and something to write on, I Am Door creates fast, surreal dungeon stories full of cosmic horror, absurd comedy, and mythic weirdness. Your door might be wood, iron, bone, velvet, glass, or even drapery. Behind you may wait the Orchard of Sleeping Titans, the Salt Library, the Maw That Eats Names, the City Where All Gods Go Missing, or the Quiet Room Outside Time.
But every action has a cost.
Each time you act, your Notice rises. At first, you are merely strange. Then saints, demons, heroes, gods, and reality itself begin to remember you. At Notice 6, your disguise fails, your ending begins, and the truth of what you are can no longer remain hidden.
I Am Door is perfect for solo journaling, one-page RPG fans, weird fantasy players, dungeon lovers, and anyone who enjoys short games with big imaginative consequences. It can be played seriously, comedically, poetically, or as a surreal fantasy writing prompt.
This is a game about thresholds, power, disguise, hunger, fate, and the terrible burden of being opened.
Open carefully.
Something is deciding where you go.
Posted: Sat, 09 May 19:31:07 CDT
A pack of 154 gorgeously illustrated tokens of monsters from Tome of Intangible Treasures II. These tokens represent a number of fantasy creatures, and can be used independently of the publication.



