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Posted: Sat, 17 Jan 11:40:02 CST
"The tides are rising, and the bells ring from the deep. Do you hear the call of the sunken world?"
On the edge of the world, where the Irish Sea beats against the jagged cliffs of Dyfed, a land of ancient magic is being drowned in iron and salt. This is West Wales—the Gwlad Hud a Lledrith—a realm of shifting horizons and porous borders. Here, the veil between our world and the Otherworld has always been thin, but as the smoke of steamships fills the harbors and the clatter of the wool mills replaces the ancient Awen, the spirits of the West are waking to reclaim the land.
Welcome to the land of tides and standing stones. The old things are mourning, and their grief is as relentless as the ocean.
Vaesen Cymru: The Coasts and Cantrefs of the West is the second volume in a new series of regional bestiaries for the award-winning Vaesen - Nordic Horror Roleplaying game. For just $5.99, this product provides GMs with six terrifying and tragic new Vaesen, each deeply rooted in the Mabinogion and the maritime folklore of West Wales.
What's Inside?
This beautifully presented, full-color PDF includes:
Six New Vaesen: Six fully detailed creatures from the folklore of Dyfed and Ceredigion, each with a complete stat block, detailed backstory, connection to the Rhiannon saga, magical powers, and secrets. Encounter:
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The Adar Rhiannon: The iridescent birds of the Queen, whose mystical song lulls the living into a catatonic, eternal dream.
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The Cyhyraeth: The skeletal coastal wailer of the mist, whose cry no longer warns of death, but summons it from the salt-spray.
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The Cŵn Annwn: The white-and-red hounds of the Underworld, hunting those who desecrate the ancient boundaries of the land.
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The Bwbach: The once-helpful hearth spirits of the farm, now turned into bitter saboteurs of the new industrial mills.
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The Gwragedd Annwn: The elegant ladies of the mountain lakes, whose ancient healing magic has soured into a cold, watery curse.
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The Ceffyl Dŵr: The predatory water horse that haunts the new canals and quays, dragging the unwary into a watery grave.
Mystery Hooks: Every entry includes a set of compelling mystery hooks, providing you with the seeds for numerous new adventures along the coast and through the wooded valleys.
GM's Toolkit: Discover the specific Banes, Terrors, and Rituals tied to these elemental spirits, giving you all the tools you need to challenge and terrify your investigators.
Evocative Artwork: Includes original art for each of the six Vaesen, created in the haunting, illustrative style of the core rulebook.
A New Kind of Terror
This is not a simple monster manual; it is a journey into the fading enchantment of a nation. The Vaesen of the West are not mindless beasts. They are elemental heralds, predatory shadows, and mourning mothers, their ancient natures twisted by the encroaching smoke of the 19th Century. To face them is to face the power of the tide—the forgotten myths, the enraged ocean, and the price of a world that has forgotten how to listen to the wind. Each creature is a story, a tragedy, and a terrifying new mystery for your players to solve.
Are you prepared to face the spirits born of salt and enchantment?
Download this bestiary today and unleash the tide's wrath upon your investigators.
Please Note: This is not a standalone game. The Vaesen - Nordic Horror Roleplaying core rulebook is required to use this supplement.
This product was created under licence. Vaesen and its logo are trademarks of Fria Ligan, AB, Johan Ederkrans and/or authors. Such material is used with permission under the Community Content Agreement for Free League Workshop. All other original material in this work is copyright 2025 by Verse Online and Nick Shepley and published under the Community Content Agreement for Free League Workshop.
Posted: Sat, 17 Jan 10:58:48 CST
这是一部扣人心弦的《克苏鲁的呼唤》通俗冒险故事,5位冒险者在二战结束后受中国敦煌研究所陆教授邀请前往世界第二大流动沙漠塔克拉玛干沙漠中寻找遗留的远古遗迹。
遗迹
1934年,知名的瑞典探险家斯文·赫定将他的一份考古笔记留在了中国西北的敦煌研究所。这本详细记载了斯文·赫定曾探索楼兰遗址的笔记最终在二战结束后被一位研究中国西北边疆史的考古学教授所发掘,他在笔记里面发现斯文·赫定记载了一座还未现世以及被探索的楼兰遗迹,以及一个奇怪的黄色符号。为了避免这座楼兰遗迹如同1934年探险家沃尔克·贝格曼所发现的小河墓地一样消失在沙漠中,这位考古学陆教授写下了一封封考古冒险的邀请函,寄给他的老朋友们与能够帮上此次考古探险的组织。
这是一场梦境与现实交织的奇幻冒险,最初的设计灵感来自于《陵墓》、《奈亚拉托提普》,再经过了一次又一次的测试之后,这份原本只有15000字的遗迹探险故事变成如今的样式。其中的内容不仅有对梦境地点的全新创建,还有来自于《三体2:黑暗森林》的科幻概念。《遗迹》是一个考古类型的模组,它将会带领玩家们一同了解在克苏鲁神话下的中国新疆沙漠里的民俗传说与历史事件。
故事全部内容大致需要两次聚会时间才能完整体验,其中包括
- 一部85页的冒险故事
- 5张精致的配套地图、若干份关于冒险的实物参考照片
- 2张精致的配套插画和十位以上的人物、怪物立绘
- 玩家发放讲义
内容警告:
《克苏鲁的呼唤》是一款恐怖游戏,冒险中可能存在一些让玩家感到不安的元素
这次冒险将包含以下主题:
- 暴力和血腥场面:暴力事件可能发生。
- 可能会有精神错乱的混乱思考。
- 超自然元素:受克苏鲁神话启发,出现了如异界实体、外星人等超自然元素。
- 历史虚构:在真实存在的历史事件中进行了克苏鲁神话观念的修改。
This is a gripping, accessible Call of Cthulhu adventure. Five adventurers, invited by Professor Lu of China's Dunhuang Research Institute in the aftermath of World War II, venture into the world's second-largest shifting desert, the Taklamakan, in search of a lost ancient ruin.
The Relic
In 1934, the renowned Swedish explorer Sven Hedin left one of his archaeological notebooks at the Dunhuang Research Institute in northwestern China. This notebook, detailing Hedin's exploration of the Loulan ruins, was eventually discovered after WWII by an archaeology professor specializing in the history of China's northwestern frontier. Within its pages, the professor found Hedin's record of a hitherto undiscovered and unexplored Loulan ruin, marked by a peculiar yellow symbol. Determined to prevent this site from vanishing into the sands like the 'Little River Cemetery' discovered by Folke Bergman in 1934, this Professor Lu penned a series of invitations, sending them to old friends and organizations that could aid this archaeological venture.
This is a fantastical adventure where dreams and reality intertwine. Its initial design drew inspiration from The Tomb and Nyarlathotep. Through successive rounds of playtesting, what began as a 15,000-word desert exploration story evolved into its present form. It features not only entirely new dreamscapes but also incorporates a science-fiction concept from The Three-Body Problem: The Dark Forest. The Ruins is an archaeology-themed scenario that guides players through the folk legends and historical events of China's Xinjiang desert, all framed within the Cthulhu Mythos.
The complete story requires approximately two gaming sessions to experience fully. It includes:
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An 85-page adventure
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5 detailed accompanying maps, along with several reference photos of artifacts and locations
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2 high-quality accompanying illustrations and character/monster portraits for over ten entities
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Player handouts
Content Warning:
Call of Cthulhu is a horror game. This adventure may contain elements that some players find disturbing.
This adventure will contain the following themes::
- Violence and Gore: Instances of violence may occur
- Mental Instability: Encounters may involve elements of psychological distress or disordered thinking.
- Supernatural Elements: Inspired by the Cthulhu Mythos, supernatural elements such as extradimensional entities and aliens may appear.
- Historical Fiction: Real historical events are modified with concepts from the Cthulhu Mythos.
Posted: Sat, 17 Jan 10:35:08 CST
Continuning with the alternate reality of "Through the Looking Glass", this book details the surviving Bloodlines as character options. Each Bloodline has its own history with both the Principalities and the Republic, as well as their own new origins. What you'll get in this book:
-Thirteen Bloodlines Total
-Two new Bloodlines: The Hamrammr (vikings who can go berserk) and the Hexen (evil witches who use the demonic Disciplines Maleficia & Striga).
-Bizarre Paths of Enlightenment resurfaced from a distant history.
Use these Bloodlines in your own "Through the Looking Glass" campaign, or add them as flavor to your main storyline. And as always, please leave a review.
Posted: Sat, 17 Jan 10:34:51 CST
| This special bundle contains the following titles: |
| Rolemaster Creature Law Volume One (RMU) Regular price: 0 Bundle price: 0 Format: PDF | Rolemaster Creature Law I
For over four decades, Rolemaster has been the definitive fantasy role-playing game that combines realism and depth without sacrificing playability. Rolemaster Unified is the next evolution drawing upon the best elements of previous editions to create a streamlined and consistent game. Rolemaster Creature Law I provides the creatures and monsters that players will encounter and oppose.
This first volume of Creature Law offers well over 400 creatures, created with the same fundamentals as characters, but streamlined with the use of archetypes. Creature Law I details for each their abilities, skills, and stats in the same terms as characters, with the addition of 225 new talents and flaws reflecting creature abilities and weaknesses, including fiery breath, petr... | |
| Rolemaster Creature Law Volume One (RMU) (Foundry VTT) Regular price: 0 Bundle price: 0 Format: Foundry VTT | Rolemaster Unified: Creature Law I
For over four decades, Rolemaster has been the definitive fantasy role-playing game that combines realism and depth without sacrificing playability. Rolemaster Unified is the next evolution drawing upon the best elements of previous editions to create a streamlined and consistent game.
Rolemaster Unified: Creature Law I for FoundryVTT
Bring the full depth and gritty realism of Rolemaster Unified to your virtual tabletop. This official FoundryVTT module delivers creature & monsters to Rolemaster Unified.
Complete Creature Law I ruleset available in Journals.
Every Creature variant is ready to play just import them into your world.
Expanded list of talents & flaws.
Searchable journals – rules, spell lists, and tables for fast GM reference.
An op... |
| Total value: | 0 |
| Special bundle price: | 0 |
| Savings of: | 0 (30%) |
Posted: Sat, 17 Jan 10:29:44 CST
| This special bundle contains the following titles: |
| Rolemaster Spell Law (RMU) Regular price: 0 Bundle price: 0 Format: PDF | Rolemaster Spell Law
For over four decades, Rolemaster has been the definitive fantasy role-playing game that combines realism and depth without sacrificing playability. Rolemaster Unified is the next evolution drawing upon the best elements of previous editions to create a streamlined and consistent game.
Rolemaster Spell Law is the spell system of Rolemaster Unified.
Rolemaster Spell Law is the definitive and highly acclaimed magic system. Revised, reformatted, reorganized and expanded, Rolemaster Spell Law brings the magic to life in your campaign. Unleash the powers of the elements upon your foes through your mastery of the Essence. Wield the subtler energies of Mentalism to bewilder your enemies and manipulate the minds of your rivals. Call upon your god to heal any wound and blas... | |
| Rolemaster Spell Law (RMU) (Foundry VTT) Regular price: 0 Bundle price: 0 Format: Foundry VTT | Rolemaster Unified: Spell Law
For over four decades, Rolemaster has been the definitive fantasy role-playing game that combines realism and depth without sacrificing playability. Rolemaster Unified is the next evolution drawing upon the best elements of previous editions to create a streamlined and consistent game.
Rolemaster Unified: Spell Law for FoundryVTT
Bring the full depth and gritty realism of Rolemaster Unified to your virtual tabletop. This official FoundryVTT module delivers the all the magic of Spell Law to Rolemaster Unified.
Complete Spell Law ruleset available in Journals.
Automated resolution for spellcasting and spell fumbles.
Searchable journals – rules, spell lists, and tables for fast GM reference.
Compatible with many modules including: JB2A (free and Patreon), PSF... |
| Total value: | 0 |
| Special bundle price: | 0 |
| Savings of: | 0 (30%) |
Posted: Sat, 17 Jan 10:27:46 CST
| This special bundle contains the following titles: |
| Rolemaster Core Law (RMU) Regular price: 0 Bundle price: 0 Format: PDF | Rolemaster Core Law
For over four decades, Rolemaster has been the definitive fantasy role-playing game that combines realism and depth without sacrificing playability. Rolemaster Unified is the next evolution drawing upon the best elements of previous editions to create a streamlined and consistent game.
Rolemaster Core Law is the cornerstone of Rolemaster Unified.
Rolemaster Core Law is divided into three parts:
Character Law: A wide range of character creation choices – 22 professions, 23 races, 10 cultures, and a comprehensive system of talents and flaws. A system of 10 temporary and potential stats determined by using both assigned and random elements. A skill development system that allows a character to improve their skill capabilities without absolute restrictions. Complete, c... | |
| Rolemaster Core Law (RMU) (Foundry VTT) Regular price: 0 Bundle price: 0 Format: Foundry VTT | Rolemaster Unified: Core Law
For over four decades, Rolemaster has been the definitive fantasy role-playing game that combines realism and depth without sacrificing playability. Rolemaster Unified is the next evolution drawing upon the best elements of previous editions to create a streamlined and consistent game.
Rolemaster Unified: Core Law for FoundryVTT
Bring the full depth and gritty realism of Rolemaster Unified to your virtual tabletop. This official FoundryVTT system delivers the complete Core Law ruleset as its foundation, with optional expansion modules to extend your game with magic, creatures, and treasure.
Rolemaster Core Law ruleset - faithful implementation of the rules for character creation, skills, combat, maneuvers and level advancement. Enjoy Rolemaster’s signature ... |
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| Special bundle price: | 0 |
| Savings of: | 0 (30%) |
Posted: Sat, 17 Jan 10:24:36 CST
A wounded teenager needs your help.
A secret school for gifted youngsters is under attack from within.
A powerful consortium of evil-doers seeks to control the awesome powers of the mind.
Can you resist them while playing their...MIND GAMES!?
Once again Mighty Six Enterprises brings you to the universe described in brilliant four color splendor in Sixcelsior! and Rocket City Rules for the Freeform Universal Narrative (FUN) RPG. Get your copies today, and visit our product page to see other Mighty products.
Be Mighty! Play Mighty! Stay Mighty!
Posted: Sat, 17 Jan 10:08:34 CST
Hazards can be found in the wasteland, where the Fall has twisted or altered parts of the world. These hazards make the wasteland a dangerous place, one that needs taming. This supplement has 20 Hazards that can be dropped into the game's wasteland to add danger, and they can have hostile effects, reactions and potential adventure hooks.
This PDF supports Adobe layers and the page backgrounds and images can be disabled to make printing easier.
Here is a sample result:
Beam Land
Harm: 2
Beam Land is noticeably scorched and there are darker marks on the ground that may or may not have been living creatures at one point. At random intervals, and seemingly without targeting, a beam of coherent light stabs down from above and plays over part of the land before snapping off again. Living creatures caught in the beam may be vapourised.
It's been reported that the energy beam has been striking the ground further afield from the normal affected area, and it may be that it has broadened the area it affects.
The beam is clearly some kind of ancient weapon, and it's said that the controls to it lie somewhere within Beam Land. It appears to be operating randomly at the moment, but finding the controls could make it useful against enemies.
The intensity of the beam seems to be fluctuating at the moment. Sometimes, it is vaporising things it hits; at other times, simply burning them.
Hostile Ground: Applies disadvantage to anyone not wearing a Hardened outfit in the area. Exposure to the beam causes Harm.
GM Reactions:
Beam stabs down in a new point, shortly after snapping off.
Beast that is on fire charges the characters screaming in pain.
Glassed ground gives way underfoot, trapping a traveller's leg.
One page is the front cover, one the front matter and one is ads.
Posted: Sat, 17 Jan 10:02:28 CST
Saurians are warm-blooded reptilian humanoids that primarily live in the Gargan Marshes and the delta of The Blush. They mostly keep to themselves, but can be encountered elsewhere, though they have a tendency to regard other kin as food. This supplement has 36 Saurians to encounter; they could be foes or potential friends or allies. Each is named and given a brief description.
This PDF supports Adobe layers and the page backgrounds and images can be disabled to make printing easier.
Here are some sample results:
- Kkagreulackuck: Kkagreulackuck is a Saurian crocodile tamer who will most often be met in the company of at least one of their charges. The Saurian rarely travels outside their homeland, but can be encountered on the borders where traders are common, as their crocodiles are being used as beasts of burden to carry goods. Kkagreulackuck is very attached to their crocodiles, and will only ever consider eating one of them as an absolute last resort; they consider other kin to be something to be eaten before a crocodile, even if they are otherwise on friendly terms with those individuals.
- Luggtacktta: Luggtacktta is a Saurian monster hunter who has left their traditional marshes behind to venture out amongst the other kin of the Forbidden Lands, purely so that they can find more dangerous prey to hunt, and then eat. They work as a hunter of predators and worse for those who will hire them, though they rarely accept traditional forms of payment. For Luggtacktta, it's not so much the job as the hunt itself, and the feast at the end when they eat whatever it is they have hunted. Which includes the occasional bandit.
- Maggaducckktt: Maggaducckktt is a dealer in foodstuffs, acquiring rare foods for the consumption of other Saurians, often promising to get things that they have never tasted before. It's well known amongst Maggaducckktt's customers that the food includes a lot of members of the other kin, with whiners, halflings and goblins being the most common, but the Saurian will also obtain flesh from monsters by trading with outsiders. Such trades are best done at the trading posts, for those who try to sell meat to Maggaducckktt elsewhere might end up part of the menu.
One page is the front cover, one the front matter and one is ads.
Posted: Sat, 17 Jan 09:47:44 CST
Remember the first time you encountered a wandering dungeon predator? A massive shape-shifting ooze?
An aberration with too many eyes? The uncertainty—the delicious dread of facing something truly unknown.
Your veteran players might remember too. They’ve memorized hit dice, resistances, and attack patterns from decades of play. That savage beast-man hybrid? Predictable. That regenerating cave troll? They know the weakness. The mystery is gone.
This compendium brings it back.
Within these pages, you’ll find familiar monster archetypes reimagined—reskinned, rebalanced, and given new twists to keep even the most experienced players guessing. That shambling corpse might not be the undead they expect. The bloodthirsty vampire hunting them through moonlit streets may play by different rules than any they’ve faced before. Classic monster types have been thoughtfully redesigned to feel fresh and dangerous again, while maintaining the archetypal roles that make them iconic.
Alongside these reimagined creatures, you’ll discover monsters unique to The Wistful World of OnceWas—horrors drawn from the Void Beyond, twisted remnants of broken magic, and beasts that prowl the melancholy landscapes where whimsy meets despair. Each creature has been designed to surprise, challenge, and inspire stories worth remembering.





Posted: Sat, 17 Jan 09:47:35 CST
Realm's End: The City of Keys - Campaign Setting
Where Fortunes Are Made on the Turn of a Card and Guild Politics Matter More Than Royal Decree
Built atop the cursed ruins of an ancient dwarven keep, Realm's End sprawls across Lonely Hill where the Lagithil River carved the stone in two. This is a city of equal decadence and squalor—a smoke-choked metropolis where the Duke is a puppet, the Bishop has lost his god's favor, and something hungry stirs in the sealed darkness below.
A Living, Breathing Metropolis
Realm's End isn't just a collection of locations—it's a living city where consequences accumulate and stories interweave. The guilds scheme against each other while pretending cooperation. Wererats spread through the undercity. The Thieves' Guild pulls strings from the shadows. Ancient curses simmer beneath the streets. And through it all, the city endures—corrupt and vital—a nexus where heroes and villains alike come to make their mark.
What's Inside:
• Six Detailed Districts: From the Duke's Plaza to the notorious Fisherman's Way, each ward pulses with life, secrets, and opportunity
• 100+ Locations: Taverns, guildhalls, shops, temples, and hidden lairs—each with plot hooks and possibilities
• Memorable NPCs: From the embezzling Duke's Chamberlain to cursed Lucy the wererat, from honest guild masters to corrupt priests
• Layered Mysteries: Every district hides secrets. Corruption and redemption intertwine. The darkness below calls to the ambitious
• Random Encounters & Rumors: Keep your city alive with street events, guild conflicts, and whispered secrets
• Integration with Adventure Path: Serves as the central hub for the entire OnceWas Adventure Path, connecting seamlessly with published modules A1-A6
Key Themes:
• Urban intrigue and guild politics
• Shadow wars fought with blackmail and blades
• Wererat infestations and lycanthropic threats
• Ancient dwarven curses and sealed mines
• Cosmic threats as Ixalor's agents move through the streets
• Choices with lasting consequences
A Story That Grows With Your Players
Realm's End exists parallel to the companion novels of the Odd Company Chronicles. While readers follow the legendary Odd Company in the books, your players forge their own legends in the same streets, making allies, enemies, and choices that echo—or diverge from—those famous heroes.
System Compatibility
Designed for the OnceWas Core Rule Book (available free at oncewasrpg.com)—a streamlined d20 system where every action revolves around rolling high. Easily adapted to OSR games, 5E, Pathfinder, or any fantasy RPG system. Monster stats, DCs, and treasure values convert in minutes.
Perfect For:
• Long-term urban campaigns
• A home base between wilderness adventures
• Political intrigue and faction play
• Sandbox-style exploration
• Morally complex storytelling where heroes aren't always pure and villains aren't always evil
Welcome to Realm's End. Guard your secrets as carefully as your coin purse. The city remembers everything.
Compatible with OnceWas Core Rule Book • 114 Pages • Full-Color Maps & Illustrations
Posted: Sat, 17 Jan 09:40:38 CST
Can your party out-shred the end of the universe?
It started as a typical Tuesday in the city —tracking a drunk Bigfoot through the park after he's had one too many. But things go from weird to cosmic when your party is abducted by aliens who mistake you for the greatest rock legends of the 80s.
Now, you’re the galaxy’s only hope. At the center of a massive black hole sits the Singularity Stadium, where the villainous band Heat Death is preparing a set-list so un-awesome it will literally suck the soul out of the universe.
Grab your leather pants, roll up your sleeves, and get ready to save the galaxy. Because when the universe is on the line, only one thing can save us: The Power of Rock.
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Encounters in this adventure refer to creature role and CR so the GM can easily adpat to their preferred game system.



