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Posted: Fri, 06 Feb 18:32:20 CST
Ratfolk expands the familiar “sewer menace” into a full, encounter-ready monster faction designed for 5e play. Rather than treating ratfolk as a single disposable nuisance, this supplement presents a complete ladder of warren roles, opportunistic survivors, dangerous specialists, and fear-driven leaders—from pups and commoners to assassins, plague masters, and chieftains—each built to fill a specific role at the table.
Whether you need skittish noncombatants to complicate a chase, scavengers and thieves to harass from the shadows, engineers and grenadiers to turn terrain into a hazard, or a selfish tyrant holding a warren together through intimidation alone, Ratfolk provides mechanically distinct stat blocks at every tier of play. The ladder is designed to scale naturally, allowing encounters to evolve from messy ambushes and collapsing morale into lair-wide crises and recurring faction threats that refuse to resolve cleanly.
Each ratfolk type emphasizes survival, opportunism, and fragile cooperation. Abilities focus on movement, disruption, attrition, and retreat rather than discipline or honor, creating encounters that feel unstable, reactive, and persistently annoying in the best possible way. Use Ratfolk as undercity infestations, criminal middlemen, plague-ridden warrens, or recurring urban threats—the structure is provided, how long they survive is up to them.
Each ratfolk includes 9 tokens with distinct colored borders.
Ratfolk Pup (CR 0): Noncombatant young that flees, hides, and alerts others. Used to apply narrative pressure and trigger larger warren responses.
Ratfolk Commoner (CR 0): Civilian laborer and tunnel worker armed with tools or improvised weapons. Breaks immediately when violence begins.
Ratfolk Fence (CR 0): Black-market broker and information dealer who avoids combat and survives through protection, bribes, and escape routes.
Ratfolk Scavenger (CR 1/8): Cowardly looter armed with scrap weapons and filth tricks. Harasses weak targets and retreats to steal fallen gear.
Ratfolk Thief (CR 1/4): Agile skirmisher who steals items mid-fight and relies on speed, hiding, and opportunistic escapes.
Ratfolk Scout (CR 1/4): Lookout and tunnel runner who triggers alarms, marks targets, and draws enemies into ambushes.
Ratfolk Warrior (CR 1/2): Defensive frontliner with spear and shield who holds ground only while leaders or enforcers remain nearby.
Ratfolk Spy (CR 1): Infiltrator skilled in disguises, signals, and urban manipulation who withdraws once exposed.
Ratfolk Skirmisher (CR 1): Mobile fighter that relies on hit-and-run tactics, speed, and terrain abuse rather than sustained combat.
Ratfolk Grenadier (CR 2): Chaos specialist who uses unstable bombs, smoke, and acid, posing a danger to enemies and allies alike.
Ratfolk Bodyguard (CR 2): Personal protector who intercepts attacks for a specific individual and abandons the fight once payment or protection ends.
Ratfolk Assassin (CR 3): Elite ambush killer who relies on surprise, poison, and swift escape instead of prolonged engagements.
Ratfolk Engineer (CR 3): Specialist who reshapes the battlefield with traps, devices, and hazardous tunnel modifications.
Ratfolk Plague Adept (CR 3): Filth-wielding specialist who spreads disease clouds and debilitating effects through proximity and attrition.
Ratfolk Enforcer (CR 4): Brutal disciplinarian who maintains order through fear, violence, and ruthless example.
Ratfolk Plague Master (CR 5): Senior contagion-monger who corrupts lairs and turns filth and disease into weapons of control.
Ratfolk Chieftain (CR 6): Local tyrant who rules through intimidation and proximity, powerful in a crowd but weak when isolated.
Compatible Products
Ratfolk can be found lurking in city sewers or operating openly in a seedy tavern.
Posted: Fri, 06 Feb 16:25:49 CST
The House Rules of Necromancer & Frog God Games
Game Masters! Get ready to amp up your gaming space with the The Necromancer’s Game: Encounter Poster! This eye-catching poster brings the Encounters by Terrain Type table from The Necromancer's Game: Game Master's Guide right into your living room, making it a fantastic addition to your wall or gaming table.
Whether your players' characters are deep in a dark forest or navigating treacherous mountains, this poster is your new best friend for planning epic encounters. It's not just practical; it's also a great conversation starter.
So, hang it up (or lay it out), gather your fellow adventurers, and let the battles begin! Who knows what kind of wild and wacky scenarios await? With this delightful poster by your side, you will be ready for anything the realm throws your way. Happy adventuring, Game Master!
Posted: Fri, 06 Feb 16:25:45 CST
The Necromancer’s Game Expansion Pack!
New Character Classes! New Spells! A New Adventure!
- Barbarian – play an unstoppable rage-monster
- Goblin – they’re not evil, just sneaky and misunderstood
- Illusionist – win the field with illusions— that kill
- Lizardman – come for the jungle and swamps; stay for the ancient ruins and ancestral memories
- Necromancer – control undead... where’s the harm in that?
New Spells for Illusionists and Necromancers
A new adventure, Shadow of the Blood Moon. Discover what terrorizes Tarentown before it terrorizes you!
Posted: Fri, 06 Feb 16:25:26 CST
The House Rules of Necromancer & Frog God Games
The Necromancer’s Game is a rules-light set of guidelines for a White Box-style table-top role-playing game. The Players and Game Master (GM) work together to create the game they want. With a rules-light approach, the GM is empowered and encouraged to make rulings based on the guidelines in the game, so action and role-play maintain momentum, instead of getting bogged down in the Quest for the Perfect Game Rule.
These blank official Character Sheets are ready for you to print and use in your next session of The Necromancer’s Game. So, roll up your next player character for The Necromancer’s Game, and see where the adventure takes you!
Posted: Fri, 06 Feb 16:24:42 CST
In need of some capable casters to challenge your players?
Welcome to the Combatant Codex: a collection of 40 stat blocks representing humanoid foes from all walks of life. This series’ third entry highlights the iconic Wizard in all their arcane splendor.
Whether you're looking to pit your players against a cohort of necromancers or to use the included statblocks as a base for spell-slinging NPC, the Combatant Codex has what you need! This third entry includes the Battlemage, the Enchanter, the Evoker, the Illusionist and the Warlock.
Includes
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5 combatants, each with 8 stat blocks that span from levels 1 to 22. Challenge your players across all levels of play.
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40 JSON files, one for each rank of every combatant to use in Foundry.
Many thanks to all my players who have made this project possible! Look forward to future entries of the Combatant Codex in the near future!
Posted: Fri, 06 Feb 16:05:58 CST
| This special bundle contains the following titles: |
| Demons & Discoveries! Armies & Elite Guard Orders (Learning Discoveries) Regular price: 0 Bundle price: 0 Format: PDF |
Demons & Discoveries! Armies & Elite Guard Orders is the ultimate compendium for anyone fascinated by the machinery of war—real or imagined. Whether you’re a novelist seeking to craft believable armies, a historian intrigued by the echoes of the past in speculative fiction, a game designer building immersive worlds, or a reader who relishes the clash of legions and the intrigue of elite guards, this book is your indispensable guide. Dive into the intricate tapestry of military organization, from the raw energy of tribal warbands to the awe-inspiring discipline of imperial legions and the enigmatic power of elite guard orders. Explore how armies are raised, commanded, and immortalized in literature, games, and media. Discover frameworks and templates to architect your own m... |
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| Demons & Discoveries! Foreign Diplomats & Envoys (Learning Discoveries) Regular price: 0 Bundle price: 0 Format: PDF |
Unlock the Secrets of Diplomacy Across Worlds—Real and Imagined! Step into the grand halls, shadowy chambers, and windswept deserts where the fate of nations, empires, and entire civilizations is decided not by sword or spell, but by the artful dance of diplomacy. Whether you’re a historian seeking fresh perspectives, a writer crafting intricate plots, a reader hungry for intrigue, or a game designer building immersive worlds, this book is your passport to the unseen forces that shape societies. From the ceremonial protocols of ancient courts to the cosmic negotiations between alien species, Demons & Discoveries! Foreign Diplomats & Envoys reveals the mechanics, motivations, and magic behind diplomatic encounters. Discover how trust is built and broken, how treatie... |
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| Demons & Discoveries! Imperial Cities & Capital Realms (Learning Discoveries) Regular price: 0 Bundle price: 0 Format: PDF |
Unlock the Secrets of Power, Imagination, and Urban Majesty Step into the heart of empires—real and imagined. Demons & Discoveries! Imperial Cities & Capital Realms is your essential guide to the world’s most influential cities, from the river-forged capitals of antiquity to the digital dynasties of tomorrow. Whether you’re a novelist crafting epic worlds, a game designer building immersive realms, a historian seeking new perspectives, or a worldbuilder hungry for inspiration, this book is your passport to the anatomy, mythology, and future of imperial capitals. Discover how geography, faith, politics, and technology shape the rise and fall of great cities. Explore the palaces, marketplaces, fortifications, and social fabrics that define the pulse of power. Dive in... |
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| Demons & Discoveries! Laws, Justice, and Punishments (Learning Discoveries) Regular price: 0 Bundle price: 0 Format: PDF |
Unlock the Secrets of Justice Across the Ages—From Tribal Whispers to Cosmic Courts Are you a historian seeking fresh perspectives on the evolution of law? A writer searching for authentic details to enrich your world-building? Or a game designer eager to craft believable societies and legal systems? Demons & Discoveries! Laws, Justice, and Punishments is your essential guide to the origins, transformations, and future possibilities of justice. Journey from the unwritten codes of prehistoric tribes to the dazzling complexities of interstellar jurisprudence. Discover how myth, religion, power, and technology have shaped the rules that bind us—and how you can use these insights to create worlds that feel real, immersive, and unforgettable. Chapter 1: Whispers of the ... |
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| Demons & Discoveries! Noble Houses & Lineage Lore (Learning Discoveries) Regular price: 0 Bundle price: 0 Format: PDF |
Demons & Discoveries! Noble Houses & Lineage Lore is your passport to the labyrinthine world of dynasties, bloodlines, and the enduring power of legacy. Whether you’re a novelist seeking authentic world-building, a game designer crafting intricate family mechanics, a historian fascinated by the evolution of nobility, or simply a lover of epic tales, this book is your essential guide. Journey from the birth of the first noble houses through the dazzling language of heraldry, the high-stakes chessboard of alliances and feuds, and into the digital and cosmic frontiers where lineage shapes futures yet unwritten. Brimming with original examples, practical frameworks, and narrative inspiration, this is the definitive resource for anyone who wants to understand, create, or reimagi... |
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| Special bundle price: | 0 |
| Savings of: | 0 (50%) |
Posted: Fri, 06 Feb 16:01:30 CST
Ratfolk expands the familiar “sewer menace” into a full, encounter-ready monster faction designed for 5e play. Rather than treating ratfolk as a single disposable nuisance, this supplement presents a complete ladder of warren roles, opportunistic survivors, dangerous specialists, and fear-driven leaders—from pups and commoners to assassins, plague masters, and chieftains—each built to fill a specific role at the table.
Whether you need skittish noncombatants to complicate a chase, scavengers and thieves to harass from the shadows, engineers and grenadiers to turn terrain into a hazard, or a selfish tyrant holding a warren together through intimidation alone, Ratfolk provides mechanically distinct stat blocks at every tier of play. The ladder is designed to scale naturally, allowing encounters to evolve from messy ambushes and collapsing morale into lair-wide crises and recurring faction threats that refuse to resolve cleanly.
Each ratfolk type emphasizes survival, opportunism, and fragile cooperation. Abilities focus on movement, disruption, attrition, and retreat rather than discipline or honor, creating encounters that feel unstable, reactive, and persistently annoying in the best possible way. Use Ratfolk as undercity infestations, criminal middlemen, plague-ridden warrens, or recurring urban threats—the structure is provided, how long they survive is up to them.
Ratfolk Pup (CR 0): Noncombatant young that flees, hides, and alerts others. Used to apply narrative pressure and trigger larger warren responses.
Ratfolk Commoner (CR 0): Civilian laborer and tunnel worker armed with tools or improvised weapons. Breaks immediately when violence begins.
Ratfolk Fence (CR 0): Black-market broker and information dealer who avoids combat and survives through protection, bribes, and escape routes.
Ratfolk Scavenger (CR 1/8): Cowardly looter armed with scrap weapons and filth tricks. Harasses weak targets and retreats to steal fallen gear.
Ratfolk Thief (CR 1/4): Agile skirmisher who steals items mid-fight and relies on speed, hiding, and opportunistic escapes.
Ratfolk Scout (CR 1/4): Lookout and tunnel runner who triggers alarms, marks targets, and draws enemies into ambushes.
Ratfolk Warrior (CR 1/2): Defensive frontliner with spear and shield who holds ground only while leaders or enforcers remain nearby.
Ratfolk Spy (CR 1): Infiltrator skilled in disguises, signals, and urban manipulation who withdraws once exposed.
Ratfolk Skirmisher (CR 1): Mobile fighter that relies on hit-and-run tactics, speed, and terrain abuse rather than sustained combat.
Ratfolk Grenadier (CR 2): Chaos specialist who uses unstable bombs, smoke, and acid, posing a danger to enemies and allies alike.
Ratfolk Bodyguard (CR 2): Personal protector who intercepts attacks for a specific individual and abandons the fight once payment or protection ends.
Ratfolk Assassin (CR 3): Elite ambush killer who relies on surprise, poison, and swift escape instead of prolonged engagements.
Ratfolk Engineer (CR 3): Specialist who reshapes the battlefield with traps, devices, and hazardous tunnel modifications.
Ratfolk Plague Adept (CR 3): Filth-wielding specialist who spreads disease clouds and debilitating effects through proximity and attrition.
Ratfolk Enforcer (CR 4): Brutal disciplinarian who maintains order through fear, violence, and ruthless example.
Ratfolk Plague Master (CR 5): Senior contagion-monger who corrupts lairs and turns filth and disease into weapons of control.
Ratfolk Chieftain (CR 6): Local tyrant who rules through intimidation and proximity, powerful in a crowd but weak when isolated.
Compatible Products
Ratfolk can be found lurking in city sewers or operating openly in a seedy tavern.
Posted: Fri, 06 Feb 15:53:22 CST
Demons & Discoveries! Armies & Elite Guard Orders is the ultimate compendium for anyone fascinated by the machinery of war—real or imagined. Whether you’re a novelist seeking to craft believable armies, a historian intrigued by the echoes of the past in speculative fiction, a game designer building immersive worlds, or a reader who relishes the clash of legions and the intrigue of elite guards, this book is your indispensable guide.
Dive into the intricate tapestry of military organization, from the raw energy of tribal warbands to the awe-inspiring discipline of imperial legions and the enigmatic power of elite guard orders. Explore how armies are raised, commanded, and immortalized in literature, games, and media. Discover frameworks and templates to architect your own military systems—infused with historical authenticity and boundless creativity. This is not just a study of warfare; it’s an invitation to imagine, design, and bring to life the armies and guardians that will shape your worlds and stories.
Chapter 1: The Crucible of Command—Foundations of Imperial Armies
- Explore the origins and evolution of military organization, from kin-based warbands to the disciplined legions of empire.
- Examine recruitment systems—conscription, voluntary enlistment, noble levies, and mercenaries—and their social, economic, and narrative impacts.
- Analyze the role of legendary commanders and the values that forge a soldier’s identity.
- Understand how tactics, logistics, and leadership shape the destiny of armies and the societies they defend or conquer.
Chapter 2: The Emperor’s Shield—Elite Guard Orders
- Delve into the formation, recruitment, and training of elite guard units: the Praetorian Guard, Janissaries, Mamluks, and their fictional counterparts.
- Unpack the dual roles of these forces as both protectors and political players.
- Explore the symbolism, regalia, and rituals that set elite guards apart.
- Discover the covert world of intelligence, arcane wardens, and the psychological bonds that ensure unwavering loyalty.
Chapter 3: Echoes of War—Military Representation in Media
- Analyze how armies and elite guards are depicted in literature, animation, television, and film.
- Learn how military forces drive narrative, shape character arcs, and embody themes of heroism, sacrifice, and the human cost of war.
- Examine the visual language of uniforms, insignia, and formations across genres and media.
- Gain insight into the translation of military lore from page to screen and the power of archetypes.
Chapter 4: Strategic Arenas—Military in Games
- Discover how military concepts are abstracted and gamified in board games, tabletop RPGs, and video games.
- Explore mechanics of recruitment, logistics, morale, and command in interactive systems.
- See how games use armies and campaigns to create emergent narratives and player agency.
- Learn how to design compelling military systems for your own games, balancing realism and playability.
Chapter 5: Architecting Armies—A Worldbuilder’s Guide
- Get practical frameworks for naming conventions, hierarchy, uniforms, and training regimens.
- Use adaptable templates for citizen militias, professional armies, conscripted hordes, and asymmetric forces.
- Learn how to infuse your armies with cultural, historical, and narrative depth.
- Find inspiration for creating believable, memorable military organizations for fiction, games, or alternate histories.
Chapter 6: Horizons of Conflict—The Future of Warfare
- Venture into the speculative future: interstellar fleets, digital soldiers, cyberwarfare, and the fusion of magic and technology.
- Explore cross-genre military concepts—steampunk automatons, bio-magical shock troops, and reality-bending units.
- Challenge traditional doctrines with innovative provocations for worldbuilders and designers.
- Imagine new frontiers of conflict, where the only limits are your creativity and ambition.
Add this book to your collection and unlock the secrets of armies, elite guards, and the art of war—past, present, and future.
Posted: Fri, 06 Feb 15:27:46 CST
TRADING POST ANIMATED FVTT BATTLE MAP PACK

Hey there chum, looking to buy or trade? According to many, commercial exchanges are what hold the galaxy together, so it’s no wonder that places where goods can be exchanged, sold, or bartered exist pretty much everywhere that living beings have a chance to travel to. Whether this particular outpost is a decent place where hardworking folk will give your party an honest deal, a wretched hive of scum and villainy, or something in between is up to you! Fully animated and available in two additional variants, one with fewer vendors hawking their goods out in the open, and another where the deathly maw of some subterranean beast has opened up to swallow unwary merchants and customer alike, this map is all set for your every need, be they shopping, run-ins with law enforcement, or high-octane chase scenes!
All are hooked up and ready to play in FVTT.
What's Included:
- 3 .jpg maps 30×40 (3000 x 4000)
- 3 .webm animated maps
- Direct link to install the Foundry VTT file (from within foundry)
FAQ:
Do these maps work with Roll20/Fantasy Grounds/XXX virtual tabletop?
You can import the JPG and WEBM files into any system you use to play your games online that allows them, however, the LoS I have setup only works with FVTT. If you use FGU, look for me on DMsGuild!
Posted: Fri, 06 Feb 14:43:04 CST
English/Portuguese
Echoes of Silence is micro-setting designed for Savage Worlds Adventure Edition, focused on low fantasy and a world where magic has all but vanished. Set in the world of Vestia, this micro-setting explores the consequences of a reality without miracles, where faith has become a tool of social control and the remnants of ancient magic are dangerous, rare, and forbidden.
Instead of detailed maps or exhaustive lore, Echoes of Silence presents a strong central concept, allowing Game Masters and players to expand the world collaboratively and shape Vestia according to their campaigns.
Inside, you’ll find:
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A introduction to the world of Vestia and the event known as the Silence
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A Setting Rule for Sparks of Magic, redefining how magic items and arcane power function
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Two New Edges tied to the setting
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Examples of magical items adapted to a world without magic
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Campaign seeds
This product comes in layered PDF format, optimized for both economical printing and booklet printing.
Note: English is not my first language, so if you notice any errors or parts that could be rewritten for better clarity, feel free to reach out to me at fernandohcp@gmail.com.
Check out my other products:
- Expanded Encounters
- Random Dungeons
- Zandrax's Dungeons
- Savage Weapons
- Clue Generator
- Jousting Rules
- Personal Relationships
Portuguese:
Ecos do Silêncio é um microcenário desenvolvido para Savage Worlds Edição Aventura, focado em fantasia baixa e em um mundo onde a magia praticamente desapareceu. Ambientado em Vestia, este micro-cenário explora as consequências de uma realidade sem milagres, onde a fé se tornou uma ferramenta de controle social e os vestígios da magia antiga são raros, perigosos e proibidos.
Em vez de mapas detalhados ou um lore extenso, Ecos do Silêncio apresenta um conceito central forte, permitindo que Mestres e jogadores expandam o mundo em conjunto e moldem Vestia de acordo com suas campanhas.
Dentro, você encontrará:
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Uma introdução ao mundo de Vestia e ao evento conhecido como o Silêncio
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Uma Regra de Ambientação para Fagulhas de Magia, redefinindo o funcionamento de itens mágicos e do poder arcano
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Duas Novas Vantagens ligadas ao cenário
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Exemplos de itens mágicos adaptados a um mundo sem magia
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Ideias de campanhas
Este produto é disponibilizado em PDF com camadas, otimizado tanto para impressão econômica quanto para impressão em formato de livreto.
Posted: Fri, 06 Feb 14:23:06 CST
Full of Power RPG - Monsters & Threats is a creature supplement (bestiary) for Full of Power. This book features 50 stat blocks for monsters and creatures, which can be used by Masters for their campaigns.
Some of the creatures can be used by villains, with Recruitment Points. Buy this book now and have 50 creatures/monsters at your disposal for the Powerful Ones in your campaign to face!
Posted: Fri, 06 Feb 13:15:12 CST
Beneath the City of Keys
A OnceWas RPG Adventure for Characters Level 5-6
Realm's End, the City of Keys, is in chaos. A wererat plague spreads through the sewers beneath the cobblestone streets, transforming victims into ravenous monsters with each passing full moon. Three city councilors lie dead. Districts fall one by one. The City Watch's assault failed catastrophically, leaving only two survivors—both driven mad by what they witnessed in the darkness below.
The party returns to the city bearing the Lamp of Yavanna, a divine artifact capable of curing lycanthropy with its holy light. But the sewers beneath Realm's End are no simple dungeon. Six rival factions vie for control: the Thieves' Guild fights to maintain its territory, pirates smuggle contraband through flooded passages, a hidden black market thrives in the darkness, and the Temple of Mairon practices forbidden necromancy. At the center of it all sits Publius, the Rat King—once a wealthy nobleman, now a cunning lycanthrope building an empire of disease and transformation.
This is not a linear dungeon crawl. Every choice matters. Will the party ally with the Thieves' Guild or make enemies of the underworld? Can they navigate the Hidden Market's neutral ground without sparking violence? Should they show mercy to wererat victims or eliminate the threat without hesitation? The faction politics are as dangerous as the monsters—and far more unpredictable.
In the depths, the party will face the Rat King in his throne room, battle through his wererat warren, and potentially witness his desperate prayer to Sqirthul, the Rat God. The Lamp of Yavanna may be powerful, but the wererats are adapting—and the conspiracy runs deeper than anyone suspects. Dark forces stir in the shadows, and the Rat King may be merely a pawn in a much larger, more sinister game.
What's Inside:
· A non-linear, faction-heavy adventure for 4-5 sessions of 3-4 hours each
· 35 keyed locations including the Wererat Warren, Hidden Market, High Point wizard tower, and Temple of Mairon
· 6 rival factions with detailed reputation mechanics and political consequences
· Epic boss battle with The Rat King featuring 3 dramatic phases
· Memorable NPCs: Mr. Lucan the assassin, FishBelly the mad poet, Black Hammond the market keeper, and Mac Luchna the death priest
· Detailed encounter scaling for parties of 3-7 players and levels 3-8
· Comprehensive GM guidance including session breakdowns, NPC roleplaying tips, and troubleshooting common scenarios
· Multiple paths to victory through combat, diplomacy, stealth, or clever faction manipulation
· Moral complexity and meaningful choices with lasting campaign consequences
· Connections to the larger OnceWas campaign storyline including hooks to future adventures
Requirements:
This adventure requires the OnceWas Core Rulebook and is designed for characters of 5th-6th level. The adventure can be adapted for 3rd-8th level parties with the provided scaling guidelines.
Part of the Odd Company Chronicles:
This adventure continues the storyline from A5: Silvandor and the Shattered Light, where the party acquired the Lamp of Yavanna. The events of this adventure set the stage for the climactic confrontation in A7 _Decent into Drell’s Mines. X1_Realm's End, the City of Keys is also recommended. Can be played as a standalone adventure or as part of the complete Odd Company campaign arc.
The rats are only the beginning. Something far darker stirs in the depths beneath the City of Keys.






