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Posted: Mon, 20 Apr 23:24:29 CDT
Cave Encounters Volume IV (Levels 16–20)
Quick-Play 5e Adventures by Infinium Publications
Cave Encounters Volume IV is a plug-and-play encounter pack for 5th Edition fantasy role-playing, designed for Tier IV characters delving into upper cave systems where the world itself begins to break down under pressure. Ancient claims, territorial warbands, living environments, and apex threats reshape the subterranean landscape into something far more dangerous than simple darkness.
Built for characters at levels 16, 18, and 20, this volume presents 10 fully modular encounters that can be dropped into any high-level expedition without requiring a central plot or fixed narrative arc.
What’s Inside
- 10 modular encounters spanning Combat, Social, Skill, Trade, Puzzle, and Hazard play
- Scalable difficulty for levels 16, 18, and 20 using clear encounter matrices and structures
- Environment-driven design featuring living caverns, territorial factions, ancient claims, and predator-dominated ecosystems
- DM-facing guidance for pacing, escalation, spell interaction, and high-level play
- Designed for one-shots, dungeon crawls, ongoing campaigns, or deep-road expeditions
Encounters Included
Devouring Cavern (Combat) A cavern reveals itself as a colossal mimic, its walls and floor shifting as tendrils lash out from every surface.
The Black Wing Migration (Combat) A massive migration event swarms a cavern with bats, as large predators prepare for their next meal.
The Forgotten Siege Engine (Combat) An ancient dwarven war machine activates as the party approaches. Ballistae fire from fortified positions while stone constructs deploy to defend the core.
The Exiled Legion (Combat) A disciplined duergar warband occupies a fortified cavern camp, controlling the terrain with formation tactics and elite soldiers. Breaking their line means confronting their Champion head-on.
Pilgrims of the Deep Road (Social / Combat) A desperate group of pilgrims presses deeper into the caves, carrying a sacred reliquary. Their devotion draws the attention of burrowing predators, forcing the party to decide whether to guide, protect, or abandon them.
The Forge Beneath the Mountain (Trade) A master Stone Giant artisan works a hidden forge, crafting weapons of exceptional quality.
Claims of the Deep Roads (Puzzle) An ancient dwarven gate stands sealed by tradition. To pass, the party must interpret the lineage of those who once held claim.
The Lightless Passage (Skill) A corridor of absolute magical darkness twists into a disorienting maze. Without sight, the party must rely on instinct, coordination, and discipline to find their way through.
The Blood Mire Hollow (Hazard) A collapsed cavern forms a humid ecosystem filled with biting insects and lingering disease. The threat is subtle, persistent, and easily underestimated.
The Returning Patrol (Social / Combat) A band of adventurers flees from something unseen in the dark. Moments later, the creatures that hunted them arrive—forcing quick decisions under pressure.
Posted: Mon, 20 Apr 22:57:46 CDT
Fields of Auriel are ablaze is a short, cinematic prelude adventure for D&D 5e, set a few months before The Rite of the Rose. On a night choked with smoke and panic, raiders set the countryside of Auriel Gate ablaze and the characters are caught in the middle, fighting to save farmers, animals, and winter stores before everything turns to ash.
Why you’ll like it
- High-pressure, clear stakes: spreading fire, trapped civilians, hard choices.
- Instantly playable structure: scene-by-scene flow with strong pacing.
- Foreshadowing: starts hinting at future events and directly ties to the next one-shot adventure
What’s inside
- A complete 2-pages prelude scenario designed to be run on the fly.
- Environmental challenges and escalating hazards (fire, smoke, collapsing structures)
- Combat and objective-based moments you can tune to your party
- The Rose Pin reward (recognition from the Knights of the Rose)
- An epilogue hook that launches directly into The Rite of the Rose
Use it as: a prologue to start a campaign arc, a dramatic one-night session, or a “memory of the past” to give emotional weight to what comes next.
Posted: Mon, 20 Apr 22:25:01 CDT
Carved by wind and centuries, the desert rock took the shape of a giant skull. Travelers say the cave watches them through hollow stone eyes. Those who enter often feel as if the desert itself is judging their fate...
Map Details
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Size: 30x18
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Grid: Square (1 cell = 5 ft)
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Includes:
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PNG Full HD (1920px): gridded/gridless
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Key Features
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Roll20 Ready: Easy to drop into your session
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30x18 Grid (precisely aligned): No scaling issues or token drift
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VTT Friendly: Works across most virtual tabletops
License
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This map is intended for personal use only.
Commercial use, redistribution, or resale in any form is not permitted - Credit: Xundra Maps
Posted: Mon, 20 Apr 21:16:27 CDT
Collision Course – A LV1 DarkSpace RPG Adventure
Out on the edge of known space, problems don’t arrive politely.
They come in fast.
They come in silent.
And sometimes… they don’t stop.
Harbor Nine sits at the very boundary of the Galactic Consortium—a rough, stubborn mining settlement clinging to survival at the edge of The Pale, a region where ships vanish and answers don’t come back .
When long-range sensors pick up something impossible—a two-kilometer generation ship thought lost for over two centuries—it’s already too late.
It’s not drifting.
It’s aimed.
And in eight hours, it will collide with Harbor Nine.
Collision Course is a survival-horror one-shot designed for:
- 3–5 Level 1 DarkSpace characters
- A tense 4-hour session built around escalating pressure
- A mix of exploration, roleplay, and high-stakes decision-making
Posted: Mon, 20 Apr 21:16:23 CDT
Posted: Mon, 20 Apr 20:58:56 CDT
Life in Imperial Russia was grueling and difficult, even more so if you were forced to live in the Pale of Settlement as a Jew.
The Missing Rabbi of Berezin is a one-shot scenario set in a Jewish village in what is now Belarus in the late 19th century. These villages, known as shtetls, were under a constant threat of violence from both imperial authorities and their Christian neighbors. The scenario explores that fear, as well as the added terror of the Cthulhu Mythos when Berezin's Rabbi turns up missing on the last day of Hanukkah. The investigators must balance the task of finding the Rabbi with the pressure of keeping Russian authorities out of the shtetl.
The Missing Rabbi of Berezin is written for Call of Cthulhu 7th edition, meant to be easy to run for new and experienced groups alike!
Included with the scenario are six pre-generated Investigators, each of whom is connected with the shtetl of Berezin and the investigation, and two high quality full-color handouts!
Posted: Mon, 20 Apr 18:51:10 CDT
Here at the Arcadian Society, we work hard to observe, document, and catalog the lesser-known flora and fauna of the natural world. From the lesser endemic life that poses little to no threat to mighty adventurers to plants and fungi with their unique properties, we are dedicated to providing you the most up-to-date and detailed information about their benefits (and potential pitfalls) while on your adventure!
This book introduces the Arcadian Society, a setting-neutral faction that can be dragged and dropped into any existing Level Up: Advanced Fifth Edition campaign as quest-givers or a group that nature-minded PCs may be interested in joining. It includes a general overview of the organization, as well as a handful of example quests that members of the Arcadian Society can give to a stalwart adventuring party. It also contains a host of Curious Creatures and Peculiar Plants—noncombatant encounter elements that can be plugged into journey activities, incorporated to create the sense of a living world, or to reward player curiosity and interaction.
Solve the mystery of the ghostly, enigmatic Flicker, or convince a placid Driftwyrd to ferry you across a lake; test your Nature knowledge in telling the difference between a Canteen Cactus and its far more dangerous cousin the Dartspine Cactus; befriend a Tea Wyrm, or try to catch a Dust Bunny as it passes by. Under every rock and beneath every leaf, you never know what you may find.
Foundry module coming soon!
Posted: Mon, 20 Apr 18:17:55 CDT
Our Third Map Pack is a varied collection of 4K resolution maps, from Graveyards, to Rivers, to Vibrant Towns & more!
Each map comes in three forms; No Grid, Hex Grid, & Square Grid.
All of them are ready to use with Roll20's Dynamic lighting system!
See Below for more details!
Map Names/Features
● Ancient Chapel – A decrepit and ruined chapel with a tunnel bore into its wall. Comes with 2 versions, with lit braziers and unlit. Size - 40 x 40 tiles.
● Cave Tunnels – What lurks in the deep of these twisting tunnels?. Size - 40 x 40 tiles.
● Decrepit Shack – A Run down shack, abandoned and partially destroyed with a broken cage. What could have been kept inside? Comes with a night version where the cage is covered and unbroken. Size - 20 x 15 tiles.
● Evening Town Bonfire – A small town bustling with markets and bunting all centred around a bonfire ready to celebrate some joyous event. Size - 30 x 40 tiles.
● Forest Ravine Road – A well-travelled road, cobbled for ease deep within the forest. Bright flowers and signs of life cover the cliffsides, but who knows what lurks among the trees. We released a sunny summer version of this map in Pack 2, so here we have added a night version of the summer map along with a day & night version of the map in autumn. Size - 40 x 30 tiles.
● Giant Spider Cavern – In the dark looms threats unknown, traversing the webbed pathways across this cavern may prove more treacherous than it appears. Size - 40 x 30 tiles.
● Webbed Dragon Skeleton – A great creature, trapped in in a giant web. What bestial kind of spider could bring down a dragon of such size size? - 40 x 30 tiles.
● Graveyard – A foggy graveyard where restless day lay in wait. Comes in night and day versions. - 40 x 30 tiles.
● Hill Top House – A small rundown shack sits alone atop the hill in this autumnal map. Comes with night and day versions. Size - 60 x 45 tiles.
● Riverside Path – A serene view along a quiet path? Or the perfect place for a deadly ambush? A versatile Autumn map for any riverside adventure. Comes in Day and Night forms. Size - 40 x 30 tiles.
If you like this product, please check out our page on the sister sites DriveThruCards & DMsGuild to find our original products and maps.
If you'd like to stay up to date with us, please follow us on Instagram, Facebook, and TikTok, or join our Discord community.
Happy questing, and as always; Safe Travels Adventurers!
Posted: Mon, 20 Apr 17:21:20 CDT
3D model description
Nasos and I have been working on this set for months, probably for most of 2025 by my reckoning. It took that long work them into the new cliffs and get this current set worked up.
We aren’t done either, next up comes the Thicket Crags. We’ll work on those over 2026, and on more as you request.
Thank you for your support of Aether Studios. We love being a part of your game.
3D printing settings
TERRAIN 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: Mon, 20 Apr 16:43:49 CDT
Deep Drow City Locations — Six Underdark City Battle Maps
Deep Drow City Locations is a collection of six battle maps set throughout the shadowed streets, hidden chambers, and fungal parks of a sprawling subterranean metropolis. These locations support encounters ranging from clandestine dealings and ambushes to arcane research, illicit trade, and the darker secrets beneath the stalagmites. Each map includes variants tailored to different tones and encounter needs.
Included Maps
Dark Mage’s Chamber — 12×16
A private wizard’s study carved into stone, lit by dim arcane glow and cluttered with tomes, reagents, and dangerous apparatus. A hidden chamber beyond holds darker secrets.
Variant: Light — A calmer, brighter study with gentler illumination.
Drow Alley — 18×24
A narrow, dim alley where webs cling to the walls and faerie‑fire lanterns cast uneven light. Ideal for ambushes or secret exchanges.
Variant: Fire — Roofs burn overhead, filling the alley with smoke and chaos.
Fungal Grounds — 24×32
A fungal park and hunting ground for the city’s elite. Towering fungi, shadowed paths, and lurking creatures shape this half‑wild enclave.
Variant: Lava — Molten rock floods the paths, transforming the grounds into a hostile landscape.
Drow Streets — 30×40
A broad example of the city’s winding streets shaped by massive stalagmites. Buildings carved into stone rise overhead, webs hang along the edges, and faerie‑fire lamps cast a soft glow.
Variants: Lava — Streets become rivers of molten stone. Quake — Fissures split the roads and buildings crack from seismic upheaval.
Underdark Warehouse — 21×28
A dim warehouse built into a stalagmite, used for storing and preparing goods for Underdark trade. An office overlooks the floor of crates and supplies.
Variant: Abandoned — Flickering lights, heavy webs, and debris create hazardous terrain.
Secret Enclave — 21×28 A modest spice shop hides a concealed entrance to an alien chamber below, where a small clutch of mind flayers plots in secret. Strange devices hum beside wet stone and a briny pool.
Variant: Hell Club — Warm hues above; infernal portals and devilish iconography below.
What You Get
• 300dpi print‑ready JPGs
• Grid and gridless versions
• 72dpi VTT‑ready gridless JPGs
Designed for Underdark adventures, Out of the Abyss‑style campaigns, or any deep‑earth city exploration. All files are organized for quick use at the table or online.
Posted: Mon, 20 Apr 15:53:18 CDT
Mercenary Handbook is a martial-focused supplement inspired by tactics and combat styles used by mercenaries, professional soldiers and warriors through the ages. Containing 7 archetypes, 15 feats and a trait, it provides a variety of new ways to build your next character, whether a PC or NPC.
While designed for PF 1e, it is easy to adapt for the second edition and other d20 TTRPG systems.
Posted: Mon, 20 Apr 15:03:15 CDT
30 Fantasy Shops and Their Secrets
A Game Master's Compendium — For Dungeon Master's Eyes Only
Tired of generic merchants who exist only to buy loot and sell potions? 30 Fantasy Shops and Their Secrets transforms every storefront into a story waiting to unfold. Each shop is a living, breathing location with a dark heart — shadowed merchants, dangerous wares, and commerce that comes with a cost.
Every entry is designed to drop seamlessly into your campaign, whether your players need supplies, stumble into trouble, or just want to explore what lurks behind the counter.
30 FULLY DETAILED SHOPS
Each shop includes: The Look (atmospheric descriptions), The Shopkeeper (memorable NPC with distinctive trait, attitude, and terrible secret), The Stock (curated inventory with unsettling descriptions), Quest Hooks (three adventure-ready plot threads), and Local Rumors (whispered gossip for tavern conversations).
THE SHOPS
The Last Flame — Chandler. Varnis Soot renders candles from plague victim fat, and the death-tallow whispers when it burns.
The Brass Scale — Pawn Broker. Mira Two-Weights fences for the Thieves' Guild, and her ledger is both insurance and death warrant.
The Crooked Quill — Scribe. Aldo the Nine-Fingers forges noble seals for revolutionaries, and his third apprentice never leaves the back room.
The Gilded Cage — Beast Trainer. Seraphina Cage raises a manticore from a cub, and something large breathes behind the locked door.
The Salty Dog — Fishmonger. Barnacle Grimjaw smuggles contraband in fish guts, and the harbor's dead tell him secrets.
The Velvet Noose — Tailor. Thimble Cutter's signature stitch hides a rune that lets him hear everything his clients say.
The Rusted Nail — Blacksmith. Hearth Blackhand forges rebellion blades marked with flaws only his kidnapped daughter would recognize.
The Amber Jar — Herbalist. Sage Thistledown grows the "forget-me" flower over a mass grave, and her garden has no gate.
The Bone Whistle — Undertaker. Pallid Mourn keeps the teeth of the poor, and in his cellar they are arranging themselves into something.
The Torn Page — Bookshop. Inkwell Page wears long sleeves because a grimoire is slowly rewriting itself into his skin.
The Sunken Bell — Tavern. Tapster Bell's cracked ship bell moans at midnight to signal smugglers — and something took his ear as payment.
The Scarlet Thread — Leatherworker. Dye Scarlet's scarlet dye is permanent, vivid, and lately the vats have been vocal.
The Iron Tongue — Weapon Shop. Edge Irontongue's forked tongue tastes steel and tells him who the blades will kill.
The Hollow Crown — Jeweler. Carat Hollow's diamond eye sees impurities — and futures full of fire.
The Bitter Root — Baker. Knead Bitter's "special order" loaves prepare cult sacrifices for "dream walking."
The Shattered Lens — Map Seller. Meridian Shatter sells maps to places that don't exist yet — and buyers always find what they seek.
The Drowned Rat — Tannery. Hide Drowned tans more than animal hides, and his "exotic leather" has fingerprints.
The Silent Bell — Healer. Suture Silent cannot die, cannot heal herself, and has been bleeding internally for twelve years.
The Fatted Calf — Butcher. Cleaver Fatted's grinder makes bodies disappear, and he keeps the teeth in a jar. Just in case.
The Crooked House — General Store. General Crooked's hunchback is a separate entity, growing, and the back room isn't on any plans.
The Blackened Wick — Alchemist. Crucible Blackened harvests souls from hospice patients to complete his immortality formula.
The Cold Forge — Armorer. Plate Cold makes armor for the undead, and his custom fittings require living "models."
The Empty Hand — Fortune Teller. Palm Empty sees only deaths, and her crystal ball shows her how every client will die.
The Crimson Ledger — Slave Trader. Chain Crimson collects secrets from his "specialist" stock, and his gold tooth was pulled from his first sale.
The Wandering Star — Spice Merchant. Saffron Wandering's mismatched eyes see different timelines, and her "exotic blends" open doors.
The Broken Oar — Ship Chandlery. Tackle Broken sells cursed nautical gear to build a fleet that answers to no flag but his.
The Gilded Tongue — Tavern. Vintage Gilded brokers power over wine, and his coded diary could buy a kingdom — or get him killed.
The Moth-Eaten Cloak — Magic Item Dealer. Relic Moth feeds a creature in his back room, and it's getting bigger.
The Leaden Heart — Clockmaker. Gear Leaden builds clockwork hearts for failing nobles, and he keeps the only winding key.
The Final Draft — Scribe/Legal. Script Final forges wills for people who aren't dead yet, and his night clerks are... different.
HOW TO USE THIS BOOK
Use these shops to populate your world with character beyond generic "weapon shop" and "inn," launch adventures from the included quest hooks, build paranoia so players never look at a candle or loaf of bread the same way, and weave shopkeeper secrets into city-wide campaigns of corruption, cults, and dark deals.
System Neutral. Setting Agnostic. Infinitely Reusable.
Works with D&D 5E, Pathfinder, Old-School Essentials, or any fantasy RPG. No stat blocks to clash with your system — just pure, evocative inspiration ready to make every shopping trip an adventure.
30 Shops • 90 Quest Hooks • 30 Terrible Secrets • Countless Stories



