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Posted: Sun, 30 Nov 05:11:55 CST

Allies & Enemies is a Designed for use with ShadowDark RPG supplment containing:
- 50+ NPCs to add to your game
- Each NPC includes a B&W image, brief history, goals, desires, and a stat block
- Many also include a new magic item or piece of gear
- Optional Hireling Rules
- Eight mapped and detailed lairs, providing you and the PCs a unique location to explore
- NO AI!
Print & Foundry VTT versions coming soon!

ShadowDark Creations by Jeff Stevens Games
Click on an image to learn more about the product.
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5E Creations by Jeff Stevens Games
Click on an image to learn more about the product.
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— Villains & Lairs Supplements —
Posted: Sun, 30 Nov 04:29:43 CST
Refugee Cave by Map Doctor
Adventurers expected to find dusty remains in the refugee cave, and they found a miniature civilization.
The cave had it all - a common area, sleeping quarters, storage, and even a place to honor their dead. A small cavern lake, surrounded by peculiar mushrooms, provided fresh water. They could survive for a long time. When the party's herbalist wanted to take a sample of the mushrooms, the refugees became almost violent. The thing is, the war ended over 20 years ago, and none of these people seemed to have aged. And they didn't eat or drink anything other than mushrooms and cavern water.
Battlemap properties:
Resolution: 5600x4200px
Grid: 40x30
No. of Variants: 10
Variants: Dark, Desert, Empty, Horror, No Lake, No Shrooms, Original, Red Lake, Stone, Toxic
Versions: Grid and Gridless
Inside this pack:
140dpi Hi-res battle maps
300dpi poster PDFs for print
FoundryVTT-ready Module
This map pack was supported by our Patrons. Happy gaming!
Posted: Sat, 29 Nov 23:29:23 CST
Escape into the deep wilderness with three distinct remote cabins, each presented in both summer and winter variations. Whether your adventure calls for a cozy retreat, a rugged homestead, or an isolated off-grid hideout, this map pack delivers atmospheric, detail-rich locations ready for any RPG system.
Inside you’ll find:
• Wood Cabin – A classic timber structure nestled among towering pines.
• Stone Cabin – A sturdier, old-world dwelling built for harsh climates.
• Mail Bomber Cabin – A minimal, hand-built hut inspired by real-world survivalists, complete with outhouse, woodpile, and rough work areas.
• Seasonal Variants – Each cabin is rendered in lush summer greens and snow-covered winter settings for year-round scenarios.
Perfect for wilderness quests, survival stories, lone hermit encounters, or modern thriller campaigns, Cabins in the Woods gives you versatile locales ready to drop into any tabletop session.
This is a Roll20 add-on with light-of-site preset.
Posted: Sat, 29 Nov 23:29:19 CST
Escape into the deep wilderness with three distinct remote cabins, each presented in both summer and winter variations. Whether your adventure calls for a cozy retreat, a rugged homestead, or an isolated off-grid hideout, this map pack delivers atmospheric, detail-rich locations ready for any RPG system.
Inside you’ll find:
• Wood Cabin – A classic timber structure nestled among towering pines.
• Stone Cabin – A sturdier, old-world dwelling built for harsh climates.
• Mail Bomber Cabin – A minimal, hand-built hut inspired by real-world survivalists, complete with outhouse, woodpile, and rough work areas.
• Seasonal Variants – Each cabin is rendered in lush summer greens and snow-covered winter settings for year-round scenarios.
Perfect for wilderness quests, survival stories, lone hermit encounters, or modern thriller campaigns, Cabins in the Woods gives you versatile locales ready to drop into any tabletop session.
Whether your players are chasing clues among flashing lights or running from something that should have stayed in the dark, the Amusement Park Map Pack turns every visit to the fair into a night to remember — or to escape.
License:
Users are granted a license to use these maps and GM Notes for their personal use only via either display on a virtual tabletop gaming system (VTT) or to print them to be used for reference and/or play-aids. Any commercial use is strictly forbidden without express written permission. If you wish to use the maps and/or GM Notes in a public live-stream video of your game or in the context of a review, please contact us at support (at) mmpapps (dot) com to secure permission. The license is not transferable, and the maps and GM notes may not be redistributed, resold or sub-licensed in any way.
Posted: Sat, 29 Nov 22:22:03 CST
Hard S.F. Worldbuilding Cookbook #4.9: The Campfire and Ember, a binary star system
A how-to guide for writers and roleplayers
Start with your story. Choose locations, situations, and useful prompts as you need them. Have the science behind it all at your fingertips, when you want it.
Inspiration first, then worldbuilding.
The Hard SF Worldbuilding Cookbooks:
Written for worldbuilders who want their in-world science to be more than just technobabble, the Hard SF Cookbooks are focussed on story and dramatic possibilities rather than just being ‘here’s the science, now go create’. Each starts with a guide for the aspiring space traveller - where to go and how to avoid being fried, zapped, and/or blasted - then pulls out to the artist, writer and GM point-of-view, with lookup tables so you can start from the trope or scenario you want, find new story hooks, and work back towards the science behind them.
#4.9: The Campfire and Ember: A binary star system
As your characters set off into the universe, the right backdrop - the star system or systems they're voyaging through - can help their story be told. It's like finding a home - the neighbourhood has to be right for you: Is it close to the shops? How does the neighbourhood look?
Is that smoke?
So the aim of this booklet is to give you a run-down on a realistic two star system mini-cluster, whose component systems are within travelling distance of each other using current-day-Earth-level technology - in particular, how it would be experienced from an Earth-like planet in the habitable zones of either of its component systems - this includes the bizarre phases of any moons lit by double suns, the crossing and different coloured double rainbows, and the strange patterns of day, half day, dusk and true night. The ‘sun’ of the smaller system explored in this booklet is what’s known as a type T5 brown dwarf, or ‘sub-star’, that comes with a system of worlds so close packed that travelling between them would take only hours with today's rockets. The sun of the larger system is what is known as a K5 type star - a fairly common, well behaved and long lived star that makes a good home for a habitable world.
Beyond the broad themes you can set specific details to your needs - for example the number and type of other planets and the galactic neighbourhood. The booklet goes into:
Introduction: The ‘Campfire and Ember’: A tight knit star cluster of two: p3
How to use this booklet: p4
How multi-star systems are arranged, and combine into clusters: p4
How this applies to our ‘Campfire and Ember’ star system: p5
How does day & night work under these two suns? p6
How do moon phases work under these two suns? p11
How to go off book with your sun and sky colours: p13
Units of measurement: p13
Campfire and Ember cluster basics: p15
Basic stats for the ‘Campfire’ system’s type K sun: p16
Basic stats for the Ember system’s T5 type sun: p19
Suggested prompts for exploring the double system: p22
Planets to populate your system with: p23
Galactic Settings: Determining the background sky, and general conditions: p41
General notes: p48
Glossary of terms: p60
Equations used: p68
Further reading: p71
John Freeman is PhD physicist, who acts as advisor for world-builders when they want some real world details to help their creations. This series owes its existence to the GMs, writers, artists, and even historians who collaborated with him (and who keep him in touch with the real world, and supply him with snacks).
Posted: Sat, 29 Nov 20:35:15 CST
Add spice to your flat paper terrain hex maps for tabletop gaming. Our tabletop terrain hex tile counters allow you to add an extra dimension to a flat map.
Designed by Stephen Pritchard to complement paper printable hex tile base maps for SeaLion Supremacy, FSpaceRPG (find them on DrivethruRPG), TayanaRPG and any other similar-sized hex map system. It can be used as part of a hexcrawl-based terrain system.
These tiles also fit into Stephen's HexLock carrier system to create an interlocking hex-based game board.
Presented as a one-piece item for printing. Print in a colour that suits as a counter if you don’t want to paint them, or paint them as you like to bring them extra life. A great project for the avid tabletop miniature painter.
It can be printed in a range of materials.
Print in green for an immediate unpainted effect.
Posted: Sat, 29 Nov 19:59:27 CST
Jonricksen’s Repository of Knowledge faces a threat from Beyond!
Normally a quiet, staid place of learning, the recent attentions of a Being of unknown and unknowable motivations have turned it into a madhouse. Many patrons have been transformed into mindless vessels of the Being’s will, lashing out at their fellow scholars before descending into the bowels of the asteroid that houses the repository. The rest have fled for their own safety.
A Librarian in Need
The chief librarian and director of the Repository is in desperate need of assistance. With most of her patrons fled and the rest turned madmen, she is alone in the Repository with no method of solving the problem. Worse, Dammael, her partner and husband, went into the underground area that houses the crystals that are the core of the Repository and has not returned.
The Being’s Grip Expands
It is not just sapient minds the Being’s presence is corrupting. If something is not done to close the crack in reality it has found, everything will eventually come under its influence. It is up to the runners to stop it now, before it gains its full power in their universe.
Something for Everyone
Posted: Sat, 29 Nov 17:08:12 CST
In the vast silence of the Endless Dunes, drifting motes of violet light mark the path of something deeply corrupted. Travelers whisper of floating eyes circling above the cracked earth, watching from the dim sky with unnatural stillness before swooping down in spiraling formation. These creatures are not remnants of life, but the severed echoes of beings consumed by void corruption, fragments of sight torn from fallen victims and bound together by the lingering pull of the Void. The swarms roam the desert ridge in chaotic motion, drawn to lost thoughts, strong emotions, or any mind unguarded against their probing psychic hum. Hunters who confront them must brace for unpredictable attacks, cascading pressure, and a battlefield that warps beneath their feet. The Void Gazer Swarm is designed to deliver a fast, punishing, and dynamic boss fight that thrives on uncertainty and mental strain.
This Monster Hunt was created by Kelfecil's Tales!
Writing, Design & Collaboration Organization: Constantine "Kelfecil" Christakis
Monster Hunts
Savage monsters, terrible creatures and cruel villains. The Monster Hunt series is designed to bring your boss game to the next level with challenging and relentless monsters for your players to battle!
The Void Gazer Swarm Monster Hunt is a 5th edition short adventure for 3–7 characters of 7th level. This hunt presents a chaotic and atmospheric boss encounter that challenges the party’s perception, positioning, and mental resilience. Meant for groups who enjoy high-pressure combat, unpredictable enemy behavior, and a strong thematic presence, this encounter adds a dangerous void-touched threat to the Endless Dunes of the West, pushing adventurers to navigate shifting sights, psychic distortions, and relentless swarming tactics.
About this Monster Hunt
This package includes the following resources:
This adventure can be played at any level by adjusting the number of monsters in it as well as their behavior. It has been made with Roll20 in mind and can therefore run very smoothly on this Virtual TableTop.
Quick Guide
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Themes: Void corruption, desert horror, psychic distortion, drifting watchers, chaotic multi-swarm combat
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Recommended Level: APL 7 (designed for 3–7 characters of 7th level)
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Difficulty: Hard to Deadly (multi-swarm encountered in escalating phases)
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Setting: Endless Dunes of the West, western Latakar, Starlight Chronicles setting
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Core Encounter: Battle against x2 Void Gazer Swarms in Phase One, joined by a third swarm in Phase Two
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Tone: Unsettling, atmospheric, chaotic, mind-pressuring


Posted: Sat, 29 Nov 16:59:08 CST
Across the basalt deserts of eastern Karnaxos rises a formation whispered of in prophecy: Uraḫ-Nalum, the High Sanctum of Breath and Flame. Carved from volcanic glass and elder stone, it is said to be the first place where the world inhaled the breath of magic—and the last place where it may be extinguished.
For centuries, the sanctum has remained dormant.
Now, the sky trembles with vermilion sigils, and shadows lengthen unnaturally across the dunes. Reports spread of mage-spirits awakening, of ancestor-barbarians marching, and of a pillar of red fire rising from the sanctum’s heart.
Two powers converge:
The Arcanum of the Dawnforged, mage-philosophers who believe the Sanctum must be restored.
The Tharuuk Clans, northern barbarians who claim their ancestors forged the Sanctum from their blood and demand sovereignty.
You, wanderer of Karnaxos, are drawn here by omen, rumor, or fate—
for within Uraḫ-Nalum lies a power that can crown a king, shatter a college, or awaken a god.
Uraḫ-Nalum stands upon a jagged ridge of obsidian spires where the wind groans like a dying titan. The sanctum itself is a tiered complex of:
Wildlife avoids the place, save for ash serpents and ember-eyed coyotes—both drawn to the lingering taste of sorcery. Barbarians camp on the northern slopes, their drums echoing across stone. Mages encircle the southern approach, weaving wards. The sanctum itself watches, as though waiting for a new hand to claim its dormant heart.
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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: Sat, 29 Nov 16:58:56 CST
In the deep places of Karnaxos, where the bronze of old empires is gnawed by desert winds and the stars wheel in cold indifference, the dead have begun to stir. Not with the blind hunger of ordinary corpses, but with an eerie, arcane intelligence—driven by whispers from a forgotten source: the Eclipse Well of Daru-Ukath, a ruin older than written memory, where moon-sorcery and blood-rites once mingled in forbidden unity.
Now, a newly risen vampiric order—the Karru-Dath Umbral Choir—has claimed the ruin as their cradle. Their cultists walk among the living by day, and their undead thralls roam by night. Amidst this rising horror, rumors speak of a relic sealed in the Well’s heart, an artifact said to unmake curses… or to enthrone a creature of shadow as a god.
You journey here alone, guided by fate, vengeance, desperation—or something darker yet.
Daru-Ukath is a sunken sanctuary built into a canyon carved by forgotten waters. Bronze pillars lean like broken teeth; obsidian steps descend into darkness; ancient mosaics depict silver-eyed priest-kings draining life from bound captives beneath eclipsed moons. The air hums with necromantic pressure. The walls pulse faintly, as if the ruin itself were alive.
By day, a sickly twilight clings to the canyon, never fully warming. By night, the stars vanish completely, swallowed by a vast, invisible veil. Arcane zombies—animated by moon-glyphs burned into their flesh—guard the paths. Vampiric ascendants prowl the inner chambers in shifting, half-corporeal forms. And beneath all of this, the cult chants its endless liturgy, coaxing something vast awake.
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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: Sat, 29 Nov 15:37:19 CST
Excelsior!
I got to the end of the last Stalwart Phile and realized that I still had several more characters from the Amazing Skarab’s adventures to profile! Here is the rest of the Fell Five along with a sometime ally / sometime enemy, the violent vigilante Penitence.
Posted: Sat, 29 Nov 15:09:39 CST
Relics of the Front Line - Martial Magic Items
Fully 5e-Compatible!
This supplement contains 19 magical items primarily designed towards Martial characters.
Weapons, Armor, & Wonderous Items abound!
I have also included a delightful wand for spellcasters (can't neglect Gish-Builds) that is combat focused (just watch out for letting that warlock get a-hold of it...), and a delightful pet-item for your friendly neighborhood rogue or artificer.
Additionally included, so it is all in one handy space, is the full "Weapons & Properties: Expanded" handout I sell!
Additional weapons for the world's greatest role-playing game, mastery for those weapons, two new properties, and a series of special rules and features of those weapons!
These options are presented alongside the updated weapons compatible with the 2024 Player's Handbook with the details that have been added to the Creative Commons.
This file is used as a nifty one-stop-shop for all of your weapon needs, property rules, and weapon masteries, all in one convenient document!
Have you ever wanted rules for a Katana? How about a particularly powerful bow to put those pesky longbows to shame? Do you want to have a higher minimum-damage for every attack you make?
All that and more is contained here! Don't miss out, and be sure to leave a review!


































































