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Posted: Sat, 11 Apr 13:42:21 CDT
Somewhere beneath the surface of reality, hidden equations govern every outcome: success, failure, coincidence, catastrophe. You've learned to read them. Now bend them.
Paradoxical Hexweaving is a new subclass for the Technologist and other tech-forward classes, available free as part of the City of Sirens playtest season.
Follow us on Kickstarter and grab more free content before the campaign goes live.
Posted: Sat, 11 Apr 13:25:29 CDT
Instant Lore is a series of short supplements built to help you quickly add details and depth to your worlds.
In Religions, you’ll find a variety of tables to help you construct interesting and memorable fantasy religions. Tables include details like the symbols, rituals, beliefs, important figures, and more!
Sections included, each with its own set of tables:
- The Foundation
- Beliefs and Values
- Its People
- Its Reach
- God Builder
Each section includes a handful of tables that will help you fill out details of your religion. By the end, you’ll have a fully detailed religion that is ready to drop into your games.
Additionally, the last 3 pages of this supplement are fillable worksheets to give you space to expand your results from the tables. These worksheets are:
- Religion Details
- Religion History
- God Template
There is an included print version of the PDF that strips out the stylized background to make these worksheets easier to print.

Posted: Sat, 11 Apr 12:29:51 CDT
A Solo Adventure Campaign Book in the Defiant North
Three hundred years of alliance have made Ironholm into something neither humans nor dwarves could have built alone. The streets are loud with commerce, the forges below never cool, and the walls have held against everything the north has thrown at them.
But the walls keep secrets.
The clans of the Darkhammer Pact have grown quiet of late. And deep below the sealed Undertunnels, beneath nine hundred years of dwarven stonework, past the passages that predate even Ironhold itself, dwell mythical horrors.
Ironholm needs a hero: someone who knows when to run, when to bargain, and when to fight.
Ironholm (DT4) contains:
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A Map of the Realm detailing the northern province of Noblejora, alongside the territories of Nishapur and Torgorod.
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A Town map to guide your exploration of the surface settlement.
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The history and lore of Ironholm, covering the 300-year alliance between humans and the underground dwarven kingdom of Ironhold, and their long resilience against Torgorod raiders.
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Descriptions of eight distinct districts, from the industrious suburbs of Oak Town and Pale Courts to the majestic subterranean halls of Ironhold and the perilous Undertunnels.
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15 keyed points of Interest, including the Oak and Iron Smithy, the Starfall Theater, and the mystical Moonlit Grove, each with unique NPCs and services.
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The Oak and Iron Smithy, stocked with magical weapons and armor at listed prices, with a buy-back policy for both mundane and magical loot.
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Tindle's Trinkets and the Glimmerleaf Apothecary, offering healing potions, common and uncommon magic items, and specialized northern elixirs like Rime Juice, with dedicated stats for both 5e and Shadowdark.
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Dreamwhisper's Collection, a one-of-a-kind shop offering Dream Work services to remove nightmares or enhance good dreams, alongside Dreamglobes with a range of mechanical effects.
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Five major factions to ally with or antagonize, including the secretive Crown Agents, the militant Arcane Vanguard, and the xenophobic Darkhammer Pact.
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The Spring Festival of Aylin Fairpath, a celebration of sacred chants, seasonal blessings, and folk traditions that draw visitors from across Eryndor.
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Comprehensive crafting rules for brewing potions, scribing scrolls, and forging wands and weapons, with a 30% reduction in time and cost for metal items crafted in Ironholm.
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Three purchasable properties, including a cozy Halfling Home, an elegant Pale Courts Townhouse, and the fortified House in the Hill, each with features ranging from enchanted gardens to a private entrance into Ironhold.
Posted: Sat, 11 Apr 12:14:27 CDT
Every adventurer walks a path, but some take up a mantle that defines them. Within these pages is such a calling - disciplines refined, identities embraced, and talents brought to their fullest expression. These are not mere skills, but masteries earned through dedication, instinct, and daring.
Welcome to Mantles and Masteries, a series showcasing individual subclasses compatible with 5E.
This marks the second installment of the Between Crowns and Cobbles series, a series that explores the lives of those shaped by the city - forged between stone walls and narrow streets, where power looms high above and struggle grinds below. These subclasses are rooted in the city - characters shaped by its pressures, its injustices, and its endless opportunities. Whether rising to defend it or tear it down, these are the figures who live in the space in between.
Presented here is the College of the Marionette, a Bard subclass.
Posted: Sat, 11 Apr 11:42:47 CDT
For the Bakers is a small Brood supplement for May I Enter: A Vampire Game
This supplement details a group of vampires, their lair, and a vault that resides underneath their home. Inside you will find details on a location to explore, relationships to build with the various brood members and some guidance on using the brood in your stories. While this is designed for May I Enter, this supplement could easily be used with some adjustment for any other game that includes vampires or weird artist communes.
The name For the Bakers is because this supplement was created as a thank you for the creators of Apocalypse World. Without their great world on that game, and without them allowing others to make games Powered by the Apocalypse, May I Enter wouldn't exist. Some other really big and well selling TTRPGs would have had to use a different ruleset too. All money raised through the sales of this supplement are going directly to D. Vincent Baker and Mequey Baker as a thank you for their work, their inspiration, and people should continue to support them in their endeavors.
Posted: Sat, 11 Apr 11:11:02 CDT
The large island of Isle d'Man ofers the adventure options of fighting pirates, claim jumpers mineshipment robberies, dangerous creatures for the bounty, exploring ancient alien sites and becoming a miner. inclues two ship deck plans. Contains some AI generated imagess.
Posted: Sat, 11 Apr 11:02:58 CDT
The Hall of Gilded Devils
Level-5 D&D 5e Adventure

In this level-5 adventure, The Hall of Gilded Devils, the characters are hired by a tiefling mage obsessed with the retrieval of a magical relic that he thinks is hidden in the ruined town of Barrowhill. Two decades ago, the town was abandoned after a magic teleportation circle was unearthed under the Church of the Sun. Its foul magic created an evil aura that caused the townfolk to become debilitated when inside. Finding no way to solve this, the Cursed Aura caused the place to be abandoned and later known as the 'ghost town'.
Using this teleportation circle, a strange dungeon filled with gilded, horned, devilish statues can be reached. This dungeon is the eldritch prison of a devil. Its name is Kaliyuga. Taking advantage of the fiendish blood that runs through the mage's veins, the devil has crafted the unholy obsession in his mind that drives him to this place. Looking for an opportunity, the gilded devil seeks to possess the mage's body to escape this magical imprisonment.


Product Includes - Adventure PDF and Separate Hi-Res map files
This one-shot adventure is also included in our flagship product Dungeon Vault Magazine.
Posted: Sat, 11 Apr 10:14:08 CDT
This is a selection of different things for a GameMaster to use to add a creepy atmosphere in a futuristic setting. The various different items listed are designed for the horror genre, with some suitable for the modern period though most will require at least a cyberpunk setting and many a futuristic one, especially one with spaceships, but some could be used to simply make a location creepier, even in a game that is not specifically of the horror genre. Some of them are most suited to an urban area, others for the countryside, whilst some can be used in any location.
The various items listed may or may not have an effect on characters - whether or not they do have a direct effect is up to the GM, as is what that effect might be. Some of the results may suggest a supernatural or otherworldly source of menace, others may simply represent a purely human level of horror whilst it's possible that any horrific impression is given by simply misinterpreting a more everyday occurrence. The GM may wish to encourage such misinterpretations made by the characters in order to make them more nervous, or to distract them from what they really should be paying attention to. More than a few results could easily have a negative consequence; witnessing some of them could shake a character’s mind, even if it's from a misinterpretation.
The various results on the list can be used as adventure hooks, problems, clues or simply as scenery, with no other purpose than to spook the character(s) who come across them and who may think there is more to them than that, keeping them guessing.
This PDF supports Adobe layers and the page backgrounds and images can be disabled to make printing easier.
Here are some sample results:
- Hybrid beings are being created in a laboratory robots, though this is being done by cutting limbs and other parts of people and animals whilst they are still alive and attaching them to others. None of the creatures look like they have any chance of surviving any of the surgeries being done, as all that seems to have been used to treat them is paralytics to stop them from being able to move, rather than any anaesthetics or antibiotics, and the various parts are being attached in nonsensical places.
- If panelling is removed from the walls in order to try and fix what might be expected to be conduits, when removed it can be discovered that instead of the wires and pipes that would be normally expected, what runs behind the walls is a series of tendons and veins that, by the looks of it, have been harvested from living creatures and used instead. Even when it would seem that such could not do the job of technological items, they oddly still manage to do so.
- In neat heaps in this room are piles of body parts, all of them organised by what they are, so heads are with heads and right hands are with right hands. The body parts look to have been severed at the major joints, and there is no blood near any of the piles. Investigating the body parts show that all the cuts were surgically clean and that all of the blood is missing from them. The proper equipment will reveal that at least some of the severing was done whilst the victims were still alive.
- In this medbay, bodies are lying on the beds and a functioning medbot appears to be working on injuries they have suffered. However, if watched, it can be seen that the medbot has fastened what initially appeared to be patients to the hospital beds and, rather than trying to help them, is instead cutting pieces off one individual and then attaching them to another. Given that the medbot has access to drugs and medical equipment, many have suffered trauma that would have otherwise been fatal. The medbot will attempt to add any intruders to its stock.
- Insects are crawling all over everything, moving with odd, jerky movements. Examining the insects more closely reveals that they all appear to have been blended with machines, as if they'd been augmented with insect-sized cyberware. However, the places where the machine and insect parts meet is clearly poorly done, and the insects look to be suffering from various ailments related to this.
One page is the front cover, one the front matter and most of one is ads.
Posted: Sat, 11 Apr 10:08:44 CDT
This supplement has 100 rumours that characters could hear in or about the Grand Duchy of Reme in the Lost Lands setting. They could hear these rumours whilst asking around for other information, or stumble across them in other ways. Whether or not a rumour is true, false or somewhere in between is up to the GameMaster. The rumours can be used as a source of background colour, misinformation or as potential adventure hooks.
This PDF supports Adobe layers and the page backgrounds and images can be disabled to make printing easier.
Here are some sample results:
- Magistrate Wilming has been cracking down on crime in Eckland's West District, though there are rumours that some of this is being done with the cooperation of some of the criminals themselves. Some have said that the smugglers prefer a nice, orderly place in order to continue with their own criminal activities, and have been helping serve up on a platter those criminals who disrupt the order.
- Martyn's Nest in Westmarch's Baronswood Peninsula is officially just a small town but various settlements around Martyn's Bay have bled together to create what's effectively a single sprawling town. However, the various settlements are still technically separate, and it's rumoured that a petition has been made to the duke to instead combine all of them under one rulership.
- Martyn's Nest is one of the region's safest ports and one of the most popular ports of entry in the Crescent Sea, though lagging behind Reme itself and Castorhage. It's said that the council of ministers that run the port is seeking to increase its popularity even more, enabling it to compete more directly with the other two.
- Mini-forts dot the banks of the Aciier River in the Westmarch, ahead of the biggest problem spots on the river to help river barges pass them. It's rumoured that sometimes these mini-forts are taken over by bandits, who briefly use them to loot those barges that arrive, not suspecting anything is wrong.
- Obslyn is the elderly gnomish head priest of the Sea God in the temple in Martyn's Bay. It's rumoured that the grouchy but generally kind-hearted gnome is realising that he's getting too old to do his job, and is currently looking for a potential successor.
One page is the front cover, one the front matter and one is ads.
This product contains intellectual property of Frog God Games LLC under license. Such intellectual property is considered Product Identity under the terms of the Open Game License provided by Wizards of the Coast.
Posted: Sat, 11 Apr 10:02:01 CDT
This is a collection of minor items, related or appropriate to the Crucible, that could be found in the possession of NPCs, or perhaps given to a PC when they are created. None have any definite value or meaning, unless the GameMaster decides otherwise, though some might have minor, but useless, powers. They can be used as oddities to spark ideas or could be something to be investigated further.
This PDF supports Adobe layers and the page backgrounds and images can be disabled to make printing easier.
Here are some sample results:
- Scale model of a martian outpost.
- Shrunken and stuffed head of a Martian Elder.
- Signet ring bearing the symbol of the Halyards.
- Silver coin bearing an image of an open eye.
- Small, and very noisy, remote controlled flying vehicle that flies on gouts of flame.
One page is the front cover, one the front matter and one is ads.
Posted: Sat, 11 Apr 09:44:52 CDT
| This special bundle contains the following titles: |
| Animated Objects | 5e Monsters PDF Regular price: 0 Bundle price: 0 Format: PDF |
Animated Objects | 5e Monsters Animated Objects expands the traditional animated armor and rug into a fully realized enchanted estate designed for 5e play. Instead of relying on one or two novelty constructs, this supplement presents a complete roster of animated furnishings, instruments, décor, and architectural hazards—each engineered to control space within a single mansion environment. These constructs are not wandering curiosities. They are location-bound threats designed to dominate rooms, corridors, stairwells, libraries, cellars, and ballrooms. Every entry serves a tactical purpose: herding intruders, isolating targets, obscuring sightlines, restraining movement, punishing clustering, or controlling entire chambers. While they can be used individually, together they create a lay... |
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| Bronze Hoplites | 5e Monsters PDF Regular price: 0 Bundle price: 0 Format: PDF |
The Bronze Hoplites The Bronze Hoplites represent animated statues inspired by the disciplined warriors of ancient Greece. Forged in bronze and shaped in the likeness of temple guardians and heroic soldiers, these constructs stand watch over sacred sites, city gates, and divine sanctuaries. When awakened, they move with the deliberate precision of a trained phalanx. Bronze Hoplite encounters emphasize formation warfare. Individual warriors are dangerous, but their true strength emerges when they stand shoulder to shoulder. Spears extend from behind shield walls while commanders reinforce the formation through disciplined coordination. A Bronze Hoplite force does not rush recklessly into combat. It advances slowly, locks shields, and forces enemies to break themselves against the formati... |
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| Egyptian Tomb Constructs | 5e Monsters PDF Regular price: 0 Bundle price: 0 Format: PDF |
Egyptian Tomb Constructs Egyptian Tomb Constructs is a monster supplement for 5e that presents the magical defenses of ancient burial complexes as a structured construct ladder rather than isolated animated statues. Instead of relying on undead guardians or divine intervention, these tombs are protected by deliberate magical engineering: constructs created to labor, patrol, punish intrusion, and defend sacred chambers long after their creators have died. The intent of this product is mechanical clarity and encounter variety without excessive CR escalation. The ladder progresses from small funerary constructs such as shabti servants and sacred vessels through increasingly formidable tomb guardians, culminating in colossal monumental defenders placed at the most sacred entrances of pyrami... |
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| Elemental Forces | 5e Monsters PDF Regular price: 0 Bundle price: 0 Format: PDF |
Elemental Forces Elemental Forces is a monster supplement for 5e that presents the classical four elements as disciplined manifestations of planar power rather than singular creatures. Instead of relying on the single elemental stat blocks commonly found in the Monster Manual, this book provides four complete ladders of escalating elemental presence: Fire, Water, Air, and Earth. The intent of this product is mechanical clarity and mathematical progression without unnecessary complexity. Each ladder follows a strict five-rung structure—Lesser, Elemental, Greater, Dominant, and Primal—progressing from CR 1 through CR 12. Abilities scale additively and symmetrically across all elements, ensuring that power increases through predictable structure rather than new subsystems or rule exception... |
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| Invisible Stalkers Ladder | 5e Monsters PDF Regular price: 0 Bundle price: 0 Format: PDF |
Invisible Stalkers Invisible Stalkers is a monster supplement for 5e that presents invisible stalkers as a mathematically scaling assassination lineage rather than a single mid-tier elemental stat block. Instead of treating the invisible stalker as a one-bracket threat, this book expands the concept across thirteen escalating manifestations—each retaining the same core chassis while adding cumulative, disciplined hunting talents. The intent of this product is controlled lethality and solo encounter viability without CR inflation. Each stalker preserves the fundamental air elemental identity—permanent invisibility, relentless pursuit, and focused violence—while scaling through predictable mathematical progression. No rung abandons prior abilities; each new manifestation adds to the assas... |
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| Terracotta Warriors | 5e Monsters PDF Regular price: 0 Bundle price: 0 Format: PDF |
The Terracotta Army The Terracotta Army represents the eternal guardians of an imperial tomb complex. Sculpted to resemble disciplined soldiers of the Qin dynasty, these constructs awaken only when sacred burial chambers are disturbed. When they rise, they fight as an organized army rather than scattered statues. Terracotta encounters emphasize formation discipline and command hierarchy. Individual warriors are not especially powerful, but their strength lies in numbers and coordination. Spearmen hold corridors, archers support from behind, and commanders strengthen nearby constructs with battlefield authority. A Terracotta force feels like an ancient army reawakening rather than a group of independent monsters. Terracotta Army Roster Terracotta Attendant — CR 0 Clay labor construct ... |
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| Savings of: | 0 (30%) |






