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Posted: Sun, 28 Jun 08:17:47 CDT
THE FOREST HAS TURNED TO IRON AND NO ONE CAN PASS THROUGH IT.
Eight months ago, the Thornwood trade forest closed to all traffic. Its trees, undergrowth, and animals transformed entirely into solid metal, and the paths glazed over with a fine metallic frost. The Merchant Consortium of Varek originally hired the specialist wizard Corev to clear a persistent elemental disturbance damaging their cargo. Instead, he performed a radical transformation ritual that solidified twelve square miles of living woods into iron, and then he vanished inside.
The consortium has hired your party to enter the iron forest, find Corev, and restore the vital trade route by any means necessary. His contract includes a standard mortality clause.
But Corev is not a madman or a rogue wizard. Deep in the eastern quarter, he found an ancient, dying forest spirit named Holds-the-Root whose failing root system was containing a massive convergence of entities waking in the deep earth. Armed with only six days to act, Corev used the only metallic material he had in sufficient quantities to reinforce the seal: his own body. He sits cross-legged at the epicenter, hands fully turned to iron and fused to the earth, maintaining the boundary through sheer concentration. Killing Corev or reversing the metal magic will restore the trees, but it will immediately release a dark, ancient threat directly onto the trade road.
Where the Iron Grows is a self-contained Sword & Sorcery adventure for 3 to 5 players at levels 2 to 5, lasting 4 to 5 hours. It is a profound moral problem disguised as a simple monster-hunting contract, forcing players to evaluate whether a harsh, disruptive solution that works should be undone.
Adventure Features:
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Perfect for a Single Session: Calibrated for 3 to 5 players at levels 2 to 5, delivering a complete, thought-provoking scenario in 4 to 5 hours with zero preparation required beyond reading the zine.
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A Transformed, Silent Wilderness: Navigate a unique metallic dungeon crawl where light reflects harshly off iron canopies and the skin of unprotected travelers slowly takes on a silver sheen.
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The Suspended Victims: Discover four lost travelers who walked into the active field during the transformation week. They stand frozen in iron like statues, perfect and permanent but still alive inside. GMs can hand their players Corev's actual research notes, containing an intricate procedure to individually calibrate and free them.
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The Weight of the Deep: Feel the rhythmic pressure of the waking convergence breathing against the iron roots below your feet. Communicate with Holds-the-Root, the ancient spirit now distributed through every metal branch, who whispers a silent plea: do not make him stop.
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No Clean Victory States: Choose your ending. Work with Corev to gather rare materials and construct a permanent binding circle, break the iron anchor to restore the wood while preparing to fight whatever crawls out of the earth, or execute the wizard to satisfy the short-sighted merchant guild.
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SRD 5.1 Compatible: Fully compatible with the 5th Edition Systems Reference Document, ready to drop into any campaign setting as a memorable wilderness destination.
I am aware of what I look like. I am also aware of what the alternative looks like. I made a choice I stand behind.
Posted: Sun, 28 Jun 07:54:28 CDT
Red Berry Bay, a small village map for use with any fantasy TTRPG!

Need a small village to help your players or to add variety in your game? This Red Berry Bayis for you!
Includes the following: 6 JPG (maps - 88 x 68 at 70 pixels per square)
Don't forget to follow me on this platform to stay up to date with my latest maps news! / N'oubliez pas de me suivre sur les plateformes suivantes pour avoir les dernières nouvelles!
Instagram
Facebook
Youtube
Reddit
For personnal use only / Pour usage personnel seulement
Posted: Sun, 28 Jun 06:12:34 CDT
☠️ Every poisoner keeps a cabinet — and Mortessa the witch has opened hers for your table.
Mortessa's Poisoner's Grimoire is a dark-fantasy reference of 14 venoms and the 6 antidotes that answer them, each with in-world lore in the witch's own shrill, wicked voice and concrete 5E mechanics ready to drop into play. Perfect for assassins, scheming nobles, and parties that should have known better.
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✨ WHAT'S INSIDE:
• 20 unique entries — 14 poisons + 6 antidotes — each with its own illustration
• In-world lore for every entry, narrated by Mortessa the Hag (signed "— M.")
• Concrete game mechanics — saving throw DCs, durations, delivery (contact, ingested, inhaled, by the blade) & conditions
• 6 antidotes that each list the venoms they cure — a built-in web of cross-references
• A Random Poison Table (roll 1d20) for instant results
• An "Entries by Type" overview & a "How to Use" guide
• Table of Contents with page numbers
• 27 pages, dark-fantasy aesthetic
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- Please note that this is a digital item, so you will receive downloadable data and no physical product will be shipped :-)
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How was it made?
To create the images, I used GIMP, AI and other digital tools.
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PERFECT FOR:
- Game Masters who want unique, flavourful encounters
- Players who love herbalism, alchemy, or foraging mechanics
- Anyone building a dark fantasy campaign world
- A gift for the DM in your life
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More Inspiration:
If you are looking for more inspirational images for this adventure, check out our Pinterest: https://www.pinterest.de/DiceDungeonQuests/
Posted: Sun, 28 Jun 06:09:09 CDT
![]() The Cold War is a lie. A veil, concealing a truth far more terrifying than the nuclear weapons aimed at each other by the two superpowers. The Soviet Union has already fallen. The Central Committee is being controlled like puppets by Cetian conquerors from the cold depths of space. Shadowy aliens seek to reshape our world for their own purposes. Not with the flashing lasers of Hollywood films, but from behind the scenes, in secret. In this game, you are an agent of the Global Risk Assessment Bureau (G.R.A.B.), taking part in this struggle firsthand. You will fight on the front lines against galactic invaders and powerful shadow organizations such as Wiedergeburt, which rose from the ruins of the former German Reich, in order to protect Earth from the coming destruction. The Starter Dossier of the Entity-9 Roleplaying Game introduces you and your companions to this alternate Cold War. Its contents are designed not only to help you learn the rules, but to get you playing immediately. This volume includes a brief rules overview and the first G.R.A.B. operation, titled "Ingrid," presented in a fully beginner-friendly format. ![]() Thank you for downloading; your support means the world to me. I genuinely value every comment and piece of feedback provided by the community.
Entity-9 is a roleplaying game written and illustrated by a real human. In accordance with Stalking Crow Games' ethical guidelines, generative AI was used solely for post-production on select images. In addition to human creative work, AI tools were utilized for proofreading and translation assistance. |
Posted: Sun, 28 Jun 06:05:19 CDT
Let Chaos Reign!
The darling daughter of Lord Death, Calamity spreads chaos and misfortune across the world. Wherever she goes, strange things happen. People perish in freakish accidents while improbable happenings become the norm. Her capriciousness and whimsy can make one’s fortune or cast one down into destitution.
Inside Mysteries of the Old Gods: Calamity, you’ll find:
- Everything you need to know about Calamity, including her game rules.
- Details on the cults that serve her, including membership benefits, details of her sacred spaces, and sample cultists.
- New magical consumables, trinkets, and items of power.
- Spells designed for use by Calamity’s most devoted priests.
- New magical rites.
- A selection of divine servants, whose presence foments chaos in the world.
Continuing the series that began with Mysteries of the Old Gods: Lord Death, this supplement offers an extensive look at one of the most mercurial deities. Calamity offers much to her followers. Characters in service to her gain new options to aid their quests. However, she makes a vexing foe, should the characters find themselves fighting her devotees. However you use this rulebook, you gain a bevy of tools to make the world of Erth a far less stable—but more exciting—place.
Mysteries of the Old Gods: Calamity is © 2026 Schwalb Entertainment, LLC. All rights reserved.
Posted: Sun, 28 Jun 06:05:11 CDT
AT doesn’t give you a plan, just coordinates, a countdown, and power armor that still smells like the last person who wore it. A Behemoth hauls you over a fortified corporate facility and the pilot tells you the dampeners “should” hold.
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The hatch opens. Wind, alarms, and a hundred meters of nothing between you and the roof. Whatever’s inside that building, AT wants it gone, and you’re the tool they’re dropping to make it happen.
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2096 is a post‑apocalyptic cyberpunk RPG built on a single d12.
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Every scenario is modular and consequence‑driven, designed to slot into your campaign or stand alone as a quick, lethal one‑shot.
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Inside you’ll find a 2‑page adventure: a rules sheet for instant play and a scenario built for tension, escalation, and fallout. Perfect for coffee‑break sessions, late‑night runs, or when you want a complete story in under an hour.
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2096 Core Rulebook — Coming Soon
A complete system built for fast play, lethal outcomes, and hard choices. Full character creation, gear, augments, vehicles, drones, factions, and Arbiter tools. Everything you need to run the world of 2096 without slowing down the table.
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2096 Introduction — Your entry point into 2096. A two‑part scenario that teaches the rules, the tone, and the rhythm of the system through play.
Player Pack — Everything you need to create the 2096 version of you, fast and ready for the table.
Posted: Sun, 28 Jun 04:55:53 CDT
Welcome to issue 58 of Never Mind the Dice Rolls zine, your friendly monthly TTRPG magazine. Each issue contains reviews, scenarios, advice, and other things TTRPG!
Never Mind the Dice Rolls Issue 57 contains:
Review: Heart the City Beneath- The follow up to the amazing Spire, what lies beneath the city? And what does it want from you? Check out our review.
Weapons: The Sling- David Vs Golith in this look at the humble sling, Adam discusses what effective it could be but maybe not so much in game.
Side Plots – Oscar gives his tips for running small plots alongside your bigger storyline.
Players Guide: Death – Everything has to come to an end, how to get the best of your character's swansong.
Random Tables - Let's Create Aliens – Want a alien race for your players to find out about? Running out of ideas? Then use our handy tables to create something on the fly.
Review: Chaosium Con UK – Second year for this amazing con in the uk, read about our adventures.
When Prep Goes Wrong – So, your players have decided to really go off piste, what can you do?.
This issue was published on the 28th June 2026
Posted: Sun, 28 Jun 03:16:22 CDT
Most fantasy games are about the great quest.
This one begins when the quest is already over.
The Quest is Over! is a solo or multiplayer storytelling micro RPG for 1–6 players about aftermath, consequences, bad prophecies, and the ordinary people trapped inside heroic stories. With one d6, a few questions, and a broken kingdom, players create a funny, strange, and sometimes tragic tale of post-adventure cleanup.
You are not the hero.
You are the cook feeding the orphaned monster. The squire hiding the cursed sword. The witch exposing the false saint. The tax collector trying to pay an army with no kingdom left. The gravedigger who knows the Dark Lord was keeping something worse asleep.
Tell the story together. Take turns fixing what the hero ruined. Roll when things go wrong. Ask who pays the price.
Feed the monster. Hide the sword. Pay the dead. Crown the wrong heir. Burn the prophecy.
Suitable for adults and kids, ages 12 and up. Especially players who enjoy fantasy, dark comedy, collaborative storytelling, and asking what happens after the credits roll.
Posted: Sun, 28 Jun 03:12:36 CDT
| This special bundle contains the following titles: |
| Disappearances, chapter six of the chronicles of the Seven Regular price: 0 Bundle price: 0 Format: PDF | Disappearances
Chapter six of the chronicles of the Seven
In this sixth chapter of the Chronicles of the Seven for Symbaroum, the characters are tasked with investigating a series of mysterious disappearances striking the Ordo Magica Chapter of Sevona. While they hope to obtain information regarding the ancient city of Halvemane, they find themselves plunged into an investigation where every clue seems to point toward a vast conspiracy.
This scenario emphasizes investigation, deduction, and interaction with numerous NPCs, while providing new revelations about the Seven and the ancient city of Halvemane, which now becomes the campaign's next objective.
With a little effort, it can be played as a standalone adventure.
You can find the first scenario of the campaign he... | |
| Halvmane, seventh chapter of the chronicles of the Seven Regular price: 0 Bundle price: 0 Format: PDF | Halvmane
Seventh chapter of the chronicles of the Seven
In this seventh and final chapter of the Chronicles of the Seven for Symbaroum, the characters finally reach the ruins of Halvmane, the ancient Symbarian city where the mysterious organization known as the Seven is hiding. Their mission is seemingly simple: confirm the presence of their enemies to allow Orkander to launch the assault.
This scenario concludes the campaign with a tense infiltration followed by a spectacular confrontation against the Seven. While the organization is dealt a heavy blow, several mysteries remain, hinting at new adventures in the depths of Davokar.
With a little effort, it can be played as a standalone adventure.
You can find the first scenario of the campaign here:
https://www.drivethrurpg.com/f... | |
| In Pursuit of a Gobelin, Fifth chapter of the chronicles of the Seven Regular price: 0 Bundle price: 0 Format: PDF | In Pursuit of a Gobelin
Fifth chapter of the chronicles of the Seven
In this fifth chapter of the Chronicles of the Seven for Symbaroum, the characters embark on a quest to find Ugtalg, a goblin on the run connected to the mysterious organization known as the Seven. The only potential witness capable of revealing the secrets of this occult society, he is hunted by his former masters, the Iron Pact, and a terrifying supernatural creature sent after him.
This long pursuit leads the PCs across the Radiant Davokar and through the territories of the barbarian clans, where they must follow an increasingly treacherous trail while facing the dangers of the forest, the tensions between peoples, and the consequences of the Seven's actions.
A blend of travel, investigation, and survival, this sc... | |
| Terrorist!, second chapter of the chronicles of the Seven Regular price: 0 Bundle price: 0 Format: PDF | Terrorist!
Second chapter of the chronicles of the Seven
In this second chapter of Chronicles of the Seven for Symbaroum, the characters arrive in Agrella to collect their reward after the events of the first scenario. They are quickly recruited by the local militia to help combat a wave of attacks and violent actions claimed by the mysterious Goblin Alliance.
As they patrol the streets of Agrella, the PCs discover a city on edge, torn between brutal repression, fear of terrorism, and social misery. Between hostage situations, investigations in the city's underbelly, violent raids, and infiltration of the sewers, they must track down those responsible before a major attack strikes a prestigious festival held on Lake Ebel.
The scenario strongly emphasizes moral ambiguity, political dil... | |
| The Coup d'Etat, fourth chapter of the chronicles of the Seven Regular price: 0 Bundle price: 0 Format: PDF | The Coup d'Etat,
fourth chapter of the chronicles of the Seven
In this fourth chapter of the Chronicles of the Seven for Symbaroum, the characters investigate a rumored plot to overthrow the government in New Berendoria. What began as a mere suspicion quickly escalates into a matter of state involving an influential count, army officers, religious dignitaries, and other conspirators willing to do anything to seize the duchy.
Forced to act with extreme discretion, the PCs must monitor their targets, gather evidence, infiltrate sensitive locations, and thwart numerous schemes before a coup plunges the region into chaos. Between surveillance, espionage, political manipulation, and secret societies, they navigate an environment where the slightest mistake can lead to accusations of treas... | |
| The Hunt, first chapter of the chronicles of the Seven Regular price: 0 Bundle price: 0 Format: PDF | The Hunt
First chapter of the chronicles of the Seven
In this first scenario of the Chronicles of the Seven for Symbaroum, the player characters are unwillingly drawn into a grand hunt organized by several Ambrian nobles in the Kasandrian forests. Amidst aristocratic rivalries, social contempt, and racial tensions with goblins and barbarians, the atmosphere quickly deteriorates when one of the counts is kidnapped during the hunt.
The PCs must then investigate in a hostile region where leads abound: poachers, disgruntled peasants, wild creatures, political conspiracy… Behind this disappearance, however, lies a far more sinister threat: a secret goblin organization willing to use extreme methods to gain the recognition of its people.
The scenario blends investigation, exploration, fore... | |
| The Ransomed Village, third chapter of the chronicles of the Seven Regular price: 0 Bundle price: 0 Format: PDF | The Ransomed Village
Third chapter of the chronicles of the Seven
In this third chapter of Chronicles of the Seven for Symbaroum, the player characters find themselves in the small village of Berz, on the banks of the Eblis River, where the inhabitants live in terror of a mysterious band of Dragouls who regularly demand a terrible tribute: a child from the village.
Faced with a threat seemingly far too powerful for them, the PCs must choose between caution, investigation, and direct confrontation. But behind this tale of the undead lies a far more sinister reality...
The scenario blends psychological tension, investigation, paranoia, and tactical preparation, all while confronting the players with a central question: how do they react when a danger seems to far exceed their capabili... |
| Total value: | 0 |
| Special bundle price: | 0 |
| Savings of: | 0 (20%) |
Posted: Sun, 28 Jun 02:52:11 CDT
Halvmane
Seventh chapter of the chronicles of the Seven
In this seventh and final chapter of the Chronicles of the Seven for Symbaroum, the characters finally reach the ruins of Halvmane, the ancient Symbarian city where the mysterious organization known as the Seven is hiding. Their mission is seemingly simple: confirm the presence of their enemies to allow Orkander to launch the assault.
This scenario concludes the campaign with a tense infiltration followed by a spectacular confrontation against the Seven. While the organization is dealt a heavy blow, several mysteries remain, hinting at new adventures in the depths of Davokar.
With a little effort, it can be played as a standalone adventure.
You can find the first scenario of the campaign here:
https://www.drivethrurpg.com/fr/product/569143/the-hunt-first-chapter-of-the-chronicles-of-the-seven?src=also_purchased
You can find the second scenario of the campaign here:
https://legacy.drivethrurpg.com/product/569453/Terrorist-second-chapter-of-the-chronicles-of-the-Seven?src=by_author_of_product
You can find the third scenario of the campaign here:
https://www.drivethrurpg.com/fr/product/569557/the-ransomed-village-third-chapter-of-the-chronicles-of-the-seven?src=newest_community
You can find the fourth scenario of the campaign here:
https://legacy.drivethrurpg.com/product/570179/The-Coup-dEtat-fourth-chapter-of-the-chronicles-of-the-Seven?src=newest_community
Posted: Sun, 28 Jun 01:18:56 CDT
Welcome to the 1-Page condensed rules for the Dark Realms Epic Adventure Game. This pint sized package packs nearly all game rules and content from the Dark Realms Core Rules (32 pages) into a compact version that fits into a poker sized box, yet contains everything you will need for play (ok, except for 1D6 for the PDF version.
Contents Include:
1) Game Rules (printable onto a single 8.5" x 14" sheet doube sided
2) Character Sheets (printable in 8.5" x 11",double sided) to get 3 character sheets per sheet that may be cut and folded into the poker box.
3) A Box Template Page. Print as a wrap for an ecxisting appropriate thickness extra Poker Card box you have available or print it as a sticker tomount to chipboard and make your very own box for the Dark Realms 1-Page game rules.
- You will need 1D6 in order to play. Game contents have been designed to be foldable into the box template provided with room for 1 or more 12mm D6 to also fit in.

Printing and Folding Instructions:
The Game rules for on a singe sheet of 8.5" x 14". The margins are very small.You will need a printer capable of printing with slender margins (.15"). If that is not available,you could print it centered on an 11" x 17" sheet,but fold it to fit into aPoker sized box (the box size template provided, you will have to trim it back down to the intended 8.5" x 14" size.
Once printed, you will fold it along it center on its long axis. Then fold it on center or more time. The result should be a one column wide, roughly 8.125"by 14"tall strip with the total and many of the character races showing.
You will then fold this narrow strip in half, and then in half again.
Straight and crisp folds should get you a sheet that is folded along the columbns.
When printing we do not recommend shrinking to fit, as smaller sized fonts were used and making them smaller may make them difficult to read. As is, you will beed a printer with fairly good resolution. Likely laser rather than any kind of ink.
Finally, the character sheets need to be printed double sided.They begin on an 8.5" x 11" sheet. You willcut the bottom 1/2 inch off the bottom, then each of the three character sheets may be cut on center between them. Each page will get you 3 character sheets that are double sided and 3.5" tall by 8.5" wide. To fit them into the box, you will fold then twice on centerfold left to right.
That's it.Enjoy.
Posted: Sat, 27 Jun 22:39:11 CDT
Villians & Vigilantes 2nd ed. full-color themed sheets
Superhero / Era Themes
- World War II / 1940s Era Super Hero
- Golden Age Mystery Men
- Silver Age Cosmic Heroes
- Bronze Age Street Vigilantes
- Super Spy / Cold War Supers
- Retro-Future Atomic Age
- Classic Newspaper Comic Strip Heroes
Sci-Fi / Future Themes
- Outer Space Contemporary
- Outer Space Future
- Near Earth Future / WWIII
- Cyberpunk Street Hero
- Dark Future Resistance Heroes
- Heroic Space Patrol
- Robot Rebellion Heroes
- Alien Invasion Resistance
Archetype Hero Themes
- Aquatic / Undersea Supers
- Cyborg Hero
- Energy Projector Hero
- Martial Artist Hero
- Martial Arts Tournament Supers
- High-Tech Power Armor Heroes
- Elemental Champions
- Luchador Masked Heroes
- Radioactive Mutant Heroes
- Street-Level Rescue Heroes
- Animal Totem Champions
- Monster-Sized City Smashers
Magic / Weird Themes
- Mythic Champion
- Supernatural Occult Hero
- Supernatural Monster Hunters
- Magical Girl / Bright Transformation Heroes
- Urban Magic Street Heroes
- Dreamworld / Nightmare Heroes
- Time-Traveling Supers
- Celestial / Angelic Supers
- Infernal Anti-Heroes
- Dimensional Travelers / Multiverse Heroes
Organization / Setting Themes
- Teen Hero Academy
- Corporate-Sponsored Super Team
- Super-Prison / Inmate Hero File
- Kaiju / Giant Hero Defense Force
- Pulp Jungle Adventure Heroes
- Gotham-Noir Detective Supers
- Western Frontier Supers
- Post-Apocalyptic Supers
Villain Sheet Themes
- Mastermind Crime Lord
- Mad Science Menace
- Occult Dark Sorcerer
- Corporate Super-Villain
- Alien Conqueror
- Apocalypse Bringer
- Villain Dossier / Villain Sheet
Black-and-White One-Off Themes
- Mutant Hero
- Tech Hero
- Psionics Hero
- Magic Hero
- Street Hero
- Monster Hero
- Insect Hero
Plus, 13 Half-Page Sidekick sheets, color and black/white.





