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Posted: Thu, 19 Mar 11:43:34 CDT
The City-State of Ironhaven is a bastion of Law surrounded by Chaos on all sides. Heroes come from far and wide to take on the many threats faced by the people of this region.
Having gained a small reputation among some of the locals, the Heroes are approached by Jala, owner and chief bartender of The Gilded Blade (an inn and tavern in the University District). Something of a broker on the side, she has a client seeking an ancient artifact that is said to be hidden somewhere in the Tomb of Gar-Xhul.
The Temple of Gar-Xhul is a dungeon adventure for 3-6 players with characters between levels 2-4 (though they may level up during the experience, and the challenges near the end reflect this). It should take a full session (4-5 hours), and possibly longer if the PCs are extra cautious.
The adventure involves freeing prisoners; putting down an ancient evil spirit and the cult controlling it; and retrieving a priceless artifact called the Chalice of Charm.
The Temple of Gar-Xhul can be played as a one-shot, or as the start of a new campaign in the Ironhaven Chronicles setting.
Posted: Thu, 19 Mar 11:22:08 CDT
Not every game is structured the same way.
Some build from encounters. Others from mechanics.
This issue focuses on something different: the scene.
It defines how scenes form, how they function, and how they drive play in the Legends RPG system. From the distinction between scenes and rounds to the role of Action Points, Spell Points, and experience, this is a direct look at how the system actually operates at the table.
This isn’t a theory piece.
It’s the structure behind the game.
Posted: Thu, 19 Mar 10:44:01 CDT
Infernal Arcanum | Wizard 5E 2024 Subclass

Hey! I'm Brews, and I've been a Dungeon Master for over 20 years. Now, I create an insane amount of 5E content to enhance your D&D games, and host multiple campaigns in the World of Erenel! My mission is to provide you with premium gaming content while telling inspiring stories across all media types.
Connect with us and keep up to date with all Gamingbrew content!
Discord: discord.gg/gamingbrew
Posted: Thu, 19 Mar 10:12:16 CDT
Spiderfolk
Spiderfolk is a monster supplement for 5e that presents spider-like humanoids as organized brood predators rather than simple beasts or oversized vermin. These creatures build layered cavern nests of silk and stone, establishing vertical hunting grounds where walls, ceilings, and webbing are as important as the ground itself.
The intent of this product is mechanical clarity and encounter variety without CR inflation. The ladder progresses from hatchling brood members through increasingly specialized hunters and web-architects, culminating in a matriarch that commands and shapes the entire nest. These spiderfolk are not mindless monsters. They are coordinated predators whose battlefield control emerges from web placement, vertical movement, and patient ambush.
Spiderfolk encounters emphasize terrain manipulation, restraint, and positional pressure. Webbing divides battlefields, ceilings become ambush points, and restrained prey quickly becomes isolated prey. Parties facing spiderfolk quickly learn that standing still or clustering together is dangerous inside a web domain.
Cultural lore and origin are intentionally minimal. Spiderfolk may be ancient cavern dwellers, cursed humanoids, or a fully independent subterranean species. Their motivations are simple and universal: defend the brood, maintain the web, and feed the colony.
Spiderfolk Roster
Spiderfolk Hatchling — CR 0
Newly emerged brood member still learning to climb and spin silk. Rarely fights without older spiderfolk nearby.
Spiderfolk Webling — CR 1/4
Young hunter trained to maintain web structures and restrain prey with simple silk attacks.
Spiderfolk Skitter Hunter — CR 1/2
Fast ambush predator that attacks from ceilings and vertical surfaces before retreating along web lines.
Spiderfolk Web Stalker — CR 2
Experienced hunter controlling portions of the web network and isolating prey caught in silk.
Spiderfolk Silk Weaver — CR 4
Battlefield architect capable of reinforcing and expanding web terrain during combat.
Spiderfolk Brood Matriarch — CR 6
Colony ruler whose silk domain and command presence coordinate the entire brood during battle.
Posted: Thu, 19 Mar 10:12:14 CDT
Spiderfolk
Spiderfolk is a monster supplement for 5e that presents spider-like humanoids as organized brood predators rather than simple beasts or oversized vermin. These creatures build layered cavern nests of silk and stone, establishing vertical hunting grounds where walls, ceilings, and webbing are as important as the ground itself.
The intent of this product is mechanical clarity and encounter variety without CR inflation. The ladder progresses from hatchling brood members through increasingly specialized hunters and web-architects, culminating in a matriarch that commands and shapes the entire nest. These spiderfolk are not mindless monsters. They are coordinated predators whose battlefield control emerges from web placement, vertical movement, and patient ambush.
Spiderfolk encounters emphasize terrain manipulation, restraint, and positional pressure. Webbing divides battlefields, ceilings become ambush points, and restrained prey quickly becomes isolated prey. Parties facing spiderfolk quickly learn that standing still or clustering together is dangerous inside a web domain.
Cultural lore and origin are intentionally minimal. Spiderfolk may be ancient cavern dwellers, cursed humanoids, or a fully independent subterranean species. Their motivations are simple and universal: defend the brood, maintain the web, and feed the colony.
Spiderfolk Roster
Spiderfolk Hatchling — CR 0
Newly emerged brood member still learning to climb and spin silk. Rarely fights without older spiderfolk nearby.
Spiderfolk Webling — CR 1/4
Young hunter trained to maintain web structures and restrain prey with simple silk attacks.
Spiderfolk Skitter Hunter — CR 1/2
Fast ambush predator that attacks from ceilings and vertical surfaces before retreating along web lines.
Spiderfolk Web Stalker — CR 2
Experienced hunter controlling portions of the web network and isolating prey caught in silk.
Spiderfolk Silk Weaver — CR 4
Battlefield architect capable of reinforcing and expanding web terrain during combat.
Spiderfolk Brood Matriarch — CR 6
Colony ruler whose silk domain and command presence coordinate the entire brood during battle.
Posted: Thu, 19 Mar 10:12:06 CDT
| This special bundle contains the following titles: |
| Legends of Thaloranth: Reputation & Renown in the Heartlands Regular price: 0 Bundle price: 0 Format: Watermarked PDF | Legends of Thaloranth: Reputation & Renown in the Heartlands
Public Standing, Faction Reaction & Civic Consequence
In the Heartlands, reputation is not owned by individuals alone.
The Grand Marketplace remembers patterns. The Citadel watches companies, not just names. Guilds respond to those who act together.
Reputation & Renown in the Heartlands introduces the Group Reputation Score (GRS) — a streamlined system that formalizes how the world perceives your party as a unified presence.
This supplement expands the existing Reputation mechanics found in the Legends of Thaloranth Player’s Guide by adding a clean, single-number framework for shared renown.
No tracker bloat. No alignment cages. No faction railroading.
Just one score that shapes how the city responds.
Ins... | |
| Legends of Thaloranth: The Advanced Leader’s Path Regular price: 0 Bundle price: 0 Format: Watermarked PDF | The Advanced Leader’s Path
Power Is Not Taken. It Is Built.
The Advanced Leader’s Path expands leadership beyond titles, commands, or personal prowess. This book is about influence that endures—power expressed through institutions, networks, and legacy rather than individual action.
Where earlier Paths focus on personal capability, the Advanced Leader’s Path explores what happens when characters stop acting alone and begin shaping the world through people, organizations, and long-term structures.
Leadership here is not about standing at the front of the charge. It is about deciding where the charge goes—and who follows.
What This Book Explores
Leadership as systems and infrastructure
Authority gained through trust, obligation, and coordination
Guilds, factions, and organizat... | |
| NPC ARCHETYPES OF THALORANTH A GM’s Guide to Commoners, Tradesmen & Nobles Regular price: 0 Bundle price: 0 Format: Watermarked PDF | NPC ARCHETYPES OF THALORANTH
A GM’s Guide to Commoners, Tradesmen & Nobles
Not every story is shaped by heroes. Some are forged by the hands of bakers, innkeepers, scribes, guard captains, merchants, artisans, minor nobles, and the thousand ordinary souls who give Thaloranth its heartbeat.
NPC Archetypes of Thaloranth is your definitive guide to the everyday people who shape the world behind the scenes — the ones your players bargain with, rely on, argue with, investigate, befriend, and sometimes underestimate.
This isn’t a simple list of background characters. It’s a full narrative toolkit for bringing Thaloranth’s living communities to life.
Inside This Book You’ll Find:
50+ Fully-Realized Archetypes
Commoners, apprentices, tradesmen, guild workers, merchant families, town ... | |
| THE LEADER’S PATH Cohorts, Followers & Influence in Legends of Thaloranth Regular price: 0 Bundle price: 0 Format: Watermarked PDF | The Leader’s Path: Cohorts, Followers & Influence in Legends of Thaloranth Free rules expansion for Legends of Thaloranth
Not every hero walks into danger alone.
In a world as lethal as Thaloranth, the smartest characters don’t just sharpen their own steel—they gather people willing to stand beside them. The Leader’s Path shines a spotlight on the Leadership skill and shows you how to turn one fragile adventurer into the heart of a small expedition.
This short, system-focused supplement is perfect for both group play and solo campaigns, and makes it easy to bring cohorts, followers, retinues, and warbands into your Legends of Thaloranth stories.
What’s Inside
Leadership Overview A clear breakdown of the Leadership skill, its Sub-Skills, and Specializations, all tied to the Soci... |
| Total value: | 0 |
| Special bundle price: | 0 |
| Savings of: | 0 (50%) |
Posted: Thu, 19 Mar 09:57:30 CDT
A Survival Horror One-Shot for 2–6 Players + Keeper
People vanish along the highway.
A town watches strangers like prey.
And an old farmhouse is always hungry.
This isn’t a haunted house.
It’s alive.
A Rescue Mission You Can’t Walk Away From
A desperate call for help draws the hunters to the isolated farming town of Darkwater Creek.
A missing boy.
A psychic’s terrifying vision.
And a warning that something beneath the town is feeding.
No one leaves.
No one talks.
And the locals seem far too comfortable with both.
To save Timmy, the hunters will have to follow the trail straight to the source:
An old house at the edge of town.
Waiting.
The House Doesn’t Kill You.
It Eats You.
The Old Sweeney House is not a location.
It’s a predator.
Step inside and you are swallowed whole, trapped in a living structure of muscle, acid, and hunger. Every room is part of a digestive system designed to break you down, separate you from your allies, and dissolve you completely.
There is no easy way out. There is no turning back.
The only escape… is through.
A Brutal Survival Horror One-Shot
Escape from Darkwater Creek House is a high-intensity, body horror survival scenario where players must think fast, act decisively, and endure escalating environmental danger to survive.
Built for Monster of the Week and easily adaptable to other modern systems, this one-shot focuses on:
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Survival under constant threat
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Environmental hazards and brutal consequences
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Creative problem-solving under pressure
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A race against digestion itself
What’s Inside
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A complete one-session survival horror mystery
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A terrifying living dungeon where every area is part of a monstrous organism
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Investigation and roleplay in a hostile rural town hiding dark secrets
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The Old Sweeney House, a fully realized devouring entity
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Unique mechanics including a Fortune system for unpredictable danger
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Acid hazards, environmental threats, and escalating harm
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Memorable NPCs including cultists, victims, and those who know more than they should
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Optional expansion into a longer cult-focused campaign
Horror Themes & Content Warning
This adventure leans heavily into body horror and survival terror, including:
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Being swallowed alive
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Digestion and dissolving in acid
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Bodily transformation and damage
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Claustrophobic environments
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Loss of control and isolation
Safety tools are strongly recommended. Adjust descriptions to suit your table.
Perfect For
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Fans of The Thing, The Descent, 13 Ghosts, Cabin in the Woods, and The Blob
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Groups who enjoy high-stakes survival horror
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Keepers looking for a visceral, unforgettable one-shot
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Players who like problem-solving in deadly environments
Can You Survive the House?
Because once it swallows you, you’re already being digested.
Posted: Thu, 19 Mar 09:40:14 CDT
This pdf file contains all the (paper) printouts you'll need to make the sci-fi greebles featured in the video below.
It's also a PWYW file - so grab it for free, or pay as little (or as much) as you like!
Posted: Thu, 19 Mar 09:39:37 CDT
In addition to the Sherwood: Tales Of Exile Core Rulebook, this solo adventure book is your gateway into a fully self-driven journey through danger, discovery, justice, and survival. Within these pages, you will find all the tools needed to forge a living story—one shaped by your choices, your courage, and your character’s will to endure. Every solo adventure uses the same core structure, ensuring that each tale you explore is familiar in form yet entirely your own in outcome.
______________________________________
In the deep reaches of the greenwood where the forest thickens into shadowed halls of oak and ash and the paths bend away from any honest road, there moves a quiet rumour carried between outlaws, charcoal burners, and wandering traders that a highborn exile walks among the hunted, a young woman clad not in silk but in travel-worn cloak and leather boots whose bearing betrays a life far removed from the hardship of the woodland, for she is said to have come from across the narrow sea where courts rise in white stone and politics are played with poison and vows alike, fleeing a fate sealed not by her own will but by the ambitions of those who would use her blood to bind alliances and secure crowns, and now she lives beneath the boughs among those who owe no loyalty to throne or charter, learning the ways of the forest as the sheriff’s men tighten their patrols and foreign agents slip quietly into the land seeking to reclaim what was lost, while the outlaws who shelter her argue in hushed voices whether she is a burden that will draw ruin upon them or a symbol that could unite scattered bands into something greater than mere survival, and the forest itself seems to listen as this hidden noble moves between firelit camps and secret glades, for if her identity is revealed it will bring not only soldiers and steel into the greenwood but the weight of distant kingdoms, and you find yourself drawn into this fragile web of secrecy and shifting loyalty where every step taken in shadow may decide whether she remains a ghost of her former life or becomes a banner beneath which the exiled and the desperate might rise.
Posted: Thu, 19 Mar 09:39:30 CDT
In addition to the Sherwood: Tales Of Exile Core Rulebook, this solo adventure book is your gateway into a fully self-driven journey through danger, discovery, justice, and survival. Within these pages, you will find all the tools needed to forge a living story—one shaped by your choices, your courage, and your character’s will to endure. Every solo adventure uses the same core structure, ensuring that each tale you explore is familiar in form yet entirely your own in outcome.
______________________________________
At the edge of the greenwood where market roads give way to tangled undergrowth and the last toll gates stand crooked with neglect, there lies a town whose narrow lanes once sheltered a quiet order of thieves who worked by shadow and subtlety, taking coin with care and leaving no mark that might draw the wrath of the crown, for the guild known as the Veilmarket Circle had long thrived on balance, bribing officials, avoiding bloodshed, and ensuring that trade continued even as purses lightened, but that fragile order has shattered under sudden pressure as a new sheriff’s campaign swept through the town with iron certainty, seizing suspected thieves, burning safehouses, and hanging informants from the gateposts until the Circle was forced from its hidden dens into the open wilds beyond the walls, and now those who once moved unseen through crowded streets must learn to live beneath the trees as hunted outlaws, their careful codes fraying as hunger, fear, and anger take hold, while some among them cling to the old ways of quiet theft and measured risk others embrace a harsher life of ambush and reprisal, turning from cutpurses into true brigands of the forest road, and the greenwood itself watches this transformation as new camps rise beneath the canopy and old rivalries flare in the absence of guild discipline, for the exiled thieves must decide whether they remain what they once were or become something entirely different, and you move among them at the moment of that change when the last ties to the town are breaking and the first blood of the forest has already been spilled, knowing that whatever path they choose will echo far beyond the hidden camps and into every market stall and roadside track that once lay within their silent reach.
Posted: Thu, 19 Mar 09:19:23 CDT
Alien Assessments are challenges created by the Anomaly (See Planets and Aliens TTRPG for more details - https://www.drivethrurpg.com/en/product/560925/planets-and-aliens) to test the abilities of the alien invaders who have managed to enter the Anomaly without getting vaporised. These challenges are usually discrete instances, often accessed via a door or other portal that can be easily inserted into almost any dungeon, space hulk, or random planetary location, etc. Possible rewards for full or partial success are suggested but the final decision is left to the Game Master.
There are twelve new Assessments in this volume, and a new reward type the Anomaly is trialing.
Posted: Thu, 19 Mar 09:06:19 CDT
36 rules-agnostic pages of mechanics, tables, hex-flowers, and other tools, to use in your fantasy role-playing campaign, including:
- Character Perks
- Wilderness Travel
- Camping
- Hunting & Foraging
- Searching
- Illness & Disease
- Herbs
- Strange beasts
- Sites
- Weather
- Terrain
Example Spread:




