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Posted: Thu, 14 May 11:08:21 CDT
Enhance your tabletop adventures with the Items Art Pack I, a collection of detailed fantasy item illustrations designed for dungeon masters, game designers, content creators, and fantasy enthusiasts. Perfect for handouts, magic item cards, campaign supplements, virtual tabletops, and worldbuilding projects.
What's Inside:
- Bell of Hope — Artwork by Mike Zairos
- Magic Bow — Artwork by Mike Zairos
- Moonsword — Artwork by Marvin Blattert
- Redwood Bracelet — Artwork by Marvin Blattert
Each artwork is provided as a high-quality PNG image, suitable for both digital and print use.
Commercial license included for use in personal and commercial RPG-related projects, according to the included license terms.
Below you can find preview images of all included artworks.
Bring legendary treasures, mystical relics, and magical equipment to life in your campaigns with professional fantasy artwork ready for immediate use.




Posted: Thu, 14 May 10:59:38 CDT
Bloody Amnesia is an introductory scenario for Vampire: The Masquerade.
The purpose of this introductory scenario is threefold.
First, it aims to introduce the complex and rich universe of Vampire: The Masquerade, where vampires hide in the shadows of human society. Players have the opportunity to discover the factions, political intrigues, and dangers that surround them. This introduces several NPCs from the PCs' city who could later become contacts, allies, or enemies.
Second, this scenario allows players to familiarize themselves with the game mechanics. They are confronted with various situations, ranging from deadly combat to frantic chases, as well as managing their insatiable hunger for blood. They learn to master the game systems while developing their characters' traits.
Finally, this introductory scenario offers a unique opportunity to unite the PCs with a common goal. The Player Characters (PCs) know each other but are not necessarily allies. They have been brought together by fate, bound by a past they cannot recall. Losing their memory is a classic way to bring them together, plunging them into a quest to retrieve their memories and discover what truly happened.
This scenario takes place in Paris, but can easily be adapted to any major Western city.
Posted: Thu, 14 May 10:08:55 CDT
A Fantastical Ancient Fantasy RPG with NO STATS!? This simple and accessible system uses only two six-sided dice! No stats! No modifiers! Just pure imagination!
In a timeless desert kingdom dominated by shifting sands, sun scorched dunes, and majestic pyramids, mystical undead beings (known as Mummy Warriors) use their cursed Bloodrites to fight off colonizers, grave robbers, and monstrous creatures. At the heart of this realm stands the Tombs of the Pharaohs, an expansive and harsh desert city brimming with buried secrets.
Clocking in at a short and snappy 12 pages, this zine is perfect for one-shots, short game sessions, newbie players, and time-constrained players!
Posted: Thu, 14 May 09:53:10 CDT
The Hexcrawl Design Framework on DriveThruRPG
The Hexcrawl Encounter Design Framework is the third entry in a series of companion frameworks for designing tabletop RPG content. Following The Dungeon Design Framework and The Settlement Design Framework, this guide applies the same layered methodology to one of the most difficult areas of RPG design: creating memorable, dynamic wilderness encounters.
Most published hexcrawls reduce encounter sites to brief descriptions that leave the real design work to the Game Master. This guide approaches hexcrawl encounters differently. Instead of relying purely on improvisation or random generation, it provides practical tools for constructing wilderness locations through gameplay elements, encounter components, and dynamic systems, helping you design encounters that feel alive and reactive.
Inside this guide you will find:
- A complete methodology for designing engaging hexcrawl encounters
- A layered design process that takes you from rough concepts to fully playable content
- A structured component-based approach to wilderness encounter design
- Guidance for building dynamic wilderness systems that evolve over time
- Tools for creating meaningful exploration, role-play, puzzles, combat, and environmental challenges
- Extensive practical examples demonstrating the framework in action
- System-agnostic design principles adaptable to virtually any fantasy RPG
The framework introduces a set of reusable encounter components that help transform wilderness locations into interactive gameplay spaces. Instead of treating a hex as a simple random event or static description, the framework teaches you how to build layered encounters that create tension, meaningful choices, and emergent gameplay.
Whether you are designing small wilderness regions, large open-world campaigns, or procedural exploration systems, this guide provides a structured approach for creating hexcrawls that feel dynamic and memorable at the table.
Perfect for:
- Game Masters building custom adventures
- RPG designers creating sandbox campaigns
- OSR and classic exploration-focused play
- Anyone looking to make exploration more engaging and interactive
Includes extensive examples and practical design guidance throughout, as well as VTT-ready, high resolution maps.
Posted: Thu, 14 May 09:40:04 CDT
Characters have escaped New Terra, but the government believes there might be a darker reason for this, and so they are relocated to a secret military colony for prisoners called Dandorian Station. There, they must survive a year before research and development rescues them in an attempt to discover the answer to a mystery, but will the characters be able to help?
This is compatible with the FAST Core Gold RPG and the Dark War Micro Setting
Posted: Thu, 14 May 09:16:47 CDT
A wizard who bonds with it's allies with a tattoo? The Traveling Mage brings a new school for the Wizards to study, The Etched Bond. Help your party with bonuses and advantages who are connected thru your special tattoo.
Enjoy today!!
Posted: Thu, 14 May 09:08:46 CDT
Designed to help Game Masters create memorable Desert locations with minimal prep time.
This generator includes:
- d12 Desert Type
- d10 Weather
- d20 Feature
- d12 Atmosphere
- d12 Danger
- d20 Discovery
- d20 NPC Encounter
Also included is a full example showing how the tables can be combined into a ready-to-run GM narrative within seconds.
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Posted: Thu, 14 May 08:47:02 CDT
They said it would be the trip of a lifetime. They weren’t wrong.
Two Tickets to Paradise is a collection of 30 unforgettable passengers ready to board your Traveller campaign—10 High Passage elites, 10 Middle Passage drifters, and 10 Low Passage souls with nowhere else to go. Each one brings their own secrets, agendas, and complications… and none of them are as simple as they seem.
From desperate fugitives and wandering artists to exiled nobles and prophets chasing whispers of the divine, every ticket hides a story waiting to explode into adventure. A coffin may hold more than the dead. A prince may be running from more than politics. A believer may find something that answers back.
Each entry is ready to drop into play, packed with tension, roleplay hooks, and immediate conflict.
Adventure doesn’t begin when you arrive.
It begins the moment you board.
Punch your ticket. Take your seat.
Paradise is calling… but it may not let you leave.
Posted: Thu, 14 May 08:28:05 CDT
When the dwarf Gurul transmitted the manuscript of his Guide to the Sodden Lands of Inūn to us, we were surprised to find curious annotations and marginalia added after the carefully chosen words of our esteemed collaborator. Though we initially discounted this commentary as the insouciant scribblings of the amoral scoundrel Po’walaw, after due consideration we have
compiled and present them as the elf’s postscripts.
Inside you will find:
- Six new player species, including the aasimar descendants of the meddlesome couatl Dedul, a gestalt formed of a sapient plant and the corpse of a deceased humanoid, along with four varieties of elemental-kin revealing the influence of multiple elemental energies on Inūn’s native populations: the sunlight elre’awi, the mud-influenced guwargāwi, the ash-affected idratāwi, and the vitality-born sugbarāwi.
- Four new Paladin subclasses: the Oath of Devastation, which encourages adherents to destroy everything, even themselves; the Oath of Equity, whose tenets demand equality at all costs; the Oath of Joy, for those paladins who celebrate all life has to offer; and the Oath of Silence, whose followers operate in absolute secrecy.
- A new Monk subclass, the time-bending and time-traveling Warrior of Time.
- A new Sorcerer subclass, Faerie-Blooded Sorcery, whose followers ultimately become sovereigns of their own Faerie Lands.
- A new Wizard subclass, the School of Wood and Spirit, whose traditions so alter the way mages learn and manipulate magic, that they become unable to learn spells every wizard knows, while mastering others normally forbidden to them.
- A table of background secrets that threaten to alter the course of your whole campaign.
- 12 new spells.
- Miscellaneous rules, including modifications to healing magic and potions to make player-directed healing more significant.
- Three new magic items.
- Three new monsters.
- Additional background and setting information for campaigns in the Sodden Lands of Inūn, including a discussion of Inūn’s unusual systems of elemental classification, notes on the creation of Faerie Lands, and use of time travel within the demiplane.
Po’walaw’s Postscripts from the Sodden Lands of Inūn is a supplement and follow-up to Gurul’s Guide to the Sodden Lands of Inūn, a campaign setting compatible with Fifth Edition Dungeons & Dragons, from the author of Babylon On Which Fame and Jubilation Are Bestowed.
Posted: Thu, 14 May 08:23:46 CDT
The Tower of the Standing Stones is a short adventure site (3-4 hours of gameplay) for Dragonbane, originally written for the first Dragonbane Gathering, held in Milan, Italy, in September 2025.
Designed as an additional location for Secret of the Dragon Emperor, this adventure can also be dropped easily into any Dragonbane campaign. The player characters hear the tale of Ardana, a mage who defied the Dragon Emperor and vanished with her dark grimoire, The Heart of Ardana. Her ruined tower still stands, touched by strange demonic magic.
Inside you will find a compact site of adventure thata follows the procedures of the Dragonbane Rulebook and refers to that book for monsters, spells, items, and core rules.
Posted: Thu, 14 May 08:15:54 CDT
Bathe in the dangerous beauty of the Crystal Desert!
In this bundle, you’ll find everything you need to drop your players into a harsh, shimmering wasteland filled with mystery and threats. We wanted to create a place where light, terrain and its creatures all tie together into one cohesive experience for your table.
Content
1 Environment Tarot Card with card back artwork
7 Adversary Tarot Cards
2 Battle Maps

Crystal Desert - Tier 2 Traversal Environment
An endless expanse of glittering dunes, reflecting the sun in blinding brilliance.
The card back artwork of the environment was created by Hieu Nguyen. You can follow him on Instagram under @hatschyuh

Heart of the Desert - Tier 3 Leader Adversary
An enormous crystal spire rises at the desert’s heart. By night, it bathes the land in a prismatic glow.
Heliolith - Tier 3 Support Adversary
One of the three pillars of the Heart of the Desert. During the day it absorbs sunlight, channeling it into the central spire.
Aspect of Light - Tier 3 Solo Adversary
A radiant crystal rests within a vast apparition of pure light, the whole form drifting with exalted grace.
Prism Warden - Tier 2 Standard Adversary
A humanoid construct of pure crystal that awakens when travelers disturb the desert’s formations.
Glass Stalker - Tier 2 Skulk Adversary
A translucent scorpion, stalking its prey, waiting for the right moment to strike.
Dune Grinder - Tier 2 Bruiser Adversary
A huge segmented worm-like creature, its gaping maw lined with rotating rings of grinding teeth.
Crystal Mole - Tier 1 Horde Adversary
Encased in hardened crystal, these moles move unseen beneath the sand, surfacing in packs to bring down larger creatures.

Made for home printing
- Print layout for A4 + US Letter (just print at 100% and you should be fine).
- Edge-to-edge layout, made possible by the new infinite pattern on the card back, which saves space and makes it easier to crop.
- Card sizes are standard size Poker Card/MTG-Card and Tarot Card.
- Custom Damage, Trait and Range Indicator.
- Custom card back with an infinite pattern. Brushes, textures, and filters were used to stay close to the original look.
If you like this product, please consider leaving a review. It helps us a lot!
Posted: Thu, 14 May 08:13:58 CDT

Vagasombras es un juego de rol de espada y hechicería donde los jugadores interpretan a individuos que enfrentan los peligros del mundo empujados por las ansias de proteger el rincón que llaman hogar.

- Un sistema de reglas simples donde la conversación es la principal herramienta de juego.
- Tres clases diferenciadas con avance asimétrico: Guerrero, Mago y Devoto.
- Avance de personajes asociado a la exploración, solución de problemas y vinculación con la ficción.
- Guías para el Árbitro para adjudicar resultados y otras herramientas como Moral, Reacciones, Eventos y Salvaciones.
- Un juego hecho por humanos.

- Reglas gratuitas.
- Diseño claro y legible.
- Amigable con la impresión doméstica.
Puedes seguir la lista de correos de Moss Hut para recibir noticias de nuevo material.



