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Posted: Fri, 01 May 17:51:42 CDT
Schakale - Der Kult von Cienon: Promo-Abenteuer 2
Ein Abenteuer für Unbekannte Schakale. Kroryla - Am 3. Wassertag (Udafuth) im Eser, drei Tage vor dem Ende des Jahres.
Posted: Fri, 01 May 17:51:32 CDT
Schakale: Riesende auf der Straße des Krieges
Reisende auf der Straße des Krieges ist ein Ergänzungsband, der die in Schakale vorgestellten Regionen und Kulturen von Zaharets ausführlich behandelt. Er erweitert das Wissen über die vier Kulturen des Regelbuchs – Luathi, Gerwa, Melkoni und Trauj – beschreibt ihre verschiedenen Stämme, Stadtstaaten und Clans, ihren Glauben, ihre Hochburgen und das Alltagsleben, um dadurch der Welt zusätzliche Tiefe zu verleihen und den Spielern weitere Möglichkeiten zu geben, ihre Charaktere auszugestalten. Neue Zauber, Tugenden und Eigenarten bieten weitere Optionen, während die über das Buch verstreuten Ansatzpunkte für Abenteuer auf neue Gefahren und Herausforderungen, die es zu bekämpfen und zu überwinden gilt, hinweisen … und auf neuen Ruhm, den es zu erringen gilt!
Posted: Fri, 01 May 17:35:38 CDT
What was supposed to be a simple Halloween block party, turned into a temporal nightmare, as your group of partygoers discover that not 'everything' stays the same every time they repeat. Costumes turn to flesh, props turn deadly, and waistlines expand out of control from weeks of constant candy consumption that people dont remember doing. From feuding vampires over wardrobe conundrums, an increasingly haunted house, kaiju weddings, and MORE. This also includes references to some of previously added expansion Natural Items AND four BRAND NEW ones. New wacky items and a cornucopia of randomized candies. All in time for Halloween! Over and over and over again.
This Halloween GorgeWorld adventure requires the GorgeWorld sourcebook Found here: https://www.drivethrurpg.com/en/product/484482/gorgeworld?affiliate_rem=420215
Also has amazing art done by: BBQ Bellyache, Debubby, Double (Twitter @Doublecatte), Hazy Facade, Jim Harrigan, Komi Sashimi, MackBeard, Mayo, Neighdan McHorse and Whinnifred McHorse (a.k.a Neigh & Whinny), Neon Lizard, PencilGuy, Return To Sender, SanguineWaxRecords, SpicyNoodleSanctuary, TerraSoft Zubuzz
Posted: Fri, 01 May 16:48:55 CDT
MONSTER TACTICS: HAGS The Art of the Bargain, the Patience of the Ancient — A Tactical Guide for D&D 5th Edition DMs
They were old when the world was young. They've been waiting for you.
Most monsters want to kill you. Hags want something worse.
Monster Tactics: Hags is a deep-dive tactical and encounter design guide covering all four SRD hags — Green, Sea, Night, and Snow — and the crowning achievement of hag encounter design: the Coven. This isn't a stat block collection. It's a playbook for running the most psychologically complex, long-game, campaign-spanning threats in D&D.
WHAT'S INSIDE
The Hag Mind opens the book with what every other monster guide skips: psychology. What hags want, how they bargain, how the price is never what it seems, and how to build the long game across multiple sessions before the party ever meets one face to face.
Part One: The Green Hag — mistress of deception, illusion, and woodland corruption. Covers Illusory Appearance, Invisible Passage, Mimicry as a pre-combat tool, the long-game infiltration of the party's trusted NPCs, and how to run a hag the party has already been talking to for two sessions without knowing it.
Part Two: The Sea Hag — queen of despair, Strength drain, and the horrific reveal. The Death Glare + Horrific Appearance combo loop explained in full, the reveal as the encounter's most powerful tactical moment, and why her DC 11 saves are scarier than they look when the party is surprised and failing cold.
Part Three: The Night Hag — soul collector, ethereal predator, multi-session campaign threat. Full Nightmare Haunting campaign timeline across 7+ nights, the Heartstone as both the hag's greatest strength and the adventure's solution, and how to run a creature the party cannot corner, cannot trap, and cannot stop until they understand what she actually wants.
Part Four: The Snow Hag — ancient spirit of winter's merciless hospitality. The Hospitality Trap explained as a full encounter framework: how she generates the blizzard, positions the shelter, waits for desperate travelers, and extracts her price before they understand they've paid it.
Part Five: The Coven — the centerpiece of the entire guide. Full shared spellcasting rules breakdown, the Hag Eye as both surveillance network and adventure objective, inter-hag personality friction as a tactical resource the party can exploit, and a three-phase encounter framework (The Prepared Ground → The Fracture → Solo Combat) for running three hags simultaneously without losing the thread.
INCLUDED STAT BLOCKS & TEMPLATES
- Elder Green Hag (CR 9) — expanded innate magic, Contracts of the Old Wood binding bargains with fae law, Veil of the Deep Wood mass charm ability
- Deep Sea Hag (CR 5) — evolved Strength Drain, systematic despair engine, maximized Death Glare synergy
- Night Hag Soul-Thief (CR 10) — Waking Nightmare combat ability, Soul Harvest reaction, centuries of collected souls making her combat-ready and escape-proof
- Snow Hag of the Permafrost (CR 7) — Snowblind Aura, Frozen in Place recharge, Winter's Bargain charm mechanic
- Coven Matriarch (Template) — designates one hag as the organizing intelligence; killing her first collapses shared spellcasting and forces a Wisdom save from remaining coven members
- Coven Lair Actions — four unique lair actions including Ethereal Pull and Cauldron Surge
ALSO INCLUDES
Full tactical breakdowns for every hag type covering pre-combat long-game setup, combat behavior, environmental mastery, and retreat conditions. Plus: how to build the multi-session Hag Eye destruction quest, the adventure structure for a full coven confrontation, and DM guidance on running bargains that are technically fair and absolutely devastating.
Compatible with D&D 5th Edition. Designed for parties of levels 5–15.
From Elderlight Press — bringing the weight of legend to your table.
Posted: Fri, 01 May 15:40:59 CDT
Come take a crack at making the wackiest ultra-low budget movie you can, with DIRECT TO VIDEO!
Posted: Fri, 01 May 15:37:37 CDT
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Posted: Fri, 01 May 15:32:20 CDT
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Posted: Fri, 01 May 15:26:36 CDT
Sneaks, Snoops, & Spies!
Cloak & Dagger is the latest in our Legendary Classes series of supplements for D&D 5th Edition, with this installment focusing on Rogues and intrigue classes, including three new 5.5E classes in the Investigator, Ninja, and Vigilante, giving you a marvelous variety of class and character options for urban adventures or any campaigns where cleverness, stealth, and guile matter as much as brute force! This spectacular supplement brings you over 30 spectacular subclasses and character origins for sneaking and snooping, from Bounty Hunters and Masterminds to Covert Operatives and Supernatural Sleuths. You’ll also find over 100 incredible class features and options for each class from Honeyed Words and Assault Leader to Twofold Ruse and Steely Resolve. There is plenty of magic in these pages too, with over 100 spells and magic items! Arm yourselves with the Nimble
Whip, Roofrunner’s Buckler, Escape Artist’s Band, and Murderer’s Blackcloth and unleash subtle spells like Blade of Blood, Grasping Shadow, Pernicious Poison, and Scarf of Slashing Steel! You’ll also find an entire chapter devoted to crime and punishment, with expansive rules for over 70 offenses and how the law responds to each!
Cloak & Dagger brings you a wealth of material for expanding rogue, ninjas, and sneaky PCs and NPCs and other heroes of urban intrigue in your D&D 5.5E campaign, allowing amazing flexibility and richly detailed options to take your character beyond just the party guide. This exciting class book is a terrific companion to the expanded rules for Fighters and Barbarians in Battlemasters & Berserkers, Druids and Rangers in Wardens of the Wild, Clerics in Clerics & Cultists, and Paladins in Templars & Tyrants! Grab this 96-page 5.5E class expansion today and Make Your Game Legendary!
Posted: Fri, 01 May 15:24:53 CDT
THE MUDLARK: A River Barge Tavern of Ashes, Secrets, and the Dead Who Ride for Free
DM Essentials Tavern #05 | 5E Compatible (Tier 1-3 Hub)
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Welcome to the Only Tavern That Moves
Drink your cargo. Watch the shore. The dead are listening.
The river Grey is slow, brown, and forgettable. Most boats carry wool, timber, or grain. But one boat carries something else.
The Mudlark is a converted river barge, broad-beamed and shallow-drafted, with a tarred hull and a single mast. A canvas awning covers the aft deck, beneath which are rough tables, a small hearth, and a dozen mismatched stools. The bow is given over to cargo – but not the usual kind. The Mudlark is licensed to carry the dead.
Families send their loved ones downriver to the Grey Sisters, a pair of abbeys where the dead are laid to rest in salt. The Mudlark has the exclusive right to transport corpses. In return, the river lords grant it immunity from search – no tolls, no inspections, no questions. The living ride free, hidden among the shrouded bodies.
The barge is run by a family: Elara, a widow in her fifties, is the captain. Her sons, Tomas (the tillerman) and Fenn (the barman), handle the boat and the trade. There is no cook; they take turns over the hearth. Their passengers are a mix of mourners, fugitives, smugglers, and desperate souls who need to disappear.
This is a tavern that never sleeps in the same place twice. Every dawn brings a new shore. Every dusk brings a new secret.
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What's Inside
A Fully-Realised Mobile Tavern
- Atmospheric sensory details – river mud, tar, woodsmoke, the slap of water, the creak of the tiller
- The history of Elara's stolen barge and the pirate captain she killed
- Thematic advice for running a mobile hub and using the river as a character
Three Unforgettable NPCs (Breaking the Pattern)
- Elara – One-legged captain, former toll keeper's wife, killer of a pirate. She carries her secrets like cargo.
- Tomas – The silent tillerman who navigates by instinct. He knows his mother is hiding something.
- Fenn – The charming, knife-quick barman who dreams of leaving the river.
Plus The Dead – a constant, silent presence. Most are corpses. Some are not.
Complete Stat Blocks (Challenge 1-2) for Elara, Tomas, and Fenn – each with unique combat and roleplaying traits.
The Menu – Passengers pay what they can; Elara keeps a ledger of debts:
- River Ale – Dark, murky, faintly sweet
- Smoked Fish – Catfish or eel, tastes of woodsmoke
- Hardtack – So hard you must suck it for ten minutes
- The Captain's Stew – Turtle, otter, or stolen chicken
- Burial Rites – For silver, Elara will "lose" your body downstream
Working the Mudlark – A section on PCs taking jobs aboard the barge as guards, crew, or errand-runners, with daily pay and benefits.
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10 Adventure Hooks from the River
From the living corpse to the pirate's revenge – these hooks launch whole sessions:
1. The Living Corpse – A spy hidden among the dead begins to thrash.
2. The Toll Keeper's Price – A corrupt official recognizes a fugitive among the passengers.
3. The Pirate's Revenge – A one-eyed man attacks, hunting Elara.
4. The Floating Abbey – A missing body was not dead – it was running away.
5. The Cargo That Screams – A shroud moans. It is a woman buried alive.
6. The Customs Inspection – Royal officials have a new search warrant.
7. The Drowned Man's Ledger – A corpse carries Elara's bribe records.
8. The Plague Boat – The living are wrapped with the dead.
9. The Broken Spoke's Fugitive – Mara sends word that a revenant is coming upriver.
10. The Mudlark's Last Voyage – The barge drifts into a foggy otherworld.
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10 Barge Encounters (Roll 1d10)
Each encounter includes the surface action, the truth beneath, and DCs for Perception, Insight, Investigation, or Survival:
- The shifting shroud – a living fugitive frees themselves
- The eel in the stew – a river witch's message
- The knife in the mast – a pirate scout's mark
- The prayer for the dead – Elara names her victims
- The rope burn – a prisoner, not a passenger
- The familiar bird – a crow watching from shore
- The silent tiller – Tomas's charm on the rudder
- The wrong shore – a dock that was not there yesterday
- The cook's fire – bones in the ash
- The dead passenger – a murder on board
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10 Deep-Dive Scenarios
When you need more than a random encounter, these fully-developed situations turn the Mudlark into an adventure:
- The Living Corpse – full investigation module
- The Pirate's Revenge – boarding action combat
- The Floating Abbey – horror mystery on the island
- The Customs Inspection – tense standoff
- The Drowned Man's Ledger – Elara's past returns
- The Plague Boat – quarantine curse mystery
- The Broken Spoke's Fugitive – revenant hunt
- The Mudlark's Last Voyage – supernatural journey
- The River Witch – identify and break a curse
- The Family Reckoning – secrets revealed
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Why Your Campaign Needs The Mudlark
The Mudlark is not a tavern. It is a vehicle – literal and narrative. It moves your campaign downriver, introduces new locations with every journey, and carries secrets as easily as it carries cargo. Players who befriend the family gain a mobile safe house and a network of river contacts. Those who cross Elara learn that she has buried worse people than them.
This tavern breaks every pattern: no fixed location, no dedicated cook, a family of three, and a passive "character" – the dead – as a constant presence.
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Enter the Arcverse
The Mudlark is the fifth tavern in our DM Essentials library – locations built on history, where the past refuses to stay buried.
Connections:
- The Broken Spoke – Mara's courier brings news of a revenant.
- The Saltings – The wreckers' coastal routes connect to the Grey River's mouth.
- The Iron Stoup – The well beneath the moor drains into the Grey.
- The Drowned Chapel – The Grey Sisters' abbey holds secrets about St. Augor.
Also available:
- Tavern #01: The Broken Spoke – A fortified tavern built into a ruined bridge.
- Tavern #02: The Saltings – A beached-ship tavern on a lonely coast.
- Tavern #03: The Iron Stoup – A moorland inn of weak ale, hard beds, and hidden sorrows.
- Tavern #04: The Furrow – A mud-walled tavern of whispered rebellions and spies.
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System: 5E Compatible
Tier: 1-3 Hub Location
Pages: 10
Format: PDF
The Mudlark: Drink your cargo. Watch the shore. The dead are listening.
DM Essentials locations are designed for immediate drop-in use – minimal prep, maximum atmosphere. Part of the Arcverse family of products.
Posted: Fri, 01 May 15:16:31 CDT
QWEIN ©
Sicuramente non è il solito gioco di ruolo. Non ci sono taverne, non ci sono prescelti, eroi e non ci sono incantesimi. C’è solo un dado, una matita, qualche foglio di carta, tre o cinque amici e un Master che sa usare la fantasia come una volta.
Mini Libretto
Stampa un solo foglio A4 fronte, lo pieghi come indicato nella figura interna, e ottieni un libretto da otto pagine più piccolo di una carta da gioco. Lo infili nel portafoglio. Lo porti al parco, in treno, al bar. Apri e giochi ovunque.
Cosa trovi dentro?
Personaggi comuni da creare, con pregi e difetti.
Uno scopo, l'ambientazione puoi sceglierla tu parliamo di un Universale.
Una scala di Coscienza che sale e scende con le tue scelte, fino al tradimento o al successo insperato.
Particolarità
Uniche per ogni personaggio.
Regole di combattimento e azione su 1D6, veloci e reali.
Nessuna ambientazione imposta:, può essere Winnie the Pooh e il rapimento di Tigro, Guerre Stellari, un ambiente post apocalittico o una fuga nella Venezia del Cinquecento. Decidi tu. Scegli dove e poi accenderai la magia.
Nemici che non sono puri “cattivi” hanno obiettivi, paure, e a volte si arrendono
Per chi è?
Per chi vuole giocare di ruolo senza preparare sessioni da tre ore. Per chi è stanco dei manuali da 300 pagine. Per chi crede che un personaggio debba morire se fa stupidaggini. Per chi cerca uno zine minimalista e diverso da tutto.
Cosa serve?
Un dado a sei facce, un gruppo di amici (da 3 a 5 giocatori + Master), e la voglia di raccontare storie vere, assurde, drammatiche o esilaranti.
Ci ha messo lo zampino e l'anima Qwein creatore di giochi dal 1986.
Print & Play
Acquisti il PDF. Stampi una sola pagina A4 solo fronte. Tagli e pieghi seguendo le istruzioni (incluse nel PDF). Nessun assemblaggio complicato. Nessuna plastica. Solo carta, fantasia e un dado che rotola.
Per me questo gioco rappresenta l'essenza di 40 anni di Fantasia.
Posted: Fri, 01 May 15:02:25 CDT
SUP FUCKERS!?!
So 2026 is here, and we start the month as always with a new Sketchbook! This should be a good treat as I haven't posted shit of this and will start my weekday postings of DAILY SKETCHBOOK again as the year starts, so here is a sneak peek of what I have been working on and what I have been planning for this year! A little SEXUALLY TRANSMITTED DEMONS with some design sketching and some other things, plus some work on my comedy strip AMINASL and sneak peek to FUGLY, that is a webcomic coming out for the year, while we ramp up for FWACATA #4 and even #5!
GO! GO! GO!
I hope you have the same burning in your asshole as I do, as do it again for another year on this gorgeous mudball!
MORE TO COME! VAMONOS!
-J
www. FWACATA.com
Posted: Fri, 01 May 15:00:17 CDT
You have learned about an ancient ruin of an ancient race known as the Huto-Abnani. Within its chambers are priceless treasures and relics of wonder. Whatever your motivation for searching these ruins, you and your team have landed and made your way through the jungle to this mysterious site.
Lost Lair of the Huto is a scenario for the Heroes, Sidekicks & Minions RPG system, and is part 1 of a series called Orb of the Shadow Flame. You can play this as a standalone scenario, or as the first in a trilogy; as the beginning of a campaign, or as an adventure within a campaign.
You will need the core rulebook for Heroes, Sidekicks & Minions, which you can find at: https://www.drivethrurpg.com/en/product/560450/heroes-sidekicks-minions-relic-worlds-core-rulebook



