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Posted: Sun, 15 Feb 15:59:31 CST
Across Karnaxos stretches a land too vast to be ruled by any single crown—an ocean of grass and stone where monuments older than memory rise like the bones of dead gods. Roads vanish into plains. Peaks glare down upon forgotten dungeons. Every horizon promises glory, ruin, or both. Something stirs along the old pathways between heights and depths. Seals are weathering. Oaths are thinning. What once slept beneath monument-shadow now listens for footfalls. Your journey is not bound to one city or cavern, but to the spaces between—where heroes are tested, legends are buried, and steel decides what history remembers.
Ul-Nakaroth is a sweeping expanse of high plains broken by colossal stone works—arches, statues, and stepped monoliths aligned to stars long misnamed. Wind-scoured grasslands give way to jagged escarpments, whose peaks cradle ruined watch-fanes and sky-altars. Beneath them, dungeons spiral downward into darkness carved by forgotten hands. Caravans follow half-remembered routes between monuments, while beasts and bandits claim the spaces beyond torchlight. Every place in Ul-Nakaroth feels transitional—as if the land itself is a threshold between ages, daring travelers to pass or perish.
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HOW TO PLAY
In this Solo Adventure you assume the role of an adventurer in a Bronze Age Fantasy setting where kingdoms rise and crumble beneath obsidian skies, and where warlords, sorcerers, and wandering heroes carve their names into the annals of Karnaxos. You will require the Warborn of Karnaxos Core Rulebook (CRB) and any expansions you wish to incorporate. The story you experience is your own. The actions you choose depend on who and what you encounter, and how you elect to interact. Keep a record of your journey, tracking outcomes and branching consequences. Your decisions become the voice of the unseen Storyteller. The world of Karnaxos stirs to life through your interpretation, your vision, and your courage. This template provides structure, direction, narrative density, and motivational clarity, ensuring you always know what drives the hero, what threatens them, and what lies beyond the next torchlit corner.
Posted: Sun, 15 Feb 15:59:22 CST
In a land long ignored by kings and conquerors, power has begun to gather where none expected it. Two villages—once little more than names whispered by caravan guards—now stand opposed in ambition, belief, and bloodline. Each claims ancient right to rule the region. Each grows stronger by the season. And each insists that the land itself favors them. Between these rising powers lies a truth buried beneath stone, custom, and quiet violence. Karnaxos has seen such moments before—when humble places became the cradle of empires, and neighbors became enemies not by hatred, but by destiny. You arrive as the balance begins to tilt.
Khar-Emru is a fertile but contested region of low hills, wind-cut valleys, and sacred stone markers older than both villages. Ancient irrigation channels still carry water to barley fields and date groves, while half-crumbled shrines dot the ridgelines like warnings left by a forgotten age. Trade routes cross here, but none linger long. The land feels tense, as though it remembers past wars and prepares for another. At its heart lies a weathered causeway of black stone—claimed by both villages as proof of ancestral dominion.
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HOW TO PLAY
In this Solo Adventure you assume the role of an adventurer in a Bronze Age Fantasy setting where kingdoms rise and crumble beneath obsidian skies, and where warlords, sorcerers, and wandering heroes carve their names into the annals of Karnaxos. You will require the Warborn of Karnaxos Core Rulebook (CRB) and any expansions you wish to incorporate. The story you experience is your own. The actions you choose depend on who and what you encounter, and how you elect to interact. Keep a record of your journey, tracking outcomes and branching consequences. Your decisions become the voice of the unseen Storyteller. The world of Karnaxos stirs to life through your interpretation, your vision, and your courage. This template provides structure, direction, narrative density, and motivational clarity, ensuring you always know what drives the hero, what threatens them, and what lies beyond the next torchlit corner.
Posted: Sun, 15 Feb 15:46:41 CST
Lamps for the Lost
A Call of Cthulhu Gaslight Scenario
From ENNIE, Australian Roleplaying Industry, and VictorianCommunityHistory award winning writer David Waldron and co-writer, Reshmi Lehri-Roy, comes "Lamps for the Lost. A Call of Cthulhu Gaslight era scenario of Institutional Corruption, murder and supernatural revenge on the Goldfields of colonial Australia.
A young Bengali couple eloped to Australia in the hope of creating a better life, what they found was corruption, grief and sorrow. A sorrowwhich has manifested as something dark which lurks beneath the still waters of Lake Burrumbeet, and hungers for revenge.
The investigators are pulled into a web of corruption, quiet theft, and bureaucratic cruelty and a string of “accidental" drownings officials prefer to dismiss.
- A complete investigative scenario for Call of Cthulhu
- Historical context for Ballarat in the 1890s (law, institutions, disease, transport, social tensions)
- Roleplaying Guide for the Indian diaspora in Australia in the 19th century
- Folklore and cultural material grounding the Aleya and other Bengali traditions
- Guidance for handling themes with care
- 6 pre-generated Player Characters
Content warning / sensitivity note
This scenario contains themes that may be distressing, including: violence and gore, grief and despair, supernatural horror, and historical racism / prejudice. A Session Zero is strongly recommended to establish player boundaries.
Posted: Sun, 15 Feb 15:13:48 CST
The Meopets TTRPG is a quick-play roleplaying game inspired by the classic world of Neopets!
Welcome to Meopia - a sprawling world of humanimals in a variety of species and colors. Together with your friends, you explore the sprawling lands, adopt Puppetz (living plush toys), discover magical paints and brushes, spar with other Meopets in the Battlezone, and more!
The Meopets rules are influenced by Lasers & Feelings and Apocalypse World, as well as the ancient lore of Neopets! Games can be played in one-night sessions or stretched out into multipart campaigns.
Number of players: 2-5
Age of players: 10+
Length: 2-4 hours per game session
Page Count: 4 incl cover (print double-sided and fold into a booklet)
Release Date: 2026
Posted: Sun, 15 Feb 14:50:51 CST
Hey, Traveler! This is the 24th installment of the brochure adventure series. Following the same train of thought as the one-page dungeons, these are system-neutral and easy to adapt to any system. In this short, this adventure is about the characters seeking the wisdom and/or the treasure of the Golden Sphinx. Many legends about this place claim the wildest things but some things are certain. The wise sphinx lives in a dungeon in the desert. Its wisdom and blessing have aided great heroes in the past. Are the characters worthy of the sphinx's time?

What's included:
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PDF files for easy handling. Prints on letter-sized paper
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Individual full-res of each sheet (Letter-size 300 DPI)
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Map variations: labeled, unlabeled (not shown in the brochure)
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Printer-friendly files included (black and white with a few elements in grayscale)

Posted: Sun, 15 Feb 14:41:26 CST
CROWN OF THORNS
A Wicked Head Piece for MÖRK BORG
A cruel amalgamation of barbed, twisting metal, forged by sadists whose prayers were screams.
Pain shared is pain halved: when you take damage, the Crown answers in kind, dealing d2 damage back immediately to your attacker.
Pay What You Want.
Suffer well, and make it mutual.
Made for Day 9 of Morktober 2025
Posted: Sun, 15 Feb 14:26:48 CST
DM Essentials #12: Ten Captain of the Watch Encounters
Enter the world of the Thin Iron Line, the Dented Plate, and the Price of Order.
In typical fantasy modules, the Captain of the Watch is a hollow authority figure—a static NPC who exists only to arrest the party after a bar fight or hand out a generic bounty for some goblins. He is treated as "background noise" to be avoided or ignored. That is a missed opportunity for street-level drama and intense social friction. Your players deserve a world where the law is a Hand on the Hilt and the Captain is a Manager of the Town’s Friction.
DM Essentials #22 is a tool designed to move the guardhouse from a "spawn point" to a Security Chokepoint. In an authentic, grounded world, the Captain is the one standing between your players and a jail cell. He isn't a hero; he’s an overworked professional with 40 men trying to watch 5,000 people. He doesn’t care about "Justice"; he cares about keeping the streets quiet so the taxes keep flowing. He knows every secret in the slums and every bribe in the market, and he knows that your players are a variable that might just set his town on fire.
What’s Inside?
The Watch Ecosystem (Mini-Essay): A deep dive into the material and social reality of urban law enforcement. Understand the Captain as the Town’s Pressure Valve, the crushing weight of Moral Burnout, and why "Order" usually has a very specific price tag.
The 10 Captain of the Watch Encounters: Ten hyper-detailed, psychologically rich interactions that move beyond a simple arrest. Each entry includes:
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The Tension: The immediate conflict or legal hurdle the players face.
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The Ground Reality: The hidden desperation, "Sacrificial Labor," or internal corruption driving the Captain’s decisions.
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The Pivot: Targeted 5E Skill Checks to negotiate the standoff, bypass a curfew, or turn the law into a powerful ally.
The Watch Duty d10 Table: A quick-reference tool to instantly drop a forced levy, a bounty trap, or a city-wide lockdown into any urban visit.
The "Pure Steel" Difference
We don't do "Generic Lawmen." We do Social Weight.
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The Forced Levy isn't a simple monster hunt; it’s Sacrificial Labor—the Captain is drafting the party because his own men are too afraid of what’s in the sewers, and he’d rather lose a few "Invasive" outsiders than a local guard.
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The Bounty Trap isn't a mission for gold; it’s Information Silencing—the "bandit" you're hunting is actually a whistleblower who knows the Captain is taking bribes, and he needs them dead before they can talk to the Reeve.
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The Final Watch isn't just a conversation; it’s a Moral Burnout—an honest man in a corrupt system looking for a "Successor of Character" before he takes a knife in the back.
Product Specifications:
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System: 5E Compatible (Tier 1-2 focus).
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Setting: Agnostic (Grounded Medieval Inland Town).
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Use Case: Perfect for "Urban Encounters," street-level intrigue, or adding legal stakes to any town visit.
ENTER THE ARCVERSE
This is your invitation to the Arcverse. We build worlds with soul, from the dented breastplate of the Captain to the ink-stained fingers of the Reeve.
A town without a Captain is a riot waiting to happen. Use this tool to make your lawmen dangerous, weary, and human.
Posted: Sun, 15 Feb 14:20:07 CST
Stop Treating the Town Official Like a Quest-Board.
Start Navigating the world of the Ledger, the Seal, and the Sovereign Debt.
In typical fantasy modules, the local Reeve is a hollow convenience—a static NPC in a dusty office who exists only to hand out bounties or complain about missing grain. He is treated as "administrative filler" to be talked past. That is a missed opportunity for high-stakes drama and political tension. Your players deserve a world where an official is a Logistical Governor and a Keeper of the Town’s Soul.
DM Essentials #21 is a tool designed to move the town office from a "quest-hub" to an Administrative Chokepoint. In an authentic, grounded world, the Reeve is the bridge between the Lord’s greed and the town’s survival. He is the man who decides whose son is drafted, whose property is "redacted" from the books, and whose secret is buried in the archives. He isn't just "collecting taxes"; he is managing the friction of a town that is one bad audit away from collapse. He has traded his conscience for a quill, but kept the iron in his soul.
What’s Inside?
The Administrative Ecosystem (Mini-Essay): A deep dive into the material and social reality of town management. Understand the Reeve as a Sovereign Proxy, the crushing weight of the Administrative Debt, and why the "Law of the Ledger" is often more lethal than a sword.
The 10 Town Reeve Encounters: Ten hyper-detailed, psychologically rich interactions that move beyond a simple meeting. Each entry includes:
The Tension: The immediate conflict or bureaucratic hurdle the players face.
The Human Element: The hidden desperation, "False Flag" accounting, or local protection driving the Reeve’s decisions.
The Pivot: Targeted 5E Skill Checks to navigate the standoff, find a legal loophole, or turn the official into a powerful ally.
The Town Ledger d10 Table: A quick-reference tool to instantly drop a forged warrant, a labor draft, or a secret audit into any urban visit.
The "Pure Steel" Difference
We don't do "Generic Quest Givers." We do Social Weight.
The Redacted Ledger isn't just a lost document; it’s a desperate attempt to hide the town's assets from a cruel Lord's audit so the village doesn't starve in the spring.
The Drafted Labor isn't a simple construction project; it’s a "Surgical Filter" used to remove political rivals and rebellious youth by sending them to dangerous "defensive" works.
The Final Audit isn't just a conversation; it’s a search for a "Successor of Character"—a man dying with a century of secrets looking for someone with the grit to carry the Town Seal.
Product Specifications:
System: 5E Compatible (Tier 1-2 focus).
Setting: Agnostic (Grounded Medieval Inland Town).
Use Case: Perfect for "Urban Encounters," political intrigue, or adding logistical stakes to any town visit.
ENTER THE ARCVERSE
This is your invitation to the Arcverse. We build worlds with soul, from the ink-stained fingers of the Reeve to the blood-stained axe of the Headsman.
A town without a ledger is just a map. Use this tool to make your officials dangerous, desperate, and human.
Posted: Sun, 15 Feb 13:40:09 CST
Rolling mist, bootleggers, ferry passing by, water slowly crashing on the pier and you there in the middle waiting for those damn cultists to arrive...
You get one 10 minute long track, OGG format.
Posted: Sun, 15 Feb 12:48:48 CST
Say hello to Sister Sara of the Order of Perpetual Hunger for Brainzzz.. because every horror and fantasy adventure needs a zombie nun or twelve!
Subject to the included license information. Printed size will be up to a massive 2550 x 3000 pixels (8.5 X 10.25 inches) as a backgroundless 300 ppi PNG... enough to be used as a full page illustration or even a cover! Included is a lo-rez version for easy online advertising.
You can use this image in commercial or fan projects, however, you may not publish it as clip art. Any company that uses images from 'Clip Art Critters' is required to place the artist's name amongst the credits.
Posted: Sun, 15 Feb 11:28:06 CST
In this bundle you'll find 3 variants: the river alone, with a camp nearby, and some kind of corruption taking over. Including changes of season, weather and time of day, there are a total of 18 items + another 18 for the grid options. Set in a 25 x 43 grid or 3501 x 6019 pixels.
Good luck in your adventures!
You've arrived to a section of the river with a small waterfall. The waters seem clear and fresh, the trees offer a nice shade. Seems like a good place to set camp for the night... or plan an ambush.
Posted: Sun, 15 Feb 11:06:28 CST

VTT BATTLE MAP - LOVECRAFT INSPIRED: R'LYEH RISING PLATFORMS
Three 40x40 maps with a mysterious and strange dark platforms rising from the sea + 70px version for Roll20!
"Then suddenly the lands of the Pacific sank again, taking with them the frightful stone city of R’lyeh and all the cosmic octopi, so that the Old Ones were again supreme on the planet except for one shadowy fear about which they did not like to speak."
― "At the Mountains of Madness", H.P. Lovecraft
Dark, strange and mysterious platforms are rising from the sea! R'lyeh Rising Platforms is a unique and bizarre virtual tabletop battlemap!
This is a 40x40 inch battle map for "any" system that is put together to a 120x40 map.
Dark sea surrounding several platforms, disappearing into the waters...
Included in this set:
- 8K MAPS with and without GRID.
- 4K MAPS with and without GRID.
- 2K MAPS with and without GRID.
These 2K-versions are 2800x2800 pixles, which means that the grid-size is 70 pixel - perfect for Roll20! - Totally 18 JPG images = almost 200Mb of material!
- This is part of the "Lovecraft inspired"-series of VTT Maps.

ALL other Cthulhu/Lovecraft VTT Maps can be found here.



