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Posted: Tue, 19 May 06:06:09 CDT
NOTE:
This is a pre-release, discounted publication of this campaign arc. Parts 1-3 (of 5) are included in their entirety. Parts 4 and 5 are in outline/incomplete form. They will be updated at a future date once they have been balanced and playtested. If you purchase this pre-release version, you will automatically gain access to parts 4 and 5 when they are released at no additional charge.
Eons ago, the gods waged constant war in realms beyond. Sometimes those battles spilled onto the land and sea of Tálamor, often they did not. The victorious forces of those clashes are well known today, their names emblazoned on temples and their seats amidst one or more pantheons secure. Sometimes, the vanquished were destroyed utterly or cast into the void beyond the known planes. However, to truly destroy a divine being is challenging, even for another god. Many of the deities who were beaten in those struggles found exile, choosing to tuck away in unmapped corners of dozens of planes. As they focused their energies on recuperation, they had to watch as their influence and power collapsed on Tálamor and beyond. Their temples were abandoned or destroyed, and, without the worship of their faithful to buoy them, they slowly sank into obscurity, their names and domains lost to time.
At least, mostly. Belinia, is a minor goddess of light and life, whose realm was overrun by the forces of darkness, destruction, disease, and death. Like so many others, she chose to exile herself where her enemies perhaps could not find her, and there she waited for some millennia. On Tálamor, however, her temples remained: abandoned, left to ruin, and sometimes occupied by fell creatures who would defile even her memory, but present.
Recently, this region has seen a rapid growth in the power of necromancers and the undead. Even in her compromised state, Belinia has kept steady watch on this threat. Desperate to destroy this evil and to reclaim some of her former power and glory, she has reached out to an unassuming party of adventurers and entreats them for assistance…
"A Divine Deal" is a campaign arc from the Tálamor Setting compatible with fifth edition roleplaying games. In it, your players will work to restore to prominence an outcast goddess of light and life and fight hordes of undead along the way.
This module is best used by weaving it in alongside your existing plotlines to provide some additional breadth and variety. Parts 1-3 are intended to be run in sequence while Parts 4 and 5 pick up later on after the characters have leveled up.
Posted: Tue, 19 May 06:06:02 CDT
Cyberpunk Encounter Codex
60 tables across 30 locations, in two registers of heat.
You know the moment. The crew walks into a place you sketched in one line of prep, a player asks what they see, and you need something — not a plot, not a fight, just something — that makes the room feel like it has a history. Most encounter tables don't help here. They either roll up a generic mugging, or they hand you a full event that hijacks the scene you were actually running.
Random encounters sorted by location
This book is built for that moment, and it solves it a specific way.
Every location has two tables.
- Low Heat is the place at rest: ambient friction, things that suggest a threat without being one.
- High Heat is the same place under pressure, when the fiction has already turned.
You pick the table that matches the scene's temperature, and you can switch mid-scene when it changes.
The entries are written as prompts, not directives. They tell you what is there, not what happens:
A dog is tied to a bumper. It hasn't barked once. It just stares.
A regular turns up dead on the doorstep. They were here an hour ago buying cleaning supplies.
The last train out is boarding now. It has room for two. There are five of you.
What the dog means — surveillance, a warning, abandoned property, nothing at all — is your call, based on the game you're running. The table gives you a loaded detail and gets out of the way. Some entries are pure atmosphere and don't need a reaction at all. They're there to dress the space, not to seize it.
The tables work just as well as prep lists. Reading a Low Heat table before a session and lifting three details is a faster way to make a location feel inhabited than inventing them cold at the table.

Inside the book
- 30 urban cyberpunk locations — from the Dead End, the Ripperdoc, and the Noodle Bar to the Secure Lab, the Quarantine Zone, and the Rooftop
- 60 tables, 1,200 entries, every one a usable prompt
- A location brief for each setting: who controls it, how information moves through it, what to establish before play — written as a GM briefing, not flavour text
- System-agnostic. Encounters are described in fiction only, with no stat blocks or assumed ruleset. Adapt to Cyberpunk RED, The Sprawl, Shadowrun, Carbon 2185, Neon City Overdrive, or your own table's hack.
This is a toolkit, not an adventure. There is no metaplot and no setting canon to buy into — the locations are deliberately generic so they drop into any city you've already built. If you want a book that tells you what your city is, this isn't it. If you want a book that makes the city you already have feel like it's watching the players, it does that, fast, mid-session, without breaking your flow.
Posted: Tue, 19 May 06:05:53 CDT
A New Universe of Adventure Awaits
To Worlds Unknown is a Pathfinder Second Edition adventure for 2nd to 5th-level characters which can be played as a standalone adventure or as the first main chapter in the Legendary Planet Adventure Path, bringing your heroes into the midst of a battle beyond the stars for supremacy over myriad alien worlds and alien cultures. Against the backdrop of great powers both ancient and new, small-time power players and petty criminals vie in the grungy back alleys of a crossroads world, and the heroes must discover who can help them find their way to safety through an impossible network of planetary portals before their erstwhile allies betray them to those whose secret schemes are far more sinister.
If played with the prelude adventure, The Assimilation Strain, the heroes may hail from a typical fantasy world, dropping them like fish out of water into an amazing and exotic world beyond anything they ever knew existed, but it can be played just as easily with To Worlds Unknown as the starting point for adventurers who have long lived among the far-flung worlds of this interplanetary society. Either way, your heroes will be propelled into a fantastic universe of exotic pulp adventure as the sword and planet genre comes to life on Legendary Planet!
This 88-page product contains the following
- "To Worlds Unknown," a Pathfinder Second Edition adventure for 2nd to 5th-level characters by Jim Groves and Dan Dillon
- A "Planetary Bestiary" by Jim Groves and Thurston Hillman, featuring the ferocious bahgra, the mysterious elali, the cruel jagladine, the savage klaven slave-soldiers and klaven warbeasts, and the terrifying tauslek and tauslek matriarch.
- A collection of "Alien Treasures" by Jim Groves and Jeff Lee, including mundane and magical items from deathbloom nectar to the rejuvenation vine and skystrider harness.
- A gazetteer of the planet Argosa, "World at the Crossroads," by Jim Groves, Jonathan H. Keith, and Andrew Christian.
- A downloadable PDF art and map folio, featuring unkeyed player-friendly maps and more.
Posted: Tue, 19 May 06:05:44 CDT
| This special bundle contains the following titles: |
| Animated Objects | 5e Monsters Roll20 Regular price: 0 Bundle price: 0 Format: Roll20 VTT | Animated Objects | 5e Monsters
Animated Objects expands the traditional animated armor and rug into a fully realized enchanted estate designed for 5e play. Instead of relying on one or two novelty constructs, this supplement presents a complete roster of animated furnishings, instruments, décor, and architectural hazards—each engineered to control space within a single mansion environment.
These constructs are not wandering curiosities. They are location-bound threats designed to dominate rooms, corridors, stairwells, libraries, cellars, and ballrooms. Every entry serves a tactical purpose: herding intruders, isolating targets, obscuring sightlines, restraining movement, punishing clustering, or controlling entire chambers. While they can be used individually, together they create a lay... | |
| Elemental Forces | 5e Monsters Roll20 Regular price: 0 Bundle price: 0 Format: Roll20 VTT | Elemental Forces
Elemental Forces is a monster supplement for 5e that presents the classical four elements as disciplined manifestations of planar power rather than singular creatures. Instead of relying on the single elemental stat blocks commonly found in the Monster Manual, this book provides four complete ladders of escalating elemental presence: Fire, Water, Air, and Earth.
The intent of this product is mechanical clarity and mathematical progression without unnecessary complexity. Each ladder follows a strict five-rung structure—Lesser, Elemental, Greater, Dominant, and Primal—progressing from CR 1 through CR 12. Abilities scale additively and symmetrically across all elements, ensuring that power increases through predictable structure rather than new subsystems or rule exception... | |
| Invisible Stalkers Ladder | 5e Monsters Roll20 Regular price: 0 Bundle price: 0 Format: Roll20 VTT | Invisible Stalkers
Invisible Stalkers is a monster supplement for 5e that presents invisible stalkers as a mathematically scaling assassination lineage rather than a single mid-tier elemental stat block. Instead of treating the invisible stalker as a one-bracket threat, this book expands the concept across thirteen escalating manifestations—each retaining the same core chassis while adding cumulative, disciplined hunting talents.
The intent of this product is controlled lethality and solo encounter viability without CR inflation. Each stalker preserves the fundamental air elemental identity—permanent invisibility, relentless pursuit, and focused violence—while scaling through predictable mathematical progression. No rung abandons prior abilities; each new manifestation adds to the assas... | |
| Pharaohs & Tomb Constructs | 5e Monsters Roll20 Regular price: 0 Bundle price: 0 Format: Roll20 VTT | Pharaohs
Pharaohs is a monster supplement for 5e that presents the rulers, servants, and guardians of an ancient desert kingdom as a complete societal ladder rather than isolated NPCs. Instead of treating ancient Egypt as a backdrop populated only by mummies and gods, this book focuses on the living structure that builds, maintains, and defends royal tombs and sacred necropolises.
The intent of this product is mechanical clarity and encounter utility without excessive CR escalation. The ladder progresses from the laborers and attendants who maintain burial complexes, through scouts, guards, priests, and commanders responsible for protecting sacred ground, culminating in the living pharaoh whose authority governs both temple and army. These NPCs represent a functioning civilization whose... | |
| Terracotta Warriors & Bronze Hoplites | 5e Monsters Roll20 Regular price: 0 Bundle price: 0 Format: Roll20 VTT | The Bronze Hoplites
The Bronze Hoplites represent animated statues inspired by the disciplined warriors of ancient Greece. Forged in bronze and shaped in the likeness of temple guardians and heroic soldiers, these constructs stand watch over sacred sites, city gates, and divine sanctuaries. When awakened, they move with the deliberate precision of a trained phalanx.
Bronze Hoplite encounters emphasize formation warfare. Individual warriors are dangerous, but their true strength emerges when they stand shoulder to shoulder. Spears extend from behind shield walls while commanders reinforce the formation through disciplined coordination. A Bronze Hoplite force does not rush recklessly into combat. It advances slowly, locks shields, and forces enemies to break themselves against the formati... |
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| Special bundle price: | 0 |
| Savings of: | 0 (30%) |
Posted: Tue, 19 May 06:05:28 CDT
The 10th Doomstar is the first traditional 10th level adventure for Dungeon Crawl Classics! Written by Julian Bernick, the greatest heroes of the age must stop a comet from irradiating the entire world in chaos. If they fail, civilization shall fall!
Do not be intimidated by the rules, the incredible competence of the characters, the cosmic forces at play– you have been called upon by these selfsame cosmic forces to penetrate the phlogistonal barriers between player and character, patrons and gods… and now you will guide players through an event unique amongst oldschool roleplaying games!
In addition to the adventure, this module contains 6 pre-gen PCs, VTT tokens, and the first level-6 DCC spell.
Posted: Tue, 19 May 06:05:12 CDT
Xcrawl the Mall! is a 0-level adventure for Xcrawl Classics RPG intended for 16-24 PCs, or 1st-level adventure for 4-6 PCs. The Saturnalia holiday shopping season kicks off with a celebratory Xcrawl inside the Mithril Triangle Mall, tasking the PCs to place a seasonal tree topper on the Saturnalia tree. With dreams of glory in a new career as an Xcrawl DJ, DJ Jelloshot's rise to fame might be cut short by Messianic cultists squatting in part of the mall, or by a serial killer who lurks in the shadows of the back rooms...
Posted: Tue, 19 May 06:05:11 CDT
Tavern and Courtyard Battle Map for Fantasy RPGs
Bring your next session to life with this richly detailed fantasy tavern battle map, featuring a spacious inn interior and an enclosed courtyard for dramatic encounters, roleplay scenes, and memorable downtime. Designed with Dungeons & Dragons and other tabletop RPGs in mind, this map gives you a versatile location that feels grounded, atmospheric, and ready for adventure.
Inside, you’ll find a welcoming common room with long tables, a central hearth, a curved bar, service areas, and several smaller rooms that can be used for storage, secrets, or behind-the-scenes story hooks. Outside, the lantern-lit courtyard adds a second playable space with natural cover, a strong sense of place, and plenty of room for arrivals, departures, and unexpected conflict.
Whether your players are meeting an informant, celebrating a hard-won victory, or defending the tavern from danger, this battle map offers a flexible and immersive setting for any fantasy campaign. Its warm lighting, detailed furnishings, and practical layout make it a strong fit for both roleplay and combat.
Features
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Detailed fantasy tavern interior and enclosed courtyard.
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Ideal for Dungeons & Dragons, Pathfinder, and other TTRPGs.
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Flexible layout for combat, exploration, and social scenes.
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Atmospheric lighting and highly detailed interior design.
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Perfect for inns, roadside taverns, city taverns, and meeting places.
Perfect for
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Fantasy RPG battle maps.
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Tavern encounters and inn scenes.
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Ambushes, investigations, and roleplay-heavy sessions.
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Game masters looking for a versatile and visually rich location map.
Posted: Tue, 19 May 06:05:03 CDT
Les Chroniques de Forge Pierre est une grande campagne épique pour la 5e édition du plus célèbre des jeux de rôle, dans un univers de fantasy coloré en pleine modernisation mêlant Sword & Sorcery et Arcane-punk, riche en magie, en poudre à canon et en machines innovatrices, menant les personnages du niveau 1 à 20. Incarnez des habitants de la belle cité de Forge Pierre, apprentis du mécaforgeron Ramius Aldrehen, lancés après la disparition de pièces à l'atelier dans une grande aventure à travers toutes les contrées des mers sylmassiennes.
Ce premier tome, Les Mécanautes, contient tout ce qu'il faut pour se lancer dans la campagne : un descriptif complet de l’univers, une partie consacrée à la création de PJ incluant de nouveaux archétypes de classe propres à l'univers et des propositions de personnages pour vos joueurs, chacun avec des secrets qui les lieront à des éléments clefs de la campagne. Les Mécanautes comprend également les 10 premiers scénarios de cette grande campagne accompagnés de plans en 3D isométriques de tous les lieux et donjons visités, dessinés et colorisés par l'auteur. À l’issue de ce premier volume, les personnages auront mis fin aux menaces sur leur ville et pourront évoluer jusqu’au niveau 4.
Nouveaux archétypes de classe inclus :
- Plusieurs domaines divins pour le clerc liés aux divinités des mers sylmassiennes
- L'archétype manipulateur arcanique pour l'ensorcelleur qui dispose d'une complicité innée avec les flux magiques invisibles qui traversent la réalité.
- L'archétype martial armurier pour le guerrier, un spécialiste des armes modernes comme le mousquet ou le pistolet à un coup
- La tradition arcanique mécaforgeron pour le mage, une discipline récente permettant à un étudiant des matériaux arkaniques de construire et piloter des mécanautes à vapeur
- Le serment sacré du Forge éther pour le paladin de l’ordre de l’Équinoxe, capable d'invoquer et brandir une lame d'éther venue d'un autre plan
- L'archétype de tireur d'élite arcanique pour le roublard, spécialiste des armes à feu magiques
Ce pack numérique Les Mécanautes pour les Chroniques de Forge Pierre, adapté au jeu dématérialisé, contient :
- Le livre de départ (177 pages) au format PDF avec signets hiérarchisés pensés pour une utilisation numérique (code couleur, mise en évidence des aides de jeu et outils du MJ)
- Le livret Adversaires PDF reprenant tous les statblocks des monstres, créatures et ennemis des PJ pour les scénarios de ce livre
- 19 aides de jeu (plans, bannières, symboles)
- 27 illustrations de lieux et plans en 3D isométriques des donjons visités durant les scénarios (également inclus les version HD dans des dossiers à part)
- 27 portraits : 10 portraits pour les PJ (les 5 propositions de personnages en version masculine et féminine) et 17 adversaires et PNJ
- 34 pions pour VTT : 10 pions PJ , 7 pions vierges, et 17 pions adversaires et PNJ
- La fiches de personnages PDF en trois versions : basique (à imprimer), inscriptible avec des calculs automatiques et inscriptibles sans calculs automatiques.
Attention : le système de Donjons et Dragons 5e édition n'est pas inclus dans ce livre, uniquement les adaptations propres à ce contexte (archétypes de classes, etc). Une connaissance des règles de Donjons&Dragons 5e édition est nécessaire pour jouer. L'intégralité de la campagne, en 4 tomes, forme un ensemble qui apporte toutes les réponses aux mystères et menaces évoquées, mais vous pouvez vous arrêter après chaque livre.
Posted: Tue, 19 May 05:12:37 CDT
This stock art image by Chui Wizard
Add a touch of classic, hand-drawn mystery to your RPG projects! Ideal for OSR zines, adventure modules, or character chronicles.
This pack includes (ZIP File):
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High-Resolution Illustration: Authentic cross-hatching ink style (300 DPI).
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Multiple Formats: Includes both PNG (Transparent Background) and JPG files for easy integration into any layout.
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100% Human-Created: Hand-drawn by the artist, no AI involved.
License & Usage: This stock art is available for Commercial Use. You may use these images in your own published RPG products, newsletters, or personal projects. However, direct resale of the images as a standalone product or as part of another stock art collection is strictly prohibited. (Please refer to the included license for full details).
Tags: stock art, line art, ink, hand-drawn, traditional ink, dip pen, cross-hatching, black and white, b&w, spot art, filler art, publisher options, transparent png, plant monster, carnivorous plant, man-eating plant, monster, creature, vine, thorn, teeth, predator, dungeon hazard, swamp, jungle, wild, hazard, poison, dark fantasy, horror, grimdark, osr, old school renaissance, dnd, d&d, pathfinder, retro rpg, classic rpg, swords and sorcery
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Posted: Tue, 19 May 05:10:50 CDT
CAST OFF YOUR WEAK FLESH AND ACCEPT THE GLORY OF THE MACHINE GOD
The Ark Mechanicus Recollections of Rust once more begins its circuitous route through the Macharian Sector - a decades-long pilgrimage of rediscovery, checks and balances. From here, the Fabricator Generals of the sector’s Adeptus Mechanicus rule. They are a cold and calculating triumvirate, spreading their political machinations throughout each system they visit, reasserting their grasp and furthering the Quest for knowledge.
A brand new way to experience Imperium Maledictum. Delve into the Adeptus Mechanicus in its most comprehensive tabletop roleplaying experience yet. The Adeptus Mechanicus Guides bring the servants of the Omnissiah to life at your gaming table. This second half of an electrifying two-book set for Warhammer 40,000 Roleplay: Imperium Maledictum, the Imperium Maledictum: Adeptus Mechanicus GM’s Guide, gives GMs all the tools and content they need to assemble unforgettable and perilous investigations for your players and their Tech-Adepts.
- Adeptus Mechanicus Primers: GM advice and tools for running Adeptus Mechanicus adventures, primers on tech-heresy and archaeotech, and how to embody Adeptus Mechanicus Patrons at the table best.
- Explorator Macharia: A setting guide to the Ark Mechanicus, Recollections of Rust, and a massive campaign framework set around the voidship’s route through the Macharian Sector.
- Allies and Enemies: New sector Contacts, Threats, and a collection of new Malfunction Reports to seed into your adventures.
The Adeptus Mechanicus GM’s Guide requires the Imperium Maledictum Core Rulebook to play. It brings the focus in on Adeptus Mechanicus-focused adventures, adding new elements to your ongoing campaign, or setting you up for a brand new adventure. The Adeptus Mechanicus Player’s Guide completes this two-book set, containing all the tools and new rules you need to build and outfit Tech-Adepts and their Patron!



Cubicle 7 Entertainment Ltd.© Copyright Games Workshop Limited 2026
Posted: Tue, 19 May 05:03:07 CDT
L'Écho Éthérique est un supplément périodique pour Lore & Legacy, le jeu de rôle de science-fantasy. Tous les mois, nous vous proposerons en prix libre 12 pages de contenu supplémentaire pour le jeu.
Ce nouveau numéro est le premier d’une série appelée La Voie des morts. Celle-ci comptera six chapitres en tout, et sert de prologue au futur supplément Necropolis, prévu pour la fin de l’année 2026.
Posted: Tue, 19 May 03:49:24 CDT
At the estuary of the Kullen Fjord, upon a rocky island, lies the village of Sturmann, a small settlement of fishermen and farmers. To describe the place as joyless would be an understatement. The people of Sturmann are stoic, earnest, and without pretense. When I visited to gather sources for my map, I was met with little enthusiasm or cooperation. In the end, I surveyed the island under the guidance of a tall, broad-shouldered man who huffed and puffed as though he had far better things to do. All records and anecdotes I was forced to gather from secondhand sources on the mainland. I left Sturmann the very next day, after spending a night at Karston’s Tavern. I will say little of that stay, except that the experience was as pleasant as the people of Sturmann are kind.
- Regular
- Autumn
- Winter
- Desert
- Ruined
- Foggy
- Rainy
- Shadowfell
- Parchment
- B&W
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