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Posted: Fri, 15 May 03:08:54 CDT
Welcome to the Year of the Goat
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She is known by many names: All-Mother, the Black Goat, the Lady of the Woods, Magna Mater. Each reflects humanity’s attempts to define the unknowable majesty of the eldritch god Shub-Niggurath. The Year of the Goat anthology celebrates the Great Old One in all her guises through 12 scenarios by new and veteran authors of the Miskatonic Repository exploring themes of family, conception, self-improvement, mutation, creation, and many more.
Over the course of 228 pages and 12 fully-written scenarios, including 40 player handouts and over 50 pregenerated investigators, these authors invite you to join in a bacchanal of horror that will end only when you have become what you are meant to be, however terrifying that may prove.
The Scenarios
- Maiden, Mother, Crone by Matt “Doc” Tracy. A modern-day scenario in which foster parents implore investigators to find their missing girl, leading them down a trail of deception, pain, and what it truly means to be a family.
- Goat Fitness by T. A. Newman. A modern-day scenario tasking investigators with uncovering the mystery behind GOAT Gym’s obsessive culture, where elite fitness conceals a secret pursuit of godlike transformation and the true cost of physical perfection.
- The Caprine Cure by Colin Richards. A modern-day scenario inviting investigators to a special, invitation-only health and wellness event at an exclusive woodland spa, there to procure ingredients and concoct their very own “Caprine Cure.”
- The Witch’s Bargain by David Waldron. A Dark Ages scenario taking place on Walpurgis Night in the haunted fens of English Civil War-era Suffolk that forces a band of desperate outlaws to choose between serving an ancient horror and being consumed by it, all the while facing their darkest fears.
- In Sorte Diaboli by Jayson Green. In this modern-day scenario, investigators are Finnish metal band musicians who must use all their prowess, and possibly their instruments, if they are to escape the clutches of Shub-Niggurath’s avatar, Pan.
- The Convent of Sancta Maria Lactans by Robin Worthy. A Dark Ages scenario set in 1526 that ensnares investigators into the machinations of the court of King Henry VIII to explore rumors of dark, blasphemous practices within a convent under the patronage of Queen Catherine of Aragon.
- The Festival of the All-Mother by Olga Patijn. In this modern-day scenario, investigators are concerned parents chaperoning their children attending a festival hosted by the latest social media craze—the wellness influence “Cult of the All Mother,” promoting hyper fertility, female rage, and sexual dominance.
- The House of Flesh by Antonio Marchena. A modern-day scenario featuring a group of friends stranded by a hurricane in a nearby house, unaware that it belongs to a cannibalistic cult in worship of Shub-Niggurath.
- To Serve in Heaven by Maverick Haenze. A Dust Bowl-era scenario that sees a group of desperate, hungry investigators stumble across a small prosperous town that seems like a veritable paradise, which unfortunately does not come without a cost.
- Nos Galan Gaeaf by Lydia Malings. A gaslight-era scenario inspired by Welsh legends and folklore, that sees investigators face Ladi Wen, the headless white lady, and her monstrous servitor, the tail-less black sow, Hwch Ddu Gwta.
- Dead Letters from the Orchard by Perry Clark. In this classic-era scenario, gruesome deaths and disappearances start a countdown to outright violence between an African-American community and its neighboring white counterpart, unless investigators solve the mystery in time.
- Mother of a Thousand Young by Poul Holmelund. A scenario set in 1953 that tasks members of the local police department with solving a missing persons case, which escalates into a murder investigation, before drawing investigators into a tragic story of charity and corruption arising out of the ashes of the First World War.
More Information
We believe in the authors speaking for themselves and you can find out more about each of their scenarios here: https://youtube.com/playlist?list=PLkg0P9lCkdPlLCE92bjvgasZChx7-QxUK&si=Mn_qvy7kZFuVJAa7
If you would like to see playthroughs of some of these scenarios, check out the link below:
Maiden, Mother, Crone: https://www.youtube.com/watch?v=S1xxO7XpRik
The Witch’s Bargain: https://www.youtube.com/watch?v=v1_6tzPbpts
The House of Flesh: https://www.youtube.com/watch?v=iAf44HPGApc
And if you would like to host any actual plays, please reach out!
Pricing
We believe in transparent pricing, providing quality products, and fairly compensating the artists, writers, and editors involved in the product’s creation. For this book’s thirty dollar digital price, each scenario ends up costing just over two dollars, with the balance going to editing, art, and layout.
Additionally, half the price of every product on the Miskatonic Repository goes to DriveThruRPG and Chaosium for licensing and platform fees. This leaves fifteen dollars on every sale to be divided between artists and editors on an equal share basis, which translates to every artist and editor receiving approximately one dollar on every sale.
Your support for community-created products on the Miskatonic Repository is greatly appreciated!
Iä Shub-Niggurath! Iä the Mother with a Thousand Young!
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Posted: Fri, 15 May 01:57:12 CDT
What is The Curse of Kilminster Rock?
The Curse of Kilminster Rock is a dark-fantasy, horror-forward adventure for DnD 5th Edition, but also usable with any other system. It is intended for a party of 2–4 characters of levels 5–7, providing a balance of exploration, investigation, social interaction, and combat. Encounters, hazards, and magical challenges are scaled for this range, while narrative depth encourages strategic thinking and roleplay, allowing
both experienced and newer players to fully engage with Shirley Island’s dark, eerie setting. It is the second part of our planned Shirley Island trilogy and you can directly play it after having played the first part "Skyfire". It is also fully working as a standalone of course!
The plot
The story begins in the fishing village of Saltport, where the adventurers are tasked by the mayor to investigate mysterious disturbances interfering with a new airship dock construction. The journey leads them across treacherous mountain paths, dense fog, and hostile terrain, setting a tone of isolation and unease.
The party soon discovers the long-abandoned village of Kilminster and its burned-out castle, where the restless spirits of villagers haunt the ruins. Through careful exploration, investigation, and interaction with the quirky, exiled white-magic witch Amarel, the adventurers learn the tragic history of the cruel Countess, whose obsession with eternal youth led to horrific experiments on young villagers.

The party is challenged to perform rituals to release the villagers’ spirits while navigating spectral attacks, environmental hazards, and haunted ruins. It all escalates when the Countess manifests more powerfully due to an imbalance caused by the performed rituals, forcing the party to confront her directly in the castle’s hidden chambers. Using magical tools, strategic ritual placement, and a Witch’s Hand Mirror, the adventurers must force the Countess to face her delusions and complete her release.

The adventure concludes with multiple possible outcomes, ranging from full redemption and peace to lingering haunting, moral compromise, or partial failure. Throughout, tension, investigation, and moral choices drive a compelling narrative, blending horror, strategy, and dark fantasy exploration.
The structure
The Curse of Kilminster is structured into 5 consecutive acts, with the sequence of the scenes introduced by a background section and followed by a conclusions section.

Each of them comes with very richly described locations, descriptions and suggestions about how to explore them best, including the description of opportunities, dangers and possible skill checks to run - and of course a full section about encounters. Complex profiles for monsters and NPCs to appear and used during the adventure come in their own section.

The final part of the book concentrates on advice for the DM how to create the right atmosphere for the adventure, as well as casual loot, special items and possible dangers and traps. Overall you can expect 100 pages of thrilling ghostly horror and many sessions of exciting gameplay.
What you will get
- The PDF of the ready to run adventure in double-page and single-page versions, including
- Plot, game systems and levels
- A background section for the DM to fully understand every detail behind the plot
- 5 consecutive acts, each including a summary, all suggested scenes to run, clues for the party, complications, tone and purpose as well as player experience goals
- A section about conclusions
- Richly described locations, descriptions and suggestions about how to explore them best, including the description of opportunities, dangers and possible skill checks to run - and of course maps for them
- A full cast section, including a full complex stat block and roleplaying profiles for all NPCs and monsters to be met during the adventure
- A section of suggested encounters including setting, pre-encounter description, tension and horror, encounter setup, encounter flow, loot and clues, xp and difficulty, as well as narrative hook for each of them.
- A section about how to create the right atmosphere for the adventure
- A section about casual loot, flavorful traps and unique items
- Regional and battle maps in JPG and battlemaps also in VTT ready battlemap exports for Roll 20 & Foundry
- VTT tokens for all NPCs and monsters
- A set of images to show to your players


Posted: Thu, 14 May 23:53:30 CDT
待望の『ロールプレイングゲーム 幻奏戦記Ru/Li/Lu/Raノイシュタルト』完全対応リプレイ集が登場!
……女性だけが暮らす世界《アーカイア》。そこにやって来た、世界を救うはずの「英雄」シュンとナスターシャの二人は、ひょんなことから莫大な額の借金を背負うことに……。
借金返済のため危険なミッションに手を染めるシュンたちだが、彼らに一攫千金のチャンスは訪れるのか?
「白銀の歌姫」が叛乱を起こし、激動の時期を迎えたアーカイアを背景に、そんな状況とは関係なく、その日暮らしを続ける冒険者たちを描く!!
・初心者向けにキャラクター創造ルールを解説した「キャラクター作成ガイド」を収録
・新登場モンスター、ルールブック未収録の絶対奏甲など、付録データや追加ルールも充実
Posted: Thu, 14 May 23:38:03 CDT
Not all battles are fought with steel. Some are spoken. Some are remembered. Some are never truly made.
Succubus Dominion: Conflicts is a collection of narrative-driven adventure modules set within the shifting, unstable realities of the Dominion. Each module explores a different aspect of power, perception, and consequence, placing characters into situations where reality itself reacts to their decisions.
This volume includes three fully developed adventures:
Sel’Vel Temple – The Trap of Decisions
A living temple that does not answer questions, only remembers choices. Sit, and you will be judged by what you never chose.
Lower Karess – The Dungeon of Forgetting
Beneath the world lies a place where knowledge is not gained, but erased. Books rewrite the reader, and identity dissolves into silence.
Sound-Canyon – Living Words
A resonant canyon where sound shapes time and meaning. Words do not fade here. They evolve, echo, and return with intent.
Each module features:
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Strong narrative hooks and layered conflicts
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Exploration, interaction, and escalating tension
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Moral decisions with lasting consequences
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Integrated lore connections to the wider Succubus Dominion setting
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Read-aloud sections and immersive scene design for Game Masters
These are not simple adventures. They are transformations.
Step into conflicts where the greatest threat is not what you face, but what you become.
Posted: Thu, 14 May 23:37:51 CDT
Enter a world where desire is not temptation, but structure. Where identity is shaped, consumed, rewritten, and reborn through forces that blur the line between dream, memory, language, and flesh.
Succubus Dominion is a dark fantasy setting and bestiary that explores a realm governed by seductive, manipulative, and conceptually powerful entities. This is not a world of simple demons and mortals. It is a layered dominion of evolving succubi, bound servants, and living systems of thought and sensation.
Within these pages, you will find:
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Fully realized succubus species, each tied to abstract forces such as memory, sound, language, decision, and adaptation
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Expansive lore describing continents shaped by psychological, metaphysical, and erotic power structures
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Servitor races and bound entities that operate as extensions of will, technology, and desire
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Iconic named succubi whose influence reshapes entire regions and civilizations
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A cohesive world framework designed for deep narrative play, moral ambiguity, and evolving character identity
This book is not about resisting temptation. It is about understanding it, surviving it, and perhaps becoming part of it.
Succubus Dominion invites players and Game Masters alike into a setting where every choice leaves a mark, every word has weight, and every encounter changes something fundamental.
Posted: Thu, 14 May 22:57:03 CDT
The badges are printed. The panels are scheduled. The vendor hall is packed.
Then the Surge hit — and nothing has been normal since.
Con-Crawl is a fast, rules-light survival RPG set inside a massive fan convention overrun by supernatural chaos. You and your crew play convention attendees — cosplayers, vendors, staffers, influencers, and first-timers — fighting to survive, escape, or uncover the terrifying truth behind the event that turned your favorite con into a nightmare.
Floor by floor. Badge by badge. If you can make it out.
What's Inside:
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⚔️ Fast, cinematic combat built on a single d20 — no bloated rules, just action
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🎭 9 unique Backgrounds from Cosplayer to Veteran Con-Goer, each with a signature ability
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🌀 The Surge — a 20-entry chaos table that warps reality, mutates monsters, and keeps every session unpredictable
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🏢 10 themed floors from Registration to the Geist's Floor, each with encounters, NPCs, and escalating dread
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🎲 Full random generation tools — NPCs, events, loot, encounters, bosses, and entire conventions built on the fly
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🧩 Build Your Own Con — a complete GM toolkit for generating fresh crawls in minutes
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⚡ Badge Point advancement — feel stronger every few floors across five Badge Ranks
Players: 2–5 | GM Required: Yes | Sessions: One-shot friendly or multi-session campaign | System: Standalone (no other books needed)
Explore the floors. Face the monsters. Help the lost. Uncover the truth. Escape the con. If you can.
Posted: Thu, 14 May 22:50:26 CDT
In every darkened hallway, in every child’s bedroom closet, in every creaking cupboard you swear wasn’t open a minute ago…something watches back.
They are Creeps: odd little guardians born in the astral pocket-realm of Limbo.Cute, eerie, furry, scaly, tiny, twisted, or strangely charming, Creeps protect the fragile boundary between the Human World and countless dimensional passages humming with dream-stuff.
Each night, Cohorts of Creeps answer the call of Trespassers, Truants, and Invaders slipping between realms.They navigate fungus-lit caverns, spiraling roots, shadowed tunnels, fungal forests, dream-rifts, and old forgotten portals left behind by ancient cultures.
This game book presents:
• Fully playable Creeps with randomized Kin, quirks, names, and innate abilities
• Archetypes like Portal Engineer, Dastard, Warden of the Passages, and more
• A complete Skill, Sorcery, and Combat system
• Limbo lore, Human World secrets, monster Bestiary, and Creepmaster tools
• A Six-Part Adventure: Shadows of the Waking Child
Open a door.Light a lantern.
Take a step into the impossible.
Limbo awaits — and it needs you.
Posted: Thu, 14 May 22:41:00 CDT
Powder Keg: Officers Field Guide for 1912
The world does not stand at peace.
It stands at the edge of collapse.
Empires arm themselves beneath banners of progress while secret societies move unseen through the cracks of history. Ancient relics resurface in the hands of politicians, industrial magnates, revolutionaries, and monsters that should not exist. Across the globe, armies prepare for a war unlike any the world has ever known.
And behind it all, something older stirs.
The Officers Field Guide for 1912 is the definitive Game Master’s companion for the Powder Keg setting — a dark fantasy world of black powder, industrial warfare, occult conspiracies, espionage, and the coming Flood.
Designed for 5th Edition, this volume provides the tools needed to run long-form campaigns in a world shaped by trench warfare, political instability, arcane catastrophe, and hidden history.
Inside this book you will find:
• The secret history of the world and the truth behind the Flood
• Detailed geopolitical overviews of the major nations and empires of 1912
• Campaign structures for war, espionage, horror, and relic-hunting adventures
• Reputation systems, intelligence networks, faction mechanics, and criminal organizations
• Rules for trench warfare, gas attacks, armored combat, artillery, naval warfare, and air combat
• Expanded systems for corruption, relic radiation, survival, disease, and environmental hazards
• Major NPCs, world leaders, spies, warlords, occult figures, and hidden powers
• Legendary relics, magical industrial technology, and the fragments of the Crown of Inanna
• Guidance for building cinematic yet deadly campaigns in an industrial dark fantasy world
Powder Keg is not heroic fantasy in shining kingdoms.
It is a world of collapsing empires, machine guns beneath cathedral bells, secret treaties signed in smoke-filled chambers, and ancient horrors waiting beneath the trenches.
The Officers Field Guide for 1912 is intended for Game Masters and expands upon the material introduced in:
• Powder Keg Primer for 1912
• Powder Keg: A Noblesse Oblige
• Powder Keg: Combatants Field Manual for 1912
The war is coming.
The question is whether the world survives it.
Posted: Thu, 14 May 22:36:37 CDT
Hello the fully laid out version of this game will be ready and available to the public on July 22nd, 2026. If you're interested in already owning it when it gets uploaded please go ahead and purchase this product! Until then enjoy the full version of this game in a simple pdf format and hope to see you at release day!
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In On Call, you play as a werewolf who can’t shift during the full moon cycle (night before, during and after the full moon). Instead you and your colleagues are on call - dealing with any issues that arise that are tied to any of your pack members.
From toddlers displaying abilities earlier than they should, to dangerous hunters hoping to sell authentic werewolf fur, it’s your responsibility to keep everyone safe.
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On Call is a part of the Revealed Universe, set in a world where the monsters thought to belong to fairytales and horror movies are real and have revealed themselves to the world.
In 2005 representatives from a variety of magical and supernatural creatures approached the various governments of the world, revealing themselves to them. The delegation wanted to come up with a plan to share their existence with the world. Ten years later in 2015 those same representatives and a number of others went on live television across the world revealing themselves and the international Department of Magical Entities and Occurrences which was meant to help coexistence among the mundane and supernatural/magical world.
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The area of West Yellowstone has had werewolves far longer than the town has existed, with the first packs settling in the area in 1783. When the Union Pacific Railroad, initially called Riverside, was built through the area in 1907 people began to fully settle the area. Even with that it wouldn't be incorporated as a town officially until 1966.
Despite the packs best efforts the people of West Yellowstone were made aware of their existence in 1925 sparking a series of deaths from both sides before a truce was called. Even with this tentative peace, grudges have been held, even to this day. Jude Harvey, the leader of the local pack, has a long standing grudge against James Marshall for the death of a relative. The Marshall family has the same grudge against the Harvey's.
When the Great Reveal happened not much of everyday life changed for the people of Yellowstone. There was more danger as people began to learn there were werewolves roaming the woods and wanted to try to claim their fur. But life goes on. The people continue to co-exist.

Posted: Thu, 14 May 22:32:39 CDT
Disciplined, armed… and always on watch.
This pack includes 36 Guard tokens with multiple character variations, perfect for cities, fortresses, escorts, patrols, and urban encounters.
All tokens are lightweight and optimized for VTT platforms, delivered in PNG format (350x350 pixels), so they run smoothly even on crowded maps. With clean shapes and strong silhouettes, they remain easy to read at a glance during combat.
Just drop them into your map… and guard the city gates.
Check out our Instagram.
https://www.instagram.com/gridboundassets/

Posted: Thu, 14 May 22:28:56 CDT
Roll for Mechs is a hyper fast Tabletop RPG system that can be taught in under 5 minutes.
Players can jump right into the action and pilot powerful mechs in this extremely versatile game system. You could play a small scale game where players have their own human sized personal robots (such as Medabots, I am Robot, No more Heroes), a medium sized adventure with mechs the size of vehicles (Zoids, Transformers), or a large scale game (Pacific Rim, Robotech or Gundam).
Mechs will grow and change during missions in unexpected ways. Each time a player critically succeeds they discover a new system (known as a skill) in their mech. This means that a speedy mech might end up becoming an armored powerhouse simply due to critically succeeding on more aggressive actions. Discovering new and crazy skills is a fantastic part of the game!
Posted: Thu, 14 May 20:47:41 CDT
EXOFRAME OPERATORS - ORION LOADOUT
ORION — Orbital EVA Specialist — ZERO-G FRAME Series
In the void, there is no front line. Only survival.
The ZERO-G EVA Frame was engineered for orbital insertion, spacecraft boarding operations, and deep-space reconnaissance missions where a single systems failure means death in seconds. Precision maneuvering thrusters, magnetic surface-lock systems, radiation shielding, and modular hardpoints allow ORION operators to function in environments too hostile for conventional combat units.
ORION is the vacuum-adapted spearpoint of the EXOFRAME OPERATORS program — an orbital operations configuration designed for zero-gravity mobility, sabotage, and close-quarters combat aboard stations, carriers, and drifting installations. Every reinforced seal, maneuvering thruster, and armored pressure plate reflects the unforgiving reality of space warfare.
This high-detail collectible STL is optimized for painters, display collectors, tabletop enthusiasts, and sci-fi modelers who love grounded military-inspired hard-surface designs.
Features:
• Dynamic zero-gravity combat pose
• Advanced ZERO-G EVA exoframe armor
• Compact orbital sidearm and maneuvering systems
• Lunar-industrial display base with crater detailing
• Hard-surface mechanical detailing
• Cinematic near-future military aesthetic
• Compatible with the expanding EXOFRAME OPERATORS lineup

Enter the void. Collect the series.
Also available in the VEGA FRAMES universe:
• KESTREL — Aerial Interceptor Operator
• GRIFFIN — Land Assault Operator
• HYDRA — Aquatic Assault Operator
• PHANTOM — Stealth / Infiltration Loadout
• POLARIS — Arctic Operations Frame
• ORION — Orbital EVA Specialist
• TERRA — Subterranean Breach Unit
• RAVEN — Tactical Sniper / Recon Operator



