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Posted: Sat, 20 Jun 16:38:07 CDT
Not all paths are chosen - some are claimed. A mantle taken up in a moment of purpose can shape a life, but only through trial and triumph does it become mastery. The traditions found here are more than techniques; they are ways of being, carried by those who refuse to remain ordinary.
Welcome to Mantles and Masteries, a series showcasing individual subclasses compatible with 5E.
This is the seventh installment of the Will and Weave series, a series devoted to the interplay between mortal will and the deeper currents of magic that bind reality together. These subclasses do not merely grant new abilities; they define relationships with power itself - whether seized, bargained, cultivated, or endured - and the cost of leaving one’s mark upon the world.
Presented here is the Oath of the Incarnate Spirit, a Paladin subclass.
Posted: Sat, 20 Jun 15:30:26 CDT
THEY SURVIVE THE WINTER. THEY SIMPLY CANNOT REMEMBER SUMMER.
Every year, in the weeks before the solstice, an ancient and hungry entity known as the Hunger moves south along the winter road. It feeds on what it calls warmth, which is not temperature but memory. It completely drains the specific, embodied recollection of physical comfort, sunlight, and the feeling of being warm on a cold day. The people it passes survive physically unharmed, but they are experientially diminished, left with a grey flatness where their warmest memories used to be.
This year, something has changed. The Hunger arrived in the village of Coldhollow fourteen days early and refused to move on. It has been feeding every night, and the village is running out of memories to offer. Multiple residents have been visited so many times that they have lost the very concept of warmth, and they are beginning to forget the faces of the people they love. Tonight, the Hunger will target your players unless they act first.
Hunger Season is a winter horror adventure in a distinct Sword & Sorcery mode. It is a slow, cold tale focused on the profound grief of progressive loss rather than standard monster-slaying. To save the village, players must travel north to a frozen lake called Veth's Eye to uncover why a natural phenomenon has suddenly turned pathological.
Adventure Features:
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Perfect for a Single Session: Calibrated for 3 to 5 players at levels 4 to 6, providing a complete 4 to 5-hour experience with no preparation required beyond reading the document.
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Memories as a Resource: The players arrive with full stores of warm memories, making them highly attractive to the Hunger. Conventional combat is useless against a non-physical phenomenon. In fact, attacking it allows the Hunger to opportunistically steal your memories. Players must use their minds, their empathy, or offer their own cherished recollections to survive.
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The Visceral Horror of Emptiness: Interact with deeply affected villagers, including a mother who can no longer remember her daughter's name and an elder frantically reciting the final fragments of his life's comfort out loud before they disappear.
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The Mysteries of Veth's Eye: Investigate a massive, glowing amber dome of memory-light frozen into the lake, containing the final output of a deceased symbiotic entity.
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Poignant Resolution Paths: Solve the crisis by manually distributing forty-three delicate memory-vessels along the southern road, sending out a massive psychological burst that floods the entire region with someone else's summer, or securing a future successor.
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SRD 5.1 Compatible: Fully compatible with the 5th Edition Systems Reference Document, ready to drop seamlessly into any winter campaign.
All of them are irreplaceable. The decision of what to do with them is yours.
Posted: Sat, 20 Jun 15:16:15 CDT
Doctor Draconian has found a way to turn sanctuary into conquest. When the ancient magi-science tyrant attacks High Desert Shelter, Anasazi must protect the young metahumans in her care while facing a weapon designed to counter both her ghostlike intangibility and her stone-dense strength. This character introduction issue reveals Anasazi's origin, powers, values, and role as leader of The Untouchables through a battle where victory depends on trust, consent, and the courage to let frightened people keep ownership of their own gifts. To save her family, Anasazi must prove what her name means in action: not unreachable because she stands apart, but because she teaches the vulnerable how to become impossible to claim.
Posted: Sat, 20 Jun 14:45:24 CDT
The sky above is ruled by memory and madness.
Among the Derelict Stars carries the Deadwake universe into high orbit, to the silent shipwrecks, abandoned colonies, and dead warships that became tombs when the Feedback Cascade tore through the network. Out here the Cognitive Static runs thick and concentrated, a distilled poison heavy with the final, screaming moments of the crews who died inside these hulls. The salvage is priceless. The void is patient. And it does not forget.
This sourcebook gives you everything to run high-stakes expeditions into the orbital graveyard, whether your table favors slow-burn isolation horror or explosive zero-gravity firefights. Plan the journey, ration your dwindling air and fuel, breach a tomb, and pray your crew holds together long enough to carry the prize home.
What's Inside
- Rules for the void: zero-gravity movement and combat, vacuum hazards, and an expanded salvage economy built on barter, factional heat, and the lure of irreplaceable pre-Cascade technology.
- Concentrated horror: systems for Cognitive Static escalation, hull-deep paranoia, and the slow psychological erosion of long isolation.
- New and expanded factions: corporate survey teams, orbital cults, scavenger unions, rogue AI conclaves, and the secret societies waging a shadow war over the dead.
- Relic generation tables: assemble one-of-a-kind treasures and cursed, unstable Heretical Tech, each carrying its own story and its own price.
- A field guide to the ghosts: Cognitive Static phenomena, psionic echo manifestations, and the orbital mutations and ailments the void inflicts on those who survive it.
- Ready-to-run sites: fully keyed sample tombs, including the haunted Vault of Bone-Echo and the nanite-infested Ellipsys Array Prime, each with roleplaying hooks and a matching miniatures scenario.
- Campaign frameworks: from a single salvage run to a sprawling tomb-chain campaign, plus drop-in tools to inject orbital missions into any existing game.
Calibrate your tether-lines, run a sanity check on your crew, and breach the hull. The ghosts are real, the data is priceless, and the void is waiting.
This sourcebook is a supplement and requires additional products to play. For RPG play, the Deadwake Core Rulebook is required. For miniatures play, the Deadwake Miniatures Rules are required. Content compatible with both formats is clearly marked throughout.
Posted: Sat, 20 Jun 14:35:50 CDT
Bounty Board Adventures are 1 page adventures and bounty board posters, print them double sided and hang them on the wall.
In Mudsummer you find yourselves at The Fairy King's masquerade. If you can't escape the fairy realm before dawn you will be stuck until next year.
Explore the path out of the Fairy King's woods grabbing what treasure you can.
Rules written for Tiny d10 but adaptable
Official plans to stat for OSR exist
Posted: Sat, 20 Jun 14:32:32 CDT
This stock art image by Chui Wizard
Add a touch of classic, hand-drawn mystery to your RPG projects! This high-quality ink illustration features a meditative monk with an ancient, weathered tome—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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Bonus Tokens: Ready-to-use circular character tokens in PNG format for both tabletop and Virtual Tabletops (VTT).
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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, Fantasy Stock Art, Goat Demon, Baphomet, Horned Fiend, Demon Warrior, Chakra Blade, Ring Blade, Wheel Blade, Circular Weapon, War Quoit, Executioner Weapon, Ram Horns, Goat Horns, Underworld Monster, Creatures, Bestiary, Pen and Ink, Line Art, Cross-hatching, Traditional Art, Black and White, OSR, Old School Renaissance, Grimdark, Dark Fantasy, Dungeon Master, TTRPG, RPG Assets, Publisher Resources, Full Body, Chui Wizard
Follow Chui Wizard on Instagram for more updates.
Posted: Sat, 20 Jun 13:48:44 CDT
Posted: Sat, 20 Jun 13:46:15 CDT
Posted: Sat, 20 Jun 13:11:59 CDT
Characher Sheet Quest for Diratia
Fiche de Personnage Quête pour Diratia
This includes both English and French sheets.
Posted: Sat, 20 Jun 12:33:52 CDT
Effigy of the Howling Knight
Level-4 Shadowdark Adventure

In this short adventure, the characters seek the blessing of a spirit known as the Howling Knight. Legend has it that the man was once cursed with lycanthropy and had a grim demise. Common lore says that, from the grave, the knight gauges adventurers and blesses them, but the reality is much cruder. When the characters come here, they shall soon learn of the Howling Knight's plight from beyond the grave.


Explore fantasy worlds and immersive adventures!

This one-shot adventure is also included in our flagship product Dungeon Vault Magazine. Check out our Dungeon Vault Magazine publication here if you want a better deal.
This adventure is an independent product published under the Shadowdark RPG Third-Party License and is not affiliated with The Arcane Library, LLC. Shadowdark RPG © 2023 The Arcane Library, LLC.
Posted: Sat, 20 Jun 11:46:26 CDT
The cliff road ends at the edge. Below, if you know where to look, there's a way down. And if someone's already using it, that's your problem now.
Breaker's Edge & The Hidden Cove is a two-map coastal battle collection by Mimicsmaps, built as a multi-level Foundry VTT scene so your players can move seamlessly between the dramatic clifftop above and the secret cove hidden beneath it. Two variants of the hidden cove give you the same location in completely different states, one occupied by smugglers mid-operation, one quiet, sandy, and waiting.
Whatever brought your players to this coastline, the story goes both ways. Up top, and down below.
What's Included:
- 2 multi-level scenes — clifftop and hidden cove in each
- Smuggler's Cave variant — dock, rowboat, cargo, campfire, 5 torch lights
- Sandy Cove variant — clean beach, undisturbed, 1 light source
- Walls and lighting pre-configured on both scenes
- 4K ungridded map images for all three maps
- System agnostic — works with D&D 5e, Pathfinder, and any tabletop RPG
The Maps:
Breaker's Edge — Clifftop (40×40)
A rugged coastal cliff where the land runs out and the sea takes over. Rocky outcrops, crashing waves, and a path that winds dangerously close to the edge. Perfect for lighthouse ruins, shipwreck investigations, cliff ambushes, and any encounter where the drop is part of the danger. With 3 Varrients, Ruined Light house, Crashed ships, and Night
The Hidden Cove — Smuggler's Cave (32×26)
Someone has been using this cove for a long time. A wooden dock juts into the sheltered water, a rowboat bobs at its end, and crates of cargo line the cave walls beside a dying campfire. Five pre-configured torch lights give it the kind of warm, flickering atmosphere that makes players immediately suspicious. This operation is either ongoing, or was interrupted very recently.
The Hidden Cove — Sandy Cove (32×26)
The same cove, undisturbed. A clean sweep of sand, calm water, and no sign of recent occupation. Whether it was never found, recently abandoned, or simply waiting, that's for your story to decide.
Multi-Level Scene
Both scenes use Foundry VTT's multi-level elevation system. The clifftop and the cove are stacked in a single scene, players on the cliff see the cliff, players in the cove see the cove, and the GM sees both. Run the approach across the cliffs, then transition your players down into the cove as the encounter unfolds. No scene switching required.
Map Details:
- Clifftop: 40×40 grid squares
- Hidden Cove: 32×26 grid squares
- Grid: 100px per square (5ft scale)
- Walls: 176 (Smuggler's Cave) / 166 (Sandy Cove)
- Lights: 5 torches (Smuggler's Cave) / 1 (Sandy Cove)
- Foundry VTT: Multi-level, v12+ recommended
- System agnostic — works with any tabletop RPG
Perfect For:
- Smuggling operations, heists, and contraband investigations
- Pirate campaigns and coastal adventure
- Shipwreck survivor scenarios
- Chase scenes from the clifftop to the cove below
- Any campaign set near the sea
Mimicsmaps creates hand-crafted, atmospheric battle maps for Game Masters who want their world to feel alive. Follow our publisher page to be notified of new releases.
Posted: Sat, 20 Jun 11:42:04 CDT
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THE COMPLETE THE VERDE REINA EDITION • 100 TABLES • 2,000 ENCOUNTERS Of the 347 expeditions launched into the Green Queen since 1821, only 23 returned with survivors. None reached the deep interior. The jungle is not merely dense. It is organized. |
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The Green Queen Does Not Hate You. She Is Curious. Most exploration supplements treat the wilderness as a backdrop—a stage for combat encounters between points A and B. The Complete Jungle Expedition Toolkit treats the Verde Reina as an active antagonist: a 400,000 square kilometer tropical basin that has swallowed every expedition sent to map her interior. Root networks share nutrients across miles. Canopy bridges connect rival trees. Bioluminescent signals pulse through the understory in patterns too regular to be natural. This is not a list of random encounters. It is a living system with three levels of horror: physical (disease, predators, environmental extremes), psychological (isolation, the Root-Song's influence, watching companions change), and philosophical (the cost of exploration, the arrogance of mapping, the question of whether the jungle is a place or a being). Every table cross-references into another. A river discovery leads to a ruin exploration, which reveals a clue pointing to a new location. The connections mirror the jungle's own: everything is linked. |
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Three Rolls. Three Hours. Zero Prep. Roll One — River Navigation (Table 1): The expedition enters a Root-Girdled Passage—the channel has constricted to a narrow throat where mangrove-like roots drip something that stings exposed skin. Above, hollow knots weep caustic sap. The party must pole through, and every touch leaves raised welts. [Leads to Table 36: Venom & Poison] Roll Two — Venom & Poison (Table 36): The welts aren't just painful. They are spore carriers—microscopic fungal bodies that have colonized the skin. Within hours, the affected members begin hearing the Root-Song, a subsonic frequency that the unafflicted cannot perceive. The infected insist the jungle is singing to them. [Leads to Table 62: The Root-Song] Roll Three — The Root-Song (Table 62): The Song grows clearer. It is not random. It is a language, and it is teaching the infected how to speak back. One member begins tapping messages into the bark of a giant ceiba. The tree responds—not by moving, but by changing the pattern of its bioluminescent displays. The expedition must choose: silence the infected, cut away the spores, or follow the Song deeper into the jungle that is trying to recruit them. Three rolls. A river passage became a medical crisis became a first contact scenario. No prep required. |
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What You Get
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What's Inside The River (Tables 1–10) Navigation, encounters, the wet season, river camps, the Kara-Sut river peoples, water hazards, aquatic fauna, crossing points, lost tributaries, and the river's source. The waterways are the only reliable paths through the interior—and every stretch carries its own secrets beneath the surface. The Jungle Proper (Tables 11–20) Canopy travel, the understory maze, interpreting jungle sounds, bioluminescence, giant flora, The Fold where cartography fails, microclimates, clearings, vertical challenges, and the terror of night in the jungle. Ruins & Ancient Structures (Tables 21–30) Entering the Ruin Belt, resonance chambers, underground tunnels, stepped platforms, inhabitants who have claimed the ruins, ancient artifacts, symbol-language carvings, causeways, traps and defenses, and the City-That-Was. Fauna & Predators (Tables 31–40) Arboreal threats, river predators, coordinated hunting behavior, insect swarms, ground dwellers, venom and poison, jungle symbiosis, apex predators, useful creatures, and altered fauna mutated by Verde Extract. Tribes & Indigenous Peoples (Tables 41–50) First contact protocols, the Kara-Sut river culture, tribal conflicts, shamans and elders, boundary markers, trade and barter systems, territorial claims, children and outsiders, rituals and ceremonies, and the Deep Taboo—forbidden knowledge the tribes have chosen not to pursue. Expedition Gear & Survival (Tables 51–60) Equipment failures, jungle diseases, navigation challenges, camp defense, foraging, water sourcing, expedition roles, record keeping, resupply, and the physical toll of travel. The Reclaimed & Transformations (Tables 61–70) Signs of reclaiming, the Root-Song's subsonic communication, encounters with the transformed, progressive physical change stages, mental and behavioral influence, oracle visions, resistance attempts, Stone Watcher experiments, communication with the Green, and the fully reclaimed state. The Society of the Compass (Tables 71–80) Society NPCs, outpost life, expedition politics, the Meridian Company corporate rival, competing expeditions, found journal entries, the Source obsession, deserters and survivors, rescue operations, and hidden agendas. Hazards & Environmental Dangers (Tables 81–90) Spore storms, Sink Gardens, The Fold manifestations, quicksand and mud, fire hazards, falls and injuries, flooding, parasites and infestations, poison exposure, and compounding disasters when multiple threats strike simultaneously. The Deep Verdancy & The Still Water (Tables 91–100) Approaching the center, cathedral groves, floating meadows, the Still Water shore, impossible lake phenomena, the river's true beginning, ruins at the lake, expedition final outcomes, the return journey, and lasting consequences—because the Green remembers. |
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How to Use This Toolkit 1. The Three Expedition Rhythms. On Travel Days, roll navigation, encounter, and survival tables. On Camp Nights, roll defense, sounds, and night tables. Discovery Moments—ruins, tribal contact, Still Water phenomena—reward the survivors with stories worth telling. 2. Follow the Links. Most entries reference other tables. Follow them to create emergent narrative chains, or note the connection and bring it back later. The best callbacks feel inevitable in retrospect. 3. Build the Expedition. Three to five rolls typically generate a complete session with rising tension, meaningful choices, and a memorable climax. The jungle provides the antagonist. You provide the witness. |
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Compatibility Works with any exploration or survival TTRPG, including:
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Content Warning: Contains themes of colonialism, indigenous peoples and cultures, environmental destruction, body transformation, disease, body horror, and existential dread. The toolkit includes guidance for respectful portrayal of indigenous peoples at the table. Intended for mature gaming groups comfortable with survival horror and philosophical themes. Safety Note: The GM's Guide includes a discussion of boundaries and respectful representation. The tribes of the Thorn Veil are complex societies—not obstacles, not primitives, not mystical guides. Treat them with respect at your table. |
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