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Posted: Sun, 26 Apr 07:55:49 CDT
Every culture that has ever existed built something to scare its children back indoors before dark. The Gashadokuro in Japan. The Adze in Ghana. Black Shuck in England. Different names, different shapes, the same function.
This free sampler gives you five of them, drawn from real folklore and built for D&D 5e. No movie versions. No pop-culture rewrites. The legends as they were told, with full statblocks ready for your game.
What's Inside
| Gashadokuro | Japan | 14 | Three hundred forgotten dead, fused into one hunger that will not stop |
| Adze | Ghana / Togo | 3 | A firefly that passes through mosquito nets and drinks children dry |
| Black Shuck | England | 6 | The phantom hound of East Anglia, coal-black, single glowing eye |
| El Silbon | Venezuela / Colombia | 7 | When the whistle is loud, he is far. When it fades, he is next to you |
| Qalupalik | Inuit (Arctic Canada) | 4 | She does not eat the children she takes. She parents them, beneath the ice |
Each creature includes:
- Full D&D 5e statblock with unique traits and abilities
- The real-world legend behind the creature, from primary sources
- Cultural context explaining why this story was told
- Adventure hooks to drop into any campaign
This Is a Sampler
These five creatures are part of a growing bestiary. A new creature goes live every Tuesday, each from a different culture, each grounded in real folklore. Individual entries include 3D miniature files (STL + GLB) and encounter hooks.
Browse the full collection: https://artaxios.itch.io
Stay in the Loop
- Newsletter: Get every creature in your inbox. https://newsletter.artaxios.com
- Telegram: Join the channel for weekly drops. https://t.me/artaxios
- Podcast: Search "Folklore Reborn" on any podcast platform. Each creature has its own episode.
Posted: Sun, 26 Apr 06:05:03 CDT
To Lift a Curse
A stranger comes to Seven Spires with news. She claims that the World Mother appeared in her dreams, revealing a way to lift the ancient curse that transformed the jotun into orcs. Could an alliance between the Cult of the New God and the followers of the World Mother be possible as
orc armies overrun the Holy Kingdom? In this adventure, the characters encounter deception and intrigue, finding themselves drawn into a dangerous mission to seek a way to dispel the orc curse. If they succeed, they might just put an end to the Orc Wars. Risking their lives, perhaps sacrificing them, seems a small price to pay to save Rûl.
A Glimmer of Hope is a Shadow of the Demon Lord adventure written for expert characters. As
part of the Orc Wars campaign, it functions as a sequel to the fifth installment, Too Good to be True. Even if you do not play through the Orc Wars campaign, this adventure delivers a thrilling story with consequences that will echo across the setting!
Posted: Sun, 26 Apr 06:05:03 CDT
An agent was seen in the red light district. A.T. tasked you with finding and dealing with him. The fact he is fully augmented, unhackable, armored, and carrying a minigun isn't the problem, it’s the fact he will go critical when he’s killed, dealing massive damage to whatever and whomever is around him when he does. Lets just hope you can clear, and get clear of the area before that happens.
2096 is a dystopian RPG powered by a single d12 and a world that doesn’t care if you make it home. Every scenario is modular and consequence‑driven, designed to slot into your campaign or stand alone as a quick, lethal one‑shot.
Inside you’ll find a 2‑page adventure: a rules sheet for instant play and a scenario built for tension, escalation, and fallout. Perfect for coffee‑break sessions, late‑night runs, or when you want a complete story in under an hour.
Posted: Sun, 26 Apr 05:17:47 CDT
The runners have been invited by Alexis Cherenkov to support him on a hunting trip. In the forests of Wrocław, the runners get to play lackeys for a super-rich Russian oligarch and his equally arrogant friends, hunting down critters. Unbeknownst to Alexis, his fate shall be a different one. Will runners become the prey, or remain the hunters?
Posted: Sun, 26 Apr 04:58:57 CDT
Bring your post-apocalyptic encounters to life with this highly detailed broken bridge battlemap, designed for fast and immersive gameplay. This map is built around a strong tactical chokepoint, making it perfect for ambushes, tense crossings, and high-stakes combat situations.
What makes this pack unique is its versatility: the same layout is available in 4 distinct environmental variants, allowing you to adapt the map to different scenarios and campaigns.
Post-apocalyptic Destroyed River Bridge Battlemap Variants:
• Desert – a dried-out, desolate wasteland
• Forest – overgrown and reclaimed by nature
• Oil River – toxic and industrial atmosphere
• Lava – a dangerous, volatile environment

Each version is provided in:
• Grid version
• Gridless version
• High-resolution format
• VTT-ready files (optimized for Roll20 and other platforms)
Perfect for:
• Post-apocalyptic campaigns
• Survival scenarios
• Ambush encounters
• Dynamic environmental storytelling
Drop your players into a dangerous crossing where every decision matters. Simple, flexible, and ready to use in your next session.
Posted: Sun, 26 Apr 04:00:54 CDT
06. Hire a TECHNOCRAT - ITERATION-X
Emotionally replaced everyone with spreadsheets. Efficient, if lonely.
What happens when the people who already control reality still insist on going through a formal hiring process?
Each entry presents a Technocratic candidate applying for a perfectly legitimate corporate role—complete with sterile job descriptions, immaculate CVs, tightly controlled interview transcripts, and HR notes that may or may not have been edited for compliance. The candidates are efficient, polite, and deeply unsettling. Every answer is correct. Every outcome is optimized. And somehow, the company is restructured before the interview even ends.
These interviews are ideal as:
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Comedy interludes between serious sessions
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Quick NPC introductions with instant personality
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In-universe Technocratic documents or reports
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Session hooks involving corporate infiltration or control
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A reminder that the real horror isn’t magic—it’s efficiency
Other HR interviews: https://www.storytellersvault.com/en/browse?keyword=hire%20a%20mage%20szerepjatekosok.hu
Posted: Sun, 26 Apr 01:42:02 CDT

Let’s go on an adventure through fantastical lands...
Lands of Pure Imagination is a solo journaling game aimed at kids aged 7 and older. In the game you make a fantasy hero and set off on an adventure through magical lands. Along the way you will come across situations that challenge you to creatively come up with a solution while investigating the emotions behind it.
All you need is this book, a deck of standard playing cards, a pencil or pen and your imagination.
This game is a print and play game with printer friendly formats.





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Posted: Sat, 25 Apr 23:32:42 CDT
| This special bundle contains the following titles: |
| Dungeon Maps Magazine (Issue #001) Regular price: 0 Bundle price: 0 Format: ZIP File |
Every issue of Dungeon Maps Magazine is a collection of 14 high-resolution, full-color VTT-Ready dungeon maps designed for generic tabletop RPG use. Maps are provided in 600 dpi JPG format and with variants for each including: blank map version, gridded player version, non-gridded VTT version, and gridded + numbered GM version. Each issue includes 7 Fantasy-themed dungeon maps, and 7 Science Fiction-themed dungeon maps.... |
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| Dungeon Maps Magazine (Issue #002) Regular price: 0 Bundle price: 0 Format: ZIP File |
Every issue of Dungeon Maps Magazine is a collection of 14 high-resolution, full-color VTT-Ready dungeon maps designed for generic tabletop RPG use. Maps are provided in 600 dpi JPG format and with variants for each including: blank map version, gridded player version, non-gridded VTT version, and gridded + numbered GM version. Each issue includes 7 Fantasy-themed dungeon maps, and 7 Science Fiction-themed dungeon maps.... |
|
| Dungeon Maps Magazine (Issue #003) Regular price: 0 Bundle price: 0 Format: ZIP File |
Every issue of Dungeon Maps Magazine is a collection of 14 high-resolution, full-color VTT-Ready dungeon maps designed for generic tabletop RPG use. Maps are provided in 600 dpi JPG format and with variants for each including: blank map version, gridded player version, non-gridded VTT version, and gridded + numbered GM version. Each issue includes 7 Fantasy-themed dungeon maps, and 7 Science Fiction-themed dungeon maps.... |
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| Dungeon Maps Magazine (Issue #004) Regular price: 0 Bundle price: 0 Format: ZIP File |
Every issue of Dungeon Maps Magazine is a collection of 14 high-resolution, full-color VTT-Ready dungeon maps designed for generic tabletop RPG use. Maps are provided in 600 dpi JPG format and with variants for each including: blank map version, gridded player version, non-gridded VTT version, and gridded + numbered GM version. Each issue includes 7 Fantasy-themed dungeon maps, and 7 Science Fiction-themed dungeon maps.... |
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| Dungeon Maps Magazine (Issue #005) Regular price: 0 Bundle price: 0 Format: ZIP File |
Every issue of Dungeon Maps Magazine is a collection of 14 high-resolution, full-color VTT-Ready dungeon maps designed for generic tabletop RPG use. Maps are provided in 600 dpi JPG format and with variants for each including: blank map version, gridded player version, non-gridded VTT version, and gridded + numbered GM version. Each issue includes 7 Fantasy-themed dungeon maps, and 7 Science Fiction-themed dungeon maps.... |
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| Dungeon Maps Magazine (Issue #006) Regular price: 0 Bundle price: 0 Format: PDF |
Every issue of Dungeon Maps Magazine is a collection of 14 high-resolution, full-color VTT-Ready dungeon maps designed for generic tabletop RPG use. Maps are provided in 600 dpi JPG format and with variants for each including: blank map version, gridded player version, non-gridded VTT version, and gridded + numbered GM version. Each issue includes 7 Fantasy-themed dungeon maps, and 7 Science Fiction-themed dungeon maps.... |
|
| Dungeon Maps Magazine (Issue #007) Regular price: 0 Bundle price: 0 Format: ZIP File |
Every issue of Dungeon Maps Magazine is a collection of 14 high-resolution, full-color VTT-Ready dungeon maps designed for generic tabletop RPG use. Maps are provided in 600 dpi JPG format and with variants for each including: blank map version, gridded player version, non-gridded VTT version, and gridded + numbered GM version. Each issue includes 7 Fantasy-themed dungeon maps, and 7 Science Fiction-themed dungeon maps.... |
|
| Dungeon Maps Magazine (Issue #008) Regular price: 0 Bundle price: 0 Format: PDF |
Every issue of Dungeon Maps Magazine is a collection of 14 high-resolution, full-color VTT-Ready dungeon maps designed for generic tabletop RPG use. Maps are provided in 600 dpi JPG format and with variants for each including: blank map version, gridded player version, non-gridded VTT version, and gridded + numbered GM version. Each issue includes 7 Fantasy-themed dungeon maps, and 7 Science Fiction-themed dungeon maps. ... |
|
| Dungeon Maps Magazine (Issue #009) Regular price: 0 Bundle price: 0 Format: ZIP File |
Every issue of Dungeon Maps Magazine is a collection of 14 high-resolution, full-color VTT-Ready dungeon maps designed for generic tabletop RPG use. Maps are provided in 600 dpi JPG format and with variants for each including: blank map version, gridded player version, non-gridded VTT version, and gridded + numbered GM version. Each issue includes 7 Fantasy-themed dungeon maps, and 7 Science Fiction-themed dungeon maps. ... |
| Total value: | 0 |
| Special bundle price: | 0 |
| Savings of: | 0 (78%) |
Posted: Sat, 25 Apr 20:59:03 CDT
WHISPERS FROM THE HOLLOW: WHERE THE HOLLOW HOLDS A Full Founding Campaign for 5e · Twelve Sessions · Four to Five Players
Every settlement in the Hollow is built on something. Usually a secret. Sometimes a body. Often both, and in that order. You are here at the moment before this one decides which.
The party arrives in the Hollow, as travelers always do, by accident.
They find four people at a crossroads between an impossible road and the edge of the barrowfields — a family with a child who speaks to old stones, a returned Hollowfolk man who left once and couldn't stay away, a scholar eighteen months too deep into her research, a Door-Warden carrying the memory of a settlement that doesn't exist anymore. These four people have decided to build something here. They have been waiting for the party to arrive. They didn't know they were waiting.
Where the Hollow Holds is a complete twelve-session founding campaign for the Whispers from the Hollow line. It is not an adventure about stopping something. There is no ancient evil to be defeated, no dungeon to be cleared. It is a campaign about building something permanent in a place that has complicated feelings about permanence — and about what you agree to in order to do it.
The Founding Pact
Every settlement in the Hollow is built on an arrangement with one of its six Powers. The party will negotiate that pact across three acts. Five Powers are willing to make an offer. One will not. What the party agrees to determines what kind of settlement they build — and what it costs them. What they refuse will shape it differently.
The five possible pacts produce five genuinely different settlements, five different final sessions, and five different relationships with the Hollow going forward. There is no correct choice. There is only the choice your table makes and what it means that you made it.
What's Inside
Three Acts · Twelve Sessions, each with a read-aloud opening, full NPC dialogue, what-if pivot guidance for common player choices, lore callbacks to The Hollow Itself, and a session checklist. Designed to run with minimal prep beyond reading the relevant session.
Four Founders — Senna and Daw Ashmore, whose daughter Wren has already been speaking to the warm stone at the clearing's center. Corvel, who left the Hollow once and has never fully explained why. Idris Vane, a scholar whose notebooks have been edited by something that read them before she did. Brand, a Door-Warden whose original settlement is not on any map. Each founder has a secret, a want, a fear, and a reason why they might not be the right person to build something lasting.
The Pact System — detailed negotiation frameworks for all five willing Powers, including what each asks for, what each offers, what each will and won't accept, and how the settlement's character shifts depending on which pact is made.
The Five Settlement Outcomes — a full description of what Holdfast becomes under each Power's patronage: a settlement of memory, of passage, of truth, of grief, or of transformation. Each is complete, playable, and genuinely different.
Act One: The Arrival — Sessions 1–4. The party finds the Crossmark, meets the founders, encounters the Warden of Graves and the Road-Keeper, and makes the first decisions about what they are willing to build.
Act Two: The Deepening — Sessions 5–10. One Power negotiation per session. The Hollow pays closer attention. The founders' secrets begin to surface. The community draft forces the party to decide who else gets to stay.
Act Three: The Reckoning — Sessions 11–12. The Hollow King refuses. The party must answer him, on the Pale Moor, on their own terms. The final session: the first morning of the settlement they chose to build.
The Hollow does not build things. People build things. The Hollow watches to see if they mean it.
Requires Whispers from the Hollow: The Hollow Itself for full use. The setting book contains the regional descriptions, Power lore, and mechanical systems (Hollow Pressure, Memory Loss, Traveler Types) referenced throughout this campaign. Compatible with all other Whispers from the Hollow supplements.
Twelve sessions. Five possible endings. One question underneath all of them: what are you willing to agree to?
Tags: Folk Horror · Campaign · Adventure · Setting · 5e Compatible · Dark Fantasy · Founding Campaign · Story-Driven · NPC-Rich · Multiple Endings
Posted: Sat, 25 Apr 20:58:38 CDT
Any good lord of the Undead needs a few brides to keep him warm in his coffin, after all. Perfect for any Gothic horror or dark fantasy adventure!
Subject to the included license information. Printed size will be up to a massive 4300 x 6000 pixels (7.3 X 10.00 inches) as a 600 ppi PNG... enough to be used as a full page illo! 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: Sat, 25 Apr 20:49:03 CDT
As you can see, this adventure was drafted to be played Solo, primarily, but can also be used for multiple players.
Posted: Sat, 25 Apr 20:38:33 CDT
11th Hour is a darkly imaginative card game of hunger, heroes, and the end of the world, played with a standard deck plus jokers. You are the Void, descending to devour a world before heaven arrives in eleven short hours. Each card revealed becomes part of the story: number cards are the world being consumed, aces are strange anomalies that bend time, face cards are heroes, saints, rebellions, and divine intervention, and jokers twist fate itself.
Easy to learn and quick to play, 11th Hour works as both a tense solo experience and a shared storytelling game with friends or family. For adults, it offers a poetic, apocalyptic ritual with striking imagery and simple but memorable decisions.
For children aged 5 and above, it becomes an exciting fantasy countdown full of surprises, piles of cards, and dramatic moments of rescue and danger. With its mix of simple rules, big imagination, and replayable tension, 11th Hour is a unique little game where every round feels like the world balancing between destruction and hope.
* I intend to keep this game pay-what-you-want for eternity and accessible to both adults and children, everyone from all walks of life. Please do consider donating and check out this page for more updates*


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