DriveThru RPG
Newest Items
Posted: Wed, 20 May 01:27:08 CDT
Cantrips are a magic user’s everyday spells. Small little magics that let them flex their magical abilities into the conveniences of every day life.They are not powerful magical spells, but rather allow the magic user to utilize magic in a myriad of small ways constantly throughout the day without expending the smallest amount of their Spell Points or spell casting ability.
Be the ever present Wizard spinning handy magics for every occasion. Save the powerful stuff and all your mystic power for the big battles, but cast your cantrips throughout the day for ZERO Spell Points and be the ever present image of the wizard your character wants to project.
Dark Realms Cantrips includes the new Cantrip Skill and Master of Cantrip rules plus an astounding 845 Cantrips Examples. Fret not if you don’t see the Cantrip you want as this is Dark Realms and of course you can make your own!
https://www.drivethrurpg.com/images/409/_product_images/568443/dice-rolling.jpg
https://www.drivethrurpg.com/images/409/_product_images/568443/Untitled-1.jpg
https://www.drivethrurpg.com/images/409/_product_images/568443/cantrips-back-cover-web.jpg
Posted: Wed, 20 May 00:27:43 CDT
DM Essentials #144: 10 Barbarian Ancestor Spirit Encounters
In most games, the ancestors are just a story. A name on a cairn, a line in a eulogy, forgotten by the next scene.
But in a clan‑based society, the dead are not gone. They speak in dreams, in omens, in the quiet moments before dawn. They remember old oaths, old debts, old betrayals. They have expectations. And they do not forget.
DM Essentials #144 gives you ten ways to make barbarian ancestor spirits feel like a living presence in your game – not as monsters to fight, but as guides, judges, and reminders of the weight of tradition. The dead are not silent. Will the living listen?
What's Inside?
The Ancestor Spirit's World (Short Essay): Who they are, how they speak, and why they will not rest until their business is finished.
10 Encounters with the Dead Who Advise: Each one gives you a situation, the truth behind it, and a way for the players to respond.
- The Dream – An ancestor appears night after night, pointing west and weeping. A warning of danger.
- The Cairn – The spirit is restless because their grave has been disturbed. Restore it, or the dead will not rest.
- The Unfinished Business – An ancestor demands vengeance for a wrong done generations ago. Settle the debt, or the spirit will not leave.
- The Warning – A ghostly figure points toward a dark path. An ambush or a curse lies ahead.
- The Blessing – An ancestor grants protection for a coming battle. The gift has a price.
- The Secret – A traitor's name whispered from beyond. The living must find the proof.
- The Lost Heirloom – A stolen blade, taken from a grave. Return it, and the spirit will rest.
- The Refusal – The ancestors are silent. They want the living to decide for themselves.
- The Reconciliation – A family feud shames the clan. The ancestors demand peace.
- The Passing – A dying barbarian sees their ancestors waiting. The party bears witness to the end.
Quick Reference Table: Roll d10 and get a full encounter hook in seconds.
Who This Is For:
- DMs who want the dead to feel present, not forgotten
- Players who think an ancestor is just a name until they appear at the campfire
- Anyone who understands that the weight of the past is carried by the living
Also Available
DM Essentials #142: Ten Barbarian Clan Warrior Encounters – honour, kinship, and the weight of the oath.
DM Essentials #143: Ten Barbarian Exile Encounters – loss, shame, and the long road home.
On Barbarians: A Reconsideration of the Tribal Warrior in Fantasy Roleplaying – a pay‑what‑you‑want essay explaining the thinking behind this series.
ENTER THE ARCVERSE
More DM Essentials, adventures, and settings at the link below.
The ancestors are watching. They are waiting. And they have something to say. Are you listening?
Posted: Wed, 20 May 00:13:59 CDT
DM Essentials #143: 10 Barbarian Exile Encounters
In most games, the exile is just a backstory. A few lines in a character sheet, a mention of a tribe left behind. Then forgotten.
But a barbarian who cannot go home is not a backstory. They are a tragedy that has lasted years, maybe decades. Cast out from their clan, cut off from family, from the ancestors, from the only life they knew. They carry the weight of a crime they may not have committed. They walk the wilds because the clan’s fires are forbidden to them. They are dangerous, not because they are cruel, but because they have nothing left to lose.
DM Essentials #143 gives you ten ways to make barbarian exiles feel broken, haunted, and unforgettable. They are not mysterious strangers. They are the ones who lost everything, and they are still trying to find their way back.
What’s Inside?
The Exile's World (Short Essay): Who they are, what they lost, and why they can never go home.
10 Encounters on the Long Road: Each one gives you a situation, the truth behind it, and a way for the players to respond.
- The Stranger – An exile sits alone at the edge of the road. They have been alone for years.
- The Hunted – Someone is hunting them – a former clansman, a bounty hunter. The exile is afraid.
- The Name – They flinch at a name. Their own. Someone is looking for them.
- The Dream – They talk in their sleep. Names. Apologies. A crime they cannot undo.
- The Offer – They ask to join the party. No explanation. No history. They need purpose.
- The Crime – “I killed someone. Not in battle. In anger. I was exiled for it.”
- The Grave – They visit a clan grave every year, same day, same hour. Someone they lost.
- The Gift – They give the party something precious. They are saying goodbye.
- The Confession – “I did not do what they said. I was framed. My brother took the blame.”
- The Return – They decide to go home. They ask the party to come. They need witnesses.
Quick Reference Table: Roll d10 and get a full encounter hook in seconds.
Who This Is For:
- DMs who want barbarians to feel capable of tragedy, not just toughness
- Players who think exile is just banishment until they meet someone who has lived it for a decade
- Anyone who understands that the person who cannot go home carries a weight that never lifts
Also Available
DM Essentials #142: Ten Barbarian Clan Warrior Encounters – honour, kinship, and the weight of the oath.
On Barbarians: A Reconsideration of the Tribal Warrior in Fantasy Roleplaying – a pay‑what‑you‑want essay explaining the thinking behind this series.
ENTER THE ARCVERSE
More DM Essentials, adventures, and settings at the link below.
They cannot go home. They cannot forget. They cannot stop walking. And now they walk with you.
Posted: Wed, 20 May 00:12:42 CDT
The third collection of 100 unique items from the world of Vaporia: weapons, gadgets, armor, and strange gear that crackles, clanks, and sometimes explodes.
Easy to add to any 5e game.
Posted: Tue, 19 May 23:42:19 CDT
Welcome to The Depths of the Machine Tomb!
The Final Chapter of the Vaporia Trilogy. A Dieselpunk Adventure for D&D 5E, Levels 9-13

What's Inside?
40+ pages of hand-crafted adventure content designed for characters of levels 9 to 13.
The Machine Tomb: a four-tier megadungeon unlike anything you've explored before. Not a ruin. Not a cave. A living, breathing mechanical underworld that reconfigures itself, builds its own defenders, and whispers in your ear while you sleep.
Returning Allies, Transformed. Gilead, Samira, Kael, Marisa, and Nyssa are back, but the Wastelands changed them. Some carry scars. Some carry secrets. And not all of them will make it out unchanged.
Three Factions, One Tomb. The Steel Syndicate wants to strip it for weapons. The Crimson Wings want to destroy it or die trying. The Golden Guild? They want to become it. Navigate alliances, betrayals, and impossible choices as all three converge on the Architect's Throne.
The Architect. The final boss is not a brute. It's an ancient intelligence that has been calling to the surface for centuries. It doesn't want to kill you. It wants to complete you. And its offer might be more tempting than you'd like to admit.
New Survival Mechanics. Conversion Mist that turns flesh to metal. Magnetic surges that pin you to walls. The Mechanized Condition, a creeping transformation that rewards as much as it punishes. And the Architect's Whisper, testing your will every time you close your eyes.
A Dieselpunk Bestiary. Tomb Sentinels that melt into walls. Cogwraiths that remember being human. Ironweaver Spiders that spin webs of metal. Forge Golems that spray molten steel. And three Cathedral Guardians that fight as one terrifying unit.
20 Unique Loot Items. From the Architect's Tear (the only cure for full mechanization) to Clockwork Scarabs that explode on command, every item tells a story.
Multiple Endings. The ending is yours to choose, and Vaporia's future hangs on the decision.
Engaging and Adaptable Content
Just like The Mechanized Wasteland, your group's composition shapes the experience. Smaller parties will rely on stealth, clever negotiation, and exploiting cracks in the Syndicate's armor. Larger groups (companions included) will face the Tomb's full fury: waves of constructs, faction ambushes, and a final battle with the Architect that escalates across three brutal phases.
Whether your players prefer talking their way past a Syndicate checkpoint or kicking down the door with a reprogrammed Forge Golem at their side, the Tomb adapts.
Every ally who survived your previous adventures returns with new abilities, new flaws, and new reasons to make your life complicated. And if some didn't survive? The Tomb adjusts, and the gaps they leave behind become part of the story.
Part of the Vaporia trilogy but can also be used alone
While this chapter brings the Vaporia trilogy to its conclusion, The Depths of the Machine Tomb is crafted as a complete adventure on its own. You can run it independently with a fully developed beginning, middle, and dramatic finale, or weave it into the larger trilogy for a campaign your table will talk about for years.
New to Vaporia? No problem. The introduction catches you up on everything you need, and the allies come with full backstories and stat blocks so you can hit the ground running.

Book Specifications
Format: Premium 8.5" x 11" Hardcover and PDF versions
Size: 8.5" x 11" (Classic Letter US format)
Length: Around 45+ pages of content for both PDF and Printed versions
Posted: Tue, 19 May 22:54:24 CDT
The Final Voyage of The Crystal Swan is a sci-fi horror adventure for the Cypher System TTRPG. Explore the lost pre-event cruise ship, drifting through jupiter-space, searching for answers. The L.A.G. has sent you to recover the now lost technology before the ship impacts with one of Jupiter's moon, but you may have your own reasons for taking the job. Chief among them discovering why the ship has been adrift for so long and what happened to its crew and passengers ?
The Final Voyage of the Crystal Swan includes detailed layout of the five level cruise ship, clues and hooks to uncover the fate of the people on board and how it came to be. A deadly new enemy that moves through the empty ship like a plague, random tables to flesh out and add detail to different parts of the ship. A sentient virus, an insane ship AI, and a monsterous enemy that consumes with a simple touch. Perfect to insert into your sci-fi or Revel campaign. Includes pregen characters with optional individual motives and goals for visiting the doomed ship.
Posted: Tue, 19 May 21:43:23 CDT
It's High Noon,
For characters levels 11-15, Explore Treasure in the Badlands Fourteenth chapter, which puts your party in the clutches of the evil Vampires of Mantuun. They are captured, and have to escape the vampire prison encampment. Find tools, trick vampires, fight Blood Hounds, Lycanthropic Mutants, and Laboratory Maniacs. If your players are lucky enough, they might just make it out alive.
As this is pay what you want, please do! Just now that even 10 cents goes a long way to making these adventures happen, so thank you, regardless of how much you pay!
Treasure in the Badlands is the first full campaign written by James Grammaticus, with a 5e version and a Defy the Legends version. This campaign takes characters from levels 1-18 through a Wild West with more secrets than you can imagine. COMPLETE EDITION AVAILABLE ON AUTHOR'S PAGE.
A cataclysmic event of the old empire has left the Badlands in its wake: a magical mutated wild west of endless possibility. Rumor has it that there's a treasure so powerful and secret that only the mightiest of heroes could ever hope to obtain it. All you know is, whatever that treasure is, it'll make your every wish come true. Are you ready to go treasure hunting?
Secrets lie in every corner of the Badlands. The full book contains 14 unique adventure paths, 25+ dungeons, several random encounter tables, swathes of background setting lore, 104 unique monster statblocks, 11 unique magic items, more than a hundred combat maps, 2 playable species, and a flexible branching path narrative to tie it all together. The 434 page campaign book has something for everyone and every group, order it by following through to the author's page!
This is the Defy the Legends version of the fourteenth chapter of Treasure in the Badlands. Make sure you order the right version when you purchase your copy.
Posted: Tue, 19 May 21:39:19 CDT
It's High Noon,
For characters levels 11-15, Explore Treasure in the Badlands Fourteenth chapter, which puts your party in the clutches of the evil Vampires of Mantuun. They are captured, and have to escape the vampire prison encampment. Find tools, trick vampires, fight Blood Hounds, Lycanthropic Mutants, and Laboratory Maniacs. If your players are lucky enough, they might just make it out alive.
As this is pay what you want, please do! Just now that even 10 cents goes a long way to making these adventures happen, so thank you, regardless of how much you pay!
Treasure in the Badlands is the first full campaign written by James Grammaticus, with a 5e version and a Defy the Legends version. This campaign takes characters from levels 1-18 through a Wild West with more secrets than you can imagine. COMPLETE EDITION AVAILABLE ON AUTHOR'S PAGE.
A cataclysmic event of the old empire has left the Badlands in its wake: a magical mutated wild west of endless possibility. Rumor has it that there's a treasure so powerful and secret that only the mightiest of heroes could ever hope to obtain it. All you know is, whatever that treasure is, it'll make your every wish come true. Are you ready to go treasure hunting?
Secrets lie in every corner of the Badlands. The full book contains 14 unique adventure paths, 25+ dungeons, several random encounter tables, swathes of background setting lore, 104 unique monster statblocks, 11 unique magic items, more than a hundred combat maps, 2 playable species, and a flexible branching path narrative to tie it all together. The 412 page campaign book has something for everyone and every group, order it by following through to the author's page!
This is the 5e version of the fourteenth chapter of Treasure in the Badlands. Make sure you order the right version when you purchase your copy.
Posted: Tue, 19 May 21:31:05 CDT
PROPHECIES & PORTENTS A Free Sampler for Shadowdark
The Sisters speak, and what they say is always true. But every prophecy has a hidden door: a clever clause, a careful word, a loophole the grammarian finds and the fool does not.
Prophecies & Portents is a free drop-in supplement for Shadowdark, featuring 10 fated pronouncements ready to lay at the feet of any character, PC or villain. Each prophecy is true. Each is mechanically real. And each hides a way out: buried in the wording, waiting for the player sharp enough to read it.
Also inside: 3 villains built around their prophecies: an envenomed noble who covers himself in a poisonous toxin, a tyrant whose throne fate itself protects, and a duellist who has weaponized the very wording that keeps her alive. Each is a puzzle as much as an encounter: defeat them not by hitting harder, but by finding the loophole their own paranoia is hiding.
Inside this free zine:
- 10 prophecies, each with its mechanical effect and a hidden grammatical loophole
- 3 villains who exploit their own prophecies
- System-neutral enough to lift into any OSR game
Drop one prophecy into a session and watch the table go quiet. Drop a villain in and watch them argue about pronouns.
A Taste of What's Coming. This is a free preview of Shadow & Fury — a Shakespeare-flavored NPC & quest toolkit for Shadowdark, coming soon from Nashcræft. The full zine expands this table to 20 prophecies, adds a troupe of drop-in NPCs across tragedy, comedy, history, and romance, and stocks a d20 table of tangled plots ready to drop into any campaign.
If this free sample sees play at your table, the zine itself will give your campaign a whole season's worth.
Pay what you want, even nothing. Reviews and ratings help more than coin.
Nashcræft publishes adventure modules and supplements for Shadowdark and other OSR games. Find more at [your site / DriveThruRPG store / @Nashcraeft on YouTube].
Posted: Tue, 19 May 20:50:00 CDT
EASTERN RESONANCE SERIES
🇯🇵 The Moonstring Performer & 🇲🇳 The Steppe Echo
The melody continues.
From lantern-lit gardens to the endless windswept plains, Eastern Strings Collection II expands the Eastern Resonance Series with two new master musicians—each captured in a moment of solitude, discipline, and quiet emotion.
These highly detailed display dioramas combine cultural inspiration, elegant architecture, and painter-friendly open arch designs into collectible centerpiece miniatures made for display, storytelling, and atmospheric worlds.
🇯🇵 Akari Ren – The Moonstring Performer
Beneath a polished wooden moon gate framed by blossoms and stone lanterns, Akari Ren performs upon her shamisen with calm precision. Her layered robes flow around her as soft petals scatter across the stone beneath her feet, creating a scene of balance, beauty, and stillness.
Each note strikes sharp and clear—
like moonlight across still water.
Features:
-
Traditional shamisen centerpiece
-
Japanese-inspired wooden moon arch
-
Cherry blossom detailing and stone lanterns
-
Elegant kimono-inspired garments
-
Open diorama design for easy painting access

🇲🇳 Altan Sarnai – The Steppe Echo
Far from crowded courts and quiet gardens, Altan Sarnai plays beneath a rugged carved arch inspired by the windswept steppe. Wrapped in layered nomadic garments and fur-lined textures, she draws haunting melodies from her morin khuur—the legendary horsehead fiddle of the open plains.
Her music travels farther than words.
Features:
-
Detailed morin khuur with horsehead carving
-
Mongolian-inspired stone arch and nomadic motifs
-
Rugged steppe décor and layered fabrics
-
Distinct earthy aesthetic within the collection
-
Strong silhouette optimized for 3D printing and display

Eastern Resonance Design Philosophy
Every piece in the Eastern Resonances line is crafted around:
-
Character-driven storytelling
-
Cultural architectural framing
-
Open-access arch dioramas
-
Clean silhouettes for painters and printers
-
Atmospheric, collectible display composition
Perfect For
-
Display painters
-
Diorama collectors
-
Cultural fantasy enthusiasts
-
RPG NPCs and storytellers
-
Shelf centerpiece miniatures
Some songs are performed for audiences. These are performed for memory. For silence. For reflection. For the spaces between heartbeats where music still remains.
Posted: Tue, 19 May 19:45:09 CDT
This set came about because of our love of gremlins. This release brings us to over 30 unique Gremlin miniatures, all from Nasos Maloudis. These gremlins are the Caporegime, or underbosses of the Goblin world with power and influence over others. We hope these latest additions will find a welcome place on your table, and fill your player’s hearts with a portion of the happiness that we enjoyed creating them.
MINIATURE RECOMMENDED PRINT SETTINGS
This set includes both unsupported and presupported miniatures using the Lychee Slicer. It also includes a Lychee save so you can modify the supported sections further.
Posted: Tue, 19 May 19:43:46 CDT
5 Dungeon 2x2 Corner Walls with pre-placed objects. Ornate Mirror at a angle, Angel of Death Statue, Corner Cabinet, Bookcase and a desk.



