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Posted: Wed, 01 Apr 19:07:31 CDT
Not every victory is earned through strength.
Some are earned through restraint.
The Court Blade is a master of controlled combat, precision over power, timing over force. In the courts of Thaloranth and across its tournament fields, these fighters are judged not only by whether they win, but by how they do so.
This sub-path introduces a refined approach to melee combat built around reading an opponent, controlling the exchange, and exploiting the smallest opening with deliberate intent. Through the Stance system, fighters engage in a dynamic interplay of positioning and anticipation, where a single misread can decide the outcome.
Inside, you’ll find:
The Court Blade Fighter Sub-Path, fully integrated into the Legends of Thaloranth system
A streamlined Stance Combat system that enhances, rather than replaces, core mechanics
A selection of Court Blade Advantages to refine technique and specialization
A narrative introduction, The Measure of a Blade, demonstrating the philosophy of the tradition in action
A complete Court Blade equipment kit reflecting the discipline and presentation of the style
Whether in the Grand Tournament, a formal duel before witnesses, or a quiet clash behind closed doors, the Court Blade represents mastery in motion.
A Court Blade does not simply win a fight.
They demonstrate why it was theirs to win.
Posted: Wed, 01 Apr 18:46:50 CDT
[REDACTED]
Posted: Wed, 01 Apr 18:31:47 CDT
Witches: Coven Doctrines
Witches: Coven Doctrines is a monster supplement for 5e that presents witches not as isolated spellcasters but as organized covens shaped by environment and doctrine. Rather than a single archetype, witches are presented as specialized magical traditions that arise wherever communities gather, wilderness deepens, or ancient places accumulate power.
The intent of this product is mechanical clarity and encounter variety without CR inflation. Each coven progresses through three ranks — Witch, Matron, and High Matron — representing increasing mastery of ritual magic and battlefield influence. These spellcasters are designed as intelligent controllers who reshape encounters through terrain, enchantment, fear, and preparation rather than raw damage output.
Cultural lore, motives, and internal politics are intentionally minimal. Whether these covens cooperate, compete, or despise one another is left to the GM. Some worlds may treat witches as hidden societies operating in secrecy, while others may see them as feared regional powers whose influence shapes entire territories. Use these stat blocks as tools. What binds these covens together — ancient pacts, shared magic, or simple ambition — is yours to decide.
The Forest Coven
Forest covens draw their power from deep woodland and old growth wilderness. Their magic is rooted in creeping vines, ancient trees, and patient natural forces that overwhelm enemies through terrain control and gradual entanglement.
Forest encounters emphasize battlefield restriction and environmental pressure. These witches reshape the ground beneath their enemies with roots, thorns, and living growth, forcing intruders to fight through hostile terrain while curses and spells weaken them.
The Forest Coven
Forest covens draw their power from deep woodland and old growth wilderness. Their magic is rooted in creeping vines, ancient trees, and patient natural forces that overwhelm enemies through terrain control and gradual entanglement.
Forest encounters emphasize battlefield restriction and environmental pressure. These witches reshape the ground beneath their enemies with roots, thorns, and living growth, forcing intruders to fight through hostile terrain while curses and spells weaken them.
The Sea Coven
Sea covens dwell along storm-wracked coastlines, hidden coves, and ancient shore temples where ocean magic gathers strength. Their rituals call upon tides, storms, and deep waters that answer only to those who understand their rhythms.
Sea encounters emphasize forced movement, lightning strikes, and terrain disruption. Waves crash, winds howl, and enemies find themselves pushed, pulled, or knocked prone as the witches manipulate both storm and sea.
The Marshlight Coven
Marshlight covens haunt bogs, wetlands, and drowned forests where ghostly lights drift above dark water. Their magic centers on deception, fear, and the eerie glow of corpse-lights that lure travelers away from safety.
Marshlight encounters emphasize illusion, fear effects, and battlefield confusion. Flickering lights obscure vision, spirits whisper in the fog, and enemies often struggle to determine what is real before curses and necrotic magic take hold.
The Desert Coven
Desert covens command the harsh power of sun, wind, and endless sand. Their rituals draw upon scorching heat and shifting dunes, turning the environment itself into a relentless adversary.
Desert encounters emphasize attrition and battlefield reshaping through sandstorms, fire magic, and blinding winds. These witches exhaust their enemies, limiting movement and visibility until the desert itself becomes a weapon.
Forest Coven Roster
Forest Coven Witch (CR 5): Woodland spellcaster who commands roots, beasts, and creeping growth to control the battlefield.
Forest Coven Matron (CR 7): Veteran coven leader who shapes forests into living weapons and binds enemies with ancient woodland curses.
Forest Coven High Matron (CR 9): Ancient arboreal sorceress who awakens the forest itself to fight intruders.
City Coven Roster
City Coven Witch (CR 5): Urban spellcaster manipulating crowds, whispers, and political leverage to control encounters.
City Coven Matron (CR 7): Influential coven leader who bends minds and social structures to weaken enemies before battle begins.
City Coven High Matron (CR 9): Master conspirator whose magic spreads through the city like rumor and panic.
Sea Coven Roster
Sea Coven Witch (CR 5): Tide-touched spellcaster who commands waves, currents, and drowning magic.
Sea Coven Matron (CR 7): Stormcaller who lashes enemies with lightning and pulls them toward the sea.
Sea Coven High Matron (CR 9): Oceanic archwitch whose presence bends storms and tides around the battlefield.
Marshlight Coven Roster
Marshlight Coven Witch (CR 5): Bog sorceress who conjures corpse-lights and illusions that lure travelers to their doom.
Marshlight Coven Matron (CR 7): Experienced marsh witch who manipulates fear, darkness, and flickering lights to mislead enemies.
Marshlight Coven High Matron (CR 9): Haunting matriarch whose will-o’-wisp magic traps victims within ghostly marsh visions.
Desert Coven Roster
Desert Coven Witch (CR 5): Dune spellcaster wielding mirages, scorching winds, and blinding sand.
Desert Coven Matron (CR 7): Sun-marked witch who drains strength through heat, thirst, and relentless desert magic.
Desert Coven High Matron (CR 9): Ancient sand sorceress whose storms swallow enemies in burning dunes.
Posted: Wed, 01 Apr 18:31:46 CDT
Witches: Coven Doctrines
Witches: Coven Doctrines is a monster supplement for 5e that presents witches not as isolated spellcasters but as organized covens shaped by environment and doctrine. Rather than a single archetype, witches are presented as specialized magical traditions that arise wherever communities gather, wilderness deepens, or ancient places accumulate power.
The intent of this product is mechanical clarity and encounter variety without CR inflation. Each coven progresses through three ranks — Witch, Matron, and High Matron — representing increasing mastery of ritual magic and battlefield influence. These spellcasters are designed as intelligent controllers who reshape encounters through terrain, enchantment, fear, and preparation rather than raw damage output.
Cultural lore, motives, and internal politics are intentionally minimal. Whether these covens cooperate, compete, or despise one another is left to the GM. Some worlds may treat witches as hidden societies operating in secrecy, while others may see them as feared regional powers whose influence shapes entire territories. Use these stat blocks as tools. What binds these covens together — ancient pacts, shared magic, or simple ambition — is yours to decide.
The Forest Coven
Forest covens draw their power from deep woodland and old growth wilderness. Their magic is rooted in creeping vines, ancient trees, and patient natural forces that overwhelm enemies through terrain control and gradual entanglement.
Forest encounters emphasize battlefield restriction and environmental pressure. These witches reshape the ground beneath their enemies with roots, thorns, and living growth, forcing intruders to fight through hostile terrain while curses and spells weaken them.
The Forest Coven
Forest covens draw their power from deep woodland and old growth wilderness. Their magic is rooted in creeping vines, ancient trees, and patient natural forces that overwhelm enemies through terrain control and gradual entanglement.
Forest encounters emphasize battlefield restriction and environmental pressure. These witches reshape the ground beneath their enemies with roots, thorns, and living growth, forcing intruders to fight through hostile terrain while curses and spells weaken them.
The Sea Coven
Sea covens dwell along storm-wracked coastlines, hidden coves, and ancient shore temples where ocean magic gathers strength. Their rituals call upon tides, storms, and deep waters that answer only to those who understand their rhythms.
Sea encounters emphasize forced movement, lightning strikes, and terrain disruption. Waves crash, winds howl, and enemies find themselves pushed, pulled, or knocked prone as the witches manipulate both storm and sea.
The Marshlight Coven
Marshlight covens haunt bogs, wetlands, and drowned forests where ghostly lights drift above dark water. Their magic centers on deception, fear, and the eerie glow of corpse-lights that lure travelers away from safety.
Marshlight encounters emphasize illusion, fear effects, and battlefield confusion. Flickering lights obscure vision, spirits whisper in the fog, and enemies often struggle to determine what is real before curses and necrotic magic take hold.
The Desert Coven
Desert covens command the harsh power of sun, wind, and endless sand. Their rituals draw upon scorching heat and shifting dunes, turning the environment itself into a relentless adversary.
Desert encounters emphasize attrition and battlefield reshaping through sandstorms, fire magic, and blinding winds. These witches exhaust their enemies, limiting movement and visibility until the desert itself becomes a weapon.
Forest Coven Roster
- Forest Coven Witch (CR 5): Woodland spellcaster who commands roots, beasts, and creeping growth to control the battlefield.
- Forest Coven Matron (CR 7): Veteran coven leader who shapes forests into living weapons and binds enemies with ancient woodland curses.
- Forest Coven High Matron (CR 9): Ancient arboreal sorceress who awakens the forest itself to fight intruders.
City Coven Roster
- City Coven Witch (CR 5): Urban spellcaster manipulating crowds, whispers, and political leverage to control encounters.
- City Coven Matron (CR 7): Influential coven leader who bends minds and social structures to weaken enemies before battle begins.
- City Coven High Matron (CR 9): Master conspirator whose magic spreads through the city like rumor and panic.
Sea Coven Roster
- Sea Coven Witch (CR 5): Tide-touched spellcaster who commands waves, currents, and drowning magic.
- Sea Coven Matron (CR 7): Stormcaller who lashes enemies with lightning and pulls them toward the sea.
- Sea Coven High Matron (CR 9): Oceanic archwitch whose presence bends storms and tides around the battlefield.
Marshlight Coven Roster
- Marshlight Coven Witch (CR 5): Bog sorceress who conjures corpse-lights and illusions that lure travelers to their doom.
- Marshlight Coven Matron (CR 7): Experienced marsh witch who manipulates fear, darkness, and flickering lights to mislead enemies.
- Marshlight Coven High Matron (CR 9): Haunting matriarch whose will-o’-wisp magic traps victims within ghostly marsh visions.
Desert Coven Roster
- Desert Coven Witch (CR 5): Dune spellcaster wielding mirages, scorching winds, and blinding sand.
- Desert Coven Matron (CR 7): Sun-marked witch who drains strength through heat, thirst, and relentless desert magic.
- Desert Coven High Matron (CR 9): Ancient sand sorceress whose storms swallow enemies in burning dunes.
Posted: Wed, 01 Apr 18:31:38 CDT
Gnoll Breeds
We present three distinct gnoll breeds. Hyena Gnolls, Wolf Gnolls, and Mastiff Gnolls.
Gnoll Breeds is a monster supplement for 5e that presents gnolls not as a single chaotic raiding species, but as divergent hunting cultures shaped by different predatory instincts. Instead of relying on one gnoll stat block repeated at different strengths, this book provides four distinct NPC ladders: savage carrion pack hunters, disciplined forest pursuit predators, brutal siege-breaking war beasts, and subterranean tunnel raiders.
These are not separate species. They are divergent pack evolutions.
The intent of this product is predatory doctrine and cultural specialization. Hyena gnolls represent hunger, opportunistic slaughter, and frenzied feeding instincts. Wolf gnolls represent coordination, pack tactics, and organized hunting discipline. Mastiff gnolls represent brute force, shock assaults, and relentless battlefield pressure. Dachshund gnolls represent burrowing warfare, ambush, and subterranean infiltration. Each ladder escalates not simply in strength, but in authority, pack dominance, and tactical control.
Geography, alliances, and rivalries are intentionally undefined. These gnolls can represent nomadic savannah packs, forest hunting clans, heavily fortified raiding armies, or sprawling underground burrow societies. They are not meant to replace traditional gnolls—they are variations of the same savage ancestry shaped by different environments, instincts, and pack doctrines.
Whether these breeds compete, coexist, hunt each other, or unite under the influence of Yeenoghu is left entirely in the GM’s hands.
Hyena Gnolls
“Blood draws the pack.”
Hyena gnolls embody the classic gnoll instinct: scavengers turned predators driven by hunger and frenzy. Their camps are littered with bones, torn hides, and the remains of failed hunts. They laugh as they fight, revel in slaughter, and descend upon weakened enemies in chaotic waves.
Their hierarchy is defined by feeding rights and raw violence. Strength determines status, and the moment blood is spilled the pack surges forward to overwhelm prey.
Hyena gnolls are designed for:
- Savage raiding encounters
- Battlefield swarming tactics
- Opportunistic attacks on wounded enemies
- Camps built around carrion fields and bone mounds
They do not plan long wars.
They smell weakness and descend.
Wolf Gnolls
“The hunt is a formation.”
Wolf gnolls operate with discipline rare among gnollkind. Their packs move with purpose, surrounding prey, cutting off escape routes, and striking in coordinated waves. Where hyena gnolls descend into frenzy, wolf gnolls maintain focus until the hunt is finished.
Leadership among them is earned through tactical competence and the ability to coordinate the pack. Every role has purpose, every movement has intent.
Wolf gnolls are designed for:
- Forest ambush encounters
- Coordinated pack tactics
- Flanking and pursuit combat
- Organized hunting patrols
They do not charge blindly.
They surround.
Mastiff Gnolls
“Break them.”
Mastiff gnolls are bred for violence and intimidation. Massive, muscular, and relentless, they are the battering rams of gnoll society. Where other packs hunt, mastiff gnolls conquer. Their raids focus on overwhelming defenses, smashing barricades, and crushing resistance through brute strength.
Their hierarchy is built on dominance and physical might. The largest, strongest, and most ruthless rise to command.
Mastiff gnolls are designed for:
- Siege warfare encounters
- Battlefield shock troops
- Breaking defensive formations
- Brutal frontline engagements
They do not encircle.
They crush.
Hyena Gnoll Ladder
Hyena Gnoll Pup (CR 0): Young pack member driven by hunger and instinct, often present during hunts to learn the violence of the pack.
Hyena Gnoll Hunter (CR 1/4): Fast-moving skirmisher who stalks prey across open terrain, harrying targets and driving them toward the main pack.
Hyena Gnoll Butcher (CR 1): Brutal warrior responsible for finishing wounded prey and enforcing feeding order within the pack hierarchy.
Hyena Gnoll Bloodcaller (CR 3): Ritual leader who incites frenzy and directs hunts through chanting and blood-soaked rites.
Hyena Gnoll Ravager (CR 5): Apex predator of the pack whose unstoppable violence drives raids into full-scale massacres.
Wolf Gnoll Ladder
Wolf Gnoll Whelp (CR 0): Young pack member raised within disciplined hunting formations from an early age.
Wolf Gnoll Flanker (CR 1/4): Agile hunter trained to circle prey, cut off escape routes, and strike from advantageous positions.
Wolf Gnoll Pack Guard (CR 1): Defensive warrior who protects the pack’s territory and maintains formation discipline in battle.
Wolf Gnoll Hunt Captain (CR 3): Tactical leader responsible for coordinating pack movements and directing multi-angle assaults.
Wolf Gnoll War Howler (CR 5): Dominant war leader whose commanding howl rallies the pack and directs large-scale coordinated hunts.
Mastiff Gnoll Ladder
Mastiff Gnoll Runt (CR 0): Thick-built young gnoll already displaying the strength and aggression expected of siege breakers.
Mastiff Gnoll Mauler (CR 1/4): Heavy infantry warrior wielding crushing weapons designed to break shields and smash defenses.
Mastiff Gnoll Crusher (CR 1): Brutal frontline combatant capable of shattering enemy lines through raw strength.
Mastiff Gnoll Breaker (CR 3): Veteran shock trooper responsible for smashing barricades and forcing open defensive positions.
Mastiff Gnoll Tyrant (CR 5): Massive warlord who leads assaults through overwhelming dominance and brutal battlefield presence.
Posted: Wed, 01 Apr 18:31:36 CDT
Gnoll Breeds
We present three distinct gnoll breeds. Hyena Gnolls, Wolf Gnolls, and Mastiff Gnolls.
Gnoll Breeds is a monster supplement for 5e that presents gnolls not as a single chaotic raiding species, but as divergent hunting cultures shaped by different predatory instincts. Instead of relying on one gnoll stat block repeated at different strengths, this book provides four distinct NPC ladders: savage carrion pack hunters, disciplined forest pursuit predators, brutal siege-breaking war beasts, and subterranean tunnel raiders.
These are not separate species. They are divergent pack evolutions.
The intent of this product is predatory doctrine and cultural specialization. Hyena gnolls represent hunger, opportunistic slaughter, and frenzied feeding instincts. Wolf gnolls represent coordination, pack tactics, and organized hunting discipline. Mastiff gnolls represent brute force, shock assaults, and relentless battlefield pressure. Dachshund gnolls represent burrowing warfare, ambush, and subterranean infiltration. Each ladder escalates not simply in strength, but in authority, pack dominance, and tactical control.
Geography, alliances, and rivalries are intentionally undefined. These gnolls can represent nomadic savannah packs, forest hunting clans, heavily fortified raiding armies, or sprawling underground burrow societies. They are not meant to replace traditional gnolls—they are variations of the same savage ancestry shaped by different environments, instincts, and pack doctrines.
Whether these breeds compete, coexist, hunt each other, or unite under the influence of Yeenoghu is left entirely in the GM’s hands.
Hyena Gnolls
“Blood draws the pack.”
Hyena gnolls embody the classic gnoll instinct: scavengers turned predators driven by hunger and frenzy. Their camps are littered with bones, torn hides, and the remains of failed hunts. They laugh as they fight, revel in slaughter, and descend upon weakened enemies in chaotic waves.
Their hierarchy is defined by feeding rights and raw violence. Strength determines status, and the moment blood is spilled the pack surges forward to overwhelm prey.
Hyena gnolls are designed for:
- Savage raiding encounters
- Battlefield swarming tactics
- Opportunistic attacks on wounded enemies
- Camps built around carrion fields and bone mounds
They do not plan long wars.
They smell weakness and descend.
Wolf Gnolls
“The hunt is a formation.”
Wolf gnolls operate with discipline rare among gnollkind. Their packs move with purpose, surrounding prey, cutting off escape routes, and striking in coordinated waves. Where hyena gnolls descend into frenzy, wolf gnolls maintain focus until the hunt is finished.
Leadership among them is earned through tactical competence and the ability to coordinate the pack. Every role has purpose, every movement has intent.
Wolf gnolls are designed for:
- Forest ambush encounters
- Coordinated pack tactics
- Flanking and pursuit combat
- Organized hunting patrols
They do not charge blindly.
They surround.
Mastiff Gnolls
“Break them.”
Mastiff gnolls are bred for violence and intimidation. Massive, muscular, and relentless, they are the battering rams of gnoll society. Where other packs hunt, mastiff gnolls conquer. Their raids focus on overwhelming defenses, smashing barricades, and crushing resistance through brute strength.
Their hierarchy is built on dominance and physical might. The largest, strongest, and most ruthless rise to command.
Mastiff gnolls are designed for:
- Siege warfare encounters
- Battlefield shock troops
- Breaking defensive formations
- Brutal frontline engagements
They do not encircle.
They crush.
Hyena Gnoll Ladder
Hyena Gnoll Pup (CR 0): Young pack member driven by hunger and instinct, often present during hunts to learn the violence of the pack.
Hyena Gnoll Hunter (CR 1/4): Fast-moving skirmisher who stalks prey across open terrain, harrying targets and driving them toward the main pack.
Hyena Gnoll Butcher (CR 1): Brutal warrior responsible for finishing wounded prey and enforcing feeding order within the pack hierarchy.
Hyena Gnoll Bloodcaller (CR 3): Ritual leader who incites frenzy and directs hunts through chanting and blood-soaked rites.
Hyena Gnoll Ravager (CR 5): Apex predator of the pack whose unstoppable violence drives raids into full-scale massacres.
Wolf Gnoll Ladder
Wolf Gnoll Whelp (CR 0): Young pack member raised within disciplined hunting formations from an early age.
Wolf Gnoll Flanker (CR 1/4): Agile hunter trained to circle prey, cut off escape routes, and strike from advantageous positions.
Wolf Gnoll Pack Guard (CR 1): Defensive warrior who protects the pack’s territory and maintains formation discipline in battle.
Wolf Gnoll Hunt Captain (CR 3): Tactical leader responsible for coordinating pack movements and directing multi-angle assaults.
Wolf Gnoll War Howler (CR 5): Dominant war leader whose commanding howl rallies the pack and directs large-scale coordinated hunts.
Mastiff Gnoll Ladder
Mastiff Gnoll Runt (CR 0): Thick-built young gnoll already displaying the strength and aggression expected of siege breakers.
Mastiff Gnoll Mauler (CR 1/4): Heavy infantry warrior wielding crushing weapons designed to break shields and smash defenses.
Mastiff Gnoll Crusher (CR 1): Brutal frontline combatant capable of shattering enemy lines through raw strength.
Mastiff Gnoll Breaker (CR 3): Veteran shock trooper responsible for smashing barricades and forcing open defensive positions.
Mastiff Gnoll Tyrant (CR 5): Massive warlord who leads assaults through overwhelming dominance and brutal battlefield presence.
Posted: Wed, 01 Apr 18:31:11 CDT
Part of our Western Adventures map series, Native Village includes 4 full-size maps detailing a small native village nestled next to a river in a frontier world.
This is a roll20 add-on with lines of sight built in.
Posted: Wed, 01 Apr 18:29:05 CDT
Ever long for the days of simple one-shot adventures? Something you could throw at your players and finish in one or two sessions?
Draakenslund Adventures for Dragonbane, 5e & OSR game systems are exciting, action-filled One-Shots designed to be played in a single session and can be located anywhere in the world of Draakenslund, or your favorite campaign world.
Ferenzio was an infamous tyrant who thought he could live forever. When he reached 200 years of age he disappeared into his mountain complex, never to be seen again. Now, three centuries later, the complex has been found.
The complex is now referred to as Ferenzio's Tomb, and several local nobles would like YOU to break in and discover its secrets.
It's said Ferenzio made a pact with a demon for long life. It's said a source of great magic lies at the heart of the tomb. It's said no one who enters, leaves alive...
Draakunslund Adventures #6: Ferenzio's Tomb is a full-color, fully play-tested, 38-page adventure for Dragonbane, DnD 5e & OSR, including 4 new monsters (with full stat blocks) and beautiful, hand drawn maps. Also included are separate JPEG maps and PNG Tokens for VTTs.



This game is not affiliated with, sponsored, or endorsed by Fria Ligan AB. This Supplement was created under Fria Ligan AB’s Dragonbane Third Party Supplement License.

Posted: Wed, 01 Apr 18:28:56 CDT
The gods deserted Draakenslund. Instead, the world was shaped through battle. Draakuns and Demons fought, their unending enmity rending the landscape. From the carnage arose the free kin of Draakenslund, those who would rebuild and reshape the world in their own image. This is their story. This is YOUR story...
The Draakenslund Bestiary includes 20 monsters with separate stat blocks for Dragonbane, 5e & OSR systems! Tokens for your favorite VTT platform (e.g. Roll20, Foundry, etc.) are included!
The Draakenslund Bestiary is a living PDF document - what that means is every time I add new monsters as the result of a new Draakenslund Adventure or Kickstarter stretch goals, you get, the updated document for FREE. You only pay once when you first purchase it.


This game is not affiliated with, sponsored, or endorsed by Fria Ligan AB. This Supplement was created under Fria Ligan AB’s Dragonbane Third Party Supplement License.

Posted: Wed, 01 Apr 18:26:11 CDT
VIGILANTE CITY for 5e
From the creators of Dark Places & Demogorgons and the original SURVIVE THIS!! Vigilante City comes Vigilante City for 5e, a gritty, street-level superhero game set in the near future.
Vigilante City for 5e is our tabletop RPG love letter to the 1990s superhero cartoons: Batman: The Animated Series, X-Men, Spider-Man, and TMNT! If you want to play a supers RPG that is like watching an episode of your favorite superhero cartoons, then Vigilante City for 5e is the perfect game to have that type of experience.
Vigilante City for 5e is based on the mechanics of the world's most popular fantasy role-playing game and adapted for a modern supers setting by Vigilante City creators Josh Palmer and Eric Bloat.
Is Vigilante City new? It sounds familiar.
Originally Vigilante City was created by Bloat Games for our OSR-based system, SURVIVE THIS!!, Later, VC was adapted by Brandish Gilhelm, aka Runehammer, for his INDEX CARD RPG system.
For Vigilante City for 5e, the four original SURVIVE THIS!! VC game books have been stripped down to their essence and lovingly rebuilt from the ground up with the 5e game system in mind. This is more than a mere adaptation; it's definitely become its own game.
About The Game:
Vigilante City for 5e contains rules for Humans, Mutant Animals, Borg Conversion and Power Armor, Magic, Mutant Abilities, Psionics, Speedsters and Super Soldier Drugs, Backgrounds/Origins, Weapons, Equipment, Gadgets, Vehicle Upgrades, Vehicle Combat, & so much more! It is 100% compatible with the original 5e and integrated with the 2025 5e update. Play your game your way!
Vigilante City features both Human (no powers) and MegaHuman (powers) classes!
- Human: Archer, Athlete, Crime Fighter, Dark Avenger, Gadgeteer, Martial Artist, Mercenary, Protégé, and True Vigilante.
- MegaHuman: Anthropomorph, Borg, Mutant, Mystic, Powered Armor, Psion, Speedster, Super Soldier.
It is important to note that Vigilante City for 5e is designed for street-level vigilantes, not paragons or cosmic-level super beings. Think Batman not Superman. Ironman not Thor. Deadpool not Green Lantern.
Vigilante City for 5e is designed with Game Masters in mind, too. The Game Masters Guide contains a detailed City Generator to allow the GM to build the exact city they want to base their game in. There’s also GM advice for running the game, a HUGE selection of villain-based Adventure Seeds, Quick NPC and Villain Generation Tables, 1d100 Basic Adventure Hooks Table, Mutant Island Adventure/optional setting, and so much more!
Posted: Wed, 01 Apr 18:26:08 CDT
VIGILANTE CITY for 5e
From the creators of Dark Places & Demogorgons and the original SURVIVE THIS!! Vigilante City comes Vigilante City for 5e, a gritty, street-level superhero game set in the near future.
Vigilante City for 5e is our tabletop RPG love letter to the 1990s superhero cartoons: Batman: The Animated Series, X-Men, Spider-Man, and TMNT! If you want to play a supers RPG that is like watching an episode of your favorite superhero cartoons, then Vigilante City for 5e is the perfect game to have that type of experience.
Vigilante City for 5e is based on the mechanics of the world's most popular fantasy role-playing game and adapted for a modern supers setting by Vigilante City creators Josh Palmer and Eric Bloat.
Is Vigilante City new? It sounds familiar.
Originally Vigilante City was created by Bloat Games for our OSR-based system, SURVIVE THIS!!, Later, VC was adapted by Brandish Gilhelm, aka Runehammer, for his INDEX CARD RPG system.
For Vigilante City for 5e, the four original SURVIVE THIS!! VC game books have been stripped down to their essence and lovingly rebuilt from the ground up with the 5e game system in mind. This is more than a mere adaptation; it's definitely become its own game.
About The Game:
Vigilante City for 5e contains rules for Humans, Mutant Animals, Borg Conversion and Power Armor, Magic, Mutant Abilities, Psionics, Speedsters and Super Soldier Drugs, Backgrounds/Origins, Weapons, Equipment, Gadgets, Vehicle Upgrades, Vehicle Combat, & so much more! It is 100% compatible with the original 5e and integrated with the 2025 5e update. Play your game your way!
Vigilante City features both Human (no powers) and MegaHuman (powers) classes!
- Human: Archer, Athlete, Crime Fighter, Dark Avenger, Gadgeteer, Martial Artist, Mercenary, Protégé, and True Vigilante.
- MegaHuman: Anthropomorph, Borg, Mutant, Mystic, Powered Armor, Psion, Speedster, Super Soldier.
It is important to note that Vigilante City for 5e is designed for street-level vigilantes, not paragons or cosmic-level super beings. Think Batman not Superman. Ironman not Thor. Deadpool not Green Lantern.
Posted: Wed, 01 Apr 17:58:12 CDT
This is an adventure for Cepheus Engine.
Horhak VI is a farming world on the edge of the Sonora sector. It is a backwoods sort of place with frontier justice and a rough sense of law and order. Recently an alien named Oh'ur was arrested for killing a human. He is scheduled for trial, and probable execution, in less than a week.
The trial and conviction seem to be a forgone conclusion. The locals are angry and have chased off any would be lawyers that might represent the unfortunate alien accused of murder.
A few concerned citizens, however, have gathered up a few funds to hire someone brave enough to defend the alien from the charges. Now they just need to find someone brave enough to defend him.
They are offering CR 250,000 for someone to travel to this backwater planet and prepare some sort of defense for Oh'ur. A bonus of CR 100,000 is offered for an acquittal



