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Posted: Thu, 26 Feb 19:55:08 CST
The Winterborne | 5e NPC Monsters
The Winterborne expands the arctic barbarian archetype into a full, encounter-ready tribal hierarchy designed for 5e play. Rather than treating northern raiders as a single brute stat block, this supplement presents a complete ladder of snow-born hunters, axe-wielding warriors, spirit-bound champions, and winter witches—from camp-tenders and scouts to berserkers, warcallers, and frost-marked chieftains—each built to serve a distinct role at the table.
Whether you need watchful snow scouts shadowing the party across frozen tundra, stealthy ice stalkers emerging from whiteout conditions, relentless berserkers crashing into the front line, ritual witches cursing foes beneath the aurora, or a frost chieftain uniting rival clans for a decisive raid, The Winterborne provides mechanically distinct stat blocks at every tier of play. The ladder scales naturally, allowing encounters to evolve from isolated hunting bands and survival conflicts into coordinated tribal assaults and mythic winter rites.
Each Winterborne role emphasizes terrain advantage, cold resilience, stealth in snow and ice, and brutal axe-focused melee combat. Their strength lies not in drilled formations or rigid military hierarchy, but in kin-bands, temporary alliances, spiritual leadership, and ferocious charges. Use them as tundra nomads, glacier raiders, coastal seal-hunters, spirit-bound witch clans, or seasonal war-hosts—the structure is provided, the frozen frontier is yours.
Multisided tokens can change from male to female versions.
The Winterborne Ladder
Winterborne Child (CR 0): Hardened youth raised in snow camps and ice-carved shelters. Already acclimated to cold and scarcity, they learn survival before they learn speechcraft.
Winterborne Commoner (CR 0): Hunters, fishers, hide-workers, and bone-carvers who sustain the tribe. Not professional warriors, but fully capable of defending camp when threatened.
Winterborne Snow Scout (CR 1/8): Light trackers and sentries who move silently across snowfields. They serve as the tribe’s eyes and vanish at the first sign of overwhelming force.
Winterborne Axeling (CR 1/4): Initiated warriors bearing hand axes and round shields. They fight in tight kin-groups and test their worth through small raids.
Winterborne Ice Stalker (CR 1/2): Stealth ambushers who use drifts, ridgelines, and whiteout conditions to isolate prey before striking.
Winterborne Fur Raider (CR 1): Core raiding force clad in layered hides and furs. Fast, direct, and brutal in close combat.
Winterborne Frost Berserker (CR 2): Rage-driven shock warriors resistant to cold and indifferent to pain. They lead the charge and refuse to retreat.
Winterborne Spirit Whisperer (CR 3): Tribal witch who communes with ancestral spirits and winter forces. Uses curses, blessings, and omen-reading to shape the battlefield.
Winterborne Blizzard Hunter (CR 4): Elite predator-warriors nearly invisible in snowfall or storm. They stalk targets across miles of frozen wilderness.
Winterborne Ice Witch (CR 5): Coven leader and ritualist who binds spirits, shapes frost, and protects the tribe with bone charms and winter rites.
Winterborne Warcaller (CR 6): Charismatic raid-leader who unites allied clans temporarily. Inspires feral charges rather than disciplined formations.
Winterborne Totem Bearer (CR 7): Spirit-bound champion embodying the primal aspects of wolf, bear, or mammoth. A living symbol of tribal strength.
Winterborne Storm Seer (CR 8): High witch who reads omens in the aurora and calls blizzards upon enemies. Feared even among allied clans.
Winterborne Frost Chieftain (CR 8): Dominant tribal leader chosen by strength and omen. Commands loyalty through reputation and victory, not bureaucracy or standing armies.
Compatible Products
Winterborne can be found at the Winter Ice Wall or any of the arctic wilderness maps.
Posted: Thu, 26 Feb 17:51:15 CST
Goblins are Everywhere | 5e Monsters
We present goblins adapted to nine environments: Ice, City, Mountain, Swamp, Volcanic, Desert, Forest, Jungle, and Sea.
Goblins Are Everywhere is a monster supplement for 5e that presents goblins not as a single disposable low-level nuisance, but as a species defined by relentless adaptation. Instead of escalating into high-CR warlords or legendary tyrants, this book keeps goblins within their natural ceiling and explores how they thrive in radically different terrain.
These are not alternate ancestries. They are alternate habitats.
The intent of this product is environmental identity and encounter variety. Each biome presents three goblins—CR 1/8, 1/4, and 1/2—whose abilities reflect survival strategies shaped by climate, geography, and opportunity. Their strength does not lie in raw power. It lies in numbers, positioning, and terrain mastery.
Goblins rarely rule themselves. Where organization rises above petty gangs or tribal clusters, leadership often comes from hobgoblins, bugbears, or other stronger goblinoids. This book focuses on the rank-and-file survivors—the ones who infest every corner of the world.
Jurisdictions, history, and alignment nuances are intentionally undefined. Ice goblins may haunt glacial passes, desert goblins may trail caravans, city goblins may infest sewer systems beneath proud capitals. They are not organized empires. They are opportunists.
Goblins do not conquer worlds, they infest them.
How dangerous they become depends entirely on how prepared the party is to fight where the goblins are strongest.
Ice Goblins
Ice Goblin Snow Skulk (CR 1/8): Light-footed ambusher who blends into snowfall and white terrain, striking before vanishing into flurries.
Ice Goblin Iceblade (CR 1/4): Frost-bitten skirmisher whose chilled strikes slow fleeing enemies across slick ground.
Ice Goblin Frost Trapper (CR 1/2): Battlefield controller who prepares icy patches, brittle bridges, and snow-laden hazards.
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City Goblins
City Goblin Alley Skulk (CR 1/8): Urban lookout who disappears into alleys, scaffolds, and drainage tunnels.
City Goblin Thief (CR 1/4): Agile cutpurse and rooftop runner specializing in ambush strikes and quick escapes.
City Goblin Saboteur (CR 1/2): Arsonist and infrastructure-wrecker who weaponizes oil, scaffolds, and sewer hazards.
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Mountain Goblins
Mountain Goblin Cliff Skitterer (CR 1/8): Climbing specialist who uses height and narrow ledges to harass larger foes.
Mountain Goblin Slingfighter (CR 1/4): High-ground ranged combatant who rains stones from above.
Mountain Goblin Rockbreaker (CR 1/2): Terrain manipulator who triggers small rockslides and destabilizes footing.
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Swamp Goblins
Swamp Goblin Mire Skulker (CR 1/8): Mud-concealed ambusher who strikes from shallow water and reed cover.
Swamp Goblin Netter (CR 1/4): Restraining skirmisher who entangles enemies in muck and difficult terrain.
Swamp Goblin Rotcaller (CR 1/2): Poison-wielding controller who weakens foes before fading into fog.
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Volcanic Goblins
Volcanic Goblin Ash Skulk (CR 1/8): Smoke-blurred ambusher who thrives in drifting ash and low visibility.
Volcanic Goblin Obsidian Cutter (CR 1/4): Brutal melee fighter wielding razor-sharp volcanic glass blades.
Volcanic Goblin Cinderhand (CR 1/2): Fire-flinging skirmisher who creates burning zones and heat pressure.
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Desert Goblins
Desert Goblin Sand Skitter (CR 1/8): Elusive ambusher who uses dunes and shifting sand for concealment.
Desert Goblin Raider (CR 1/4): Hit-and-run attacker who strikes caravans and retreats into open terrain.
Desert Goblin Dustcaller (CR 1/2): Battlefield obscurer who creates sandbursts to disrupt vision and formation.
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Forest Goblins
Forest Goblin Thorn Skulk (CR 1/8): Poison-pricking ambusher hidden among undergrowth and brambles.
Forest Goblin Archer (CR 1/4): Foliage-concealed ranged attacker who strikes from partial cover.
Forest Goblin Vine Snarer (CR 1/2): Controller who restrains targets with entangling growth and hidden lines.
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Jungle Goblins
Jungle Goblin Canopy Skulk (CR 1/8): Vine-swinging scout who attacks from above before repositioning.
Jungle Goblin Dart Hunter (CR 1/4): Blowgun specialist using venom-coated darts in dense foliage.
Jungle Goblin Beastkeeper (CR 1/2): Skirmisher who coordinates minor jungle fauna to disrupt enemies.
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Sea Goblins
Sea Goblin Reef Clinger (CR 1/8): Aquatic ambusher who clings to coral and rocky seabeds before striking.
Sea Goblin Harpoon Raider (CR 1/4): Piercing attacker who drags enemies beneath the surface.
Sea Goblin Netcaster (CR 1/2): Water-control specialist who entangles foes and pulls them deeper into the tide.
Compatible Products
Goblins can be found everywhere. See out Fantasy Maps.
Posted: Thu, 26 Feb 17:47:53 CST
This hand-drawn stock art illustration is 1661 x 2947 pixels (300dpi PNG with transparency).
FILES INCLUDED
High definition PNG (300dpi)
Commercial license (pdf)
LICENSE
By purchasing this product you are given a non-exclusive commercial license for any types of digital or physical publications: prints, PDFs, books, board games, animations, video games, websites, etc.
You can copy, share, transform, redistribute, color, alter and/or modify any illustration. The only thing you cannot do is resell or redistribute the product itself (individually or collectively) or include any illustration in another stock art or clipart product.
You can use the illustrations included in this product in five different commercial projects and an unlimited number of times in any personnal (non-commercial) projects.
For commercial use, you have to credit RPG Blacksmith.
Posted: Thu, 26 Feb 17:33:41 CST
This stock art product includes 15 hand-drawn black and white parchment banners (300dpi PNGs with transparency). The smallest image of the pack is 1275 x 776 pixels and the largest is 2567 x 931 pixels.
FILES INCLUDED
30 high definition PNGs (300dpi)
Commercial license (pdf)

LICENSE
By purchasing this product you are given a non-exclusive royalty-free commercial license for any types of digital or physical publications: prints, PDFs, books, board games, animations, video games, websites, etc.
You can copy, share, transform, redistribute, color, alter and/or modify any illustration. The only thing you cannot do, is resell or redistribute the product itself (individually or collectively) or include any illustration in another stock art or clipart product.
You can use and/or incorporate the illustration(s) included in this stock art product an unlimited number of times, in both personal and commercial projects.
For commercial use, you have to credit RPG Blacksmith.
Posted: Thu, 26 Feb 17:23:32 CST
This hand-drawn stock art illustration is 3308 x 3551 pixels (300dpi PNG with transparency).
FILES INCLUDED
High definition PNG (300dpi)
Commercial license (pdf)
LICENSE
By purchasing this product you are given a non-exclusive commercial license for any types of digital or physical publications: prints, PDFs, books, board games, animations, video games, websites, etc.
You can copy, share, transform, redistribute, color, alter and/or modify any illustration. The only thing you cannot do is resell or redistribute the product itself (individually or collectively) or include any illustration in another stock art or clipart product.
You can use the illustrations included in this product in five different commercial projects and an unlimited number of times in any personnal (non-commercial) projects.
For commercial use, you have to credit RPG Blacksmith.
Posted: Thu, 26 Feb 17:06:24 CST
The contract was clean. That should have been the first warning. White terrain stretches endlessly in every direction, an ocean of ice fractured by pressure ridges and black scars where something long buried has forced its way back toward the surface. Snow falls sideways, driven by winds that howl like wounded machines. Visibility collapses without warning - one moment clear enough to see your own breath crystalize, the next reduced to a swirling void where distance, direction, and time dissolve into the same numb blur. Your ship lies crippled behind you. Not destroyed - worse. Power still bleeds through fractured systems. Beacon lights pulse weakly beneath layers of frost. The engines will fly again, eventually. But eventually is a luxury the cold does not grant. Every minute outside shaves heat from your bones. Every minute inside the wreck draws something closer, something that learned long ago how to follow warmth through metal and snow alike. The bounty was supposed to be alive. You found them fast - too fast. Their shelter was already torn open, the interior slick with frozen gore and scorch marks burned deep into the walls. Whatever reached them did not care about credits or negotiations. It hunted with purpose, and it was not alone. The only reason you survived the encounter was because something else distracted it, briefly. Now the storm is closing in again. Sensors spike and fade, overwhelmed by static and false echoes. Movement registers where nothing should move. Heat signatures bloom and vanish just beyond the edge of detection. Somewhere in the white distance, shapes stalk the storm - tall, wrong silhouettes that vanish the moment they’re seen directly. Your comms crackle. Fragments of old transmissions bleed through the interference - distress calls, contract updates, prayers spoken in languages that never believed in rescue. Some repeat. Others respond when spoken to, as if the storm itself has learned how voices work. You are no longer sure who is hunting whom. The bounty is dead. The payout meaningless. What matters now is extraction - getting off this frozen grave before the cold claims your blood, or before whatever rules this wasteland decides you’re worth keeping. The ice does not care who you were. Only whether you escape.
__________________________
In this Solo Adventure you assume the role of an adventurer in the shadow-stained expanse of the Known Galaxy. You will require the Haven Fallen Core Rulebook (CRB) and any associated Expansions you wish to use. The world responds to you—your interpretations, your fears, your ambitions—and you will act as both Character and Storyteller. The Actions you take should depend on who and what you meet, what horrors cross your path, and how you choose to engage with them. Record the outcomes. Evolve the world. Allow rumours, consequences, and scars to reappear later. As you progress, you will become your own Storyteller, shaping a living cosmos that remembers what you do. The outcome of Actions in Haven Fallen is determined by:
Posted: Thu, 26 Feb 16:35:38 CST
The Bandits' Keep, a small side quest for Dragonbane.

Need a small side quest for your group? This dungeon is for you!
Includes the following: 1 PDF (Side Quest - Zine format 5.5'' x 8.5''), 1 PDF (Printable map) & 4 JPG (maps)
Now with printable maps to use with miniatures!
Don't forget to follow me on this platform to stay up to date with my latest maps news! / N'oubliez pas de me suivre sur les plateformes suivantes pour avoir les dernières nouvelles!
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For personnal use only / Pour usage personnel seulement
“The Bandits' Keep 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: Thu, 26 Feb 16:12:14 CST
Your players will ask. You will need an answer.
GM’s Quill: 200+ Workshop Descriptions Vol. 2 is built for GMs who want to stop stalling and start running the game.
This is my third successful TTRPG project, and it follows the same simple goal: give you fast, ready-to-use material you can drop straight into play. No overthinking. No scrambling. No dead air at the table.
Inside, you get 260 workshop descriptions across 13 workshop types, ready for D&D 5e, Pathfinder, and other fantasy TTRPGs. Whether the party needs a herbalist, fletcher, rune engraver, or a strange little talisman shop, you’ll have something ready in seconds.
Use it to:
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fill towns with believable locations
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improvise when players go off-script
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spark side quests, clues, and roleplay
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cut prep time without losing flavor
This volume includes:
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Bowyer / Fletcher
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Calligrapher’s / Scribe’s Studio
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Candle Maker
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Glassblowers
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Herbalist’s Workshop
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Ink & Dye Maker
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Instrument Maker
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Papermaker’s Workshop
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Perfumer
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Pottery Workshop
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Rune Engraver
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Talisman Maker’s Workshop
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Tanners
If you liked this format before, this is more of it — bigger, sharper, and ready to work at your table tonight.
And if you want even more instant-use inspiration, check out the other GM’s Quill projects as well.
Posted: Thu, 26 Feb 15:57:34 CST
Today, I'm pleased to officially announce the upcoming adventure, SEVEN DAYS TO SAVE SYBLOS! Inspired by things like Kurosawa's Seven Samurai (1954) and its various adaptations and James Jacobs & Richard Baker's Red Hand of Doom (2006), this adventure for Shadowdark is all about defending a small village from a pyromaniacal goblin warband...
Seven Days to Save Syblos: The Plan
The current plan for this 64-page zine is to feature the region and several points of interest that adventurers can choose to travel to in whatever order they want to increase their chances of repelling Oilstain's warband during the final showdown. Each point of interest will be an independent one-page dungeon that can serve as a one-shot or strung together with other adventures into a mini campaign for low-or-mid-level play.
The party will not have time to visit every point of interest before the final battle, so they'll have to choose their priorities wisely! Included will be an ancient menhir circle, a haunted tower (loosely based on The Trickster's Tower), a trapped river outpost (an upgraded version of Qara Outpost, as seen in Risky Role's MERCs & JERKs Ep's 11 & 12), to name just a few!
I also have a list of ideas for bonus side-trek adventures and character options if the zine gains enough momentum... À voir!
I hope you get something out of the Village of Syblos! As always, if it sees play at your table or if you have any thoughts, I'd love to hear about it!
Posted: Thu, 26 Feb 15:48:24 CST
The Dollhouse just got a little bigger! In this expansion module to Dollhouse D.RA.M.A., the action gets bolder and badder with new rules to accommodate new ways to play:
- Equip your dolls with ACTION FEATURES, like chops and kicks, magnetic or stretchy parts, and launching projectiles!
- Go for a ride with VEHICLES AND STEEDS, whether it's a hot pink convertible or a majestic unicorn companion!
- Get down and dirty with COMBAT, iterating on the game's basic challenge mechanic to add more detailed fighting and injuries!
Put these new rules to the test with three new action-packed playsets:
- In Shootout at the BB Corral, defend your town from outlaws and rustlers as the best posse of cowgirls in the wild west!
- In Pink Chrome at the Fury Dome, compete in a post-apocalyptic rally race to gain resources and respect in the wasteland!
- In La Princesa Diamond Heist, make your plan and steal the largest pink diamond in the world from the art museum!
Note: this is not a complete game, and requires the base game, Dollhouse Drama, in order to play.
Posted: Thu, 26 Feb 15:29:10 CST
This is a Space Combat range mat which can be used in VTT or printed out however you want! It's designed for minis to make space combat more fun.

Included in the design for each range band:
- Thrust score
- Penalty to hit
- Boxes for missiles to travel per turn
- Special conditions such as Dogfight, etc
The downloadable graphic is a png 8386px x 7052px. If you'd like any other version of the image, drop a note in the comments below and we can add it in
Posted: Thu, 26 Feb 15:20:52 CST
Üdvözlünk a neo-viktoriánus világban!
Az Óramű & Mághia - A gőzkorszak krónikái egy zine, amit Új-Európának és a Castle Falkenstein világának szenteltünk. Az oldalain új kalandötleteket, a viktoriánus élet és ünnepségek részleteit, Házigazda karaktereket, a mághia és a gőztechnológia részleteit és még számos más hasznos dolgot találhattok!
Az 1. számban az alábbiakat találhatjátok a Castle Falkenstein játékotokhoz:
- Szalagcím – Rém az éjszakában
- Tanácsok Házigazdáknak
- Maszkok, modor és zene: A jelmezes bálok világa
- A gőztechnológia csodái: Különleges formulák
- A késő téli farsangi időszak története Új-Európában
- Új-Európa ereklyéi: Casanova Maszkja
- Drámai Karakterek: A Nyughatatlan Felfedező
- A Törpe Mérnök háza
- Farsangi és húsvéti finomságok – a viktoriánus asztal szezonális édességei
- Anton Kolchak: A hipnotikus tekintetű férfi
- Mr. Punch: Új-Európa rejtélyes igazságosztója



