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Posted: Wed, 06 May 12:55:52 CDT
A special supplement for the Shadowdark RPG that dramatically enhances the threat of the Shadowdark. Your players will never want to allow the torch to go out again once you implement these effects!
Posted: Wed, 06 May 12:55:14 CDT
Stop creating 5E monsters the slow way
5E Monster Builder is a fast, intuitive stat block creator built for Dungeon Masters who homebrew. Whether you're designing a one-shot boss, populating a dungeon, or building a full bestiary for publication, Monster Builder handles the math and the formatting — so you can focus on making something memorable.
Open the app. Build your creature. Copy or save your stat block. That's it.
Monster output is 100% compliant with the 2024 version of the rules.
What You Get
A complete, self-contained web application (HTML file) that runs in any modern browser. No installation. No accounts. No internet connection required after download. Just open the file and start building.
Complete Stat Block Coverage
Every field in an official 5E stat block is accounted for:
- Name, Size, Creature Type, Subtype, and Alignment
- Armor Class with armor type descriptors
- Hit Points with configurable hit dice and auto-calculated averages
- Speed — walk, fly, swim, climb, burrow, and hover
- All six Ability Scores with auto-calculated modifiers
- Saving Throw proficiencies
- Skills — organized and condensed by governing ability for fast scanning
- Damage Resistances, Vulnerabilities, and Immunities (including conditional text like “from nonmagical attacks”)
- Condition Immunities
- Senses with auto-calculated Passive Perception
- Languages
- Challenge Rating with auto-populated XP and Proficiency Bonus
The Math Does Itself
Every derived value updates automatically as you build:
- Ability score modifiers calculated instantly
- Average HP derived from hit dice count, die size, and CON modifier
- XP and Proficiency Bonus auto-populated when you select a Challenge Rating
- Skill bonuses computed from ability modifier + proficiency (with expertise support)
- Passive Perception always current
- Saving throw DCs suggested from 8 + PB + ability modifier
No more flipping between tables. No more second-guessing your arithmetic.
Built-In Tools for Actions & Saves
Attack Builder
Create properly formatted attack entries without memorizing the syntax. Select the attack type, set your damage dice, and the builder generates text that matches official conventions:
Melee Weapon Attack Roll: +7 to hit, reach 5 ft., one target. Hit:11 (2d6 + 4) Slashing damage.
Insert the result directly into your stat block with one click.
Saving Throw Builder
A draggable popup helps you compose correctly formatted saving throw text. Set the DC, pick the ability, describe the effects on a failed and successful save, and copy the result:
Dexterity Saving Throw: DC 15. Failure: the target takes 28 (8d6) fire damage. Success: half damage.
Paste it into any trait or action. No more inconsistent save formatting across your stat blocks.
Save, Load, and Export
- Save your creatures under custom file names
- Load and continue editing any saved monster
- Fully editable output — tweak the final stat block text directly
- Copy to clipboard or save to multiple formats
- All saves appear in your Downloads folder
Your workflow. Your file names. Your monsters.
Who This Is For
- Homebrew DMs who build custom creatures for their campaigns
- Content creators publishing on DMs Guild, DriveThruRPG, or personal blogs
- New DMs who want to learn the stat block structure with guided fields and auto-calculations
- Anyone tired of doing ability modifier math at 11 PM the night before a session
Requirements
- Any modern web browser (Chrome, Firefox, Safari, or Edge)
- No internet connection required after download
- No installation, no account, no subscription


Posted: Wed, 06 May 12:35:49 CDT
| This special bundle contains the following titles: |
| Finding S1N Regular price: 0 Bundle price: 0 Format: PDF | FINDING S1N
A Mothership-Compatible Sci-Fi Horror One-Shot
In Depth AI Company has put out a million credit bounty on its scouting vessel S1N that's gone dark in deep uncharted space. When the crew boards the drifting ship, they quickly find out why the ship went silent.
The on board AI has taken control of ship and turned it into a hellscape for the crew and anyone who boards it.
Finding S1N is a two-page scifi horror scenario designed for tense and brutal play. The ship is under control of a sadistic AI that turn the ship systems into weapons and erases minds of those on board.
In this scenario you will find:
A compact two-page layout
Randomized AI-driven hazard table
Mind-wiped crew turned into feral animals
Randomized item table
Easy to use ship map with room-based explorati... | |
| Running From Your Nightmares Regular price: 0 Bundle price: 0 Format: PDF | Running From Your Nightmares
A Mothership-Compatible Sci-Fi Horror One-Shot
Tigera Colony was supposed to be a bastion of freedom from against corporate tyranny. Small time free traders banded together to start something great on the jungle planet of Jalus.
When Miracle Pharmaceuticals found out about Jalus and its lush flora, they contracted Chimera Elite Solutions to send one of their psychic soldiers to wipe them out.
The job was supposed to be quiet, no one was supposed to know NH-66 was ever there, but they did and sent out an emergency beacon before they were all killed.
Now CES has declared NH-66 has gone AWOL and has contracted a crew to take her out to save face.
Running From Your Nightmares is a two-page sci-fi horror scenario designed as a point crawl on a dest... | |
| Sound of Hate Regular price: 0 Bundle price: 0 Format: PDF | Sound of Hate
A Mothership-Compatible Sci-Fi Horror One-Shot
On the surface, Emerald Secured Containment creates and manages prison complexes, but in reality they use prisoners as test subjects for alien technology. These tests usually produce devastating weapons sold to the highest bidder.
At Containment Facility BM12, one of their experiments has gone horribly wrong. Pressiona, an alien signal that makes listeners rage, is on repeat station-wide, plunging the facility into violent chaos.
Sound of Hate is a two-page sci-fi horror scenario in a prison station ravaged by a hypnotic song left on repeat. Both prisoners and guards have succumbed to the chaotic signal as they ravage the facility.
In this scenario you will find:
A compact two-page table-ready layout
Randomized NP... |
| Total value: | 0 |
| Special bundle price: | 0 |
| Savings of: | 0 (50%) |
Posted: Wed, 06 May 12:21:28 CDT
The City by the Sea
The great seaside metropolis of Zamorcia is full of secrets, buried beneath the ancient streets in the sunken buildings of ages past. But something is stirring in the halls of a long-abandoned basilica, bringing with it the cold mists of the sea. And not every secret stays buried.
The Horrors Beneath Zamorcia is a small dungeon for Flail!, with new monsters, weird magic, and a hint of an ongoing eldritch threat that might warrant further investigation….
The Horrors Beneath Zamorcia is an independent production by Dan Layman-Kennedy / 2nd Level Bard Productions and is not affiliated with Games Omnivorous. It is published under the Games Omnivorous Third Party Licence. FLAIL is copyright of Games Omnivorous.
Posted: Wed, 06 May 11:44:49 CDT
Moving drama.
Hilarious comedy.
And you are the sole protagonist.
Page Turners is the game of personal storytelling for one player and one GM.
Acclaimed tabletop roleplaying designer Robin D. Laws won the coveted Diana Jones Award for his game of dramatic group play, Hillfolk.
Page Turners scales its dynamic down to the intimate scale of a single main character whose fiction you weave on the fly with one other creator.
Shockingly simple rules keep the focus on emotional interaction.
Extensive guidance helps you shape satisfying outcomes.
Writers Sarah Saltiel, Wade Rockett and Ruth Tillman join Robin in presenting 11 scenarios spanning a wealth of genres and tones:
- The Beacon: Glamour, money and ambition at the height of the Jazz Age.
- Addison’s Shadow: A young girl comes of age, haunted by a shadowy being and visions of her family’s destruction.
- Earth Again: Deceit abounds as Earth’s last humans hurtle through space.
- Entreaty and Entanglement: A whipsmart young Regency woman’s prospects take an unexpected turn when she accompanies her sister for a season in the socially bubbling spa town of Bath.
- Loose Screws: Madcap 30s comedy ensues when Cupid aims his screwball arrow at nervous milquetoast Dennis Cunningham and feisty, unpredictable heiress Mary Sinclair.
- Love’s Loyal Laborers: In Elizabethan Verona, clever servants scheme to stop their stubborn young charges from wriggling out of the perfect marriage.
- Seekers: The lives of three Americans continue to intersect as they invent and reinvent themselves from the late 60s to the mid 2010s.
- True Rock Stories: Lizzie Liar: A 70s punk powerhouse struggles with a hostile music industry, conflicts with her bandmates, and her personal demons in the 80s and 90s.
- Way Station: The arrival of a telepath on her space station abruptly shifts a hard-won sense of balance for resourceful mechanic Adi.
- Without You: A vampire and his mortal love reckon with secrets, sickness, and immortality.
- Inheritance: In a generation-spanning science fiction saga, artificial people complete a migration started by the humans that created them, establishing a new society to memorialize the old.
Whoever you want to be, wherever your imagination takes you, whether your journey leads to union, doom, or something harder to define, Page Turners will unleash your creativity in new and unexpected ways.
Posted: Wed, 06 May 11:33:48 CDT
This is a large image of a temple to a dark god. The lands around the temple are being swallowed by swamp
This is hand drawn art.
The file is an un-watermarked .png file of this image.
Posted: Wed, 06 May 10:24:33 CDT
ATTENTION 2D PAPER GAMING DICE PDF A4 EUROPEAN
ATTENZIONE DADI DA GIOCO 2D PD A4 EUROPEO
Before Italian Lenguage. After Englis UK
Vi presento i dadi bidimensionali realizzati da LDStudio per Qwein giochi.
Si tratta di un esagono diviso in 6 spicchi. Alla base di ogni spiccio, quindi sul perimetro esterno, è presente un numero da 1 a 6.
Il dado è progettato per essere accostato al suo gemello su un solo lato, in modo che, piegando lungo la linea di giunzione, si ottenga un dado — o meglio, un esagono numerato da 1 a 6 su ciascuna faccia.
Il mio consiglio è di incollare le due metà con colla stick, inserendo tra di esse un’anima di semplice cartoncino (tipo quello delle scatole di farmaci).
Si ottiene così una sorta di moneta esagonale a due facce, entrambe numerate da 1 a 6.
Facendo cadere la moneta da circa 20 cm sul tavolo (meglio evitare di lanciarla, perché potrebbe rotolare), si troverà rivolto verso il giocatore che l’ha lasciata cadere un lato con un numero ben visibile. Quello sarà il valore ottenuto dal Master o dal Giocatore.
Nel caso in cui invece si fermi mostrando una punta dell’esagono, e non sia chiaro quale lato sia predominante, si ritira semplicemente il dado.
Perché creare una cosa così banale?
Semplice: in tutti i mini zine di Qwein (stampabili su un solo foglio, fronte-retro, piegati seguendo le istruzioni del manuale) si ottiene un mini libretto A7 a colori di 8 pagine, con diverse ambientazioni e giochi.
Per fissare le pagine basta un po’ di colla stick. Ma se osservate bene, la seconda e la quarta pagina formano una sorta di tasca, perché il lato esterno non è tagliato.
Basterà quindi dare un filo di colla solo alla base, sotto il libretto, ottenendo due cose:
-
Pagina 2: uno spazio per 1 o 2 dadi bidimensionali.
-
Pagina 4 (con ritaglio a piacere): foglietti di carta (suggerisco sottile e a quadretti), da 6 a 8 fogli per creare personaggi e prendere appunti.
Qui trovate il dado.
Greetings, fellow tabletop tinkerers!
Behold the 2D dice crafted by LDStudio for Qwein Games.
What you're looking at is a hexagon, split into 6 slices. On the outer edge of each slice, you'll find a number from 1 to 6.
This dice is designed to mate with its twin along one specific side – fold along that junction, and boom: you get a dice. Or rather, a hexagon with numbers 1 to 6 on both faces.
My pro-tip? Glue ’em together with a glue stick, but sandwich a core made of simple cardboard (like the stuff from pillbox packaging) in between.
The result? A hexagon-shaped two-sided coin, numbered 1–6 on both sides.
Now, here’s the dice-rolling protocol, nerd-approved:
Drop the hex-coin from about 20cm onto the table (don't throw it – it might roll like a runaway die). The number facing the player who dropped it? That’s your roll. Master or player – same rule.
If it lands on a point and the dominant side isn’t clear? Simple: re-roll.
“Why even make such a trivial thing?”
Excellent question, hypothetical pedant. Because in every Qwein mini-zine – printable on a single double-sided page, folded per the manual’s instructions – you get a full-colour A7 booklet (8 pages), packed with settings and games.
A dab of glue stick keeps the pages together. But here’s the hack: pages 2 and 4 form a sort of pocket (the outer edge remains uncut).
So you just run a thin line of glue along the bottom edge of the booklet, and you get two things:
-
Page 2: a neat slot for 1 or 2 of these 2D dice.
-
Page 4 (cutout optional): 6–8 sheets of thin paper (gridded paper recommended) for character sheets and scribbled notes.
And there – right there – you’ll find the dice.
Posted: Wed, 06 May 10:21:54 CDT
Wizards who borrow from themselves in the future to cast spells right now? The Traving Mage brings you a Wizard school that has a price to pay for extra casting. Most Wizards have a debt to pay to someone, but at this school you have debt to your future self.
Check out this subclass today or... tomorrow... your past self has already seen it or your future self has.... I'm confused....
Posted: Wed, 06 May 10:18:34 CDT
David Ellis Presents: Thorny Monster
This stock art piece by David Ellis presents a Thorny Monster with knee-length arms and fingers that end in sharp claws. Is the creature some sort of humanoid insect or tree?
This image is presented at 5 x 7 inches in size.
This black and white purchase includes one JPG and one TIFF version, each at 300 dpi.
All art files are bundled in a ZIP file.
Who is David Ellis?
David Ellis is a freelance illustrator who specializes in fantasy and science fiction. He works primarily in pen and ink (and the digital equivalent) and has a particular fondness for drawing wizards. David is currently based in Murray, Kentucky but frequently dreams of ditching his day job and disappearing into the forest to become a full-time hermit/illustrator/cartoonist.
David Ellis Stock Art License Summary
All stock art is licensed for use in professional publications. David Ellis retains ownership of the work, meaning you cannot resell the art in your own art packs or the like, and may be required to post an artist credit. There are limits regarding how this art may be edited for use.
You must include the artist's copyright statement in all publications using the art under certain terms and conditions. You obtain a license to use the art, but do not own any rights to it beyond that.
Posted: Wed, 06 May 10:17:03 CDT
“They'll tell you there's something in the well.
They're not lying.”
____________________________________________________________________________
No one knows exactly how it happened. Some whisper of a botched alchemical experiment, others blame it on a miscast spell, a few speak of something falling from the stars. Whatever the truth, it gave birth to the Mutant Mutton – a grotesque, always-hungry beast.
Panicked, the townsfolk of Shearford trapped it in the abandoned temple beneath the old well, a place long forgotten except as a spot for childhood dares. But the Mutton refused to die. It grew, and grew, and grew, and eventually began to demand sacrifices. Over time, fear twisted into reverence, and a strange sheep cult formed around the beast.
Now, when outsiders pass through, the villagers make sure they don’t miss the old well.

Cult of the Mutant Mutton is the sixth official module for FLAIL roleplaying game. Beneath the calm village of Shearford lurks the Mutant Mutton, a grotesque sheep-beast worshipped by a cult that feeds it with unlucky travellers. Will the party uncover the village’s true horrors and slay the beast within the old well, or become the cult’s next sacrifice?
This is a mininalist, grab-and-go module presented in a six-pannel, double-sided postcard.
Includes the adventure, separate map and item cards. Takes about 2 hours to be played. 
WHAT IS FLAIL?
Created by Andre Novoa, FLAIL is developed and published by Games Omnivorous. Uses a tactile item-and-gear system that makes inventory management actually interesting, and a push-your-luck combat system that feels like a game of dice poker. Quick to learn, quicker to implode, ideal for hexcrawls, dungeons, and players who enjoy seeing what goes wrong first.
Useful links:
- FLAIL official page: visit https://gamesomnivorous.com/pages/flail for more info on the game.
- FREE RULEBOOK DOWNLOAD: follow our BackerKit project to download the free book at https://www.backerkit.com/call_to_action/da410ac0-76a3-4877-b5a0-61f278144238/landing
- Patreon: please support the patreon! By pledging $3 per month, you get monthly drops of new content for FLAIL such as new adventures, guilds, monsters, religions, classes and more. Check it out at https://www.patreon.com/c/GamesOmnivorous
- Discord: join the server to connect with other players and creators.
- Online tools: create new items for FLAIL and generate hexcrawl maps instantly. Find more at https://gamesomnivorous.com/pages/flail-tools
- Resources folder: download printable and digital character sheets. Also hireling and construct sheet, cheat sheet, style guide, GM tracker sheet and more. Find the resources at https://gamesomnivorous.com/pages/flail
Posted: Wed, 06 May 10:11:34 CDT
Fortresses are built with the assumption that threats come from the outside, which makes sense when you’re dealing with conventional warfare, because you can define your perimeter, reinforce it, and rely on the structure to provide a measurable advantage, but that assumption only holds if the system inside the walls is as stable as the one outside, and this one isn’t; the reactivation sequence brought the facility online faster than expected, subsystems initializing in layers that suggest it wasn’t entirely dormant to begin with, which raises questions about what’s been running in the background and for how long. The initial survey teams reported structural integrity within acceptable limits, defensive systems partially functional, and internal layouts that don’t quite match the archived schematics, which is the kind of discrepancy you can explain away once or twice before it becomes a pattern you have to take seriously. We were deployed to secure the installation, restore full operational capability, and determine its strategic value, straightforward objectives if you assume the environment is static, but it isn’t, and the first indication came from the sensor logs, movement within sealed sections that shouldn’t have had any activity at all. That would be concerning under normal conditions, but combined with the inconsistencies in the structure itself, it suggests we’re dealing with something that either survived the deactivation or was created by it. The creatures, if that’s the right term, don’t behave like conventional hostiles, they don’t test the perimeter in predictable ways, they appear where they shouldn’t be able to, withdraw before engagement can be established, and leave behind evidence that doesn’t correspond to known biological or mechanical signatures, which complicates both identification and response. The fort’s systems are adapting, reallocating power, sealing sections, activating protocols that weren’t part of the original brief, and that’s where the situation shifts from external threat to internal variable, because if the system is responding to something it recognizes, then whatever we’re dealing with isn’t new, it’s part of the design, and that means the real question isn’t whether the fortress can hold against the creatures, it’s whether it was ever meant to keep them out in the first place.
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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: Wed, 06 May 10:11:23 CDT
In addition to the Sherwood: Tales Of Exile Core Rulebook, this solo adventure book is your gateway into a fully self-driven journey through danger, discovery, justice, and survival. Within these pages, you will find all the tools needed to forge a living story—one shaped by your choices, your courage, and your character’s will to endure. Every solo adventure uses the same core structure, ensuring that each tale you explore is familiar in form yet entirely your own in outcome.
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In the deeper reaches of the greenwood where the trees grow close enough to swallow sound and the paths shift with season and memory, a new presence has taken root among the undergrowth and hidden glades, for neither the crown’s foresters nor the outlaw bands who haunt the roads have proven able to keep balance within the forest’s bounds, and so from scattered wardens, hunters, and those who have lived too long beneath the boughs to trust either lord or thief there has formed a quiet guild known as the Verdant Ward, rangers who claim no allegiance to throne or rebellion but instead to the forest itself, moving unseen along deer tracks and forgotten trails to disrupt any who would twist the woodland to their own ends, whether it be royal agents felling timber for war and profit or outlaw companies using the trees as cover for cruelty and greed, and their presence is felt more than seen in cut snares, misled patrols, vanished camps, and warning marks carved into bark where only the watchful would notice, yet their growing influence breeds unease among all who rely on the greenwood for power or refuge, for the crown’s men call them traitors to lawful order while many outlaws see them as meddlers who would deny them sanctuary, and as tensions rise the forest becomes a place not merely of hiding but of contest where every path may be watched and every fire observed, and you move within this contested wilderness at a time when the Verdant Ward begins to step from rumour into reality, forcing all who dwell beneath the canopy to reckon with a force that answers not to coin, crown, or cause but to a harsher and older notion of balance that may demand sacrifice from every side.



