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Posted: Wed, 18 Mar 10:35:51 CDT
Templars
Templars is a monster supplement for 5e that presents disciplined holy knights as an organized martial order rather than wandering champions. Instead of treating templars as solitary heroes or generic crusaders, this book focuses on a structured military brotherhood devoted to defending the faith, protecting sacred institutions, and enforcing religious authority through disciplined formations and unwavering loyalty.
The intent of this product is encounter clarity without individual power inflation. Each role represents a specific function within the order, from gate guards and patrol knights to banner bearers and battlefield commanders. Unlike many martial ladders that escalate through individual heroics, templars gain their true strength through coordination, positioning, and shared doctrine. Their abilities reinforce disciplined formations, making them far more dangerous when fighting together than when encountered alone.
The internal politics, doctrines, and ultimate loyalties of the order are intentionally left undefined. Some templars may serve a righteous faith protecting civilization from real threats, while others may act as enforcers of oppressive regimes or unquestioning servants of religious authority. These stat blocks are tools for the GM. Whether the templars represent noble defenders or terrifying instruments of faith is entirely up to the campaign.
Templar Roster
Temple Guard — CR 1/4
Armored gate guard assigned to defend temples, inquisitors, and sacred property.
Templar Knight — CR 2
Disciplined holy warrior trained in heavy armor and formation combat.
Banner Templar — CR 4
Standard bearer whose sacred banner strengthens nearby templars and anchors battlefield formations.
Templar Justicar — CR 6
Divinely empowered knight who enforces religious law and channels limited sanctioned miracles.
Templar Commander — CR 8
Veteran battlefield leader who coordinates templar formations and amplifies the strength of nearby knights.
Posted: Wed, 18 Mar 10:35:45 CDT
Templars
Templars is a monster supplement for 5e that presents disciplined holy knights as an organized martial order rather than wandering champions. Instead of treating templars as solitary heroes or generic crusaders, this book focuses on a structured military brotherhood devoted to defending the faith, protecting sacred institutions, and enforcing religious authority through disciplined formations and unwavering loyalty.
The intent of this product is encounter clarity without individual power inflation. Each role represents a specific function within the order, from gate guards and patrol knights to banner bearers and battlefield commanders. Unlike many martial ladders that escalate through individual heroics, templars gain their true strength through coordination, positioning, and shared doctrine. Their abilities reinforce disciplined formations, making them far more dangerous when fighting together than when encountered alone.
The internal politics, doctrines, and ultimate loyalties of the order are intentionally left undefined. Some templars may serve a righteous faith protecting civilization from real threats, while others may act as enforcers of oppressive regimes or unquestioning servants of religious authority. These stat blocks are tools for the GM. Whether the templars represent noble defenders or terrifying instruments of faith is entirely up to the campaign.
Templar Roster
Temple Guard — CR 1/4
Armored gate guard assigned to defend temples, inquisitors, and sacred property.
Templar Knight — CR 2
Disciplined holy warrior trained in heavy armor and formation combat.
Banner Templar — CR 4
Standard bearer whose sacred banner strengthens nearby templars and anchors battlefield formations.
Templar Justicar — CR 6
Divinely empowered knight who enforces religious law and channels limited sanctioned miracles.
Templar Commander — CR 8
Veteran battlefield leader who coordinates templar formations and amplifies the strength of nearby knights.
Posted: Wed, 18 Mar 10:02:27 CDT

An explosion rocks a nearby mountain range. Once the dust clears, two twisted and screaming towers remain: one black and one white. Ominous seals appear on the moon and stars.
A wicked smile spreads across the eye-spotted black tower’s upper story, capped by a witch hat-like roof. Its upper and lower floors appear to be separated, with arcs of blue lightning emanating from its center.
The white tower is a bastille of pale stone, with an otherworldly blue fire burning at its top. Windows of stained glass bend without breaking along the white tower’s exterior, and eyes of madness follow those who approach the black. A flock of winged serpents fly around these profanities of architecture.
No one knows where these towers came from, and what has corrupted the celestial bodies. It is up to the heroes to uncover the mystery to stop a cataclysm that has been unfolding for centuries in secret.

Writing: Taron “Indestructoboy” Pounds
Narrative Consults: Corkboards & Curiosities, Pablo Dapena
Editing: Jack Weighill (Dice Average RPG)
Cover Illustration: Alexey Gorboot
Cartography & Layout: Taron Pounds
Interior Illustrations: Alexey Gorboot, Goran Gligovic
This is currently only available as a system neutral adventure, formatted for Vagabond. However, a D&D 5.5e and ShadowDark version are planned for development.
Posted: Wed, 18 Mar 09:50:55 CDT
A system neutral port of the classic S2 White Plume Mountain by Lawrence Schick.
Three relics have been stolen from their owners, and worries have spread about the power one person would have with all three in their possession. Word of a substantial reward for their return spread, with a poem as the only clue:
"On haunted peak, plume of white,
Lies your material pleasure.
Stole away in dead of night,
Those artifacts you treasure.
Ancient hammer, past statues odd,
Over geysers that boil and bubble.
Protected by ancient emperor-god,
Its power turns mountains to rubble.
Spear of sea, beyond the flood,
Secured by the sluice.
Through the charmers' pool of mud,
The beast must be induced.
Blade of black hath evil caught,
Placed in luxury's lap.
The third treasure is in the vault,
below the ziggurat."
Land of the Blind makes no claims of ownership of White Plume Mountain. Care has been taken to remove original product identity and original game expression. Please also consider also supporting the original release.
All rights to their respective owners.
Posted: Wed, 18 Mar 09:43:33 CDT
High above Eagle's Point, one of the tallest spots at the far end of Ils Valley, evil monks have taken over a temple formerly dedicated to the Winds. While stopping their nefarious plans, the adventurers must also find the Air Stone, one of the keys to stopping an unknown but huge threat to the entire valley.
The second part of the The Elemental Stones series, The Towering Temple can also be played as a stand alone.
This module is designed for 4-6 players from 4-6th level. It uses D&D 5e rules.
Posted: Wed, 18 Mar 09:42:23 CDT
DM Essentials #68: 10 Elven Royal Advisor Encounters
In most games, the royal advisor is just exposition.
They stand next to the throne, looking wise, and deliver the quest or the warning. They're a plot device with a long beard and a tendency to speak in riddles. Then they fade away until the next time the party needs information.
But an elf who has guided a royal line for millennia, who has outlasted a dozen rulers, who knows where every body is buried and every secret is kept—they are not a plot device. They are the true power behind the throne. They speak softly because they do not need to shout. And they have already decided whether the party is useful, dangerous, or irrelevant.
DM Essentials #68 gives you ten ways to make the elven royal advisor feel ancient, inscrutable, and quietly terrifying. They are not a friend. They are not an enemy. They are something else entirely: the one who knows everything and shares nothing for free.
What's Inside?
The Elven Advisor's World (Short Essay): Who they are, what they've seen, and why every word of counsel serves a purpose.
10 Encounters with the Power Behind the Throne: Each one gives you a situation, the truth behind it, and a way for the players to respond.
- The Gaze – They watch from across the room. Never approach. Never speak. Every move is noted.
- The Question – Simple, innocent, irrelevant. They are probing for weakness. Every answer is data.
- The Warning – "Do not trust the one in blue." True. But their reasons are their own.
- The Offer – "I can help you. What do you need?" The help will come with a price. They will collect.
- The History – They recite the party's lineage—names, deeds, secrets. They have done their research.
- The Test – A small task. Deliver a message. Observe a courtier. A test of loyalty and competence.
- The Gift – A sealed scroll. "Read this when you are alone." Valuable information. And a trap.
- The Silence – They attend a meeting and say nothing. Their silence is commentary. Pay attention.
- The Confession – "I have served this throne for three thousand years. I have done terrible things." A warning, not a boast.
- The Nod – As the party leaves, a slight nod. They have decided. The game has begun.
Quick Reference Table: Roll d10 and get a full encounter hook in seconds.
Who This Is For:
- DMs who want wisdom to feel like it has a price
- Players who think they're being paranoid until they realize they're not paranoid enough
- Anyone who understands that the person whispering in the ruler's ear is the most dangerous person in the room
ENTER THE ARCVERSE
More DM Essentials, adventures, and settings at the link below.
They have served this throne since before your kingdom existed. They will serve it long after you are forgotten. They are watching you right now.
Posted: Wed, 18 Mar 09:34:21 CDT
The sand burns hot in the desert. And the sun beats down mercilessly from the cloudless sky
The adventurers certainly hadn’t imagined their journey to Chal al-Wadi, the pearl on the northern edge of the Ruphanian Desert, would be so full of hardships.
Yet despite the unfamiliar hardships, they remain in good spirits. For Chal al-Wadi is less than three days’ journey away. And the very thought of the city revives their spirits. Who wouldn’t want to enjoy a glass or two of date wine in the relaxed atmosphere of a shady riad?
But these pleasant thoughts are abruptly interrupted when the adventurers notice a swirling wall of clouds rapidly approaching. One of the mighty sandstorms for which the desert is so notorious is gathering. And it seems as though it is heading straight for the adventurers.
As the first tendrils sweep past them, they manage just in time to take shelter behind a large rock formation.
Hours later, the storm finally subsides. Within a short time, the sun is shining brightly again from the blue sky.
Just as they are about to set off, they spot a skeletal hand protruding from the sand nearby, still clutching a gold-glinting top hat, which appears to have been uncovered by the sandstorm.
Inside, they find an old map pointing the way to a long-lost port city called Yel-Madinah, which, strangely enough, is said to have been situated in the middle of the desert. Alongside the map, the adventurers discover a strange pendant hanging around the mummified corpse’s neck.
When they finally arrive in Chal al-Wadi days later, they immediately set out to find more information about Yel-Madinah. They learn astonishing things and eventually set off to unravel the mysteries of this ancient city.
Posted: Wed, 18 Mar 09:26:11 CDT
DM Essentials #67: 10 Elven Courtier Encounters
In most games, the courtier is just background flavor.
They stand around looking elegant, maybe exchange a few pleasantries, then fade into the scenery. They're decoration. Atmosphere. The kind of NPC you forget the moment you leave the room.
But an elf who has spent millennia perfecting the art of the smile that means nothing, the compliment that costs nothing, the friendship that is really a trap—they are not decoration. They are players in a game that has been running longer than your entire civilization. And they have just noticed the party.
DM Essentials #67 gives you ten ways to make elven courtiers feel charming, dangerous, and utterly unforgettable. They are not enemies. They are not friends. They are something worse: people whose motives you will never fully know.
What's Inside?
The Elven Courtier's World (Short Essay): Who they are, how they play the game, and why every smile hides a calculation.
10 Encounters with the Subtle Knife: Each one gives you a situation, the truth behind it, and a way for the players to respond.
- The Greeting – Warm, charming, and perfectly researched. They know the party's names, their deeds. They want something.
- The Compliment – Specific, personal, perfect. They have found a weakness. Praise is the first step.
- The Invitation – A private dinner. An honor. The guest list matters. Who else is coming? Who is not?
- The Secret – Juicy, valuable, true. Sharing it will have consequences they have already foreseen.
- The Rival – Another courtier warns the party about the first. Both are playing the same game.
- The Gift – Beautiful, thoughtful, personal. Accept it, and owe a favor. Nothing is free.
- The Question – "What do you hope to gain here?" Casual. Friendly. Every answer is noted.
- The Defense – They speak up for the party against a critic. Now the party owes them.
- The Request – A small favor. Trivial. The first is always small. The next will not be.
- The Farewell – A warm smile, a wave, well wishes. They will remember the party. The game is not over.
Quick Reference Table: Roll d10 and get a full encounter hook in seconds.
Who This Is For:
- DMs who want courts to feel like minefields of hidden agendas
- Players who think "I can read people" until they meet someone who has had millennia to practice hiding
- Anyone who understands that the warmest smile can hide the coldest calculation
ENTER THE ARCVERSE
More DM Essentials, adventures, and settings at the link below.
They smiled at you. They remembered your name. They asked about your family. You have no idea what they actually want.
Posted: Wed, 18 Mar 08:51:29 CDT
A remote tundra settlement in the northernmost reaches of Latakar is swallowed by a rolling wall of ice and blue flame. Within the storm moves a towering elemental figure, half frozen in jagged rime, half burning with cold fire. Homes collapse under mounting frost, doors are torn open by panicked hands, and a whisper in Ignan carries across the wind, desperate and unsteady.
What began as an elemental summoning along a ley line fracture has become an unstable force that consumes everything in its path. The village has minutes before it is erased beneath advancing frost.
This adventure was created by Kelfecil's Tales!
Glacial Hunger
Glacial Hunger is a focused survival and confrontation adventure built around a visible advancing hazard. The opening places the party inside a settlement being overtaken by a magical avalanche that moves across the map each round. Combat, rescue, and investigation occur under constant pressure as Ice Mephits and unstable frostfire fragments spill outward from the storm.
Beyond the village, the elemental engages directly in an escalating confrontation supported by fragments of its own unstable form. Observant players may uncover clues pointing toward ritual separation rather than destruction, offering an alternative resolution to a battle that would otherwise end in collapse.
Designed for tables that enjoy forward momentum, tactical pressure, and boss encounters with meaningful mechanical choices, Glacial Hunger delivers a contained elemental crisis at the edge of the world.
Glacial Hunger is a 5th edition, level 5 adventure set in the far northern Frozen Tundra of Latakar. Designed for 1 to 2 sessions (4 to 6 hours), it features an advancing battlefield hazard, a multi-phase elemental boss encounter, optional ritual stabilization mechanics, and scalable reinforcement waves. Built for groups who enjoy visible timers, layered combat, and high-intensity one-shot play.
About this One-Shot
This package includes the following resources:
- Beautiful maps by D&Demetrius
- Awesome tokens by Dusky Cat
Quick Guide
- Recommended APL: 6
- Theme: Elemental Instability, Survival, Timed Pressure
- Setting: Starlight Chronicles, Frozen Tundra, Soulfrost remnants
- Time/Sessions to Finish: 1-2 sessions (4-6 hours total)



Posted: Wed, 18 Mar 08:44:00 CDT
Paranormal Files is a system-neutral toolkit for creating investigations into strange phenomena, unexplained anomalies, and terrifying encounters with the unknown.
Designed for horror, mystery, and investigative roleplaying games, this book provides a massive collection of random tables that allow Game Masters to generate paranormal events, haunting locations, strange entities, and escalating supernatural crises within seconds.
Instead of relying on pre-written scenarios, Paranormal Files helps you build dynamic paranormal cases during play. Every anomaly can evolve, escalate, and transform depending on what investigators discover—or what they accidentally unleash.
The generator covers everything from the first signs of something wrong to the catastrophic consequences of investigating the unknown.
For example, investigations might begin with subtle disturbances like flickering lights, strange reflections, or objects vibrating slightly before escalating into full supernatural crises involving entities, timelines, and reality distortions.
What This Toolkit Provides
This book includes 160 d20 tables designed to generate paranormal events quickly and consistently during play.
You can create investigations involving:
• Strange environmental symptoms and disturbances
• Paranormal energy signatures and anomaly behavior
• Haunted locations and supernatural manifestations
• Investigation clues and disturbing discoveries
• Government conspiracies and hidden experiments
• Research breakthroughs and forbidden knowledge
• Escalating supernatural crises
• Investigation disasters and catastrophic outcomes
• Campaign endings and reality-altering conclusions
Posted: Wed, 18 Mar 07:36:15 CDT
01. Hire a TECHNOCRAT - NWO
Productivity up 300%. Privacy down 300%.
What happens when the people who already control reality still insist on going through a formal hiring process?
Each entry presents a Technocratic candidate applying for a perfectly legitimate corporate role—complete with sterile job descriptions, immaculate CVs, tightly controlled interview transcripts, and HR notes that may or may not have been edited for compliance. The candidates are efficient, polite, and deeply unsettling. Every answer is correct. Every outcome is optimized. And somehow, the company is restructured before the interview even ends.
These interviews are ideal as:
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Comedy interludes between serious sessions
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Quick NPC introductions with instant personality
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In-universe Technocratic documents or reports
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Session hooks involving corporate infiltration or control
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A reminder that the real horror isn’t magic—it’s efficiency
Other HR interviews: https://www.storytellersvault.com/en/browse?keyword=hire%20a%20mage%20szerepjatekosok.hu
Posted: Wed, 18 Mar 07:04:24 CDT

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From the mind of a fantasy RPG master, Ed Greenwood’s Monstrous Ecology provides extensive ecologies for a massive array of beasts, bugs, and butchers found in the World Below.
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The World Below: Ed Greenwood’s Monstrous Ecology drastically expands material presented in the core book for The World Below RPG.
It includes:
- Over 30 monsters provided with Ed’s unique level of horrifying detail and fantastical depth.
- New ancestries, settlements, dogmas, and guilds for players to select for their characters.
- Over 50 new Theses for players to assign their characters, giving them a much-needed edge in this hostile subterranean world.
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Also available now from Onyx Path Publishing:
You must dig. You must explore. You must map. You must build. You must defend. The World Below provides, but only to the worthy. The unworthy fall, consumed by bugs, lava, acidic fog, the vagaries of Kaos, and the World Below’s convulsing tunnels.
The World Below is a game of adversity, heroism, terror, and awe. Your characters will overcome or be defeated by terrible beasts, environmental calamities, and Kaos storms ravaging their surroundings and the souls they encounter. They will chart their journeys, chronicle their tales, and pass their stories down to their descendants, who will, in turn, become your characters when your old ones perish or retire.
The World Below is a complete tabletop roleplaying game. It includes:
- Numerous playable options, some from the traditional fantasy mold, others unique to the World Below.
- The complete Storypath Ultra System, allowing you to play this game straight from the book.
- Myriad settings, monsters, powers, and abilities for use in your stories, which you can play as minimalist dungeon crawls or World Below-spanning expeditions.





