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Posted: Sat, 22 Nov 18:57:39 CST
Dead Man’s Hand: The Outlaw’s Handbook
The frontier remembers its outlaws.
Some die quick. Some die loud.
A rare few carve their names deep enough into the dust that the land itself whispers them after dark.
This book is for those outlaws.
The Outlaw’s Handbook is the ultimate expansion to Dead Man’s Hand, diving into the grit, blood, and myth of life outside the law. Whether you’re playing solo, running a campaign, or building your own legend one bullet at a time, this book turns every ride into a story worth telling.
What’s Inside
• Outlaw Paths & Life on the Run
Build the fugitive you were always meant to play — from drifting loner to feared gang leader.
• Heat, Pursuit & Consequences
The frontier doesn’t forgive.
A new Heat system tracks the law, bounty hunters, vigilantes, corporate agents, and Territorial Detectives as they close in.
• Territory, Influence & Gang Power
Stake your claim.
Grow from simple rider to regional force as rumors spread, gangs grow, and rival factions clash.
• Legends, Myths & Tall Tales
Stories warp around you whether you want them to or not.
Become a ghost, a devil, a folk hero, or a nightmare whispered to children.
• Wanted Posters & Infamy
Your name goes up on the wall — and the world changes.
Track escalating bounties, shifting reputations, and how towns, gangs, and law react to your rise.
• Death, Capture & The End of the Line
Every outlaw gets one of three endings.
This chapter decides which — and why.
• Massive Appendix Suite
Packed with tools for both table and solo play:
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Outlaw jobs & scores
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Solo campaign engine (“The Long Trail”)
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Horses, survival, hazards
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Gang sheets & faction trackers
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Frontier oracles and rumor tables
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Locations, NPCs, hardships, weather, and more
Everything you need to run a full outlaw campaign from first shot to final breath.
Perfect For:
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Solo players running a long-form outlaw campaign
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GMs who want a gritty, reactive frontier
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Groups who want to mix story, danger, and emergent narrative
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Anyone who wants to expand Dead Man’s Hand into a full frontier sandbox
Why You Need This Book
This is the toolkit for life on the wrong side of the badge.
If the core book teaches you how to survive, this one teaches you how to thrive, rule, and die on your own terms.
Whether you want to build a gang empire, become a legendary rider, or just live long enough to take one last shot at redemption, The Outlaw’s Handbook delivers everything the frontier never wanted you to know.
Posted: Sat, 22 Nov 16:13:56 CST
They claimed the Known Galaxy was mapped. Every star charted, every anomaly catalogued, every cosmic secret domesticated through the unrelenting will of mankind. But the universe, vast and vindictive, does not suffer the arrogance of mortals lightly. The breach began as a tremor—a shiver along the outer reaches of the Aetherline Gateways, a distortion detected only by instruments so old their creators were dust. Scientists dismissed it as cosmic fatigue; priests whispered that the Aether itself wept. Yet none were prepared for the scream. It tore through the fabric of reality like a blade through parchment. A wound, not merely in space, but in meaning. A fissure of pure crimson-black flame erupting at the edge of the Dorithene Expanse. A portal to a dimension long sealed, long forgotten, long denied by all rational minds. The place beyond was known only in myth and madness: the New Hellscape—a realm where broken souls fought in eternal cycles of torment and dominion, where the hunters, judges, and executioners of that forsaken domain carved their laws into the flesh of the damned. A prison for the wicked. A crucible for the strong. A forge for something infinitely worse. When the breach widened, they came. The Ashen Hunters, draped in skin-stitched armor, their eyes hollow suns. The Judicants of the Pale Tribunary, bearing gavel-blades that sang in frequencies that unraveled sanity. The Executants of the Crimson Rite, towering figures carved from sentient bone and violence. They spilled into the Known Galaxy with purpose—no rage, no chaos, but order. They hunted escaped souls, tore apart colonies to reclaim the tainted, and marked worlds with sigils that pulsed like infected wounds. Planets fell in silence, their populations vanishing beneath a tide of ritual slaughter. Starships fled. Governments dissolved. No one understood what these beings sought—only that nothing mortal could stand before them. Yet amid this cosmic catastrophe, you remain. Alone. Awakened in the aftermath of a breach-cell rupture, your memory shredded by the shockwave, your body spared by some cruel mercy. Something crossed over with you. Something that knows your name. Something that wants you returned. The Known Galaxy trembles under invasion. The New Hellscape grows stronger with each passing hour. And somewhere in the void between, your destiny hangs like a blade over a dying star. Welcome, wanderer, to the Nocturne Breach. Where souls are currency. And survival is sacrament.
_______________________________
In this Solo Adventure you assume the role of a Character in a Dark Science Fantasy setting. You will require The Haven Fallen Core Rulebook (CRB), and any associated Expansions you wish to use to assist you, along with a pen and paper or word-processing document, to play.
The story is set up with an Introduction, a handful of location details and a few pertinent Story Points. The rest is down to you and your imagination.
The Actions you take should depend on who and what you see, and how you wish to interact. Keep a record of your story and adapt it as per the result of each Action. As you progress you will see that you are behaving as your own Storyteller, creating the interactive world in which you are playing.
Use the Character Creation section of the CRB to create your Character and use the Storyteller section of the CRB to assist with generating NPCs.
Once you have familiarised yourself with the following few pages, you are ready to begin.
THE BONUS DIE
When allowed to roll a Bonus Die, roll two of the same required Dice and choose the most beneficial result.
Posted: Sat, 22 Nov 16:13:42 CST
The star charts once labeled this world Austraenos, though the original designation has been lost beneath frost and fear. It circles a dying sun whose light is too feeble to warm even memory. Long ago, explorers from the Trinity Pact christened it a frontier outpost, a temporary station for mineral surveys and cryo-vault experiments. The reports described a barren sphere of ice, quiet and dead, a frozen tomb drifting in solitude. But tombs, as every chronicler of the abyss eventually learns, are seldom empty. Within months of colonization, the first anomalies manifested—strange magnetic pulses, unbidden whispers carried across comms channels, shadows moving beneath the translucent glaciers like vast silhouettes of beasts not yet born. Then the drilling began, and Austraenos revealed its first secret: beneath its crust lay not stone, but an intricate lattice of black ice, carved with sigils that no known species could have authored. After that discovery, the planet changed. The temperature dropped to unrecorded lows, engines failed, minds fractured, and the auroras took on shapes that resembled wings, teeth, or impossible architectures. The colonists sent a final broadcast—half prayer, half delirium—before vanishing. Rescue missions failed one by one, swallowed by storms with no wind, only sound. Rumors spread across the Pact that Austraenos was cursed, or worse, alive. You are the latest—and perhaps the last—to set foot upon its frozen crust. Your ship crashed in a blizzard of screaming vox-static, torn from orbit by forces you cannot name. You remember the impact, the shattering of hull and bone, the impossible survival. Now you stand in the ruins, the ice trembling beneath your feet, as if eager to reclaim you. Austraenos is not merely cold. It is aware. And it is waiting. The ancient structures half-buried in blue ice do not belong to humans. The fissures descending into black frost hum with a pulse too rhythmic to be natural. The wind forms whisper-shapes that curl your name with hateful tenderness. Somewhere below, far beneath the fractured glacier fields, a vast consciousness dreams in chemical slumber—dreams of warmth, of hunger, of awakening. Survival is a lie you must tell yourself to keep moving. Escape may be a myth the dead once whispered to comfort themselves. But the truth, the one frozen fact beneath the layers of horror, is simple: Austraenos has plans for you.
_______________________________
In this Solo Adventure you assume the role of a Character in a Dark Science Fantasy setting. You will require The Haven Fallen Core Rulebook (CRB), and any associated Expansions you wish to use to assist you, along with a pen and paper or word-processing document, to play.
The story is set up with an Introduction, a handful of location details and a few pertinent Story Points. The rest is down to you and your imagination.
The Actions you take should depend on who and what you see, and how you wish to interact. Keep a record of your story and adapt it as per the result of each Action. As you progress you will see that you are behaving as your own Storyteller, creating the interactive world in which you are playing.
Use the Character Creation section of the CRB to create your Character and use the Storyteller section of the CRB to assist with generating NPCs.
Once you have familiarised yourself with the following few pages, you are ready to begin.
THE BONUS DIE
When allowed to roll a Bonus Die, roll two of the same required Dice and choose the most beneficial result.
Posted: Sat, 22 Nov 15:55:33 CST
New enemies for The Frontier, the roleplaying game of epic shooter-looter action!
Posted: Sat, 22 Nov 15:21:19 CST
Map of the city of Port Haven
Free of use, no copyright
Posted: Sat, 22 Nov 15:16:55 CST
Map of the city of Elderhaven
Free of use, no copyright
Posted: Sat, 22 Nov 14:13:06 CST
An Elf by the name of Cospe has discovered greater elven magic that can terraform entire regions, after losing his family to the brutality that is greed. He plans to use this to get revenge on all humans.
The party is set on this path by fate, Cospe has been descending into madness for some time, having turned into a fragile image of his former self in both mind and body. The party will have some hard choices to make on the way.
This adventure is intended to produce a fun series of side stories and small adventures for getting started with the Caravans ruleset. Upon completing this introductory campaign you can use it as a basis to launch your own camp!
Posted: Sat, 22 Nov 14:00:42 CST
Welcome to the collection of Locations & Lore! Here we provide you with brand new settings and a ton of information to get started, it is up to you to fill in the rest. Take these settings and create something awesome!
Share with us on twitter @DCSRPG as we always look forward to your creations and experiences.
Posted: Sat, 22 Nov 13:52:32 CST
"Don't go alone! Travel with friends!" Ever wanted to ‘recruit’ a helpful NPC and take them on your adventures? Now you can! Create a valuable addition to your party with Caravan, a camp-management module designed for 5E.
The Caravan module offers awesome mechanics based on our Q.P.S. System (Quality, Prestige, & Supply), making your camp self-sufficient and easy to manage! Valuable NPCs take on various tasks within the camp, running operations and improving the ability for you to acquire more gold, items, and resources.
This module contains 80 events to challenge your players and spice up your Caravan's journey. Certain events increase morale and apply bonuses toward improving the camp. Other events bring nothing but misery as campers suffer injuries, contract diseases, and even die! You need to stay on top of your camp's morale, supply, and tasks in order to keep things from spiraling out of control.
Designed for players and GMs, and based on the 5E system you know and love, we expand the setting to give you an amazing add-on to your campaign. Expand your party’s capability and allow them the opportunity to recruit and grow!
Posted: Sat, 22 Nov 13:50:45 CST
Transform your city into a supernatural battleground with 192 d20 tables covering every aspect of urban fantasy gaming.
WHAT'S INSIDE:
MODULE 1: THE HIDDEN WORLD (20 tables) Establish how magic stays hidden, from masquerade types and awakening triggers to veil breaches and ancient pacts. Build the foundation of your secret supernatural society.
MODULE 2: MODERN MAGICAL FACTIONS (20 tables) Create vampire corporations, werewolf gangs, fae courts, and demon cults. Complete faction generation with leadership, resources, territories, and hidden agendas.
MODULE 3: SUPERNATURAL BEINGS (22 tables) Populate your world with vampires, werewolves, fae, demons, angels, witches, ghosts, and hybrids. Each creature type includes bloodlines, powers, vulnerabilities, and modern adaptations.
MODULE 4: MODERN MAGIC SYSTEMS (22 tables) Magic meets technology: smartphone spells, social media curses, corporate sorcery, and tech-enhanced rituals. Complete rules for casting methods, power costs, and magical consequences.
MODULE 5: URBAN LOCATIONS (20 tables) From supernatural nightclubs and hidden markets to haunted skyscrapers and underground networks. Map your magical city with neutral grounds, power nexuses, and dimensional pockets.
MODULE 6: NPCS & CHARACTERS (26 tables) Instant memorable characters: street witches, corporate sorcerers, monster hunters, neutral brokers, and reformed monsters. Complete with backgrounds, secrets, and motivations.
MODULE 7: CONFLICTS & THREATS (24 tables) Escalating dangers from street-level crime to apocalyptic scenarios. Includes faction wars, ancient evils, possession outbreaks, reality tears, and moral dilemmas.
MODULE 8: QUICK GENERATORS (38 tables) Instant content for improvisation: random encounters, atmospheric details, rumors, omens, evidence, clues, and complications. Never run out of ideas at the table.
COMPATIBLE WITH:
Any tabletop RPG system including World of Darkness, Dresden Files RPG, Urban Shadows, TAG (this one is so good), FATE Core, Savage Worlds, d20 Modern, Shadowrun, or your own homebrew system.
**Includes PDF and HTML documents
Posted: Sat, 22 Nov 13:41:08 CST
Designed by the creators and writers of the GM’s Toolkit and The Cursed King series, the Royal Unicorn is an adventure designed to provide your party with its very own tavern! Designed for easy management, this module provides exciting content for the GM and Players alike.
Welcome to the Royal Unicorn a tavern creation and management module! Start here as you introduce the business of tavern ownership to your campaign. Offer players an alternative sense of development and accomplishment as they add valuable side income to their adventuring life.
The rules cover stats, employees, perks, and events of the tavern as players learn how to manage and play the Royal Unicorn tavern module.
Also included is a free starter adventure.



