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Posted: Fri, 30 Jan 22:12:41 CST
Note: We make these icons for Worldographer, but they are PNG images with transparent backgrounds which will work with most image/map editors.
Each month Inkwell Ideas makes new icon sets to expand the options available for Inkwell Ideas's Worldographer software program through Patreon's website. (A way to sponsor ongoing projects for a small amount per creative work or month.) This icon set expands our popular "Ring Lord" icon set with more dwarves, elves, gnomes, halflings, deep ones and more!
This set has over 100 "point of interest" icons. Many are usually a fort, tower, castle, city, ruins, town, village, and capital for each of high elves, sea elves, wild elves, rock gnomes, forest gnomes, halflings, underground dwarves, and surface dwarves. Those same fort/tower/castles/city/etc. options also have 'floating' and 'walled' versions as well. Plus there are large, medium, and small settlements for Cthulhu-kin and Deep Ones. And there are some other odds and ends too like simple bridges and a Gate of Hell.
Further, each image has two versions--one light and one dark. Use them to designate factions or pick the one that looks better for your map!
You may publish maps using these icons--see the license below.

Each image is a transparent PNG so it can be imported into many image and map editors, including Worldographer. (Worldographer has a paid version and a free version which limits some features.)
Click the image to see a larger version:
Posted: Fri, 30 Jan 20:39:21 CST
| This special bundle contains the following titles: |
| DEAD MAN’S HAND: EARLY LANTOEN: FRONTIER LIFE Regular price: 0 Bundle price: 0 Format: Watermarked PDF | DEAD MAN’S HAND: EARLY LANTOEN
A Frontier Game of Everyday Life
Early Lantoen isn’t a boomtown. It’s not even a town—just a handful of stubborn buildings holding their ground against the dust. A saloon with a crooked sign. A healer’s shack with smoke curling from the chimney. A carpenter’s shed that smells of fresh-cut pine. A lonely pasture. A boarding house standing like a tired guardian over the valley.
And into this quiet place comes you.
No destiny. No prophecy. No gunfight on the horizon. Just the simple truth that every day asks something new of you—and every choice, no matter how small, leaves its mark.
Chop wood. Haul water. Mend fences. Carry a message. Share a meal. Help a neighbor. Earn their trust. Become part of the town’s rhythm.
Early Lantoen grows because you do. I... | |
| Dead Man’s Hand: Frontier Bonds Regular price: 0 Bundle price: 0 Format: Watermarked PDF | A Slice-of-Life Relationship Expansion for Solo Western Play
Frontier Bonds brings heart to Dead Man’s Hand.
This is the book about the people in your life— the quiet moments, the shared routines, the arguments at dusk, the soft mornings after, the letters that never arrive, the warmth of a shared fire, and the emotional rhythm that makes frontier life feel real.
If Frontier Life gives you the day-to-day, and Frontier Jobs & Pursuits gives you your livelihood, Frontier Bonds gives you your connections.
What’s Inside
• Emotional Weather System
Track the shifting moods of your character, your bonds, and your story as the seasons and your choices reshape the heart.
• Relationship Clocks
Build romance, friendships, rivalries, found families, and slow-burn emotional arcs with sim... | |
| Dead Man’s Hand: Frontier Life — The Craftsman’s Path Regular price: 0 Bundle price: 0 Format: Watermarked PDF | Build a Quiet Life on the Frontier. One Project at a Time.
Dead Man’s Hand: Frontier Life — The Craftsman’s Path is a soft, story-rich expansion that brings a new kind of frontier experience to your DMH games. Instead of shootouts, storms, or high drama, this book focuses on the quiet work that shapes a community — mending fences, repairing door frames, carving gifts, patching roofs, and slowly becoming someone the valley relies on.
Set in the gentle rhythms of Early Lantoen, this supplement lets you step into the life of a frontier maker: someone who learns through their hands, shapes their days through small improvements, and leaves a quiet mark on the world.
If you’ve ever loved the feel of whittling on a porch at sunset, helping a neighbor fix a drafty window, or watching a village... | |
| Dead Man’s Hand: Jobs & Pursuits Regular price: 0 Bundle price: 0 Format: Watermarked PDF | Dead Man’s Hand: Jobs & Pursuits — A Frontier Solo Expansion
Build a life on the frontier—one day, one job, one hard-earned choice at a time.
Dead Man’s Hand: Jobs & Pursuits is a full solo supplement that lets you play the life you’ve always imagined out West. Whether you want to raise cattle, swing a hammer on the railroad, chase bounties, carve a living out of the dust, or follow stranger callings, every Pursuit creates a different rhythm, different conflicts, and a different path through the frontier.
This isn’t a class system. This is a life system.
What’s Inside
Each Pursuit includes:
• Starting resources Tools, supplies, obligations, debts, and connections unique to that life.
• Daily loops & work cycles What your days actually look like—the chores, the troub... | |
| DEAD MAN’S HAND: THE LANTOEN HOUSE SALOON. Regular price: 0 Bundle price: 0 Format: Watermarked PDF | DEAD MAN’S HAND: THE LANTOEN HOUSE SALOON
A One-Building Solo Frontier Setting
A single crooked sign. A single rough-cut room. A single night that changes everything.
The Lantoen House Saloon isn’t just a tavern — it’s the heart of a frontier town that hasn’t even been born yet. Built by a half-drunk settler who misspelled his own sign, this weather-beaten saloon becomes the stage for decades of dusty drama, desperate bargains, whispered secrets, and the quiet moments that define life on the edge of the West.
This is a complete solo setting built around one building… and the stories that haunt it.
Inside you’ll find:
• Three eras of play
The Rough Lantoen (survival), The People’s Lantoen (community tension), and The Old Lantoen (territorial consequence).
• The Living Tavern Syst... | |
| Dead Man’s Hand: The Mountain Man Regular price: 0 Bundle price: 0 Format: Watermarked PDF | Dead Man’s Hand: The Mountain Man
A Frontier Life Expansion of Solitude, Signs, and Quiet Belonging
The mountains shaped him. The valley is trying to heal him. Between the two lies a story only you can tell.
The Mountain Man brings a new, deeply atmospheric role to the Dead Man’s Hand: Frontier Life series — a quiet wanderer living between the high country and Early Lantoen, guided not by mysticism but by hard-earned instinct, silence, and the language of the land itself.
This is frontier storytelling at its softest, warmest, and most introspective.
What’s Inside
A full narrative role for solo players looking for grounded emotional depth
Daily survival and solitude routines built for immersive slice-of-life play
The Backwoods Oracle system — an omen engine based entirely on... |
| Total value: | 0 |
| Special bundle price: | 0 |
| Savings of: | 0 (50%) |
Posted: Fri, 30 Jan 20:36:13 CST
Hail Heroes!
Feast your eyes on these babies! Character Sheets galore, each with several different handy silhouettes so you can draw your Protagonist's portrait, right on the page.
Form fillable PDFs for those of your who prefer electronic records, or just print them out and scribble on 'em, old school style.
As a bonus we've included a "Back Page" for when your narrative gets too long to fit on a single 8.5 by 11.
For use with Sixcelsior! and The Rocket City Rules playbooks for the Freeform Universal Narrative (FUN) roleplaying system from Mighty Six Enterprises. Check out our growing inventory of incredible inspiration.
So pick up your copy today! Like right now!, 'Cause they're free, well, kind of. They're "pay what you want", and if that's nada, that's okay. Well, kind of.
Friends, I've said it before, I'll say it again,
Be Mighty! Play Mighty! Stay Mighty!
Posted: Fri, 30 Jan 20:29:49 CST
Here's the Core Game Loop diagram for JACK ROCKET: SOLO EDITION, available as 'pay what you want'.
You can buy JACK ROCKET at https://www.drivethrurpg.com/en/product/554076/jack-rocket-solo-edition
Enjoy! Feedback welcome, as ever!
Posted: Fri, 30 Jan 20:18:07 CST
Backwater Town | Map Pack brings a gritty frontier settlement to life—an isolated hub of trade, crime, and survival on the edge of civilization. Perfect for space opera, sci-fi westerns, post-apocalyptic settings, or lawless border worlds, this collection captures the feel of a dusty town where smugglers, merchants, locals, and enforcers all collide.
Navigate narrow streets and shadowy interiors filled with opportunity and danger. From seedy cantinas and high-stakes casinos to crime lord headquarters and questionable lodging, every location is designed to support intrigue, negotiations, ambushes, and desperate last stands.
The town’s infrastructure includes farms, markets, landing pads, and merchant buildings, grounding the setting as a functioning settlement rather than a simple backdrop. Law and order—such as it is—can be found at the sheriff’s office, while flophouses, brothels, and hermit dwellings hint at the lives lived on the margins.
Each map is provided in arctic, desert, and grassland environments, allowing you to quickly re-theme the town for different worlds or climates. All locations are also included in both furnished and unfurnished versions, giving GMs full control over storytelling and customization.
Whether your players are laying low, cutting deals, hunting bounties, or igniting a local uprising, Backwater Town | Map Pack delivers a versatile, atmospheric settlement ready for adventure.
This version comes with complete line-of-sight setup, with walls, doors, and windows already placed.
This pack contains the following locations:
- Brothel - two levels
- Cantina
- Casino - two levels
- Crime Lord Headquarters - three levels
- Farm - two levels
- Flophouse
- Hermit House
- Landing Pad - two levels
- Market
- Merchant - two levels
- Sheriff - two levels
- Typical House - two levels
All maps are provided in arctic, desert, and grassland environments.
All maps come furnished and unfurnished.
Maps are created using DungeonFog.com
Posted: Fri, 30 Jan 20:05:42 CST
Dead Man’s Hand: Frontier Magazine – Issue #2
The frontier isn’t quiet.
It’s just waiting.
Dead Man’s Hand: Frontier Magazine is the official ongoing magazine for Dead Man’s Hand, your Weird West, solo-friendly tabletop RPG of grit, mystery, and hard choices beneath a burning sun.
Each issue delivers lore, tools, fiction, and play material designed to expand your table, deepen your solo play, and bring the frontier to life between sessions.
Issue #2 continues the journey.
Inside This Issue
The Dusty Trail (Editorial)
A reflection on the frontier as a living place — harsh, haunted, and shaped by the choices of those who walk it.
Frontier Dispatches
A recurring system-neutral tool for generating rumors, headlines, whispers, and background events. Learn how to use Dispatches to seed adventures, add texture to towns, or drive solo play forward.
The Marshal’s Casebook
New case files, mysteries, and unresolved frontier incidents — perfect for lawmen, bounty hunters, or anyone who asks the wrong questions in the wrong town.
Outlaw’s Road
Hooks and narrative prompts focused on life outside the law: running jobs, broken alliances, revenge, and survival on the margins.
Frontier Location Feature
A fully realized location ready to drop into your campaign or solo play — rich with atmosphere, secrets, and trouble.
Trail Tales
A book review exploring classic Western themes and how they translate into Dead Man’s Hand play, with inspiration you can bring straight to the table.
Trail Shorts (Fiction)
An original short story set on the frontier — grim, human, and steeped in dust and consequence.
The End of the Trail
A closing oracle, poem, or reflection — always thematic, always atmospheric — to leave you with one last question before you close the book.
Next Issue Preview
A look ahead at what’s coming in the next issue of Frontier Magazine.
Why Frontier Magazine?
Dead Man’s Hand: Frontier Magazine is designed to be:
-
Playable — tools you can use immediately
-
Evocative — strong atmosphere without heavy mechanics
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Solo-friendly — perfect for journaling, oracle-driven, and guided solo play
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Expandable — each issue builds on the world, not replaces it
Whether you play solo, run a full table, or just love frontier fiction and worldbuilding, this magazine is your campfire between adventures.
Requires
Dead Man’s Hand: A Western Solo RPG
(Some content may also be used system-agnostically with minimal adaptation.)
Posted: Fri, 30 Jan 18:56:05 CST
Eons ago, vampires ruled a vast world spanning civilization.
Then they fell and became monstrous.
To reign in their excess, Helen of Troy joined forces with other ancient vampires to cast The Binding.
In May I Enter, you play vampires in the modern world who are Bound by various mythological weaknesses. In play you build relationships with individual humans to gain access to your powers, you explore the remains of ancient vaults left over from a chthonic vampire civilization, and you build projects designed to make the world a better place for humanity and vampires alike. You also encounter monstrous supernatural beings, including primordial vampires, the capricious Fae, and other horrors, like humanity.
May I Enter uses a heavily modified version of the Powered by the Apocalypse System, and focuses deeply on consent and respect. This is a hopepunk personal horror tabletop RPG.
3-6 Players
Play Time: 3-6 hours.
6-sided dice required.
At least 10 suggested.
Posted: Fri, 30 Jan 18:18:09 CST
From Creative Concepts:
Free Solo and Group Narrative Sheet
If you play Creative Concepts' line of Solo or Group Narrative journaling games, this sheet is for you.
Three simple pages to print out and keep track of the cards you've drawn, with a section for a short game, medium game, and full game-length narrative. After each grouping, a short area to write down notes or comments to remember.
Create your worlds!
Posted: Fri, 30 Jan 17:56:40 CST
Every Creative Concepts Solo Journaling Adventure is different, with its own unique card meanings and events, making a “core” book unnecessary.
Last Ride of the Campbell Gang
The barn doors blew inward as gunfire echoed across your homestead outside of town, splinters flying while you rolled behind the water trough and came up shooting. Shadows rushed the yard in the dim moonlight, Campbell riders moving, hooves and boots thudding, pistols flashing, until Maggie McCormac slid in beside you, snapping her shotgun shut and blasting a fence rail into kindling. Antoine Boucher vaulted the corral fence, firing on the move, and a horse screamed as it went down, pitching its rider into the dirt. You break cover, charging through smoke and dust, slamming one outlaw with the butt of your revolver, and taking out another at arm’s length as the barn lamp shattered overhead. As the last gunman fled into the dark, the yard fell silent except for hard breathing and the creaking of the barn doors, the fight over in seconds, but you know more hell was coming. Campbell is bringing it to you, or you’ll bring it for Campbell.
It’s time for their last ride.
It’s you and the townsfolk against the Campbell gang. Grab your guns and ammo and be prepared for a shootout!
If you want to make the town a typical Western town, nothing in the cards needs to be changed. If you want to make it a "Weird West" type environment, please do. Cattle Barons could be vampires. Mountain men could be werewolves. Widows could be witches or sorceresses. Gunslingers could be possessed dead. Gender and race are not biased; anyone can have a profession called for in the cards. Change as needed. Ultimately, it's up to you.
If you like the Dead Lands world of Savage Worlds from Pinnacle Entertainment, this is a perfect aid for playing their RPG.
Materials you will need.
You will need some simple items as follows:
• A Standard Deck of Playing Cards (with Jokers): I own several decks with different face card themes. You can use a standard deck or a unique one to play solo games with themes. Every card will have a different meaning as you draw one. They produce the adventures to start you on your way, a side quest, a discovery, how your character may feel, or people or creatures you will meet along the way.
- You will need a d6.
• Paper and pencil, or a writing program: I prefer a writing program or a spreadsheet to log in order to enter your ideas as you travel the world.
Now, before you begin, you have to decide who you are:
1. Are you a Sheriff, a US Marshall, a Bounty Hunter, or just fed up with lawlessness? What’s your gender? How long have you lived in town? What’s your race, and how are you viewed among the wild western town?
2. Choose Your Role: What firearm or blade are you skilled with? Are you a decent pugilist? What’s your moral code and standards? Any bad habits? A risk taker or risk avoider? How dedicated are you to protecting the helpless? Do you plan, or are you more spontaneous? Are you brave, realistic, or a coward trying to be better?
3. Prepare your Deck: Shuffle your deck of playing cards and place the stack face down.
With your character’s nature made, your role in the story selected, and your cards ready, it’s time to start your journey.
Gameplay:
Each card creates a new event or discovery for your character; make sure to chronicle them in order. A series of turns of fate may reflect on the card you have, two cards later.
*Special game play: do NOT shuffle the 2 Joker cards in with the rest of the deck. Put them aside for use during conflicts.*
1. Draw a single card at a time from the deck. Begin by drawing a card, specifically a Club suit, which sets you off on the adventure. Reshuffle the deck with the cards drawn before the first Club and continue.
2. The prompts below will tell you the card’s meaning by number and suit. Try to imagine the scene with all five senses.
3. Write your entry describing the moment using your senses. Imagine it’s a scene in a movie, comic, or novel, and play with it. Use that imagination!
4. After writing down your scene, draw the next card to continue your adventure. When you reach the end of the deck, you can either imagine going back to where you started or use it as a cliffhanger for your next story after you shuffle the deck. You just completed “Book One” of your adventure.
5. Even though this is a solo adventure, you can bring your friends along and have them as part of your group, and all of you write your part in the adventure separately. Careful, their character may not be trusted! Watch your back.
Posted: Fri, 30 Jan 17:21:54 CST
The Intention of this Zine. The Emberland setting (see the free EMBERLAND SETTING GUIDE and other zine supplements) are intended to be an evolving sandbox setting for emergent gameplay.
What is Happening in Hex 5-D: A giant has lost his baby. A fey queen has stolen him, and uses him to keep her mini-kingdom under her control. Her king is a trapped wizard. And a swamp is changing creatures into even worse versions of their monstrous selves. Use this zine (or any of the Emberland zines) to drop into an existing campaign or as an emergent story setting.
Emberland is a town, a jungle, and a region. More importantly, it is a sandbox filled with opportunities for adventure. Designed for emergent gameplay, the Emberland setting will provide adventure hooks, NPCs, factions, monsters, and adventures which will allow the adventurers to discover what they care about, who they want to stop, and how to go about it.
This zine (yes, the very zine you are reading right now!) focuses on hex 5-C: The Cursed Stone Bridge.
For more information about the Town of Emberland (including factions, history, NPCs, shops, trades-people, etc) check out the EMBERLAND SETTING GUIDE (available for free) on DRIVETHRURPG or HANGRYDWARFPRESS.COM.
Each zine will include a detailed breakdown of one hex in the Emberland Region. The breakdown will include additional rumors, random encounters, and new creatures or NPCs for that region. Points of interest will be mapped out and adventure hooks planted.
The “point-crawl” style of the hexes will identify points of interest that adventurers may wish to explore, and GMs are free to expand upon these points of interest as they see fit. They may drop adventures from other sources into a hex, or create their own, or rely on the random encounter tables and random dungeon generation.
Emberland is a region with hooks, rumors, and interlocking pieces (NPCs, histories, and factions) that will give an emergent adventure setting for players. As the players explore, they’ll find ways to make allies and enemies.
Posted: Fri, 30 Jan 15:08:41 CST
RAR file with two documents.
1 PNG image and Terms of Use.
Terms of Use and License
The purchased illustration may be used an unlimited number of times for personal or business purposes, provided it meets all of the following terms:
1. You do not own the exclusive rights to the image;
2. Illustration may be used on physical, digital or online products, but may not be used solely or collectively for commercial purposes on print, digital or online merchandising items such as, but not limited to T-shirts, mugs, business cards, posters, bottons. , adhesives, among others;
3. You may use the illustration in print, digital or online advertising about the product in which it is used;
4. You may not use the image (or part of it) in logos and / or trademarks;
5. The image cannot be used in a way that implies that the artist supports a product, brand, service, idea and / or individual;
6. You can rotate and / or resize the image to best fit your project as long as its original shape and aspect ratio do not change;
7. The artist's signature must remain visible, discernible and in its original sense; if necessary to remove it, the artist's name (Carlos Castilho) must be legible on the page on which it is used;
8. You may not change the colors of the illustration except for grayscale or with express permission of the author;
9. You may not sell, repost, distribute or transfer the image and rights granted by this license under any circumstances to any third party;
10. The artist's name (Carlos Castilho) must appear on the product credits.
The copyright is granted by the author to the image, limited to the terms of this license. Not alienating or waiving its moral rights thereunder, pursuant to Law No. 9610 of February 1998. By purchasing the image, you agree to this license and all of its terms
Posted: Fri, 30 Jan 15:05:35 CST
RAR file with two documents.
1 PNG image and Terms of Use.
Terms of Use and License
The purchased illustration may be used an unlimited number of times for personal or business purposes, provided it meets all of the following terms:
1. You do not own the exclusive rights to the image;
2. Illustration may be used on physical, digital or online products, but may not be used solely or collectively for commercial purposes on print, digital or online merchandising items such as, but not limited to T-shirts, mugs, business cards, posters, bottons. , adhesives, among others;
3. You may use the illustration in print, digital or online advertising about the product in which it is used;
4. You may not use the image (or part of it) in logos and / or trademarks;
5. The image cannot be used in a way that implies that the artist supports a product, brand, service, idea and / or individual;
6. You can rotate and / or resize the image to best fit your project as long as its original shape and aspect ratio do not change;
7. The artist's signature must remain visible, discernible and in its original sense; if necessary to remove it, the artist's name (Carlos Castilho) must be legible on the page on which it is used;
8. You may not change the colors of the illustration except for grayscale or with express permission of the author;
9. You may not sell, repost, distribute or transfer the image and rights granted by this license under any circumstances to any third party;
10. The artist's name (Carlos Castilho) must appear on the product credits.
The copyright is granted by the author to the image, limited to the terms of this license. Not alienating or waiving its moral rights thereunder, pursuant to Law No. 9610 of February 1998. By purchasing the image, you agree to this license and all of its terms



