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Posted: Sat, 28 Feb 16:30:35 CST
This is a Savage Worlds Adventure Edition adaption of Arcane Resurrection, and was created for the Fast! Furious! Fun! February! Creator Jam (#FFFFebruary2026). It consists of a micro-setting, a small adventure, lightweight solo rules, and nine pre-generated characters at both Novice and Seasoned Rank:
“After years of war, the Great Empire finally fell before the endless armies of the Lich King. In a last-ditch effort, the empire’s strongest battle mages performed a risky magical ritual, hoping to travel a decade back in time to the start of the conflict. Instead, they were flung centuries into the past!
In the kingdom of Khorium, a disgraced young noble was recently banished to the backwater town of Glyphstone, where they made enemies and racked up debt through their inept rule. Several minutes ago, assassins put an end to the scion and their retainers—but once the killers left, the corpses began to stir.
Your injuries heal as your soul awakens within one of the fallen. You retain the memories and skills of an elite battle mage, yet you recall little of your host’s former life. The ritual went awry, but perhaps you can still reshape the future? First, however, you must secure a power base and learn the lay of the land.”
The PDF uses layers for ease of printing, and there is a second PDF for black & white printers. This product is split into four sections, as follows:
1. Micro-Setting
Pages 3 and 4 can be printed on a single sheet of paper. They contain everything you need (other than a copy of the Savage Worlds core rules) to play Arcane Resurrection as a micro-setting.
2. Grave Tidings
Pages 5 and 6 can be printed on another sheet of paper. They provide an example adventure which you can run either with or without a GM.
3. Solo Rules
Pages 7 and 8 can be printed on yet another sheet of paper. They offer an optional set of guidelines for playing without a GM, although the tables may also be of interest for group play. If you're completely new to solo roleplaying and looking for advice or tips, I recommend joining the Lone Wolf Roleplaying and Mythic Game Master Emulator Discord communities.
4. Pregenerated Characters
The last six pages can be printed single-sided, cut out, and shared with your group. Pages 9-11 offer nine example Novice characters, and pages 12-14 repeat the same characters at Seasoned rank.





Posted: Sat, 28 Feb 16:26:51 CST
The first warning is silence. Not the absence of sound, but the wrongness of it - the way long-range comms flatten into a single breathless tone, the way sensor ghosts refuse to resolve into distance or mass. Somewhere beyond mapped space, a structure older than most civilizations has activated, and the galaxy has begun to lean toward it like iron filings toward a magnet. They call it the Astryx Temple. No fleet controls it. No doctrine explains it. The temple drifts at the gravitational heart of a dead system, a cathedral of impossible geometry where arcane sigils burn beneath armored plating and reality flexes like heated alloy. Its emergence has triggered prophecy engines, occult AIs, and dormant weapon-theories across known space. Every power that matters - and several that should not - has marked it as a priority objective. Your name is already on more lists than you can count. Intelligence estimates give the galaxy ninety standard hours before open conflict erupts. In sixty, the first wave of black-ops insertions will attempt breach or sabotage. In thirty, the alignment pulse - whatever it truly is - will reach maximum amplitude. After that, no one knows whether the temple will fire, awaken, ascend, or judge. You are a Blast Ranger, deployed not because you are expendable, but because you are deniable, adaptable, and capable of acting without consensus. Orders arrive fragmented and contradictory. Some tell you to secure the temple. Others to destroy it. A few imply that the temple is already aware of you - and waiting. Around you, fleets posture like predators circling a wounded god. Assassins move between alliances. Rogue mystics preach salvation through annihilation. Tactical AIs quietly revise war plans every six seconds. The Astryx Temple does not belong to anyone yet. But it will. And whatever claims it will decide the shape of the next age.
______________________________
You are about to step into a galaxy that does not wait for permission. Blast Rangers Solo is not a tutorial, not a watered-down mode, and not a substitute for group play. It is a full-power way to experience the Blast Rangers universe - alone, decisive, and unfiltered. In solo play, there is no GM behind the curtain, no table consensus to soften outcomes, and no pause button when things go wrong. There is only your Ranger, your choices, and a universe that responds immediately.
To play Blast Rangers Solo, you must have the Blast Rangers Core Rulebook. This solo framework is built directly on the Total Core RPG System and assumes full access to its rules, attributes, Masteries, equipment, and setting foundations. The Core Rulebook provides the mechanical backbone; Solo Play provides the ignition. Together, they turn intent into action. You decide when to act. You decide what matters. You decide which risks are worth taking. There is no waiting for turns to come back around the table. No scenes lost to distraction. No momentum broken by debate. Solo play moves at the speed of thought - and often faster than comfort allows. Every decision lands directly on you. That pressure is the point.
Posted: Sat, 28 Feb 16:26:40 CST
The planetoid was never meant to survive. It has no oceans, no grand continents, no strategic mineral wealth that justifies its suffering. It is a fragment of stone caught in a failing orbit, stitched together with platforms, lift-spines, and stubborn ingenuity. Its cities cling to its surface like scars that refuse to heal. Solar mirrors creak. Gravity stabilizers groan. Life here exists because people decided it should. That is why the Ba'art came. The Ba'art do not conquer for profit. They do not exploit, negotiate, or rule. They arrive to erase. To them, goodness is inefficiency. Hope is waste. Survival without dominance is an error in the universe’s equation. When they look at this planetoid, they do not see courage or community - they see a mistake that should have ended quietly. Instead, it is still breathing. Ba'art war-structures now blot out the stars. Command Nodes have been driven into the crust like nails, suppressing power flow and severing communications. Reclamation Platforms - once used to recycle debris and grow habitats - lie broken or corrupted, their machinery repurposed into engines of control. Above it all stands the Uplink Tower, a spire of signal and dominance that floods the planetoid with Ba'art doctrine, surveillance, and kill-authority. The people endure anyway. They rebuild when they can. They hide power in old conduits. They sabotage, repair, and whisper resistance in maintenance shafts and half-collapsed domes. They do not believe they can win - but they believe they can hold. That is where you enter. You are a Blast Ranger, inserted not to save the world in one heroic charge, but to make survival possible again. Your mission is brutally clear: Rebuild the platforms so the planetoid can function. Crush the Ba'art Command Nodes so the occupation fractures. Claim the Uplink Tower so the sky belongs to its people once more. The Ba'art will not understand why you do this. They will not recognize mercy as strength. They will only escalate. And this world - small, damaged, defiant - will decide whether that escalation finally breaks it, or proves it right.
______________________________
You are about to step into a galaxy that does not wait for permission. Blast Rangers Solo is not a tutorial, not a watered-down mode, and not a substitute for group play. It is a full-power way to experience the Blast Rangers universe - alone, decisive, and unfiltered. In solo play, there is no GM behind the curtain, no table consensus to soften outcomes, and no pause button when things go wrong. There is only your Ranger, your choices, and a universe that responds immediately.
To play Blast Rangers Solo, you must have the Blast Rangers Core Rulebook. This solo framework is built directly on the Total Core RPG System and assumes full access to its rules, attributes, Masteries, equipment, and setting foundations. The Core Rulebook provides the mechanical backbone; Solo Play provides the ignition. Together, they turn intent into action. You decide when to act. You decide what matters. You decide which risks are worth taking. There is no waiting for turns to come back around the table. No scenes lost to distraction. No momentum broken by debate. Solo play moves at the speed of thought - and often faster than comfort allows. Every decision lands directly on you. That pressure is the point.
Posted: Sat, 28 Feb 16:26:36 CST
Elves of the Extremes
We present three new Elven civilizations. Ice Elves, Dark Elves, and Sea Elves.
Elves of the Extremes is a monster supplement for 5e that presents elves not as wandering forest mystics, but as arcane societies shaped by elemental and environmental absolutes. Instead of relying on a single elf stat block, this book provides three distinct and escalating NPC ladders: frostbound aurora enclaves, spider-bound subterranean courts, and playful yet powerful oceanic dominions.
These are not alternate ancestries. They are alternate evolutions.
The intent of this product is magical adaptation and cultural divergence. Ice elves represent patience, foresight, and inevitability shaped by endless winter. Dark elves represent ritual hierarchy, venomous politics, and devotion to ancient spider powers. Sea elves represent fluidity, beauty, and joyful mastery of three-dimensional aquatic realms. Each ladder escalates not simply in strength, but in magical influence, environmental control, and cultural authority.
Geography, alliances, and rivalries are intentionally undefined. These NPCs can represent aurora-lit citadels suspended in glacial silence, vast web-bound cavern kingdoms ruled by silk and venom, or radiant coral metropolises thriving in living currents. They are not meant to replace traditional elves—they are branches of the same ancestral lineage, shaped by different extremes of climate, pressure, and philosophy.
Whether these cultures collaborate, clash in elemental conflict, manipulate surface realms through subtle influence, or view woodland elves as unfocused traditionalists is left entirely in the GM’s hands.
Elves of the Extremes offers three philosophies shaped by environment: inevitability, entanglement, and fluidity. How these cultures interact—whether as rivals, distant kin, or arcane counterpoints to one another—remains entirely in the GM’s hands.
Tokens and art are provided for both males and females.
Ice Elf Ladder
Ice Elf Child (CR 0): Glacier-born youth raised in disciplined tundra settlements, already adapted to lethal cold and communal survival.
Ice Elf Commoner (CR 0): Hunter, fisher, or ice-forager who supports the hold through resilience and marksmanship rather than formal military rank.
Ice Elf Snowstrider (CR 1/8): Stealth archer who thrives in blizzards, striking from concealment and vanishing across snow without slowing.
Ice Elf Frost Sentinel (CR 1/4): Border defender who creates glacial terrain around them, slowing and punishing enemies who attempt to advance.
Ice Elf Blizzard Skirmisher (CR 1/2): Mobile frost warrior who knocks enemies prone with shifting ice before finishing them with cold-infused strikes.
Ice Elf Glacier Seer (CR 3): Arcane frost-caster who blankets the battlefield in hazardous ice while directing disciplined defensive formations.
Ice Elf Winter Magister (CR 5): Senior cold mage whose expanding glacial field reshapes terrain and freezes enemy momentum under precise magical control.
Ice Elf Aurora Regent (CR 7): High ruler-mage whose presence turns the battlefield into supernatural winter, blending authority, resilience, and arcane frost.
Ice Elf Sovereign of Endless Winter (CR 9): Supreme frost sovereign who transforms the field into a domain of crushing cold and immobilizing ice through legendary magical dominance.
Dark Elf Ladder
Dark Elf Child (CR 0): Lightless-cavern youth trained early in silence, vertical movement, and obedience within oppressive undercity culture.
Dark Elf Commoner (CR 0): Militia laborer who fights defensively from ceilings and shadows using crossbow and blade.
Dark Elf Web Adept (CR 1/8): Junior web-mage who restrains targets with conjured strands and supports ambushes with darkness and faerie fire.
Dark Elf Venomblade (CR 1/4): Poison-trained assassin-soldier who strikes from vertical angles under cover of shadow and web.
Dark Elf Webcaller (CR 1/2): Battlefield controller who establishes localized web domains and summons spiders to overwhelm restrained foes.
Dark Elf Arachnomancer (CR 1): Priest-mage who layers web magic, command spells, and venom to dominate confined spaces.
Dark Elf Silk Matron (CR 5): Noble commander-priestess whose web dominion reshapes territory and empowers allied spiders with ruthless efficiency.
Dark Elf High Weaver (CR 7): Legendary undercity ruler who controls vast web territory, commands elite brood, and shifts through darkness at will.
Dark Elf Spider Sovereign (CR 9): Supreme web tyrant whose imperial dominion transforms the battlefield into a suffocating trap of poison, shadow, and brood supremacy.
Sea Elf Ladder
Sea Elf Child (CR 0): Reef-raised youth accustomed to three-dimensional movement, armed with simple shell tools and tide-hardened resolve.
Sea Elf Commoner (CR 0): Fisher, diver, or coral artisan capable of defending the shoal with spear and sling when threatened.
Sea Elf Reef Scout (CR 1/8): Stealth skirmisher who blends into coral terrain, strikes swiftly, and slips through currents without reprisal.
Sea Elf Tidemarshal (CR 1/4): Formation guard who drives enemies through controlled currents and reinforces allied positioning underwater.
Sea Elf Waveblade (CR 1): Agile duelist who pulls enemies into kill range and disables movement with precise harpoon and blade strikes.
Sea Elf Tidecaller (CR 3): Current-shaping spellcaster who turns water into difficult terrain, knocks enemies prone, and repositions allies with flowing precision.
Sea Elf Coral Commander (CR 5): Tactical leader who amplifies shoal cohesion and battlefield movement while commanding storm-infused strikes.
Sea Elf Abyssal Herald (CR 7): Legendary deep commander whose dominion hurls enemies through churning currents and orchestrates allied maneuvers.
Sea Elf Tidelord Sovereign (CR 9): Supreme ruler of the deep who transforms an underwater battlefield into a controlled maelstrom of forced movement, cohesion, and collapse.
Posted: Sat, 28 Feb 16:22:52 CST
The world of Akashic Magic grows even more advanced!
Advanced Core further expands on the rules of Expanded Core, introducing even more Akashic Magic to the core rules of Pathfinder with new archetypes, feats, and alternate racial traits for a wider selection of Pathfinder’s most popular options!
Included within this book are:
- Archetypes: Eight new archetypes for the Alchemist, Cavalier, Gunslinger, Inquisitor, Magus, Shifter, and Witch!
- Akashic Lineages: New Akashic Lineage alternate racial traits for the Aasimar, Ifrit, Orc, Oread, Samsaran, Suli, Sylph, Tiefling, and Undine!
- Feats: 40+ new feats that grant new and improved abilities to the Aasimar, Catfolk, Changeling, Dhampir, Duergar, Drow, Gripli, Ifrit, Kitsune, Orc, Oread, Ratfolk, Samsaran, Suli, Svirfneblin, Slyph, Tiefling, Undine, as well as some feats that can improve the abilities of multiple races, such as those that improve Spell Resistance or Spell-like Abilities!
Posted: Sat, 28 Feb 16:11:59 CST
A Zine of Hazardous Encounters for the Index Card RPG
Heroes, beware! Within this zine are over 30 pages of foes to trouble your ICRPG adventures. In addition to a handful of classic enemies like Berserkers, Cultists, and Town Guards, GMs have at their disposal a host of unexpected creatures:
- Give your adventurers visions of chaotic realms courtesy of the alien-infected Eldritch Master
- Watch them struggle to stay out of the gulping maw of the gigantic Lake Salamander
- Break their sanity with the reveal of the vampiric Proboscis Horror
- Threaten their hard-won Loot with the claws of the Sly Snatcher
Each stat block is presented in the simple, plain-language format of the ICRPG Master Edition and compatible with any version of that game, including the free Quickstart. While written with a fantasy setting in mind, most are easy to use in any genre with minimal modification.
So gird your loins, steel your HEARTS, and prepare to face down The Book of Threats!
Posted: Sat, 28 Feb 15:45:31 CST
Air Race 1925 is a role playing game created by flight instructors,
and aimed at actual pilots in training. It uses the Savage Worlds rule set from Pinnacle
Entertainment Group. Air Race 1925 Savage Stories, is a fun series of comics, created from actual game play.
Posted: Sat, 28 Feb 15:41:24 CST
Our team voted for 2026 to make our woodland series Peaceful a primary focus. This set is the result of that choice and our continuing effort to expand our Peaceful terrain with OpenLOCK base options. Colin Christenson, our co-founder and Tilesmith, introduced Aether Studios to the world and this is the series that led the way. We love simple, natural woodland terrain and Colin is the ranger who leads our party of artists into the woods each and every month. This was our first set. It has grown so much over the years we have had to break it into subset to accomodate all the fan requests. Michelle Dickson was the primary artist behind this set. We are honored to have her talent on display here, and hope this is but the first of her work we have the privliedge to publish.
Thank you for your support of Aether Studios. We can’t tell you how much we appreciate the place you’ve saved for us at your table.



Posted: Sat, 28 Feb 15:24:20 CST
Space Tales offers a universe of system-agnostic sci-fi adventures, mysteries, and encounters designed to drop into any campaign and bring the vastness of the galaxy to your table.
This adventure was created by Kelfecil for the Space Tales series!

- Writing & Design: Constantine "Kelfecil" Christakis, Gabrilo Despint
- Map Artist: Miska Maps
• Adventure Difficulty: Demanding
• General Theme: Isolation, Sabotage, Identity Mistrust
• Time - Sessions to Finish: x1 session (~3-4 hours)
When a SILAS Mining Company tugship drifts beyond its authorized corridor, the follow-up request sounds routine: locate The Argentum, assess system status, and verify crew condition. Conflicting distress messages complicate the assignment. Captain-level credentials broadcast both calls for assistance and dismissals within minutes of each other. The vessel remains powered, structurally intact, and unresponsive to standard hails.
Inside the ship, environmental systems function, gravity holds steady, and corridors are lit. There are no bodies in the bunks. No signs of decompression. Fine ash gathers along the floor plating, and the ship’s artificial intelligence is offline. Reactor instability builds quietly beneath the deck.
The Mirror’s Image places players aboard a drifting industrial hauler where system degradation and deliberate interference overlap. An unseen presence manipulates auxiliary infrastructure, creates ash-based replicas of crew and intruders, and forces separation within confined maintenance corridors. Direct confrontation offers no solution. The threat cannot be damaged, only deprived of what sustains it.
Features include a structured tick-based escalation framework, multi-location system sabotage, clone encounters that mimic player characters, and branching resolution paths tied to reactor control and resource management. Player decisions influence environmental stability, AI restoration, and whether the incident ends as salvage operation, research breakthrough, or total loss.
The Mirror’s Image is a system-agnostic sci-fi investigation and containment adventure for Space Tales. Designed for 1-2 sessions (3-6 hours), it focuses on controlled escalation, environmental instability, and operational problem-solving aboard a fully powered but compromised vessel.


Posted: Sat, 28 Feb 15:20:07 CST
Where the river slows, something else begins to grow.
The Blighted Basin festers beneath a canopy of toxic bloom and cultivated rot. The Sisters of Blight have claimed the wetlands as a living ritual ground, nurturing anchor plants, draining corrupted soil, and guiding the Blooming Rot toward completion. This is not a dormant shrine. The ritual is active. Spores drift across the water, arrows fall from hidden perches, and every unpurified corpse feeds the growth.
This adventure was created by Kelfecil's Tales!
Ilythra, Fallen Saint of Pestilence
As the characters push deeper into the basin, they navigate toxic vents, predatory flora, unstable terrain, and a cult that understands how to weaponize the land itself. Cleansing becomes as important as combat. Killing without purification strengthens the ritual. Delay allows the bloom to spread.
At the northern rise stands Ilythra, enthroned within a massive toxic bloom sustained by two cultivated abominations. The final confrontation is shaped by ritual pressure, anchor destruction, and environmental escalation. Whether the party dismantles the infrastructure of rot or rushes the fallen saint directly will determine what survives the basin.
Ilythra, Fallen Saint of Pestilence is a compact, escalation-driven Saints of Ruin adventure built around environmental pressure, corpse purification, and ritual disruption.
Designed for 1-2 sessions, this release features:
- A three-stage ritual countdown tied to purification and environmental triggers.
- Region-wide arrow volleys with clear timing and cover mechanics.
- Anchor plants that function as environmental mini-bosses.
- A shifting final confrontation shaped by player decisions.
- An open battlefield structure with seven keyed areas.
This release emphasizes tactical positioning, resource management, and consequence-driven play within a hazardous wetland ritual site.
About this Release
This package includes the following resources:
- x1 beautiful map by D&Demetrius
Quick Guide
- Recommended APL: 6-7
- Themes: Pestilence, Cultivation, Environmental Pressure
- Expected Sessions / Playtime: 1-2 sessions (4-6 hours)



Posted: Sat, 28 Feb 15:19:57 CST
Our team voted for 2026 to make our woodland series Peaceful a primary focus. This set is the result of that choice and our continuing effort to expand our Peaceful terrain with OpenLOCK base options. Colin Christenson, our co-founder and Tilesmith, introduced Aether Studios to the world and this is the series that led the way. We love simple, natural woodland terrain and Colin is the ranger who leads our party of artists into the woods each and every month. This was our first set. It has grown so much over the years we have had to break it into subset to accomodate all the fan requests.
Thank you for your support of Aether Studios. We can’t tell you how much we appreciate the place you’ve saved for us at your table.




Posted: Sat, 28 Feb 14:50:22 CST
Our team voted for 2026 to make our woodland series Peaceful a primary focus. This set is the result of that choice and our continuing effort to expand our Peaceful terrain with OpenLOCK base options. Colin Christenson, our co-founder and Tilesmith, introduced Aether Studios to the world and this is the series that led the way. We love simple, natural woodland terrain and Colin is the ranger who leads our party of artists into the woods each and every month. This was our first set. It has grown so much over the years we have had to break it into subset to accomodate all the fan requests.
Thank you for your support of Aether Studios. We can’t tell you how much we appreciate the place you’ve saved for us at your table.















