Recent SWAG Products
Sleuth Squad - Eurotour
Publisher: Pinnacle Entertainment In this short adventure, your Sleuth Squad... hits the road across Europe! But you accidentally cross the road of a maniacal toad and her goons. In Eurotour, your Sleuths not only have to rock out in Europe's iconic cities but also dodge curses and find out what is the nefarious plan of the villain! Pack your bags, grab your instruments, and watch out for the baggage claim—it’s time to find out if you’re rock legends or just toad food.
Aether Adrift
Publisher: Demonskunk Studios This Product is in its Test Flight phase! The text within the book is complete, however much of the art is unfinished. We are releasing the book in early access PDF and Print-On-Demand form so that we can gain more public play test data and catch any mistakes ahead of our offset print run. If you buy the Aether Adrift PDF now, you will get access to every future update. Crash Land onto an alien world of adventure! Aether Adrift is an adventurous sci-fi setting set on a world of floating islands inspired by games with super fighting robots, amnesiac androids, and clockwork gremlins. In the year 2240, Humanity sent out ark ships to colonize the stars. One such ship, The Albatross, was nearing the halfway point of her journey when catastrophe struck. The colonists, still in cryostasis, were launched to safety on an uncharted world made up of floating islands suspended over a dense sea of clouds. Upon landing on the planet, the Human crew of the Albatross and their loyal Robots met the Mikwa; a peaceful race of bipedal rabbit-like creatures that helped them establish a home base. While investigating mysterious, technologically advanced ruins, Humanity ran afoul of another culture on the planet - the soldiers of the Fulgori Empire. Emperor Fulgor wants the technology of the ruins for his own nefarious schemes; Humans need the technology to have any hope of finding and restoring their ship. In response, the Humans and Mikwa have formed an organization called the Voyagers. Join the Voyagers as a Human, Mikwa, Robot, or rebel Fulgori. Explore the rolling idyllic landscapes of the island of Elisi. Rescue Human survivors lost in the beautiful and dangerous wilds of the islands. Fight back against the military might of the Fulgori Empire, their faceless army, and their terrifying war machines. Delve into ancient ruins left behind by a long gone Precursor civilization and discover strange and powerful artifacts hidden within! In this Savage Setting, you'll find... A detailed guide to island of Elisi, and the people living upon it. Brand new Setting and Situational rules. A suite of new Hindrances and Edges. 9 new playable Ancestries. 20 flavorful Archetypes to pick-up and play. A full armory of new Gear and a full garage of new Vehicles. Nanotech - a versatile new Powers system. Rules and guidelines for crafting and modifying equipment. A fully illustrated Bestiary. Rules for generating your own dungeons and islands. Tables for generating random encounters and adventures. And so much more! Aether Adrift requires the Savage Worlds Adventure Edition core rulebook to play.
THE WORLDS OF MARSHAL GAMES [BUNDLE]
Publisher: Marshal Games This special bundle contains the following titles: Challengers Complete Core Rulebook Regular price: 0 Bundle price: 0 Format: PDF CHALLENGERS Complete Core Rulebook The Shakara Consortium discovered humanity in 2344 near Proxima Centauri—and offered partnership instead of conquest. Now you're a Ranger operating at the edge of known space, where eight species work together to explore unknown systems, mediate impossible disputes, and maintain fragile peace across beacon highways. This is grounded science fiction where railguns obey physics, misjumps end careers, and your crew's decisions matter more than your ship's firepower. You'll investigate piracy at remote stations, rescue colonies from stellar flares, negotiate between alien cultures who barely trust each other, and make split-second calls when the legal answer and the right answer aren't the same. Everything you need in 291 pages: Complete Savage Worl... The Good, The Bad, and The Savage Regular price: 0 Bundle price: 0 Format: PDF MARSHAL GAMES' BOOK THAT STARTED IT ALL IS NOW ELECTRUM BEST SELLER!! A Complete Western Setting for Savage Worlds Saddle up and write your legend in the untamed Dakota Territory! Step into the dust-choked streets of Redemption, a boomtown on the edge of civilization where fortunes are won, legends are made, and danger rides with every sunset. Inspired by classic Westerns and real Black Hills history, The Good, The Bad, and The Savage is your gateway to a world of high-stakes gunfights, desperate outlaws, and hard-won redemption. Inside You’ll Find: A Fully-Fleshed Setting: Explore Redemption, Dakota Territory—population 237—complete with colorful NPCs, rival factions, and the infamous Sinners’ Thirst Saloon. New Edges, Hindrances, and Archetypes: Create gunslingers, gamblers, ... The Road to Redemption Regular price: 0 Bundle price: 0 Format: PDF With prayer on your lips, and your hand on your gun, you'll find out what matters when the Devil has come. Step into the Dakota frontier—a land of hope, hauntings, and hard choices. The Road to Redemption is a complete Savage Worlds campaign setting where legends walk the wind, outlaws ride in the shadows, and every soul faces a reckoning. PRINT VERSION OF "THE ROAD TO REDEMPTION" IS AVAILABLE on Lulu.com! What Awaits You Inside A Living, Breathing World: Explore the town of Redemption and its wild surroundings—haunted mines, sacred bluffs, outlaw hideouts, and cattle baron empires. Every location is rich with lore, adventure hooks, and secrets waiting to be uncovered. Legendary Characters: Meet unforgettable NPCs: lawmen, outlaws, visionaries, and spirits—each with their own amb... Ashland Regular price: 0 Bundle price: 0 Format: PDF THE WORLD BURNED, THE WORLD FROZE. SOME SURVIVED. THIS IS THEIR STORY ASHLAND: Roleplaying in a Devastated Future Three hundred years after The Blaze consumed the world, humanity survives—but at what cost? On August 31, 2123, the asteroid Cataclysmos struck Earth with the force of billions of tons of TNT, triggering every supervolcano on the planet. Ninety percent of humanity died in the fires. The survivors faced a decade-long darkness called the Great Winter Night, where ash clouds blocked the sun and temperatures plunged to lethal depths. Now, three factions struggle to rebuild civilization from the ashes: The Ashen roam the toxic wastelands, evolved and scarred by radiation, wielding psychic powers called Vol abilities. Freedom is their creed, and survival their daily bat... Amanar - World of the Dawn Regular price: 0 Bundle price: 0 Format: PDF Marshal Games proudly presents a fantasy setting with a fully realized history that spans four ages. NOW A SILVER BEST SELLER! THANK YOU! Amanar - World of the Dawn Amanar is a sprawling high fantasy setting richly detailed with ancient empires, diverse magic, mythical creatures, and in-depth cultures across continents and ages. From the venerable Elhalian Empire to fierce Dragonborn clans and ingenious Gnomish cities, this setting provides a wealth of lore, political intrigue, and adventure hooks perfectly tailored for Savage Worlds. GMs and players will find everything they need to craft epic stories within a modular and immersive world.... Savage Southwest Regular price: 0 Bundle price: 0 Format: PDF NOW A SILVER BEST SELLER! THANK YOU ALL! MARSHAL GAMES' "THE GOOD, THE BAD, AND THE SAVAGE" FOR SAVAGE WORLDS GETS A NEW SOURCEBOOK FOR THE AMERICAN SOUTHWEST OF 1874! Long associated with the Western genre, the American Southwest is iconic for its awesome vistas of red rock monuments, rugged mountains, searing deserts, and raging rivers. Who can forget the scenes from myriad westerns of outlaws and lawmen riding hard through jagged rocky outcroppings in a desperate chase and running gunfight? "SAVAGE SOUTHWEST" captures that in book form with three new settlements for YOUR Old West game in Savage Worlds: Sable Crossing, Arizona Territory - On the very edge of Apache territory Descanso, New Mexico Territory - Between two river tributaries where two cultures try to coexist in an unforgi... Total value:0 Special bundle price:0 Savings of:0 (73%)
100 Encounters for Fantasy Plains (SWADE)
Publisher: Pinnacle Entertainment This supplement has 100 different encounters that characters could have when travelling though plains, savannahs and grasslands, those places where there is not much but flat ground, to make the journeys more interesting. These can be used to add detail and colour to a journey through a generally boring region or as a source of adventure hooks. Some are potentially useful, some are potentially hazardous and some are simply odd. This PDF supports Adobe layers and the page backgrounds and images can be disabled to make printing easier. Here are some sample results: Crossroads mark the trail here. The route the characters are on is clearly well travelled, but the other route joining it is less well used (make a Notice roll with +2 to notice), with patches of grass growing in the path. Crows cover the branches of any nearby trees and watch the characters as they pass, rising into the air and following them after. The crows continue to follow the characters for some time, but never act aggressively. Crumbling wooden barriers surround a square hole in the ground. The hole is a mineshaft, though long-abandoned. The edges of the mineshaft are unsafe and the drop is 100' to some collapsed tunnels below (make an Athletics roll to avoid falling in for any creature who approaches the edge; see the rules on Falling in The Adventure Tool Kit in SWADE). Curving out of the ground are yellowed, curving bones, each dozens of feet long and seemingly from the ribcage of some enormous beast. (The beast cannot be identified; it may have been a singular creature or one from another world.) Dark clouds on the horizon turn into a rapidly approaching rain squall which douses the area in violent rain before quickly passing on. (All without protection will get drenched and soil will turn into mud, slowing travel by a quarter.) One page is the front cover, one the front matter and one is ads.
Echoes of Silence
Publisher: Pinnacle Entertainment English/Portuguese Echoes of Silence is micro-setting designed for Savage Worlds Adventure Edition, focused on low fantasy and a world where magic has all but vanished. Set in the world of Vestia, this micro-setting explores the consequences of a reality without miracles, where faith has become a tool of social control and the remnants of ancient magic are dangerous, rare, and forbidden. Instead of detailed maps or exhaustive lore, Echoes of Silence presents a strong central concept, allowing Game Masters and players to expand the world collaboratively and shape Vestia according to their campaigns. Inside, you’ll find: A introduction to the world of Vestia and the event known as the Silence A Setting Rule for Sparks of Magic, redefining how magic items and arcane power function Two New Edges tied to the setting Examples of magical items adapted to a world without magic Campaign seeds This product comes in layered PDF format, optimized for both economical printing and booklet printing. Note: English is not my first language, so if you notice any errors or parts that could be rewritten for better clarity, feel free to reach out to me at fernandohcp@gmail.com. Check out my other products: Expanded Encounters Random Dungeons Zandrax's Dungeons Savage Weapons Clue Generator Jousting Rules Personal Relationships Portuguese: Ecos do Silêncio é um microcenário desenvolvido para Savage Worlds Edição Aventura, focado em fantasia baixa e em um mundo onde a magia praticamente desapareceu. Ambientado em Vestia, este micro-cenário explora as consequências de uma realidade sem milagres, onde a fé se tornou uma ferramenta de controle social e os vestígios da magia antiga são raros, perigosos e proibidos. Em vez de mapas detalhados ou um lore extenso, Ecos do Silêncio apresenta um conceito central forte, permitindo que Mestres e jogadores expandam o mundo em conjunto e moldem Vestia de acordo com suas campanhas. Dentro, você encontrará: Uma introdução ao mundo de Vestia e ao evento conhecido como o Silêncio Uma Regra de Ambientação para Fagulhas de Magia, redefinindo o funcionamento de itens mágicos e do poder arcano Duas Novas Vantagens ligadas ao cenário Exemplos de itens mágicos adaptados a um mundo sem magia Ideias de campanhas Este produto é disponibilizado em PDF com camadas, otimizado tanto para impressão econômica quanto para impressão em formato de livreto.
Dark States of the Zone
Publisher: Pinnacle Entertainment Some say it was a terrorist bomb. Others that a chemical agent was unleashed. In the darker corners of the web, they whisper that something opened. Something terrible and not of this world. Whatever the cause, the area is now off-limits, a forbidden zone where only those brave enough dare to go. Welcome to Dark Times. Welcome to DARK STATES OF THE ZONE. Welcome to Dark States in the Zone, a hexcrawl supplement for the Dark States setting in Savage Worlds where seekers investigate inside the forbidden area that is the DC Exclusion Zone. Inside this book you’ll find: Rules on surviving and navigating in the 423 six-mile-wide hexes that make up the DC Exclusion Zone 40+ rumors and motivations to provide key locations to visit whilst in the Zone Over 300 random encounters for your seekers to deal with, as well as random locations, items and effects 15 factions that are found in the Zone, from crazed cultists to mad scientists and criminals dumped in this prison 38 Savage Encounters at key locations, from experiments gone wrong to the birthing of nightmares and the secret at the dark heart of the Zone
Darwin's World, Nuclear Edition Terrors & Wastelanders Dispatch #8
Publisher: Misfit Studios Each dispatch contains a combination of Terrors and/or Wastelanders for use in the Twisted Earth or other post-apocalyptic settings for the Savage Worlds role-playing game. This dispatch includes: Dust Devil: A large, stalking beast that creates dust and sand clouds to obscure itself and choke its prey. Its horrific shriek is used to distract so it can more easily strike. Mirror Ooze: Desert nomads that have nearly been wiped out by the Shadow People, these mutants are known for their unique swords (game stats included), poisonous blood, and paralytic gaze. Playable race details are included. Mani’to: With glowing eyes that blind its prey, this deadly hunter shreds its victims with vicious, deadly claws. Storm Hood: This strange creature flies among the wasteland’s storms, swooping down on victims to enshroud their heads like a hood so it may bite and feast on them as they suffocate. Both a color and print-friendly version of the product are included. Darwin's World, Nuclear Edition products are published by Misfit Studios under license from RPGObjects. All Darwin's World, Nuclear Edition products are designed using the SWADE edition of the Savage Worlds game system. This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.
Air Race 1925 Campaign 1 Maps
Publisher: Commonwealth Air Training Ltd. These are the maps that go with the first campaign for Air Race 1925. There are two different maps in two sizes. The large, 36"" x 36" maps are intended for use when playing in person, around a large table. They are high resolution, intended to go to a commercial printer rather than print from home. Have them printed and laminated to create the playing board. The smaller versions, 18" x 18" are intended for use when playing in an online situation, such as when using a VTT such as Owlbear Rodeo.
Air Race 1925 Player Handbook
Publisher: Commonwealth Air Training Ltd. The handbook is for quick reference during the game to avoid having to lookup critical information from the full rulebook. It is plain, with limited color and graphic elements. This is to facilitate home printing for your players and to reduce the amount of ink required. Open with you favourite pdf reader, select “booklet” printing, portrait orientation, and print. Bind or staple to suit.
Air Race 1925 Tutorials
Publisher: Commonwealth Air Training Ltd. Instructors and Game Masters new to Air Race 1925 will find these three tutorial scenarios helpful when introducing their students to the game. Each tutorial builds on the previous one. By the time players have been guided through all three, they will understand all the game concepts, and will be ready to enjoy a full campaign.
Air Race 1925 Campaign 1 - Appendices
Publisher: Commonwealth Air Training Ltd. This document contains the printed material which you will use to play Air Race 1925. Included are: Circumstances cards Player Challenge cards Game tokens for the board Conditions tokens Special tokens for certain situations which might come up during gameplay, villains for example. Character and aircraft information reference sheets (Pilots and Planes). Tracking tools to assist the GM and players during the game Printed material for each scenario in the Campaign, including the Tutorials. Printing instructions are included at the beginning of each section. If you don’t have access to a color printer, you can still give the game a bit of punch by using colored papers. Use pastel colors so the print shows clearly.
Air Race 1925 Campaign 1
Publisher: Commonwealth Air Training Ltd. Air Race 1925 is a roleplaying game aimed at pilots in training. This is the first campaign for Air Race 1925. It is the story of a group of intrepid young pilots working for and against each other as they attempt to make it to the U.S. National Air Races in Cleveland, Ohio. It consists of a series of six cross-country racing adventures. This is a “Plot Point” campaign (see Savage Worlds roleplaying game). As such, the scenarios are intended to be played in order. This is for both narrative and training reasons. For use with Air Race 1925 game rules, Player Handbook, and associated appendices, all available on DriveThruRPG.
Air Race 1925 Core Rulebook
Publisher: Commonwealth Air Training Ltd. This is a game written by flight instructors for flight instructors. It is aimed at pilots preparing for their private and commercial licenses. Its origins lie in our experiences with real-life flight training. As such, although it can be enjoyed by anyone, it will be of greatest interest to those with an interest in aviation, and specifically primary flight instruction. You and your friends are race pilots, working for and against each other, as you attempt to make it to the National Air Races in Cleveland, Ohio. You earn your place on the roster by demonstrating your knowledge and skill in a series of cross-country flying adventures. On your journey, you will manage risk, make decisions, and develop your decision making abilities as a pilot. While the game is aimed at pilots in training, we know that gamers love to hack things for their own personal use. With a little simplification, the concept can easily be applied to your own gaming table in a dieselpunk world. Won’t you join us?
Settingless 5 - Attack of the Setting Rules
Publisher: Pinnacle Entertainment #FFFFebruary2026 ... Is this thing on? Make it your own, make your setting something you and your players can't wait to play. Settingless 5 - Attack of the Setting Rules is jam packed with exciting new Setting Rules for your Savage Worlds games and settings. You decide with ones go into your settings and which ones to use in the next. !!! Warning side effects may include mayhem, excitement, and delusions you are a character in simulation !!! Eight (8) pages (not including the cover page) packed with 20 Setting Rules, with variations the count nearly doubles to 38. The Setting Rules presented here are a grab bag of possibilities by altering mechanics and expanding the situations to use them. The listed Setting Rules included are: Alterate Wound Cap, Background Knowledge, Beyond Wound Cap, Born a Protagonist, Breaking Things is Easy to Do, Difficult Choices, Final Words, Harsh Healing, Humanocentric, Just a Tribute, Last Gasp, Less Gritty Damage, Lucky Break, Mostly Unstoppable, On a Roll, Orginary Beginnings, Polyglot, Reflexes, Remember that Time..., and Unsoakable. This doesn't even include the 18 variants! Plus 3 new Alternate Rules for Desperate Attack, Benny Recuperation, and Sprint. And also 3 new Bonus Rule: Assess, Character Respec, and Collapsed Skills. The design and layout are done by the incomparable Jan "Jetty" Jetmar (some of his products can be found here: https://www.drivethrurpg.com/browse.php?author=Jan+Jetmar%29.&affiliate_id=43237 Find the first 4 parts of the Settingless series below: Settingless – 13ish Setting Rules without a Setting - Pinnacle Entertainment | SWAG | DriveThruRPG Settingless 2: Setting Rules Strike Back - Pinnacle Entertainment | SWAG | DriveThruRPG Settingless 3: 8ish Arcane Setting Rules - Pinnacle Entertainment | SWAG | DriveThruRPG Settingless 4: Unsettled - Pinnacle Entertainment | SWAG | POLYMERZ | DriveThruRPG And soon to come... Settingless 6: More Arcane Setting Rules
Challengers Startup [BUNDLE]
Publisher: Marshal Games This special bundle contains the following titles: Challengers Complete Core Rulebook Regular price: 0 Bundle price: 0 Format: PDF CHALLENGERS Complete Core Rulebook The Shakara Consortium discovered humanity in 2344 near Proxima Centauri—and offered partnership instead of conquest. Now you're a Ranger operating at the edge of known space, where eight species work together to explore unknown systems, mediate impossible disputes, and maintain fragile peace across beacon highways. This is grounded science fiction where railguns obey physics, misjumps end careers, and your crew's decisions matter more than your ship's firepower. You'll investigate piracy at remote stations, rescue colonies from stellar flares, negotiate between alien cultures who barely trust each other, and make split-second calls when the legal answer and the right answer aren't the same. Everything you need in 291 pages: Complete Savage Worl... The Ghost on the Lane Regular price: 0 Bundle price: 0 Format: PDF GHOST ON THE LANE FROM: Ranger Command, Proxima Station TO: All Active Ranger Teams PRIORITY: Moderate CLASSIFICATION: Restricted SITUATION: CNS Swift Return failed to arrive at destination. Last confirmed position: Beacon Waypoint-7, 73 hours ago. Beacon Authority reports no anomalies. Station Master requests discrete investigation. MISSION OBJECTIVES: Locate Swift Return or determine fate Recover cargo/data cores if possible Identify cause of disappearance Maintain operational discretion INTELLIGENCE: Velythrian agro-tech components aboard. Crew of six. Route standard, clearance current. Last transmission: "All systems green." AUTHORIZATION: Standard Ranger protocols. Report findings upon completion. What starts as a simple search-and-rescue becomes something far darke... Run for Proxima Regular price: 0 Bundle price: 0 Format: PDF Run for Proxima - Mission Four They've been watching. They've been learning. Now they're ready. For three missions, your Ranger crew has chased ghosts—disappearing ships, empty colonies, convoys stripped of crews and cargo. You've fought their drones, dodged their capital ships, and reported back to Command with evidence no one wanted to believe. The attacks are escalating. The enemy is real. And they have a name. The Varkath. Mission 4 drops your crew into the graveyard of a frontier world under active assault. Orbital debris fields tell the story of a one-sided slaughter. Evacuation corridors clog with fleeing refugees. And somewhere in the chaos, a single damaged frigate carries intelligence that could change everything—if you can extract it before the Varkath finish what they sta... Silence of Dawnfall Reach Regular price: 0 Bundle price: 0 Format: PDF SILENCE AT DAWNFALL REACH A Challengers Adventure for Savage Worlds FROM: Ranger Command, Proxima Station TO: All Active Ranger Teams PRIORITY: High CLASSIFICATION: Restricted SITUATION: Dawnfall Reach colony (population 2,047, frontier agri-world) has missed three scheduled check-ins over 14 days. Last transmission: routine harvest report, no abnormalities indicated. Terra Nova Agricultural Coordination Office flags this as priority concern—Dawnfall Reach produces 8% of Terra Nova's grain reserves. Supply chain disruption threatens food security across three systems. MISSION OBJECTIVES: Establish contact with colony administration Determine cause of communication failure Assess population status and agricultural operations Restore communications or arrange evacuation if n... Battle for Terra Nova Regular price: 0 Bundle price: 0 Format: PDF BATTLE FOR TERRA NOVA Six million people. Six hundred souls. One impossible choice. The Varkath invasion fleet has arrived at Terra Nova—humanity's agricultural jewel and home to the Consortium's Sentinel Shipyards. Their weapon: a Mass Driver capable of planetary extinction. Their target: 6.2 million civilians who cannot be evacuated in time. You are Consortium Rangers, activated under wartime authority and assigned the mission no one else can complete: disable the Mass Driver before it fires. Stealth approach under sensor shadow. Experimental EMP torpedoes. Ninety minutes to firing position while the fleet engages overwhelming Varkath forces. Failure means extinction. Success means survival—at a cost. Witness the sacrifice of CDS Aegis—612 souls who chose to ram a falling Mass Dri... The Empty Convoy Regular price: 0 Bundle price: 0 Format: PDF THE EMPTY CONVOY Mission 3: Challengers Campaign Six ships drift in the dark. Two hundred crew—gone. This is no longer reconnaissance. When cargo convoy Meridian Chain broadcasts a desperate mayday and then falls silent, Rangers arrive to find a scene from a nightmare: six vessels intact, systems operational, beacons still transmitting—but every single person aboard has vanished. This time, the enemy didn't just strike and leave. The surveillance drones are active, aggressive, hunting. The pattern escalates from single ship to colony to multiple vessels simultaneously—and the evidence points to mass driver weapon signatures. Capital ship-scale weapons. Strategic-level operations. The unknown hostile force is moving from reconnaissance to open warfare, and Terra Nova's supply chain is... Consortium Fleet Tokens Regular price: 0 Bundle price: 0 Format: ZIP File Challengers: Shakara Consortium Fleet Tokens puts an entire battle group at your fingertips, from towering capital ships to fast-attack fighters, ready for both tabletop and virtual tabletops. Command the Bulwark‑Class Heavy Escort Cruiser, Sentinel‑Class Carrier, Challenger‑II Destroyer, Vanguard‑Class, Gladius‑Class Light Cruiser, and Hearthkeeper‑Class Gunship, supported by Forgemaster, Firehawk, and Pioneer squadrons in both flight and individual tokens. Each high‑resolution token is pre-cropped and ready for print or VTT use, making it easy to bring the Battle of Terra Nova—and any other sci‑fi engagement—to life at your table. Designed by Marshal Games for the Challengers RPG, this pack is perfect whether you’re running official scenarios from The Rangers Guide to Consortium Vess... Total value:0 Special bundle price:0 Savings of:0 (33%)
Battle for Terra Nova
Publisher: Marshal Games BATTLE FOR TERRA NOVA Six million people. Six hundred souls. One impossible choice. The Varkath invasion fleet has arrived at Terra Nova—humanity's agricultural jewel and home to the Consortium's Sentinel Shipyards. Their weapon: a Mass Driver capable of planetary extinction. Their target: 6.2 million civilians who cannot be evacuated in time. You are Consortium Rangers, activated under wartime authority and assigned the mission no one else can complete: disable the Mass Driver before it fires. Stealth approach under sensor shadow. Experimental EMP torpedoes. Ninety minutes to firing position while the fleet engages overwhelming Varkath forces. Failure means extinction. Success means survival—at a cost. Witness the sacrifice of CDS Aegis—612 souls who chose to ram a falling Mass Driver to save six million lives. Stand the wall during humanity's darkest hour. Prove that integration works when the Consortium needs it most. The Battle for Terra Nova will be remembered forever. Will you? Custodire et defendere. Protect and Defend. Battle for Terra Nova is a 50+ page military sci-fi adventure for Savage Worlds Adventure Edition, designed for 4-8 Rangers (Seasoned rank) and playable in 4-6 sessions. Set in the Challengers universe, this standalone mission requires only the core rulebook and can serve as an introduction to the setting or a pivotal campaign moment. Includes: Complete mission briefing with wartime activation protocols Detailed NPC profiles including Admiral Th'karr Zyrrak and Captain Marcus Trent Fleet disposition for both Consortium Defense Force and Varkath invasion fleet Ship statistics appendix with full stat blocks and visual reference gallery Dramatic Tasks for stealth approach, torpedo strike, and extraction under fire Memorial service epilogue honoring the 612 who held the wall Perfect for groups who want: High-stakes military operations with emotional weight Stealth missions during large-scale fleet battles Character-driven storytelling in wartime settings Heroic sacrifice and the cost of defending the innocent "Simple math, Admiral. Six hundred versus six million. The principal survives." — Captain Marcus Trent, CDS Aegis Stand the wall. Prove integration works. Save Terra Nova.
Allies & Enemies
Publisher: Pinnacle Entertainment This short supplement, for use with Treasure Hunter Adventures and the Savage Worlds RPG, presents two NPCs with stats, plot hooks, and locations related to their activities. #FFFFebruary
Nine Worlds RPG Foundry VTT Adventure Module
Publisher: MetaMorphic Digital Norse Inspired Cyberpunk Welcome to Nine Worlds — a brilliant fusion of Norse mythology and gritty cyberpunk for Starfinder 2e and Savage Worlds all in one Foundry VTT module! In this near-future setting, Aesir, Vanir, and Jotun are not divine beings but immortals by the marvels of cutting-edge technology, miraculous science, and arcane magic. These self-appointed gods now dwell in sanctuaries high above New Midgard — a sprawling megacity where the mortal masses hustle for survival. From the shadows, they pull the strings, plotting, scheming, and playing their dangerous games. You are a Viking — a fearless freelancer, ready to get your hands dirty in exchange for fame, renown, and the promise of Valhalla. But beware: these immortals shed their humanity long ago. To them, you are merely a disposable asset in their relentless pursuit of power. Your life is a price they’ll gladly pay. The one shot adventure module has everything you need to run the starter adventure and get a feel for the Nine Worlds. Introductory Adventure: A high stakes three-act scenario plunging your Vikings into the heart of corporate treachery, high-stakes intrigue, and world-shattering consequences — complete with three walled and lit battle maps, stunning figure art, dynamic tokens, macros, 3D dice, and a card deck. Setting Snapshot: Dive into the Nine Worlds with a taste of its system specific mechanics — giving you everything you need to get started. Ready-to-Play Vikings: Five pre-generated characters with art, backstories, and custom character sheets — locked, loaded, and ready for action. Starfinder 2e Compatible: Five fully developed ancestries, five Backgrounds, and guidance for using other Starfinder and Pathfinder material. Savage Worlds Content: Two flavorful Setting Rules, five new Ancestries, along with cultural backgrounds, Edges, Hindrances, and new Arcane Backgrounds. Requires SWADE Core Rules module. D&D 5e 2024: Five ancestries, three cyberpunk subclasses, Skill Challenge rules, firearms, and expanded Heroic Inspiration.
Run for Proxima
Publisher: Marshal Games Run for Proxima - Mission Four They've been watching. They've been learning. Now they're ready. For three missions, your Ranger crew has chased ghosts—disappearing ships, empty colonies, convoys stripped of crews and cargo. You've fought their drones, dodged their capital ships, and reported back to Command with evidence no one wanted to believe. The attacks are escalating. The enemy is real. And they have a name. The Varkath. Mission 4 drops your crew into the graveyard of a frontier world under active assault. Orbital debris fields tell the story of a one-sided slaughter. Evacuation corridors clog with fleeing refugees. And somewhere in the chaos, a single damaged frigate carries intelligence that could change everything—if you can extract it before the Varkath finish what they started. But survival is only the beginning. Racing back to Proxima Station with proof the Consortium can no longer ignore, you'll arrive to find something impossible: a battle group assembled in secret, led by warships you've never seen before. As Javelin drives spool up and the truth finally breaks, you'll learn why the Shakara have feared this moment for ten thousand years—and why humanity's role in the Consortium was never an accident. Mission 4 is the campaign's turning point, where mystery becomes war, investigation becomes fleet action, and your crew must decide how far they're willing to go to hold the line. Requires Savage Worlds Adventure Edition core rules and Challengers Core Setting.
The Empty Convoy
Publisher: Marshal Games THE EMPTY CONVOY Mission 3: Challengers Campaign Six ships drift in the dark. Two hundred crew—gone. This is no longer reconnaissance. When cargo convoy Meridian Chain broadcasts a desperate mayday and then falls silent, Rangers arrive to find a scene from a nightmare: six vessels intact, systems operational, beacons still transmitting—but every single person aboard has vanished. This time, the enemy didn't just strike and leave. The surveillance drones are active, aggressive, hunting. The pattern escalates from single ship to colony to multiple vessels simultaneously—and the evidence points to mass driver weapon signatures. Capital ship-scale weapons. Strategic-level operations. The unknown hostile force is moving from reconnaissance to open warfare, and Terra Nova's supply chain is the target. The Rangers who investigate the Meridian Chain will recover proof that changes everything—but only if they survive long enough to deliver it. Mission Type: Investigation / Combat Location: Terra Nova outbound corridor, 1.8 light-hours from Waypoint-12 Threat Level: High Required Crew: 4-8 Rangers (corvette or cutter) Connection: Direct follow-up to Silence at Dawnfall Reach—the pattern becomes undeniable "Convoy under attack. Unknown hostile forces. Requesting immediate—" [Transmission ends] The clock is ticking. Terra Nova's defenders are running out of time to identify the threat before the real invasion begins. The escalation ladder: Mission 1: Single ship Mission 2: Entire colony Mission 3: Multiple ships simultaneously Mission 4: Pattern becomes undeniable
Scarred Lands Creature Profiles - Mechanoid Emulator
Publisher: Aegis Studios The Scarred Lands have come to Savage Worlds Adventure Edition! Scarred Lands Creature Profiles are an ongoing series of monthly releases to introduce monsters and key NPCs drawn from the world of Scarn. Mechanoid emulators are perhaps the most subtle creations the Shaper ever devised. It is thought that he measured his design against living creatures like doppelgangers and skin devils, but it is entirely possible that those creatures were made by other titans after they saw the efficacy of Golthagga’s emulators. Mechanoid emulators are adept at using the natural weapons of their assumed form and are skilled with manufactured weapons and most sorts of tools. If an emulator’s true nature is discovered, the kid gloves — and the skin — generally come off, revealing the deadly clawed appendages of the construct beneath. This booklet contains game traits, tactics, and a brief overview of the mechanoid emulator's history and appearance. This booklet also includes plot hooks for introducing the mechanoid emulator into your campaign! This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.
Rpg Potion Pack
Publisher: rcandyman Rpg Potion Pack Add some color to your inventory with this collection of vibrant, hand-crafted potion assets! Whether your players are healing up or brewing trouble, these high-quality graphics are perfect for virtual tabletops and game development. This pack includes: 6 Transparent PNGs: High-quality potion items ready to drop into any project. Variety of Colors: Includes red, green, blue, orange, and purple variations. Versatile Designs: Features both single flasks and double-bottle pairings. Terms of Use: These assets are licensed for use in your personal or commercial games and projects. Redistribution or resale of the individual art files is not permitted.
Silence of Dawnfall Reach
Publisher: Marshal Games SILENCE AT DAWNFALL REACH A Challengers Adventure for Savage Worlds FROM: Ranger Command, Proxima Station TO: All Active Ranger Teams PRIORITY: High CLASSIFICATION: Restricted SITUATION: Dawnfall Reach colony (population 2,047, frontier agri-world) has missed three scheduled check-ins over 14 days. Last transmission: routine harvest report, no abnormalities indicated. Terra Nova Agricultural Coordination Office flags this as priority concern—Dawnfall Reach produces 8% of Terra Nova's grain reserves. Supply chain disruption threatens food security across three systems. MISSION OBJECTIVES: Establish contact with colony administration Determine cause of communication failure Assess population status and agricultural operations Restore communications or arrange evacuation if necessary Maintain operational discretion INTELLIGENCE: Established 2341 (5 years old), single settlement "Harvest's End." Population: 2,047 registered residents. Economy: Grain production, Velythrian hydroponic integration. Last transmission 14 days ago: "All systems nominal." AUTHORIZATION: Standard Ranger protocols. Prioritize civilian safety. You arrive to find a ghost town. Streets intact. Buildings functional. Agricultural drones still working the fields. Meals left half-eaten on tables, now spoiled. Children's toys abandoned mid-game. Two thousand people—gone. No bodies. No distress calls. No survivors. Just surveillance drones watching from above, learning how Rangers investigate. Someone wanted this colony. Someone took every living soul and left the infrastructure running. And now they're watching you. The pattern is escalating. The enemy is studying. And Terra Nova is next. What's Inside: Complete 3-act horror/investigation adventure (3–5 sessions) The neutron bomb effect: infrastructure intact, population ZERO Surveillance drones that watch, learn, and adapt to PC tactics Multiple decision paths: fight, flee, deceive, or capture Optional atmospheric escape chase sequence Dramatic tasks, skill challenges, and species spotlight moments Direct sequel to Ghost on the Lane—the mystery deepens GM Briefing with campaign secrets and long-term story hooks Includes complete timeline and setting appendix for new players Requirements: Savage Worlds Adventure Edition core rules Challengers: A Science Fiction Setting (recommended but not required) 4–8 players Threat Level: Medium (escalating from Mission 1) The Investigation Begins. The Watchers Are Waiting. Will your crew escape with the truth—or become the next abduction?
The Ghost on the Lane
Publisher: Marshal Games GHOST ON THE LANE FROM: Ranger Command, Proxima Station TO: All Active Ranger Teams PRIORITY: Moderate CLASSIFICATION: Restricted SITUATION: CNS Swift Return failed to arrive at destination. Last confirmed position: Beacon Waypoint-7, 73 hours ago. Beacon Authority reports no anomalies. Station Master requests discrete investigation. MISSION OBJECTIVES: Locate Swift Return or determine fate Recover cargo/data cores if possible Identify cause of disappearance Maintain operational discretion INTELLIGENCE: Velythrian agro-tech components aboard. Crew of six. Route standard, clearance current. Last transmission: "All systems green." AUTHORIZATION: Standard Ranger protocols. Report findings upon completion. What starts as a simple search-and-rescue becomes something far darker. You're the first to see the evidence. You're the first to know the truth. What you do with it could save the Consortium—or doom it. A Challengers adventure for 4–8 Rangers. 3–5 sessions. Threat Level: Low → Medium.
Mission 231 - Search & Rescue (A Sci-Fi Horror One Sheet For SWADE)
Publisher: Pinnacle Entertainment Mission 231: Search & Rescue Mission Log: J’Tun is a war-devastated world. Situated at the edges of three separate warring regions, the planet is hotly contested regarding its ownership. Wars have left no front lines, only devastation. Our crew has been dispatched to this destroyed world on a recovery operation. We must locate a missing reclamation team attempting to profit off the discarded armaments and munitions left behind, assess salvage viability, and extract survivors if any remain. Long-range scans are scattered due to environmental hazards, and our hails remain unanswered due to interference, no survivors, or the inability to answer. Regardless, our mission is set. Just a routine Search and Rescue. This one-shot is best for Novice with Seasoned characters. This adventure utilizes Savage Worlds and Savage Worlds Horror Companion. Setting Rules: Dynamic Backlash Gritty Damage