Every Week It's Wibbley-Wobbley Timey-Wimey Pookie-Reviewery...

Friday, 9 October 2026

Friday Fantasy: Outcast Unseelie and the Ooze Between

Four centuries ago, the dwarves mining the Brackenhoorg struck the mountain’s knotted nexus of lye lines and in the process caused the mine to be flooded with verdigrint ooze. As a consequence, the Dwarves shut the mine down and closed it up before fleeing the mountain. Four weeks ago, fey lord and vintner, Slaveral, steered his planar-travelling villa into the mountain and crashed it into the mines. Four months ago, he accidentally attempted to poison the Unseelie Queen with a cold-iron-laced bottle and after she turned him and his servants into giant bugs, banished him from the realm of the fey. Inside, Lord Slaveral, now an elephant-sized flea, drank deep of the verdigrint ooze and oozed himself into a coma. Yet Lord Slaveral is not without his followers beyond the confines of them mine and now, following a rockslide that exposed the gatehouse to the mine, a band of his cultists has entered the old mine to worship and free their lord. The cultists are not the only ones to learn that the mine is accessible once again. The wizard Calamastes is said to be prepared to pay for a rubbing of an old Dwarven Everstone located in the mine; the mine boss, Dericka Horn, recalls stories of burrowing creatures that worked the Brackenhoorg and wants an intact egg; local Halfling, Kasden Orchenhopper, claims his son went into the gatehouse with his ‘bug-faced’ friends and wants him found; and the Onyx Ducke is said to have donated a Staff of Healing to the Brackenhoorg before the mines flooded. Anyone of these could be reason enough to want to explore Brackenhoorg.

This is the set-up for Outcast Unseelie and the Ooze Between, an ooze overlaid, gunge gooped, slimed slathered scenario from Slime Mind Studio for use with ShadowDark, the retroclone inspired by both the Old School Renaissance and Dungeons & Dragons, Fifth Edition from The Arcane Library. Funded via a Kickstarter campaign, it
presents a weird, cloyingly sweet miasmic dungeon for a party of Player Characters of First to Third Level. As they enter the former mine, the Player Characters will discover every surface is covered or encrusted with a green slime (not the Green Slime monster of classic Dungeons & Dragons fantasy) that oozes out of cracks, drips from the ceiling, and pools on the floor. Worse, it adheres to metal, blood, and fire, eating into metal and covering it with a patina that leaves weapons severely weakened and armour inflexible, as well as attracting bugs, slugs, and snails that get super drunk on its sweetness. Places are infested with Perish Lillies, a plant with a red flower and blood-sucking thorns that can release a sparkly, psychedelic pollen! Verdigools, ooze-drowned dwarves, lurk here and there; the Goolette, a hulking, slavering lizard dripping green slime stalks the halls; and jolly, murder-living cultists dedicated to Slaveral, seek new victims to sacrifice when not enjoying the steamy shrine/spa where everyone in the mine can enjoy the relaxing pool of warm saliva!

The design of both the scenario and the dungeon is dominated by the colour green with splashes of red here and there. The dungeon itself is very nicely designed. The mine level sits atop the remains of Lord Slaveral’s damaged inter-planar villa and its grounds. Every entry is presented in a clear, easy format with bullet points that enable the Game Master to work straight from the page. Sound plays an important role in the dungeon, such as the occupants of a neighbouring room which can hear loud noises made by the Player Characters, slurping sounds from another room, and so on. There is a dynamic feel to the dungeon, at least in terms of its physicality. There are some fantastic locations such as a tunnel which is blocked with scarlet lilies that have blood-sucking thorns and if cleared will regrow if it has a source of blood—and there happens to be the corpse of cultist entangled in its roots; an ‘Ooze Cascade’, an emerald waterfall of verdigrint ooze that has been frozen by a fireball-slinging cultist whose body is encased in the waterfall(!); and the ‘Steamy Shrine’ filled with green steam created from a mix of verdigrint ooze aerated by a spit spewing mask worn by a statue and due to a widely-known curse that turns the tongue into a grub that east everything, is treated as neutral ground. In general, the mines level is more interesting than that of Lord Slaveral’s shunted villa.

There can be no doubt that Outcast Unseelie and the Ooze Between is delightfully foul, fetid, and fuggy in its atmosphere and ambiance, but the scenario does not quite work in terms of storytelling. To begin with, the hooks are underwritten, and apart from the missing Halfling, Meck, do not personalise the reasons why the Player Characters would want to delve very far in the Brackenhoorg. Of course, the Brackenhoorg has only recently opened up, so chronologically, it might be challenging to develop interesting hooks, but once the Player Characters are in the mine, the scenario does not go out of its way to pull them in. Relying upon a combination of player and character curiosity is not enough. The environment itself is off-putting, the green verdigrint ooze encrusting everything and making equipment harder to use, impeding their progress and given that Outcast Unseelie and the Ooze Between is meant to be a puzzle dungeon, the puzzle aspects of the dungeon are really pushed into the background, as are, to a lesser effect, the Fey aspects of the dungeon. Further, it is not easy to bring the aims of the NPCs into play in the dungeon. Which is disappointing given that they are behind what has happened so far in the mine. There is a timeline of events that will happen if the Player Characters do nothing, but these have very little effect upon the mine as a whole. What it more needed is a stronger idea of the events that will happen and what the NPCs will do if the Player Characters actually do something. For example, what if the cultists and their leader fail in their plan to sacrifice another NPC? The major NPCs are presented in an accessible format, which does include motivations, but it is simply not enough.

Physically, Outcast Unseelie and the Ooze Between is superbly presented. The layout, the artwork, and the cartography are excellent, contributing to so much of the atmosphere of the scenario.

Marvellously mucculent and oozily original, Outcast Unseelie and the Ooze Between is a genuinely atmospheric and different dungeon. It should be, could be, a great dungeon, but ultimately, the Game Master needs to develop its plot and the aims of the NPCs to make them easier and more obvious for the players and their characters to engage with them. Do that and Outcast Unseelie and the Ooze Between has the chance to really shine with an oily sheen as it deserves and be a truly memorable adventure.

[Free RPG Day 2026] Pretenders to the Rat King’s Throne

Now in its nineteenth year, Free RPG Day for 2026 took place on Saturday, June 27th. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Unfortunately, due to vagaries of International Customs, Free RPG Day in the UK did not take place until Saturday, 22nd August.

This review is possible due to the generosity of Waylands Forge in Birmingham.

—oOo—

The Rat King Returns! For Free RPG Day 2026, Goodman Games published an adventure that was special in three ways. Pretenders to the Rat King’s Throne is a scenario that celebrates Goodman Games’ twenty-fifth anniversary by bringing back a villain first seen in 2003 with Dungeon Crawl Classics #1: Idylls of the Rat King, the first adventure it published for the Dungeon Crawl Classics line. Second it celebrates the twenty or so years of Free RPG Day that tells the story of its genesis. Third it celebrates the contributions of Goodman Games to Free Free RPG over the years, with a gallery of every cover of every title donated to Free RPG Day in that time on the inside front and back covers. Sadly, they are presented in black and white, but nevertheless, it is still see them good in one place.

The scenario, Pretenders to the Rat King’s Throne, is written to be systems neutral, but includes stats and write-ups for its NPCs and monsters for the publisher’s own 
Dungeon Crawl Classics Role Playing Game and Dungeons & Dragons, Fifth Edition. With the inclusion of the latter, the scenario works well with the recent Fifth Edition Fantasy #31: Idylls of the Rat King, but with the inclusion of the former, Pretenders to the Rat King’s Throne marks the first time that the Rat King saga has been written for the Dungeon Crawl Classics Role Playing Game. It is designed for a party of First and Second Level Player Characters and can primarily be used in one of two ways. The first is as a sequel to the events of Fifth Edition Fantasy #31: Idylls of the Rat King, taking place a few weeks or months later, using the same Player Characters. The second is as sequel as sequel to Dungeon Crawl Classics: Saga of the Rat King, the saga of as a whole, taking place decades later. Of course, it can also be used as a standalone scenario, but either way the scenario can be played through in a single session.

The scenario opens with the Player Characters once again in the village of Silverton, the site of ‘Idylls of the Rat King’. Of late, there has been no merchant traffic along the road to the north to the city of Soulgrave and the village’s constable has not returned after having gone to investigate. (Oh, how the village has suffered.) A dwarven merchant claims that Lawrence Gannu, the Wererat and Rat King that threatened the village as an act of revenge that played out in ‘Idylls of the Rat King’. There are numerous rumours to gather, but quickly the local miner’s guild offers a reward and the Player Characters are on the road to the Silverton Mines (once again).

What the Player Characters discover is a much changed mine. It is smaller, no longer infested with either Goblins, Wererats, or Goblin-Wererats, let alone a vampire. That vampire though, Serrenna Valuois, who was long buried deep below the Silverton Mine, and who may or may not have been killed at the end of ‘Idylls of the Rat King’, has direct influence upon the mines as they are now and the scenario. Her hatred and her thirst, long left unslaked in the centuries of her imprisonment has been reflected and manifest in the Unslaked, a horror that has instilled occupants of the mines and creatures nearby with increasingly debilitating thirst that can only be quenched by fresh blood. There are several encounters throughout the mine where the Player Characters encounter victims of the Unslaked, who will attack randomly upon sight and several where they will be touched by the Unslaked and influenced by its thirst, as well as the possibility that, they too, might be influenced. Magical healing will definitely lift the effects of the Unslaked, but there are means of resisting the effect, the exact details of which are left to the Dungeon Master or Judge to decide.

The scenario packs a lot into a short space. There are the constable and his colleagues to rescue, plenty of call-backs to ‘Idylls of the Rat King’ to discover, and not one showdown, but two! The last one is with the Rat King himself—and that actually might set up a sequel. Of course, there already is a sequel in the form of Dungeon Crawl Classics #27: Revenge of the Rat King and Dungeon Crawl Classics: Saga of the Rat King, but there is potential for the Rat King to be revisited in future scenarios.

Rounding out Pretenders to the Rat King’s Throne is ‘The Secret History of Free RPG’. This is a two-page interview conducted by Stu Horvath—author of Monsters, Aliens, and Holes in the Ground: A Guide to Tabletop Roleplaying Games from D&D to Mothership—with Joseph Goodman and the Aldo Ghiozzi. It is a pleasing little read that captures the beginnings of an annual fixture of our hobby.

Physically, Pretenders to the Rat King’s Throne is well presented. Both the artwork and the cartography are decent too.

Pretenders to the Rat King’s Throne is a short, horror scenario that fleshes out more of the Rat King and his saga, whether that is as part of the saga, or as a sequel. Players who have played the previous scenarios will enjoy the call-backs, whilst for those new to it, it could be their introduction to the saga with ‘Idylls of the Rat King’ run as a flashback. Or it could be simply run as a one-shot. In whatever way the Dungeon Master or the Judge decides to run Pretenders to the Rat King’s Throne, it shows that there are yet more stories to be told in the fight against the Rat King.



Monday, 5 October 2026

Miskatonic Monday #453: The Man Who Sold the World

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Publisher: Chaosium, Inc.
Authors: 
Maverick Haenze & James Bunnell

Setting: London, 1973
Product: One-shot
What You Get: Twenty-nine page, 5.35 MB Full Colour PDF
Elevator Pitch: David Bowie In the Mouth of Madness
Plot Hook: Moondust is missing!
Plot Support: Staging advice, four pre-generated Investigators, thousands of 
NPCs, two handouts, and three Mythos monsters.
Production Values: Plain

Pros
# From sleaze to stardom and beyond!
# One-shot convention scenario
# Straightforward to run
# Phonophobia
# Blenophobia
# Melophobia

Cons
# Linear plotting
# Obvious mystery

Conclusion
# Per ardua ad astra
# Sparkly glam rock horror from outer space!

[Free RPG Day 2026] Avatar Legends: Expanded Play

Now in its nineteenth year, Free RPG Day for 2026 took place on Saturday, June 27th. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Unfortunately, due to vagaries of International Customs, Free RPG Day in the UK did not take place until Saturday, 22nd August.

This review is possible due to the generosity of Waylands Forge in Birmingham.

—oOo—

For Free RPG Day 2026, Magpie Games published not one book, but six—Adventure Booklet 1: Earth & Root, Adventure Booklet 2: Fire & Brimstone, Adventure Booklet 3: Ash & Steel, Adventure Booklet 4: Air & Wind, and Adventure Booklet 5: Water & Mist as well as the Avatar Legends: Expanded Play supplement. These are all for Avatar Legends: The Roleplaying Game, one of the most successful Kickstarter campaigns for any roleplaying game. This is the roleplaying adaptation of Avatar: The Last Airbender and The Legend of Korra, animated series which are inspired by the indigenous cultures of North America and Asia, in particular, China, Chinese martial arts, and the ability to ‘bend’ or manipulate the four elements—water, earth, fire, and air. Only one person can bend all four elements, and he is known as the ‘Avatar’, and not only does he serve as the link between the physical world and the spirit world, but he is also responsible for maintaining harmony between the world’s four nations. In the roleplaying game, the players roleplay characters, or companions, who are capable of bending one of the elements as well as practising martial arts, all with the aim of protecting the world from harm and those unable to stand up to misuse of power.

As with the five Adventure Booklets, Avatar Legends: Expanded Play originally appeared in Wan Shi Tong’s Adventure Guide, which explores and presents adventures in the different eras of the Avatarverse, including the Kyoshi, Roku, the Hundred Year War, Aang, and Korra periods. Avatar Legends: Expanded Play presents the rules and extra supplementary material that supports the five Adventure Booklets. Each of the Adventure Booklets presented an individual Legendary NPC who in some way helped serve the plot, whether that was as a powerful ally, a capable teacher, a dangerous long-term foe. Avatar Legends: Expanded Play explores these roles further suggesting how they might be used and not only that, presents another nine Legendary NPCs taken from Avatar: The Last Airbender and The Legend of Korra. Each of these is presented in a two-page spread, complete with a history, suggestions on how to play each NPC and how they can be brought into play, and techniques that they know. In each case, they also explain what they will be like as a teacher and where they might be found. Given the earlier discussion, it is disappointing though, that there is no discussion of how they might be a powerful ally or a dangerous foe, which leaves the Game Master to develop this aspect herself. Most of them come from the Hundred Year War Era and include Long Feng, manipulative head of the Dai Li; Azula, prodigious and dangerous Fire Nation princess; Katara, master waterbender and healer; Sokka, strategic non-bender and weapon master; Suki, resilient leader of the Kyoshi Warriors; Toph Beifong, inventor of metalbending (also from the Classic Era); and Ty Lee, Chi-blocking acrobat and martial artist. The others are Rangi, fierce firebending master and bodyguard from the Kyoshi Era, and Taqukaq, experienced waterbending mentor from the comics.

More specifically for the players,
Avatar Legends: Expanded Play includes four new Playbooks that are each easy to bring to the table as new Player Characters. They consist of the Destined, the Elder, the Foundling, and the Razor. They are more focused on telling a specific type of story than those in the Avatar Legends: The Roleplaying Game. Indeed, there are suggestions too on how to mix and match these four with the ten in the Avatar Legends: The Roleplaying Game. Of the four, two stand out as slightly different. The Razor has been trained as a dangerous weapon, but now seeks a path to redemption, the other, the Elder, is radically different in terms of its storytelling. It is suggested that the Elder take on the role of a mentor, perhaps like Tenzin, Lin, or Iroh from the series. To support this, the Elder can have protégés and will know more Techniques, but it is harder for the Elder to learn new ones.

Rounding out the booklet are almost fifty new Techniques. These are split between universal techniques and from the six training paths, with some also marked as being rare, so hard to find masters who might teach them. Of course, these give the Player Characters something to work towards and some of the Legendary NPCs in the supplement might know and teach some of these Techniques.

Physically, Avatar Legends: Expanded Play is well presented, sturdy booklet.

Of all of the titles released for Free RPG day 2026 for Avatar Legends: The Roleplaying Game, the Avatar Legends: Expanded Play supplement is the one that a Game Master is likely to come back to again and again as its content supports campaign play with a solid set of Legendary NPCs, but then again, it does not ignore the player either. Overall, a good mix of new options.

Sunday, 4 October 2026

Are You Invincible?

For decades, since the nineteen eighties, superheroes have been known about and been operating on Earth. The Guardians of Order, the planet’s greatest superheroes and greatest team of superheroes, working with the Global Defence Agency, a secret organisation based under the Pentagon responsible for managing situations beyond the capabilities of regular authorities, as well as overseeing and guiding the activities of super-powered individuals, faced challenges and battles again in both preserving law and order and in protecting the Earth. Now the Earth is in turmoil. The old Guardians of Order are dead and the new Guardians of Order are proving to be ineffective. Worse, it has been revealed that Omni-Man, an alien who has worked alongside the original Guardians of Order for decades and who came to be regarded as the planet’s mightiest protector, in a bruising fight with his son, Invincible, that not only did he come to Earth to prepare it for invasion by the Viltrum Empire, he also killed the original Guardians of Order. Now he is gone. In a world of superheroes, supervillains and supercrime, as well as the threat of alien invasion, can other superheroes, old and new, take up the mantle of keeping the Earth and its people safe?

This is the set-up for Invincible – Superhero Roleplaying.
Published by Free League Publishing, it is based on Invincible, the American comic book series written by Robert Kirkman and illustrated by Cory Walker and Ryan Ottley, and published by Image Comics, and subsequently developed as a television series on Amazon Prime. Invincible – Superhero Roleplaying is a departure for Free League Publishing since presents a genre that the publisher has not previously explored. The roleplaying game presents the means to roleplay superheroes in the world of Invincible, whether that is one of the many characters adapted from the comic book or one of each players’ own creation. It presents the background to the Invincible setting, full write-up and stats for sixty-four characters from the Invincible setting, advice on running the roleplaying game, and the means to play solo.

The introduction covers the basic elements of the setting, the different types of scenes
—Briefings (which typically start a mission), Action, and Social, time, and the roleplaying game’s key themes. There are ‘Coming of Age’, ‘Everyday and Epic Struggles’, ‘Bloody, High-Stakes Action’, ‘The Hero/Villain Dynamic’, ‘Power and Responsibility’, and ‘Realistic Heroism’. Most of these are a common staple of the superhero genre, but here also drawn from the comic book series and the story of Mark Grayson, Invincible, and his relationship with his father, Nolan, Omni-Man. The one that is particular to the world of Invincible is ‘Bloody, High-Stakes Action’ with its often bloody and graphic violence in which battles are intense, injuries can be brutal, and death is an actual possibility and often permanent. Neither Invincible the comic book and Invincible – Superhero Roleplaying have the equivalent of plot amour common to the genre.

A Superhero is first defined by his Rank. This can be Teen Upstart, Street Defender, Global Guardian, or Cosmic Champion. This determines how many points his player has to assign to his starting and maximum Attribute points, number of starting powers, and starting reputation. He has a role, six attributes, several derived stats, plus Powers, Talents, Drawbacks, Personal Details, Resources and Gear, and reputation. The eight Roles are Blaster, Brains, Brawn, Controller, Defender, Leader, Striker, and Wildcard, and they define how a superhero operates, but provide no mechanical benefit. The six attributes are Fighting, Agility, Strength, Reason, Intuition, and Presence, and they range in value between ‘1’ or ‘Poor’ and ‘12’ or ‘Invincible’. A superhero’s Powers, Talents, and Drawbacks will vary from superhero to superhero. Personal Details encompasses a superhero’s Occupation, Personality, Drive, Flaw, and Key Relationships.

The Superhero creation process is not difficult. The standard procedure is to choose an Archetype such as Bruiser, Gadgeteer, Powersuit, Psychic, Sharpshooter, Speedster, or Vigilante. This suggests a Role, Attributes, Powers, and so on. It also gives options for Power Source, Hero Talent, Drawback, Occupation, Personality, Drive, Flaw, and Hero Name that a player can choose from or roll for. The latter means that a Superhero is partly randomly generated, partly not. Alternatively, a player is free to choose everything about his Superhero from start to finish, taking inspiration from the Archetype or not. Or a player could choose to one of the Superheroes detailed in the background section of the roleplaying game. It is possible for a player to select extra Powers or Power Boosts during the creation process by taking an extra Drawback or sacrificing Attribute points. The question that many players will have is, “Can I create this ‘superhero’ from this comic book/television series/film/franchise?” and the answer is yes. Not perfectly, but with some effort, yes.

Invincible – Superhero Roleplaying includes some seventy or so Powers, from Action Plan, Adaptation, and Adhesion to Transformation, Water Control, and Weather Control. These are divided into six Power Types—Attack, Control, Defence, Modification, Movement, and Sensory Power Types. Most Powers are graded into four Power Levels—Basic, Major, Massive, and Monstrous—and a Superhero must have each Power Level before progressing to the next. Individual powers tend to be relatively narrow in their application, but can include Boosts which change how the Power is used and Limits which restrict its use. For example, ‘Flight’, whether from wings, jet pack, cape, or magic carpet, allows a Superhero to fly two Zones in a single action, or four Zones at a cost of a point of Stress. This doubles at the Major, Massive, and Monstrous Power Levels. Its single Boost gives the Superhero ‘Interstellar Flight’ (which also requires the Life Support Power), whilst its Limit is ‘Gliding’, which means that the Superhero can only glide and must get to an higher altitude to launch himself and cannot simply stop mid-air.

Of course, there are two difficult Powers in any superhero roleplaying game—gadgeteering and sorcery. In Invincible – Superhero Roleplaying, there is no specific gadgeteering Power. Instead, there is the Technology Control Power and Knowledgeable (Technology) Talent, which can then be backed up with other Powers. So there are no rules for building or designing gadgets. This may limit player choice when it comes to certain superhero archetypes. Sorcery does not list any spells, but simply enables a Superhero to instantly duplicate any other Power or for a few minutes by suffering a point of Stress. This does mean that any Superhero with Sorcery is going to want to consult the core rulebook a lot of times during play.

Slipways
Name: Gavin Tuttle
Rank: Teen Upstart
Role: Mastermind
Occupation: Student
Personality: Reserved and thoughtful.
Drive: Acceptance. Gavin wants to be recognized and approval for being a hero.
Flaw: Naïve. Gavin is new to being a superhero.
Key Relationship: Spiteful Bully
Reputation: 0 Resources: 2

ATTRIBUTES
Good FIGHTING 3, Good AGILITY 3, Typical STRENGTH 2, Extraordinary REASON 5, Good INTUITION 3, Great PRESENCE 4
Health: 8 Resolve: 12 Slugfest Damage: 1

POWERS
POWER SOURCE: Mutation.
Basic INTANGIBILITY Gavin can turn himself sideways and two-dimensional
Basic TELEPORTATION Whilst Intangible, Gavin can slide along buildings and down the street
KNOWN TALENTS
Tactical Support, Knowledgeable (Technology)

DRWBACKS
Hard Times ×1

As well as each player creating his Superhero, together they also create a Team. Each Superhero has a specific relationship with another member of his Team in addition to the one provided by his Occupation. They have a Team Base too, which for a team of Teen Upstarts might be an unused wing of the school library or the basement of a tattoo parlour and for Street Defenders a former warehouse or family mansion. As with other roleplaying games from Free League Publishing, there are Base Upgrades that the Team can purchase using Karma, the roleplaying game’s equivalent of Experience Points.

Mechanically, Invincible – Superhero Roleplaying uses the Year Zero Engine, first seen in Mutant: Year Zero – Roleplaying at the End of Days. To have a superhero undertake an action, his player rolls a number of dice equal to the appropriate attribute value. The Game Master can add or deduct dice depending on the difficulty of the task, whilst Gear used and the support from allies can add dice. Each roll of a six is counted as a Success and only a single Success is required to succeed at most tasks. If more Successes are rolled, these can be used to gain bonus effects called stunts. These can be used to have a superhero to complete the task quickly or quietly, learn something new, and help a friend by passing him a Success if they are working on a similar project. However, if no Success are rolled, the Superhero has failed and that failure should ideally have dramatic effects. Alternatively, the player can choose to Push the roll. When this happens, the player rerolls any dice which do not show a one or a six. Whether the roll is a success or a failure, the Superhero suffers a point of Stress for each one rolled overall.

Conflict in Invincible – Superhero Roleplaying uses the same core mechanics. Initiative uses a deck of cards numbered from one to ten, and extra cards may need to be drawn if a Superhero has additional actions. In a round, a Superhero can perform a Full Action and a Quick Action or two Quick Actions. A Full Action is a Slugfest, Charge, or Shooting attack, using a superpower, breaking or lifting something, saving bystanders, and so on. Quick Actions can be to move into an adjacent zone, blocking a slugfest attack or dodging a shooting attack, engaging in banter, and more. Some of the Quick Actions can be used to interrupt the actions of an opponent and they can be saved for this purpose to use later in a round. A combatant can also give an Order to grant extra dice to an ally’s action. Movement can be on the ground and in the air with different elevations counted as separate zones. The action also allows for smashing through doors and walls. In a Slugfest attack, extra Successes can be spent on Stunts including Double Damage, Knockback, Stun, Bang Heads, Trap, Disarm, and Deadly Hit, and Special Stunt. Those for Shooting attacks include Double Damage, Suppressed, Trick Shot, Disarm, and Deadly Hit. A player is also free to create his own Stunts and use with the Game Master’s permission. Armour reduces damage, but when a combatant’s Health is reduced to zero, he is broken and suffers a Critical Injury. Critical Injuries can be inflicted without reducing a combatant’s Health to zero. Critical Injuries take weeks or months to recover from, but Health is recovered faster. A combatant can suffer Stress, often from a Banter Action in combat, but primarily through the use of a Superhero’s Powers. When a Superhero’s Resolve is reduced to zero due to Stress, he is stressed out, cannot use any Superpowers which require Stress to be gained or push any rolls.

The rules also cover minions, challenges, and other hazards. Notably, a Superhero can use a Slugfest attack to ‘Wreck a Zone’, the Superhero or Supervillain ripping up objects and using them to hit, throw at, or smash an opponent. This grants bonus dice to an attack, means the attack can be made into an adjacent zone, and completely wrecks the zone, meaning it cannot be wrecked again. It requires a minimum Strength wreck certain types of terrain and this means it is possible to level office interiors, city streets, and whole buildings! Just like we see in superhero films, Invincible – Superhero Roleplaying allows for the possibility that a fight between superpowered individuals is not without its consequences.

As much as Invincible – Superhero Roleplaying is fast playing, it is not without its hurdles that a player needs to overcome. However, these are not insurmountable. Rather that they may slow play down. First, a player needs to learn how his Superhero’s Powers work. Fortunately, unlike in some other superhero roleplaying games, none of the Powers in Invincible – Superhero Roleplaying are that complex. More challenging perhaps, is getting used to the wide range of Stunts that player can chose from in combat. There are a lot and picking the right one may at times slow play down in what is meant to be a fast-playing roleplaying game. Once a player gets used to them, play should proceed as designed.

For the Game Master, there is good advice on running Invincible – Superhero Roleplaying, including tips and how to capture the tone, structuring play through the different types of scene, adventure, and campaign. Challenges, for example a building burning or a runaway travel, are outlined too, and campaign play is expanded with suggested story arcs for the roleplaying game’s four Ranks, including Alternate Reality, Corporate Interests, Desperate Rescue, Dimensional Crisis, Environmental Disaster, Gang War, Invasion Force, Recurring Foe, and more. Some of these are supported by breakdowns of storylines in the comic, but all are accompanied by an example countdown and social hooks that the Game Master can bring into her game. These are further supported by tables for random threats, such as criminal activity, global dangers, and cosmic perils, which provide prompt after prompt, and to go with all of this, there are plenty of NPC stats too. One area that Invincible – Superhero Roleplaying does not touch upon is mixing Superheroes with different Ranks. This does not mean that such situations in game cannot arise, but rather that there is not advice on them. 

In terms of background, Invincible – Superhero Roleplaying provides a good overview of the Invincible universe, from Earth to Mars and beyond the Viltrum Empire. Organisations like the Global Defence Agency, the Guardians of the Globe, the Lizard League, and Viltrum Empire are accompanied by both Action Hooks and Social Hooks. Specific locations, like the headquarters of the Global Defence Agency, Reginald Vel Johnson High School, and even Tailor Shoppe (where the budding Superhero can get a fitted tuxedo or prom dress by day and a flame retardant spandex suit by night) are also detailed, though not as much. The advice makes the city where a lot of the action of the comic book takes place is never identified—it is just the city. What that means is the Game Master can place all of the elements of the setting on Earth in the city of her choice and still have room for her material. In other words, play in the world of Invincible, but make it belong to both her as the Game Master and her players. Lastly, there stats and details for sixty-four characters from the Invincible setting, each given a page. Here and throughout the background section in particular, there are spoilers for the comic book. Nevertheless, this gives the Game Master a great cast of NPCs to use in her campaign.

Lastly, Invincible – Superhero Roleplaying includes ‘Crisis Mode’. This everything that the prospective player needs to run the roleplaying game as a solo experience. Effectively, the player is creating a crisis that his Superhero must respond to each time with a few dice rolls and possibly escalating its intensity, but then resolving it via the ‘Forecast Analysis and Trajectory Engines (FATE)’ which act as the Game Master. Free League Publishing has form with this kind of solo play set of mechanics and it works well to provide a threat or situation and then any questions that the player might. In addition, it could be used by the Game Master as an extra threat generator for a standard, multi-player group.

Physically, Invincible – Superhero Roleplaying is very well presented. The writing is good, but what is going to catch the eye is the artwork. Drawn from the comic series and animated series, it depicts a Four Colour style contrasting with its often bloody scenes of conflict.

The Superhero genre is not one that most people thought that the Year Zero Engine would ever try to tackle. After all, most Year Zero Engine roleplaying games are quite low key and often grim in tone. Invincible – Superhero Roleplaying proves otherwise, with a fast-playing, bruising, knockabout system that gives the players and their Superheroes lots of dice to roll and lots of Powers and Stunts to choose from, and so lots of options. In many ways, the core mechanic is simple—in fact simpler than most Year Zero Engine roleplaying games, for example, it only uses one type of dice and it does not use skills at all—and where the roleplaying game’s complexity does come, is in those choices and the spending of the extra Success to choose Stunts. In addition to that, Invincible – Superhero Roleplaying is a good treatment of the world of Invincible, whilst still leaving of room for the Game Master to develop her own content, the setting working as a framework rather than a tableau. In other words, Invincible – Superhero Roleplaying works as a superhero roleplaying game and as a roleplaying game set in the Invincible universe.

For the Game Master and her players looking for a fast-playing, battling and bruising superhero roleplaying game with lots of action and lots of options when in action, as well as a setting that details enough of the world, but not too much to get in the way (and keep fans of the comics happy), then Invincible – Superhero Roleplaying is a great choice.

[Free RPG Day 2026] Legend in the Mist Solo Learn-To-Play Comic Book Adventure

Now in its nineteenth year, Free RPG Day for 2026 took place on Saturday, June 27th. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Unfortunately, due to vagaries of International Customs, Free RPG Day in the UK did not take place until Saturday, 22nd August.

This review is possible due to the generosity of
Waylands Forge in Birmingham.

—oOo—

For Free RPG Day 2026, Son of Oak Game Studio, best known for City of Mist, the Pulp Noir, Urban Fantasy storytelling game, published t
he Legend in the Mist Demo Game 2026, a quick-start for the Game Master and three players that enabled them to learn to play the Legend in the Mist: The Rustic Fantasy RPG. However, that is not the only thing that Son of Oak Game Studio published for Free RPG Day 2026. This other thing is the Legend in the Mist Solo Learn-To-Play Comic Book Adventure. As its name suggests, it is a solo adventure designed to teach a player to play Legend in the Mist and to introduce him to its world, and it does it as a comic book. The artwork in Legend in the Mist: The Rustic Fantasy RPG and in the Legend in the Mist Demo Game 2026 is already good, but to have a whole fifty-six-page comic devoted to it? that is something. Now going all the way back to the early days of Tunnels & Trolls and the Fighting Fantasy series with The Warlock of Firetop Mountain, solo adventures have always been a great option when there are no players nearby to play regularly, but they have also been great ways to teach a player the rules as well as in many cases, introduce a player to the concept of roleplaying. As with Legend in the Mist, the player will need a pair of six-sided dice and a pen and some paper to track of the condition of the included Player Character.

The Legend in the Mist Solo Learn-To-Play Comic Book Adventure quickly sets the scene, placing the story long after a Great Age brought low by betrayal, greed, and wrath, in a distant mountain valley where unbeknownst the inhabitants is a seed of hope that perhaps calls to them to go forth and potentially make a great discovery. The story in the Legend in the Mist Solo Learn-To-Play Comic Book Adventure is much smaller than that. The Player Character is called to action when his mother falls dangerously ill after encountering something unnatural. A local healer tells him that he needs to search for a rare ingredient, Rime Thistle, found above the treeline on the north slopes of the mountain.

Very quickly, the Legend in the Mist Solo Learn-To-Play Comic Book Adventure runs through the concept of the Theme Cards and their Tags that help define a Player Character. Gerrin has ‘Spirited Youth’, ‘Deer Stalker’, ‘Skilled with a Bow’, and ‘Devoted to Family’, whilst in his Backpack, he has a ‘Protective Charm’ given to him by the healer. Then it is straight into the first encounter with bandits who are strongarming a peddler who wants to cross a low bridge and the first choice that the player will have to make. Now in a solo adventure book, these would be presented as text questions and a page number given for each that the player would have to turn to. Not so here. The options—usually three of them under the label, ‘What Do You Do?’—are presented as pencil sketches that illustrate what Gerrin does. So, in the first scene, they are ‘I observe from a safe distance.’ and he is shown in the undergrowth, ‘I slip further into the forest and sneak closer, unnoticed.’ and he is shown moving quietly, and ‘I march over and speak to them.’ and he is shown marching determinedly. Then instead of turning to pages scattered throughout the booklet, the player is instructed to turn over the page there he will find three panels, each with an accompanying piece text that clearly explains the outcome of Gerrin’s actions, whether that is a success or a consequence. Sometimes, it can be both! Bigger scenes and their outcomes get their page.

In the confrontation between Gerrin and the bandits, the booklet, acting as the Narrator, explains which Tags apply and the results of the dice roll, and then as the conflict develops and becomes more complex, how to apply the Power of successful rolls to inflict conditions on the bandits. Gerrin can also suffer a Status during the confrontation and this is detailed. By the end of the fight, whether he has won or lost, Gerrin will have gained the friendship of the Peddler, and together they climb the mountain as darkness falls… This though, is only the start and together they have a strange encounter in the woods with one of the Creatures of Twilight on the way up, with whom Gerrin may have to make a deal of some kind. Ultimately, Gerrin will find the Rime Thistle and be able to rush back to his village, but if he takes too much time on the mountain—represented by a status—his return may be too late… Lastly, the Legend in the Mist Solo Learn-To-Play Comic Book Adventure guides the player through the steps of seeing how Gerrin is changed by his experiences.

Physically, Legend in the Mist Solo Learn-To-Play Comic Book Adventure is one of the best looking releases for Free RPG Day 2026. The artwork is great and it captures the character of Gerrin in all of possible actions and their possible outcomes. The rules are clearly explained and the story is well written.

The Legend in the Mist Solo Learn-To-Play Comic Book Adventure is a genuinely enjoyable way to learn the rules and setting of Legend in the Mist. By its very nature, its story is short, but reading through it and learning the rules should take roughly half an hour or so for an experienced player. Anyone new to roleplaying will take a little longer.

Saturday, 3 October 2026

Faraway Fantasy

From the Hintherdale and the North Star Region with their high, rugged mountains in the north, the lands of Easten Faraway stretches over a thousand miles to the south of the untamed frontier of the Buckwild and the lush Silver Woodlands beyond. Underneath, an extensive network of caves and caverns, connected by tunnels and in some places, the extensive mines of iron, gold, and silver—and even of adamantium and mithril, form the Underworld. Dug by Purple Worms, Deep Gnomes, and Duergar, the Underworld is heavily populated by Drow and rife with a variety of fungi. There are strange areas here and there also, known as Otherlands, such as Fey crossings and Shadow crossroads. Over time, going back thousands of years, the surface lands of Easten Faraway are settled by the Jötunn giants, by Dragons, and by High Elves, Mountain Dwarves, and Dragonborn. All left their mark and warred with themselves and each other. The Jötunn by the shattered rocks from other regions and huge thrones built from rocks, and also by the Three Swords, one hundred feet tall blades driven into the ground. The Dragons by the absence of Elemental Dragons, destroyed or driven out during the Second Winter War. The High Elves, Mountain Dwarves, and Dragonborn by numerous magical portals found across the region, some of which still operate today and lead to places far away and far beyond. Their Golden Age ended millennia ago, and in more recent times, following the Second Winter War, the region’s biggest volcano, Ilde Volcano, erupted, reducing its surrounding region to ash, killing over a thousand people, and triggering an earthquake that shattered parts of the Underworld; the Grey Pestilence spread like plague across the lands, only ending with quarantine and the burning of the dead; and the Silver Woodlands were burned by a rare Red Dragon before it was felled by an arrow to the eye. Although the lands of Easten Faraway have been subject to invasions from other lands and across the sea, the most recent threat came from below, when bloodthirsty Drow captured and sacrificed victims from the surface world to their goddess, the Spider Queen. Only with great personal sacrifice by the Winterhold Guards of the town of Winterhold, immolating themselves and the invaders in the town hall. It is an event that is still recognised today.

This setting is presented in The Adventurer’s Guide to Eastern Farraway. Published by Midnight Tower following a successful Kickstarter campaign, it is a campaign setting based on the authors’ homebrew campaign world, influenced by Norse mythology and Scandinavian folklore. Designed for use with Dungeons & Dragons, Fifth Edition, it presents the setting, its geography, history, legends and lore, religion and gods, culture, and a whole lot more. Throughout, it is peppered with plot hooks, almost one every two pages or so, but it also covers a lot of information about the setting in a fashion that never threatens to overwhelm the reader. So, it starts off with its calendars and time, geography and climate, flora and fauna, and languages pronunciation. None of these are extensive chapters, but it is enough. The history chapter is much longer and gives a good feel for how the region came to be like it is now. There is a timeline, but a more detailed one might have been helpful. The chapter on legend and lore details three fantastic locations that adventurers would have to quest for to find. They include the Ancient Temple of the Valkyria, only found by the brave and true of heart, most notably by paladins dedicated to her, who must pass the Sacred Trials that test their strength, wisdom, and valour, but which is said to hold treasures donated by faithful paladins over the years, thus attracting the attention of adventurers. Ilde Volcano is a prominent landmark in Eastern Faraway, known for the destruction above and below ground with its last major eruption, including the nearby Ice Dragons Peak and Drakenberg Castle and secret subterranean prophetic carvings, whilst some caverns, like those of the secretive Dragonborn, remained untouched. The Silent Woods are perhaps the strangest location in Eastern Farraway, a maze of tangled, burned trees, brought about by a giant conflagration laid as curse upon two feuding brothers for their greed. These are described in some detail, but the Game Master will need to develop them further to be playable locations.

The influence of Norse mythology and Scandinavian folklore upon the setting primarily shows in the choice of dominant pantheon, which is Norse, with gods such as Odin, Freyr, Hela, Loke, Thor, and Tyr. Their worship is detailed in turn as is that of several other gods not tied to the pantheon. Other links include the creation of MidgÃ¥rd upon Yggsdrisal, which includes the Prime Material Plane along with the Feyworld and the Shadowfell. This is simply part of the background and surprisingly, The Adventurer’s Guide to Eastern Farraway does not emphasise this aspect, whereas another fantasy setting might have done. The result is more a fantasy setting in which the Norse gods are worshipped, but which the peoples of Eastern Farraway are not the Vikings that you might expect. Another way in which it shows is in one of the setting’s two new Player Character species of the Norn. They are statuesque nomads living in the very far north, distant descendants of Val’kÿrian, goddess of battle and mercy, who value truth, honour, and loyalty. They have proficiency with the Survival skill, saving throws versus exhaustion, have advantage on first strikes daily, and wolves and ravens are always friendly to them. In some ways, they are the closest that the setting gets to actual Vikings. The other species is the Mist Elf, who live high in the mountains and are often called Mountain Elves. Curiously, unlike other Elves, they dream and sleep, and tend to be philosophers, poets, and writers. Consequently, they need to sleep at a third (if not half!) of the day, but can see through mist and fog, can communicate with others through their dreams, and if reduced to zero Hit Points, there is a slight chance that they will fade into the Ethereal Plane from whey they will return stabilised.

In addition to the two new species, The Adventurer’s Guide to Eastern Farraway details a new Player Character Background, that of the Messenger, who carries letters and other communiques across the land, whilst new adventure trinkets replace those from the Player’s Handbook for Dungeons & Dragons, Fifth Edition with more appropriate to the setting. Magical items are rare in Eastern Faraway, so adventurers and others often wield ‘Expertise Weapons’, whether Clanforged, Moors Birch, Strike Arrows and Bolts, Iron Oak, or Darksteel Blades. They typically grant a bonus to hit and/or damage, whilst the Staff Sling (or Goosegirl Sling) is used by Halflings and Gnomes and can double range or increase damage depending on the type of ammunition used. Darksteel is found in the Underworld and is so light that a two-handed weapon can be used in one hand! Heirloom items are magical and rare, dating back to the Golden Age, like the Belt of Thor’s Might, Horn of Summoning the Fallen, and Khali-Di-Zar’s Hammer. These are wondrous and require attunement and their powers can be unlocked at First, Third, and Fifth Level. For example, the Belt of Thor’s Might has twelve charges that refresh daily and the user can expend them to do a shattering strike, and he also learns the Shocking Grasp cantrip. He can also expend charges to cast spells such as Heroism, Thunderous Smite, and Witch Bolt, increasingly more powerful at tiers one, two, and three.

Chapters also present the nature of magic in Eastern Farraway, the region’s factions and organisations, politics and government, and more. It notes that magic is rare, and in the case of warlocks and sorcerers, deeply mistrusted. As noted above, magic items are rare and most are relics of the Golden Age. The supplement gets down to specific details of specific regions, looking in turn at the North Star Region in the north, Buckwild in the south (the default starting point for any campaign in Eastern Farraway), and then, surprisingly, the Underworld. In every case, there is a short history of each location, its important people and NPCs, and points of interest. For example, the Underworld chapter describes the city of Myl Argoth, the largest Drow settlement in Eastern Farraway, a Drow matriarch and assassin who resides on the surface and is in charge of negotiating mining rights with the surface authorities, and a Drow cultist who worships Selene rather than the Spider Queen. Locations detailed include the Spider Queen’s Bone Cathedral, built from the bones of her enemies (the bones of Drow are incorporated into ceremonial buildings, weapon hilts, jewellery, and the like), whilst the Duskryn Arena, once a religious site, is now where fights, duels, and executions are staged. All three region write-ups give flavour of how each feels content as well that the Dungeon Master can use. New monsters in The Adventurer’s Guide to Eastern Farraway include Gonks, known for their conical felt hats which make them look like mushrooms and for protecting forests and farmsteads, and Jötunn.

The Adventurer’s Guide to Eastern Farraway comes to a close with several pages of adventuring material. This starts with five adventure seeds—in addition to the plot hooks liberally scattered throughout the book. They include being accused of theft by a wily trader, but it is all a scam, investigating a haunted mill and confronting a ghost, and finding out why several people have quietly walked out of their homes in the middle of the night and then disappeared, and more. Some of them are easier to use than other and some will require fleshing out. The ‘The Thieves’ Guild’s Lair’ is a fully detailed and mapped location, ready to use bar a hook for the Player Characters to attempt to infiltrate it. Lastly, ‘Before the Times of Heroes’ is a short starting adventure set in Buckridge, a village in the default starting region of Buckwild. The Player Characters are all teenagers and Commoners, not yet having had the chance to advance to First Level and acquire the details, abilities, and trappings of a Class. They are asked by a local apple farmer to find two barrels that appear to have gone missing on his two-day journey to the village. In the course of their investigation, the Player Characters will come to the aid of a local woodland creature, find the missing barrels, and confront the thieves responsible. As a reward, they will be introduced to several NPCs who each offer them a chance to learn and train in a particular Class. The Player Characters will then return their home village at the start of the Hunter’s Moon Trilogy.

Physically, The Adventurer’s Guide to Eastern Farraway is very well presented. It looks and feels very much like a book for Dungeons & Dragons, Fifth Edition. It is well written, the maps are good, and the artwork is excellent.

At first glance, it is not easy to identify why play in the setting of Eastern Faraway because The Adventurer’s Guide to Eastern Farraway does not give the potential purchaser and Dungeon Master a strong or immediate selling point have that sets it apart from other settings for Dungeon & Dragons, Fifth Edition or that she can use as a pitch for her players. Yet the setting of Eastern Faraway does have one, and that it is a traditional Dungeons & Dragons-style fantasy setting offering all of the adventure that you would want without being radical or overwhelming either the Dungeon Master or her players with an abundance of lore. From its origins as a homebrew campaign, it is clear that a lot of love has gone into the setting and a lot of work in making the setting of Eastern Farraway engaging with The Adventurer’s Guide to Eastern Farraway.

Ultimately, it is this accessibility that is the selling point to The Adventurer’s Guide to Eastern Farraway. It presents a traditional Dungeons & Dragons-style fantasy setting with some Norse flavour, some mysteries, and some tensions, and makes it easily accessible, effectively uplifting its homebrew origins to professional standard. Overall, The Adventurer’s Guide to Eastern Farraway is a solid introduction to and overview of the Eastern Farraway setting.