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Friday, 11 September 2026

Friday Fantasy: Underworld

In the cool of the ‘Underworld’ lurk spiders, centipedes, lizards, beetles, and bats—and of course, things much, much worse. It is a rougher, quieter place than the surface world, colder too with no light to shine in its caverns or over the black waters of its deep lakes. Adventurers venture deep underground perhaps looking for resources, hunting for threats to the surface world and its inhabitants, or even searching for lost treasure. Yet stray too long in the dark of the Underworld and anyone venturing below may be overwhelmed by the constant blackness and lack of light, their imaginations formulating things that they can see the edge of their vision, even horrors that can even unreal can work at their minds and composure. This is what might lie below the world of Dragonbane: Mirth & Mayhem Roleplaying, the roleplaying game published by Free League Publishing, and is explored in the supplement, Underworld.

Underworld
is a mini-supplement and anthology of scenarios for Dragonbane which can easily be added to the Game Master’s own campaign or used to expand the ‘Misty Vale’ campaign setting detailed in the
Dragonbane Core Set—not outwards, but downwards. Besides its three adventures, it gives an overview of what the ‘Underworld’ is like and describes several features, some of which can work with the three adventures. These include the bronze bridges which regularly cross three particular rivers in the ‘Underworld’ and if walked over or under trigger a dream-like vision in the walker, something that denizens take advantage of to ambush the momentary dreamers, and the Black Swans found on the three rivers that supposedly bring death to any demon that touches them, but which are hated by Goblins. There are some nice little elements here, odd enough to stand out, but with room to add more alongside them if the Game Master wants to. In terms of the Misty Vale, Underground details four different entrances via which the Player Characters enter the ‘Underworld’ and begin to explore part of its depths.

Each of the three ‘Underworld Quests’ has its own reward and the more the Player Characters complete, the more they will be rewarded. Each of the three also involves a demon and each also has a link to the ‘Secret of the Dragon Emperor’, which lies at the heart of the ‘Misty Vale’ campaign. In ‘Lair of Kavor’, the Player Characters descend to a subterranean Dwarven fort, perhaps in search of herbs or looking for something that might have been preying on local farmstock. It is occupied by a band of goblins and contains several demonic shrines and there are several puzzles that the Player Characters can poke at for various odd effects, including triggering some roleplaying. The demon is a Kavor Demon, a scraggy, four-armed thing with a vertical, many toothed mouth and eyes on either side which revel in carnage, can be distracted by fresh meat and blood. As a former Dwarven fortress, there is a lovely sense of the former occupants’ boredom when posted there, but as an ‘Underworld’ location and adventure site, it is underwritten. There is no explanation why the demon shrines are there and what the relationship is between the Goblins and the demon. So, the Game Master is likely going to want to develop that, as well as deciding where the herbs are located.

The second scenario is ‘Lair of Rumej’. A wealthy noble hires the Player Characters to collect monster parts as trophies for his room or a ghost calls out to one of the Player Characters to whom it is related, for release. Either way, this leads the Player Characters into a series of caves at the end of which can be heard singing of the glory of demonic immortality. The Rumej demon is spherical in shape and has eight tentacles, each of which ends with a sucker which contains an eye in. It is also hovers in the air. The ‘Lair of Rumej’ is obviously more straightforward, but does not suffer from that simplicity. In fact, ‘Lair of Rumej’ is easier to use because it is simple and the Game Master does not have to develop any details herself.

The third scenario is ‘Lair of Vekar’. The Player Characters are hired to scout out an old mine to see whether it is safe and is still viable today or simply they fall into a sinkhole! What they find is a former Wolfkin-operated mine, though no real signs of anything worth salvaging or that the mine is viable. However, it is the lair of a Vekar-Demon, bony and humanoid shaped with the soul of a mortal burning in its chest and bat wings either side of its eyeless head. Again, it feels underdeveloped, but not quite as much as Lair of Kavor’.

Rounding out Underworld are three random maps that the Game Master can develop as is her wont, though suggestions are given. There is also a pair of ‘Magic Items & Treasure’ tables that the Game Master can use with the supplement or her campaign in general. They are all good magical items and the Game Master will likely want to flesh them out a bit to make them stand out.

Physically, Underworld is rough and does need an edit. The maps are blocky and not the easiest to use. There are versions for both player and Game Master, but those for the Game Master are not numbered which means that they are not as easy to use from the page as they should be. The artwork for the demons is decent though.

Underworld is a bit rough and ready and in places will require some development upon the part by the Game Master to really flesh the locations out. The demons are decently done and have an entertaining range of attacks—though more for the Game Master than her players—so will surprise both players and characters. Overall, Underworld is something to work with rather than being quite ready to play.

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