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!
Friday, 9 October 2026
Friday Fantasy: Outcast Unseelie and the Ooze Between
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!
[Free RPG Day 2026] Pretenders to the Rat King’s Throne
This review is possible due to the generosity of Waylands Forge in Birmingham.
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.
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.
Setting: London, 1973
Elevator Pitch: David Bowie In the Mouth of Madness
Plot Support: Staging advice, four pre-generated Investigators, thousands of NPCs, two handouts, and three Mythos monsters.
Pros
# Obvious mystery
[Free RPG Day 2026] Avatar Legends: Expanded Play
This review is possible due to the generosity of Waylands Forge in Birmingham.
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.
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.
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?
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.
Key Relationship: Spiteful Bully
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.
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.
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.
[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.
For Free RPG Day 2026, Son of Oak Game Studio, best known for City of Mist, the Pulp Noir, Urban Fantasy storytelling game, published the 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.
Saturday, 3 October 2026
Faraway Fantasy
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.
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.


