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Posted: Thu, 26 Feb 00:45:59 CST
“Before the zombie apocalypse there was a vampire conspiracy . . .”
Gothic isn’t what it used to be. Horror has come home, down from lofty, ruined castles and stretches of haunted forest . . . now it huddles here, next door, along streets too devoid of emotion to call ‘mean.’ Concrete has replaced the darkest thickets, subway tunnels the catacombs, and broken glass lies mingled with broken souls, glittering beneath a baleful moon.
Welcome to the Urban Fantasy Codex! This book is a setting agnostic toolkit, allowing GMs to run supernatural-themed adventures in a modern context, while players assume the roles of humans and creatures—vampires, werewolves, ghosts, revenants, ghouls, zombies, et al. Magic exists, though is capricious by nature, and otherworldly realms lie connected to our own via liminal spaces.
Note: This is the early open beta of the Urban Fantasy Codex, featuring chapters 2 and 3 for character (and creature) creation. You need the Everywhen rules to play this game.
Stay tuned for more info regarding the full Urban Fantasy Codex release!
Posted: Wed, 25 Feb 22:53:35 CST
Federation Times is the periodical supporting FSpace Publications products, including FSpaceRPG, FED RPG, TayanaRPG, Far Encounters, Far Frontiers, SeaLion Supremacy and tabletop gaming products.
This issue includes the following articles:
- Where Gildorph city ships hide out
- Why we created FED RPG in the first place
- Staviran warrior castes
- The dangers of exploring distant worlds
- Using Far Frontiers products with FED/FSpaceRPG
- Robots as credible NPCs
- Task quality of work
- Aronhi petty crime
- Religion in the 22nd century
- F-Files scenario nugget: The Ultra Program
- British Army during the Serpenti War
- Passports and visas for colonial visits
- Colonial immigration
- Inequality among the Aronhi
- Chlorans and the Serpenti War
- Marketing skills task difficulty suggestions
Posted: Wed, 25 Feb 21:43:23 CST
What is it?
The Blackacre Configuration is a combination of ritual and fringe science device that benefits one angry, conservative old man, Edmund Blackacre.
It isn't complete. But even the potential of its completion is echoing backward in time, turning people into Blackacre Drones. The Drones exist to do as much damage as possible to anyone that Blackacre doesn't like -- in essence, anyone who doesn't look or think like him -- and then to gather together with Blackacre to finish the Configuration in the "McMansion Ghost Town."
The Drones transform into clones of Blackacre. And when the Configuration completes, everyone on Earth will become a clone of Edumund Blackacre.
McMansion Ghost Town?
Indian Ridge Resort Community in Missouri was supposed to be a wealthy development with an indoor water park, a golf course, marina and dozens of near-identical "McMansions."
But the project near Table Rock Lake in the Ozarks was beset by scandal and developers quit in the wake of the Great Recession of 2008.
Some abandoned townhouses on the 900-acre site are visible from the Route 76 highway in Missouri, and make for an eerie sight for passing motorists.
And it's where Edmund Blackacre and his clones are squatting, building the Blackacre Configuration.
By The Numbers
- One (1) Doom Clock spelling the end of the world as we know it!
- One (1) angry, racist old man and his terrible beliefs...
- Two (2) creatures, the Blackacre Drones and Blackacre Clones!
- Two (2) whole pieces of public domain art!
- Four (4) pages of horror for Liminal Horror!
- Four (4) beliefs that are terrible, and two (2) that aren't, for a total of...
- Six (6) beliefs that live in an old man's head!
- Plus six (6) alternative beliefs for a slightly different take on the Configuration!
Content Warning
The two "creatures" in this supplement are built around a racist, misogynistic old man who hates children. His beliefs are not endorsed, but are presented here as part of the horror. Be cautious and sensitive when introducing this material into your game.
Self-mutilation is mentioned as a way some people may be trying to resist being transformed by the Blackacre Configuration.
Inspiration
The Blackacre Configuration was inspired by the Throckmorton Device in the original edition of the Over The Edge RPG, the rise of American fascism, and the Dead Milkman song "Now Everybody's Me."
Legalese
The Blackacre Configuration is an independent production by Kirt A. Dankmyer / Ivanhoe Unbound and is not affiliated with Goblin Archives LLC. It is published under the Liminal Horror Third Party License.
Liminal Horror is copyright by Goblin Archives LLC.
All the art is from the public domain. I have no idea who that poor dude is that I've made into Edmund Blackacre.
Some of the info about the "McMansion Ghost Town" comes from an article in the Daily Mail.
Posted: Wed, 25 Feb 20:47:47 CST
Step beyond the Shroud.
Big A Book of Hooks: Wraith – The Oblivion Edition** is a massive collection of ready-to-use story seeds for chronicles set in the world of Wraith: The Oblivion. Whether your circle walks the shadowed streets of Stygia, haunts the Skinlands, or drifts dangerously close to Oblivion itself, this book gives you the sparks to ignite unforgettable stories.
Inside you’ll find hundreds of hooks spanning the Guilds, the Hierarchy, Renegades, Heretics, Spectres, forgotten Necropoli, haunted relics, lost Fetters, Harrowings, Shadow intrigues, and the slow, inevitable pull of Oblivion. Each entry is written to feel immediate and playable—designed to drop directly into an ongoing chronicle or inspire an entirely new one.
No long essays. No filler. Just idea after idea after idea.
Whether you’re a veteran Storyteller or just stepping into the Underworld for the first time, this book ensures you will never run out of haunting possibilities.
The Tempest is calling.
The Shadow is whispering.
Oblivion waits.
Are you ready to answer?
1500 hooks, broken into 15 categories:
|
Fetters |
Artifacts |
Shadowlands |
|
The Shadow |
Heretics |
Spectres |
|
Stygia |
Maelstrom |
The Underworld |
|
Oblivion |
Skinlands |
the Shroud |
|
Transcendence |
Renegades |
The Labyrinth |
Posted: Wed, 25 Feb 20:43:30 CST
Noctyrix Tenebris
Overview
The Noctyrix is a nocturnal draconic predator adapted for absolute darkness. Blending the membranous wings and hypersensitive hearing of a bat with the lethal cunning of dragonkind, these creatures rule caverns, deep ruins, and moonless skies. Entire mining operations have been abandoned after a single Noctyrix learned the sound of pick on stone.
Physical Description
A Noctyrix has a lean, elongated body wrapped in slate-gray scales that absorb light rather than reflect it, thickening only about the abdomen. Its wings are enormous compared to its body, stretching into thin, veined membranes that double as sensory organs. The head is narrow, dominated by oversized ears and a mouth filled with needle-like teeth. It also hides a stinger-like appendage behind itself until it can use it. When at rest, a Noctyrix often hangs upside down, folding its wings like a living shroud.
Behavior & Temperament
Noctyrixes are patient, methodical hunters. They prefer to observe prey for hours before striking, memorizing movement patterns and sounds. Though not truly sapient, they display problem-solving intelligence and learn quickly from failed attacks. When wounded, a Noctyrix retreats rather than fights to the death, returning later when prey is weakened or careless.
Habitat & Territory
These creatures favor deep cave systems, abandoned cities, Underdark caverns, and mountain chasms. A single Noctyrix may claim a territory spanning several miles of tunnels or airspace, marked by scattered bones and eerie silence.
Diet & Hunting Methods
Noctyrixes feed primarily on mammals and humanoids, though they will prey on other monsters if necessary. Using echolocation, they strike from complete darkness, grappling prey in their wings before delivering a killing bite. Some are known to emit a disorienting sonic shriek, stunning prey mid-flight.
Life Cycle & Reproduction
Noctyrixes lay small clutches of leathery eggs in high, inaccessible caverns. Hatchlings cling to cave walls and learn to fly within weeks. Parents are fiercely protective during this stage but abandon their young once they can hunt independently.
Relationship with Dragons & Humanoids
True dragons often treat Noctyrixes as useful guardians or disposable scouts. Drow and other Underdark cultures sometimes attempt to placate them with sacrifices. Training a Noctyrix is nearly impossible, but dark cultists have been known to bind them magically.
Signs & Omens
- Sudden silence in cave ecosystems
- Echoes that seem delayed or distorted
- Miners reporting “wings in the dark”
- Livestock found drained and broken near cave mouths
NOCTYRIX, THE ECHOING DRAKE
Binomial Name: Noctyrix tenebris
Medium Dragon, Neutral Evil (instinct-driven)
Armor Class: 16 (natural armor)
Hit Points: 105 (14d8 + 42)
Speed: 40 ft., fly 60 ft.
STR 16 (+3) DEX 18 (+4) CON 17 (+3)
INT 6 (-2) WIS 12 (+1) CHA 10 (+0)
Saving Throws: Dex +7, Con +6
Skills: Stealth +7, Perception +4
Damage Resistances: Thunder; nonmagical bludgeoning, piercing, and slashing
Damage Vulnerabilities: Fire, Radiant, Thunder (loud noises)
Damage Immunities: Necrotic, Poison
Condition Immunities: Frightened, Grappled, Paralyzed, Petrified, Poisoned, Restrained
Senses: Blindsense 60 ft. (echolocation), darkvision 60 ft., passive Perception 14
Languages: Understands Local Tongues, but cannot speak
Challenge: 6 (2,300 XP)
Traits
- Sensitive Ears. Loud sounds within 30 ft. force a DC 15 Constitution save or the Noctyrix is deafened until the end of its next turn.
- Light-Phobic. Bright light imposes disadvantage on attack rolls and Perception checks while in it.
- Winged Ambusher. Flying through dim light or darkness allows the Noctyrix to Hide as a bonus action.
- Cold-Blooded Predator. Whenever the Noctyrix deals piercing or thunder damage with its attacks, it regains hit points equal to half the damage dealt to a maximum of 10 HP per round (cannot exceed max HP).
- Echolocation. The Noctyrix can sense creatures within 60 ft. even if blinded or in total darkness.
- Unnerving Screech. Creatures that start their turn within 10 ft. of the Noctyrix must succeed on a DC 14 Wisdom saving throw or be frightened until the start of their next turn.
Actions
- Multiattack. The Noctyrix makes three attacks, choosing among Bite, Wing Buffet, and Venomous Spine.
- Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
- Wing Buffet. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 4) bludgeoning damage and the target must succeed on a DC 15 Strength saving throw or be knocked prone.
- Venomous Spine (Recharge 5–6). The Noctyrix lashes its back/neck stinger at a single creature within 15 ft. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 4) piercing damage + 9 (2d8) poison damage. Target must succeed on a DC 16 Constitution save or be poisoned until the start of its next turn and speed halved by 10 ft.
- Sonic Shriek (Recharge 5–6). The Noctyrix emits a deafening screech in a 30-ft cone. DC 16 Constitution save: Failed: 21 (5d8) thunder damage and stunned until the start of its next turn Success: half damage, not stunned.
Legendary Action (Optional)
- Thunderous Roar (1/Day). The Noctyrix emits a cone of sonic energy, 60 ft. long, dealing 4d10 thunder damage (DC 16 Con save for half) and forcing all creatures in the cone to move away 15 ft. if they fail the save. This counts as a single legendary action.
Posted: Wed, 25 Feb 20:39:58 CST
Glaciermaw
Overview
The Glaciermaw is a frost-breathing juggernaut that rules frozen coastlines, polar seas, and tundra expanses with brutal, patient authority. It is not merely a hunter of the arctic — it is its sovereign. It does not hoard treasure. It hoards territory. Its presence reshapes the landscape. Glaciers shift around its den. Ice floes fracture at its passing.
Physical Description
The Glaciermaw’s body is built like a colossal polar bear — broad-shouldered, heavily muscled, and devastatingly powerful. Its stance is forward-dominant, weight carried in immense forelimbs tipped with hooked claws capable of tearing through ice and steel alike. Its hide is layered with crystalline frost-scale plating, overlapping like frozen shards of glacier ice. Spines of jagged ice run from crown to tail ridge. When it exhales, vapor rolls in thick plumes, and it releases a focused torrent of freezing devastation. If wings exist at all, they are reduced or ice-webbed, used more for intimidation and balance than flight.
Behavior & Temperament
The Glaciermaw is patient. It hunts slowly, deliberately, and with terrifying efficiency. It will break sea ice to isolate prey, drive herds toward frozen cliffs, linger downwind for hours before striking, and allow exhaustion and hypothermia to weaken targets. It does not revel in cruelty. It kills cleanly and decisively. It does not chase fleeing prey far — it controls terrain. If threatened, it does not roar. It lowers its head and the temperature drops.
Habitat & Territory
Glaciermaws dominate: arctic coastlines, glacial fjords, frozen archipelagos, ice-choked seas, and tundra plains. Their lairs are often ice caves carved into active glaciers, hollowed iceberg fortresses, subglacial caverns warmed by geothermal vents, and frozen cliffside dens overlooking seal-rich waters.
Diet & Hunting Methods
Primarily carnivorous. Common prey includes: giant seals, walrus-like megafauna, remorhaz juveniles, and whales dragged from broken ice. It is capable of swimming long distances in frigid water and can remain submerged for extended periods. Unlike white dragons, it rarely eats humanoids unless they encroach repeatedly.
Life Cycle & Reproduction
Glaciermaws reproduce infrequently, their cycles tied not to season but to stability. A mating pair will only breed during years of deep winter. Females give birth to 1–2 cubs within insulated glacial dens carved deep beneath the ice. Glaciermaw offspring are born live rather than hatched, emerging blind, furred in dense white down, and already radiating cold.
By year three, they begin to resemble their adult forms. Their lifespans are measured in centuries, potentially rivaling elder dragons — though far fewer reach such age due to territorial conflict and environmental collapse.
Relationship with Dragons & Humanoids
White dragons view Glaciermaws as territorial competitors rather than kin. Silver dragons sometimes observe Glaciermaws from afar, respecting their role as apex stabilizers of the tundra. Chromatic dragons generally dismiss them as “beasts” — until they experience the force of a tail-driven mauling in close quarters.
Among northern cultures, the Glaciermaw occupies a space between terror and divinity. Frost giant clans may leave tribute. Coastal villages often track ice thickness and aurora patterns as warnings of its movements.
Signs & Omens
- Ice that is unnaturally clear and reinforced
- Sudden temperature drops without storm fronts
- Perfectly circular breathing holes in sea ice
- Massive claw gouges in frozen cliffs
- Aurora intensifying directly above a specific region
GLACIERMAW
Binomial Name: Ursadraco Borealis
Huge Dragon, Unaligned (territorial, instinct-driven)
Armor Class: 20 (natural armor, crystalline)
Hit Points: 310 (23d12 +161)
Speed: 40 ft., swim 40 ft., climb 30 ft.
STR 28 (+9) DEX 12 (+1) CON 25 (+7)
INT 10 (+0) WIS 16 (+3) CHA 18 (+4)
Saving Throws: Dex +7, Con +13, Wis +9, Cha +10
Skills: Perception +15, Athletics +15, Survival +9
Damage Resistances: nonmagical bludgeoning, piercing, and slashing
Damage Immunities: cold
Condition Immunities: frightened
Senses: blindsight 30 ft., darkvision 120 ft., passive Perception 25
Languages: Draconic, Giant
Challenge: 17 (18,000 XP)
Traits
- Icewalker. The Glaciermaw ignores difficult terrain caused by ice or snow. It can climb icy surfaces without ability checks.
- Crystalline Hide. If the Glaciermaw takes damage from a creature within 5 feet, frost shards erupt. Attacker takes 7 (2d6) cold damage.
- Glacial Mass. The Glaciermaw has advantage on saving throws against being knocked prone, restrained, or moved against its will.
- Frozen Dominion. At the start of each of the Glaciermaw’s turns, the ground within 15 feet of it becomes icy and is difficult terrain for other creatures. Creatures that start their turn in this area must succeed on a DC 20 Dexterity saving throw or fall prone.
Actions
- Multiattack. The Glaciermaw makes three attacks: one with its Bite and two with its Claws. (Or uses a single recharge attack)
- Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target.
Hit: 21 (2d10 + 9) piercing damage plus 10 (3d6) cold damage. If the target is Large or smaller, it must succeed on a DC 21 Strength saving throw or be knocked prone. - Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target.
Hit: 19 (2d8 + 9) slashing damage. If both claws hit the same target in a turn, the target is grappled (escape DC 21). Until this grapple ends, the Glaciermaw can only use its Bite against the same target. - Polar Beam (Recharge 5–6) The Glaciermaw exhales a concentrated beam of hyper-compressed frost in a 90-foot line that is 10 feet wide. Each creature in the line must make a DC 21 Dexterity saving throw.
Failure: 63 (14d8) cold damage and speed reduced to 0 until the start of the Glaciermaw’s next turn as ice encases their legs.
Success: Half damage, no speed reduction. After exhaling, the Glaciermaw may sweep the beam in a 60-degree arc, affecting a second line originating from the same point. Creatures caught in both lines make the save only once. The affected area becomes difficult terrain for 1 minute. - Icebreaker Slam (Recharge 4–6) The Glaciermaw slams both forelimbs into the ground. Creatures on the ground within 20 feet must make a DC 21 Dexterity saving throw.
Failure: 27 (6d8) bludgeoning damage and knocked prone.
Success: Half damage.In icy terrain, the area fractures, creating 10-foot-deep ice fissures in a 20-foot radius (DM determines exact layout).
Legendary Actions (3 actions)
- Glacial Step. The Glaciermaw moves up to half its speed without provoking opportunity attacks.
- Claw. The Glaciermaw makes one claw attack.
- Flash Freeze (Costs 2 Actions). A creature within 15 feet must succeed on a DC 20 Constitution saving throw or take 13 (3d8) cold damage and have its speed halved until the end of its next turn.
- Aurora Burst (Costs 3 Actions). The Glaciermaw releases a surge of freezing pressure. Each creature within 20 feet must make a DC 21 Constitution saving throw or take 21 (6d6) cold damage and be restrained in ice until the end of its next turn.
Posted: Wed, 25 Feb 19:09:39 CST
Goblins are Everywhere | 5e Monsters
We present goblins adapted to nine environments: Ice, City, Mountain, Swamp, Volcanic, Desert, Forest, Jungle, and Sea.
Goblins Are Everywhere is a monster supplement for 5e that presents goblins not as a single disposable low-level nuisance, but as a species defined by relentless adaptation. Instead of escalating into high-CR warlords or legendary tyrants, this book keeps goblins within their natural ceiling and explores how they thrive in radically different terrain.
These are not alternate ancestries. They are alternate habitats.
The intent of this product is environmental identity and encounter variety. Each biome presents three goblins—CR 1/8, 1/4, and 1/2—whose abilities reflect survival strategies shaped by climate, geography, and opportunity. Their strength does not lie in raw power. It lies in numbers, positioning, and terrain mastery.
Goblins rarely rule themselves. Where organization rises above petty gangs or tribal clusters, leadership often comes from hobgoblins, bugbears, or other stronger goblinoids. This book focuses on the rank-and-file survivors—the ones who infest every corner of the world.
Jurisdictions, history, and alignment nuances are intentionally undefined. Ice goblins may haunt glacial passes, desert goblins may trail caravans, city goblins may infest sewer systems beneath proud capitals. They are not organized empires. They are opportunists.
Goblins do not conquer worlds, they infest them.
How dangerous they become depends entirely on how prepared the party is to fight where the goblins are strongest.
Ice Goblins
Ice Goblin Snow Skulk (CR 1/8): Light-footed ambusher who blends into snowfall and white terrain, striking before vanishing into flurries.
Ice Goblin Iceblade (CR 1/4): Frost-bitten skirmisher whose chilled strikes slow fleeing enemies across slick ground.
Ice Goblin Frost Trapper (CR 1/2): Battlefield controller who prepares icy patches, brittle bridges, and snow-laden hazards.
⸻
City Goblins
City Goblin Alley Skulk (CR 1/8): Urban lookout who disappears into alleys, scaffolds, and drainage tunnels.
City Goblin Thief (CR 1/4): Agile cutpurse and rooftop runner specializing in ambush strikes and quick escapes.
City Goblin Saboteur (CR 1/2): Arsonist and infrastructure-wrecker who weaponizes oil, scaffolds, and sewer hazards.
⸻
Mountain Goblins
Mountain Goblin Cliff Skitterer (CR 1/8): Climbing specialist who uses height and narrow ledges to harass larger foes.
Mountain Goblin Slingfighter (CR 1/4): High-ground ranged combatant who rains stones from above.
Mountain Goblin Rockbreaker (CR 1/2): Terrain manipulator who triggers small rockslides and destabilizes footing.
⸻
Swamp Goblins
Swamp Goblin Mire Skulker (CR 1/8): Mud-concealed ambusher who strikes from shallow water and reed cover.
Swamp Goblin Netter (CR 1/4): Restraining skirmisher who entangles enemies in muck and difficult terrain.
Swamp Goblin Rotcaller (CR 1/2): Poison-wielding controller who weakens foes before fading into fog.
⸻
Volcanic Goblins
Volcanic Goblin Ash Skulk (CR 1/8): Smoke-blurred ambusher who thrives in drifting ash and low visibility.
Volcanic Goblin Obsidian Cutter (CR 1/4): Brutal melee fighter wielding razor-sharp volcanic glass blades.
Volcanic Goblin Cinderhand (CR 1/2): Fire-flinging skirmisher who creates burning zones and heat pressure.
⸻
Desert Goblins
Desert Goblin Sand Skitter (CR 1/8): Elusive ambusher who uses dunes and shifting sand for concealment.
Desert Goblin Raider (CR 1/4): Hit-and-run attacker who strikes caravans and retreats into open terrain.
Desert Goblin Dustcaller (CR 1/2): Battlefield obscurer who creates sandbursts to disrupt vision and formation.
⸻
Forest Goblins
Forest Goblin Thorn Skulk (CR 1/8): Poison-pricking ambusher hidden among undergrowth and brambles.
Forest Goblin Archer (CR 1/4): Foliage-concealed ranged attacker who strikes from partial cover.
Forest Goblin Vine Snarer (CR 1/2): Controller who restrains targets with entangling growth and hidden lines.
⸻
Jungle Goblins
Jungle Goblin Canopy Skulk (CR 1/8): Vine-swinging scout who attacks from above before repositioning.
Jungle Goblin Dart Hunter (CR 1/4): Blowgun specialist using venom-coated darts in dense foliage.
Jungle Goblin Beastkeeper (CR 1/2): Skirmisher who coordinates minor jungle fauna to disrupt enemies.
⸻
Sea Goblins
Sea Goblin Reef Clinger (CR 1/8): Aquatic ambusher who clings to coral and rocky seabeds before striking.
Sea Goblin Harpoon Raider (CR 1/4): Piercing attacker who drags enemies beneath the surface.
Sea Goblin Netcaster (CR 1/2): Water-control specialist who entangles foes and pulls them deeper into the tide.
Compatible Products
Goblins can be found everywhere. See out Fantasy Maps.
Posted: Wed, 25 Feb 19:07:56 CST
Being a student can be tough, doubly so when you are also a wizard.
In Uncontrolled Potential you are a student at a magic academy of your own making. Grab some friends, come up with traits for your school, create your student personas and go on amazing magical adventures together.
But watch out! You are not yet a master wizard, and magic has a nasty habit of hurting those that do not respect it.
In this narrative game, each player switches between the role of the protagonist and the storyteller. Being both the hero that lives through the story as well as their friends and foes, even the school itself, as you tell your shared story in the magical world you created.
Posted: Wed, 25 Feb 17:19:57 CST
Goblins are Everywhere | 5e Monsters
We present goblins adapted to nine environments: Ice, City, Mountain, Swamp, Volcanic, Desert, Forest, Jungle, and Sea.
Goblins Are Everywhere is a monster supplement for 5e that presents goblins not as a single disposable low-level nuisance, but as a species defined by relentless adaptation. Instead of escalating into high-CR warlords or legendary tyrants, this book keeps goblins within their natural ceiling and explores how they thrive in radically different terrain.
These are not alternate ancestries. They are alternate habitats.
The intent of this product is environmental identity and encounter variety. Each biome presents three goblins—CR 1/8, 1/4, and 1/2—whose abilities reflect survival strategies shaped by climate, geography, and opportunity. Their strength does not lie in raw power. It lies in numbers, positioning, and terrain mastery.
Goblins rarely rule themselves. Where organization rises above petty gangs or tribal clusters, leadership often comes from hobgoblins, bugbears, or other stronger goblinoids. This book focuses on the rank-and-file survivors—the ones who infest every corner of the world.
Jurisdictions, history, and alignment nuances are intentionally undefined. Ice goblins may haunt glacial passes, desert goblins may trail caravans, city goblins may infest sewer systems beneath proud capitals. They are not organized empires. They are opportunists.
Goblins do not conquer worlds, they infest them.
How dangerous they become depends entirely on how prepared the party is to fight where the goblins are strongest.
Ice Goblins
Ice Goblin Snow Skulk (CR 1/8): Light-footed ambusher who blends into snowfall and white terrain, striking before vanishing into flurries.
Ice Goblin Iceblade (CR 1/4): Frost-bitten skirmisher whose chilled strikes slow fleeing enemies across slick ground.
Ice Goblin Frost Trapper (CR 1/2): Battlefield controller who prepares icy patches, brittle bridges, and snow-laden hazards.
⸻
City Goblins
City Goblin Alley Skulk (CR 1/8): Urban lookout who disappears into alleys, scaffolds, and drainage tunnels.
City Goblin Thief (CR 1/4): Agile cutpurse and rooftop runner specializing in ambush strikes and quick escapes.
City Goblin Saboteur (CR 1/2): Arsonist and infrastructure-wrecker who weaponizes oil, scaffolds, and sewer hazards.
⸻
Mountain Goblins
Mountain Goblin Cliff Skitterer (CR 1/8): Climbing specialist who uses height and narrow ledges to harass larger foes.
Mountain Goblin Slingfighter (CR 1/4): High-ground ranged combatant who rains stones from above.
Mountain Goblin Rockbreaker (CR 1/2): Terrain manipulator who triggers small rockslides and destabilizes footing.
⸻
Swamp Goblins
Swamp Goblin Mire Skulker (CR 1/8): Mud-concealed ambusher who strikes from shallow water and reed cover.
Swamp Goblin Netter (CR 1/4): Restraining skirmisher who entangles enemies in muck and difficult terrain.
Swamp Goblin Rotcaller (CR 1/2): Poison-wielding controller who weakens foes before fading into fog.
⸻
Volcanic Goblins
Volcanic Goblin Ash Skulk (CR 1/8): Smoke-blurred ambusher who thrives in drifting ash and low visibility.
Volcanic Goblin Obsidian Cutter (CR 1/4): Brutal melee fighter wielding razor-sharp volcanic glass blades.
Volcanic Goblin Cinderhand (CR 1/2): Fire-flinging skirmisher who creates burning zones and heat pressure.
⸻
Desert Goblins
Desert Goblin Sand Skitter (CR 1/8): Elusive ambusher who uses dunes and shifting sand for concealment.
Desert Goblin Raider (CR 1/4): Hit-and-run attacker who strikes caravans and retreats into open terrain.
Desert Goblin Dustcaller (CR 1/2): Battlefield obscurer who creates sandbursts to disrupt vision and formation.
⸻
Forest Goblins
Forest Goblin Thorn Skulk (CR 1/8): Poison-pricking ambusher hidden among undergrowth and brambles.
Forest Goblin Archer (CR 1/4): Foliage-concealed ranged attacker who strikes from partial cover.
Forest Goblin Vine Snarer (CR 1/2): Controller who restrains targets with entangling growth and hidden lines.
⸻
Jungle Goblins
Jungle Goblin Canopy Skulk (CR 1/8): Vine-swinging scout who attacks from above before repositioning.
Jungle Goblin Dart Hunter (CR 1/4): Blowgun specialist using venom-coated darts in dense foliage.
Jungle Goblin Beastkeeper (CR 1/2): Skirmisher who coordinates minor jungle fauna to disrupt enemies.
⸻
Sea Goblins
Sea Goblin Reef Clinger (CR 1/8): Aquatic ambusher who clings to coral and rocky seabeds before striking.
Sea Goblin Harpoon Raider (CR 1/4): Piercing attacker who drags enemies beneath the surface.
Sea Goblin Netcaster (CR 1/2): Water-control specialist who entangles foes and pulls them deeper into the tide.
Compatible Products
Goblins can be found everywhere. See out Fantasy Maps.
Posted: Wed, 25 Feb 17:03:40 CST
Ia, ia …
The Great Cthulhu is a nigh-immortal alien being from another world. Long ago, it arrived on Earth and attempted to make use of the Earth’s natural fonts of magical power to dominate
the inhabitants of the planet. However, other aliens, such as the Elder Things, had already laid claim to the Earth resulting in a great war between the alien beings. The war resulted in such great cataclysmic powers being used against each other that Cthulhu was forced into a deep slumber to recover its magical powers. As the Old One slept, its Deep One minions created a city – R’lyeh – around their slumbering deity.
It is said that when the stars are properly aligned, Cthulhu will rise again to consume the souls of all the mortals of Earth and use their arcane powers to create a mystical cataclysm. Until then, the alien being sleeps. However, this does not mean that Cthulhu is unaware of what is happening in the world. Its still-active mind drifts out and touches the minds of mortal creatures, learning about humanity and their advancements. Those “touched” by Cthulhu usually go insane; overwhelmed by the impossibly powerful presence of an immortal alien invading their mind. Many so touched become worshipers of the Old One, in the hopes of hastening Cthulhu’s awakening and the destruction of the world.
Super Power Legends. Because sometimes you need a monster everyone knows, even if they’re meeting it for the first time.
Designed and Illustrated by Jacob E. Blackmon, Super Powered by M&M!
Posted: Wed, 25 Feb 15:58:00 CST
M&M Match-Ups: FREE Preview of Mutants & Masterminds Fourth Edition
Welcome, heroes! We are crowdfunding the fantastic fourth edition of the Mutants & Masterminds Superhero RPG on Kickstarter, through the morning of Thursday, March 5th, 2026. As a part of that campaign, we offered up a series of free play-through previews, called M&M Match-Ups. Herein we have gathered together all seven of these previews for you to download and learn more about M&M Fourth Edition.

M&M Match-Up #1: Bolt Across the Doom Room
In the first issue of M&M Match-Ups, take on the role of Bolt, Captain Thunder’s teenaged son and sidekick, for your first test upon entering the Claremont Academy school for young superheroes. All you have to do is cross the Academy’s secret training facility from one side to the other, but beware! The Claremont students have nicknamed it “The Doom Room” with good reason. Good luck, and may you pass the test with flying colors!

M&M Match-Up #2: Captain Thunder vs. Tom Cypress
Our initial “vs.” Match-Up was inspired, of course, by Sean Izaakse’s gorgeous wrap-around cover for Mutants & Masterminds, fourth edition, with a confident Captain Thunder facing off against a rampaging Tom Cypress, the swamp giant sometime ally of the sorceress Medea and regular muscle of the Crime League.
A significant part of superhero action is, of course, fights, so this Match-Up kicks things off with a look at the essential M&M mechanics and Swamp Slugfest! a knock-down, drag-out pitting Cap against ol’ Tom on his home turf, the South River Swamp. You can get a look at attacks, damage (and damage resistance), and the guidelines for Grabs, a useful option for these super-strong types.
You can also see Captain Thunder and Tom Cypress’s character stats laid out with a focus on what they can do during the Match-Up. Their skills and some other traits that don’t directly come up in this Match-Up are included for completeness and because they may just be relevant to the additional guidelines given in our later Match-Ups! For now, have it, heroes!
M&M Match-Up #3: Siren vs. Devil Ray
In this issue of M&M Match-Up, the preview of the fourth edition of Mutants & Masterminds goes to sea, with a face-off between Siren, goddess of the seas, and the high-seas raider Devil Ray!
This issue builds on the conflict guidelines from our previous issues and adds a look at Environments, particularly the aquatic environment, how to short-hand some character traits, such as the hungry sharks Siren encounters, Power Stunts, and an introduction to Check Sequences, usable for all kinds of encounters and challenges, in this case, an underwater pursuit between hero and villain.
Devil Ray also highlights Skill Specializations, notably the Swimming specialization of the Athletics skill. (Captain Thunder in Match-Up #2 similarly has the Pilot specialization of the Vehicles skill.)

M&M Match-Up #4: Raven vs. Magpie
It’s a midnight break-in for this issue of M&M Match-Up! The corvid crime-fighter Raven catches the master-thief Magpie robbing the museum in Freedom City.
This issue offers another version of the chase Check Sequence introduced in Match-Up #2 as Raven pursues Magpie across the rooftops of downtown Freedom City. What’s more, it introduces the concept of Reactions, quick actions characters can take in response to something else, potentially interrupting or even changing the circumstances they respond to. Raven and Magpie get the opportunity to use the Impress action, using their interaction skills to impose conditions, and we get a look at the Trip action for us in conflicts.
Raven’s character traits also give us a look at a hero with an array of equipment, reliant on her skills and advantages rather than any super-powers, but still the equal of any fellow member of the Freedom League!

M&M Match-Up #5: Lady Liberty vs. SHADOW
It’s a prison break! The sinister agents of SHADOW are helping the thief Magpie (from our last issue) escape from police custody. Fortunately, Lady Liberty is on-hand to put a stop to it!
The Minion guidelines from Mutants & Masterminds take center-stage in this Match-Up between the light-bearer of Liberty and a group of eight SHADOW agents! Can Lady Liberty use the advantages she gains over these minion-class foes to triumph and keep Magpie from escaping?
Along with the minion guidelines, this Match-Up looks at how to use the Impress action from our previous issue against groups, the Takedown advantage (and heroic feat), and Team Attacks, and the Counter action and Interpose reaction.

M&M Match-Up #6: The Freedom League vs. Overshadow
It’s all heroes in action for the culmination of our Match-Up series, as all of the heroes from our previous issues are pitted against Overshadow, the villainous mastermind behind SHADOW, before he can use the purloined power of the Eye of Chaos to seize control of the world!
This Match-Up presents just Overshadow’s game traits; you can use the heroes from the other Match-Ups against him. It spotlights the Menace guidelines from M&M, an enhancement for powerful and dangerous foes pitted against multiple heroes. It also looks at the Extra Effort guidelines, and the various Attack Maneuvers characters can use to enhance elements of their attacks at a cost elsewhere.
Can the heroes overcome the SHADOW agents and their master Overshadow in time, or will the world fall under the rule of darkness?

M&M Match-Up #7: Into the Doom Room
The Doom Room returns! This Match-Up provides you with all of the information you need to run various scenarios set in the technological testing center that is the Doom Room: A random table of ten different Doom Room actions, from pit traps to freeze rays, all with M&M game information. Plus five different Doom Room mini-scenarios, pitting your players against its machinations, and possibly each other! All usable with the heroes and villains from our previous Match-Up issues, or others of your own creation, once you have the Mutants & Masterminds Hero’s Handbook in-hand.
Posted: Wed, 25 Feb 15:49:56 CST
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