Following my review of the Marvel Rivals: Timestream Adventure, it struck me that I had never reviewed any of the other MMRPG adventure modules. With a new one due out this weekend in the Secret Wars Expansion Preview, I figured it was high time I offer my thoughts and suggestions on which of the nine adventure modules thus far published would best suit your needs. I’ve run 4 of the 9 of them in various capacities, both at home and at conventions, but these reviews are more about how the actual texts of the adventures stack up and the styles of play they appeal to.
In particular, I’ll be focusing on each module’s accessibility, availability, and versatility. So, we’ll look at how well the module communicates to the Narrator, how easily you can actually get your hands on it, and how it sets itself apart from the others with its content. We’ll tackle the adventures in release order, which means we’re starting with one that debuted in a protozoic form in the Playtest Rulebook called Enter: Hydra.
While this adventure was included in the Playtest Rulebook, the extensive alterations made to MMRPG following the playtest period meant that the final product was a substantial revision of the original form. While the setting and overall objective of the adventure remained the same, the confrontations that players encounter were changed from evil Hydra variants of themselves to Armored Hydra Agents, making the whole thing much less synergistic with the yet-to-be-released Cataclysm of Kang adventure. That’s a boon for newer Narrators looking for something short and simple to act as an introduction to the game.
With less baggage, the adventure is allowed to play out as a simple rescue mission with the heroes foiling a hostage situation with Hydra Agents at a Stark Research Facility. While it might leave something to be desired narratively, if all you’re after is something to help you get to grips with MMRPG’s core mechanics, then Enter: Hydra might be the best place for you to start.
Enter: Hydra used to be available for free on Marvel’s website, originally acting as the default introductory adventure for MMRPG. It is also still freely available on Roll20’s Virtual Tabletop. However, with the advent of the new Quickstart Rules document and 2025’s Thunderbolts* Adventure, it has been moved from marvel.com/rpg to DriveThruRPG. It’s still free but not as easily discoverable as it once was. The version on DriveThru also provides the Roll20 VTT materials.
Though it is basically just two fight scenes, Enter: Hydra manages to string those moments together neatly enough by upping the stakes in the simplest way possible: bigger bad guys. As a first foray into MMRPG or indeed roleplaying games in general, you could do a lot worse. So, if you’ve yet to take the plunge, Enter: Hydra is eight pages of easy adventuring. And if you want some more involved advice for running it, then you can check out my homemade companion document right here.
Enter: Hydra is for characters of Ranks 3 and 4.
Revenge of the Super Skrull launched on Roll20 prior to the release of the print edition of the Core Rulebook, and made full use of the virtual tabletop materials like tokens, maps, character sheets and more. The entire adventure was designed as both a tutorial for Marvel Multiverse and for Roll20 proper, giving first-time Narrators a taste of running a fully virtual game. Unlike Enter: Hydra before it, Revenge of the Super Skrull was a full-blown adventure intended to be played over mutliple sessions and includes social encounters, combats, and even investigative sections. As a result, it’s much denser on the textual side of things, and requires a substantial amount more prep from the Narrator. However, there is some great advice on getting things started with your players’ characters depending on who they choose to play as or create.
While Revenge of the Super Skrull started out as a Roll20 exclusive adventure, it has since become available in PDF format on DriveThruRPG, and is even included in the MMRPG mega-bundle offered by the site. At just under $15, it’s a viable step following a sampling of one of the free adventures, but might be a bit much for someone yet to dip their toes into MMRPG. It’s also the only official release thus far to feature a profile for the Super Skrull.
As I said before, Revenge of the Super Skrull includes all kinds of different gameplay. Where Enter: Hydra was solely focused on getting players to grips with the core mechanics and using their powers, Revenge of the Super Skrull presents players with mysteries to solve, moral quandries to overcome, and negotiations that can mean the difference between bygones and brawlers. This kind of variation in gameplay is something that remains quite consistent across all the adventures from here on in, so if you’re the kind of person who likes variety in your supplements, then pretty much anything besides Enter: Hydra is going to be more your jam.
Revenge of the Super Skrull is for characters of Ranks 2 and 3.
Currently one-of-a-kind, Cataclysm of Kang is the only adventure module that both tells a continuous, longform narrative and supports playing the game at various Ranks over the course of many sessions. The story begins with heroes of Rank 1 on the mean streets of New York and ends up in a battle for the existence of the entire cosmos at Rank 6. There is a lot of Narrator support in this book, with each chapter coming from a different creative mind or minds, offering up a bevy of different scenarios for all kinds of play styles. Whether you decide to use the suggested heroes or your players have created characters of their own, there is advice in each chapter on dealing with various possibilities and outcomes to the events that unfold.
Given its unique position within the MMRPG catalogue, it’s also easy to get a hold of. You’ll find it on all the online book stores, and there’s plenty on the second-hand markets like Ebay too. The PDF version is also available from DriveThruRPG, or if you’re only interested in the maps or the character profiles, you can buy digital versions of those separately as well. The module also has full support on Demiplane and Roll20, so for those of you out there who run your games online, you’re more than covered with resources for your VTTs like tokens, maps, and character sheets.
As for the variety within the module, it’s a veritable smorgasboard of superheroic madness. Going back to what I said earlier, you’re under no obligation to begin the story at Rank 1 and move all the way through. You can play the six adventures as completely standalone stories with some minor tweaking, or even play them out of sequence as a convoluted time travel story. The settings range from everything from modern cityscapes to ancient Egypt and the stars beyond it all. There’s also a substantial number of character profiles from all corners of the Marvel Universe like Frog-Man, Beta Ray Bill, Nighthawk, Tigra and villains like Kang the Conqueror, the Wrecking Crew, Arnim Zola and Viper.
All in all, Cataclysm of Kang functions not only as a full campaign-style adventure, but also as something of a Narrator’s Guide. It will show you the kinds of adventures you can run with MMRPG, and give you the tools and experience necessary to repeat the process for yourself in future.
Next up is the second of MMRPG’s exclusive adventures: Murderworld That Time Forgot.
Murderworld That Time Forgot offers players and Narrators an experience that really puts the “game” into roleplaying game. If you’re more familiar with the world of board games and contests between players, then this adventure has a lot of stuff that might float your boat compared to some of the other offerings. There are unique mechanics for things like chases / races in this adventure that do not appear anywhere else in any published MMRPG material, and so if you’re the type who likes to have more tools in your toolbox for future use, then there’s something to be gleaned from running this adventure. Everything flows nicely, there’s very little in the way of broader advice, but there’s not a wasted word in the delivery of the story. Running this adventure would prime any Narrator for a full campaign, and even ends on a teaser that you can run into future sessions.
Unlike Revenge of the Super Skrull, which eventually found its way into PDF format on DriveThruRPG, Murderworld That Time Forgot remains exclusively available on Demiplane, and must be purchased separately once you’ve set up a Demiplane subscription. You don’t need to go as far as setting up a paid Demiplane subscription, but you will need an account in order to purchase the adventure. It is also bound to Demiplane’s nexus, and cannot be formatted in any other capacity, so if you’re going to run it then you’re best off having your device to hand.
This adventure centres around Arcade (a favourite villain of mine) and his machinations to force some superheroes to partake in a twisted contest in the Savage Land. You’re racing dinosaurs, fighting androids, and avoiding traps at every turn in here. Writer Jim Zub makes great use of the setting to spin a compelling narrative that also gives you as a Narrator plenty to keep your players occupied and also retool for future games.
Murderworld That Time Forgot is for characters of Ranks 2 and 3.
We move on now to the first of Marvel Multiverse’s One-Shot Adventures: Deadpool Roleplays the Marvel Universe.
While the intention is for this adventure to be played as a One-Shot that occupies a single session’s worth of gameplay, there’s a lot to get through here. It’s similar in length to Revenge of the Super Skrull, which is geared toward being run over two or three sessions.
One-Shots very rarely take a single session, unless you’ve got six to eight hours of free time to occupy. So, you might be put off by the length of the book and the idea that you’ve gotta get it all done in one go. However, any and all potential anxieties one might have as a new Narrator are also quickly put to bed by the introductory section by writer, Cullen Bunn. He puts you right at ease, and what follows is a breezy read that will have you laughing as much as preparing for a game. As a reading experience and a session at the table, it’s a great way to initiate the uninitiated. One potential hurdle on the players’ side of things are the adventure’s suggested characters. They are, for the most part, very obscure. Now, that might be as much of a boon as a bane, as it could either remove any worries a player might have about necessary knowledge of canon, or it could enhance those worries greatly. But again, that introductory paragraph really does a lot of the heavy-lifting when it comes to anything like that. The goal here is to have fun, and the adventure delivers it in spades.
Much like Cataclysm of Kang, Deadpool Roleplays the Marvel Universe is available in all formats, so you can really pick your poison with regards to how you want to go about playing it. There’s also not that big of a discrepancy in price among those various formats, so you needn’t kick yourself for choosing to play it on a VTT over an in-person session.
Deadpool Roleplays the Marvel Universe is chock full of fun moments with interactions with the titular Merc with the Mouth, a mercenary convention, and even a fighting pit for superpowered individuals. The variety of powers and personalities among the suggested player characters can make for some great dynamics, and there are even profiles for the Deadpool Corps available for free on Marvel’s website if you think playing as them will make for an even zanier experience. The sheer volume of potential for tomfoolery in this adventure is off the scale, and there hasn’t been anything like it since. So, if you’re the type of person who’d want their first game to be something a bit more loosey-goosey and that actually plays on the absurdity of a TTRPG, then you can’t go far wrong with Deadpool.
Deadpool Roleplays the Marvel Universe is for characters of Ranks 2 and 3.
As the accompanying adventure to the Marvel Multiverse Starter Set, Escape From Planet Hulk is intended to be used alongside many of the resources provided in there. As such, there is plenty of guidance on when to show players particular maps or place particular character tokens down, and a great deal of “read-aloud” text to help with setting the tone and ease the worries of Narrators who aren’t so accustomed to monologuing or narrating superhero action. In that way, Escape From Planet Hulk feels like it’s cut from the same cloth as some of the more popular starter adventures from other games. Its textual elements will be familiar to TTRPG veterans, and a comfort to newcomers.
As of writing this article, CMON are still in business, but there’s every possibility that that will change in the future. If it does, then there’s also a high likelihood that this starter set will become quite a rarity. The Deluxe Edition is already restricted to the after-markets like Ebay, because they were never available commercially, only as pre-orders through Backerkit. The standard set is available on most online store fronts and you can probably find it at your friendly local game store or have them order it for you. The materials inside are, in my experience, of a high enough standard for the price I paid, and it’s always great to have a large battle-map available for in-person play. I’ve only ever broken one of the little disks for the base of the 2D minis, and so I will warn that caution should be exercised in handling some of the more delicate materials. The aforementioned battle-map is also double-sided with an Ultron drone workshop on one side and a cosmic wasteland on the other.
As far as the gameplay is concerned, Escape From Planet Hulk does feature some elements that set it apart from some of the other adventures. It treats the Hulk himself as more of an element of the environment than a character to be encountered and reasoned with, using him as a driving force for the narrative as your players experience it. There’s also a distinctly multiversal vibe to the whole thing, feeling less like it’s set in a 616-derived universe and more like it’s entirely standalone.
If you’re the kind of person who likes to have some tactile elements to your table sessions, then Escape From Planet Hulk has maps, tokens, and minis for you to make the most out of as well. There’s a little bit of something for everyone with the Starter Set, so if you can find it at a price you find inoffensive then it’s certainly worth considering. Especially for the Deluxe Edition, which also comes with power cards and premium character sheets for all of the suggested characters for the adventure.
Escape From Planet Hulk is for characters of Ranks 3 and 4.
Free RPG Day 2025 saw a change-up in the format of Marvel Multiverse’s offerings. The year prior, a sample chapter from the X-Men Expansion with some character profiles was all that was on offer, but in 2025, Marvel released the Thunderbolts* Adventure to coincide with the digital release of the game’s Quickstart Rules. The adventure itself is much more in the vein of a true one-shot, and with 12 pages of story it plays just a tad longer than something like Enter: Hydra. The fact it’s written by three veterans of the game in Thiara, Scoble and Forbeck means that this is an adventure that pays careful attention to Narrator guidance and also capitalised on the then-recent release of Thunderbolts*. For MCU fans, this is an adventure that takes characters you know and lets you put your own unique spin on them, while also introducing you to newer elements of the game like the rules for Iconic Items. As a sampler for the Avengers Expansion, it does its job and then some.
As it was released on Free RPG Day, physical copies of the Thunderbolts* Adventure are primarily available on the secondary market now, but you can find the full PDF and the Quickstart Rules on Marvel’s website and DriveThruRPG for free. However, that is very likely to change with regards to its hosting on the Marvel site this weekend, with the release of the Battleworld Adventure. You’ll probably have to download the PDF from DriveThruRPG or use a Demiplane account to access the adventure going forward. Also, if you want a free adventure that teases some of the content in the upcoming Secret Wars Expansion, then go to your FLGS this Saturday, they’ll probably have several of the previews in stock.
There are also new character profiles for the adventure’s suggested heroes, as well as Henchmen profiles for some of the lesser threats they face in the adventure like Ice Giants and Trolls. The gameplay is not all that dissimilar from Enter: Hydra, though there is potential for some extended social interaction to help pad out the period before the combat kicks in. There are also some notes from editor Brian Overton that will guide you to comic books you can read to better familiarise yourself with the various NPCs that appear throughout the adventure. If you’re looking for something to make use of the game’s newer mechanics now that we’re further along in its development, then the Thunderbolts* Adventure provides you with a short and sweet session to do just that. But likewise, if you’re unfamiliar with any element of the game, then the presentation of everything here doesn’t get bogged down in the minutiae. You can run this adventure as a newcomer or veteran alike.
The Thunderbolts* Adventure is for characters of Rank 3.
Continuing the trend of MCU synergy and adventures centred around an established team, Fantastic Four: From the Depths is another adventure that really can be over and done with in a single session. Much like its predesccesor, it affords players the opportunity to embark upon an adventure as characters they know and love, with all the trappings of their most iconic outings. MMRPG’S Assistant Producer, Amir Osman, and previously mentioned editor, Brian Overton, take all that has come before them to present an adventure that makes use of as much of Marvel Multiverse’s toolkit as possible. Some of the character profiles for the F.F. themselves have also been tweaked for this adventure, with alterations made by Marty Forbeck to give these versions of the characters a distinction from their Core Rulebook counterparts. Once again, there is read-aloud text and narrator advice aplenty to put newcomers at ease.
At just $2.99 on DriveThruRPG, this is an absolute steal. Granted, you’re only ever going to get the adventure in PDF format, so that is the trade-off being made for the low price. If adventures like this one were more abundant, then I can see a future where they’re collected into a single volume. But until there’s more books like this than just the Free RPG Day adventures and Enter: Hydra, it’ll be DriveThru for the forseeable.
From The Depths subverts expectations to some degree by having the combat with the main villain be resolvable with a social encounter. For all intents and purposes, if your players pick up on the right threads as the adventure begins, then there’s every possibility they avoid a conflict with Mole Man altogether and move straight toward the final combat on Monster Island. Speaking of which, much like I said with regards to Zub and Murderworld, this adventure makes excellent use of a locale that is lesser known to the broader Marvel audience, and so acts as a brilliant gateway to some of the stranger corners of the Marvel Universe. There was also a section that led to me devising D&D-style lair actions for some famous Marvel supervillains, so it gets bonus points for inspiring creativity in the reader. You’ll be seeing that article in a couple of weeks, so be sure to subscribe if you don’t want to miss that.
Fantastic Four: From The Depths is for characters of Ranks 2, 4 and 5.
And that brings us up to the Marvel Rivals: Timestream Adventure, which I have already reviewed in a much deeper fashion. I hope these brief reviews were informative enough to provide some guidance to any fledgling Narrators or just offer enough of an overview of the contents to clue a more seasoned Narrator into where they might go with their next adventure. And don’t forget, Free RPG Day is this Saturday, the 27th June, and you’ll be able to get another free adventure module for Marvel Multiverse from your Friendly Local Game Store.
The Battleworld Adventure, which will take players to Egyptia and pit them as resistance fighters against the tyrannical Baron Khonshu, is a taster of things to come in the Secret Wars Expansion which boasts new rules for Rank X characters and an adventuring framework specifically designed to help Narrators in constructing a longform campaign. You can find a participating FLGS by clicking right here so you can make sure to get down there and grab a copy. If not, you’ll be stuck having to spend a fiver on it down the line like I did with the Thunderbolts* Adventure.
Also, one of the major reasons behind me putting this article together was the fact that people seem to be in constant demand of more adventure modules for this game, as if there’s a shortage or a lack of them.
Folks, MMRPG is only a year older than the latest edition of D&D and there are only 3 official adventure modules available for that system. Conan: The Hyborian Age, which released last year, debuted with two whole volumes of adventures; with even more coming after only a year. Before the end of 2026, there will be at least 11 adventure modules for MMRPG, and a whole section of a sourcebook dedicated to making it easier to construct your own adventures.
We’re eating good! Come sit at the table!
And by the by, any of the links in this article that take you to DriveThruRPG are my affiliate links, so if you end up buying something while you’re over there, I’ll get a kick-back from it! I may or may not be legally obligated to state that, but it doesn’t hurt to be thorough.
I’ll aim to have a review of the Battleworld Adventure up on here before the end of Free RPG Day (assuming I manage to get a copy), so be sure to keep an eye out for that. If you enjoyed this article though, and you’re viewing this before the end of June 2026, then I will direct your attention to my most recent post, and ask if you would be so kind as to respond to the polls therein.
Lastly, as of Monday, Fantastic Success hit 100 subscribers! The growth of the blog over the last while has been pretty quick, and it’s been really encouraging to see folks engaging with the posts and sharing them around. A massive thank you to everybody who’s been reading all this time and here’s to the next 100 folks who come along for the ride!
Until next time, have fun out there, and stay safe!

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