Uncle Iroh’s Adventure Guide is a supplement for Avatar Legends: The Roleplaying Game by Magpie Games. It was released in August 2024 (digital) and November 2024 (physical). The guide introduces Jasmine Island, a setting tied to Uncle Iroh’s fondness for jasmine tea, and expands the game with new adventures, character options, NPCs, and generational play rules.
📜 What’s Inside
Here’s what the guide offers, according to Magpie’s product page and associated sources:
- Four new character playbooks (called archetypes in some descriptions), offering fresh protagonist types.
- Five adventures, one for each era: Kyoshi, Roku, the Hundred Year War, Aang, and Korra. These can be played as standalone one-shots or combined into a longer campaign spanning time.
- Ten NPC Legends, including named characters such as Lu Ten, Piandao, and Toph Beifong; they can teach special techniques and serve as mentor-figures, antagonists, or lore anchors.
- Expanded setting material for Jasmine Island: its history, key locations, inhabitants, conflicts, and how to integrate it into campaigns across multiple eras.
- Mechanics for generational play, enabling campaigns that allow players’ characters to leave legacy, mentor, or see how past events influence later eras.
🎭 How It Plays at the Table
- Flexibility in scope: You can pick any of the five adventures for a single session or run them in sequence across eras to build something like a legacy campaign. The generational play mechanics support this.
- New Role Options: With four new playbooks, there’s more variety in how characters can be built, especially in how they tie into Jasmine Island’s themes. NPC Legends add richness but also gravity—they can shift story direction.
- Setting utility: Jasmine Island gives GMs a distinct locale with island culture, themes of tea, trade, nature vs. exploitation, perhaps colonial or corporate encroachment in Korra-era. The location acts as more than backdrop; it’s woven into the adventures.
- Generational emphasis: The legacy style encourages characters’ actions to ripple into later eras; this can increase emotional investment but also requires keeping track of continuity (NPCs, location changes, era differences).
✨ Highlights
- A beautiful new setting: Jasmine Island feels like it belongs canonically; it’s not just another locale but tied to Uncle Iroh’s legacy and has flavor.
- Era spanning: Having adventures in all five eras is a real strength—it lets groups pick their favorite period or explore how stories and consequences change over time.
- Great NPC legends: Fans of the show will appreciate recognizable figures and new ones, especially given the technique-teaching bonus. Makes it easier to introduce familiar faces or mentors.
- Generational mechanics: Adds mechanical support to ideas groups often do anyway—mentors, legacy, time passing. The rules make that feel intentional.
⚠️ Things to Watch
- Continuity demands: When running across eras, GMs need to track what happened previously; without careful note taking, some adventures or NPCs may conflict or feel inconsistent.
- Adventure length vs depth: Since each adventure must cover its era, there’s limited page space per adventure; some may feel more sketch than deeply thematic, depending on your group’s expectations.
- Learning curve: For groups not familiar with the core system, integrating generational play, NPC Legends, and new playbooks may add prep time.
- Canonical expectations: Using show-characters like Toph, Piandao, etc., creates expectations; groups wanting entirely original characters may need to adapt or rename.
🧭 Where It Fits in the Avatar Legends Line

Uncle Iroh’s Adventure Guide sits between the Core Book and setting-specific supplements. It’s more adventure-focused than pure accessories, and deeper than simple scenario booklets. For groups who enjoyed Wan Shi Tong’s Adventure Guide or Republic City, this offers a middle ground: strong lore, new options, but not so much mechanical overload that it feels like you need everything. It strengthens the campaign potential of the line, especially for players interested in stories that echo through generations.
⭐ Final Verdict
Uncle Iroh’s Adventure Guide is a rich, resonant supplement that delivers both heart and adventure. Jasmine Island feels inspired, the era-spanning adventures provide choice and flexibility, and the new playbooks and NPCs give players compelling ways to engage. If your group values legacy, setting lore, and cinematic storytelling, this guide adds meaningful depth. Even if you stick to a single era, the contained adventures and characters make it worth the investment.
For groups who want more than episodic play—who want their heroes’ actions to matter across time—this supplement is one of the best recent additions to Avatar Legends.

