On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another Dungeon Master and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & Dragons, RuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.
Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. A more recent Old School Renaissance-style roleplaying game which right from the start of its appearance began being supported by fanzines, is ShadowDark, published by The Arcane Library. One such fanzine is Cursed Scroll. This is not only a fanzine for ShadowDark, but since it is actually published by The Arcane Library, it is the official fanzine for ShadowDark, fulfilling a similar role as Carcass Crawler does for Necrotic Gnome of Old School Essentials.
Cursed Scroll #1 carries the subtitle of ‘Shadowdark Zine Vol. 1: Diablerie!’ and created a complete mini-setting, ‘The Gloaming’, an ancient forest of black trees, moss strewn standing stones, and fog-shrouded marshes, demons which emerge from the trees, the Knights of St. Ydris who hunt the demons, and not only the Greywall Priory, but also Bittermold Keep, its stone walls long melted by the slime which bubbles up deep from under the ground from a shrine dedicated to the primordial ooze, Mugdulblub. Cursed Scroll #2 carries the subtitle of ‘ShadowDark Zine 2: Red Sands’ and continues the same format in presenting a complete mini-setting. Yet where Cursed Scroll #1 was gloopy, oozy, and acidic, Cursed Scroll #2 is dry, dusty, and burns hot. It features ‘The Djurum’, a shimmering desert lying between red mountains crossed by merchant caravans hoping to avoid the bandits that ride out of the mountain valleys, the skin-blistering sandstorms, and death from above by The Scourge, a Blue Dragon cursed and tortured by the evil spirit it swallowed, always accompanied by blue lightning and thunderclouds. Deep in the mountains is the secret, ancient monastery where the infamous Ras-Godai assassins train under a half-demon, whilst the Howling Caves hide the Iron Fortress, a Duergar mine long captured by the Efreeti where the princeling sons of the Efreeti lord compete for their father’s attention.Cursed Scroll #2 was published in October, 2022 and includes a hexcrawl covering an area of seventeen by eleven hexes, thirty-four by twenty-two miles, roughly seven-hundred-and-fifty square miles. It has tables for rumours and encounters and in ‘The Djurum Hex Key’, gives detailed descriptions of twenty-two locations across the region. These include ‘Shar Oasis’, the likely destination for any travellers across the region, famous for its Thraxis Arena where crowds gather nightly to bet, drink, and fight as gladiators battle below them; a ruined fortress, blasted and bent, home only to twenty ghosts of former guards who materialise only to curse The Scourge for their deaths and only the death of The Scourge can end their torment; and Worm Trench is the spawning grounds for pregnant Purple Worms which gather in the thirty foot deep, one hundred foot long trench filled with webs and nests.
The three new Classes in the issue include the ‘Desert Rider’, which can Charge three times daily for double damage and is bonded to a mount (camel or horse) and gains an Armour Class bonus when riding it; the ‘Pit Fighter’ can regain Hit Points when hitting an enemy with a ‘Flourish’, has Advantage on Constitution checks to resist injury, poison, and extreme environments, and when reduced to zero Hit Points, can make a Constitution check to recover at one Hit Point; and the ‘Ras-Godai’ is an assassin that can inflict double damage to surprised opponents, teleport withing sight as if a puff of smoke, and after eating the petals of the Black Lotus flower, gains random abilities such as being able to temporarily paralyse a target, walk on water, or appear invisible to a single target. Of the three, the ‘Pit Fighter’ focuses heavily on recovery, whilst the ‘Ras-Godai’ is a fighter with semi-magical abilities.
It adds new weapons such as the blowgun, bolas, razor chain, shuriken, and whip, the bolas and the whip allowing the wilder to perform a ranged attack. There is a list of new poisons and rules for mounts, which pleasingly includes a list of possible personalities for the mounts. ‘Pit Fighting’ sets up venues for the Pit Fighter Class to perform in, with stakes set at low, mid, high, or epic to determine the nature of the foe faced and the rewards to the winner, and a possible twist to add a surprise to the fight. ‘Thraxis Arena’ at Shar Oasis is given page of description and comes with a table to determine the mood of the crowd, such as ruthless, bored, or awed. ‘Enduring Wounds’ applies extra effects for suffering severe injuries, such as a heart attack, torn muscle, or staggered. Overall, there is a brawny brutality to the rules combined with the strange unreality of the smoke-like assassins.
Supported by rules for ‘Travel in the Sands’, which heavily accounts for the wind and the heat, the ‘The Djurum Hex Key’ details various locations across the desert. There is plenty of strangeness as well as people simply trying to get by. For example, the ‘Hamad Camp’ is home to two hundred desert-dwellers who live around a natural spring and hunt and tame wild scrag lizards. They fear the sorcerer of the Saltstone Tower as the cause of the foul water, illness, and stillbirths they have suffered recently, but its leaders cannot agree on what they should do. There is more going on here, including the eldest son of one of the leaders having gone missing, but the Game Master will need to develop this site and others further to make it playable.
The bestiary is quite short, the most notable entry being the description of The Scourge. The adventure in the issue is the ‘Fortress of the Burning Brothers’. Designed for Fourth to Sixth Level Player Characters, this details a former duergar mining stronghold located in a cathedral cavern deep inside the Howling Caves built across broiling orange rivers of magma that cast a light over the whole area! There are rumours which will drive the Player Characters to climb down to reach it and what they will find is a fortress commanded by rival Efreeti brothers and manned by Salamander guards. There are some nice details that bring out the brothers’ rivalry, such as the broken iron golem with hollow eye sockets which needs a pair of magical ruby eyes to power it. One brother has found the rubies, but does not know how to use them, whilst the other knows how to use them, does not know where they are, and when he has them, wants to use the iron golem to arrange an accident for his brother! There is a mine below the fortress where Efreetis’ Duergar slaves still labour, refining ore in readiness for transport to the famed City of Brass (a nod to the classic location in Dungeons & Dragons on the plane of fire). Both levels are pleasingly details, the inclusion of a list of personalities for the Salamander guards and the Duergar workers is a really nice touch.
As decently done as the set-up of rival princeling factions in ‘Fortress of the Burning Brothers’ is, the problem with the scenario is how to use it. Or rather how to connect to the surface world such that the Player Characters would have cause to want to search for its hidden location. Without the impetus or motivation for this, the location feels separate to ‘The Djurum Hex Key’ above.
Physically, Cursed Scroll #2 adheres to the style of ShadowDark. Thus, it is clean, tidy, and laid out. The illustrations and cartography are also good.
Much like the previous issue, Cursed Scroll #2 is intended to be a complete package, a mini-supplement all of its very own, and it contains a good mix of content is playable and needs some development. However, it does not feel as complete a package as Cursed Scroll #1 did and the two halves—the hexcrawl and the dungeon—work better on their own rather than together. All that makes either half easier to add to a Game Master’s own campaign, she will still need to create content of her own to make them a whole.






