Sunday, 18 October 2026
Your Advanced Player’s Handbook
Level Up: Advanced 5th Edition is a Dungeons & Dragons, Fifth Edition compatible roleplaying game that offers Dungeons & Dragons-style play with more options and with it greater complexity. Not necessarily a huge amount of complexity, but enough that switching from another Dungeons & Dragons-style roleplaying game to Level Up: Advanced 5th Edition requires some adjustment. As with Dungeons & Dragons, there are three core rulebooks. These are Level Up: Advanced 5th Edition – Adventurer’s Guide, Level Up: Advanced 5th Edition – Monstrous Menagerie, and Level Up: Advanced 5th Edition – Trials & Treasures. Of these, the player will only need access to the first, whilst the second two are definitely for the Narrator, who will of course need all three books.
The Level Up: Advanced 5th Edition – Adventurer’s Guide is the book for player. It covers Player Character creation and details what a player can roleplay; combat and adventuring; numerous spells, combat manoeuvres, and exploration knacks; and lots of adventuring equipment, weapons, armour, vehicles, and strongholds. It comes as a fat slab of a book, but fortunately, a player does not to read everything in it. He needs to know how to create a character and what his character can do, how both adventuring and combat works, and what the expectations of play are. So, he can pick the parts that he needs to play right now and if he changes a character, he simply needs to read the description of the things that the new character can do. What it means is that the player just needs to read the bits that are pertinent and read the other bits latter.
Starting with the Player Character, he will have Hit Points, Abilities and Ability Modifiers, and a Proficiency Bonus in Level Up: Advanced 5th Edition just as he does in Dungeon & Dragons, Fifth Edition. Otherwise, a Player Character is defined by his Heritage, Culture, Background, Destiny, and Class. Heritage represents a Player Character’s parentage, what might be called ‘Species’ or ‘Race’ in other fantasy roleplaying games; ‘Culture’ is the environment in which the Player Grew up in; ‘Background’ his occupation; ‘Destiny’ his story, both what has happened in the past and then could happen in the future; and ‘Class’ what his abilities are. The Heritage, whether it is Dragonborn, Dwarf, Elf, Gnome, Halfling, Human, Orc, Planetouched (either Aasimar or Tielfling), or Mixed Heritage sets age, size, and speed for the Player Character, but also grants certain gifts and a paragon gift at Tenth level. For example, an Elf has ‘Darkvision’, ‘Fey Ancestry’, and ‘Trance’, but can have the gift of either ‘Mystic Rapport’, ‘Prescient Vision’, or ‘Preternatural Awareness’, and when the Player Character reaches Tenth Level, can have ‘Elfsight’, ‘Inexorable Insight’, or ‘Spiritual Awareness’. The traditional Half-Elf or Half-Orc found in other similar fantasy roleplaying games can be represented by using the Mixed Heritage option.
Humans in Level Up: Advanced 5th Edition have the traits of ‘Fast Learner’ and ‘Intrepid’. The first means that a Human Player Character gains knowledge or skill faster, but not necessarily the wisdom to use it, reflected by an extra skill Proficiency and requiring less time to train in armour, tools, armour. The second means that in a pinch, a Human player Character can make an ability check, attack roll, or saving throw with Expertise, and then again after a short or long rest. The Human Player Character also has the choice of the Gifts of ‘Diehard Survivor’, ‘Ingenious Focus’, and ‘Spirited Traveller’, with the Paragon Gifts of ‘Determined’, ‘Wind at Your Back’, and ‘Voracious Learner’. Altogether, this covers some of the character of humanity and makes a Human Player Character that little bit more dynamic.
A Player Character’s ‘Culture’ can be Caravanner, Circusfolk, Collegiate, Cosmopolitan, Dragonbound, Dragoncult, Forsaken, Godbound, Imperial, Itinerant, Lone Wanderer, Nomad, Settler, Steamforged, Stoneworthy, Tyrannised, Villager, Warhordling, Wildling, Deep Dwarf, Deep Gnome, Eladrin, Forest Gnome, Forgotten Folx, High Elf, Hill Dwarf, Kithbáin Halfling, Mountain Dwarf, Mustbairn Halfling, Shadow Elf, Stoic Orc, Stout Halfling, Tinker Gnome, Tunnel Halfling, or Wood Elf. What each provides a range of different traits, skill proficiencies, languages, and more. For example, Cosmopolitan means that the Player Character knows how to be ‘Discretely Armed’, has ‘Fashion Sense’ and can thus read others through their bearing and what they wear, ‘Skill Versatility’ grants Proficiency in Culture and another skill, ‘Urban Denizen’ means he knows his way around a city, is ‘Well-Connected’ and knows someone from another culture or heritage, and is literate in Common and two other languages.
What is interesting about some of these Cultures is that ordinarily, they would actually be represented by the equivalent of Heritage in other roleplaying games. So, for example, the Elf Heritage represents a base line, but if a player wants an Elf from the Dreaming or Fey Wild, he chooses the ‘Eladrin’ Culture, and then more traditional Elf types are represented by the ‘High Elf’ or ‘Wood Elf’ Cultures, whilst the ‘Shadow Elf’ Culture does the ‘Dark’ Elf or ‘Drow’ of other fantasy roleplaying games. Level Up: Advanced 5th Edition does this in turn for the Dwarf, Gnome, and Halfling Heritages and is much easier way of handling the differentiation.
‘Background’ is what a Player Character did before he became an adventurer. This can be Acolyte, Artisan, Charlatan, Criminal, Cultist, Entertainer, Exile, Farmer, Folk Hero, Gambler, Guard, Guildmember, Hermit, Marauder, Noble, Outlander, Sage, Sailor, Soldier, Trader, or Urchin. This grants the first of the Player Character’s two Ability bonuses, Proficiency in two skills as well as tools and languages, a connection, a memento, and feature which shows how the Player Character interacts with the world. For example, The Cultist Background grants +1 to Intelligence and another ability; Proficiencies in Religion and either Arcana or Deception; a language; a holy symbol, common clothes, and five torches; and the ‘Forbidden Lore’ Feature which allows the Player Character to research a topic and knows in what book if he fails an Arcana or Religion check. Of course, members of the cult that the former cultist belonged to, might be looking for him.
‘Destiny’ gives a Player Character with Motivation and Inspiration and a means of fulfilling this Destiny. The given Destinies are Chaos, Coming of Age, Devotion, Dominion, Excellence, Knowledge, Metamorphosis, Revenge, Underdog, and Wealth. For example, the Motivation for ‘Knowledge’ might be ‘Meaning, ‘Superiority, or ‘A Cure’; the Source of inspiration is ‘Learning’, which grants a Player Character Inspiration after studying for eight hours or more or making a discovery; the Inspiration Feature is ‘Critical Evaluation’ which enables the Player Character to use that Inspiration to assess a creature or item and learn one thing about it; and the Fulfilment Feature is ‘Converging Theories’ which happens when the Player Character brings together scientific and spiritual theories in a single hypothesis. It grants bonuses to the Player Character’s Intelligence, Wisdom, and Charisma, as well as increasing their maximums. Essentially, a Player Character’s Destiny is a roleplaying incentive. In other words, roleplay the Motivation and desire behind the Destiny and the Player Character will be rewarded with a mechanical benefit in the form of Inspiration. It is also an indication from the player to the Narrator what sort of story arc he wants his character to have in addition whatever stories and plots the Narrator has planned.
The Level Up: Advanced 5th Edition – Adventurer’s Guide details thirteen Classes. These are Adept, Bard, Berserker, Cleric, Druid, Fighter, Herald, Marshal, Ranger, Rogue, Sorcerer, Warlock, and Wizard. Of these, the Adept is the equivalent of the Monk in Dungeons & Dragons, Fifth Edition, the Berserker of the Barbarian, and the Herald of the Paladin. The Marshal is a new Class, war leaders and motivators, providing support on and off the battlefield. Every Class opens up three or more Archetypes at Third Level, which grants more specialised abilities over the course of a Player Character’s progress. For the Cleric, this includes ‘Healer’, ‘Oracle’, ‘Sun Priest’, and ‘War Priest’, whilst for the Marshall, this is ‘Gambling General’, ‘Swift Strategist’, and ‘Talented Tactician’. For the most part, there will be a lot that is familiar with these Classes in comparison to similar fantasy roleplaying games, but there are a lot of changes too, for example, allowing the Warlock to have Intelligence and Wisdom as a primary ability, rather than just Charisma.
One of the biggest changes is to the Fighter Class. It still gets Fighting Styles, such as ‘Duelling’, ‘Protection’, and ‘Two-Weapon Fighting’, and then adheres to a Fighter Archetype such as ‘Brute’, ‘Duellist’, ‘Gladiator’, ‘Knight’, and ‘Sharpshooter’. In Level Up: Advanced 5th Edition, the Fighter, as well as the other martial Classes—the Berserker, the Herald, the Marshal, and the Ranger—also has access to Combat Manoeuvres. To use a Combat Manoeuvre, the Player Character expends Exertion, the cost varying from Combat Manoeuvre to Combat Manoeuvre. A basic Combat Manoeuvre, like ‘Disarm’ or ‘Knockdown’, does not cost anything and inflicts basic damage, whereas, ‘Missile Volley’ costs two Exertion and enables the Player Character to attack a number of opponents equal to his Proficiency value and ‘Iron Will’ costs a single point, but grants Advantage on a Saving Throw to resist being charmed or frightened. There are roughly one-hundred-and-fifty Combat Manoeuvres, and what they enable a player to do is really design a Martial character and have him fight how he wants and how he wants him to be cool.
All of the character and Class information is followed by the equipment chapter. This covers everything you would expect—arms, armour, adventuring gear, mounts, and more. The more includes rare weapons, different materials, and spellcasting foci, but also services, hospitable donations, and even building strongholds. The latter includes numerous example buildings. Then there is a chapter on multi-classing and Feats which a player can choose instead of improving an Ability when prompted when the character gains a new Level. Another addition to the range of Feats is Synergy Feats, which enable a Player Character to enhance a Feat he already has. In addition, some Synergy Feats require multi-classing as well. For example, ‘Bladechanter’ enables the Player Character to treat dual-wielded weapons as a combination of spell components and focus, grants him an Armour Class bonus equal to his Intelligence if he is not wearing armour, and the capacity to cast a spell through a weapon that has been used to strike an opponent. This requires the Player Character to be at least a Third Level Fighter, a Third Level Wizard, and posses the Two-Weapon Fighting style. Later on, the Player Character can then take the ‘Whirling Incantor’ and ‘Eldritch Whirlwind Master’ Feats at later Levels.
To create a character, a player first rolls his Ability values. This is done on four six-sided dice and the lowest value discarded. (Other methods are also provided.) He then chooses his character’s Heritage, Culture, Background, Destiny, and Class, followed by equipment. Every Class description includes lists of possible starting equipment and the equipment section includes equipment per Class past First Level. This does include some magical items. The creation process is not challenging, but it does involve multiple choices and it takes a while. Of course, with multiple players, it means that the set-up time for a campaign is a little more involved and replacing a Player Character mid-play is not quick either.
Mechanically, Level Up: Advanced 5th Edition, as with other modern iterations of Dungeons & Dragons is a d20 System roleplaying game. Like Dungeons & Dragons, Fifth Edition, whenever a player wants his character to undertake an action, he rolls a twenty-sided die and attempts to equal to, or greater than, a difficulty value. This can be the Armour Class of an opponent, the Difficulty Class of an Ability or Skill check, a Saving Throw, and so on. A natural roll of twenty will always succeed and is counted as a Critical Success, whilst a roll of a natural one is counted as a Critical Failure. In either case, there will be extra effects. It uses the rules for Advantage and Disadvantage introduced with Dungeons & Dragons, Fifth Edition and now prevalent in a great many other roleplaying games. Lastly, it includes Expertise. This represents greater knowledge or skill about a situation and whether from a Class feature or trait, grants a Player Character an extra die to roll when attempting an action. This is a four-sided die, but if Player Character is granted more than one Expertise die, the size of the die to be rolled is increased rather than multiple dice being rolled. The Level Up: Advanced 5th Edition – Adventurer’s Guide goes into some detail about how and when Ability and Skill rolls might be made, the Difficulty Classes, the outcomes situation by situation, including both Critical Success and Critical Failure, and so on, and all of which is illustratively helpful. It adds two new skills, Culture and Engineering, and a host of Specialities that grant a Player Character Expertise. All Player Characters have Specialities at First Level and gain more as their Proficiency Bonus increases.
Adventuring covers everything from time, movement, and travelling to what a Player Character does during downtime, when he is not adventuring, and then also his Prestige, his reputation, and optionally, calling in favours, based on Prestige. The rules for both adventuring and combat work as you would expect. Three additions in combat include the actions ‘Press the Attack’, ‘Fall Back’, and ‘Sprint’. ‘Press the Attack’ enables a Player Character to focus on an opponent and attack with Expertise, but the defender can ‘Fall Back’ as Reaction to move back and negate the attacker’s use of Expertise. ‘Sprint’ is when a Player Character does nothing but run and this will quadruple or triple the Player Character’s Speed depending upon armour worn. Two other additions are ‘World Actions’ and ‘Countdowns’. ‘World Actions’ make environments dynamic and potentially dangerous. For example, ‘Frigid’ gives an environment that can have ‘Frostbitten Surface’, ‘Icy Patch’, and ‘Snow’, meaning that the touching cold surfaces can inflict cold damage, changing direction when moving can be difficult, and the area is obscured. The ‘World Action’ is ‘Cold Chill’ which forces the Player Character to make a Saving Throw versus Constitution or suffer cold damage. ‘Countdowns’ covers situations when a Player Character is racing against time, for example, can a cliff be scaled before it crumbles or will a thief pick a lock before the guards complete their rounds? This is handled by pool of six sided-dice rolled at the beginning of every round. Each roll of six means that a die is removed from the pool and when there are no more dice to roll, the potential danger is triggered. It adds lots of randomness to situations such as this.
One fifth of the Level Up: Advanced 5th Edition – Adventurer’s Guide is dedicated to spells and spellcasting, most of which lists all of the spells for the various spellcasting Classes. There are lots of tweaks throughout the spell list, so anyone coming to Level Up: Advanced 5th Edition from a similar roleplaying game will need to give each spell description a closer examination than they might otherwise think. Some spells are absent, such as Arcane Gate and Aura of Life, but there are new additions such as Soulwrought Fists and Searing Equation. Perhaps the biggest addition are rare versions of spells. There are lots of spells named for famous wizards in Dungeons & Dragons, such as Bigby’s Arcane Hand, Mordenkainen’s Faithful Hound, and Tenser’s Floating Disk. In fact, many of the changes to the spells in the Level Up: Advanced 5th Edition – Adventurer’s Guide have been made so that they no longer contain such names for obvious reasons. In Level Up: Advanced 5th Edition, rare spells are variants of existing spells that spellcasters have reworked and made their own. For example, Magic Missile is a ubiquitous spell, which launches a trio of glowing bolts at one or more targets, but Kreven’s Ruinous Magic Missile is a version which causes targets hit by this spell’s missiles to suffer the Rattled condition unless they make a Saving Throw versus Strength.
Lastly, the appendices in the Level Up: Advanced 5th Edition – Adventurer’s Guide covers conditions, including tracked conditions such as fatigue and strife, and mental stress effects; gods, faith, and beliefs, including Domains for the Cleric Class; a small selection of beasts and creatures; and notes on compatibility. The latter is not an extensive list, more a starting point. However, it still means that a lot of the content for Dungeons & Dragons, Fifth Edition can be imported into Level Up: Advanced 5th Edition.
Physically, the Level Up: Advanced 5th Edition – Adventurer’s Guide is very well presented. The book is well written and the artwork is decent throughout.
Level Up: Advanced 5th Edition and thus the Level Up: Advanced 5th Edition – Adventurer’s Guide is a choice and all about choice. It is an alternative to Dungeon & Dragons, Fifth Edition, one that the Narrator and her players are likely to choose because they want more choice and detail in their fantasy roleplaying. There can be no doubt that the Level Up: Advanced 5th Edition – Adventurer’s Guide delivers that, whether that is the options for Heritage, Culture, and Background in particular, follow by Destiny and Class, or the addition of Combat Manoeuvres which empower the martial Classes and make their combat options more exciting and dynamic. There are lots of useful details which help player and Narrator alike, such as the detailed examples of skill and Ability checks and Critical Successes and Failures which give an idea of how and when they work (or not). Of course, with all these extra elements and the greater choice and detail comes greater complexity and more involved play mechanically. This will suit some players and not others, but there plenty of other, similar roleplaying games offering a similar style of play if Level Up: Advanced 5th Edition is too much. That is one of the benefits of having so much choice.
One issue with Level Up: Advanced 5th Edition and in particular, the Level Up: Advanced 5th Edition – Adventurer’s Guide is its accessibility. A player or Narrator coming to Level Up: Advanced 5th Edition from Dungeons & Dragons, Fifth Edition will have less of a problem making the switch than someone new to the hobby picking up the Level Up: Advanced 5th Edition – Adventurer’s Guide for the first time. For either, but especially the player new to the hobby, the Level Up: Advanced 5th Edition – Adventurer’s Guide really could have been improved with some examples of character creation and play and combat, to see the rules in action. That would have made it choices easier to grasp and better displayed the designers’ intent, more so given just how daunting the Level Up: Advanced 5th Edition – Adventurer’s Guide is as a book.
As an alternative to Dungeons & Dragons, Fifth Edition, what Level Up: Advanced 5th Edition offers is more choice and more detail, and with it, more complexity. That is what some players and some Narrators want and the Level Up: Advanced 5th Edition – Adventurer’s Guide delivers that and for the most part, delivers and explains that very well.
Friday, 2 October 2026
[Free RPG Day 2026] The Crooked House
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.
Friday, 28 August 2026
[Fanzine Focus XLIV] Cursed Scroll #2
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.
Friday, 5 June 2026
Rolling for Ravenloft
Castle Ravenloft Treasure Dice Packs are official, licensed Dungeons & Dragons dice, manufactured by Sirius Dice, and themed around the Ravenloft campaign setting inspired by Gothic horror and its supernatural monsters—vampires, werewolves, mummies, and more, but most obviously by Count von Zarovich, the Darklord of Barovia, who originally appeared in I6 Ravenloft. So, what do you get in a Castle Ravenloft Treasure Dice Pack? Rip open the pack and inside you will find an embroidered dice bag containing a full polyhedral dice set and a collectible metal ability coin. The complete set consists of fifty-five unique dice sets, thirty-one ability coins, and seven dice bags. The latter come in seven, different designs that in turn depict the famous Dungeons & Dragons ampersand, a raven on a skull, the Holy Symbol of Ravenkind (sacred to the Good-aligned Barovians), bats flying against the backdrop of the Moon, and more. Each is roughly four-by-three-and-a-half inches and done in soft material, with a strong draw tie that has Dungeons & Dragons embroidered on it and enough room to comfortably hold the ability coin and the dice set. The dice bags are not big, but will hold two dice sets. The ability coins are double-sided and depict a variety of images. They can also be round, square, or octagonal; bronze, gold, or silver. So, one might depict a ‘Werewolf’ on one side and the werewolf undergoing the ‘Shapeshift’ on the other side; a young or an aged Rudolph Von Richten on one side and ‘Monster Hunter’ with a stake on the other; ‘Dragon Flight’ and a Dragonborn on one side and the Dungeons & Dragons ampersand on the other; and others. The rarest is a replica of the Holy Symbol of Ravenkind and a colour coin depicting Count von Zarovich himself. The coins themselves grant no in game bonus, but they can be used to indicate whether a Player Character has Inspiration, is suffering a particular condition, has activated an ability, and so on.
The dice vary in look and feel, but are all standard polyhedral dice with an extra ten-sided die to use as the ‘tens’ die for percentile rolls. Some of the sets are standard sets in solid colours or clear gem style, whilst others moulded as if made from stone or brickwork. The latter style is not inked, so although they have a different tactile feel to them, they are not as easy to read. The rarity of the dice runs from common and uncommon through rare to super rare and legendary. The rarer dice have their top values marked with a symbol and there is also the legendary Ravenloft metal dice set. The Castle Ravenloft Treasure Dice Packs do not include any indication as to the rarity of the contents and complete range.
The Castle Ravenloft Treasure Dice Packs are nice. The embroidered dice bags are fetching and well made, the ability coins solid as you would expect, and the dice ranging from good to decent. Not all of the dice are as easy to read as they could be, but they all roll well, and it will come down to whether or not the look and feel of the dice is something that you find attractive. Ultimately, it is a matter of taste.
It is also a matter of age. Whilst many gamers and roleplayers of a certain age will be familiar with the pulling of cards from booster packs for trading card games like Magic: The Gathering, they will be less familiar with blind dice packs. They are more used to buying their dice—when they need to—off the shelf. In fact, the idea of blind dice packs, feels weird. Yet not to younger players, so there is a market for the blind dice pack, such as the Castle Ravenloft Treasure Dice Packs. As an older gamer, it is easy to dismiss these as for the youth, but given that as a roleplayer you are always imagining yourself being someone else, it is not difficult to imagine the roles reversed. As seeing the dice packs as perfectly normal and the attitude of older gamers being small-minded. Further, it feels appropriate for a dice and accessory range inspired by a Gothic horror setting for Dungeons & Dragons to have a sense of mystery and the unknown like the one imparted by the blind nature of these dice packs. Opening Castle Ravenloft Treasure Dice Packs is actually more fun than you might think and you might get lucky.
A video of opening Castle Ravenloft Treasure Dice Packs can be found here.
Saturday, 16 May 2026
Your Level Up Starter
Physically, the Level Up Starter Box is well presented. The artwork is good, the explanations of the rules are good, and so on. In places, the scenarios are overwritten.
Saturday, 4 April 2026
[Fanzine Focus XLI] The Dragon Horde Issue #1
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. However, the vicissitudes of time and taste along with publisher decisions and in many cases, the publication of newer, hotter retroclones that capture the imagination of the Old School Renaissance means that some retroclones fall out of favour and so are no longer actively supported, whether that is by their publishers or their fans through fanzines. Such is the case with Labyrinth Lord. Fortunately, modern digital publishing means that many of the fanzines published for Labyrinth Lord and other, now less popular retroclones, are still available to download, and just like the fanzines of the early years of the hobby, they are still worth examining because their content is compatible with even the most contemporary of retroclones. One such fanzine is The Dragon Horde.
The issue begins with ‘The Monster Roster’ and a pair of monsters. The ‘Leech-Man’ is exactly that, a man-sized, man-shaped version of the leech, whilst the ‘Beguine’ is a Neutral Good hybrid-Race that combines Elves and Halflings. The ‘Leech-Man’ is the more interesting of the two and could easily be added to a campaign as a monster in a swampy or cave-like environments, whilst the ‘Beguine’ does not fulfil any real purpose. The ‘d30 FEATURE’—drawn from The d30 DM Companion—is ‘Where Does the Weapon Hit?’ gives a quick and dirty means of handling hit locations using a thirty-sided die, modified by attacker’s height, and allowing for the possibility of different armour being worn in different locations.
The very basic map of ‘Yal Caramon’ is accompanied by ‘Lerdyn Chrisawn’s Chronicle’, a history of the continent. This discusses the several thousand years of the continent via the more than fifteen thousand volumes of Chrisawn’s Chronicle. The volumes are mostly written as a series of poems and epics before becoming more ordinary and prosaic as much of the continent settled down, became peaceful and organized, and then being upended when the Chaos came and the south-western lands were broiled for a thousand days as if under as many suns. Unfortunately, the most recent volumes have been stolen away, suspected by many as means to hide the culprits for the Chaos. As a very brief history, this is actually quite interesting and has the potential to be expanded and developed into something playable. However, there is no sense of place or geography to either really and it would require no little development to be something more.
The following NPC Class in ‘New NPC Class: Chroniclist’ does fit the setting though and could be added to others. The Classes specialises in languages, learning a new one every Level, and at later Levels gain the abilities of Memorisation and Insight, able to detect true meaning in someone’s words, and Comprehension, able to decipher unknown texts. From Second Level, the Chroniclist gains a ‘Branch’ at every Level, each one an area of geographical, cultural, military, and social knowledge. The deeper the knowledge of a Branch, the more exacting a question a Chroniclist can answer. Effectively, the Chroniclist is variant of the Sage NPC Class, but focuses on linguistics and anthropology as much as history and geography. They are very specialised, but very powerful within that specialisation.
The scenario in The Dragon Horde Issue #1 is ‘The Undertemple of Arkon – An Adventure for Characters Levels 1-3’. The Player Characters are engaged to investigate the remains of a temple which was founded by a cult dedicated to a large, very charming cat known as ‘Shadowcat’ and thrown down by the locals when the cult too large and too much of a threat, and where culists have recently returned. The dungeon does have a cat-theme running through it, but is often repetitive. The cultists are definitely back and definitely evil, even sacrificing the Bugbears which had taken up residence to feed to the reluctant panthers! The final battle against Arkon could have been better handled, since his major ability relies on his enemies looking into his eyes, and there is no real explanation as to what Arkon is beyond a big panther, what his cultists want, and so on. Underwritten without those explanations and serviceable with them.
Better still—and likely best of all in the issue—is ‘Seven New Magical Weapons’. This does what it describes, but is inventive. For example, Fumbleblade is a +1 dagger that forces the defender when struck on a roll of a natural twenty to drop everything in his hands, and Sickening Sword, a +1 longsword that inflicts, with a failed Saving Throw versus Poison, to temporarily suffer nausea and a penalty to hit. These are different and add some pleasing variety to the usual mix of magical weapons.
Lastly, ‘Who Speaks What: A Languages Spoken Crib Sheet’ is exactly that, a quick guide to the languages spoken by Dungeons & Dragons fantasy races and ‘Who’s in the Tavern: Tables to Fill the Tables at the Local Tavern’ provides a set of tables for rolling up tavern patrons. Both useful in their own way.
Physically, The Dragon Horde Issue #1 is as ever so slightly rough as you would for a fanzine using the early desktop publishing software. Problematically, this is intentionally so, such as with the choice of typeface which does make the fanzine challenging to read. The artwork is decent though, especially the cover.
The Dragon Horde Issue #1 is a love letter to the author’s past and the fanzines of his youth, and it does suffer for it. It is not as easy to read as it should be and its content is not as well realised as it could because of the lack context or background. There are bits and pieces in the issue that a Game Master might want to pick over, but they are far and few between, and given, this is not a fanzine that has yet found its voice or knows what it is yet.
Friday, 3 April 2026
[Fanzine Focus XLI] Cursed Scroll #1
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!’. Published in December 2021, the theme for the inaugural issue is all things demonic and diabolic, and this includes both a mini-hexcrawl and a mini dungeon as well as three new Classes, new monsters, and spells. All of which is linked, so that the Game Master is provided with a complete mini-setting and campaign that can be run as is, added to her campaign, or pulled out and used separately. The setting for Cursed Scroll #1 is ‘The Gloaming’, an ancient forest of black trees, moss strewn standing stones, and fog-shrouded marshes, but worse, demons that hatch from the region’s dark marrow trees, forcing inhabitants to cower behind wooden palisades, warily watching for diabolic incursion and waiting for the Knights of St. Ydris to ride forth from Greywall Priory and strike down the demons and dismiss them from this blighted mortal realm, as is their mandate. ‘The Gloaming’ is 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 Gloaming Hex Key’, gives detailed descriptions of twenty-five locations across the region. These include crazy Uncle Grigor, a witch who wades barefoot through the bogs collecting leeches for treatment and pickling and who might take on an apprentice who shares the same love of leeches and leechcraft; Victoria, a maternal werewolf who has recently lost her cubs and from her Bone Cave is now plotting to turn the children of a local village into a new pack of werewolf cubs; and the Mud Pit where Ixidian, a swamp dragon, who writhes in the murk and the mud of a deep ravine, greedily awaiting the next sacrifice thrown to him by cultists that have made camp nearby and prey on nearby passing travellers.
Two notable locations include Greywall Priory from where the small order, the Knights of St. Ydris, attempt to put an end to the demons that threaten the region and Bittermold Keep, the former seat of the Bittermold family, 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, poisoning the minds of those it does not melt. These are both expanded in different ways. For the Knights of St. Ydris, there is a new Class, whilst for Bittermold Keep, there is a complete mini-dungeon. ‘The Gloaming’ has a mouldering, muddy feel of a land gripped by lurking horror and foreboding. ‘The Gloaming’ is deigned for First Level Player Characters.
The Knights of St. Ydris is the first of three Classes in the issue, a cursed knight who follows St. Ydris in embracing the demonic to fight the unholy. Notably, three times a day he can undergo ‘Demonic Possession’ to increase damage done and from Third Level, can lean Witch’s spells. The version of the Warlock Class is radically different to that normally seen in Dungeons & Dragons-style gaming. They are howling warriors and doomspeakers for their patrons, such as Shune the Vile, Mugdulblub, or The Willowman. Each of these grants random Patron Boons, and it is these that the influence what a Warlock can do. For example, Warlocks of Almazzat can temporarily gain advantage on melee attacks and initiative, whilst those of Titania can temporally hypnotise creatures, learn to wield a longbow, and gain protection against hostile spells. The Warlock is not a straightforward Class to play, but requires effort upon the part of both player and Game Master to bring the relationship between Warlock and Patron to life. The Witch Class is more traditional, being described as a cackling crone with milky eyes that can see portents, but also gains a familiar and potentially, the ability to teleport to the familiar once per day, as well as having its own set of Witch spells. All three Classes have their own set of titles that vary according to Alignment, a table of Diabolic Backgrounds, and for the Warlock, descriptions of the Patron options.
The Witch spells are a good mix. For example, Bogboil transforms an area of ground into a boiling, muddy bog of quicksand; Broomstick enables the Witch to fly; Cat’s Eye lets her see invisible creatures and secret doors with eyes that have turned to slits; and with Curse, she can instil curses such as horrible boils and warts, a constantly shrill voice, always losing at gambling, an irrational fear, and so on. Most work better with the Witch Class rather than the Knights of St. Ydris, and a player with a Knight of St. Ydris character may want to work with the Game Master to select the spells that he thinks is appropriate.
Many of the monsters in Cursed Scroll #1 can be found in ‘The Gloaming’ or ‘The Hideous Halls of Mugdulblub’. They include the Marrow Fiend, the wolf-like demons that hatch from the area’s marrow trees; Howlers, cannibalistic Halflings with sharpened teeth; and the Tar Bat, which an oil tar that it will set alight by flying into open flames and potentially doing more damage. Also included are stats for two of the Warlock’s possible Patrons, Mugdulblub and The Willowman.
The last entry in Cursed Scroll #1 is ‘The Hideous Halls of Mugdulblub’. This is a one-level dungeon for First Level Player Characters, the squelchy, acid-scarred dungeon below Bittermold Keep. The factions in the dungeon include devolved members of the Bittermold family; Howlers, Halfling cultists dedicated to Mugdulblub, whose leader is happy to let all dissolve if it will defeat the Bittermolds; vengeful Catfish mutated by Mugdulblub who are annoyed about being sacrifices; and Mugdulblub himself, who considers only the survivors worthy of worshipping him. The dungeon comes with rumours, but the Game Master may want more to get her players and their characters involved. The dungeon itself is clammy and muculent with barely a dry surface and plenty of sludge and mud underfoot. It is good for a mini-campaign as part of ‘The Gloaming’ hexcrawl, but can be run separately. Whether run separately or as part of the hexcrawl, the dungeon should take two or three sessions to fully explore.
Physically, Cursed Scroll #1 adheres to the style of ShadowDark. Thus, it is clean, tidy, and laid out. The illustrations and cartography are also good.
What is a so good about Cursed Scroll #1 is that it is a complete package, a mini-supplement all of its very own. That means that it is also easy to drop into a campaign and easy to add to. For example, the more recent Dark Visions and The Tower of Six would work well with this. Cursed Scroll #1: Shadowdark Zine Vol. 1: Diablerie! is a good first issue packed with playable content for ShadowDark.
Saturday, 27 December 2025
So Whose Dare is This, Anyway?
Dumb Dares & Silly Side Quests: The In Character Game for your RPG Party is published by Loke BattleMats. Although it has form this kind of humour, having previously published The Deck of Many Insults, the publisher is better known for its
The idea behind Dumb Dares & Silly Side Quests is simple. Each player and each NPC—important NPC—races to complete three dares and do so in-character. Completing a Dare earns the player or NPC a reward. In terms of Dungeons & Dragons, Fifth Edition, this can be Inspiration, Advantage on a roll, Experient Points, the benefits of a Short Rest, or some loot. These are suggestions only, and in terms of rules compatibility, that is about as far as Dumb Dares & Silly Side Quests goes in being ‘5E Compatible’. And even then, these suggestions work as inspiration for the Game Master of another roleplaying game.
The rules to Dumb Dares & Silly Side Quests are just as simple. Explained on two of the game’s one-hundred card deck, at the start of the session or adventure, the players and the important NPCs receive three cards. The player or NPC who completes the most not only receives the individual rewards for completing dare cards in-game, but wins the game of Dumb Dares & Silly Side Quests too. The rules themselves are very simple and to be fair, it is what is on the Dare cards that matters.








