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Showing posts with label Dungeons & Dragons Fifth Edition. Show all posts
Showing posts with label Dungeons & Dragons Fifth Edition. Show all posts

Monday, 17 August 2026

[Free RPG Day 2026] All Bets Are Off

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.

—oOo—

With Everyday Heroes
publisher Evil Genius Games did for Dungeons & Dragons, Fifth Edition in 2022 what d20 Modern did for Dungeons & Dragons, Third Edition in 2002. That is, facilitate and handle roleplaying in the here and now, in the world we see outside our windows, on our television screens, and at the cinema. It went even further though by doing something not actually included in the rulebook. This is providing access to a number of source and scenario supplements all based upon a surprising range of films. In fact, a range of films which nobody expected to see turned into roleplaying material despite their popularity in the hobby such as The Crow™ Cinematic Adventure and Escape From New York™ Cinematic Adventure. For Free RPG Day 2026, the publisher has contributed the scenario, All Bets Are Off.

All Bets Are Off carries the subtitle ‘A Free RPG Day adventure that proves every great heist fails at the escape’ and whilst the scenario does involve a heist, it remains to be seen if the escape fails. The scenario is designed for gang of four or five First to Second Level Heroes who together make up a professional heist team known in criminal circles as the ‘Stacked Deck’. However, since Everyday Heroes casts its protagonists as Heroes, the protagonists in the scenarios are only ‘technically’ criminals. Or rather, the Heroes are criminals with a heart who research organized crime money laundering locations, plan elaborate heists, and steal veritable fortunes from them. The money is then split between the members, their helpful associates, and their two clandestine benefactors, the Always sisters, Grace and Charity.

At the start of this adventure, the Stacked Deck has just performed a perfect, by-the-numbers hit on the Cold Cash Castle, a local casino well-known to be a front for the Rasmussen organized crime syndicate. The heist has gone off perfectly, and the team made it out of the casino, and is making a dash for its getaway van. All Heroes need to do is clamber aboard, but as soon as the vehicle is in sight, its tires are screaming and belching smoke as it drives away! Which leaves the Heroes in the lurch and needing to make their way across twenty blocks of the city to get to the planned pick-up point.

All Bets Are Off is a chase scenario. The Heroes have exited the casino, clown masks on in true American heist fashion, guns in hand, and black holdalls full of cash slung over their shoulders, with Syndicate Agents on their tail. How exactly they get across the city is detailed in numerous scenes, in turn using the environment and overcoming any number of challenges. These include diving down alleys and climbing fire escapes, dodging barely leashed guard dogs, facing down corrupt cops on their tail (how did they find them so fast?), and getting out from under the sight of a red sight dot, before finally trying to get past a police blockade. This is one of two scenes where the Heroes get to be inventive in how they overcome the problem, along with an encounter with a restaurant line chef as she steps out of the kitchen and is surprised at their sudden appearance. 

The scenario is intended to be played in a single session and comes with multiple endings depending on how well the Heroes have done. It includes notes on how to use it with ‘E.G.O.’, the Evil Genius Organized-Play Programme and also comes with six pre-generated Heroes. They are all Second Level and include an ex-MMA fighter, a sharpshooter, a bodyguard, a sleuth, and a leader. They all come with some background, fairly broad in detail. The inside front and back cover include a map of the streets that the Handler can use if she wants to employ miniatures.

Physically, All Bets Are Off is decently presented. The artwork is excellent and the Handler should use it to show her players various scenes in the scenario.

All Bets Are Off is short and simple. Arguably, it is not just simple, but simplistic too. Although its various scenes are thematically appropriate, too many of them come down to simple dice roll and beyond that, there is not a lot for the Heroes to really do. The scenario could easily be played through in a couple of hours and the Handler may want to add another encounter or two, perhaps have the Heroes hide out in a department store as Syndicate agents from the casino they just robbed stalk them or a race through a restaurant kitchen where an appropriately cinematic fight can take place. For a quick and easy-to-prepare demonstration game, All Bets Are Off is fine, but will need more if a Handler wants to better show off Every Day Heroes or use it her campaign.

Friday, 14 August 2026

Grey City Future

With its near future setting of a San Franciso ravaged by climate change and protected from the sea by seawalls, the bulk of its population having moved off-world  in ‘The Scramble for Stars’ to start again on the megacorporate-sponsored colonies, and the use of Synths or biological androids as a pliable workforce in their stead, Carbon 2185: A Cyberpunk RPG feels very much inspired by Blade Runner and Blade Runner 2049. Published two years after the latter film by
British publisher, Dragon Turtle Games, Ltd., Carbon 2185: A Cyberpunk RPG is also noticeable for the fact that its mechanics are derived from those used for Dungeons & Dragons, Fifth Edition. Although San Francisco is the default city setting in Carbon 2185 and the one detailed in the core rulebook, there are other cities around the world. The cities of London, Manhattan, and Tokyo are detailed in the Carbon 2185 | Cities Sourcebook, mapping out their glittering highlights and grungy lowlifes, whilst Berlin 2185 explores what could be a brighter future.

The Berlin of Berlin 2185 
is different to other cities of the late twenty-second century. Whilst their response to environmental collapse has been to cede control to the corporations and slide into a cyberpunk dystopia, the Berlin Mandate Group, at the direction and donations of the Philanthropist has instead sought to share the city’s wealth. To use to protect the city, preserving the old buildings for prosperity whilst constructing more sustainable ones; to introduce a Universal Income and eliminate homelessness; and to establish a drone-driven energy dome over the city, protecting its citizenry, flora, and fauna from the worst effects of UV radiation and other contaminants—effectively, cutting edge weather control. Free from corporate control and capitalist drives, Berlin has become both a scientific and technological paradise and powerhouse.

Another big difference between Berlin and the other major cities of the world is the limited presence of the big corporations—Tusk in particular. The anti-corporate attitude is not just Berlin Mandate Group policy, but deeply woven into Berlin society. In particular, its Punk scene, heavily influenced by the Punk scene in London, but given a German twist in the form of NuWave Punk. A popular slogan of the Berlin Punk movement is, “Keine Unternehmen mehr, keine Lügen mehr!” or “No more Corporations, no more lies!”. The music and associated underground scene are nicely detailed, noting the degree of crossover between London and Berlin whilst emphasising the differences, that it is more accepting of LGBTQA+ members and LGBTQA+ bands as the ‘Gay Capital of Europe’, and that the authorities in the city have a grater tolerance towards the scene than might be found in other cities.

In general Cyberpunk terms, the description of Berlin amounts to a paradise. It is well organised and divided along need, not greed, the roads are uniform, the public transport system non-obtrusive, there are actual trees growing in the city, and at night, one can see the see the stars—unlike any other city in 2185. So where then are the tensions that will bring the Player Characters—or Cyberpunks as they are known—to Berlin and help the Game Master create plots and stories for her campaign. Obviously, one scale there may be tensions one band and another in the city’s punk scene, but on another, the corporations, with their limited presence in the city, would like to know the secrets of Berlin Mandate Group and how the city is run so effectively, let alone steal the flora of the city found nowhere else quite so obviously. For the most part there are jobs that most of the roles in the city legitimately. Docs are in high demand in the city’s medical sector, whether in emergency response teams operating in the city or beyond it or in medical research; Enforcers can find work as bodyguards, and even do clandestine work for the Berlin Mandate Group; Hackers can find work protecting from net-based and Sphere-based corporate intrusion; and the net-based and the Berlin Mandate Group might even employ a Scoundrel.

Some of these tasks are reflected in the new character options included in Berlin 2185. They include a Public Enforcement Officer highly trained in de-escalation and non-lethal resolution, but also heavily scrutinised  by their precincts and the Berlin Mandate Group for wrongful use of violence, and then Media Officer, Scientist, and Agent for the Berlin Mandate Group. The Media Officer will be covering up details as well as presenting them to the press; the Scientist will have access to some of the most advanced technology on the planet; and the Agent does the dirty work that the Media Officer for the Berlin Mandate Group avoids doing. The others include the Eco-Punk Ganger—an environmentalist punk rocker, Drone Operator—much in demand in the skies above Berlin, Media Personality, and Construction Engineer. There is also a discussion of Origins for Cyberpunks appropriate to Berlin, of which Korporate Kids and Badlanders are rare and High Flyers and Sleekers uncommon. The most common are Regular Joes and Gutter Punks.

The various sectors of the city are also described, including a few notable locations, the feel of the place, what food and drink options are available, and what secrets are hidden there. This is followed by a table of encounters. For example, the feel of the Science Park is dominated by the smell of actual live plants and clean water in the fountains, there are vending machines from the city ubiquitous currywurst can be purchased, but few restaurants, and the area is home to Research & Development Labs, Tech Facilities, and the Berlin Mandate Group’s Science Division, as well as the Foresters Houses. The latter is where the city’s foresters live, their job to protect the city’s flora—with prejudice. The secrets here include the Berlin Mandate Group’s complex here, hidden by trees, and rumours of access to an old botanical garden from before Berlin was built over. Compare that to the Construction Sector with its Drone Stations, Barge Launches which launch the huge vessels that do the heavy construction across the site, often deploying massive 3D printers to manufacture on site whole buildings and parts of buildings, and the Observation Watches from their launch can be safely viewed. Its atmosphere is of low hum from all of the devices across the vast maintenance and construction complexes, the air filled with drones and transports. Food and drink are available via vending machines or at canteens, whilst alcohol is forbidden. There is a secret construction project going on here, one that requires printers and factories to operate day and night. All of the nine sectors come with a set of encounters that serve as prompts for the Game Master to develop.

Berlin 2185 does include a section on the Undercity, the dark underbelly of what is old and new Berlin in 2185. Out of the old buildings and tunnels formed through collapse and being built over, long poisoned and irradiated by war and pollution, a nascent organisation called the Cabal is trying to establish itself in the city above. It has corporate connections, but mostly consists of bully-boy asshole white-supremacist fanatics. The Undercity is the Cabal’s territory, but it is home to mutated plants and animals and former humans. (The supplement suggests appropriate monsters from Dungeons & Dragons, Fifth Edition.) It is quite a short section in comparison to the descriptions of the sectors in the upper city and the city as a whole. Plus, as  really only the main antagonist in Berlin 2185, it does lack advice on how to use it and on how to interface its plans with the upper world, as well as possible hooks that the Game Master could develop into something playable. It leaves the Game Master to handle that.

Another issue with Berlin 2185 is its treatment of its secrets. Some it does tell the Game Master what they are and others not. Whilst the main two threaten to change the nature of Carbon 2185 towards a more Science Fiction genre rather than a Cyberpunk one. It is never quite explicitly explained what they and certainly the ramifications of their discovery are never explored. This would not be so much of a problem if Berlin was not so much of paradise and had a bit more conflict that the Game Master could work from.

Physically, Berlin 2185 is well presented with plenty of artwork to get across the idea that Berlin is a radically different, all but utopian city comparison to the others of Carbon 2185. Sadly, this leaves less room to depict the seamier side of the city where the Cyberpunks are likely to congregate. There is no map either and the layout is untidy.

Berlin 2185 presents something radically different for Carbon 2185. A city with a positive outlook and a sense of hope. The result is engaging, even fascinating in comparison to the other cities in this future, but it does leave the Game Master with a lot of work to develop content and story lines given the lack of conflict in Berlin. There is possibility in the well done section on Punk and the underground music scene, but the remainder feels as if the content could have been developed a bit more, made that bit more engaging. Berlin 2185 is a welcome addition to the Carbon 218 setting, but the Game Master is going to work harder to bring more than its utopia to life and tell interesting stories.

Friday, 26 June 2026

Friday Fantasy: Idylls of the Rat King

The silver shipments out of Silverton north to the capitol of Archbridge have suddenly ceased. Goblin bandits have been attacking the caravans laden with silver ore, killing innocent miners, and stealing cargo. Their base of operations has been identified as the old Gannu Silver Mine, abandoned almost a century ago. Perhaps the Player Characters learn off this when they stop off at the Silver Cup Inn in the village. Or they are asked to find out why a young nobleman is suffering a vile fever after the caravan he was travelling with was attacked by Goblins. Or perhaps the Player Characters are approached by the leader of the Miner’s Guild whose operations have been sabotaged and caravans raided by goblins. He believes that the Goblins are being aided by an ancient evil that was the actual cause of the mine being closed almost a century ago. Whichever way in which the Player Characters learn of the situation in Silverton, they find themselves outside the collapsed tunnel entrance to the Gannu Silver Mine with Goblin footprints all about, ready to investigate. If this set-up sounds familiar, that is because it is. It is the set-up to Dungeon Crawl Classics #1: Idylls of the RatKing, the very first scenario in the Dungeon Crawl Classics line for Dungeons & Dragons, Third Edition, published by Goodman Games in 2003. It is also familiar because Reviews from R’lyeh only recently reviewed Dungeon Crawl Classics #1: Idylls of the Rat King in 2023 on its twentieth anniversary. So why review it again quite so soon? The reason is that Dungeon Crawl Classics #1: Idylls of the Rat King that it is being reviewed here. Instead, it is Fifth Edition Fantasy #31: Idylls of the Rat King that is being reviewed.

Fifth Edition Fantasy #31: Idylls ofthe Rat King is not for use with Dungeons & Dragons, Third Edition, or even Goodman Games’ Dungeon Crawl Classics roleplaying game. As its full title suggests, it is instead designed for use with Dungeons & Dragons, Fifth Edition. Or rather adapted for use with Dungeons & Dragons, Fifth Edition. Intended to be played by four to six Player Characters of First to Third Level, what it does is combine the modern rules of the world’s most popular roleplaying game with the sensibilities of the Old School. However, Fifth Edition Fantasy #31: Idylls of the Rat King does get off to an odd start by directly quoting the opening paragraph from the original: “Remember the golden days of role playing, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Well, those days are back. Dungeon Crawl Classics feature bloody combat, intriguing dungeons, and no NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know must be there somewhere.” Of course, as an adaptation, Fifth Edition Fantasy #31: Idylls of the Rat King will deliver all of those elements, but it is an odd way in which to start the scenario, referring back to the original in such a direct manner, but without referring to the rules its uses. It is almost as if the publisher forgot to rewrite the opening paragraph to account for the adaptation.

However, beyond that, there is relatively little that is different from the original scenario. It still recommends the inclusion of a Player Character Rogue and a Good-aligned Cleric, as well as a Fighter with a silvered weapon. The scenario consists of a four-Level ‘Abandoned Silver Mine’ infested with Goblins and rats, but there is worse to be found the deeper that the Player Characters go. This is revealed first in a fun encounter at the end of the First Level with the Goblin Boss, who turns out to be a Wererat! To get to him though, there is the upper level of the mine to explore and plenty of stiff opposition from the Goblins to overcome. The latter due to a division in the Goblin tribe between those who are Wererats and those who are not, and those who are not, are frightened of those who are. This creates a little bit of tension in the scenario, though not necessarily something that the Player Characters are going to be aware of necessarily. What they are likely to be aware of is the number of secret chambers and vaults, given that under Dungeons & Dragons, Fifth Edition, it is easier to find secret doors, which are scattered across this and all levels of the mine. These are worth finding, not just because they might contain treasure, but because they may also contain silvered or magical weapons and useful clues to the secrets of the mine.

The encounter with the Wererat Goblin Chief is a sign of things to come. There are some entertaining encounters with the tribe’s torturer and jailer—into whose custody any Player character who is captured will end up, a Goblin sorcerer, a Gnome necromancer, a vampiress, and ultimately, the real villain behind the recent events. These last two encounters are tough, but they do present opportunities for roleplaying as opposed to rollplaying. In between, there is a whole level still being worked by miners still. Zombie miners, but miners, nonetheless.

There are some changes between Fifth Edition Fantasy #31: Idylls of the Rat King and the original Dungeon Crawl Classics #1: Idylls of the Rat King. For example, there is no daycare area or family room area for the Goblin tribe on the second level in Fifth Edition Fantasy #31: Idylls of the Rat King as there is in Dungeon Crawl Classics #1: Idylls of the Rat King. Which means there is no suggested Experience Point penalty should the Player Characters decide to slaughter the females and children of the Goblin tribe. This shifts the feel of the mine in original scenario from being the home to a Goblin tribe to this updated version in which the mine feel more like a Goblin military outpost. Also missing are the zombie badgers from the third level, but the several temples dedicated to the rat gods, Narrimunth and Nimlurun, remain. Effectively, some of the original spikiness of Dungeon Crawl Classics #1: Idylls of the Rat King has been scoured to take the edges off, so it is smoother, more palatable to a wider audience.

Rounding out Fifth Edition Fantasy #31: Idylls of the Rat King are three appendices. The first details the new monsters for the scenario. They include a Goblin Priest, Horned Giant Rat, Ogre Skeleton, and Wererat Goblin. The second details the village of Silverton. It is a one-page description of the village and its notable inhabitants. The third contains three handouts. If found during the adventure, the players and their characters will be able to learn about the secret history of the mine.

Physically, Fifth Edition Fantasy #31: Idylls of the Rat King is well presented and, in many ways, an improvement. The maps are a vast improvement with some actual detail, but they are small and not as easy to read as they could have been. It also needs editing in places.

Dungeon Crawl Classics #1: Idylls of the Rat Kingg has been republished before, most notably with its sequel, Dungeon Crawl Classics #27: Revenge of the Rat King, rewritten for use Advanced Dungeons & Dragons, First Edition, and released at Gen Con 2008. Surprisingly, the scenario was not republished on its twentieth anniversary in 2023, nor indeed updated for use with Dungeon Crawl Classics. This update, Fifth Edition Fantasy #31: Idylls of the Rat King is not unwelcome, but feels both slightly rushed and an odd choice in terms of roleplaying rules. That aside, Fifth Edition Fantasy #31: Idylls of the Rat King is a serviceable scenario now brought to a wider audience.

Sunday, 14 June 2026

Calm & Charm

Far out in the ocean lies a land of peace and tranquillity, where the people live in harmony with the spirits and the spirit world, and each other. Where magic is woven into the fabric of the land, where folk magic, academy wizardry, and witches covens are as acceptable as each other, whilst potions are often used to help with work and other tasks, and where certain technology of the ancient past remains and has been adopted and adapted to work in the present. They include cartridges, cassettes, and VHS tapes, and instaprint cameras. The cartridges, cassettes, and VHS tapes have been discovered to contain hidden messages—singing, music, and voices, and on the VHS tapes, images too, but spellcasters have turned them into spellbooks, played on portable cassette players. The pictures developed and shaken from the instaprint cameras show up magical auras in addition to their pictures. However, the most common technology left over from the first age is that of Vending Machines, and they can be found anywhere and everywhere. Enchanted by wizards and witches they are used as workshops and to sell magical trinkets, but are often prone to theft by skilled thieves, so often they have guardians, awakened cats being the most common. There is no one government on the island, the various communities agreeing to get along and nor is there true evil, though there is villainy and there is corruption. The island was recently beset by a great earthquake and tsunami, just three months ago, and there are rumours of zones of supernatural Corruption on the eastern side of the island where the tsunami struck. This is a quiet self-contained island, its inhabitants rarely wanting to see what lies beyond the horizon—and when those that do, they do not return, instead preferring lives of contemplation of the island around them and companionship with family and friends. The island is not perfect though, for there are perils and there are dangers, and when conflicts arise, the islanders seek to resolve them peacefully rather than combatively.

This is the setting for Obojima: Tales From The Tall Grass. Published by 1985 Games, best known for its dice and its Dungeon Craft range of map and terrain packs, following a successful Kickstarter campaign, it is a campaign setting for Dungeons & Dragons, Fifth Edition, but do not let that put you off. Obojima: Tales From The Tall Grass describes itself as ‘leisure fantasy’, intended to tell cozy, charming stories that are character rather than conflict driven. There is room still for conflict and heroism, but it is not necessarily the focus of the setting, or least not the whole focus. It is as much about exploration and interaction as conflict and heroism. Much of the charm of the setting is imparted by the illustrations which are a delight, done in the style of Studio Ghibli, also one of the inspirations for Obojima: Tales From The Tall Grass, along with the Zelda series of computer games and the rural Japan of the eighties.

The setting and background to the island of Obojima is richly detailed. This includes the primary differences between it and any other Dungeons & Dragons setting. These are that it consists of the Primary Realm and the Spirit Realm only, that it possible to travel between the two, though getting in is usually easier than getting out, and that bustling markets, floating shrines, ghost ships, and megalithic temples might be found there. As Obojimans have no ‘souls’, there are no ghosts, though a spirit in the Primary Realm might act like one and technically no demons or fiends, though a sinful spirit might act like one. Numerous organisations, such as the Academic Adventurers of the AHA, the Knights of the Postal Service of Courier Brigade, Sword Schools, Witches and Covens, and more, which the Player Characters can interact with and even join, are detailed, along with numerous locations, each with NPCs, wandering encounter tables, points of interest, adventure hooks, and rumours and legends. There are notes too on the tone and vibe for each one, such as ‘Festive, Jovial, Inviting, Magical’ for Matango Village, Mysterious, Ancient, Hopeful, Ominous’ for the Temple of Shoom, a partially submerged ziggurat, ‘Adventurous Spirit, Innovation All Around, Industriousness’ for Sky Kite Valley, and ‘Witchy, Academical, Focused, Mysterious, Closed Off’ for the Domain of the Fish Head Coven. The names of these locations are evocative on their own, but each is richly detailed with lots of flavour that as player you want to have your character visit and as a Game Master you want to take the characters there. Even a minor location, such as the ‘Wandering Line’, train tracks that assemble out of nowhere and a three-car train appears to take the Player Characters anywhere they want as long as the Conductor accepts their payment for the tickets, and then both tracks and train disappear as soon as they alight (or are kicked off), feels fantastical and adorable. That said, in comparison, the millennia long history of Obojima is distinctly underwritten, but then it almost does not matter. There is plenty of room in that history for the Game Master to add her own details, but not enough history that it might get in the way of storytelling.

In terms of Player Character options, Obojima: Tales From The Tall Grass provides four Ancestries, eleven Subclass Options, six new Backgrounds, twenty new Feats, and two new skills. The Ancestries are Humans, Dara, Elves, and Nakudama, but there are guidelines on how the other Dungeons & Dragons Ancestries might be brought into play. The Dara emerged from the forests of the island three centuries ago and are divided into two types. Blue Dara are tall, hairless, and have a single eye, and can create Knowledge Talismans that anyone can use to gain a one-off bonus to an ability check. Red Dara are short, have two eyes, and can create Might Talismans that grant a bonus to Saving Throws. All Dara can gain knowledge from the fingerprint-like glyphs left in the forests and can create a range of other talismans. Elves are born to human parents and are connected to the Spirit Realm as indicated by the Oaka Mark they each bear and the cantrip and extra spell that each Oaka Mark grants. Elves also have Ethereal Sight, enabling them to look into the Spirit Realm. The Nakudama are oldest people on Obojima, frog-like and amphibious with a grasping tongue, and highly social. The new Backgrounds include Apprentice of AHA, Apprentice Diver, Apprentice Witch, Courier Brigade Cadet, Mechanic, and Spirit Kin, and the new skills are Mechanic and Salvage. Feats include Boomerang Expert, Canden and Moon’s Master Cut, Tellu and Scale’s Master Cut, and Toraf and Bolder’s Master Cut for defeating a master at their respective sword schools, Potion Brewer for creating more potions and with finesse, and Nakudama’s Electric Bloodline or Nakudama’s Toxin Bloodline which awaken the abilities of the ancient Nakudama warring bloodlines.

Instead of whole new Classes, Obojima: Tales From The Tall Grass provides an extra Subclass for the Classes in Dungeons & Dragons, Fifth Edition. The features and abilities for some of these Subclasses come in play at First Level, mostly for the arcane spellcasters, but other at Third Level as standard and others later still. Only the Cleric does not receive a new Subclass, but the others consist of the Path of the Belly Brewer for the Barbarian, College of Masks for the Bard, Circle of the Petal for the Druid, The Spirit-Fused for the Fighter, the Sheep Dragon Shepherd for the Monk, the Oath of the River for the Paladin, the Corrupted Ranger for the Ranger, the Waxwork Rogue for the Rogue, the Oni Bloodline for the Sorcerer, The Lantern for the Warlock, and the Origami Mage for the Wizard.

Many of these Subclasses are a delight. For example, Circle of the Petal enables the Druid infuse the magic of the island into flower petals, summoning them to perform a dance, improving Armour Class, making lunge attacks with them, and even taking damage for allies, and later imbuing the petals with life to form beasts that serve the Druid, whilst The Spirit-Fused Fighter becomes the vessel for a spirit that has died and channel its essence to increase damage, into objects to various effect such as finding objects, bonding with a First Age vehicle like a bicycle or moped which is indestructible and can be summoned anywhere for a hour, and later cast the Jolt cantrip to power technology. The downside is that The Spirit-Fused Fighter only has access to a couple of these channelling options, when all of them are good. The Sheep Dragon Shepherd for Monk brings the skills and abilities herding sheep dragons, often regarded as the epitome of goodness and authenticity on the island, to bear in other situations. This includes summoning allies he can see closer to him, to blast enemies using the Sheep Dragon’s wind pistol, to deflect attacks against allies, and even walk in the air.

Perhaps the strangest is Corrupted Ranger, whose body has somehow become fouled by the strange magic. When struck, the Corrupted Ranger gains curse markers which are then released as necrotic damage when the Corrupted Ranger strikes an opponent, and his body sometimes seems to act or move of its volition (this allows the Corrupted Ranger to replace the result of a Strength or Dexterity check with a set value rather than a rolled value). In the long term, the Corrupted Ranger suffers an ailment like greying vision, failing lungs, or loss of feel. With the Oni Bloodline, the Sorcerer has an Oni trapped within him, desperate to get free. Oni traits—eyes, horns, skin, tongue, and hair—manifest the more Sorcery Points that the Sorcerer expends. The Oni traits grant abilities of their own, such as charismatic eyes and tongue that adds a fear component to any spell with a verbal component. However, with this Subclass it does feel as if there should be more of a downside to transforming into an Oni.

The magic and ordinariness of Obojima continue with the equipment. There are martial weapons such as a Secret Stone Sword, Sheperd Crook, and Vertebrae Sword—the tines of which can be twisted off for extra damage, but the simple melee weapons include fans, frying pans, iron tea kettles, and umbrellas! Magical items are delightfully mundane, such as a Burnright Brand Hair Dryer which can be used to cast Burning Hands, Cone of Cold, and Gust of Wind; a CRT TV & Chicken Timer that records a fuzzy video of events in its vicinity; Cube of Cubes, which is used to cast a particular spell when one of its sides is solved; a Gametoy which activates a different skill proficiency every time a new cartridge is inserted into it; and a Ruby Red Bike, that when ridden at the right speed creates a Wall of Fire spell!

Since the island is restricted to two planes—the Primary Realm and the Spirit Realm—Obojima: Tales From The Tall Grass omits spells that deal with other planes, such as Astral Projection, Plane Shift, and Teleport, as well as reality-altering spells like Wish and True Resurrection. It includes its own spells amongst the various lists for the spellcasting Classes. For example, Butterfly Storm creates a cloud of butterflies that obscures an area, but also clears fog and smoke; Festival King temporarily turns a target into a festival king complete with gaudy crown and cape who enamours anyone who comes too close to him; Origami Bird Swarm launches a flock of origami birds at a target inflicting slashing damage; and with Create Spirit Train Stop, the caster creates a temporary stop for the Wandering Line.

The biggest change to magic in Obojima: Tales From The Tall Grass is its emphasis upon potions. They come in three types and three rarities. Combat potions such as Rabbit’s Speed, Gargoyle Hooch, and Dragon Frog Transmutation grants bonuses and benefits in a fight. Utility potions like Detective’s Tonic, Pocket Stomach, Breakfast in a Bottle, and Umi’s Powerful Undertow provide advantages and benefits out of combat. Whimsical potions such as Melodious Bird Calls, Pocket Portal, and Chicken Chaser grant odd, even silly benefits. Potions are further divided by their rarity, which can be common, uncommon, or rare. Obojima: Tales From The Tall Grass gives sixty for each type of potion for each rarity, for a total of five-hundred-and-forty potions, all of them inventive, all of them interesting, and all of them illustrated. Yet, that is not all.

Obojima: Tales From The Tall Grass includes detailed rules for brewing potions too. Numerous ingredients are listed and illustrated, again common, uncommon, or rare, and again, delightful in their detail. For example, a Living Spud is an uncommon ingredient, a potato that pops up out of the ground and wanders off on a long meandering trek, revered wherever it goes, whilst Bubble Gum is rare, found stuck to floors, walls, under tables, and the bottom of shoes, typically in ruined buildings from the First Age. Unchewed Bubble Gum still in its wrapper is rarer still. Many of the common ingredients can be purchased, but others have to foraged for, and Obojima: Tales From The Tall Grass lists the ingredients by region too. Once found—and regional almanacs can help with that, they can be scanned with an Arcane Detection Kit to determine their suitability and added to the pot. Each ingredient has a rating for its Combat, Utility, and Whimsy rating. When a potion is brewed, three ingredients are used and the Combat, Utility, and Whimsy ratings for all three are added together. The highest of the three values determines the category of the potion and its actual type. What this means is that there is no one way in which to brew a particular potion. Mechanically, it comes down to the numbers, but thematically, it gives a lot of flexibility, and the Player Character wanting to focus on potions, through play, he can create his own recipe book. Further, potions only take ten minutes to brew, so the process does not slow play, and of course, finding the right potion and the right ingredients can an adventure in itself.

However, there is no skill check associated with potion brewing and so no chance that it can go wrong. Although anyone can brew potions, the Player Character options for brewing are slightly underwhelming. There is no Subclass option which specialises in brewing potion, so no potion master or alchemist. There is the Potion Brewer Feat, which primarily allows the potion brewer to choose from the two highest totals of Combat, Utility, and Whimsy ratings, and the Apprentice Witch background begins with some ingredients and with the Coven Witch Feat, the Player Character will know two potion recipes. Another option is the Path of the Belly Brewer Subclass for the Barbarian, which brews concoctions in his stomach. However, this is all internalised, so only he can use the results rather than they be bottle for use by the rest of the party and whilst the Barbarian can learn common potion recipes, he is limited in what can learn. This is a missed opportunity.

Character development is encouraged not to be just mechanical in Obojima: Tales From The Tall Grass. During character creation a player is encouraged to create some goals, weaknesses, desires, and so on for his character as well as think about what the character will be like at Tenth Level. The Game Master is encouraged to account for these in the campaign and as part of Obojima: Tales From The Tall Grass’ ‘Hero’s Journey Boon System’ reward the player for good roleplaying and for the character changing and evolving through play. Boons can also be lost if the character reverts from the change and not all of Boons are positive. For example, the Mercy Boon is earned when a Player Character has the power to deal out judgement, but learns the compassion and understanding to hold back. When the Player Character makes an attack that would reduce an opponent below zero Hit Points, he can forgo the damage and instead make a Charisma skill check with Advantage. Whereas the Selfishness Boon is gained when a Player Character’s actions have been to the detriment of those closest to him and means that when he takes damage, he can instead heal Hit Points for every ally he has close by, and they suffer necrotic damage in return! There are some great roleplaying opportunities here, but as the authors advise, not all of these boons are going sit well with every group and they should definitely discuss their inclusion at the start of a campaign.

Obojima: Tales From The Tall Grass has an extensive bestiary, and whilst it includes monsters in the traditional since, the emphasis is on friends and foes, on companion spirits and their goals, and on antagonists rather than enemies. Companions, typically spirits such as an animated pocket video game, flying goose spirit, animated bubbles, or a flaying radish, are NPCs, controlled by the Game Master. They give her another way to interact with the players and their characters, drive stories, and so on. The advice for creating and running antagonists is excellent, focusing not just on why an antagonist is acting the way he is, but also the ultimate outcome of the Player Characters’ interactions with him. The bestiary is really engaging and fantastically illustrated, from the Cat Of Prodigious Size, the Corrupted Muk that emerges from pools of Corruption, Dragons, and Dragon Frogs to Goro Goro (or Sake Demon), Mosslings, Sheep Dragons, Skeletal Fish, and Soda Slimes.

Lastly, Obojima: Tales From The Tall Grass includes three adventures. In ‘The Curious World Within’, the Player Characters help out a Postal Knight and are shrunk to the size of a mouse in order to find a letter in a witch’s house; ‘Below the Shallows’ sends the Player Characters to the ocean floor to explore a sunken town in search of a kite-plane hijacked and stolen by fish folk pirates; and after saving a Dara novelist and her dog companion from a dangerous howler attack (howlers are humanoid hyenas) in ‘Lost Within The Crawling Canopy’, the Player Characters are engulfed by the Crawling Canopy, a moving forest that roams the Gale Fields. What is odd is that none of the three adventures is for First Level Player Characters, which leaves Obojima: Tales From The Tall Grass without a clear starting point.

Obojima: Tales From The Tall Grass is a setting with secrets, and more importantly, a setting that will raise questions from the players. Most commonly, why is there eighties technology from Japan on the island? Penultimately, in a chapter for the Game Master’s eyes only, ‘Mysteries, History, and More’, the designers do address this and other mysteries. In some cases, there is no definitive answer, and in others, multiple possible answers are given, leaving it to in-world and in-game discussion to debate as much as decide on the answer. This may not satisfy every Game Master, but it keeps the setting mysterious and magical.

Physically, Obojima: Tales From The Tall Grass is presented in a very clean and accessible fashion. What stands out though, is the artwork, which is superb, depicting both the world and its tone, whilst making its inspirations clear. Pick this book up and you are transported to another world on the strength of the art alone.

Roleplaying games which take inspiration from Studio Ghibli are not new; Golden Sky Stories and Ryuutama being the most well known examples. However, no roleplaying game or setting has embraced or depicted that inspiration as strongly as
Obojima: Tales From The Tall Grass. Whilst Obojima: Tales From The Tall Grass is not perfect, it successfully and engagingly brings its world to life, first through its illustrations, and then through its description. Obojima: Tales From The Tall Grass presents a world that you would be happy to see on screen or in a manga or play on a screen, but lets you roleplay in it, explore it, experience its charm, and delve into its mysteries. Obojima: Tales From The Tall Grass becalms Dungeons & Dragons in a world of wonder and whimsy and it is utterly adorable.

Saturday, 13 June 2026

Quick-Start Saturday: ShadowSun Revised

Quick-starts are a means of trying out a roleplaying game before you buy. Each should provide a Game Master with sufficient background to introduce and explain the setting to her players, the rules to run the scenario included, and a set of ready-to-play, pre-generated characters that the players can pick up and understand almost as soon as they have sat down to play. The scenario itself should provide an introduction to the setting for the players as well as to the type of adventures that their characters will have and just an idea of some of the things their characters will be doing on said adventures. All of which should be packaged up in an easy-to-understand booklet whose contents, with a minimum of preparation upon the part of the Game Master, can be brought to the table and run for her gaming group in a single evening’s session—or perhaps two. And at the end of it, Game Master and players alike should ideally know whether they want to play the game again, perhaps purchasing another adventure or even the full rules for the roleplaying game.

Alternatively, if the Game Master already has the full rules for the roleplaying game the quick-start is for, then what it provides is a sample scenario that she still run as an introduction or even as part of her campaign for the roleplaying game. The ideal quick-start should entice and intrigue a playing group, but above all effectively introduce and teach the roleplaying game, as well as showcase both rules and setting.

—oOo—

What is it?
ShadowSun Revised – Quickstart is the quick-start for ShadowSun Revised, a dark, post-apocalyptic desert setting which uses ShadowDark as its rules. It is inspired by, and implements, the world of Athas, the setting for Dark Sun, the ‘Swords & Planet’ Conan-meets-John Carter-style campaign for Advanced Dungeons & Dragons, Second Edition, published in 1991. It is one of the few Dungeons & Dragons settings not to have been updated to Dungeons & Dragons, Fifth Edition despite it being a fan favourite. Further, the differences between Athas and traditional fantasy roleplaying, both mechanically and thematically, especially given its inclusion of psionics, has meant that there has been relatively little drive within the Old School Renaissance to recreate Athas or Dark Sun.

It consists of two separate books.

The ‘Player Quickstart for ShadowSun’ is a seventy-six page, 15.37 MB full black and white PDF. The ‘GM Quickstart for ShadowSun’ is a sixty-two page, 12.81 MB full black and white PDF.

How long will it take to play?
ShadowSun Revised – Quickstart
includes the scenario ‘Colossi’s Rest’. This will take a session or two to complete.

What else do you need to play?
The ShadowSun Revised – Quickstart needs a standard set of polyhedral dice and the ShadowDark rules.

Who do you play?
The ShadowSun Revised – Quickstart does not include any pre-generated Player Characters, but shows off eight Ancestries and eight Classes.
The eight Ancestries consist of Dwarf, Elf, Goliath, Hawkfolk, Human, Lizardfolk, Mantisfolk, and Mule. Of these, the Dwarf and Human Ancestries are what you would expect, whereas the Elf Ancestry differs from Dungeons & Dragons (or ShadowDark), and the rest are new. Elves are nomads, moving from one oasis to another, with limited views on property, so they are often mistrusted in the city-states and the worst of them become raiders and bandits. Goliaths are giant humanoids, but not actually Giants, created as a race by the Mage-Kings. They are fascinated by other cultures and adhere to personal aesthetics which influence their outlook. Hawkfolk have wings, and whilst they prefer to live in high places, cannot truly fly, only hover. Lizardfolk hunt the dusk sinks and Black silt seas for food and construct most of the ships sailing the Black. Mantisfolk are semi-nomadic insectoid humanoids who are absolutely loyal to their clutchmates. Mules are the infertile offspring of Humans and Dwarves, often born into slavery and thrown into the arena as pit fighters and gladiators.

The eight new Classes are the Enforcer, Explorer, Gladiator, Infiltrator, Mentalist, Shaman, Sorcerer, and Warrior. The Enforcer is trained to subdue and capture others rather than kill them, can cause others to freeze on the spot with a look, can place a subdued opponent in manacles, and has Advantage when questioning a captive for information. The Explorer is a scout with Advantage on navigation and tracking checks, knows how to deal with poison, and oddly, knows how to take advantage of others if he wants to betray them. The Gladiator is good at brawling and cheating at gambling. The Infiltrator can knock a target out with a blackjack, has an ear for conversation, and is skilled at Thievery. The Mentalist has a calming presence, has access to psionic powers, knows the silent language of Vedinal. The Shaman can affect undead, has an elemental affinity which protects him against that element and can temporarily create a handful of it, and specialises in nature spellcasting. The Sorcerer is an arcane spellcaster that when spellcasting check is failed, results in defilement and the loss of Hit Points to either the caster or an ally or a captive, which can kill them. The Sorcerer can easily understand languages and learn spells by studying tablets. Lastly, the Warrior is a skirmisher, spurred on in the first few rounds of combat, knows how to use the environment to his advantage with dirty tricks, and is skilled with throwing weapons.

Both the Ancestries and the Classes are clearly inspired by Dark Sun and fans of the classic setting will recognise those inspirations here. One issue clearly implied in the
ShadowSun Revised – Quickstart—and thus in ShadowSun Revised itself—is that of slaves and slavery. For example, the Mule is typically born into slavery, the encounter tables include slavers, and both the Enforcer and Gladiator Classes are connected to slavery within the setting. The Enforcer may be capturing them and the the Gladiator may well be a slave. Slavery is a facet of the pulp fantasy and ‘Swords & Planet’ genres that ShadowSun Revised draws from. As an emulation of those genres, it is not unreasonable to include it as part of the setting, but only if handled in a mature fashion. That said, not every player or group is going to want to accept that as part of their campaign.

How is a Player Character defined?
A Player Character in the ShadowSun Revised – Quickstart—and thus in ShadowSun Revised—is defined as a standard ShadowDark Player Character. However, there are three notable additions. The first two relate to the Ancestries. Each Ancestry has a means to regain Luck tokens and a Refusal. For example, if an Elf spends a week or more alone in the wilderness or a Mule spends a week performing hard labour, each will gain a Luck token. The Refusal reflects an outlook that the Ancestry does not have, such as the Mule’s rejection of metaphysics and any idea of an afterlife or an inability, like the Mantisfolk inability to swim in water, dust, or the Black due to a lack of buoyancy. The third is the fact that every Player Character has a Psionic power, called a Wild Talent, not just the Mentalist Class.

In addition, the traditional Alignment of Dungeons & Dragons is replaced by Apathy, Empathy, and Tyranny. As well as being an outlook, these also provide a possible means of gaining Luck tokens.

How do the mechanics work?
The ShadowSun Revised – Quickstart—and thus in ShadowSun Revised—uses the standard d20-based rules of ShadowDark.

How does combat work?
There are no specific combat mechanics in the ShadowSun Revised – Quickstart.

How does magic work?
Magic is formed from six Elements. These are Air, Earth, Fire, Water, Life, and Void. A spellcasting check is required to cast a spell. This can be rolled at Advantage or Disadvantage if an element is particularly strong in an area.

The arcane magic of the Sorcerer has potentially dangerous side effects. If a spellcasting check is failed, it will result in the loss of Hit Points in the caster, an ally, or a captive, and this loss can kill. A Critical Success allows one of a spell’s numerical effects to be doubled, whilst a Critical Failure means a magical mishap has happened. The caster loses the spell and a roll must be made on the Arcane Mishap table. At worst, this can result in a ‘Defilement Surge’, destroying all nearby plants and killing all nearby small creatures, and doing minor damage to all living creatures and inflicting heatstroke on them. If they are already suffering heatstroke, they die!

The nature magic of the Shaman has its own potentially dangerous side effects. However, being nature-based, they are not quite as dangerous.

How do Psionics work?
All Player Characters have a ‘Wild Talent’. This is a natural, but minor psionic ability. It does not include classic psionic abilities such as telepathy or teleportation or clairvoyance. Instead, a Player Character might be ‘Nimble’ and take half damage from falling and less damage from ranged attacks or have ‘Affinity’ with domesticated animals and all riding beasts are reliable. In a traditional roleplaying sense, these are more akin to advantages, but here they can still be interpreted as psionic abilities.

The Mentalist Class is the main user of Psionics, although some powerful NPCs and many creatures and monsters on Althea have them too. Where spells require a spellcasting check to cast them, psionic powers require Psionic Power check to activate a psionic power. The Critical Success and Critical Failure rules apply as normal and there is a Psionic Mishaps table for the latter. The psionic powers are organised into tiers just like the spells for the Sorcerer and the Shaman, but many of the higher tier psionic powers have prerequisites in terms of lower tier psionic powers. For example, Repel is a Tier 2 psionic power that can force opponents away from the user and potentially crush them against walls and other objects. The psionicist cannot learn it until he has mastered the Tier 1 power of Lift, which he uses to lift targets up off the ground and prevents them from moving or making melee attacks.

What do you play?
In addition to its scenario, ShadowSun Revised – Quickstart provides a lot of information about its world of Althea and the rules for ShadowSun Revised. From the start it makes clear that Althea is grim setting in a harsh world where everyone struggles for food, water, and shelter, and might is right. This is reflected in rations containing food and water being treated separately for purposes of survival, and a lack of water will lead to heatstroke, when every roll is made at Disadvantage, and Hit Point loss, which cannot be healed by magic. Extended deprivation like this will kill a Player Character.

The background to the setting explains how the once verdant world of Althea was transformed first by the Shadow Fall of its ancient moon of Sheera, from which the original inhabitants—the Wee Folk—of Althea stole its magic and transformed into many of the Ancestries known today. Second, by the ShadowSun which twisted the magic so that its use would defile the land and the sea, rendering them in deserts and silt. The ShadowSun also melted the metals causing them to flow into the depths, and now metal is rare, with arms and armour and other equipment constructed of wood, bone, and rock. This is reflected in the equipment list.

The travel rules account for the harsh nature of Athlea’s terrain and climate. Any distance travelled means that a Player Character will gain points of Exhaustion, the amount varying depending on the harshness of the terrain. Gain too many points of Exhaustion and a Player Character will suffer from deprivation, which again, is potentially lethal.

Most of what the Game Master and her players needs to run ShadowSun Revised is in the ‘Player Quickstart for ShadowSun’. The ‘GM Quickstart for ShadowSun’ covers terrain types, hazards, random encounters, dungeon types on Althea, and treasure as well as giving an extensive bestiary. It also includes the scenario, ‘Colossi’s Rest’. This is a dungeon adventure set in the body of a fallen golem that has been dug out by giant ants! The rumour tables will provide motivation and the Game Master might want to expand it little with some wilderness travel to show off the travel and survival rules, but the dungeon itself is very nicely detailed, a good mix of natural and the unnatural, both of which are a little weird.

Is there anything missing?
No. The
ShadowSun Revised – Quickstart has everything that a Game Master needs to run the included scenario. Probably more than she needs to run the included scenario.

Is it easy to prepare?
No. The
ShadowSun Revised – Quickstart contains a lot of information, and the players will need to create their own characters as well as the Game Master preparing the adventure.

Is it worth it?
Yes. The ShadowSun Revised – Quickstart contains a wealth of information about the setting of Althea and the ShadowSun Revised rules. Arguably too much information in comparison to a traditional quick-start, being
a lengthy and surprisingly detailed preview of what will be in the main rulebook rather than a quick-start. This does mean that preparing to run the scenario takes longer since the players actually need to create characters rather than choosing them, but it also means that it provides a very good feel for the world and shows you how its play will differ from that of traditional ShadowDark.

The ShadowSun Revised – Quickstart is published by Chubby Funster and is available to download here.

Friday, 5 June 2026

Rolling for Ravenloft

Dice. Dice are so integral to the roleplaying game hobby that everyone has their own set. Probably more than one set. Whether they are the very first set that the roleplayer had when he started playing, the set that he pulls out from the many in his dice bag or his All Rolled Up, or a set that is specific to the roleplaying game he is currently playing—either because the roleplaying game in question requires its own special dice set or the dice are aesthetically designed to match the game—dice are a fundamental part of a roleplayer’s kit. Some roleplayers have traditions about their dice. They pick a dice set for each game, they do not like other players touching or rolling their dice, they will punish dice that roll badly by placing them in a ‘dice gaol’, they dump a set entirely because of the bad rolls, and they collect dice. They will peruse dice sellers looking for the perfect set or the most pleasing set, but that is not the only way in which roleplayers collect dice sets. They buy dice in blind packs, each containing a complete dice set, but which the roleplayer has no idea what the set will look like. This is much like a traditional trading card game with its booster packs. The difference is that instead of opening booster packs in search of better cards to enhance and improve the game play of the trading card game, dice blind packs are opened in search of finding prettier, rarer dice sets and in the hope that all of the sets can be collected. This is how the Castle Ravenloft Treasure Dice Packs work.

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.

—oOo—

A video of opening Castle Ravenloft Treasure Dice Packs can be found here.

Friday, 29 May 2026

Drawing Dungeons

To date,
Loke BattleMats has become best known for its maps which it publishes as books. So far these have included the Big Book of Battle Mats: Rooms, Vaults, & Chambers, the Big Book of Cyberpunk Battle Mats, The Dungeon Books of Battle Mats, The Wilderness Books of Battle Mats, The Towns & Taverns Books of Battle Mats, and Castles, Crypts, & Caverns Books of Battle Mats. These are all big products, containing big maps, ready to play. Conversely, the Dungeon Designer’s Deck: 100 Cards to Level Up your Dungeon Game is quite small, but it can actually do quite a lot and is quite flexible. As its subtitle suggests, it is a deck of cards which can be used in multiple ways. This includes as a dungeon and adventure generator, a solo-adventure generator, and as a set of terrain accessories. The box does say that it is suitable for use with Player Characters of Levels One to Ten and it is compatible with Dungeons & Dragons, Fifth Edition. However, do not let the latter put you off. The Dungeon Designer’s Deck will work just as well with any retroclone.

As its subtitle suggests, Dungeon Designer’s Deck: 100 Cards to Level Up your Dungeon Game consists of one hundred cards. This includes sixty ‘Terrain Feature Cards’, ten ‘Quest Cards’, ten ‘Room Cards
, ten ‘Door Cards’, five ‘Enemy Generator Cards’, two ‘Random Loot Cards’, and three ‘How To Use Cards’. This includes sixty Terrain Feature Cards, ten Quest Cards, ten Room Cards, ten Door Cards, five Enemy Generator Cards, two Random Loot Cards, and three How to use Cards. In addition to this, there is a foldout map and a reference book. The map is double-sided and shows plain flagstones on one side and a simple room arrangement on the other. If the Game Master or player wants other room arrangements, the Terrain Feature Cards do work with other maps from the publisher.

The three ‘How To Use Cards’ are double-sided and in turn describe the card types, the core principles of using the Dungeon Designer’s Deck, how to use the ‘Random Dungeon Creation’, adjusting the deck based on party size and solo play, and explanations of the ‘Difficulty’ and ‘Damage’ keywords. For ‘Difficulty’ keywords, this sets the Difficulty Class values from First Level to Tenth Level, depending upon whether the task at hand is routine, difficult, very difficult, or near impossible. The ‘Damage’ keywords set the possible damage values in similar fashion depending upon whether it is minor, light, major, or lethal damage.

The ten ‘Quest Cards’ provide a mission, a backstory, clues and where to place them, the rooms the specific locations the missions requires and when to place them, where the finale takes place, any special rules, and rewards. They include a ‘Vault Heist’, ‘Tome Raiders’, ‘Rescue Mission’, ‘Loot and Run’, and more. Each of the ‘Room Cards’ details the ‘Encounter Cards’ to be drawn, extra ‘Clues’, and ‘Troops’ to be encountered, as well as a description of the ‘Finale Encounter’. They include a ‘Headquarters’, ‘The Kennels’, an ‘Evil Temple’, ‘Treasure Vault’, and even a ‘Sewage Plant’. The bulk of the cards in Dungeon Designer’s Deck consist of the sixty ‘Terrain Feature Cards’. Unlike the other cards, these are double-sided. One side depicts a feature of a room or furniture. For example, a ‘Stargazer Study’, ‘Sewer Pool’, ‘Reading Corner’, or ‘Skull Altar’. On the back a table of three or four random options, some flavour text, and a little extra detail. These  ‘Terrain Feature Cards’ will essentially be dressing the adventure. Lastly, each of the ten ‘Door Cards’ describes a door, such as a ‘Vault Door’ or a ‘Mossy Door’ with its stats and details on the back, whilst the five ‘Enemy Generator Cards’ have tables on them for randomly generating encounters.

The Reference Book replicates all of the content on the cards and can be used during play or during the designing of a quest or dungeon. The contents of the Dungeon Designer’s Deck can be used randomly. So ‘Encounter Cards’ can be drawn when a new room is entered and ‘Door Cards’ when a door is found, and this can be done randomly, whether the Dungeon Master is drawing it for her group of players and their adventurers or a player is drawing the cards for solo play. Unlike other solo and/or random dungeon generator tools, there is map making or drawing necessary, though there is nothing to stop the Dungeon Master or player from drawing a map. The Dungeon Master can use the cards to help her create a dungeon as part of her preparation. Alternatively, the ‘Quest Cards’ provide outlines of missions that can played solo and run for a group. These require some preparation and whilst the Dungeon Master might run the same ‘Quest Card’ more than once, there is still plenty in the box for the Dungeon Master to use, whilst a solo player might try again to see how well he can do this time.

Physically, Dungeon Designer’s Deck is a handy little boxed set. The writing is good and all of the art and cartography is excellent. The cards have a matte finish on the reference side and a gloss finish on the picture side. This does feel very slightly odd, but you get used to it.

The multi-purpose 
Dungeon Designer’s Deck: 100 Cards to Level Up your Dungeon Game has the potential to provide quite a bit of game play, whether from creating quests and dungeons for solo or group play and enhance that game play with attractive scenery that can be different each time it is drawn. The Dungeon Master will need to provide the connective tissue, that is, the narrative to the story generated and the corridors between locations, but that is her job.

—oOo—

Loke Battle Mats will be at UK Games Expo which takes place from Friday, 29th to Sunday 31st of May.

Saturday, 16 May 2026

Your Level Up Starter

A good starter set has to do a number of different things. It has to introduce and explain the roleplaying game it is a starter set for, whether that is the roleplaying game’s setting, mechanics, or both. It has to both tell and show what the players and their characters are expected to do in the setting and how they do it, first with the rules and then with a scenario. It has to provide everything that a group needs to play—rules, scenario, pre-generated Player Characters, and dice—and ideally more. Maps, handouts, tokens, and the like are all items that will help bring the world of the roleplaying game’s setting to life and give the players something to look at and interact with. Above all, a good starter should showcase the roleplaying game and entice both Game Master and her players to want to roleplay more with the rules and in that setting by picking up the core rulebook, and if the contents of the start set support continued play, whether that is providing an extra set of dice or maps for the setting, then all the better.

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The Level Up Starter Box for Level Up: Advanced 5th Edition has an uphill battle ahead of it, because in hobby in which Dungeons & Dragons, Fifth Edition predominates and in which Dungeons & Dragons is the only roleplaying game that matters to the world at large, it has to sell itself on the point that what it offers is more Dungeons & Dragons, Fifth Edition. Or rather, more than Dungeons & Dragons, Fifth Edition. Although designed to be compatible with Dungeons & Dragons, Fifth Edition, what Level Up: Advanced 5th Edition does is offer more choice, more flexibility, and more depth in combination with the same heroic fantasy roleplaying that you want from Dungeons & Dragons, Fifth Edition. And this it sets out to do without added complexity. Published by EN Publishing, the Level Up Starter Box is not actually a starter set in the traditional sense. What a starter set typically does is introduce a roleplaying game and its setting, providing Game Master and players alike with everything they need to play—the rules, dice, pre-generated Player Characters, one or more adventures, and support for both the adventure and rules in general. The Level Up Starter Box has most of that. What it lacks is dice. This is because it assumes that anyone opening its box and looking through the contents will have roleplayed before—specifically, Dungeons & Dragons, Fifth Edition. Having done so, they will have dice, they will know what roleplaying is, and they know how Dungeons & Dragons, Fifth Edition works and how it is played. In this way, the Level Up Starter Box is an introduction to Level Up: Advanced 5th Edition rather than roleplaying in general and Level Up: Advanced 5th Edition.

So what is in the Level Up Starter Box? Inside can be found a sixty-six page ‘Rules Manual’, three sixteen-page booklets which together make up the adventure, five pre-generated Player Characters, five double-sided poster maps, and ninety-one cardboard tokens for heroes, villains, and monsters. The ‘Rules Manual’ explains all of the rules changes and additions. This starts with telling the reader that the name for the Game Master in Level Up: Advanced 5th Edition is ‘Narrator’, and that the Barbarian, Monk, and Paladin are expanded into Berserker, Adept, and Herald respectively, whilst the Marshal is a new Class. Exhaustion is divided between ‘Fatigue’ and ‘Strife’, physical and spiritual in nature, respectively. Two skills are added, ‘Culture’, representing knowledge of customs, laws, and etiquette, whilst ‘Engineering’ is used for building and constructing. Skills can work with any Attribute as can Initiative, depending on the situation. A Player Character does not have a Species, but a Heritage and Culture, the first being what he inherited from his parents, whilst the latter his upbringing. A Player Character can have Expertise Dice, granted by a Player Character’s Class, the situation, and more. These are either a four-sided, six-sided, or eight-sided die and are rolled in conjunction with rolls of a twenty-sided die.

For the players, there is a guide to the advancements gain by their characters at Fifth Level. For the Narrator there are some nicely done Journey rules, which underpin the exploration pillar of Level Up: Advanced 5th Edition. They take into account travel pace, supply, fatigue, weather, and so on. There are tables for encounters ordinary and social, travel scenery, boons, and discoveries as rewards for overcoming objectives, but the really fun aspect is the list of activities that go beyond those you would normally except for journey rules. So alongside ‘Cook’, ‘Hunt and Gather’, ‘Scout’, and ‘Track’, there is also ‘Busk’, ‘Chronicle’, ‘Gossip’, and ‘Pray’, which is rather entertaining. There is also a guide to the magic items that appear in the adventure as well as a bestiary.

The five pre-generated Player Characters include a Halfling Sorcerer who grew up amongst the Hill Dwarves who specialises in planar magic; a Human Adept who grew up in a Dragoncult and is a brawler; a Dragonborn Ranger who was a Wilding and is now a holy champion; a Dwarven Rogue with a cosmopolitan background who specialises in traps; and a Planetouched Cleric also with a cosmopolitan background and who is an oracle. All five have their own Destinies from which they can take Inspiration, plus a Background, and each has particular guides for exploration and social actions. All five are presented on four-page pamphlets that easy to read and use. All five Player Characters are Fourth Level.

The rules cover several Conditions, including ‘Fatigue’ and ‘Strife’, which are tracked. Warriors can have combat manoeuvres. Disarm, Grab On, Grapple, Knockdown, Overrun, and Shove are basic combat manoeuvres, whilst the majority are divided into traditions, which are divided much like spell Levels, from First Degree to Fifth Degree. Four are included the Level Up Starter Box, including ‘Biting Zephyr’ for ranged attacks, ‘Mist and Shade’ for feints and distractions, ‘Rapid Current’ for speed and agility, and ‘Razor’s Edge’ for strikes and parries. Some combat manoeuvres require the defender to make a Saving Throw against, but all require the expenditure of Exertion Points. New actions in combat include ‘Press the Attack’, ‘Sprint’, and ‘Tumble’.

The adventure in in the Level Up Starter Box is set in the Albia, a highland region in Elissar, which is home to clans that feud and war for dominance. One of these was Clan Erin, which was disbanded centuries ago and many of its lesser clans picked over and absorbed over time by rival clans. Only Clans Carnoc, Kerdac, and Warlaw remain and they have now decided to come together to re-establish Clan Erin. Unfortunately, not all of the Clansmen are happy with the proposal and seek to prevent it from coming to pass. The Player Characters are hired as extra and neutral security for a moot where the terms of their re-uniting once again will be settled.

The adventure is divided into three booklets. The terms of the moot will be settled in the first part, ‘Clan Erin’s Moot’ by Akeem Favor’, but not without an attempt to stop it and the discovery that the legitimacy of the new clan leader cannot be confirmed without the Crown of Clan Erin. This has been lost for centuries, but there are clues as to where it might be. The Player Characters are asked to undertake this quest, detailed in the second part, ‘Valley of Misfortune’ by Mother of Goblins II. The quest will take them through a forest poisoned by souls and enables the Narrator to bring the Journey mechanics into play. Here the emphasis on combat and interaction of the first part switches to exploration and combat and one of the pleasing story elements about the situation in ‘Valley of Misfortune’—unconnected to , ‘Clan Erin’s Moot’—is that there are no real villains. In ‘Crypt Erin’, the third and final part of the scenario by Anthony Alipio III, the Player Characters locate and travel to the crypt where the Crown of Clan Erin might lie. Although the final scenes of this third part take place underground, this is not a dungeon in the classic roleplaying sense and although there is the possibility of combat, the resolution of the scenario lie in solving a puzzle and interaction rather than a fight. By the end of it, the Player Characters are likely to have discovered some clan secrets, resolved them, and enabled the peaceful re-founding of Clan Erin.

Altogether, the scenario provides a good mix of playstyles and activities, moving first from intrigue and interaction to exploration and combat and second the puzzle solving and interaction. The first and second parts will take the longest, likely two sessions each, whilst the final part can be played through in a single session. The scenario is supported by the three double-sided poster maps and the two sheets of counters which are perfectly scaled for use with the poster maps.

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.

The Level Up Starter Box succeeds on its remit of, “We hear you like playing Dungeons & Dragons, Fifth Edition. Here have some options to make your play more interesting.” The changes and additions are clearly presented and explained, and the scenario is a good mix of interaction, exploration, and combat. In fact, if the players have any experience in roleplaying, they could probably understand what is presented in the Level Up Starter Box without necessarily having played a lot of Dungeons & Dragons, Fifth Edition. The use of Fourth Level Player Characters showcases much more of what Player Characters in Level Up are capable of rather than First Level Player Characters. The Level Up Starter Box is a solid and easy playing introduction to Level Up for when the Game Master wants to become a Narrator and her players want to keep playing, but want both more of and more than what Dungeons & Dragons offers.

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EN Publishing will be at UK Games Expo which takes place from Friday, 29th to Sunday 31st of May.