
Before diving into this review, please be aware that it contains spoilers for “Cursed Scroll 1: Diablerie” in the Shadowdark RPG zine series. If you want to experience the twists, surprises, and dark secrets of this zine firsthand, stop reading now and consider sending your GM this way. You’ve been warned—venture ahead at your own risk!
The beauty of tabletop role-playing games (RPGs) is that they offer players a chance to step into different worlds, embody different characters, and embark on epic adventures. Among these, the Shadowdark RPG series has carved out a unique niche for itself by blending the nostalgic elements of old-school dungeon crawls with innovative mechanics that appeal to modern players. It’s a game that takes the best of both worlds and creates something that feels both timeless and fresh.
One of the most exciting aspects of Shadowdark RPG is its willingness to delve into the darker, more mysterious corners of fantasy. This is where the Cursed Scroll zine series comes into play, offering Game Masters (GMs) and players alike new tools, adventures, and challenges that push the boundaries of the Shadowdark universe. The first installment in this series, Cursed Scroll 1 – Diablerie, is a masterful exploration of themes like dark magic, corruption, and the ever-tempting allure of power. As soon as I got my hands on this zine, I knew I was in for something special—something that would not only enrich my Shadowdark campaigns but also provide countless hours of immersive, edge-of-your-seat gameplay for my players.
“Cursed Scroll 1 – Diablerie“ is more than just an expansion; it’s a deep dive into the dark heart of Shadowdark. It introduces new character classes that walk the fine line between heroism and villainy, spells that tempt fate with every casting, and a setting so steeped in dread and mystery that it practically begs you to explore its hidden depths. Whether you’re a GM looking for new material to challenge your players or a player eager to explore new avenues of power, “Diablerie” has something to offer.
But what exactly makes “Cursed Scroll 1 – Diablerie“ stand out? I’m so glad you asked! Let’s review this zine, from its thematic depth to its mechanical innovations, and discover why it deserves a spot in your Shadowdark collection. So, grab your torch, steel your nerves, and join me as we delve into the cursed world of “Diablerie.”
Expanding the World of Shadowdark
When I first cracked open “Cursed Scroll 1 – Diablerie,” I was struck by how seamlessly it expands the world of Shadowdark. It’s not just an add-on; it’s a fully realized extension of the game’s core themes and mechanics. The new content doesn’t feel tacked on or out of place—instead, it feels like it was always meant to be part of the Shadowdark universe. This is a testament to the careful thought and design that went into creating “Cursed Scroll 1 – Diablerie.” Hats off to Kelsey Dionne and The Arcane Library team!
One of the most exciting additions in “Diablerie” is the introduction of three new character classes: the Knight of St. Ydris, the Warlock, and the Witch. Each of these classes brings something unique to the table, both in terms of mechanics and role-playing potential.

The Knight of St. Ydris
Let’s start with the Knight of St. Ydris (p. 10). This class stands out because it offers a fascinating blend of holy and unholy elements. On the surface, the Knight of St. Ydris appears to be a noble warrior, sworn to protect the innocent and uphold the tenets of their order. But beneath that noble exterior lies a dark secret: the Knight has willingly entered into a pact with a demonic entity, granting them powers that are both formidable and terrifying.
Mechanically, the Knight of St. Ydris is a powerhouse in combat. They have access to abilities that allow them to channel demonic energy into their attacks, making them a force to be reckoned with on the battlefield. However, these abilities come at a cost. The more the Knight taps into their demonic powers, the closer they come to losing control and succumbing to the darkness within. This creates a fascinating tension in gameplay, as players must constantly weigh the benefits of using their powers against the risks of losing themselves to the demonic influence.
From a role-playing perspective, the Knight of St. Ydris is a dream come true for players who love exploring morally complex characters. The class offers rich opportunities for storytelling, as the Knight grapples with their dual nature and the consequences of their choices. Are they heroes who use dark powers for the greater good, or are they fallen knights who have betrayed their ideals for the sake of power? The answer is up to the player, and the journey to that answer is sure to be filled with drama and intrigue.

The Warlock
Next up is the Warlock (p. 12), a class that should be familiar to anyone who has played RPGs before. In “Cursed Scroll 1 – Diablerie,” Warlocks are individuals who have entered into a pact with an eldritch entity, granting them access to powerful magic in exchange for their servitude. The nature of this pact is left deliberately vague, allowing players to create their own backstory and determine the specifics of their character’s relationship with their patron.
Role-playing a Warlock is an exercise in navigating power dynamics. The relationship between the Warlock and their patron is central to the class, and it’s up to the player to decide how this relationship plays out. Is the Warlock a willing servant who revels in their newfound power, or are they a reluctant pawn, seeking a way to break free from their pact? The Warlock’s journey is one of constant negotiation, as they balance their desire for power with the demands of their patron.

The Witch
Finally, we have the Witch (p. 14), a class that delves into the world of ancient magic and forbidden knowledge. Witches are individuals who have tapped into primal forces, drawing power from the natural world and the spirits that inhabit it. This connection to nature and the supernatural makes the Witch a potent spellcaster, capable of wielding magic that is both awe-inspiring and terrifying.
From a role-playing perspective, the Witch is a character steeped in mystery and intrigue. Their connection to the natural world and the spirits that inhabit it gives them a unique perspective on the world, and their magic is as much about communion with these forces as it is about wielding power. Witches are often seen as outsiders, feared, and misunderstood by society, which creates opportunities for rich, character-driven storytelling.
Integrating Cursed Scroll 1 – Diablerie Classes into Existing Campaigns
One of the challenges that comes with introducing new classes in an RPG is ensuring that they fit seamlessly into the existing world and mechanics. Fortunately, “Cursed Scroll 1 – Diablerie“ does an excellent job of providing guidance on how to integrate these new classes into your Shadowdark campaigns.
The Knight of St. Ydris, Warlock, and Witch are all designed to complement the existing classes in Shadowdark, offering new options for players without overshadowing the core mechanics of the game. Whether you’re starting a new campaign or introducing these classes into an ongoing adventure, they provide fresh opportunities for storytelling and character development.
For GMs, the new classes also offer a chance to introduce new plotlines and conflicts into your campaigns. The Knight of St. Ydris, with their internal struggle between light and dark, can serve as a catalyst for morally complex story arcs. The Warlock’s relationship with their patron can drive the narrative, with the patron’s demands creating new challenges for the party. The Witch’s connection to ancient magic and primal forces can introduce new elements of mystery and danger, as the party navigates a world where the boundaries between the natural and supernatural are blurred.
In my opinion, the new classes introduced in “Cursed Scroll 1 – Diablerie” are a fantastic addition to Shadowdark RPG, offering players and GMs alike new tools to enhance their campaigns.
Thematic Analysis of Cursed Scroll 1 – Diablerie
One of the aspects of “Cursed Scroll 1 – Diablerie“ that I found particularly compelling is its thematic depth. At its core, “Diablerie” is a zine that explores dark magic, corruption, and the fine line between power and peril. These themes are woven throughout the content, from the new classes and spells to the setting and adventures, creating a cohesive and immersive experience that challenges players to confront the darker aspects of the Shadowdark world.
Dark Magic and Corruption in Cursed Scroll 1 – Diablerie
The theme of dark magic is central to “Cursed Scroll 1 – Diablerie,” and it’s explored in a way that feels both fresh and deeply unsettling. In Shadowdark, magic is a powerful and unpredictable force, but “Diablerie” takes this a step further by introducing magic that is not just dangerous but inherently corrupting. The new spells and abilities in “Diablerie” are potent, but they come with risks that can have lasting consequences for the characters who wield them.
For example, the Knight of St. Ydris channels demonic energy to enhance their combat abilities, but this power comes at the cost of their soul. The more they use their abilities, the closer they come to losing themselves to the darkness. This creates a compelling tension in gameplay, as players must constantly weigh the benefits of using their powers against the risks of corruption.
The Warlock and Witch classes also explore the theme of dark magic, but in different ways. The Warlock’s power is tied to their relationship with an eldritch patron, a being of immense power and inscrutable motives. This relationship is inherently unbalanced, with the Warlock at the mercy of their patron’s whims. The more the Warlock relies on their patron’s power, the more they risk becoming a pawn in their patron’s schemes.
The Witch, on the other hand, draws their power from the natural world and the spirits that inhabit it. While this connection gives them access to ancient and primal magic, it also makes them vulnerable to the whims of these forces. The Witch’s magic is not inherently evil, but it is wild and unpredictable, and it can easily spiral out of control if not handled with care.
These themes of dark magic and corruption are present in the game’s mechanics and narrative elements. The Gloaming, the new setting introduced in “Diablerie,” is a place where the boundaries between the natural and supernatural are blurred and where the forces of darkness hold sway. The encounters and challenges in The Gloaming are designed to test the characters’ resolve and force them to confront the consequences of their choices.
Moral Ambiguity and the Cost of Power in Cursed Scroll 1 – Diablerie
Another theme that “Diablerie” explores is moral ambiguity and the cost of power. The new classes and abilities in “Diablerie” offer characters immense power, but this power comes at a price. Whether it’s the Knight of St. Ydris struggling with their demonic influence, the Warlock navigating their relationship with their patron, or the Witch grappling with the wild forces of nature, the characters in “Diablerie” are constantly faced with difficult choices that challenge their moral compass.
This theme of moral ambiguity is reflected in the narrative elements of “Diablerie” as well. The Gloaming is a place where the lines between good and evil are blurred, and where characters must navigate a world where the right choice is not always clear. The adventures and encounters in “Diablerie” are designed to push characters to their limits, forcing them to make choices that have far-reaching consequences.
For example, in the adventure “The Hideous Halls of Mugdulblub,” the characters must navigate a ruined keep that has been corrupted by a primordial ooze. The inhabitants of the keep, once noble knights and servants, have been twisted into monstrous forms by the influence of Mugdulblub. As the characters explore the keep, they are faced with the choice of whether to try and save these corrupted souls or destroy them. This choice is not just a matter of morality but also of strategy, as the characters must weigh the risks and rewards of their actions.
The theme of moral ambiguity is also present in the relationships between characters and NPCs in “Diablerie.” The new classes introduce new dynamics and conflicts, as characters with dark powers and questionable motives interact with others in the world. The Knight of St. Ydris, for example, may find themselves at odds with other members of their order, who see their demonic powers as a betrayal of their ideals. The Warlock may struggle to maintain their independence in the face of their patron’s demands, while the Witch may find themselves isolated from society due to their connection to the supernatural.
Whether you’re a player looking to explore the darker aspects of the Shadowdark world or a GM looking to challenge your players with morally complex scenarios, “Diablerie” offers rich opportunities for engaging gameplay.

New Magic and Spells in Cursed Scroll 1 – Diablerie
Another aspect of “Diablerie” that I found particularly exciting is the introduction of new spells and magical abilities. As I said before, magic is a central element of Shadowdark RPG, and “Diablerie” takes this to new heights by introducing spells that are both powerful and perilous. The new spells in “Diablerie” are thematically rich, drawing from the zine’s focus on dark magic and corruption, and they add new layers of strategy and tension to gameplay.
Exploring the New Spells
The spells in “Diablerie” are designed to be both evocative and mechanically impactful. Each spell is infused with the themes of the zine, whether it’s the corrupting influence of dark magic, the wild and unpredictable forces of nature, or the eldritch powers granted by a Warlock’s patron. The result is a spell list that feels cohesive and thematically appropriate, while also offering players new tools to enhance their characters and overcome challenges.
The new spells also introduce new mechanics and challenges for players and GMs. The Diabolical Mishaps table (p. 22), for example, adds an element of risk to spellcasting, as any failed spellcasting check can result in a mishap with potentially disastrous consequences. This mechanic reinforces the theme of dark magic as a dangerous and unpredictable force, and it encourages players to think carefully before casting spells.
Role-Playing the Risks of Magic
In addition to the mechanical aspects of the new spells, “Diablerie” also encourages players to explore the narrative implications of their magic. The theme of dark magic and corruption is not just present in the spells themselves, but also in the way they affect the characters and the world around them.
For example, a Knight of St. Ydris who frequently uses their demonic powers might find themselves increasingly isolated from their companions, as their corruption becomes more apparent. A Warlock who relies heavily on their patron’s boons might attract the attention of other eldritch beings, who see the Warlock as a potential pawn in their own schemes. A Witch who communes with the spirits of nature might find themselves drawn deeper into the mysteries of the natural world, at the risk of losing their humanity.
These narrative elements add depth and complexity to the characters, and they provide rich opportunities for role-playing. The risks of magic are not just mechanical but also narrative, and players who embrace these risks can create compelling and memorable characters.
In my opinion, the new spells and magical abilities introduced in “Diablerie” are a fantastic addition to Shadowdark RPG, adding additional depth and excitement to your game.

The Gloaming: A New Setting
Yet another standout feature of “Diablerie” is the introduction of an established setting: The Gloaming. This dark and mysterious forest is a perfect backdrop for the themes of the zine, offering an atmospheric setting filled with potential for adventure. The Gloaming is more than just a location; it’s a character in its own right, with its own history, dangers, and secrets.
The History and Geography of The Gloaming
The Gloaming is described as a place where the boundaries between the natural and supernatural are blurred. It’s a forest shrouded in perpetual twilight, where the trees are twisted and gnarled, and the air is thick with mist. The Gloaming is an ancient place, filled with the remnants of long-forgotten civilizations and the lingering presence of dark magic.
The Gloaming is divided into different regions, each with its own unique geography and challenges. The Hex Key (p. 40) provides a detailed map of The Gloaming, complete with encounter tables and key locations that are ripe for exploration. The Hex Key is a valuable tool for GMs, allowing them to create a dynamic and unpredictable world for their players to explore.
One of the most exciting aspects of The Gloaming is the wealth of key locations that are scattered throughout the forest. These locations are not just backdrops for encounters, but are integral to the narrative and world-building of “Diablerie.”
These key locations are more than just set pieces; they are integral to the story of The Gloaming, and they offer rich opportunities for exploration, combat, and role-playing. Whether the characters are seeking ancient knowledge, powerful artifacts, or just trying to survive, The Gloaming is a place where every step could be their last.
Using The Gloaming in Your Campaign
For GMs, The Gloaming is a versatile and rich setting that can be used in a variety of ways in your Shadowdark campaign. Whether you are running a one-shot adventure or an ongoing campaign, The Gloaming offers a wealth of material that can be adapted to suit the needs of your game.
The main strength of The Gloaming is its flexibility. The Hex Key allows GMs to easily create a dynamic and unpredictable world where the characters constantly face new challenges and discoveries. The key locations and encounter tables provide a framework for adventure, but they also leave plenty of room for improvisation and creativity.
The Gloaming can be used as a standalone setting, where the characters must navigate the dangers of the forest as they seek out ancient knowledge or powerful artifacts. Alternatively, it can be integrated into a larger campaign, where The Gloaming serves as a mysterious and dangerous region that the characters must explore as part of a larger quest.
I think The Gloaming is a fantastic addition to Shadowdark RPG. It offers a rich and atmospheric setting filled with potential for adventure, sure to provide hours of immersive and thrilling gameplay.

Monsters and Adversaries in Cursed Scroll 1 – Diablerie
No dark fantasy setting is complete without a host of terrifying monsters and adversaries, and “Diablerie” delivers on this front in spades. The zine introduces a variety of new creatures that are not just obstacles for the characters to overcome but are integral to the dark narrative that “Diablerie” weaves.
For GMs, the monsters and adversaries introduced in “Diablerie” offer a wealth of inspiration for creating custom creatures that fit the themes of the zine. The Marrow Fiend and Ichor Ooze, for example, can be used as templates for creating new creatures that embody the themes of dark magic and corruption.
One of the strengths of “Diablerie” is its flexibility, and this extends to the creation of custom monsters. GMs are encouraged to take the concepts and mechanics introduced in the zine and adapt them to suit the needs of their campaign. Whether it’s creating a new type of Ooze that is immune to fire, or a variant of the Marrow Fiend that is bound to a specific location, the possibilities are endless.
I’ve found the monsters and adversaries introduced in “Diablerie” are a fantastic addition to Shadowdark RPG. They are not just obstacles for the characters to overcome but are integral to the narrative and themes of the zine, offering a wealth of material to enhance your game.

The Hideous Halls of Mugdulblub: A First-Level Adventure
One of the highlights of “Diablerie” is the inclusion of a first-level adventure titled “The Hideous Halls of Mugdulblub” (p. 49). This adventure is a perfect introduction to the themes and mechanics of “Diablerie,” offering a dark and thrilling experience that is sure to challenge even the most experienced players.

The Setting: Bittermold Keep
“The Hideous Halls of Mugdulblub” is set in the ruins of Bittermold Keep, a once-grand fortress that has been reduced to a crumbling ruin by the influence of the primordial ooze, Mugdulblub. The Keep is now home to the twisted descendants of the Bittermold family, who have been driven mad by the corruption that has seeped into the very walls of the Keep.
The setting of Bittermold Keep is atmospheric and filled with potential for exploration and discovery. The Keep is a maze of crumbling halls, collapsing towers, and flooded dungeons, where danger lurks around every corner. The environment itself is a challenge, as the characters must navigate treacherous terrain, avoid deadly traps, and contend with the ever-present threat of Mugdulblub’s influence.
But, as I continue to highlight, as with every other aspect of this zine, the setting of Bittermold Keep is not just a backdrop for the adventure, but is integral to the narrative and themes of “Diablerie.” The Keep is a place where the boundaries between the natural and supernatural are blurred, and where the characters must confront the consequences of dark magic and corruption.
The Factions of Bittermold Keep
One of the more interesting aspects of “The Hideous Halls of Mugdulblub” is the introduction of multiple factions within Bittermold Keep. These factions are not just enemies to be defeated, but are integral to the narrative and offer opportunities for role-playing and negotiation.
The primary factions within Bittermold Keep are the Bittermold Family and the Howlers. The Bittermold Family are the twisted descendants of the original inhabitants of the Keep, who have been driven mad by Mugdulblub’s influence. They are a tragic and dangerous group, torn between their loyalty to their family and their desire to escape the madness that has consumed them.
The Howlers, on the other hand, are a fanatical group of halflings who have taken up residence in the Keep. They worship Mugdulblub as a god and are dedicated to spreading its influence throughout the world. The Howlers are a dangerous and unpredictable group, driven by their fanatical devotion to Mugdulblub.
The presence of these factions creates opportunities for dynamic and complex encounters. The characters may choose to ally with one faction, negotiate with another, or attempt to play the factions against each other. These choices will have a significant impact on the outcome of the adventure and the fate of Bittermold Keep.
The Influence of Mugdulblub
At the heart of “The Hideous Halls of Mugdulblub” is the primordial ooze, Mugdulblub. Mugdulblub is not just a monster to be defeated, but is a pervasive and malevolent presence that influences every aspect of the adventure. The influence of Mugdulblub is felt throughout Bittermold Keep, from the crumbling walls to the twisted inhabitants who call the Keep home.
The presence of Mugdulblub creates a sense of tension and urgency in the adventure, as the characters must navigate a world that is constantly being warped and corrupted by its influence. The characters must contend with the physical dangers posed by Mugdulblub, as well as the psychological and moral challenges of confronting a being of such immense and malevolent power.
Mugdulblub is a fitting antagonist for “Diablerie,” embodying the themes of corruption and dark magic that are central to the zine. The characters’ encounter with Mugdulblub is not just a test of their combat abilities, but also of their resolve and morality. The choices they make in confronting Mugdulblub will have far-reaching consequences, both for themselves and for the world around them.
Bottom line… “The Hideous Halls of Mugdulblub” is a fantastic first-level adventure that captures the themes and mechanics of “Diablerie” in a compelling and immersive way. It is sure to provide hours of thrilling and memorable gameplay.
Game Master Guidance for Cursed Scroll 1 – Diablerie
Running a successful campaign using “Diablerie” requires some planning and an understanding of the themes and mechanics introduced in the zine. Fortunately, “Diablerie” provides comprehensive guidance for GMs, ensuring that they are well-equipped to create dynamic, immersive, and engaging experiences for their players.
Setting the Tone
One of the most important aspects of running a “Diablerie” campaign is setting the tone. “Diablerie” is dark and atmospheric, filled with themes of corruption, dark magic, and moral ambiguity. It’s important for GMs to establish this tone early on, creating an environment where the characters are constantly confronted with the consequences of their choices.
The setting of The Gloaming is a perfect backdrop for this tone, offering a world that is both mysterious and dangerous. The forest is filled with ancient ruins, twisted trees, and the lingering presence of dark magic, creating an atmosphere of tension and unease. GMs should use descriptive language and sensory details to bring this world to life, immersing the players in the dark and foreboding atmosphere of The Gloaming.
In addition to setting the tone through the descriptions, GMs should also create encounters and challenges that reflect the themes of “Diablerie.” Whether it’s a combat encounter with a twisted monster, a moral dilemma that forces the characters to confront their own values or a puzzle that requires them to navigate the complexities of dark magic, the encounters in a “Diablerie” campaign should reinforce the dark and atmospheric tone of the zine.
Creating Varied Encounters
To that end “Diablerie” offers a variety of encounters. From combat with dangerous monsters to social interactions with enigmatic NPCs, “Diablerie” provides a wealth of material for creating dynamic and varied encounters.
GMs should take advantage of this variety, creating encounters that challenge the players in different ways. Combat encounters should be designed to be challenging and dynamic, with monsters that have unique abilities and tactics. The presence of the Diabolical Mishaps table adds an element of unpredictability to these encounters, as both players and enemies risk unleashing unintended consequences with their magic.
In addition to combat encounters, GMs should also create opportunities for role-playing and negotiation. The factions within Bittermold Keep, for example, offer rich opportunities for complex and dynamic interactions, where the characters’ choices have real and meaningful consequences. These interactions can add depth and complexity to the narrative, creating opportunities for character development and storytelling.
Finally, environmental challenges should also be a key component of a “Diablerie” campaign. The setting of The Gloaming is filled with dangerous terrain, ancient traps, and the lingering presence of dark magic. GMs should create challenges that require the characters to use their skills and resourcefulness to navigate these dangers, adding an element of tension and urgency to the campaign.
Utilizing Available Tools and Resources
“Diablerie” provides a wealth of tools and resources for GMs, ensuring that they have everything they need to run a successful campaign. The Hex Key, encounter tables, and key locations in The Gloaming provide a framework for creating dynamic and unpredictable adventures, while the new classes, spells, and monsters offer new tools for creating engaging and challenging encounters.
GMs should take advantage of these resources, using them to create a campaign that is rich in detail and atmosphere. The Hex Key, for example, allows GMs to easily create a dynamic and unpredictable world, where the characters are constantly facing new challenges and discoveries. The encounter tables provide a framework for creating varied and dynamic encounters, while the key locations in The Gloaming offer rich opportunities for exploration and discovery.
In addition to the tools provided in “Diablerie,” GMs should also feel free to adapt and customize the material to suit the needs of their campaign. “Diablerie” is a flexible and versatile zine, and GMs are encouraged to take the concepts and mechanics introduced in the zine and make them their own.
By setting the tone, creating varied encounters, balancing challenges, and utilizing the available tools and resources, GMs can create a dynamic, immersive, and engaging experience that will challenge and thrill their players.
Quick side note— If you enjoy darker, more unsettling feel of Cursed Scroll, you should take a look at Kult: Divinity Lost (4th Edition) from Modiphius. This is psychological horror dialed all the way up—where reality itself is just a fragile illusion hiding nightmarish truths. Instead of kicking down doors and slaying monsters, you’re peeling back layers of dread, confronting secrets you might wish had stayed buried. It’s definitely not for the faint of heart, but if you want a game that leans into mature, horror with real teeth, Kult delivers. You can check out Kult: Divinity Lost here and see just how deep the rabbit hole goes.
So What is the Final Verdict on Cursed Scroll 1 – Diablerie
Cursed Scroll 1: Diablerie is a must-have for any Shadowdark RPG fan looking to delve deeper into the dark corners of the game’s world. With its new classes, spells, setting, and adventure, “Diablerie” offers a wealth of content that both enriches and expands the Shadowdark experience. Whether you’re a Game Master looking to challenge your players with new horrors or a player eager to explore the darker aspects of the game, “Diablerie” has something to offer. It’s a dark and thrilling addition to the Shadowdark RPG library, perfect for those who want to embrace the shadows and see what lies within.
In this review, we’ve explored the many aspects of “Diablerie,” from its thematic depth to its mechanical innovations. We’ve delved into the new character classes that walk the fine line between heroism and villainy, the spells that tempt fate with every casting, and the setting of The Gloaming, where danger and mystery lurk around every corner. We’ve also examined the monsters and adversaries that challenge the characters, as well as the adventure “The Hideous Halls of Mugdulblub,” which offers a dark and thrilling experience that is sure to challenge and engage your players.
Ultimately, I hope you’ll see that “Diablerie” adds depth, complexity, and excitement to Shadowdark RPG… I know I do!
And remember! Even if you haven’t tried Shadowdark RPG yet, you can lift your torch, draw your blade, and dive into the Shadowdark for FREE! The free Shadowdark RPG Quickstart Set is the perfect way to dip your toes into the game. It comes with two 68-page, digest-sized booklets that give you everything you need to start playing and running thrilling Shadowdark RPG adventures for 1st-3rd level characters. So why wait? Grab the Quickstart and jump into the adventure today!
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