advanced fantasy dungeons
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Rules Sketch: Proficiencies revised
If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here. I realise I haven’t listed or talked about proficiencies exactly. Let’s give it a go. Here is the ability check rule: When you attempt a task, consider whether it requires training, or whether anyone can do it. If Continue reading
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Rules Sketch: Turn undead
If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here. Second edition’s Turn Undead isn’t simple: Takes one turn Once per encounter per character Paladins are priests, but two levels lower You can attempt to do it at the same time, but not together Hands free and able Continue reading
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Rules Sketch: Training in downtime
If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here. I felt after developing out the classes, I needed to clarify the downtime activity Training. The text I wrote: You may train with a sage, master or expert, if you have a relationship with one. The downtime clock Continue reading
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Rules Sketch: Classes Part 2
If you’re walking in on the middle of this series, there’s an index here. So, I’ll start sketching out classes. I decided that for each class, a picklist consisting proficiency slots, ability, spells, HD size increase, and HD number increase. Take two at first level and pick a third, and then take one additional at Continue reading
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Rules Sketch: Heritage Part 2
If you’re walking in on the middle of this series, there’s an index here. To build our heritage, I need four lists: Heritable traits, heritable foibles, ethos and rituals. I’ll refer to the ethos section for a list of ethos. For your heritage, pick: Two minor heritable traits or one major heritable trait One heritable Continue reading
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Rules Sketch: Saving throws
If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here. I realised working on monsters, that I didn’t have a saving throw table for each class or for monsters (which are, in second edition, as warriors). The saving throw rule is: If you are attacked, make a saving Continue reading
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Rules Sketch: Further combat: Monsters and ranged attacks
If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here. I forgot a few details in combat again: Namely, how a GM runs a monster from a stat block, and how a ranged weapon hits an ally when attacking into melee rank. A stat block consists: Number appearing, Continue reading
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Rules Sketch: Factions with gravity
If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here. Factions are groups of people who share a similar goal and have collective power to shape the world around them. The community collectively considers them essential for making a world feel responsive and independent of the characters, but Continue reading
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Rules Sketch: Your session
If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here. Having separated out the advice for building a campaign and the advice for preparation. into their own sections, the advice for running a session is spread out throughout it the many books in sentences here and paragraphs there. Continue reading
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Rules Sketch: The basic procedure and revising procedures
If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here. Second edition does not describe play at all except through the examples of play. Those examples are good, in my opinion, and I’ve gleaned a lot of designers intent from them. But I like to be more clear Continue reading

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