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Dungeon Tales – Dark Fantasy Adventures | Review

Oct 5, 2025 | reviews

I’d like to thank Gabriele Guazzini and Magic Dice Manufacturing for providing us with a copy of Dungeon Tales – Dark Fantasy Adventures, so that we could write this review. This is an OSR tabletop RPG that dives deep into the purest form of dungeon crawling, blending influences from Dungeons & Dragons, Rolemaster, and even the beloved classic HeroQuest.

The rulebook — available on the official store for €20 in digital format — presents itself as a compact yet ambitious compendium. A manual for those who love dark dungeons, gritty survival, and dice rolls that really matter.

We first mentioned it briefly about a year ago in a short preview that hinted at its potential. Now, it’s time to step into the dungeon — and see what truly lies beneath.

One System, Five Experiences

One of the first things that struck me about Dungeon Tales – Dark Fantasy Adventures is that it doesn’t just hand you a rulebook and say “good luck.” No. It looks you straight in the eye and asks: “how do you feel like playing today?” And it actually means it—no need to juggle a bunch of house rules. There are five game modes:

  • Solo – Don’t have a group, or just not in the mood to organize anything? No problem. The game generates the dungeon, the events, and even your inner drama if needed.
  • Co-op – Two to four players against the game itself, using the same procedural tables from the solo mode. Think Gloomhaven with a full-on RPG twist—where you can curse the dice out loud without anyone giving you side-eye.
  • Classic – Got a GM friend who loves to tell stories, arbitrate, and (let’s be honest) make you suffer? Perfect. There’s a traditional version too, with a Tale Master running the whole show.
  • Survival – Here’s where you descend into the Abyss: an endless dungeon you need to find your way out of alive. Think Dark Souls at the table—only this time, you’re rolling the dice.
  • Competitive – Feel like going head-to-head with your friends in a fight to the bitter end? There’s that too. PvP scenarios inspired by Demon’s Souls, Darkest Dungeon, and the like. Forget the “collaborative play.”

Tying it all together are the Modular Rules—a clever touch that lets you decide exactly how much complexity you want on the table. Dungeon Tales – Dark Fantasy Adventures isn’t just a system, it’s a whole spectrum of possibilities. It doesn’t ask you to adapt to it—it adapts to you. And honestly, that alone deserves some applause.

Character Creation Review – Attributes in Dungeon Tales – Dark Fantasy Adventures

Attribute generation in Dungeon Tales – Dark Fantasy Adventures takes inspiration from the classic 3d6 method but adds a strategic twist.

Each Attribute—Vigor, Agility, Physique, Intellect, Reason, Influence—is rolled using three six-sided dice, with a catch.

The first die is locked in. Roll it and keep it, no questions asked. The second die can be swapped once between two Attributes of your choice, letting you optimize your character. The third die can be re-rolled once during the entire character creation process. If you re-roll, you take the new result, no matter what.

At the end, you add up the three dice for each Attribute and you’re done. It’s a seemingly simple mechanic, but with just enough extra control to make you feel actively involved in shaping your character—without turning it into a full-on min-maxing exercise.

Mixed Bloodlines and Ancient Heritage

In Dungeon Tales – Dark Fantasy Adventures, your Bloodline is far more than an aesthetic choice—it’s your character’s DNA.
You can choose from Humans, Elves, Dwarves, Gnomes, Halflings, and Half-Bloods, each with distinct strengths and limitations.

Humans are the all-rounders: free to pick any Archetype and flexible enough to adapt to any role. The other Bloodlines have partial access to Archetypes but gain Innate Abilities that make them instantly recognizable and thematically spot-on.

And then there are the Half-Bloods—hybrids born from mixed unions. “Dwelfs” (yes, it sounds awful, but you get the idea) would be the offspring of Dwarves and Elves, while “Half-Gnomes” would be the result of Humans and Gnomes, along with other more or less improbable combinations.

They don’t shine for raw power, but they bring a wealth of hybrid options that make them fascinating to play—especially if you love characters that break the mold.

Review of the Archetypes in Dungeon Tales – Dark Fantasy Adventures

In Dungeon Tales – Dark Fantasy Adventures, there are no pre-packaged heroes. There are survivors, adventurers, zealots, and dreamers who choose to challenge the darkness with whatever they do best. Archetypes are the beating heart of a character’s identity, shaping not only their in-game abilities but also their approach to danger.

There are eight ways to face the Abyss. You can wield the sword like a Mercenary, hardened by years of battle; or favor the shadows like a Rogue, lethal in ambushes and skilled with light, precise weapons. But you might also bend reality with the spells of a Sorcerer, or channel the will of forgotten gods as a Cultist. You could turn words into both weapon and shield as a Bard, or forge pacts with the spirits of nature as a Shaman. Finally, you can defend the weak under your personal code as a Knight-Errant, or live purely by instinct as an Adventurer, able to get by in any situation.

Each Archetype has its own style, its unique abilities, and its way of leaving a mark on the world — or dying in the attempt.

Sharp Blades, Heavy Armor, and Backpacks That Weigh a Ton

In Dungeon Tales – Dark Fantasy Adventures, equipment isn’t just about aesthetics or optimization — it’s a central part of gameplay, impacting combat, survival, and overall character management.

Encumbrance matters — and it hurts. Every item takes up one slot, and your character has a strict carrying limit. Go over it, and you’ll suffer penalties, become an easier target, and move like a walking chest of drawers. There are no “bottomless backpacks” here — every torch has weight.

Weapons aren’t just numbers. Each type has an Offensive Bonus (OB) and a Damage Die (DD), rolled when you hit successfully. In Solo Mode, the DD can be skipped to balance encounters, but in Cooperative and Classic modes, you always roll it.

And pay attention: weapon type matters. Blunt, piercing, or slashing — each category has its own perks, especially against certain enemies. A timeless example: skeletons hate maces and hammers, but laugh off arrows and bolts.

Weapon size — and the wielder’s — also plays a role. Light weapons allow for better agility, while heavy ones deal crushing blows but sacrifice control.

Armor and protective gear grant a Defensive Bonus (DB) and Armor Dice (AD). When you take a heavy hit, you can sacrifice an AD to completely negate the damage. But beware: that die becomes “broken” and must be repaired through a check that could result in it being lost forever.

Once all your AD are broken, your armor is destroyed — and its weight stays on you until you remove it (spending Action Points). Some armors also absorb damage based on their material. But remember: more protection = more weight = more noise = less stealth. Choose wisely.

Play Solo — But Never Truly Alone

One of the smartest — and most inclusive — aspects of Dungeon Tales – Dark Fantasy Adventures is that if you don’t have a group of friends ready to dive into the depths of a dungeon, you can still go in alone. But don’t think that means you’ll face everything as a hermit.

The Follower system lets you form a real adventuring party alongside your Player Character. These NPCs can heal you, fight for you, support you — or even die in your place. They’re not just background extras, but companions with clear tactical roles.

Combat itself goes beyond the classic “attack or defend” routine: you can Charge, Go on Guard, Make Strategic Retreats, or Use Items mid-round. There’s a tactical component that, while remaining streamlined, adds depth and control.

And if you’d rather cast than slash, Dungeon Tales – Dark Fantasy Adventures has you covered. The magic system is based on a pool of Power Points that you spend to cast spells or prayers. Each magical style has its own effects and progression, with spells organized by Power Level, unlocking as your character grows more experienced.

In short: Dungeon Tales – Dark Fantasy Adventures is a game for those who want control, flexibility, and the option to play without a fixed group. And honestly, that’s no small thing.

A Dungeon That (Almost) Builds Itself

If you’re wondering “okay, but who’s going to build the dungeon if I’m playing solo?”, the answer is simple: Dungeon Tales – Dark Fantasy Adventures. Thanks to a mountain of random tables, you can generate rooms, corridors, corners, traps, encounters, and even narrative hooks explaining why your character is there — armed to the teeth — in the middle of the darkness.

Every element has its own table: room size, shape, layout, unexpected events, even the dungeon’s name. Everything is designed to create a dynamic, coherent adventure without needing a GM to guide the game.

And it doesn’t stop there: Dungeon Tales – Dark Fantasy Adventures also lets you generate settlements — cities, villages, fortresses — with just as many dedicated tables. You can define the form of government, the guilds present, the main buildings, shops, and culture, all with just a few dice rolls. It’s bite-sized worldbuilding, ready to play.

But the real gem — the mechanic that makes solo play truly shine — is the Oracle. It’s a response generator in the style of “yes”, “no”, “maybe, but…” guided by tables. When there’s no Tale Master to answer your questions, it steps in. The Oracle doesn’t just tell you what happens. It guides you, surprises you, and — most importantly — lets you discover a story you didn’t know you wanted to tell. It’s like having a silent GM at the table, ready to throw you curveballs in all the right ways.

Review of the Visual Design in Dungeon Tales – Dark Fantasy Adventures

Dungeon Tales – Dark Fantasy Adventures works on two very distinct visual registers.

On one side, there are the diorama photos used to mark the beginning of the main sections. Three-dimensional scenes with miniatures posed in place, intended — in theory — to hint at what you’re about to face and to give a sense of physicality to the experience. The truth? They’re a bit soulless. While the concept is intriguing, the final result doesn’t quite land. The photos feel static, cold — more like a catalog than a source of inspiration.

And yet, Dungeon Tales – Dark Fantasy Adventures redeems itself — spectacularly — with its black-and-white interior illustrations. The linework is rough in all the right ways, carrying that old-school charm that nods to the classics of tabletop fantasy. Some pieces are by Larry Elmore, who is gratefully acknowledged in the credits. But most are the work of other skilled and varied artists — including the game’s own author, Gabriele Guazzini. Whatever the origin, the goal is always clear: to evoke a moment, a danger, an idea. You won’t find glossy concept art or hyper-polished character designs here. What you will find are images that tell a story, that know their place, and that — like everything in this game — aren’t trying to dazzle you, but to immerse you. It’s a stylistic choice that fits perfectly with the spirit of the game: gritty, dark, low fantasy, and above all, honest.

Character Sheets, Bestiaries, and Other Dungeon Treasures

Dungeon Tales – Dark Fantasy Adventures doesn’t come alone. Supporting the core rules are a number of supplements that expand the experience and make it even more complete—especially for those who love building and facing tailor-made challenges.

The Bestiary is a true goldmine: not just detailed and illustrated stat blocks of creatures and monsters, but also suggestions on how to integrate them into the dungeon in a way that feels both coherent and just dangerous enough. Every opponent comes with traits, abilities, and flavor carefully tuned to match the game’s dark fantasy atmosphere.

The character sheet, unfortunately, isn’t a fillable PDF—which is a bit of a shame—but it’s well structured, clear, and screams “old school!” with every pixel. It may not be the most convenient option for digital-only players, but on paper, it really shines.

One of the latest additions is a dedicated setting, exclusive to Dungeon Tales. A true pearl for those who don’t have the time, or inclination, to build a world from scratch. Someone who is now legendary has done just that: he started in a dark and mysterious dungeon, traveled through the city above it, and ended up creating a narrative universe. But we’re not all him…

And finally, a gem for solo players: the Player’s Screen. Yes, you read that right—not the Tale Master’s, but the player’s. Designed for GM-less sessions, it compiles tables, quick references, and tools for generating dungeons and managing events on your own. In short, it’s the silent companion of the lone adventurer. And it works.

Conclusion of the Dungeon Tales – Dark Fantasy Adventures Review

To wrap up this review, Dungeon Tales – Dark Fantasy Adventures is a project that isn’t afraid to get its hands dirty. It doesn’t hold your hand like more modern games; instead, it asks you to take a step back—toward a style of play that’s rougher, crunchier, more table-driven, but no less evocative for it.

Not everything is perfect. The aesthetic sometimes stumbles, especially in the diorama photographs, and a few mechanics require an extra effort to digest. But once you get into the flow, you realize this game has a strong, personal identity and a decidedly old-school soul. It’s built for those who want to roll dice and, pencil in hand, face dark rooms with little gear and many unknowns.

In groups, solo, or survival mode, Dungeon Tales – Dark Fantasy Adventures gives you the tools to tell stories of blood, dust, and difficult choices. And it does so with a modular approach that lets you shape the rules around your table (or your small desk, alone, with the cat staring disapprovingly).

It’s not a game for everyone—and it doesn’t want to be. But if you feel nostalgic for those sessions where every step could hide a trap, or if you’re looking for a system that can bend without breaking, Dungeon Tales – Dark Fantasy Adventures might just be the crumpled map you’ve been searching for.

If you enjoyed this review of Dungeon Tales – Dark Fantasy Adventures, keep following us to discover more roleplaying manuals with new and alternative systems!
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AUTORE

Andrea Bocca
Born in ’75, a welder by day (he loves working with fire and metal like the Dwarven Folk), and a tabletop RPG and miniatures enthusiast by night (he paints them with the patience of a centuries-old dwarf). Raised on a diet of Tolkien, Howard, and gritty '90s fantasy settings — the kind that know exactly where they’re going — he now enjoys discovering and sharing the work of those who keep dreaming up new worlds. And if it’s got great artwork and a solid story... chances are he’ll write about it.

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