Before diving into the adventures contained in the Adventurer Handbook with this review, I would like to thank the authors Claudio Mellace and Chiara Pasquino for sending us a physical copy.
The adventures are designed for the Kelios the Prophecy setting and rely on the BlackSUN System rulebook, which we have already covered. Therefore, we recommend reading the game system for the rules, character management, and tasks of the Weaver (the name of the game master in this game).
If after reading this review you would like to purchase this volume, you should know that you can find it on Backerkit’s pre-order page for 35 Swiss francs, about 37 euros. On the same page, you can also find the other products in the line including digital copies.


Adventurer Handbook Aesthetics Review
The volume is a text of about 350 pages, bound with a paperback cover and comes with a handy fabric bookmark. I will never tire of saying that this kind of attention is an added value, and it mixes the practical aspect with a touch of elegance and care.
The illustrations are interesting and, although not always perfectly homogeneous, convey the themes and atmospheres proposed. A large artistic team, including Alessandro Borio, Alessandro Petraccia, Kyko Duarte, Marianna Smargiassi and Francisco Gamboa, gives touches of colour and character to the stories in the volume.


The maps, edited by Moreno Paissan and Angela Gubert, are useful for managing the plots and places that the characters will explore.
Structure of the Work
Like many adventure manuals, the Adventurer Handbook is divided into chapters, each presenting a specific adventure. The plots are designed for 3-5 characters of increasingly higher level. The volume opens with a large introductory chapter presenting the project and the basics of roleplaying.


In this same chapter, we also find suggestions for the Weaver to approach the game and the running of the plots. The description of the is not insignificant, a structure that is repeated for all those presented and that helps the readers to find what they need. Also of great help are some graphic choices that identify, among others, the parts of text to read to the players. At the bottom of each adventure are listed the pre-generated characters with whom (if desired) to face it, the NPCs and the monsters.
Safety at the Gaming Table
I always appreciate it when authors take safety at the table into consideration. It is therefore excellent that this manual also has a section specifically dedicated to this topic, even if the responsibility for a peaceful game, in this case, is identified exclusively in the role of the Weaver.
For each proposed plot, the themes covered are indicated, so that each group can decide which one to play and with which safety tools.
Five Adventures to Be Played Standalone…
But let’s take a closer look at the playable plots contained in this volume. As usual, we will tell you something about the proposed stories, but we will avoid spoilers for not ruining the gaming experience. We point out that the last plot was inserted as a stretch goal of the crowdfunding campaign. It is based on an idea by Mauro Longo.
The Ghost Hunters: The wedding between two scions of two noble houses is upon us, but the death of a maid during the preparations throws the court staff into disarray. Some foul creatures that inhabit the Paradox, known as Ghosts, have crossed the border between the two worlds and are now roaming freely in the Von Dass manor. Only the Ghost Hunters guild can solve this mystery and allow the wedding preparations to be completed.


The Red Glove: The characters find themselves in the kingdom of Arvorig, a seemingly serene and peaceful land, but torn by political and economic divisions. They arrive there by sea, after an encounter with a mysterious stranger who offers them the chance to redeem themselves from the mistakes of their past. They must first deliver a message to a woman in a tavern…
Resonance; A fragment of a star streaks across the night skies of Orthug, painting them crimson and gold, before crashing into the city of Mistral. Many eyes have greedily scanned the sky. As dark forces converge on the panic-stricken city, will you be the one to unravel the mystery?
This latest adventure can be played as a multi-table game with two groups of players, presenting two factions fighting for the same goal.
… or as a Campaign
The Claw and the Fang: A simple task, to deliver a mysterious carved wooden box to Ologan’s Emporium, quickly turns into an intricate and dangerous adventure. The characters will find themselves facing the Great Frost, exploring the frozen lands, learning the mysteries and legends of the Norsk and challenging the majestic creatures that populate this land.


Banormaa the Buried City: In the bustling city of Ramàt, the characters are summoned by the Collector, an individual known for his passion for archaeology. The Collector is obsessed with one thing: the Heart of the Serpent, a legendary artefact lost in the arid wastes of Asmahara. Will the characters be able to find the artefact?
Each plot has, as I said, pre-generated characters designed to face it. However, nothing prevents you from creating your own and facing the entire volume in a single campaign. It will be up to the Weaver to find the coherence from one story to the next.
Review of the Added Materials in the Adventurer Handbook
Moreover we also find the maps of the places and all the handouts necessary for the Weaver to carry on the narration. I find it interesting that the same elements are indicated in the margins of the plot pages, a useful system for keeping track of what is needed and when.

I recommend preparing everything you need separately, before the session, from the maps to any messages for the players included in the plot. The choice to gradually indicate in the text, in the sidebars of the various pages, where and when the hancouts should be offered to the players is useful. In any case it must be actively supported by the physical material that can be used at the gaming table. For this reason, I suggest careful preparation by the Weaver.
Adventurer Handbook Review Conclusions
In conclusion, I can say that the Adventurer Handbook is a well-made manual, although not free from some typing errors.
The aesthetics are captivating and the layout management helps the reading and management of the proposed plots. There are many materials to support the gaming group, even if they require some work to prepare at the table. The plots are not always very original, but a good use of the NPCs and the fluent writing can guarantee several hours of fun.