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Showing posts with label B2 Series. Show all posts
Showing posts with label B2 Series. Show all posts

Sunday, 4 May 2025

[Fanzine Focus XXXVIII] Beyond the Borderlands Issue #3

On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another DM and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & Dragons, RuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry.

The Beyond the Borderlands trilogy of fanzines is different. Beginning with Beyond the Borderlands Issue #1, this is a systems neutral regional hexcrawl inspired by B2 Keep on the Borderlands, most recently implemented by Goodman Games’ Original Adventures Reincarnated #1: Into the Borderlands. The setting for the Beyond the Borderlands, like B2 Keep on the Borderlands before it, is the edge—or just beyond it—of the civilised lands, the frontier outside of which lies untrammeled wilderness, barbaric tribes, and Chaos run rampant. Here a solid fortress has been established as the last outpost of civilisation, to provide a degree of protection to travellers making the journey beyond and against the possibility of an incursion from the ghastly Goblins, horrible Hobgoblins, obnoxious Orcs, grim Gnolls, and more, which lurk just out of sight, ready to strike…

Published by Swordfish Islands LLC (but also available in PDF from the author), best known for publishing Swordfish Islands: Hexcrawl Adventures on Hot Springs Island, the first part of a trilogy detailed the last bastion of a civilisation on the frontier, Stronglaw Keep, and the surrounding Wicked Palovalley. What was particularly noticeable about Beyond the Borderlands Issue #1 was that all of its maps were presented in isometric format, which when combined with their bright, vibrant colours, make them leap off the page. This feature is continued in Beyond the Borderlands Issue #2, which when combined with spare nature of the text makes the descriptions and details given nicely accessible and easy to run from the page. However, Beyond the Borderlands Issue #3 differs from this bar the vibrancy and colour.

In contrast to B2 Keep on the Borderlands, what Beyond the Borderlands Issue #2 did not do was take the Dungeon Master and her players into that den of evil which so threatens the Keep, the Caves of Chaos! Instead, it detailed a similar, but much smaller area, The Bloody Ravine, a sharp valley whose walls are pockmarked by cave entrances, beyond which many different tribes of Humanoids find their home. Notably, it detailed only six caves rather than the ten of the original short. What then of the remaining four? They are not detailed in either Beyond the Borderlands Issue #2 or Beyond the Borderlands Issue #3—and nor do they need to be, since The Bloody Ravine is complete as written. Which begs the question, does the Beyond the Borderlands trilogy really need a third issue and if it does, what does it add to the reinterpretation of the classic setting Basic Dungeons & Dragons?

Beyond the Borderlands Issue #3 brings the trilogy to a close with not another set of mini-dungeons as per the series’ inspiration, but what is the equivalent of a mega-dungeon for the trilogy. This is the Shifting Maze, a six-level dungeon that is a small part of the Chaosphere, a dimension of unreality that strikes fear into most who hear about it. It is presented in cross-section rather than the isometric style seen in previous issues. Each level has four entrances and eighteen rooms which are not only generated randomly at the start, but since this is the Shifting Maze, is generated randomly again whenever the Player Characters leave the dungeon and come back in again. The method of creating this by drawing cards from an ordinary deck of playing cards, turning the play of Beyond the Borderlands Issue #3 from a dungeon crawl into a ‘cardcrawl’. The suits of the card determine the room type—Spades for monster rooms, Clubs for trap rooms, Diamonds for empty rooms, and Hearts for safe rooms. The two cards from each of the four suits are used to mark the entrances, whilst eighteen cards are drawn for each level and arranged on the table however the Game Master wants. A token is used to mark where the Player Characters are in the level and as they proceed through the level, cards are turned over and resolved. If there is an encounter, it has to be resolved before the Player Characters can move onto the next one. When the Player Characters leave the dungeon or proceed down to a lower level, the cards on the table are collected, the deck is shuffled again, and new cards drawn.

The six levels consist of the Fetid Tunnels, home to giant rats, jackalopes, and Kobolds, as well as a young Wyrm hiding from poachers; the Crumbling Mines where the Firebug Queen holds court; Mushroom Lake where hostile frogmen make sacrifice to an ancient Kraken; an Elven Mausoleum still protected by undead vassals; the Sibilant City, an ancient Elven city overgrown by plants and taken over by snakes; and the Duke’s Domain, ruled by the Lords of Chaos. Each level has a two-page spread of its own. This includes three tables. One for the passages, one for random encounters, and one for specific locations. Plus, there are game stats as necessary.

The nearest there is to a fully detailed NPC in Beyond the Borderlands Issue #3 is Mr. Beatley Coins. He wanders the dungeon with things to sell and coins with which to buy. This includes rumours as well as standard goods. His inventory includes all manner of creature body parts that when consumed, provide a particular bonus. For example, the Spider Gland can be consumed to gain the ability to climb smooth walls and shoot webs for several hours, whilst a Frogman Intestine improves the consumer’s Wisdom and makes them immune to poison, but break wind loudly every hour! This is all part of a pleasing and very decently illustrated section of magical items. In some ways, this is the best part of Beyond the Borderlands Issue #3.

Physically, Beyond the Borderlands Issue #3 is well presented. it needs a slight edit in places, but the artwork is excellent. There are no maps, so the isometric cartography of the first two issues is not repeated here. Which is a shame.

The Beyond the Borderlands series is intended to be a trilogy, inspired by B2 Keep on the Borderlands and presenting a simple, stripped back means of revisiting the classic scenario for Basic Dungeons & Dragons. In exploring the frontier fortress of Stronglaw Keep and the surrounding Wicked Palovalley, this is exactly what Beyond the Borderlands Issue #1 and Beyond the Borderlands Issue #2 do. Beyond the Borderlands Issue #3 takes the trilogy beyond the Wicked Palovalley and away from Stronglaw Keep and in the process away from B2 Keep on the Borderlands. Effectively, the inspiration for the trilogy ended with Beyond the Borderlands Issue #2 and Beyond the Borderlands Issue #3 has nothing to do with B2 Keep on the Borderlands. Although it is not a bad dungeon, Beyond the Borderlands Issue #3 is a part of the Beyond the Borderlands trilogy in name only.

Friday, 4 April 2025

The Other OSR: Kavlov’s Sanctuary

It is over a thousand years since the great wizard, Kavlov, drew upon his magics to bind and imprison Balthazar, a three-eyed demon of Uzran, in the Halls of Dread below the Dreaded Hills. It is said that he sacrificed himself to ensure that the demon would never again walk the mortal realm and spread his influence, for he was not seen again. This is not the case, for Kavlov not only drew upon his mighty magics to bind the demon in place, but he also bound himself to ensure that they did not fail. Yet failing they are and as the wizard’s power fades, so do the bindings that hold the demon in place. As they weaken, so the influence of Balthazar has spread once again, and many a diverse a group of men and monsters have found their way to the Dreaded Hills and there settled within the network of caves that thread out down the hill under which the demon’s bindings lie. Dread creatures and monstrous men are abroad in the forests and hills nearby, threatening both those unwise to be travelling through the region and the nearby village of Sanctuary, the latter noted as haven for the bereaved, its guilds and temples dedicated to ensuring that the deceased are accorded a proper burial. As darkness begins to spread and seep into the hearts of men, what will the Player Characters do? Strike a blow for the safety of all concerned and prevent those that still worship the demon from freeing him of his shackles or do they side with the demon and work to free him and so unleash his dark desires upon the world once again?

This is the set-up for K-1 Kavlov’s Sanctuary, a scenario and sandcrawl for use with Mörk Borg, the Swedish pre-apocalypse Old School Renaissance style roleplaying game designed by Ockult Örtmästare Games and Stockholm Kartell and published by Free League Publishing. Published by The Dungeon’s Key following a successful Kickstarter campaign, K-1 Kavlov’s Sanctuary may well be written for use with Mörk Borg (there is also a version written for use with Necrotic Gnome’s Old School Essentials, the retroclone based on the 1980-81 version of Basic Dungeons & Dragons), but what it is inspired by, is a classic module for Basic Dungeons & Dragons. This is B2, Keep on the Borderlands, which presented a frontier base of operations—the keep of the title—from which the Player Characters could operate and the Caves of Chaos, the series of caves and caverns in which all manner of humanoid tribes could be found in service to the forces of evil. The inspiration then, provides for a base of operations, in this case, the settlement of Sanctuary, a wilderness area packed with danger, and a big threat, in this case, the caves under the Dreaded Hills, a set of thirteen mini-dungeons. K-1 Kavlov’s Sanctuary, though, manages to provide not just more than this, but ultimately and effectively less than this.

The book begins with seven Classes for Mörk Borg. These are the Flesh Weaver, which uses a bone needle and bloody sinew to alter the flesh of himself and others; the Blood Baron, who must drink the blood of others to retain his virility; the Degenerate Cannibal, whose own body is nutritious and restores Hit Points, but must eat the raw meat of other humanoids to sustain himself; the Mycotic Fiend, which grows on the body of its host and never needs to eat or drink; the Skinned Bastard, a former child abductee who can invade the dreams of others and whose toughened scar-tissue skin is resilient to damage from magical and physical sources; the Disgraced Court Alchemist, whose surprisingly continued royal patronage gives him advantage in gaining reagents and who is accompanied by a foul smelling, but loyal aide; and a Roach God Emissary, an undying servant to the deity who is sent spells each day by his god, each one scrawled on the wings of its cockroach servants. Bar the Disgraced Court Alchemist, there is a grotesque, even gruesome, quality to all of these Classes, all befitting Mörk Borg. Further, they lend themselves to a play style in which the Player Characters are freaks and monsters and do want Balthazar to be freed.

The given base of operations for the Player Characters is the village of Sanctuary, dominated by its guilds dedicated to mortuary services. They include the Grave Diggers’ Guild, Coffin Makers’ Guild, Embalmers’ Guild, and the Undertakers’ Guild. There is also the chapel, under which the devil (?) Balthazar is bound. The stones of the chapel weep the blood of the demon/devil, which is collected in a cistern underneath the chapel's basement and used in rituals or added to meals for the dying. The head of the chapel, the Master of Rituals leads the town, whilst his deputy, the Deacon, has been corrupted by Balthazar and is leading his acolytes in freeing the demon. The village also has tenement blocks, a general store, a traders, a bake shop, a textiles shop, and a merchant bank, and almost none of it is presented in a way that makes it come to life or engage the interest. What is potentially of interest is one NPC who is a werewolf, one who heads the chapel and the village, and one who is his deputy who is working against him. None of them are named and none of them are given suggestions as to what they might do over the course of the scenario or in response to the Player Characters’ actions. Further and putting aside the fact that the facilities feel more suited to an urban area than a rustic one, all of these facilities in the village are only protected by guards at a watchtower. There are no walls around the village so it feels as if Sanctuary could be overrun and raised to the ground at any minute, but the real problem is simply that the village does not feel lived in and none of its inhabitants feel like real people.

There are more interesting elements in the wilderness, like the Fey who lurk in the Deadwoods and instead of killing their victims, flay them and wear their skins. This is the source of Skinned Bastards Class earlier in the book, potentially setting up an interesting plot hook for a Skinned Bastard Player Character. Yet nothing is developed from this and there is no explanation of why the Fey do this. In comparison, the Bog Witch is more developed and thus more interesting, a crone who lives deep in a swamp and will sell interesting wares, such as a Wand of Health that costs one hundred dirty fingernails or a Potion of Verities which forces the imbiber to answer all questions truthfully for ten minutes and costs four flagons of wine and a bunch of spices. These wares are engagingly inventive and the Bog Witch will also ask potential purchasers for help in searching for her missing albino children. Yet again, the author fails to follow through in setting something interesting up as the entry for the Bog Witch does not tell the Game Master where those children might be found.

The thirteen dungeons range from a ‘Dwarfling Cave’ and the ‘Cannibals’ Den’ to the ‘Wight’s Crypt’ and the ‘Halls of the Dead’. Most are just four pages long and all have their maps repeated on each two-page spread for ease of reference. There are some entertaining dungeons amongst this devil’s dozen. For example, the ‘Gorgon Temple’ has an Egyptian-themed, sepulchral feel, whilst the ‘Hobgoblin Arena’ adds a little excitement in the form of gladiatorial games. Yet all of the dungeons appear to exist in a vacuum. There are connections between some of them, but they are very few and far between, and none of the occupants ever appear to interact with the occupants of another dungeon, and certainly never go outside since none of the occupants appear on any of the encounter tables. Further, none of the dungeons have explanations as to what they are, what their occupants are, and what those occupants do before the actual descriptions begin. Instead, K-1 Kavlov’s Sanctuary commits the cardinal sin of ‘Read to find out’ rather than telling the Game Master what she actually needs to know upfront. Even then, when she does find out, it is unlikely to make sense. For example, the ‘Wight’s Crypt’ has no Wights, but is instead full of Vampires and the ‘Cyclops’ lair’ is not just home to a Cyclops, but a gang of feral children who serve him. Why are they there and why do they not just run away? The Dreaded Hills even have ‘Leper Colony’ and a ‘Laboratory’, both places of butchery and torture rather of healing or study, recurring themes which run throughout many of the dungeons.

Physically, everything in K-1 Kavlov’s Sanctuary designed to help the Game Master just gets in the way. Both of the area maps in the scenario are designed to, and do, look like those of B2, Keep on the Borderlands. This is not a problem with the ‘Wilderness Map’, given a two-page spread, but the map of the Dreaded Hills, designed to look like the map of the Caves of Chaos from B2, Keep on the Borderlands, is laughably too small. It represents an area approximately 570 by 460 feet, is marked with entrances and caves of thirteen such cave complexes in that area, and is then fitted onto a single digest size page. It looks vaguely pretty, but is unreadable. What should they do to counteract that? Perhaps include excerpts of this map to use with each dungeon? Well, no, that would have been too obvious. Instead, each mini-dungeon has its own map, redrawn and done in white on muted colours to the blandest effect possible. The maps of each dungeon are functional and utterly lacking in terms of inspiration or style. Then there is the writing. It aims to be concise and to the point, but all too often it leaves the Game Master without any real idea as to what is going on. Over and over, the Game Master is forced to ‘Read to find out’ to get an idea of what is actually going on.

K-1 Kavlov’s Sanctuary is overambitious, but underdeveloped and underwhelming. It attempts to bring the sensibilities of Mörk Borg to classic Basic Dungeons & Dragons-style play and classic Basic Dungeons & Dragons-style play to Mörk Borg. Although it succeeds tonally in bringing the sensibilities of Mörk Borg to classic Basic Dungeons & Dragons-style play, often overly so with its scenes of torture and other gruesomeness, it fails in too many other ways. It simply does not provide enough context and set things up sufficiently to enable the Game Master to run it effectively and engage her players and their characters with any ease, too many things are left unexplained, and tonally, it really only works if the Player Characters are working to release the demon rather than keep him bound under the earth—especially if the players decide to roleplay the new Classes included at the front of the book. Ultimately, K-1 Kavlov’s Sanctuary promises much, but fails to deliver fully and effectively on that promise.

Sunday, 5 March 2023

‘B2’ Series: BEX-1 Descent Into The Caves of the Unknown

The reputation of
B2 Keep on the Borderlands and its influence on fantasy roleplaying is such that publishers keep returning to it. TSR, Inc. of course published the original as well as including it in the Dungeons & Dragons Basic Set, which is where many gamers encountered it. The publisher would also revisit it with Return to the Keep on the Borderlands for its twenty-fifth anniversary, and the module would serve as the basis for Keep on the Borderlands, part of Wizards of the Coast’s ‘Encounters Program’ for Dungeons & Dragons, Fourth Edition. Yet since then, Wizards of the Coast has all but ignored B2 Keep on the Borderlands and the module that preceded it, B1 In Search of the Unknown, barring the publisher’s 2012 Dungeon Module B2 The Caves of Chaos: An Adventure for Character Levels 1-3. This was the playtest scenario for D&D Next, first seen in Ghosts of Dragonspear Castle, which was essentially previewing what would go on to become Dungeons & Dragons, Fifth Edition.

Instead, it would be other publishers who would revisit both scenarios in the twenty-first century. So Kenzer & Company first published B1 Quest for the Unknown, a version of B1 In Search of the Unknown for use with HackMaster, Fourth Edition, and would follow it up with not one, but two versions of B2 Keep on the Borderlands. First with B2 Little Keep on the Borderlands: An Introductory Module for Characters Level 1–4 in 2002, and then again in 2009 with Frandor’s Keep: An immersive setting for adventure. Another publisher to revisit B2 Keep on the Borderlands was Chris Gonnerman, with JN1 The Chaotic Caves, a scenario written for the Basic Fantasy Role-Playing Game. In addition, Faster Monkey Games published its own homage to B1 In Search for the Unknown with The Hidden Serpent, whilst Pacesetter Games & Simulations has published a number of extra encounters and sequels for both scenarios, most notably B1 Legacy of the Unknown and B2.5 Blizzard on the Borderland.

Yet Wizards of the Coast did not ignore its extensive back catalogue. It would release numerous titles in PDF, and even allow Print on Demand reprints, including both B1 In Search of the Unknown and ;B2 Keep on the Borderlands. Further, in 2017, it published Tales from the Yawning Portal, a collection of scenarios that had originally been published for previous editions of Dungeons & Dragons, including Advanced Dungeons & Dragons, First Edition, Dungeons & Dragons, Third Edition, and even D&D Next. These scenarios though, did not include either B1 In Search of the Unknown or B2 Keep on the Borderlands. Which upon first glance seemed a strange omission, but then came the announcement from Goodman Games about Original Adventures Reincarnated #1: Into the Borderlands.

Arguably, Original Adventures Reincarnated #1: Into the Borderlands would prove to be the ultimate version of the classic module, but authors have continued to revisit the original even since such as with the fanzine version from Swordfish Islands LLC, which so far consists of Beyond the Borderlands Issue #1 and Beyond the Borderlands Issue #2. Yet there remain oft forgotten visits to the famous ‘Keep on the Borderlands’ and the equally infamous, ‘Caves of Chaos’, which are worth examining and shining light upon. For example, Warriors of the Gray Lady’ is a prequel to Return to the Keep of the Borderlands by Jeff Grub, but there have also been expansions to B2 Keep on the Borderlands. It is often forgotten that the infamous Caves of Chaos are not the only cavern system to be found in the region. Located in the unforested area between the Caves of Chaos and the eponymous keep are the Caves of the Unknown, mislabelled on the wilderness map as the ‘Cave of the Unknown’. This is mentioned twice in the module. Once on page 12 where it says, “The Caves of the Unknown area is left for you to use as a place to devise your own cavern complex or dungeon maze.” and then again, in location #51, in the ‘Shrine of Evil Chaos’, where a “Boulder Filled Passage” can lead to the Cave of the Unknown. Left up to the Dungeon Master to design and detail, one option has been to simply insert the Caverns of Quasqueton from B1 In Search of the Unknown and this was the option chosen for Original Adventures Reincarnated #1: Into the Borderlands. However, other designers have embraced Gygax’s advice in B2 Keep on the Borderlands and created their own dungeons to fill this spot. Perhaps the earliest was Keep on the Borderlands: The Expansion, published by Usherwood Publishing in 2013, but RC Pinnell, who has a history of writing sequels to classic Dungeons & Dragons modules, would release his own version at about the same time as Original Adventures Reincarnated #1: Into the Borderlands was published.

BEX-1 Descent Into The Caves of the Unknown is designed for a party of between four and nine Third to Sixth Level Player Characters, and consequently intended to be played after the Player Characters have explored the Caves of Chaos. Published in 2018, it is written for use with editions of prior to Dungeons & Dragons, Third Edition, and details a cave network of some twenty caves and connecting tunnels which is home to a tribe of Troglodytes. The tribe are refugees from a civil war taking place deeper into the earth and having found a new home in the caves led several raids on the Caves of Chaos above, feeding on the Humanoids they killed and captured until the leaders in the Caves of Chaos determined the source of attacks, invaded the Troglodyte caves, killed many of the tribes’ members, and then sealed the tunnel leading from the ‘Shrine of Evil Chaos’. In other words, the evil clergy practicing their vile faith in the ‘Shrine of Evil Chaos’ and pulling the Humanoids of the Caves of the Chaos into a rough alliance are also responsible for filling in the “Boulder Filled Passage”.

The Cave of the Unknown is much like the other Caves of Chaos home to the various Humanoid tribes. Although a natural cave system with no worked areas, there are guard posts, caves and chambers for the chief of the Troglodytes, his queen, his elite warriors, both teenage males and females, and so on. A supply cavern contains boxes and crates of items gained through and trade which are perfect for adding objects and items that could be stolen or missing and perhaps serve as a possible hook to explore the caverns. Some of the cave descriptions are far from interesting, but there are exceptions. 
The queen’s chamber is connected to a bubbling mud pool which is difficult to traverse and fight in and she also has a pack of Cave-Dogs, specially bred by the queen so that they have immunity to the infamous stench that Troglodytes excrete. However, this does mean that these Cave-Dogs lack the sense of smell they are typically known for.

Overall, locations and encounters such as with the queen are far and few between and in this, the description of the Caves of the Unknown feels very much in keeping with the Caves of Chaos of B2 Keep on the Borderlands. They are static, all but waiting for an incursion by the Player Characters. There are potential roleplaying hooks present, although they are not explicitly stated. The Player Characters could ally with Gothmog, the Troglodyte chief, in taking his revenge on the clergy in the Shrine of Evil Chaos and their allies and the queen could be turned against Gothmog. There is also the fact that the Troglodytes are trading with someone deeper into the earth. It is not stated who, but that could easily be linked to another scenario—perhaps in the mode of G1 Steading of the Hill Giant Chief and its sequels. In any of these cases
, the Player Characters will need to be more circumspect in their approach to investigating the Cave of the Unknown rather than simply slaughtering everything before them. If they do take that approach, they do face some tough opponents and a good number of them, but if they are successful, then there is plenty of treasure to be found. 

Physically, BEX-1 Descent Into The Caves of the Unknown is plain. The map nicely apes the style of B2 Keep on the Borderlands right down to the blue background.

BEX-1 Descent Into The Caves of the Unknown feels as if it could be something more and as if it could be more interesting. The Dungeon Master will need to work hard to bring the back story to the Troglodyte presence in the Caves of the Unknown into play and involve the Player Characters, thus turning the adventure into more of a sidequest than the side note  it reads as written.

Monday, 27 February 2023

‘B2’ Series: Keep on the Borderlands: The Expansion

The reputation of
B2 Keep on the Borderlands and its influence on fantasy roleplaying is such that publishers keep returning to it. TSR, Inc. of course published the original as well as including it in the Dungeons & Dragons Basic Set, which is where many gamers encountered it. The publisher would also revisit it with Return to the Keep on the Borderlands for its twenty-fifth anniversary, and the module would serve as the basis for Keep on the Borderlands, part of Wizards of the Coast’s ‘Encounters Program’ for Dungeons & Dragons, Fourth Edition. Yet since then, Wizards of the Coast has all but ignored B2 Keep on the Borderlands and the module that preceded it, B1 In Search of the Unknown, barring the publisher’s 2012 Dungeon Module B2 The Caves of Chaos: An Adventure for Character Levels 1-3. This was the playtest scenario for D&D Next, first seen in Ghosts of Dragonspear Castle, which was essentially previewing what would go on to become Dungeons & Dragons, Fifth Edition.

Instead, it would be other publishers who would revisit both scenarios in the twenty-first century. So Kenzer & Company first published B1 Quest for the Unknown, a version of B1 In Search of the Unknown for use with HackMaster, Fourth Edition, and would follow it up with not one, but two versions of B2 Keep on the Borderlands. First with B2 Little Keep on the Borderlands: An Introductory Module for Characters Level 1–4 in 2002, and then again in 2009 with Frandor’s Keep: An immersive setting for adventure. Another publisher to revisit B2 Keep on the Borderlands was Chris Gonnerman, with JN1 The Chaotic Caves, a scenario written for the Basic Fantasy Role-Playing Game. In addition, Faster Monkey Games published its own homage to B1 In Search for the Unknown with The Hidden Serpent, whilst Pacesetter Games & Simulations has published a number of extra encounters and sequels for both scenarios, most notably B1 Legacy of the Unknown and B2.5 Blizzard on the Borderland.

Yet Wizards of the Coast did not ignore its extensive back catalogue. It would release numerous titles in PDF, and even allow Print on Demand reprints, including both B1 In Search of the Unknown and ;B2 Keep on the Borderlands. Further, in 2017, it published Tales from the Yawning Portal, a collection of scenarios that had originally been published for previous editions of Dungeons & Dragons, including Advanced Dungeons & Dragons, First Edition, Dungeons & Dragons, Third Edition, and even D&D Next. These scenarios though, did not include either B1 In Search of the Unknown or B2 Keep on the Borderlands. Which upon first glance seemed a strange omission, but then came the announcement from Goodman Games about Original Adventures Reincarnated #1: Into the Borderlands.

Arguably, Original Adventures Reincarnated #1: Into the Borderlands would prove to be the ultimate version of the classic module, but authors have continued to revisit the original even since such as with the fanzine version from Swordfish Islands LLC, which so far consists of Beyond the Borderlands Issue #1 and Beyond the Borderlands Issue #2. Yet there remain oft forgotten visits to the famous ‘Keep on the Borderlands’ and the equally infamous, ‘Caves of Chaos’, which are worth examining and shining light upon. For example, Warriors of the Gray Lady’ is a prequel to Return to the Keep of the Borderlands by Jeff Grub, but there have also been expansions to B2 Keep on the Borderlands. It is often forgotten that the infamous Caves of Chaos are not the only cavern system to be found in the region. Located in the large unforested area between the Caves of Chaos and the eponymous keep are the Caves of the Unknown, mislabelled on the wilderness map as the ‘Cave of the Unknown’. This is mentioned twice in the module. Once on page 12 where it says, “The Caves of the Unknown area is left for you to use as a place to devise your own cavern complex or dungeon maze.” and then again, in location #51, in the ‘Shrine of Evil Chaos’, where a “Boulder Filled Passage” can lead to the Cave of the Unknown. Left up to the Dungeon Master to design and detail, one option has been to simply insert the Caverns of Quasqueton from B1 In Search of the Unknown and this was the option chosen for Original Adventures Reincarnated #1: Into the Borderlands. However, other designers have embraced Gygax’s advice in B2 Keep on the Borderlands and created their own dungeons to fill this spot. Perhaps the earliest was Keep on the Borderlands: The Expansion, published by Usherwood Publishing in 2013, but it would be followed by others, including RC Pinnell, who has a history of writing sequels to classic Dungeons & Dragons modules, would release his own version at about the same time as Original Adventures Reincarnated #1: Into the Borderlands was published.

Keep on the Borderlands: The Expansion is written for use with both Advanced Dungeons & Dragons, First Edition and OSRIC, or ‘Old School Reference and Index Compilation’, the retroclone based upon Advanced Dungeons & Dragons originally published in 2006. It is part of the publisher’s ‘High-Adventure from Middle-School’ line of adventures designed to ape the style and look of the adventures that we wrote for Dungeons & Dragons in our school days when we were first beginning to roleplay. Consequently, Keep on the Borderlands: The Expansion has a certain look. It is presented in a font designed to look like handwriting and done on the type of paper which has holes along one edge for it to be clipped into a file and both of the scenario’s maps are drawn on squared paper, with the ‘Supplemental map 1 to: Keep on the Borderlands (The Environs of the Keep)’ coloured with pencils. It gives the whole look of the scenario a certain charm, perhaps best from a sense of nostalgia, but also a certain tackiness. It does not help that the choice of font makes the scenario awkward to read and use. However, get past that and surprisingly, Keep on the Borderlands: The Expansion does exactly what the title says as well adding a new threat and a new storyline.

Keep on the Borderlands: The Expansion focuses first on the Cave of the Unknown. Although there is a cave entrance, here it is more of a dungeon complex with some twelve rooms. Together with the addition of a tower above the complex, they are the forward base for a group of bandits. In fact, a large number of bandits. Altogether, there are some eighty-five bandits in the complex together with their stores and equipment. Most of the bandits are Level One, although sergeants are Level Two, a Lieutenant Level Three, and a Captain, Level Four. They are led by Malthus the Grey wizard and Gwethlos the Red Cleric, both evil NPCs and both Fifth Level. The complex of rooms feels too small for this number of men and the descriptions of the rooms themselves are simplistic and plain. To some extent this can be explained by the ethos of the scenario, the ‘High-Adventure from Middle-School’ look and feel, but it leaves the Dungeon Master to do all of the hard work in adding flavour and detail to the scenario.

If the description of the Cave of the Unknown fails to intrigue or entice, the plot, whilst still simple, more than makes up for that. Malthus the Grey wizard and Gwethlos the Red Cleric are gathering men to make an assault upon the keep, and not only that, but they are also negotiating with the goblins and hobgoblins in the Caves of Chaos to recruit them to their cause. In addition, Palthos, the son of the Castellan of the keep, disappeared near the caves. The Castellan, greatly worried at his son’s disappearance, has put out a huge reward for the return of his son. In addition, there is a second force of bandits just outside of the area detailed in B2 Keep in the Borderlands. They have begun raiding caravans travelling back and forth from the keep and are holding several prisoners. The prisoners include merchants who will pay the Player Characters a monetary reward if rescued and several mercenaries who will serve the Player Characters for a limited amount of time if also rescued. The camp itself is not described, but is clearly marked on the ‘Supplemental map 1 to: Keep on the Borderlands (The Environs of the Keep)’ map.

Keep on the Borderlands: The Expansion is basic, perhaps too basic. It has three major problems. The first is is the lack of description and flavour and detail. The second is the fact that Palthos, the son of the Castellan of the keep, is mentioned at the beginning of the scenario and never mentioned again, and arguably, his disappearance and the potential reward for his return are the major hook for the Player Characters. This is a major omission. However, neither problem is insurmountable and with some effort upon the part of the Dungeon Master, better descriptions can be added to the scenario’s dungeon and the location where Palthos is being held prisoner can be decided upon. The third is the lack of description of the region beyond that described in B2 Keep in the Borderlands bar the mention and location of the bandit camp. Again, it is left up to the Dungeon Master to not only describe, but actually develop.

Keep on the Borderlands: The Expansion is a really more of a framework to expand to B2 Keep on the Borderlands than a ready-to-play addition. It has a pair of decent story hooks and these are worth developing to expand and enhance the play of a classic module. Keep on the Borderlands: The Expansion is worth looking at for these very reasons and the fact that it is free is bonus.

Monday, 20 February 2023

‘B2’ Series: Warriors of the Gray Lady

The reputation of B2 Keep on the Borderlands and its influence on fantasy roleplaying is such that publishers keep returning to it. TSR, Inc. of course published the original as well as including it in the Dungeons & Dragons Basic Set, which is where many gamers encountered it. The publisher would also revisit it with Return to the Keep on the Borderlands for its twenty-fifth anniversary, and the module would serve as the basis for Keep on the Borderlands, part of Wizards of the Coast’s ‘Encounters Program’ for Dungeons & Dragons, Fourth Edition. Yet since then, Wizards of the Coast has all but ignored B2 Keep on the Borderlands and the module that preceded it, B1 In Search of the Unknown, barring the publisher’s 2012 Dungeon Module B2 The Caves of Chaos: An Adventure for Character Levels 1-3. This was the playtest scenario for D&D Next, first seen in Ghosts of Dragonspear Castle, which was essentially previewing what would go on to become Dungeons & Dragons, Fifth Edition.

Instead, it would be other publishers who would revisit both scenarios in the twenty-first century. So Kenzer & Company first published B1 Quest for the Unknown, a version of B1 In Search of the Unknown for use with HackMaster, Fourth Edition, and would follow it up with not one, but two versions of B2 Keep on the Borderlands. First with B2 Little Keep on the Borderlands: An Introductory Module for Characters Level 1–4 in 2002, and then again in 2009 with Frandor’s Keep: An immersive setting for adventure. Another publisher to revisit B2 Keep on the Borderlands was Chris Gonnerman, with JN1 The Chaotic Caves, a scenario written for the Basic Fantasy Role-Playing Game. In addition, Faster Monkey Games published its own homage to B1 In Search for the Unknown with The Hidden Serpent, whilst Pacesetter Games & Simulations has published a number of extra encounters and sequels for both scenarios, most notably B1 Legacy of the Unknown and B2.5 Blizzard on the Borderland.

Yet Wizards of the Coast did not ignore its extensive back catalogue. It would release numerous titles in PDF, and even allow Print on Demand reprints, including both B1 In Search of the Unknown and B2 Keep on the Borderlands. Further, in 2017, it published Tales from the Yawning Portal, a collection of scenarios that had originally been published for previous editions of Dungeons & Dragons, including Advanced Dungeons & Dragons, First EditionDungeons & Dragons, Third Edition, and even D&D Next. These scenarios though, did not include either B1 In Search of the Unknown or B2 Keep on the Borderlands. Which upon first glance seemed a strange omission, but then came the announcement from Goodman Games about Original Adventures Reincarnated #1: Into the Borderlands

Arguably, Original Adventures Reincarnated #1: Into the Borderlands would prove to be the ultimate version of the classic module, but authors have continued to revisit the original even since such as with the fanzine version from Swordfish Islands LLC, which so far consists of Beyond the Borderlands Issue #1 and Beyond the Borderlands Issue #2. Yet there remain oft forgotten visits to the famous ‘Keep on the Borderlands’ and the equally infamous, ‘Caves of Chaos’, which are worth examining and shining light upon. So it is with ‘Warriors of the Gray Lady’. Written by Jeff Grubb, ‘Warriors of the Gray Lady’ was published in 1999 as an insert in InQuest Gamer #50 (June, 1999), the monthly magazine for game reviews and news from Wizard Entertainment, which ran between 1995 and 2007 and had a particular focus on collectable card games. Nominally known as ‘IQ3’ and just sixteen pages in length, it was written for use with Advanced Dungeons & Dragons, Second Edition and designed as a prequel to the soon to be released Return to the Keep of the Borderlands. It is for Player Characters of between First and Third Level and takes place before they arrive at the eponymous keep on the borderlands.

‘Warriors of the Gray Lady’ opens with the Player Characters on the road to the frontier and the border castle there, aiming to use it as a base of operations as they explore and potentially clean out the Caves of Chaos that their parents told them about. Their path is blocked by a caravan where a cleric is vociferously complaining that the caravan’s guards failed to stop the theft of an important magical item, the Helm of Perception, he was taking to the keep. The cleric hires the Player Characters to go after the thief. When they accept, the thief’s tracks lead into the forest to the north and then to a clearing when his body, not far from a cave mouth in a low hill. Inside the cave is a classic kingdom of the mushroom men or Myconids, but it is a kingdom in disarray. Some time prior to the Player Characters’ arrival, another party of adventurers entered the cave in search of treasure. They were all killed in the attempt, but as both the last of the adventurers and the king of the Myconids lay dying, the king released the spores to create a new king, but the spores mingled with the dying human warrior and kept her alive—sort of. Now she is the ‘Gray Queen’, twisted by the fungus as much as her thoughts twist the shared thoughts of the Myconid collective mind and drive them all mad!

Although the final confrontation will involve combat, the Player Characters do not have to resort to combat in the earlier encounters in the caves. If they refrain, they will be able to learn what has happened in the caves since the invasion of the previous adventuring party. This is done in a pleasingly entertaining and alien fashion, which involves the Myconids still free of the Gray Queen’s disturbing influence blasting messages spores into the faces of the Player Characters! Although quite lengthy, the description of this is nicely done and the experience should be a weird one for player and characters alike—and actually one the Player Characters are likely to be wary off of if the Myconids have used spores on them earlier in the scenario. ‘Warriors of the Gray Lady’ should last no more than a single session.

Since the events of ‘Warriors of the Gray Lady’ do not take place at the Keep on the Borderlands, what does the scenario add to Return to the Keep on the Borderlands? Well, it sets things up for the Player Characters’ arrival. If they are able to recover the Helm of Perception, they will have made possible allies and contacts at the keep, ones who can supply ready healing. Very likely something they are going to need after a visit or two to the Caves of Chaos! One of the NPCs—the complaining cleric encountered at the caravan—is fully written and could become a recurring figure at the keep for the Player Characters, even though he is likely to be very annoying. The scenario includes some advice for the Dungeon Master which discusses most possible eventualities and outcomes of the scenario, including the Player Characters stealing the Helm of Perception or the annoying cleric getting killed.

Physically, ‘Warriors of the Gray Lady’ is done in full rich colour—something that not even featured in the official releases for Advanced Dungeons & Dragons, Second Edition at the time. Notably, it is illustrated with a range of fully painted pieces, all of them drawn from the covers of previous books for Advanced Dungeons & Dragons, Second Edition, including pieces from the Dragonlance line. One issue perhaps with this is that nearly all of the illustrations showcase Dungeons & Dragons in general rather than the scenario itself. This is confirmed by the pieces of descriptive text accompanying the artwork which are generic in nature and verging on the trite. At least for Dungeons & Dragons, that is!

‘Warriors of the Gray Lady’ is a serviceable scenario which could be run as a prequel to Return to the Keep on the Borderlands. However, it is not vital to that scenario, even though it does help set up the Player Characters and their reputation for when they do arrive at the keep. Similarly, the scenario would be a reasonable side quest or side trek adventure for most campaigns for low Level Player Characters. Overall, ‘Warriors of the Gray Lady’ is an interesting, if minor side note to the history of B2 Keep on the Borderlands.

Monday, 26 December 2022

[Fanzine Focus XXX] The What on the Border Where?

On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with
Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another DM and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & Dragons, RuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. Not every fanzine is dedicated to particular roleplaying games.

The What on the Border Where? is quite possibly the oddest fanzine possible and either the weirdest or most basic treatment of B2, Keep on the Borderlands possible—if not both. What it is not, as written, is a gameable product. None of the constituent parts of the module appear in the fanzine. Not the Keep on the Borderlands itself, not the Caves of Chaos, not the river or the wilderness. None of it. So if it is not a new treatment of the classic Basic Dungeons & Dragons module that so many of entered into the hobby by playing, then what exactly is The What on the Border Where?

The What on the Border Where? is really two things. First, it is an exercise in memory, and second, via that exercise in memory, it is a way of revisiting old modules and making them playable again. The result is a tool for the Dungeon Master that she can use to create new adventures out of old ones, a way of combining the solo play of journaling with the preparation the Dungeon Master has to do in order to ready a scenario. The example used throughout The What on the Borde Where? is based on B2, Keep on the Borderlands, since it is already familiar to so may Dungeon Masters. Hence the name. However, the process can be applied to other adventures too.

So what does The What on the Border Where? involve? It starts by suggesting two exercises. First, going to the kitchen, opening the cutlery draw and memorising what is in there. Then closing the draw and listing everything in the draw. The second is get both the prospective Dungeon Master of The What on the Border Where? and a friend to think about a film, quickly write its plot on a sheet of paper, and then compare notes. When both done, compare the list with the cutlery draw in the first case and the friend’s description of the plot and yours with each other’s, and also with the actual plot. There will be differences, and the comparison is not correct them, but to highlight them, to see what that is new and how that is interesting. Once those exercises are complete, The What on the Border Where? asks the Dungeon Master to do exactly the same with B2, Keep on the Borderlands. Look at the map of the wilderness in the module which surrounds the Keep and the Caves of Chaos. Do that for two minutes. Then put B2, Keep on the Borderlands aside and draw the map from memory. Then do it again for the Keep. And again, for the Caves of Chaos.

Once done compare the maps and begin to populate them. If the same, use the original entries for the locations. If different, then create something new, whether using wandering monster tables and taking something from other sources. However, The What on the Border Where? does have monster tables of its own, this its only actual gaming content. Then play. Options included in The What on the Border Where? suggest ways in which the Dungeon Master can turn the process from a solo process into a collaborative one with tasks being swapped round from the Wilderness to the Keep to the Caves of Chaos, and so on, so that none of the players are fully aware of what the created adventure contains.

Physically, The What on the Border Where? is cleanly and tidily presented. Much of it consists of plain map pages with notes on how to draw the maps from memory and the appropriate map symbols as you would expect for a Basic Dungeons & Dragons module from TSR, Inc.

The The What on the Border Where? never explores the obvious issue between the playthrough of the original module and the playthrough of what is a simulacrum of the original module. Just how far does the new memory-based simulacrum of the module have to deviate from the original before it is no longer what was played? How many exercises does the Dungeon Master have to conduct on new simulacra after the first, before what she is left with is not really based on her memories at all and almost exactly unlike B2, Keep on the Borderlands?

The What on the Border Where? is about nostalgia, a big feature of the Old School Renaissance. Essentially, it is not replaying the adventure that you first played forty years ago, but about recreating your memories of it and what you think you played, and playing that. It is also playing with and upon our memories of doing so, but in a way that leads to the creation of something potentially different, whether because our memories are wrong or we have forgotten things about the module. Ultimately, it is telling the Dungeon Master that the details of what was played do not matter, but the memories of what was played do. Yet, is that achieving anything, except delving into memories of what was and reliving them once created? Is that a viable alternative to reobtaining the module, in this case, B2, Keep on the Borderlands, and simply replaying again? Will that not trigger those same memories with a playthrough decades since the last or first, along with new ones based upon the playthrough again of what was originally played, rather than what might just be an idea of it?

The What on the Border Where? is at best an interesting idea in memory recreation that is never really explored and is reductive is what it creates. At worst, it is a complete waste of time, one that adds nothing to B2, Keep on the Borderlands as a module and does not guarantee that Dungeon Master will have anything worth running at the end of it. Ultimately, it might just be simpler to order a copy of B2, Keep on the Borderlands and play that and so create new memories.

Saturday, 26 February 2022

[Fanzine Focus XXVII] Beyond the Borderlands Issue #2

On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another DM and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & Dragons, RuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry

The Beyond the Borderlands trilogy of fanzines is different. Beginning with Beyond the Borderlands Issue #1, this is a systems neutral regional hexcrawl inspired by B2 Keep on the Borderlands, most recently implemented by Goodman Games’ Original Adventures Reincarnated #1: Into the BorderlandsThe setting for the Beyond the Borderlands, like B2 Keep on the Borderlands before it, is the edge—or just beyond it—of the civilised lands, the frontier outside of which lies untrammeled wilderness, barbaric tribes, and Chaos run rampant. Here a solid fortress has been established as the last outpost of civilisation, to provide a degree of protection to travellers making the journey beyond and against the possibility of an incursion from the ghastly Goblins, horrible Hobgoblins, obnoxious Orcs, grim Gnolls, and more, which lurk just out of sight, ready to strike…

Published by Swordfish Islands LLC (but also available in PDF from the author), best known for publishing Swordfish Islands: Hexcrawl Adventures on Hot Springs Island, the first part of a trilogy detailed the last bastion of a civilisation on the frontier, Stronglaw Keep, and the surrounding Wicked Palovalley. What was particularly noticeable about Beyond the Borderlands Issue #1 was that all of its maps were presented in isometric format, which when combined with their bright, vibrant colours, make them leap off the page. This feature is continued in Beyond the Borderlands Issue #2, which when combined with spare nature of the text makes the descriptions and details given nicely accessible and easy to run from the page.

Beyond the Borderlands Issue #2 takes both Dungeon Master and her players into that den of evil which so threatens the Keep, the Caves of Chaos! Or rather, it does not. For in Beyond the Borderlands Issue #2, the Caves of Chaos become The Bloody Ravine, a sharp valley whose walls are pockmarked by cave entrances, beyond which many different tribes of Humanoids find their home. Traditionally the Caves of Chaos have always been presented from right to left with the head of the valley to the left. Here, it is turned ninety degrees, so that when the Player Characters enter the valley, it is more obvious that they are ascending its dangers. The Game Master is given simple rules for handling the Alert Level from one cave to the next, starting at ‘Off Guard’ to ‘Can’t be Surprised’ and comes with a trio of Adventure Hooks, two out of the three potentially leading to the doom of Stronglaw Keep!

One big difference between the Caves of Chaos and the Bloody Ravine is that there are only six caves instead of ten. These consist of the Kobold Lair, the Bugboar Quarters, the Goblin Labs, the Hynoll Chambers, and the Owlbear Den. Notably missing from the range are the Orcs and the Minotaurs, though Hobgoblins can be found in the Goblin Labs. Two of the caves—Rockfall Range and the Empty Cave—are left undetailed and unmapped, currently under construction. If the Player Characters explore these, they will lead to random locations. The other caves are each given a two-page spread, with an Encounter Table, behaviour notes, and a list of potential loot on the left, and individual room descriptions on the right. Most rooms are given no more than a couple of sentences’ worth of description. That does not sound very much, but it should be enough for the Dungeon Master and her players to get a feel for each location. Each of the six cave networks is sufficiently different from their inspiration. For example, the Goblins of the Goblin Caves are under the thumb of both Hobgoblins and a Troll—who normally lives in what would be the Ogre’s Cave—and often plays marbles with the Goblins! The Goblins farm Mushrooms, who do try to run away, and then mash and distil them in a potent spirit. Another difference is the length of the Encounter Table for each cave, which adds flavour and detail and suggests that there is a lot going on in each cave. Despite all that though, the map of each cave feels exactly like its inspiration, but brought to live in three dimensions and little details.

At the head of the Bloody Ravine is the infamous Chaos Temple. This is noticeably different in that it is not as such an active Chaos temple. Rather, it has the feel of an abandoned temple that has been taken over by another Chaos faction. It has a weird, creepy feel and a tense atmosphere, all succinctly captured in just a two-page spread and all very much different to previous iterations of B2 Keep on the Borderlands. Also very different is the addition of the Elven Catacombs below the  Bloody Ravine, which is full of skeletons and other undead threats, but there is plenty of treasure to be found. However, the map is not as easy to navigate or read, and its design is drier than that of the other caves in the Bloody Ravine.

Rounding out Beyond the Borderlands Issue #2 are write-ups for forty-eight of the NPCs and monsters encountered in both Beyond the Borderlands Issue #1 and Beyond the Borderlands Issue #2. The stats have been stripped back to a minimum and are actually written for use with Dungeon Reavers, a Micro Retroclone designed to handle Dungeons & Dragons-style play, which is also included in the issue. What this points to is that the Beyond the Borderlands Issue #2—and thus Beyond the Borderlands Issue #1 before it—can not just be played with the included Dungeon Reavers, but other Micro retroclones too. The language and terminology of Dungeon Reavers is still that of Dungeons & Dragons, so a gaming group can still play through this fanzine trilogy with the retroclone of its choice. Every entry is accompanied by a thumbnail illustration which matches the style of the maps. They include monsters and inhabitants of Stronglaw Keep, as well as possible NPC Hirelings and even potentially, replacement Player Characters. The illustrations are fiercely cute!  

All of the maps in Beyond the Borderlands Issue #2 are presented in isometric format, which when combined with their bright, vibrant colours, make them leap off the page. The writing needs an edit in places, but everything is well organised and packs a lot of information into relatively limited amounts of space. The format of the two-page spread used for each location and mini-region makes the contents of Beyond the Borderlands Issue #2 very easy to run from the page. If there is an issue with Beyond the Borderlands Issue #2 as a physical object, it is that like Beyond the Borderlands Issue #1, the issue lacks a sturdy card cover.

The Beyond the Borderlands series is intended to be a trilogy, but together Beyond the Borderlands Issue #1 and Beyond the Borderlands Issue #2 provide everything that the Dungeon Master and her gaming group needs to explore the Wicked Palovalley and climb the slopes of the Bloody Ravine to descend into the various caves along its walls. That does not mean that Beyond the Borderlands is totally complete, for there are dungeons yet to be detailed, but the contents of Beyond the Borderlands Issue #1 and Beyond the Borderlands Issue #2 are sufficient to play through a solid campaign inspired by B2 Keep on the Borderlands. The third issue will be worth waiting for though and not just for the as yet undetailed dungeons. Beyond the Borderlands Issue #3 will be taking a leaf out of Original Adventures Reincarnated #1: Into the Borderlands and include the author’s version of B1 In Search of the Unknown. That will be worth the wait, but in the meantime, Beyond the Borderlands Issue #2 caps a charming and engaging take upon the classic B2 Keep on the Borderlands.

Friday, 4 June 2021

Scenario Sounds

In November, 2020, S3 Expedition to the Barrier Peaks, the classic fantasy meets Science Fiction scenario by E. Gary Gygax for Advanced Dungeons & Dragons, First Edition received of all things, its own rock album. When it comes to roleplaying, music has long been seen as something to add to the experience, to build the atmosphere, but rarely, the other way, the single by Sabbat, Blood For The Blood God, inspired by Warhammer Fantasy Roleplay, which appeared in White Dwarf #95, the Traveller concept album by the band, The Lord Weird Slough Feg, and the work of the band, Gygax, being clearly inspired by Dungeons & Dragons, all being the odd exceptions. The Barrier Peaks Songbook, the resulting ten-track concept album from Loot the Body described itself as a psychedelic rock album, though it felt more Prog Rock than psychedelic rock, but to be fair, just as The Barrier Peaks Songbook is an exception in being a rock album inspired by roleplaying, Reviews from R’lyeh reviewing a rock album—or indeed, any music, is also an exception. Nevertheless, The Barrier Peaks Songbook turned out to be a thoroughly enjoyable album, adding voice and sound to the weirdness and the contrast of genres at the heart of S3 Expedition to the Barrier Peaks.

Fans of Dungeons & Dragons and music inspired by that roleplaying game will therefore be pleased to discover that Loot the Body has returned to that well for another album. Titled, Hex Volume 1, this is not another concept album like The Barrier Peaks Songbook, but rather a collection of songs inspired by classic scenarios for both Dungeons & Dragons and Advanced Dungeons & Dragons, First Edition. There are six tracks in the album and they draw from from a diverse range of scenarios for Player Characters of all Levels. The collection opens with a crash of heavy guitar riffs that the chart the rise and fall of the great evil wizard, Keraptis, whose heinous acts drove the warlords of the north to rise up against him. Thirteen hundred years ago he descended into the volcanic mountain with a company of gnomes and disappeared, the mountain of course, being White Plume Mountain from the special scenario, S2 White Plume Mountain. The track, also called ‘White Plume Mountain’ really works as an introduction to the scenario, telling of Keraptis’ dark deeds and foreshadowing just some of the dangers to be encountered should the Player Characters venture into his lair. Perhaps a bit too heavy to be played in-game (but then a light, lute-based version would probably not be as entertaining), but as a precursor to the scenario of the same name, ‘White Plume Mountain’ is a solid introduction and a good start to the album.

It is followed by ‘Dwellers of the Forbidden City’, a more reflective piece of mystery and horror inspired by the pulpy I1 Dwellers of the Forbidden City. It warns of the fearsome things to be found lurking within the depths of the jungle-bound city, the sacrificial pool, the alien voice of the Aboleth—in its first appearance for Dungeons & Dragons—inside the adventurers’ heads, the glint of evil in the snakemen’s eyes, and worst of all, “There’s something alive, Something alive in the ruins, There’s something alive, Something alive and it calls”. The tone is very much one of foreboding and brings to life the horror which pervades the scenario itself, but which is often slightly lost in the pulp overtones. The mystery and horror continues, but is joined by decadence and weirdness with ‘Castle Amber’. Based on the X2 Castle Amber, the scenario for Basic Dungeons & Dragons, this captures the listener in the slumber that strands them inside Chateau d’Amberville, home to the louche, the deadly, and merely insane members of the strange Amber family. There is some delightful wordplay here, such as “When you’re inside Castle Amber mingle with nobility, They like their magic like their coffee, 
Everything’s a little deadly everywhere there’s lunacy, But they try to keep it in the family” which highlights the insular weirdness of the castle’s inhabitants. From its shimmering start, ‘Castle Amber’ never more than hints at some of the secrets to be found inside Chateau d’Amberville, and whilst the lyrics prove to more than worthy of X2 Castle Amber, the music feels just little too upbeat, a little too much for the delicacy of its inspiration.

On the other hand, no delicacy is required for ‘Tomb of Horrors’, a track inspired by the scenario which set the standard for every ‘Deathtrap’ Dungeon which it inspired—S1 Tomb of Horrors. From the punchy opening “Step into the tunnel past the jackal headed man, Make it to the archway if you can, Into the mouth of the devil you lost another friend, Forsaken in a prison without end”, it is a doom-laden warning to any would be tomb raiders and grave robbers wanting to test their skills and satisfy their avarice against the last resting place of the demi-lich, Acererak. Where ‘Castle Amber’ felt it could have been lighter, ‘Tomb of Horrors’ could have perhaps been heavier, but again the lyrics certainly make up for that. Similarly, ‘Ravenloft’ carries some heft to it, a mournful goth-inspired lament based on what is often regarded as one of the best scenarios to be published for Dungeons & Dragons, which is of course, I6 Ravenloft. And yet, as Count Strahd von Zarovich stands on the balcony of his castle, surveying his domain before him, ruing his misfortunes and regretting the decisions he made in the pursuit of love, the lament is restrained from reaching its full impact. The vocals are simply too positive, too smooth to really reflect the regrets in the lyrics. Had ‘Ravenloft’ been sung by a voice like Trent Reznor* or Johnny Cash, its impact would have been stronger.

* Please note that this reference required the input of this household’s resident Goth.

Hex Volume 1 ends on a more upbeat note with ‘Keep on the Borderlands’, an ode to those guards who stand against villainy out on the frontier and the last refuge for travellers who want to journey beyond the civilised lands. Inspired by the classic B2 Keep on the Borderlands, probably the one module played more than any other, whether that is for Dungeons & Dragons or the Basic Dungeons & Dragons it was written for. There is a strong twang of Americana to this last track, drawing parallels between its fantasy frontier and that of the Old West and edging slightly towards being Country & Western.

Hex Volume 1 does not quite succeed in capturing the feel of every old-school hex map or scenario that it draws its inspiration from, and so is not quite as successful as the earlier The Barrier Peaks Songbook. Nevertheless, the album is still entertaining and will enjoyed by anyone who has played through any of the six scenarios it explores in song. In fact, some of the scenarios which inspire Hex Volume 1 could easily inspire Loot the Body to base songbooks of their own upon them—Reviews from R’lyeh awaits a song titled ‘Bree-Yark!’ for The Keep on the Borderlands Songbook. In the meantime, Dungeons & Dragons devotees and supporters of the Old School Renaissance will find much to enjoy in the lyrics and  references of Hex Volume 1.