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Showing posts with label Ravenloft. Show all posts
Showing posts with label Ravenloft. Show all posts

Sunday, 6 July 2025

[Free RPG Day 2025] In the Beast’s Wake

Now in its eighteenth year, Free RPG Day for 2025 took place on Saturday, June 21st. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Thanks to the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day.

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In the Beast’s Wake
is a scenario for the Grim Hollow setting published by Ghostfire Gaming, one of three released by the publisher for Free RPG Day 2025. All three scenarios and settings are written for use with Dungeons & Dragons, Fifth Edition and designed to be played by a party of five to six Player Characters of Third Level.
The scenario opens with ‘Welcome to the Grim Hollow’, a much needed description of the setting and its key features, because the scenario does not have a back cover blurb. What it tells the reader is that the setting for
Grim Hollow is called Etharis, a realm of grim fantasy and horror in which true goodness is rare and beautiful, and darkness and terrible evil prevails such that moral choices are not between good and evil, but between the lesser of two evils. The specific setting for In the Beast’s Wake is the former Bürach Empire where a civil war instigated by Emperor Leopold I to determine which god should reign over the others led to both the provinces of the empire and the gods themselves fighting each other. God’s End led to The Era of the Beast in which there are no gods and the common folk turn to fake deities and demons for succour from the Great Beast that stalks the remnants of the Bürach Empire and casts its shadow long and deep. It is a grim dark setting not a little reminiscent of Ravenloft for Advanced Dungeons & Dragons, Second Edition and in its Germanic setting, not a little reminiscent of Warhammer Fantasy Roleplay or even the Diablo series of computer games.

In In the Beast’s Wake, the Player Characters are hired by Lord General Vassily Roemer of Ulstenburg to investigate the violent attacks on trade caravans and villages near the village of Niederhalde. There are rumours of lycanthropes stalking the roads and of members of a cult dedicated to the Arch Daemon Tormach being responsible, and as such scurrilous talk verges on heresy, the puritanical Hearthkeepers have decided to conduct a spiritual intervention. The Player Characters are sent to aid Adele of the Hearthkeepers, beginning with investigation in the neighbouring village of Grünbach, before going on to Niederhalde. The investigation involves questioning those who have fled Niederhalde, which is actually quite challenging as they are reluctant to talk, either because they do not want to recall what they saw, have secrets to hide, or both.

The focus of the adventure, Niederhalde, is described in more detail and the Player Characters will have to investigate and literally dig deep in order to uncover the secrets of what has been going on the village. This includes the church and the cemetery, as well as a farm that is currently home to the most fearsome of beasts in all of fantasy roleplaying—the Gasdra! This is a three-headed goose with teeth. After that, it is probably going to be a relief that the Player Characters discover signs of demon worship and human sacrifice of the worst kind before confronting the creatures responsible for the attacks on the nearby villages and trade routes. Armed with the secrets uncovered in Niederhalde, the Player Characters can return to Grünbach and make choices as to what they should with the information they have learned.

The scenario comes with just the one appendix. This is the bestiary for the scenario, which of course, includes stats and description for the Gasdra. It is debatable whether the creature should have the Alignment of Neutral Evil, as opposed to just ‘Evil Evil’. A set of resources is also available for all three of the scenarios published by Ghostfire Gaming. They include maps, tokens, and pre-generated Player Characters for each. For In the Beast’s Wake, the Player Characters consist of a Grudgel Monster Hunter who belongs to the Carver Guild; a Wechselkind—a type of Construct—Rogue who is a Misfortune Bringer; a Wulven Barbarian of the Fractured Path; an Elf Wizard of the School of Sangromancy; a Human Cleric with the Purification Domain; and a Gnome Bard from the College of Fools. All six are nicely detailed and come with some background as well as an illustration and an explanation of all their abilities and features.

Physically, In the Beast’s Wake is well presented. The artwork and the maps are excellent, and the scenario is well written. The only disappointment is the lack of a back cover blurb to inform the reader what In the Beast’s Wake actually is.

In the Beast’s Wake is much more accessible than the other scenario published by Ghostfire Gaming, Whispers of Chaos. The background is easier to explain and there is a greater familiarity with its mix of horror and grim fantasy. Overall, In the Beast’s Wake serves up a dark and nasty mix of investigation and combat that reveal dreadful secrets and make the Player Characters deal with the consequences.

Saturday, 29 April 2023

Magazine Madness 19: Wyrd Science – The Horror Issue

The gaming magazine is dead. After all, when was the last time that you were able to purchase a gaming magazine at your nearest newsagent? Games Workshop’s White Dwarf is of course the exception, but it has been over a decade since Dragon appeared in print. However, in more recent times, the hobby has found other means to bring the magazine format to the market. Digitally, of course, but publishers have also created their own in-house titles and sold them direct or through distribution. Another vehicle has been Kickststarter.com, which has allowed amateurs to write, create, fund, and publish titles of their own, much like the fanzines of Kickstarter’s ZineQuest. The resulting titles are not fanzines though, being longer, tackling broader subject matters, and more professional in terms of their layout and design.

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Most magazines for the roleplaying hobby give the gamer support for the game of his choice, or at the very least, support for the hobby’s more popular roleplaying games. Whether that is new monsters, spells, treasures, reviews of newly released titles, scenarios, discussions of how to play, painting guides, and the like… That is how it has been all the way back to the earliest days of The Dragon and White Dwarf magazines. Wyrd Science is different—and Wyrd Science – The Horror Issue (Wyrd Science Vol. 1/Issue 3) is different in comparison to both Wyrd Science Session Zero and Wyrd Science – Expert Rules. Gone is the ‘BECMI’ colour coding of the colours and the focus upon fantasy and the Old School Renaissance. Instead, the issue focuses on a much darker genre—horror, and instead of providing new monsters or scenarios, it explores the genre which has threaded its way through roleplaying since 1981 with the publication of Call of Cthulhu with a range of interviews and articles. This is not say that other genres are completely ignored, but the emphasis in this issue is very much on the dark and the forbidding, the scary and the spinetingling, and the unknown and the uncertain.

Wyrd Science – The Horror Issue (Vol. 1/Issue 3) was published by Best in Show in September, 2021 following a successful Kickstarter campaign. There are some ten interviews in the issue, beginning with ‘Publish & Be Damned: The Merry Mushmen’, or rather Eric Nieudan and Olivier Revenu, the French publishers best known for Knock! #1 An Adventure Gaming Bric-à-Brac and its subsequent issues. They give a little of their history and how they came to work together and their interest in the Old School Renaissance, including both Knock! and other projects. ‘Cast Pod: the Vintage RPG Podcast’ continues the magazine’s showcasing of a podcast in each issue and this time it is the podcast, The Vintage RPG Podcast run by Stu Horvath and John ‘Hambome’ McGuire. The podcast is dedicated to the history and art of RPGs, but the interviewees explain how they came to hosting a podcast and how they about creating an episode and in the process create a community around themselves.

Two artists are interviewed in Wyrd Science – The Horror Issue. The first is Tazio Bettin in ‘Art of Darkness: Tazio Bettin – Fighting Fantasy’. An Italian artist, he is the illustrator of Secrets of Salmonis, one of the two titles released for the fortieth anniversary of the Fighting Fantasy series and the first to be written by the series’ co-creator, Steve Jackson. There is some fantastic artwork on show here alongside the interview, in which the artist talks about his work and his turning his interest and hobby into a full time occupation. The second is Jonathan Sacha. In ‘Monstrous Arcana: Goblins & Gardens’ we find out how he came to be interested in Tarot decks and adapting the monsters of Dungeons & Dragons in weirdly bucolic, but unsettling Tarot deck by combining them with a gardening book!

Where all of the previous interviews have been conducted by John Power Jr, the editor of the magazine, Will Salmon interviews David Hughes of Plumeria Pictures on the release on Blu-ray of the 1982 television film starring Tom Hanks, Monsters & Mazes. The interview provides some context for the film and is more positive about it than others might be.

The issue’s horror theme swings into action with ‘I Will Show You Fear In A Handful Of Games...’ by Shannon Appelcline, which takes the reader through a history of the horror genre in roleplaying. He does this in a series of one-page mini essays, each one dedicated to a particular ear. Thus we begin in the early days of the hobby and Dungeons & Dragons, in which its horror was best seen in modules such as X1 Isle of Dread and I1 Dwellers of the Forbidden City veering towards the Lovecraftian, but quickly steering away following issues with Deities & Demigods and mostly adhering to Pulp horror. The title of the opening essay, ‘Dark Shadows: 1974-1986’ is a nice nod to the soap opera of the period. The article really takes off with the appearance of Call of Cthulhu, the Satanic Panic of the eighties (of which the aforementioned Mazes & Monsters was a partial instigator), and the appearance of Vampire: The Masquerade in 1990, tracing their evolution over the past forty years and coming up to date with the more recent broadening of means, such as the Jenga of Dread, and areas explore, like LGBT adolescence with Monsterhearts and the feminine fairytale in Bluebeard’s Bride. It is an excellent history and with any luck, should future issues of Wyrd Science explore other genres, there will be similar articles.

Roleplaying games and the Gothic collide in Jack Shear’s ‘Wuthering Frights’. Here he looks at his favorite setting, Ravenloft. First seen in the 1983 module, I6 Ravenloft, this would be later developed into a full setting with the Realm of Terror boxed set in 1990. Shear examines the origins of Dungeons & Dragons’ signature villain, Count Strahd von Zarovich, of I6 Ravenloft fame,
in Dracula and then each of the other Domains and their villains more recently for Dungeons & Dragons, Fifth Edition presented in Van Richten’s Guide to Ravenloft. A clearer bibliography might have helped what is otherwise an informative article and useful accompaniment to whichever version of the Ravenloft setting that the Dungeon Master is using.

Just as horror roleplaying games have changed over the decade, so have their portrayal of mental health. After all, the nature of the genre is all about the loss of self and control—physically, emotionally, and mentally. However, as Stuart Martyn points out in ‘Mind Games’, the portrayal of that loss, especially the mental loss, has not always been an accurate one, often leading to the enforcement of stereotypes about mental health and a lack of understanding of those suffering from poor mental health. To be fair, much of this can be explained by a game’s age. Call of Cthulhu is rightfully acknowledged as the first roleplaying game to explore fear and model the loss of control through its Sanity mechanics, but Call of Cthulhu and Vampire: The Masquerade are singled out as leading examples poor portrayals of mental health. However, as the article moves into the twenty-first century and comes up-to-date, it makes clear that modern iterations of these roleplaying games, as well as others, designers have shown more awareness and understanding of the subject and better tried to reflect that in their games. This is a fascinating look at a key mechanic, or least concept, that almost no roleplaying game can really avoid dealing with, and how it has changed over the years.

John Power Jr. takes us temporarily to the Mythic North’ of Scandinavia, before returning to the British Isles in ‘This Septic Isle’ and an interview with Graeme Davis about Mythic Britain & Ireland, his supplement for Vaesen – Nordic Horror Roleplaying. This highlights the stronger tensions and divisions present in nineteenth century Britain, discusses some of the new Vaesen to be found in the new setting, and interestingly, suggests how the limited geography of the setting can lead to distinct variations upon the Vaesen within only a few miles. Davis also draws the distinction between the horror of Vaesen – Nordic Horror Roleplaying and the horror of Call of Cthulhu, primarily in that the later the aim at best is not to lose, whilst in the former, it is possible to resolve situations without necessarily resorting to despair. A different type of horror roleplaying game, Campfire, is discussed in ‘Flames of Fear!’, Samantha Nelson’s interview with its creators, Adam Vass and Will Jobst. Campfire is a storytelling game inspired by the horror anthologies such as Creepshow and Are You Afraid Of The Dark? The game uses decks of cards as prompts to encourage the players to tell horror stories about the protagonists rather than a single character each and also allows the players to step back from the story itself to comment upon the ongoing narrative as they are watching it unfold. This is shared storytelling and designed for shorter sessions than most roleplaying games.

Just as Call of Cthulhu remains the template for horror roleplaying in general, Ridley Scott’s 1979 Alien remains the template for all Science Fiction horror games. John Power Jr.’s ‘Dark Future’ looks the three roleplaying games and how they handle horror and fear in examining this meeting of genres. Most obvious here is Free League Publishing’s Alien: The Roleplaying Game, but Mothership Sci-Fi Horror RPG – Player’s Survival Guide is also inspired by the film too. The third roleplaying game is The Wretched, a solo-journalling game about the last survivor aboard a spaceship whose crew was killed by alien monstrosity except for the survivor. One aspect of these settings that the article does not really explore is the class distinction between these and other horror roleplaying games. These are all Blue-Collar sci-Fi horror roleplaying games whereas many horror roleplaying games are not. Again, this is a legacy of the film Alien. Featuring interviews with the designers of three roleplaying games, article however, does nicely balance the unknown, but not cosmic, nature of the sub-genre’s horror against the possibility of survival—and even hope.

Wyrd Science – The Horror Issue also interviews the team at Rowan, Rook, & Deckard. They talk to Luke Frostick in ‘The Importance of Powerful Deaths’ about the origins of Spire: The City Must Fall and the consequences that its protagonists—Drow rebels seen as terrorists by the High Elf state—suffer in acting against the regime. Spire is not necessarily seen as a horror roleplaying game, at least not in the traditional sense, but the article makes it clear that it has strong horror elements. The article explores how the team works together and some of the ideas and concepts which make it into the setting, but without restricting the setting for the Game Master and her creativity. The issue returns to the Old School Renaissance with ‘In The Darkest Recesses of Ourselves’, an interview by Walton Wood with Paolo Greco of Lost Pages about The Book of Gaub. This brings out the horrific nature of the book and its spells and their broader effect upon a campaign. It is a pity that this book comes from Old School Renaissance, because being systems agnostic it can have a wider use in non-fantasy genres and settings too. The interview does not necessarily suggest this, but it highlights the nature of the book and will hopefully bring it to the attention of a wider audience. The interview by John Power Jr. of Guilherme Gontijo, in ‘Silver Scream’ turns to mundane horror, but horror, nonetheless. Blurred Lines – Giallo Detective Solo RPG is the Brazilian designer’s solo journalling game designed by the Italian giallo cinema of the sixties in which the protagonist is a crime scene photographer who hunting, and in turn being hunted, by a serial killer. Like the earlier The Wretched, this explores the notion of playing alone and at night, how that can immerse the player deeper into the game. The interview also notes the difficulty in bringing designs from Latin America to the English-speaking hobby and various attempts to support this.

The last two articles in Wyrd Science – The Horror Issue do not switch subject, but they do switch format under discussion. In ‘Roll & Fright’, Dan Thurot asks whether a sense of horror can be created in playing a board game, pointing to hidden identity or movement games such as Fury of Dracula or Battlestar Galactica, as possible vehicles as they both add a high degree of uncertainty to play. Whilst he acknowledges that most horror board games are merely themed, adding the veneer of the genre, he ultimately concludes that it is possible, if only under its terms. The challenge being that sense of immersion and the loss of control at the heart of the genre makes it all the more difficult to do in a board game. The last interview in the magazine is again by John Power Jr. and with wargames designer, Joseph McCullough. In ‘A Field of Horror’, the designer of the highly regarded Frostgrave: Fantasy Wargames in the Frozen City talks about his latest design, The Silver Bayonet, which fuses Napoleonic wargaming with horror and narrative storytelling. This looks to be a fascinating setting and with rules for solo play included suggests it can be played on a more casual basis without the need for more confrontational play of traditional wargaming.

Wyrd Science – The Horror Issue is rounded out with ‘Hit Points’, its extensive reviews sections. It includes reviews of wargames such as Warlord Games’ Sláine – Kiss My Axe Starter Set, roleplaying games like the RuneQuest Starter set from Chaosium, Inc. and Orbital Blues from Soulmuppet Publishing, board games such as Tales From The Loop: The Boardgame from Free League Publishing, and a range solo games (all revewed by Anna Blackwell), like Be Like a Crow and Bucket of Bolts, before looking at Christopher Frayling’s Vampire Cinema – The First one Hundred Years and various films and television series, which has a report from the FrightFest 2022. Two of the more interesting reviews here are of The Elusive Shift: How Role-Playing Games Forged Their Identity by Jon Peterson and Slaying the Dragon: A Secret History of Dungeons & Dragons by Ben Riggs, pleasingly placed opposite each other in an entirely appropriate pairing. Lastly, the issue catches up with the adventures of Mira Manga in ‘Appendix M’. It adds a personal touch to the magazine and brings it to a close.

Physically, Wyrd Science – The Horror Issue is impressively bright and breezy—despite its subject matter. The layout is clean and tidy, but the issue does need another edit in places though.

Wyrd Science – The Horror Issue covers a wide range of roleplaying games in exploring the issue’s genre. Some of the roleplaying games and supplements, such as Call of Cthulhu, Van Richten’s Guide to Ravenloft, and Mythic Britain & Ireland obviously fall into the horror genre, others less obviously so, for example, The Book of Gaub. There is a lot to read and discover in the pages of the magazine and that is where it is at its best, finding out about a game you never heard of or wanted to know more about. Yet the format of the magazine, or at least this issue, makes it unbalanced and often not as engaging to read as it deserves to be. There are simply too many interviews in the issue compared to other articles, so that the other articles, whether Shannon Appelcline’s ‘I Will Show You Fear In A Handful Of Games...’ and Jack Shear’s ‘Wuthering Frights’ stand out more because they are different rather just because they are both interesting and informative. Consequently, whilst the issue is interesting and informative, providing an engaging look at a particular genre in roleplaying, Wyrd Science – The Horror Issue is better for what it covers rather than the way it covers its content.

Friday, 23 July 2021

Friday Fantasy: For the Sound of His Horn

With For the Sound of His Horn, author Adam Gauntlett returns to the horror genre he is best known for with titles such as The Man Downstairs and Hocus Pocus for Call of Cthulhu, Seventh Edition. This is a scenario set in Barovia, and thus Ravenloft, the preeminent horror setting for Dungeons & Dragons, Fifth Edition. The scenario is designed for a party of Player Characters of First to Third Level and is set in and around a village in Mordent. The author’s experience with other horror roleplaying games is nevertheless on show here, as the emphasis in For the Sound of His Horn is very much on interaction and investigation rather than exploration or combat.

Subtitled ‘A Haunted Hunting Party in Mordent’, 
For the Sound of His Horn takes place in Oaksey, a small village in Mordent, once part of the Huntingtower estate, since long extinct. The village has long been known for its fox hunts, and despite the loss of the local lord a century before, maintains the tradition today, keeping a pack of foxhounds and staging regular hunts. There being no lord, the position of Master of Foxhounds is held by Oaksey’s alderman. Recently, the current alderman, Sanders Murdoch, suffered a near-fatal hunting accident. Some say it was due to a riding accident, others his poor horsemanship, still others put it down to something unnatural, whilst Sanders himself suspects foul play and has vowed to severely punish whoever was responsible for his injuries.

The Player Characters may come to Oaksey for several reasons. They may simply have heard some travelers’ gossip and become intrigued enough to visit, but they might be asked by the Church of Ezra to come to the aid of local priest, they might be occultists who have heard of strange goings on in the village, or they may simply be keen huntsmen and women, come to ride with the village hunt. Their visit and thus 
For the Sound of His Horn is structured around a series of Core and Optional scenes. The Core scenes should provide the initial clues and revelations which point to Optional scenes and yet more clues and revelations—some of which are connected to the scenario’s main plot, others not. Most of these scenes—both Core and Optional—take the form of interviews and interactions with the villagers, meaning that the scenario relies heavily on the Insight, Investigation, and Perception, although there is the possibility of combat either towards or at the climax of the scenario. Ideally, the climax of the scenario should come at or around a festival when true facts of what has been going on in the village for the last century will come to light.

Each of the scenes in 
For the Sound of His Horn, whether Core or Optional, is presented on its own page and everything is clearly laid out. Thus the nature of the scene, skill involved, goal, and then if an NPC, personality, background, maneuvres—that is, the NPC’s actions in the scene, and lastly his disclosures. The latter are his secrets, hidden information, and true motivations, all to be revealed with a combination of good roleplaying and skill rolls. Location descriptions are simpler, listing and explaining their various features, secrets, and potential encounters.

Given that it is written for use with the Ravenloft setting, the scenario makes use of Haunting Effects and Stress, as well as its many secrets. The Haunting Effects can cause Fear, which can lead to a Player Character acquiring Stress, the Hunting Effects being set off by Triggers. Again, these are clearly marked in each of the locations where they occur. In fact, one of the locations has several! The scenario is not without its own potential triggers either. Obviously, it is a horror story and so it does involve strong themes, but those themes do include child cruelty (though this is very much off camera). The stronger issue may be the fact that the scenario involves blood sports, in particular, fox hunting. It includes a description of the activity and a list of its terminology, and the scenario should culminate in a Meet and a fox hunt. The blood sport is so bound up in the events of the scenario that it would be very difficult to run if the Dungeon Master was to try and remove it from the scenario.

Unfortunately, 
For the Sound of His Horn is missing a couple of elements which would make it easier to run. The first is that all of the NPCs lack a physical description and the second is that the scenario does not have any maps. The former is more of an issue than the latter, because it is possible to run the scenario with referring to any maps—having them would make it easier though. Fortunately, both are easily rectified by the Dungeon Master. Thus she can write the descriptions herself—though the author should have supplied them, and she can either draw the maps herself or find suitable ones online, even rights free ones. Another issue is that not all of the scenario’s plots are fully explained until they appear in the individual scenes and locations, so a better overview could have been provided. For the Dungeon Master it might be a good idea to draw a plot diagram and perhaps a relationship diagram as part of her preparation.

Physically, 
For the Sound of His Horn is generally well presented and easy to understand. It is lightly illustrated, mostly with rights free artwork.

In comparison to most scenarios for Dungeons & Dragons, Fifth Edition, the setting for 
For the Sound of His Horn is not so much fantasy as one of late Georgian or Victorian England. This means plenty of source material to draw from in presenting the scenario—especially if the Dungeon Master wants images to illustrate the scenario’s NPCs. It also means that the scenario would be easy to adapt—at least in terms of its plot—to other roleplaying games and their settings, whether that is Call of Cthulhu, Seventh Edition, Cthulhu by Gaslight, Victoriana, Doctor Who: Adventures in Time and Space – The Roleplaying Game, and so on. Overall, For the Sound of His Horn is a highly enjoyable horror scenario, emphasising interaction and investigation in serving up a punch cup, a fruity slice of hand cake, and a rich melodrama!

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.