Before I started reading and playing Halthrag Keep I didn’t expect to enjoy it as much as I did. Sure, I’m always game for a solitaire adventure; that seemed about the only interesting quality about it for me. It was billed as a “funnel” adventure typical of the game whose system it uses, Dungeon Crawl Classics (DCC), in which zero-level characters bumble through hideously lethal dungeons (in comparison to their low-level and inadequately equipped selves), with only a few surviving to become somewhat worthier first-level characters. I prefer games where players can craft meaningful characters who, by their very heroic nature, somehow survive adversity. So I’m not usually a fan of “funnels” or generally killing off scores of low level characters. I’d also developed an impression that Halthrag Keep and the Dungeon Crawl Classics game in general blended “gonzo” fantasy with over-the-top sci-fi elements, something I tend to avoid in my fantasy game adventuring.
Despite all this, I enjoyed Halthrag Keep so much that before I’d completed it with my third character I ordered the print-on-demand version.
Halthrag Keep sends kidnapped zero-level villagers into the gauntlet of Halthrag Keep, a sort of sadistic initiation a ruthless band of brigands uses to torment its victims, see which ones emerge alive (theoretically to join their group), and glean whatever treasure they can from the haunted ruins. Like any good solitaire gamebook, Halthrag Keep presents all the rules needed to create a character and fight opponents right up front; this enables folks who don’t already own the DCC rules to sit down, create a humorously sad little character, and send it through the perils within the keep. The first part of the book summarizes a streamlined DCC character creation process, including all the necessary random tables to generate often goofy mundane-level characters, such as Chip the tombstone carver, Gerolo the bank clerk, and Golly the puppeteer (my silly names, the game’s odd villager professions). While rolling up a character, readers learn how the basic mechanics work (primarily combat-oriented), though much of this seems second nature to any gamer even vaguely familiar with the lingua franca of class-and-level roleplaying games.
The adventure begins by setting the opening situation – a
kidnapped villager thrust into the keep for the amusement of the
bandits – then sends readers off to explore the 133 entries in the
programmed scenario. Before this, however, one passes over the random
encounters section. Throughout the programmed entries one
occasionally finds parenthetical notations for “WAND” indicating
the reader should note the current entry and turn to the random
encounters section to roll on the appropriate table for daytime or
nighttime encounters (the latter being somewhat more challenging).
This exhaustive wandering monster section doesn’t simply offer
lists of monsters to encounter but provides some context and unique
circumstances for encountering them (and in some cases defeating,
parleying with, or running away from them). Each result on the table
directs readers to one of 52 numbered entries in the random
encounters section; here they find a paragraph or two describing the
circumstances under which they meet the creature, notes about combat
strategy, and, of course, stats. This makes for more interesting
encounters than simple meet-and-fight skirmishes. For instance,
Gerolo the bank clerk ran into a possum-man during the day, so the
creature was naturally sluggish and tried running away after Gerolo
scored his first hit using his knife; if the bank clerk had been
luckier, he would have been able to block the possum-man’s
expeditious retreat and gain some treasure in return for letting it
live. The programmed random encounter entries enhance the overall
experience by avoiding simple monster combat and giving each
encounter some depth. Some entries send readers back to the adventure
entry they left, but a few deposit characters in a new location
within the keep.
The main adventure entries enable readers and their hapless
characters to explore the keep’s various locations, interact with
monsters, search for treasures, and try escaping alive. The random
encounters mechanic isn’t the only exceptional element in the
scenario entries; Halthrag Keep blends some other layered
mechanics to give depth to various locations. Some entries start with
a parenthetical “TIME” notation, requiring players to mark down
an additional turn on their sheet; night falls after 24 turns,
important to remember when rolling on the increasingly deadly random
encounters tables. The “LIGHT” notation tells readers whether
they require a light source to enter a particular area (characters
get light sources as part of their randomly determined starting gear
or must find them inside the keep); those without light must return
to the previous entry and cannot explore unlighted areas. A few other
all-caps parenthetical notations help highlight certain special
circumstances dependent on situation or equipment, including “ITEM,”
“COND” (condition), “DICE,” “XP,” and “GRUE.” Several
locations allow characters to search for equipment and treasure
(rolled on the appropriate tables in the rules section up front),
though this often adds to the total turns and sometimes forces a
random encounter.
The scenario includes mechanics for a sidebar journal (protected
by a devilish imp) where players can note where they’ve dropped
equipment or, more likely, left their characters’ bodies and gear
after a gruesome death. The mechanic is reminiscent of the sidebar
notes in the classic TSR solitaire adventures, BSOLO The Ghost of
Lion Castle and XSOLO Lathan’s Gold (which
the author acknowledges as part of his inspiration for Halthrag
Keep). While it’s a little difficult to use in the PDF unless
you print it out, it’s something I’m looking forward to in the
print version I ordered.
Several appendices offer additional useful materials like a
bestiary of monsters from the adventure, new spells, a DCC
patron, notes on story and setting elements from the keep, several
blank character sheets, and designer’s notes. The PDF version also
comes with a a file containing a separate bestiary of monster found
within the keep and a map of the keep (though I’ve not used it to
orient myself, preferring to stumble about without such guidance).
Halthrag Keep offers a complete and entertaining package
for an OSR solo adventure. The use of the streamlined Dungeon
Crawl Classics rules enables anyone familiar with old-school
gaming concepts – class, level, to-hit rolls, hit points, and armor
class – to play by simply reading the character creation overview.
I just received the print-on-demand copy I ordered; it’s
digest-sized and hence formatted somewhat differently from its
letter-sized PDF, plus it uses a host of different symbols instead of
the parenthetical, all-caps notations for “WAND” and “TIME”
and such. It’s going on my OSR shelf as a good example of a
solitaire adventure gamebook and an inspiration for my own
game-design endeavors. I can only hope we see more solitaire
gamebooks like this, OSR or otherwise, to provide entertainment as
well as inspiration.
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