Showing posts with label Lone Wolf. Show all posts
Showing posts with label Lone Wolf. Show all posts

Thursday, 31 December 2020

Lone Wolf 31: The Dusk of Eternal Night | review by Rafe McGregor

Lone Wolf 31: The Dusk of Eternal Night by Vincent Lazzari and Ben Dever

Holmgard Press, hardback, £19.99, December 2020, ISBN 9781916268036


If I enjoy a series and the latest instalment isn’t up to the standard of its predecessors, my usual policy is to avoid reviewing it.  Perhaps that’s what I should do with Lone Wolf 31: The Dusk of Eternal Night, the penultimate instalment of the late Joe Dever’s Lone Wolf cycle of fantasy gamebooks, which was released in time for Christmas by Holmgard Press.  Having invested so much time and energy (and a not inconsiderable amount of money) on the franchise as well as reviewing all of the New Order series (Lone Wolf 21 onwards) to date, however, I feel it would be a cop out.  Also, notwithstanding my criticism below, I will be buying the last in the cycle – Lone Wolf 32: Light of the Kai – on the basis that I am in my fifth decade of playing the books and have a need to know how it all ends (I began shortly after Lone Wolf 1: Flight from the Dark was published in 1984).  For those interested, I’ve discussed the trials and tribulations of the franchise – including why the publication of the cycle has taken so long – here, here, and here.  So let me begin with the bad news and my harshest criticism: Lone Wolf 31 simply has too much dialogue, too much description, and too little gameplay.  It’s as if the authors forgot they were writing a gamebook and wrote an experimental young adult fantasy novel instead.  Now one may think that this hybrid model of gamebook-novel is an improvement on the gamebook-only model or that the change of direction is precisely what the cycle needs for a spectacular conclusion, but I have been playing these books since the eighties because they are games.  If I wanted a novel set in Magnamund I would have collected the Legends of Lone Wolf series (novelisations of gamebooks 1 to 8, published from 1989 to 1994) – and, indeed, I did try the first and decided that they weren’t for me.  I genuinely hope that most if not all readers of this review disagree with my evaluation and if you don’t want to be put off Lone Wolf 31 please don’t read any further.  Just buy the book, read it, and make up your own mind.

The New Order series focuses on a new protagonist (whose name is randomly-generated, leaving me with “True Friend” for mine) and combines campaign and standalone adventures.  The standalone adventures are Lone Wolf 23: Mydnight’s Hero and Lone Wolf 26: The Fall of Blood Mountain.  There are four separate campaigns: books 21 and 22; books 24 and 25; books 27 and 28; and the final four books.  The final campaign began in Lone Wolf 29: The Storms of Chai and was continued in Lone Wolf 30: Dead in the Deep, which was the first gamebook published after Joe Dever’s death and was written by Vincent Lazzari and Ben Dever (Joe’s son), using notes that Joe literally wrote on his deathbed.  (On which note I should add that the story of the creation and publication of the franchise is well worth reading in its own right, even if one has no interest in gamebooks.)  In my two previous reviews of the final campaign, I noted that Lone Wolf 29 seemed to take the saga in a particular direction – the cataclysmic destruction of Magnamund by a hitherto unknown force for evil – from which Lone Wolf 30 then seemed to depart.  First and foremost, what I wanted from Lone Wolf 31 was a contextualisation in which the progress of the interplanar conspiracy was discussed even if the power behind it was not disclosed. In this, the gamebook succeeds, although I was disappointed to discover that the cataclysm is being engineered by two of Lone Wolf’s traditional foes, reincarnated on or resummoned to Magnamund.  Perhaps there is more to the conspiracy, to be revealed in Lone Wolf 32, but I thought the choice of enemies lacked originality.

The refighting of old enemies was a curious choice because in other respects the gamebook is highly original – a more positive spin on my critique is that it is too original – while the gamebook-novel hybrid didn’t work for me, I don’t deny that it is both inventive and innovative.  The first part of the gameplay is also creative and entertaining, with True Friend in command of an army at a full scale battle (reminiscent of AD&D’s Battlesystem, published in 1985).  In addition, Lone Wolf 31 begins to tie the cycle up by gathering together companions and allies from the previous New Order books, from The World of Lone Wolf miniseries, and from the various Bonus Adventures (there is no Bonus Adventure in this book).  This has a climactic feel and one of the successes of Lone Wolf 31 is the way in which it anticipates the end of the cycle, heightening the excitement that long-term fans like me are already experiencing.  Regarding gameplay, however, it is not only that there isn’t enough of it (where there are options, many of them rely on the random number table, i.e. luck) but that as a game it is too easy.  True Friend has of course undertaken every one of the New Order adventures so far, which means that he holds the rank of Sun Prince, has the powers of a demigod, and a very high Combat Skill and Endurance (the mechanics upon which the rules of the game are based).  He has also picked up some impressive weapons and armour on the way and is, especially when in the company of his allies, much harder to kill than his silly name suggests.  He had a much harder time of it in both Lone Wolf 29 and Lone Wolf 30 and invulnerability is not a virtue in player characters.  Let me conclude on the most positive note I can… at the risk of using a cliché I’ve already used once this year, this is the ‘marmite’ Lone Wolf gamebook.  It is distinct from the previous thirty and I suspect that players will either love or hate the novelty.  I hope they will love it and hate this review.  I also hope that Lone Wolf 32 will see a return to the form of Lone Wolf 29 which is, in my opinion, the highlight of the entire cycle.

Thursday, 23 July 2020

Lone Wolf 26: The Fall of Blood Mountain | review by Rafe McGregor

Lone Wolf 26: The Fall of Blood Mountain (Collector’s Edition) by Joe Dever
Holmgard Press, hardback, £16.99, July 2020, ISBN 9781916268029


In my review of Lone Wolf 24: Rune War, I mentioned that I’d never played books 25 and 26 and although I’ve used Project Aon (see: www.projectaon.org) to play books 27 and 28, it’s particularly gratifying to be able to play 26 using Holmgard Press Collector’s Edition hardback (available at: www.magnamund.com). Lone Wolf 26: The Fall of Blood Mountain is the sixth (of twelve) in the New Order series of the Lone Wolf cycle. I won’t bore regular readers with details of either the cycle or its publication as they are described at length in my reviews of books 21, 22, 23, 24, 25, 29, and 30, all of which are available on this blog. The New Order series turns away from protagonist Lone Wolf to focus on a new member of the Kai order, Sommerlund’s warrior elite, combining standalone with campaign adventures. The two standalone adventures are books 23 and 26. Interestingly, anyone who played the first edition of Advanced Dungeons & Dragons will probably notice a strong correlation between the shape of these two adventures and the Wilderness Survival Guide (1986) and Dungeoneer’s Survival Guide (1986) respectively. The latter was the supplement that introduced the Underdark, a subterranean world consisting of a vast interconnected network of caverns, tunnels, and shafts, as a campaign setting. In the world of Magnamund, the Dwarven Kingdom of Bor has a foot both on and under the earth and the action of The Fall of Blood Mountain takes place in the latter.

The greed of one of King Ryvin’s sons, Prince Leomin, led him to ignore the received wisdom of the Drodarin and mine too deep, releasing an ancient horror called the Shom’zaa. Leomin and his brother, Prince Torfan, are now beneath the capital of Boradon defending the Throne of Andarin against the Shom’zaa and its horde. The Kai have been approached to send a champion to destroy the Shom’zaa with a Sun-crystal while the King leads his army to relieve the siege of the Throne chamber and rescue his sons. Grand Master True Friend (of randomly-generated-name-fame) is assigned the mission by Lone Wolf and the adventure begins with him hitching a ride on a skycraft bound for Bor. King Ryvin offers True Friend the captain of the Royal War-thanes, Vagel, as a guide and the two soon find themselves deep in the Underdark. For a royal champion, Vagel is surprisingly fragile and doesn’t last very long at all, leaving True Friend to complete the mission by means of his wits, Kaistar (his magic sword), and the New Order Kai Grand Master Disciplines (supernatural abilities granted by the gods Kai and Ishir).

The game is quite short in length compared to other New Order adventures and has a curious narrative structure, divided into three unequal parts. The first and longest (about three-fifths of the game) is composed of True Friend’s journey to the Throne chamber. The second and shortest (about a sixth of the game) involves True Friend hunting and killing the Shom’zaa with the aid of a remorseful Prince Leomin. The final part (about a quarter of the game) is concerned with True Friend’s return to assist Prince Torfan in defence of the Throne, which is still under attack from the horde. It would be unfair to say that the structure is anticlimactic because the battle in the Throne chamber provides the most harrowing combat, but the confrontation with the Shom’zaa – and indeed the whole middle section – is disappointing. The anticipation, tension, and ‘pleasing terror’ of the Shom’zaa starts with the cover, the illustration on the front and the blurb on the back, and builds as the game progresses. The revelation that the Shom’zaa is one of the weaker antagonists of the series and that its death has little impact on the game (the most difficult part of which is still to come) makes for an unfortunate dip in the excitement of play. My second criticism is that there wasn’t much description of Drodarin customs, culture, and technology, which is a pity as the Drodarin are the only dwarves on Magnamund, the only society to have mastered the use of gunpowder.

Regarding gameplay, The Fall of Blood Mountain is probably the easiest of the New Order series so far. The combination of this feature with its status as a standalone rather than campaign adventure means that it is probably the only one to date that I would recommend playing on its own. It is, of course, better if you’ve played books 21 to 25 (and even better if you’ve played 1 to 25), but book 26 is an entry into the cycle that is both enjoyable and survivable. For players of the series, no guidance is necessary; if this is your first Lone Wolf adventure you might want to consider choosing Illuminatus (a broadsword) as your Kai weapon and selecting either Elementalism or Kai-alchemy as one of your Grand Master Disciplines. This is Holmgard Press’s sixth publication and maintains the high standard of production values begun with Lone Wolf 29: The Storms of Chai. I did, however, come across four typos, all in the bonus adventure but none so serious as to detract from gameplay (one on the page immediately before section 1, two in section 32, and one in section 124).

The bonus adventure is ‘Destiny Most Dire’, written by August Hahn and especially noteworthy in concluding his Dire mini-series, the only series to run through the bonus adventures. The player character is a Dire, a dead soldier who is now one of the Lifeless, denied death and doomed to walk Magnamund. This is the fifth and final adventure of the character, the previous instalments of which were: ‘Darkness Most Dire’ (in Lone Wolf 14: The Captives of Kaag), ‘A Long and Dire Road’ (in Lone Wolf 16: The Legacy of Vashna), ‘Dire Straights’ (in Lone Wolf 19: Wolf’s Bane), and ‘Dire in the Dark’ (Lone Wolf 25: Trail of the Wolf). ‘The Story So Far…’ opening recaps the entire mini-campaign in detail so the player does not have to seek out the previous instalments to understand the trajectory of the mini-series, which constitutes its own campaign. Although the game has 125 sections as opposed to the standard 350 of Lone Wolf, it has a substantial feel to it and is very well-paced. Hahn writes with flair and proficiency, providing a near-perfect balance of world-building and action throughout the narrative. There are also some interesting and innovative variations on standard combat, which spices up gameplay for regulars. In sum, ‘Destiny Most Dire’ is excellent, a fitting end to the mini-series campaign. As such, there is a sense in which the bonus adventure completes the Collector’s Edition, providing a counterbalance to what is one of the weaker Lone Wolf adventures.

Monday, 4 May 2020

Lone Wolf 25: Trail of the Wolf | review by Rafe McGregor

Lone Wolf 25: Trail of the Wolf (Collector’s Edition) by Joe Dever
Holmgard Press, hardback, £16.99, April 2020, ISBN 9781916268012

With the release of Trail of the Wolf to schedule, I must confess that my cautious optimism about Holmgard Press has matured into quiet confidence… to the extent that I’d be very surprised if the late Joe Dever’s whole Lone Wolf cycle (books 1 to 32) hasn’t been published by this time the year after next.  As I mentioned in my review of Lone Wolf 24: Rune War, I have never played books 25 and 26 so I was particularly pleased when this arrived very promptly in the post (from Holmgard Press’s website, at: www.magnamund.com).  Trail of the Wolf is the sequel to Rune War and although I provided a brief summary of the New Order series (books 20 to 32) in my review of Lone Wolf 22: The Buccaneers of Shadaki, it is worth drawing attention to the way in which the cycle has been constructed.  The Kai (books 1 to 5) and Magnakai (books 6 to 12) constitute a single quest (or “campaign”, in role-playing game terminology) with a single protagonist (“player character”), Lone Wolf. The Grand Master series (books 11 to 20) consists of ten standalone adventures, in which Lone Wolf plays the part of troubleshooter for the good gods Ishir and Kai, foiling the evil god Naar’s plots to extend his influence in Magnamund (the fantasy world in which all the gamebooks are set). The New Order series focuses on a new protagonist (whose name is randomly-generated, leaving me with “True Friend” for mine) and combines campaign and standalone adventures.  The standalone adventures are Lone Wolf 23: Mydnight’s Hero (reviewed here) and Lone Wolf 26: The Fall of Blood Mountain.  There are four separate campaigns: books 21 (reviewed here) and 22; books 24 and 25; books 27 and 28; and the final four books, beginning with Lone Wolf 29: The Storms of Chai (29 and 30 are reviewed here and here; 31 and 32 have yet to be published).

In consequence, I don’t recommend playing Trail of the Wolf without playing Rune War first, although, such is the skill with which Dever created the series, that they can actually all be played as standalone adventures. Rune War saw the New Order of the Kai (the warrior elite of Sommerlund) pitted against Lord Vandyan of Eldenora.  Driven by his hubris, guided by Naar, fuelled by the power of the Runes of Agarash, and with an innumerable horde of Vorka (spawn of Agarash the Damned) at his disposal, Vandyan was in the process of conquering central Magnamund.  While Lone Wolf led the conventional crusade against Vandyan’s army, True Friend slipped inside Skull-Tor special forces style and destroyed the Runes, guaranteeing victory.  Naar managed to snatch his own victory from the jaws of defeat, however, sending Zorkaan the Soultaker, a powerful entity from the Plane of Darkness, to live up to his name and snatch Lone Wolf.  The destruction of the Runes appears to have trapped Zorkaan on Magnamund and Naar took advantage of the situation to place him under the control of the necromancer Xaol (a recurring villain in the New Order series).  Xaol is holding Lone Wolf prisoner in Gazad Helkona, a former Darklord fortress city (the Darklords were defeated by Lone Wolf in the initial campaign of the cycle, books 1 to 12), and True Friend’s mission is to rescue him. The plan is to deploy to the Shezar Hills in Guildmaster Banedon’s flying ship, yomp fifty miles across-country, infiltrate the city, locate Lone Wolf, and await a hot extraction atop one of the citadel’s towers… what could possibly go wrong?  As such, the game can be divided into four parts: a wilderness adventure in the Shezar Hills and the Dead Forest of Helkona; an urban infiltration into the fortress; and then two dungeon crawls, the first to find Lone Wolf and in the citadel and the second to escape to Darklord Chlanzor’s observatory dome and survive until Banedon arrives.

Regarding the mechanics of gameplay, the narrative is quite short, very deadly, and heavily reliant on luck (at the Random Number Table, the game’s equivalent of a decahedral die).  I found the adventure by far the toughest of the New Order series so far (i.e. books 21 to 24) with True Friend being killed three times, once by fall and then by Xaol and an Urgaroh (a reptilian humanoid I could do without) in two combats.  It doesn’t help that when you do find Lone Wolf, he is in no fit state to lend a sword-arm.  The following can all make the game a little less deadly and a less reliant on luck:
  1. Selecting either Spawnspite or Valiance as your Kai weapon.  
  2. Selecting Kai-screen as one of your Kai Grand Master Disciplines.  
  3. Not picking up a Black Amulet if you find one.  
  4. Selecting one of the following Kai Grand Master Disciplines: Grand Weaponmastery (while carrying a bow), Kai-alchemy, or Magi-magic.
As I’ve come to expect from Holmgard Press by now (this is their fifth publication), the production values of the gamebook are excellent.  I did, however, spot three minor typos: the illustration labelled ‘1’ is in fact of section 2; the illustration labelled ‘106’ is of section 105; and there is an unnecessary ‘=’ in the page number 100-101.

In keeping with all of the other Collector’s Editions (with the exception of Lone Wolf 1: Flight from the Dark), there is a bonus adventure, “Dire in the Dark”, which is written by August Hahn.  I usually play these and include brief comments in my review, but I'm writing this under the COVID-19 lockdown and probably won’t get the opportunity for some time. The player character is a Dire, a dead soldier who is now one of the Lifeless, denied death and doomed to walk Magnamund.  This is the fourth instalment of the character’s adventures, which are all authored by Hahn, began in the bonus adventure of Lone Wolf 14: The Captives of Kaag, and continued in Lone Wolf 16: The Legacy of Vashna and Lone Wolf 19: Wolf’s Bane.  My Lone Wolf library is eclectic with regard to editions and of these three I only have Wolf’s Bane in the Collector’s Edition, but I think I’ll play “Dire Straights” before I return to “Dire in the Dark”.  In summary, Trail of the Wolf is a great gamebook, well-worth the price, excellent on its own, but even better if played as part of the cycle.

Thursday, 9 January 2020

Lone Wolf 24: Rune War | review by Rafe McGregor

Lone Wolf 24: Rune War (Collector’s Edition) by Joe Dever
Holmgard Press, hardback, £16.99, December 2019, ISBN 9781916268005

In addition to completing the late Joe Dever’s vision of a thirty-two book cycle comprising four different series, Holmgard Press is intent on completing the Collector’s Edition release initially begun by Mongoose Publishing in 2010 (for details, see my review of Lone Wolf 21: The Voyage of the Moonstone). I must confess that for a combination of reasons (and despite the user-friendly formatting of Project Aon), I had never actually played books 24 to 26, in consequence of which I was very pleased to see Lone Wolf 24: Rune War released at the end of 2019.  The game begins with True Friend (my Kai Grand Master of randomly-generated-name-fame) returning to the Kai Monastery from his successful mission in the Kingdom of Siyen (Lone Wolf 23: Mydnight’s Hero) to be invited to a private audience with Lone Wolf.  The evil Lord Vandyan has usurped the throne of the former Principality of Eldenora and invaded the neighbouring countries of Delden, Magador, and Salony in Northern Magnamund.  Vandyan’s imperial ambitions are currently stalled in Lyris, where he is besieging Varetta (the Stornlands setting of Lone Wolf 6: The Kingdoms of Terror) with his Vorka horde.  The Vorka are Agarashi (spawn of Agarash the Damned, an archdemon that serves at the right hand of the God of Darkness) and were believed extinct before their appearance in Vandyan’s army.  The Vorka horde is being continually replenished from Duadon, the capital of Eldenora, where it appears that the creatures are being created by means of the Runes of Agarash. While Lone Wolf leads a crusade of New Order Kai, allies, and mercenaries to raise the siege of Varetta, True Friend is tasked with infiltrating Skull-Tor, Duadon’s fortress, to destroy the runes and cut off the supply of Vorka at its source.  This mission brief suggests a game of at least three parts: a wilderness adventure beginning with a river journey and ending in a forest, an urban exploration of the streets of Duadon, and finally a dungeon crawl in the fortress.

The game begins well, with immediate action, although anyone who has played previous Lone Wolf games will not find the journey to Hulsta’s cooperage in Duadon too onerous (with the possible exception of the Grochod Forest section). The method of entry selected for Skull-Tor is the underground tunnels constructed in case of the need for escape by the original occupant. The plan is soon scuppered, however, and the infiltration (in my gameplay) was by means of the underground river, habitat to some very nasty local fauna. Once inside Skull-Tor, True Friend discovers the full extent of Vanyan’s megalomania, a three-step strategy for world domination, the first two steps of which have already been set in motion. This is followed by an exciting and multi-staged climax that includes a skirmish with the deadly Zorkaan the Soultaker. The game is in fact in four parts: a wilderness adventure to reach Duadon, an urban exploration on and below the streets of Duadon, a dungeon crawl in Skull-Tor, and then a two-stage escape from stronghold and city. As is so often the case, the escape is a little anticlimactic, becoming progressively easier from the stronghold to the city to the countryside. Rune War nonetheless has a gripping – shocking, even – ending, which I shall reveal seeing as Lone Wolf 25: Trail of the Wolf has been available in one form or another since 1997. After being extracted by Banedon, Guildmaster of the Brotherhood of the Crystal Star, in his skyship, True Friend returns to the Kai Monastery to receive the news that Lone Wolf, still at the head of the crusade, has been abducted by a black shadow that fell from the sky on the outskirts of Ruanon and is thought to be Zorkaan the Soultaker. Lone Wolf’s soul has, literally, been taken and True Friend’s next mission will be to bring it back.

I have little to say about the mechanics of play – as a game, Rune War is highly enjoyable, albeit not particularly demanding, and the Grand Master Discipline of Kai-screen is very useful (though not essential). As with all the other Collector’s Editions, there is a bonus adventure, “The Traitor’s Reward”, which is written by Gavyn F. Duthie. The player takes on the persona of Kalen of Salony, a Stornlander sellsword leading a band of mercenaries in service of the Salonese. My verdict is that the game is something of a mixed bag. On the upside, the adventure makes a nice counterpoint to the main feature and the idea of beginning with Kalen and his whole band is original. “The Traitor’s Reward” is also satisfyingly long for a bonus adventure (270 sections as opposed to the 350 of the feature). On the downside, there is a noticeable difference in authorial quality between the two adventures, particularly with respect to the descriptions (some of which are a little unclear) and turns of phrase (which are occasionally awkward) in the bonus adventure. More importantly, the attempt to turn the skills of a veteran mercenary into Kai-like special abilities falls flat and detracts from the internal logic of the cycle – the Kai are unique precisely in virtue of their exceptional skills and (as they progress) supra-human abilities, which are achieved by the combination of dedication, devotion, and divine intervention. Having said that, other players may well not be as distracted as I was by this question and will probably enjoy the bonus adventure much more than I did. Not only have I still not played books 25 and 26, but 25, 26, and 28 are the only three missing from my collection of various editions of the rest of the thirty books… so I really do hope Holmgard Press is here to stay.

Wednesday, 8 January 2020

Lone Wolf 23: Mydnight's Hero | review by Rafe McGregor

Lone Wolf 23: Mydnight’s Hero (Collector’s Edition) by Joe Dever
Holmgard Press, hardback, £16.99, April 2019, ISBN 9781527237728

Now that I’m cautiously confident Holmgard Press is here to stay – to see the Lone Wolf series through to its conclusion, at least – I’ve been spending more time on the website at www.magnamund.com. On the About page there is a history of the series by the renowned Jonathan Green, author of YOU Are The Hero: A History of Fighting Fantasy Gamebooks (parts 1 and 2, published in 2014 and 2017 respectively). I was struck by how much more upbeat it was than my own history of the series, with which I began my review of Lone Wolf 21: The Voyage of the Moonstone in 2016 (and updated in my review of Lone Wolf 29: The Storms of Chai in 2017). I hope my intention to be supportive of the late Joe Dever and my admiration for the innovative ways in which he overcame the obstacles presented by publishers were both clear, but I suppose Green’s history is written for a different purpose (promoting the series) to mine (providing some sort of critical appreciation). I nonetheless thought it would be interesting to compare the two, by which I mean fill in the copious gaps in my account using Green.

Green’s history begins before mine, in 1977, with a twenty-one-year-old Dever switching from tabletop wargaming to role-playing gaming, creating the world of Magnamund as a campaign setting for his Dungeons & Dragons game. As has been well-publicised, Dever became the first British winner of the Advanced Dungeons & Dragons Championship of America in 1982. Less well-publicised is the fact that he received a job offer from Steve Jackson and Ian Livingstone (the creators of the Fighting Fantasy series of gamebooks) at Games Workshop. Interestingly, given my commentary on his business acumen, Dever decided that Lone Wolf would reach a wider audience as a gamebook on the basis that there were more bookshops than game stores. Three decades later, there are precious few bookstores left, but more importantly from a financial point of view, the gamebook has been replaced by videogames in a way that role-playing games haven’t (not yet, anyway). By this time, however, Dever had long switched to the online platform offered by Project Aon, in a sense pioneering what we would now called Open Access Publishing. Hutchinson, which is now part of Penguin Random House, commissioned four books from Dever and the first two were published in 1984, with Lone Wolf 1: Flight from the Dark selling into six figures in the first month.

Dever’s original plan was a series of twenty books – what would subsequently become the Kai, Magnakai, and Grand Master series – where players adopted the persona of Kor-Skarn (Lone Wolf) throughout. Green mentions the change of illustrators in 1987 and that Brian Williams illustrated the series until his death in 2010. Following the publication of all twenty books, Dever set to work on the New Order series, which he envisaged as consisting of twelve books following the adventures of a new protagonist (reproducing the Kai and Magnakai series, which are actually two parts of a single campaign in gaming terms or a single narrative in literary ones). Green mentions Red Fox cancelling the series in 1998 and concurs with my assessment about the wisdom of allowing Project Aon to distribute the books online (again, looking back, these were early ebooks). At the same time as Dever was having problems with Mongoose Publishing (who had taken over from Red Fox in 2007), he began publishing maps of Magnamund, drawn by Francesco Mattioli. Apparently Dever was prevented from setting up Holmgard Press before 2016 because of the need to wait for the rights to revert to him and, as I mentioned in my review of Lone Wolf 30: Dead in the Deep, the reversion came almost too late, with Dever dying in November of that year. His son, Ben, who has taken over Holmgard Press and the completion of the series, is also a writer – of scripts and screenplays – which is why the series is co-written with Vincent Lazzari, who had been assisting Dever with the Lone Wolf Role Playing Game (by Mongoose) since 2010.

Having integrated my history with Green’s, I’ll pick up where I left off in Lone Wolf 22: The Buccaneers of Shadaki, which concluded with True Friend (my Kai Grand Master of randomly-generated-name-fame) completing the mission given to him by Lone Wolf at the beginning of the previous gamebook, returning the Moonstone (one of the greatest artifacts of Magnamund) to its Shianti creators on the distant Isle of Lorn. After enjoying their thanks and hospitality, True Friend returns to the Port of Suhn and book 23 begins with him receiving a message from Lone Wolf in the Dessi consulate, courtesy of a magical seeing stone, about an emergency in the nearby Kingdom of Siyen. King Oridon of Siyen has been assassinated and the throne of the kingdom will shortly be claimed by Baron Sadanzo, an evil sorcerer. True Friend is the closest Kai Master to hand and his mission is to find the heir, Prince Karvas (who has been living in exile on the Isle of Sheasu for a decade), and convince him to return to the land of his birth within fifty days – before Harvestmas Day – after which his claim will be forfeit according to the Constitution of Siyen. Lone Wolf has despatched Wizard Acraban of the Magicians’ Guild of Toran to assist and True Friend must rendezvous with him in the city of Mydnight in Sheasu in twenty days.

The game is divided into three parts, which become longer, more exciting, and more difficult to play as one progresses. The narrative takes the form of a race against time, to reach Seroa, the capital of Siyen, before noon on Harvestmas Day. In the first part, which is relatively undemanding, travel is by ship – sailing ship to the Island of Sheasu and then skyship from Sheasu to Seroa – but the journey is interrupted when the skyship crash-lands in the Great Forest of Kelderwood. Part two is a journey on foot to the city of Bakhasa, ruled by the dreaded Autarch Sejanoz (who will play a significant role later on in the New Order Series), ending with the escape of True Friend and Karvas from the city on horseback. The final chapter begins with the flight from Bakhasa, involves a substantial amount of time in the saddle, and ends – all being well – with Karvas crowned King and True Friend invested as a Knight of Siyen. What works particularly well in this race against time plot, with True Friend and Karvas the target of several pursuits along the way, is that the pace of the game never flags, in addition to which one is never sure of what will come next, maintaining the sense of suspense throughout. One of the features of the Lone Wolf series that has elevated it above its many competitors (in the eighties at least) is the lack of linearity of the narratives and this lack is especially evident here, where – as the player – all one can be sure of is that the conclusion will be in Seroa. How one gets there – the route, the means, and the obstacles – is all entirely up for grabs.

The mechanics of the game work very well. I found only one (typographical) error: illustration XVII matches section 295, not section 294 (as the gamebook states), which caused little confusion as the sections are right next to one another. There is only one section where I feel compelled to offer walkthrough-type advice. When you arrive at the South Gate of Seroa (and I’m not sure whether there are any other options) you must enter the city inconspicuously, i.e. risk the delay of the long queue, otherwise you will lose the opportunity to separate Baron Sadanzo from his Gem of Naar, which makes him indestructible for a lowly Kai Grand Sentinel. I also found the possession and mastery of a bow particularly useful in this adventure (which is not always the case in the series). As with all the other Collector’s Editions, there is a bonus adventure: “Lost in the Kelderwastes”, written by Florent Haro and Vincent Lazarri. The player adopts the persona of Acraban, left with his downed skyship Starstrider in the Great Kelderwood Forest, and involves the hunt for a lost patrol of his crewmen. As regular readers of my Lone Wolf reviews will recognise, the adventure meets both of my criteria for a bonus game: the plot dovetails neatly with the main adventure (literally beginning where True Friend left Acraban) and provides a contrast of player character, a magic-user as opposed to a ranger to use Advanced Dungeons & Dragons terminology. The adventure is short (150 sections as opposed to the 350 of the main adventure), but original, interesting, and well worth playing.

Tuesday, 22 October 2019

Lone Wolf 30: Dead in the Deep | review by Rafe McGregor

Lone Wolf 30: Dead in the Deep by Vincent Lazzari and Ben Dever
Holmgard Press, hardback, £19.99, June 2019, ISBN 9781527240797

Given the many trials and tribulations experienced by Joe Dever in securing a reliable publisher for the New Order series (21 onwards) of his Lone Wolf gamebooks from the mid-nineties, my main concerns whenever a new book is released are whether I will receive it and what kind of production values it will have. The details of the first two decades of Joe’s struggle can be found in my review of Lone Wolf 21: TheVoyage of the Moonstone and the last two years in my review of Lone Wolf 29: The Storms of Chai. While I was writing the latter in November 2016, the series and its considerable fan base suffered the ultimate setback in Joe’s untimely death and it seemed like his Holmgard Press would close after less than a year in operation. The press has, however, been relaunched at www.magnamund.com and appears to be run by his son, Ben, who is jointly responsible for the completion of the series (books 30 to 32) with Vincent Lazzari. The ordering process from the website is simple with safe if not speedy delivery following. Dead in the Deep is a hefty tome (there are no page numbers in consequence of the sections used for gameplay, but it is over two inches thick) and although the paper used is of lower quality than the Collector’s Editions published by Mongoose and Mantikore, the finished product makes for a neat fit with the rest. In keeping with almost all of the series to date, Dead in the Keep consists of three hundred and fifty sections and you can perhaps imagine my disappointment when I discovered sections 319 to 330 were absent from my copy, a repeat of sections 233 to 251 appearing in their place. I contacted Holmgard about the problem and received a very quick response to the effect that a replacement would be sent to me without any extra charge or a requirement to return the defective copy (I always resent either of these inconveniences if the fault lies with the publisher or the supplier). I received the replacement in due course and I only relate the complication as evidence of why I am confident in recommending Holmgard Press to any and all potential readers. At present, they also offer the Collector’s Edition of Lone Wolf 23: Mydnight’s Hero (£16.99) and twenty-five very attractive art prints that look like alternative book covers. The Collector’s Edition of Lone Wolf 24: Rune War (also £16.99) is the next book due for release (no date given).

I mentioned my intense emotional (and, once or twice, extravagant financial) investment in the franchise in previous reviews and this investment is at its greatest now when it looks like the cycle, which Joe originally envisaged as consisting of thirty-two books, might actually be completed. I reproduce the first two paragraphs of Ben’s short foreword here:

Two weeks before my dad passed away he asked Vincent and myself to complete the Lone Wolf series. It’s a huge honour to finally be able to share with you the first part of the epic conclusion to his unique saga.

A life’s work underpins this book, and the details of the story were dictated in the palliative care ward at Whipps Cross Hospital. And so, although the first draft was produced by Vincent, and the final draft by myself, we both feel that this book is as much a creation of my dad’s imagination as any other Lone Wolf story. This is his book.

Bearing in mind the outstanding calibre of The Storms of Chai (which really was worth the seventeen year wait), the stakes for someone who has followed the series for as long as I have, and such a touching and tasteful tribute from Ben, it is very difficult to approach this gamebook with any kind of critical objectivity. So, let me cut to the chase… in summary, Dead in the Deep does not live up to the promise of its prequel. I saw my options as to either explain my evaluation in a mixed review or to stop reviewing the cycle. I decided on the latter for the Autumn Snow series following my for the most part negative review of Autumn Snow 2: TheWildlands Hunt last year. Obviously, I decided on the former for the Lone Wolf series – on the basis that, with only two books left to go, I shall buy and play them no matter what and because while Lone Wolf is partly for lifelong enthusiasts like me, it is also for a younger generation of players who deserve an honest review.

The Storms of Chai began in the early spring of MS 5102, seventeen years after the conclusion of Lone Wolf 28: The Hunger of Sejanoz, with Lone Wolf holding a council in which he revealed that Magnamund was under a coordinated attack by an unknown force. There were six armies attacking six different locations and the six Kai Grand Masters were despatched accordingly. Mine, True Friend (whose deadly Kai powers are only exceeded by the silliness of his randomly-generated Kai name), proceeded to the remote Bhanarian city of Bakhasa with the intention of recovering the new Claw of Naar before the Nadziranim sorcerer Zashnor could use it to create a weapon of mass destruction. There was a real sense of urgency in The Storms of Chai, the feeling that the Kai were fighting to save the whole of Magnamund rather than just Sommerlund (as was the case in the consecutive Kai and Magnakai series, books 1 to 12). This urgency and import created the expectation of a rapidly-paced push to the conclusion of the whole cycle in the last four books and the expectation was exceeded to the extent that my only criticism of The Storms of Chai was that it took several attempts before True Friend survived to the very end.

The first indication that Dead in the Deep will not continue to meet these expectations is in “The Story So Far...” section, which is quite simply not as well-written as in previous books. This is not a major flaw in a gamebook aimed at a young adult audience, but it makes for a disappointing beginning.  Lone Wolf’s Grand Masters have been reduced in number from six to three (including True Friend) and the survivors are all sent on missions whose goals are deliberately withheld from one another. True Friend is despatched on a rescue mission, to find missing Grand Master Steel Hand. Unfortunately, this plot has already been used thrice in the cycle (in Lone Wolf 14: The Captives of Kaag, the graphic novel The Skull of Agarash, and Lone Wolf 25: Trail of the Wolf) and takes him to the Maakengorge, a location that has already been used twice (in Lone Wolf 4: The Chasm of Doom and Lone Wolf 16: The Legacy of Vashna). The combination of these factors put me in a pessimistic mood for play, pre-primed for sensitivity to a lowering of quality and lack of originality. My pessimism was exacerbated by the fact that the adventure has a slow start, with very little action and a largely linear narrative.

Dead in the Deep nonetheless grows on one as the game becomes progressively more exciting and challenging. As such, it is very much a narrative of three parts. The first, which is slow in comparison to The Storms of Chai, involves the journey to Emolryia. The second involves the exploration of Emolryia, the Hidden Citadel, the Maakengorge, the Lake of Blood, the Underworld, and the Chaos Prison. As soon as True Friend descended beneath the lake to the Underworld, I felt I was back in the midst of the an original, complex, tense, and exciting game that might reach at least some of the promise of The Storms of Chai. The third and final part involves the escape from Emolryia, which returns to the frenetic pace of its predecessor and has obviously been crafted with great style and skill. In this part the pace literally never lets up, continuing right to the final section of the adventure. Dead in the Deep cannot compare to The Storms of Chai, but in retrospect it is entertaining, satisfying, and well worth the cost in both money and time when judged on its own merits.

Regarding gameplay as opposed to the literary or narrative elements of the volume, Dead in the Deep is much easier to survive than The Storms of Chai, with combat less frequent and for the most part less challenging. There are nonetheless several other ways to fail the mission – too many, in my opinion. Where a tedious opening can be forgiven and forgotten in the heat of a climactic dénouement and resolution, gameplay problems are of greater concern. With the gaming pleasure of future players in mind, I thus offer the following advice:

1.      You cannot gain access to the Hidden Citadel without an Amulet of Fealty, but by the time you arrive in Emolryia it is too late to secure one.

2.      You must hang on to the Platinum Amulet at all costs.

3.      You must give Steel Hand your Nyaxator armour when presented with the opportunity to do so.

4.      The New Order Kai Grand Master Disciplines of Assimilation and Kai-Alchemy are very important for successful completion of the mission.

I noted my reservations about writing this review above and I hope that neither Ben nor Vincent will feel that my criticisms have been unfair should they read it. No, Dead in the Deep is not nearly as good as The Storms of Chai, but when one considers the tragic circumstances of its conception and publication, it is a truly remarkable achievement by the two authors.

As with all the other Collector’s Editions, there is a bonus adventure, “Kaum Before the Storm”, written by Vincent and long-time Lone Wolf collaborator August Hahn. I was hoping that the supplement would pick up where the previous bonus adventure left off, with Lord Elkamo Doko, a Vakeros warrior-mage, but the player adopts a new persona here, that of Kai Grand Master Blazer. I cannot comment on the game as the publication of Dead in the Deep found me in the middle of my first house move in nearly fifteen years and I only had time to play the main game before bubble-wrapping the book. The penultimate adventure in the cycle is Lone Wolf 31: The Dusk of the Eternal Night, which will be published by Holmgard, but for which no publication date has yet been announced. With Ben and Vincent at the helm, I’m cautiously optimistic that True Friend’s next mission won’t be too long in coming. In the meantime, my next mission is to work out which box I put Dead in the Deep in…

Monday, 3 December 2018

The Wildlands Hunt by Martin Charbonneau and Gary Chalk | review by Rafe McGregor

The Wildlands Hunt is the second instalment of the new Lone Wolf gamebook series, which began with The Pit of Darkness in 2017, and follows the adventures of New Order Kai Konor Autumn Snow. Like its predecessor, The Wildlands Hunt is crowdfunded, with progression from funding to delivery proceeding much quicker and smoother the second time around. The project was launched on 28 January 2017, received the required initial funding of €4000 the following day, received €15,000 within a fortnight, and the volume was published in October 2018. Megara Entertainment was founded in 2007 and director Mikaël Louys appears to have been transparent about the company’s financial situation throughout. In March this year, for example, Megara published a hardback collector’s edition of Grey Star the Wizard. This was the first in a short spin-off series – The World of Lone Wolf – that followed the adventures of Grey Star, a Shianti wizard. The four books were written by Ian Page, illustrated by Paul Bonner, and edited by Joe Dever, creator of Lone Wolf and Lone Wolf’s world, Magnamund. Grey Star the Wizard (1985) was succeeded by The Forbidden City (1985), Beyond the Nightmare Gate (1985) and War of the Wizards (1986), making 1985 the most prolific year for the franchise, with The World of Lone Wolf 1–3 published alongside Lone Wolf 4–6 (The Chasm of Doom, Shadow on the Sand and The Kingdoms of Terror). On the Kickstarter updates, Louys reveals that Megara published Grey Star the Wizard at a loss, selling a disappointing two hundred copies. He seems undeterred, however, and after revision of the production model, launched The Forbidden City project as Grey Star the Wizard was released. The campaign has reached €11,845, exceeding its €8000 goal, although the stated delivery date of December 2018 is likely overambitious. For those who have followed the vicissitudes of Lone Wolf publication (which I related in my reviews of Lone Wolf 21: Voyage of the Moonstone and Lone Wolf 29: The Storms of Chai), it will come as no surprise to hear that Megara are currently in the midst of financial problems. The Wildlands Hunt is printed in the same format as The Pit of Darkness (medium octavo hardback), retails at €40 (delivery included), and is only available from the Megara website (www.megara-entertainment.com).  I ordered my copy on 12 October (the transaction cost me a total of just under £37, but no doubt this will rise in direct proportion to Brexit chaos). On 12 November, I received an email from Louys stating that there had been a delay caused by issues with investors. The book arrived on 24 November, along with a free copy of the collector’s edition of Fabled Lands 1: The War-Torn Kingdom by Dave Morris and Jamie Thomson (first published in 1996; published by Megara in 2014). My assessment is that Megara are scrupulously honest, but that until the publishing uncertainty is resolved, buyers should be wary. On a related note, I must admit to not contributing to either Autumn Snow Kickstarter project – as much as I long for more Lone Wolf gamebooks, past experience has made me wary of paying any small presses upfront.

Like The Pit of Darkness, The Wildlands Hunt has been released in French and English and combines the literary expertise of Martin Charbonneau with the artistic expertise of Gary Chalk. The volume is a perfect companion to The Pit of Darkness, with another wonderful colour cover by Chalk, twenty new full-page black and white illustrations, and several smaller ones that I didn’t recognise from previous publications.  Chalk’s artwork is widely-praised for an instantly-recognisable style that foregrounds clear lines, the use of negative space, and deliberately disproportionate figures. His drawings are also incredibly expressive, as a quick comparison of the illustrations for sections 65, 140 and 318 reveals. The first depicts the Ragadorn city guard, three men oozing so much menace and hostility that the picture alone motivated my decision to avoid the encounter. The Red Mask slaver in 140 looks just as deadly and dangerous, but Chalk’s representation provides a subtle invitation to the player to take up combat. Finally, the stagecoach ticket-seller is depicted with consummate pathos, imprisoned behind the bars of his counter, lending a melancholy mood to what purports to be an occasion for celebration. In keeping with The Pit of Darkness, there is no colour map in The Wildlands Hunt (these have been a mainstay of the Lone Wolf series to date), but my parcel arrived with a separate map (in colour) of the city of Ragadorn (where the second part of the adventure takes place). While I appreciate the gesture from Megara, I thought it detracted from the high production values of the gamebook, a laminated A4 sheet (too big to be slipped inside the book) that is functional rather than artistic and also superfluous to play (I didn’t use it at all). My review of The Pit of Darkness was critical of the number of typos and formatting errors, but there are much fewer of the former and none of the latter in the second instalment of the series (in my gameplay, anyway). There are, however, occasionally unusual turns of phrase and I wonder if this is a consequence of translation from the original French. At times these can simply read a little awkwardly, but one instance seems to make a racial slur against a particular character – which, permissible though it might be in a fantasy world is unnecessarily provocative in the context of publication and incongruous with the humanism that pervades the franchise. (I have not read the French version, though, so it may well be the result of a loss in translation.)

I gave The Pit of Darkness high praise for its balance in terms of gaming: difficult but not impossible; solving the perennial problem of healing and endurance point recovery; and presenting progressively more challenging encounters. The second and third of these hold for The Wildlands Hunt, which adds two more welcome elements. First, the use of the Kai disciplines is perfectly pitched – they all prove useful somewhere and no one in particular is essential for completing the gamebook. Second, there is a clear game (although not narrative) structure: the adventure begins with Autumn Snow held prisoner on a pirate ship; she must then navigate the trials and tribulations of Ragadorn; finally, she ventures out into the Wildlands that separate Ragadorn from her homeland of Sommerlund. My only complaint with respect to the game is that I found it too easy. Granted, my version of Autumn Snow is now an Aspirant, able to use six rather than five Kai disciplines, but as she failed to accrue anything of great value in The Pit of Darkness, she isn’t particularly powerful. I have always equipped my various Kai characters – Lone Wolf, True Friend (in the New Order series), and now Autumn Snow – with a bow and this was especially useful in The Wildlands Hunt. On reflection, I wonder if it was too useful and that without it the Wildlands would have proved much more dangerous than they were in my gameplay. My main criticism of the gamebook is its narrative. Despite the exemplary game structure, the story itself fails to fit the overarching narrative initiated by The Pit of Darkness and to match the internal rigour of the various Lone Wolf series so far. The Pit of Darkness concluded with Autumn Snow losing her Kai mentor and discovering a Nadziranim (evil sorcerer) plot set to unfold in the Maakenmire swamp. The final section saw Autumn Snow on the island of Kirlu, headed for Misty Bay and thence to Sommerlund, where she would report to her Kai superiors in the hope of being dispatched on the mission to the Maakenmire. The title of the second adventure was revealed as Slaves of the Mire, which appeared to reference this mission. When the title was changed to The Wildlands Hunt, I assumed this would chart the journey of the mission from Sommerlund to the Maakenmire through the Wildlands. When I began playing The Wildlands Hunt, it seemed as if the slings and arrows of fortune had taken Autumn Snow off course and the hunt of the Wildlands would feature her as the hunted, attempting to reach Sommerlund by land rather than by sea, fleeing from enemies in Ragadorn. Instead, Autumn Snow is the hunter in the Wildlands, having teamed up with an new ally – Athania, captain of the Valkharim (personal guard to the Overlord of Ragadorn) – and pursuing an exciting but irresponsible digression from her duty to report to her Kai superiors. While in the Wildlands there is a further twist setting the whole campaign in a different direction, although the title of book three is (once again) Slaves of the Mire… so perhaps the overarching plot has not been lost after all. This sense of meandering over mission is replicated internally and while the whole game is fast-paced, much of the action seems incidental or supplementary. This is the first gamebook set in Dever’s Magnamund that has, in consequence of his untimely death in November 2016, been published without his guiding hand. Dever’s influence as a master gamer and accomplished storyteller defied detection, but is revealed in its absence – the lack of the economy, artifice and vision that have underpinned all of the previous gamebooks, including The Pit of Darkness. I concluded my review of the latter by stating that the series could be the best addition to Magnamund since the Magnakai campaign ended in 1988, but I fear that it has, like Autumn Snow herself, lost direction.

Friday, 24 February 2017

Autumn Snow 1: The Pit of Darkness, by Martin Charbonneau, Joe Dever and Gary Chalk (Megara Entertainment) | review by Rafe McGregor

Stephen Theaker has been kind enough to allow me to indulge my nostalgia for 1980s fantasy gamebooks in his magazine and over the course of three reviews – The Voyage of the Moonstone (TQF55), The Buccaneers of Shadaki, and The Storms of Chai (both TQF57) – I’ve charted the remarkable story of Joe Dever’s Lone Wolf series. The latest of my reports contains a couple of surprises of the kind I’ve come to expect by now, given the series’ incredibly complicated publishing history, characterised by first falling victim to and then being perpetuated by the domination of internet technology at the turn of the century. To begin at the beginning, I first found out about The Pit of Darkness courtesy of Project Aon (www.projectaon.org), the voluntary organisation that has done so much to keep the series alive during its many years in the publishing wilderness, in a bulletin listing the current availability of Lone Wolf products dated 8 July 2016. Megara Entertainment founder Mikaël Louys began crowdfunding for the volume in September 2014, the main purpose of which was to secure the services of the original Lone Wolf illustrator, Gary Chalk, who had an apparently acrimonious split with Dever between the release of Castle Death (#7, 1986) and The Jungle of Horrors (#8, 1987). The gamebook is only available from the Megara website direct (www.megara-entertainment.com) and has been released in both French and English versions. The two are presented distinctly on the website and although the price is quite steep (about £30 at the time of my purchase, no doubt more now), it includes postage and packaging and my copy arrived promptly and in perfect condition. I nonetheless have two small complaints about Megara. First, they don’t seem to advertise very well – I ordered immediately after following the link from Project Aon and the copy I received is already a “THIRD PRINTING, REVISED” – what happened to the first two printings? Second, and this may well be the reason for being in a third printing already (assuming all three were released in 2016), there are quite a few typos and formatting errors in the book (albeit all minor).

The volume itself is entirely pleasing, if printed in a slightly unusual format (a hardback that is either medium octavo in size or extremely close to it) with a wonderful colour cover by Chalk, around double the ten full-page black-and-white illustrations originally intended, and large easy-to-read print. Chalk’s artwork is highly stylised and his clear lines, imaginative use of negative space, and slightly disproportionate figures will be instantly recognisable to his fans from the eighties. His style is especially well-suited to children’s illustrations, in which market he has worked extensively, although I noted that the innocence and simplicity of his original Lone Wolf work has been eclipsed by a vision of Magnamund (the world of Lone Wolf) that is both more sinister and more intricately detailed. Chalk’s Vassagonian pirates are a perfect example, depicted in all their bloodthirsty savagery on the pages adjacent to sections 7 and 256 – not a Pirates-of-the-Caribbean-style comedy character in sight. The Pit of Darkness thus has two major selling points: it is the first Lone Wolf gamebook to unite Dever and Chalk in thirty years (Dever is credited as having “Edited and Augmented” the volume) and it is the first Lone Wolf gamebook to feature a female protagonist. The latter is particularly welcome, although in fairness to Dever the eighties wasn’t exactly a decade known for its equality of opportunity. Nor has the Kai Order eschewed gender discrimination entirely as male and female candidates are required to pursue different paths, the former to become New Order Kai Lords and the latter to become New Order Kai Konor. Autumn Snow is one of the latter, having joined the Konor when she was seven, mastered five of the ten Kai disciplines over the next seven years, and reached the rank of Initiate. The Lords and Konor study the same disciplines and this level of expertise puts Autumn Snow at precisely the same level as Lone Wolf at the beginning of the series, in Flight from the Dark (#1, 1984).

There is no explicit dating, but the story is set a year after Dawn of the Dragons (#18, 1992), presumably in MS 5081, while Lone Wolf is away, presumably on his last mission as a player character, The Curse of Naar (#20, 1993). This is a post-Darklords Magnamund, but is – just like our own post-Cold War world in the nineties – going through more than a few teething troubles. Autumn Snow is invited to join her principal instructor, Kai Lord Silver Flame, on what appears to be a routine investigation of sightings of former Darklands creatures on the Isle of Kirlu, which is part of the Kirlundian archipelago off the coast of Sommerlund. The first part of the gamebook takes place at sea, before Kirlu is reached, as the merchant ship on which Autumn Snow and Silver Flame are travelling is attacked by the aforementioned bloodthirsty savages. The battle involves a series of tough and exciting combats and leaves Autumn Snow the sole survivor of the crew, with Silver Flame missing in action presumed dead. Despite the fatal encounter with the pirates there is still a chance that the main mission is routine, but of course it proves not to be and when Autumn Snow arrives in Misty Bay after a dangerous journey on foot, she learns that Giaks (Magnamund’s orcs) have been sighted in the ruins of Wytch Aieta Nematah’s citadel. Autumn Snow infiltrates the ruins, finds a lot more than Giaks to fight, and the final part of the gamebook switches from a wilderness to a dungeon adventure (to use the old Dungeons & Dragons terminology). The Pit of the title lies beneath the ruins and it quickly becomes evident that the appearance of the Vassagonian pirates was no accident as the Vassagonians and Drakkarim, two of Magnamund’s most evil human races, are in league together.

From a gaming point of view, I thought the level of difficulty was particularly well-pitched, the mission challenging rather than suicidal. The toughest combat is probably with the Pit itself and players will need one of the disciplines of Mindblast, Mindshield, or a high initial Combat Skill to survive. With regard to disciplines, I found Tracking useful and – as always – Weaponskill and Healing, although Martin Charbonneau has introduced his own take on the latter. With regard to the actual mechanics of play (which follows the Lone Wolf gamebooks exactly and also has the traditional 350 sections), I was very interested to see that a third option is being tried for the Healing discipline. Back when I first came to the series in the mid-eighties Healing allowed one point of Endurance to be restored for each section where one was not involved in combat. When I chose my five disciplines, Healing was my first choice, followed by Weaponskill (the former to restore my character’s Endurance, the latter to boost his Combat Skill) and I can’t imagine how anyone could have managed without both. Dever must have decided that Healing was too powerful – and, in retrospect, with the Sommerswerd, Healing, and a bit of commonsense I don’t think there was too much to challenge Lone Wolf post-Darklords – because in The Voyage of the Moonstone (#21, 1994), which launched the New Order series, a limit was placed on the amount of Endurance the discipline could be used to restore. In The Pit of Darkness, the limit is gone and Endurance is restored at the rate of two points rather than one, but only at selected sections (indicated by a grey rather than black section number). There are naturally never any grey sections around when you need them, but allowing for the fact that I’ve only used this system in a single gameplay I think it is the best so far and part of the reason for the balance I noted – not too easy, like the Kai Grand Master series (books 13 to 20), or too hard, like the tail end of the New Order series (books 21 to 32). Having discovered the secret of the Pit, the adventure ends with Autumn Snow en route to the Maakenmire, a swamp south of the Wildlands. The second Autumn Snow adventure is Slaves of the Mire, but there are no publication details available in The Pit of Darkness or on the Megara website. My worry as I write this is that it will have to be crowdfunded too, in which case we’re unlikely to see it in print for two years (given the rate at which The Pit of Darkness was printed). Hopefully, that’s not the case, especially if the series is reaching new fans with Dever completing the long-awaited final four New Order adventures. I think the Autumn Snow series could be an outstanding addition to Magnamund – the best since the Magnakai series ended with The Masters of Darkness (#12, 1988) – but word will need to spread beyond the Megara website if it is to reach its potential.

Friday, 20 January 2017

Lone Wolf 29: The Storms of Chai, by Joe Dever (Holmgard Press) | review by Rafe McGregor

Note that the following Lone Wolf review was written and supplied before we heard the sad news of Joe Dever’s death. Our commiserations to his family, and to all of his fans.

In my review of Lone Wolf 22: The Buccaneers of Shadaki above I mentioned that Joe Dever is now self-publishing the Lone Wolf series of gamebooks, after close on twenty years of problems with first Red Fox, then Mongoose Publishing, and most recently German publisher Mantikore Verlag. One would have hoped that after all the trials and tribulations suffered by both Dever and his fans at the non-profit Project Aon (www.projectaon.org), his decision to take charge of the process himself would have run smoothly, but alas this was not the case. The Storms of Chai is book 29 in the Lone Wolf series as a whole and the ninth adventure in the New Order series, which rebooted with a new player persona in Lone Wolf 21: Voyage of the Moonstone (reviewed in #55). The New Order series was published at the rate of two books a year from 1994 to 1998, by which reckoning The Storms of Chai would have been published in 1999. With Dever at the helm after seventeen years, the long-awaited adventure – which had been sold out on pre-orders – was due for release in April 2016. There was a delay with the printers and it seemed as if the Lone Wolf project had stalled yet again. The book was finally released in mid-May and with a stack of further pre-orders to meet, Dever ordered a second edition printed. In yet another improbable twist in the Lone Wolf story, a second first edition was printed and although the books are exactly the same, the difference in paper used by the Turkish (fat) and Lithuanian (thin) printers has resulted in the former being substantially thicker and heavier than the latter (Dever explains the full story on the book order page: www.mapmagnamund.com/id72.html). There are no copies of the fat edition left and my copy (which is still available at the time of writing) is the later, thin one. As I mentioned in my review of The Buccaneers of Shadaki, I have suffered at the hands of small presses on several occasions, but I had no problems whatsoever with my order, the price (£19.99) includes postage and packaging in the UK, and all copies purchased from Holmgard Press arrive with Dever’s seal and signature.

The adventure begins in the early spring of MS 5102, seventeen years after the conclusion of Lone Wolf 28: The Hunger of Sejanoz (a conceit that neatly encapsulates the delay between planned and actual publication), which is not a problem for my Kai Grandmaster, True Friend, who only ages one year for every five (albeit at the cost of a silly name). The volume has a unique addition for a Lone Wolf collector’s edition, a “Timeline of notable events in Magnamund”, which covers the interim since True Friend put paid to the Autarch Sejanoz. In summary: various hordes of evil minions have been sallying forth from such fell places as the Doomlands of Naaros, Kraknalorg Chasm, and the Chasm of Gorgoron; the god Kai appeared before Lone Wolf to (somewhat belatedly in my opinion) warn him that Naar is up to his evil tricks again, following which – in MS 5101 – the Grand Brumalmarc of the Icelands and his ice demon allies attempted to invade the homeland of Sommerlund and seismic disturbances opened a gigantic chasm in the Darklands that extended the dreaded Maakengorge. Magnamund is, it seems, literally being rocked, and subterranean denizens that should never see the light of day are pouring onto its surface.


True Friend has spent most of the above years quietly, supervising the construction of the new Kai Monastery on the Isle of Lorn and taking command when Lone Wolf has been absent. The adventure begins with Lone Wolf returning to the monastery to hold a council, where he reveals that Magnamund is indeed under a coordinated attack by an unknown force. There are six armies attacking six different locations and the top six ranking Kai Grandmasters are despatched accordingly. Following True Friend’s slaying of Sejanoz, Chai rallied the New Kingdom armies to inflict a decisive defeat on Bhanar, but after more than a decade of peace, a Nadziranim sorcerer named Bakhasa (who has a nasty habit of raising the dead as unpleasant versions of their former cheery selves) has seized the remote Bhanarian city of Bakhasa. Zashnor is now in command of an Agarashi horde from the Doomlands and appears to have constructed a new Claw of Naar in an attempt to succeed where Sejanoz failed, in invading Chai. True Friend’s mission is to recover the Eye of Agarash from the new Khea-Khan before Zashnor can retrieve it and create a weapon of mass destruction by joining it with the replica Claw. The action begins with an airborne deployment to Chai and True Friend must race against the invading army to reach Pensei, the capital. The bulk of both the action and the story involve a prolonged but nonetheless exciting flight across Chai, from Pensei to Valus. The traditional combat finale of the first twenty-eight books has been replaced by a trio of final combats: first, Klüz, the Doomgah leader; then Xaol the Necromancer, raised from the dead since True Friend last killed him in Lone Wolf 25: Trail of the Wolf; and finally, Zashnor himself – along with his Zlanbeast. Each of these is a tough combat and there is little opportunity to rest between them, which brings me to my only criticism of a gamebook that otherwise meets all seventeen years’ worth of expectations.


This is a very hard game to play and the difficulty is purely attritional: first, Zashnor has amassed a formidable army that is already rampaging around Chai when True Friend arrives in-country; second, once True Friend has the Eye of Agarash it exerts a long-term draining effect that pops up when least expected; third, in my gameplay there was only one opportunity for all of True Friend’s endurance points to be restored and that relatively early on; finally, in my gameplay there were two occasions when two or more items of precious equipment were lost without the opportunity to recover or replace them. All of which to say that I think that The Storms of Chai would be nigh impossible to survive out of order – i.e., without True Friend having reached the rank of Sun Thane (level thirty-two out of a maximum of thirty-six) – and, for that matter, without the Grandmaster skills of both Deliverance and Weaponmastery. The volunteers at Project Aon have, amongst their many other services to Lone Wolf fans worldwide, helpfully provided a flow chart of each of the first twenty-eight books and although I suspect that the narrative of book 29 is no more linear than any of the others, the constant fighting against powerful enemies of all sorts makes it feel like what would be called a “hack and slash” dungeon crawl in Dungeons & Dragons. Certainly, this is one of the gamebooks where brawn (and luck) counts more than brains, although it is an entirely gripping hack and slash. The story ends with two unanswered questions: first, how did Zashnor get hold of the real Claw of Naar, which was supposed to be safe in Dessi? Second, who or what is the power behind the new assault on Magnamund? The first is revealed in the bonus adventure; the second will, one hopes, be at least partially answered in Lone Wolf 30: Dead in the Deep. The bonus adventure is “The Tides of Gorgoron” (written by Dever and Vincent Lazarri), where the reader adopts the persona of Lord Elkamo Doko, a Vakeros warrior-mage, a group of warriors who have been taught some of the skills of magic by the Elder Magi of Dessi. Lord Doko begins as second-in-command of a force sent to defend the Colo Bridge from the advancing Agarashi. The adventure is very entertaining, has a direct link to the narrative of The Storms of Chai, and the warrior-mage player character is perfectly-pitched – neither too similar nor too dissimilar to a Kai Grandmaster, thus making a perfect complement. Rafe McGregor


Friday, 13 January 2017

Lone Wolf 22: The Buccaneers of Shadaki, by Joe Dever (Mantikore Verlag/Holmgard Press) | review by Rafe McGregor

Note that the following Lone Wolf review was written and supplied before we heard the sad news of Joe Dever’s death. Our commiserations to his family, and to all of his fans.

In #55, I reviewed the collector’s edition of Lone Wolf 21: Voyage of the Moonstone, published in English by Mantikore Verlag in 2015. The review was more of a reflection on the whole series, summarising the thirty years between my first reading of Lone Wolf 1: Flight From the Dark to the point where, after numerous improbable narrative twists, there once again seemed to be a delay in publishing. The short version: Lone Wolf was originally conceived as a series of thirty-two gamebooks, the first of which was published in 1984, stalled – apparently forever – in 1998 at Lone Wolf 28: The Hunger of Sejanoz, and has been the subject of many and varied attempts to both finish the series and return all its instalments to print. I concluded by noting that although Mantikore Verlag’s taking over of the series from Mongoose Publishing in 2013 was an initial success, it seemed to have run into trouble in the second year. On 1 April 2016, shortly after I submitted the review, Joe Dever announced that he was self-publishing the rest of the collector’s edition series, including the previously unpublished four books. I must admit I was disappointed by the news, after the heroic efforts the fans at Project Aon (www.projectaon.org), a non-profit organisation, had made on Dever’s behalf, but I’m pleased to report that Holmgard Press (www.mapmagnamund.com) is flourishing. Lone Wolf 29: The Storms of Chai (also reviewed in this issue) was published in June and Dever is also selling the Mantikore Verlag volumes that are still in stock, books 18 and 22. Having suffered at the hands of small presses on several occasions myself, I’ll add that I had no problems whatsoever with my purchase of The Storms of Chai and that the price (£17.95) includes postage and packaging in the UK. In addition, all copies purchased from Holmgard Press arrive with Dever’s seal and signature (for those who set store by such things).

Returning to The Buccaneers of Shadaki, my Kai Grandmaster – True Friend – had put in the kind of performance his wimpy name would lead one to expect in his mission to return the Moonstone to the Isle of Lorn and found himself in the city of Elzian at the end of Voyage of the Moonstone. In my previous review I mentioned that the gamebooks have moved through distinct series as the overarching story progressed: a single campaign in the Kai and Magnakai series (books 1 through 12), followed by a series of standalone adventures in the Grand Master series (13 to 20) all with the same character, Lone Wolf. Voyage of the Moonstone marked the beginning of the fourth series, the New Order, in which the reader adopts the persona of one of Lone Wolf’s acolytes, and it was not clear whether the twelve books of the New Order would take the form of a single campaign or more standalone adventures. Dever seems to be employing a third, hybrid, option, with some New Order missions being standalone and others spanning more than one book (about which I shall have more to say below). The second half of the Moonstone quest takes True Friend “deep into the wild and lawless reaches of southern Magnamund”, which will only be familiar to those readers who played Ian Page’s regrettably short-lived spin-off series, The World of Lone Wolf (four gamebooks were published by Beaver Books from 1985 to 1986, beginning with Grey Star the Wizard).


This survey of the southern continent is the book’s greatest strength and the narrative is a sequence of fascinating explorations of and mini-adventures in the ports between Elzian and Lorn: from the emporium of Zharloum to the junkyard that is Dlash-da Ralzuha to a run-in with Sesketera, the despot of Ghol-Tabras; from the ruined splendour of Caeno, with its famous guanza derby, to the austerity of Nhang, with its eighty stone statues, and finally the Port of Suhn, ruled by the wizard Grey Star (hero of The World of Lone Wolf). The southern continent of Magnamund is every bit as interesting as its northern counterpart, where Lone Wolf cut his teeth, but The Buccaneers of Shadaki is more of a guidebook than a gamebook, even if it is a guidebook no one should be without. The combat finale is with a Zhürc, which might be a sea dragon and might not – one cannot be certain because there is no illustration – and provides an anti-climax either way. The creature on the eye-catching cover, drawn by Manuel Leza Moreno, is a scary sea crocodile called a Nigumu-sa that appears much earlier on, between Ghol-Tabras and Masama, but despite its presence the adventure as a game is altogether too easy.


One of the problems that has emerged in the New Order series was evident in some of the Grandmaster series: when one is playing a single character, who advances in prowess and power with each adventure but who is not involved in a campaign – working his way through increasingly difficult minions of an evil archenemy, for example – it becomes difficult for the author to maintain both the peril factor and a minimal degree of realism. True Friend is a Kai Grandmaster Senior at the beginning of Lone Wolf 21, which means that he is advanced to twenty-five out of a maximum of thirty-six levels of expertise and has several supernatural abilities. If Dever had opted to make The Buccaneers of Shadaki more challenging, he would have had to put some pretty tough opponents in relatively innocuous settings – but it would be stretching the imagination too far if street thugs and hungry animals were capable of taking on one of the most fearsome warriors on the continent. This is one of the reasons that I prefer a campaign to a series of standalone adventures. Speaking of which, like all the other Mantikore Verlag/Holmgard Press collector’s editions, this 574pp volume includes a bonus adventure, “A Wytch’s Nightmare” (written by Vincent Lazzari and Alexander Kühnert). The reader’s persona is the Wytch Yenna, her mission is to find the missing Grey Star, and the writers’ use of a female protagonist makes a very welcome change (true to its eighties origins, the various Lone Wolf protagonists have hitherto been exclusively male).


As my next review will be of Lone Wolf 29, I shall conclude this one with a brief summary of books 23 to 28. The Buccaneers of Shadaki ends with the promise of “a new and sinister threat to the fragile peace of Magnamund”. That threat is Baron Sadanzo and his robber-knights and Mydnight’s Hero (#23, first published in 1995) sees True Friend assisting the exiled Prince of Siyen to reclaim his father’s kingdom. Rune War (#24, 1995) returns the action to the Stornlands, a war-torn region in northern Magnamund where Lord Vandyan of Eldenora has used the Runes of Agarash to raise a reptilian breed of warrior. While Lone Wolf leads the crusade against Eldenora’s army, True Friend must break into the fortress of Skull-Tor to destroy the runes and his success sees him rise to become the second most powerful Kai Grandmaster. Shortly after the victory against Eldenora, Lone Wolf is abducted by a necromancer named Xaol and True Friend rescues him from Gazad Helkona in Trail of the Wolf (#25, 1997). (Unfortunately, the plot of rescuing friends or allies has been a little over-employed in the series, especially if one includes the standalone graphic novel spin-off, The Skull of Agarash, published in 1994, and “A Wytch’s Nightmare”.) Meanwhile, the greedy Dwarves of Bor have dug too deep in search of wealth, released an ancient horror called the Shom’zaa, and require True Friend’s assistance to defend their Throne Chamber in The Fall of Blood Mountain (#26, 1997). (As another aside, I should mention that this is currently the rarest of all the books; a second-hand copy was sold for just over £1000 on Amazon in August.) Vampirium (#27, 1998) takes a slight change of direction in that it initiates a series of events that will (it seems) dominate the remaining five books. The Autarch Sejanoz of Bhanar despatches a mission to excavate the Claw of Naar from the ruin of Naaros and True Friend must intercept the party before it returns to the capital. Sejanoz proceeds with the invasion of Chai without the Claw in The Hunger of Sejanoz (#28, 1998) and True Friend is sent to escort the Khea-Khan to safety. The Hunger of Sejanoz was published with only three hundred (as opposed to the usual three hundred and fifty) gameplay sections – I am not sure why – but Dever has plans to remedy this… all of which will be discussed in my review of The Storms of Chai.