BENEATH NIGHTMARE CASTLE
Peter Darvill-Evans
Reviewed by Mark Lain
Book #25 in
the original series is something of a turning-point. It was the first to be
released with the gold dragon cover and was the last one I got on initial
release. I don’t know whether the move from the iconic green zigzag cover
design did for me, or if I was just moving onto other things then, but it would
be several years before I would return to the series. Stylistically and
thematically this was a major swing and heralded what was to come in the more
adventurous books from the 30s and (especially) the 40s parts of the series.
This was the first “what the hell is going on?” book, where you really have no
idea what you are trying to achieve until you start to play. Previously, the FF
books’ premises were laid-out on a plate and the point was basically just to
win, rather than to figure the mystery out and then win. Here the notion is
introduced of gradually unravelling a mystery and allowing the story to develop
as you explore, rather than submerging yourself in a pre-defined idea (although
a key NPC encounter early on can tell you everything you really need to know
and also that you are a “chosen one” figure.) It is also the first genuinely
dark and often disturbing FF book. Granted, #10
House Of Hell was quite frightening, but in an Old Dark House, Grand Guignol sense. The terror is presented in a
rather more unsettling fashion in BNC,
and there are some very warped recurring motifs and regular use of repulsion-inducing
terms such as “protoplasm”, “slime”, “tentacles”, “ooze”, “acid”, and “glutinous”.
Also, the instant deaths are presented in unusually long (for deaths)
paragraphs that relish in describing in graphic detail exactly how horribly you
are dying. Some have suggested that this is a full-on Horror genre piece, but I
disagree – this is still Fantasy writing, but in its darkest, Call Of Cthulhu-esque form. There is
certainly a sense of the Gothic in the exterior sequences, but the “dungeon”
parts (which are the bulk of the book) are very dark Fantasy, possibly too dark
for some as this book does verge on the potentially disgusting in places, but
this is still Fantasy all the same. A good parallel would be with David
Cronenberg films. It is too easy to simply call his movies “Horror” as they
exploit a darker part of the human imagination, a sort of “Body Horror” that
often involves a lot of stomach-turning slime and ooze. BNC is the FF version of a Cronenberg movie. It is the darkest kind
of fantasy, too complex to be all-out Horror, but too nasty to be traditional
“cosy” Tolkien fare. Put simply, there is something very interesting going on
here in that FF is being moved into more adult territory that would herald the
experimental and often structurally complex books that were soon to come.
The first
thing that strikes the reader on embarking on this adventure is a sense that
this is not going to be very easy at all. The first line of the introduction
tells you that you have been captured in a net-trap which immediately puts you
into a defensive position of peril. What follows is the need to get out of a
prison cell, then to explore the Khul town of Neuburg and unravel whatever
obvious nastiness seems to be hanging over the place. YOU play the role of a
friend of the Margrave of Neuburg Keep so there is a human interest element in
that you are fundamentally seeking to help an old friend out. The problem is
you don’t know what it is yet that you are trying to help him out of and you
need to establish what has happened to the town and then rid the town of the
unknown unpleasantness. There is a malignant presence everywhere you go in the
form of “Southerners” who wear desert-style robes and have partially-covered
faces to add a sense of mystery. As you delve deeper you discover that they
have “pets” called Blood-Lurchers which are horrific dog-abominations with
tentacles and a serious bloodlust. These creatures stalk about at night which
means the place is pretty much deserted after dark (all windows and doors are described
as boarded-up), adding bucket-loads of atmosphere, which is both mysterious and
worrying. Once you’ve explored the town you will inevitably find your way to
Neuburg Keep itself which is where the adventure goes from being an atmospheric
and unsettling mood piece to a genuinely disturbing goo-fest. But it does all
flow logically and makes sense once you discover the nature of the source of
the blight (an amorphous multi-appendaged jelly called Xakhaz.)
Given the
sheer unfolding evidence of the nastiness of whatever is infesting the Keep,
this book is understandably very difficult and you are set up from the word
“go” as feeling rather out of your depth. It’s a sign of a tough FF that you
can die at three different points in the opening half a dozen or so paragraphs (the
beginning is actually extremely tough to get through on initial attempts) and
there is no let-up at any stage, with instant fails/deaths around almost every
corner (I count 47), numerous Luck tests that often lead to death if you fail,
and the very neat inclusion of a new stat, Willpower. Unlike many additional
rules in other books, the Willpower concept really adds depth to the flow of
this adventure. You roll it up by rolling 1d6 and adding 6 (ie range is 7-12)
and it is regularly tested once you enter the Keep in the same way Luck is
tested, including deducting a point every time you test it. It works so well because
it effectively controls your grip on sanity. Given the twisted imagery and
hideous creatures that you face in the Keep a measure of how much it is all
getting to you mentally draws you in very effectively. If your Willpower drops
below 6 and you subsequently fail a Willpower test you will go bonkers
instantly, and this can happen at any number of key points that either drive
the main elements of the plot or that are just bloody horrible. OK, it’s very
similar to Fear in House Of Hell, but
it is more imaginative to lose by going mad rather than by dropping dead from
fright and it feels more satisfying and appropriate in context. Whilst losing
by failing a Willpower test is one of the more likely ways in which you will
repeatedly find yourself having to start over, there are also four occurrences
of extremely difficult tests against combined attributes, which is something
rarely seen in FFs: there are two different situations that involve rolling 8d6
(yes, eight!) against your combined Skill and Stamina, a further scenario
with 8d6 rolled against your combined Willpower and Stamina, and an only very
slightly more forgiving roll of 5d6 against your combined Luck and Skill. The
first three would give a rolled-up number range of 8-48 against a maximum
combined attribute score of 36, and the marginally more lenient test gives you
slightly more hope with a range of 5-36 against combined stats of maximum 24.
This is an unusual idea for FF, but does come across as weighted against you.
What is quite
interesting, though, is that, in spite of the very real difficulty of this
book, there are some contrasting moments of generosity that make it feel fair,
if undeniably very hard all the same overall:
- · The rules do not mention any limit to your Skill score. Stamina, Luck and Willpower are explicitly stated as not being allowed to exceed their Initial values unless told otherwise, but Skill is not and if you can find certain helpful key items you can have a potential Skill of an incredibly high 18!
- · Ditto, if you pass an “ordeal” early on, you can increase your Initial Stamina and Willpower by 2 points each
- · Very few combats are especially tough and most enemies have stats under 10, meaning the usual lie about winning with poor stats is actually true here (although a high Willpower is pretty essential)
- · The final baddie (Xakhaz) normally has incredibly high stats of Sk 14 St 32 which may seem interminable odds, but the Trident of Skarloz allows you to inflict -5 St damage on him in addition to the usual 2 (ie -7 per successful hit), drinking the Berserk Rage Potion ups your Skill by 4 points, and the Talisman of Loth reduces his Skill by 1, meaning, if you have all this kit, he is actually an enemy that can be killed quite easily. Plus, if you throw a green orb (bomb) at him he starts the fight with Sk 9 St 10 and then you can kill him in two attack rounds
Unusually as
well (for such a hard book) is the realisation after several playthroughs that
there is more than one route through this. The truest path certainly is far
less dangerous, but is not very easy to find and is very tight, which makes the
existence of the rather more perilous alternative routes all the more welcome
and reduces the usual feeling of hopelessness that the books that lean towards
the tougher end of the FF difficulty spectrum often leave you with after
umpteen unsuccessful attempts. Naturally, this also adds more scope for
re-playing even after completing the book and you will want to re-play this to
experience as much as possible of its atmosphere and its best feature by far,
its sheer inventiveness.
The majority
of the encounters in this FF, especially those in the castle, are like nothing
you will ever see in any other FF book and, if you can stomach them, they are
well-worth seeking-out. The aforementioned tentacle-mouthed Blood-Lurchers act
as an initial glimpse of the warped concepts that are to come further along,
including a Snuff Hound (a hairless dog with a long nose), Chrabats (zombie
mutants that look like frogmen), the Vlodbad (another multi-armed jelly that
can sprout more arms each Attack Round), a Mutated Woman (the result of a viral
experiment that has caused her to have, unsurprisingly, a mouthful of tentacles),
the Bakk-Ruman (a legendary bat-humanoid-dog with massive blind eyes), and a crateful
of animated bodyparts (with Stamina 18 as there are so many of them!) My
personal favourite, however, has to be the Vitriol Essence, effectively the
slimey embodiment of aggression that is not impressed at having been disturbed
and does you -4 St damage with its acidic talons, which can then result in the
pain driving you insane.
If all this
isn’t weird/nasty enough, there are also some moments that border on being quite
grim, especially the occasions where you have to ruthlessly kill children (one
being the result of a failed Luck test at an early stage that more or less
means you have lost much later on), an encounter in a prison cell with two
people who have been infected with a disfiguring disease (the Mutated Woman and
her slightly less disfigured brother) that you can potentially also catch, the
amount of experimentation in general that Xakhaz has perpetrated on innocents, and
the often macabre deaths that you can suffer, particularly those involving acid
and/or corrosive oozes of various kinds, plus there are numerous opportunities
to get executed or sacrificed.
An important
point to mention, though, is that the often excessively graphic moments are
off-set against a lot of very black comedy along the way. You can find a battle
axe that turns you psychotic meaning you must always select the fight option if
it is offered and you can never escape a combat (which can lead to killing some
helpful characters by accident) although you do get a +2 Skill bonus if you have
it, a Weightloss Potion that bans you from eating Provisions for the rest of
the adventure, you can accidentally get turned into a tree, and/or can end-up
being killed by becoming the target in the Southern “Warriors’ nightly “dropping
a rock on the prisoner” game. Indeed, Peter Darvill-Evans’ writing is
punctuated throughout with a wry darkly-humorous tone and he makes every effort
to add as much depth and colour to his descriptive passages as possible (even
if it does emphasise the nastiness in parts) and you really do feel the
corrupting influence within the Keep, with its walls that drip slime, and its
balance of both obviously abandoned and obviously in-use areas. His choice of vocabulary
is intentionally oppressive and he seems keen to make sure that we appreciate just
how many different words for “ooze” he knows, but it definitely pays-off and
sets the exact atmosphere that he was obviously aiming for.
It is to PD-E’s
credit that he also manages to design a well-structured gamebook. The Willpower
rule works very effectively, as does the differentiation between your
potentially sky-high Skill whilst restricting other stats to make you
vulnerable whilst still giving you a chance of survival. There is a semi-ambiguity
in how to use Provisions, but basically you can only eat when the book says so.
Whilst on the topic of Provisions, we see a rare moment where your backpack
comes into play – if you decide to take a piece of Blood-Lurcher mouth tentacle
you will discover that it has taken its chance to eat all your supply of food
whilst it was in your backpack. More black humour and an added cause-and-effect
moment, which adds more logical depth to the proceedings. The initial section
in the town itself is handled almost in a RPG fashion whereby you are able to
visit all three parts in any order should you feel inclined, rather than being
limited to one or two. Again this increases the routing and replay possibilities,
and it is nice to see a FF that isn’t too restrictive and linear. Yes, there
are three or four inevitable points along the way that all the routes will
incorporate, but they are key to the plot and it would make no sense at all if
you didn’t have to penetrate the Keep entrance somehow, or kill Senyakhaz
(Xakhaz’ similarly-named female facilitator) to be able to access the
underworld where Xakhaz is lurking, and one of the real design treats comes at
this stage where you have a choice of two possible “routes” into the
underworld, one which is a direct entry, the other (the more interesting one by
far) involves rolling a die and either losing immediately, getting sent to the
correct destination, being fired into another dimension entirely, and, my favourite,
going back in time and having to re-defeat Senyakhaz and attempt the portal a
second time. Very imaginative.
Even the
title of this book is an intriguing departure from the previous FF norm of
either a character heading (Space Assassin,
Freeway Fighter, The Warlock Of Firetop Mountain, etc) an abstract overall location
(The Forest Of Doom, Rebel Planet, Temple Of Terror, etc), or the
plot-driving object (Masks Of Mayhem,
Sword Of The Samurai, etc) in that the title is a very specific preposition
telling you that you are going Beneath
Nightmare Castle. No other FF title is quite so literal in its setting-out
of exactly where you can expect to
find yourself and it is all the more effective when you discover just how
little you know about your mission in the early stages. To add effect, the
cover is a well-drawn night image (dark blue and black hues with a massive moon
in the middle) which adds to the “nightmare” idea, and the contents are certainly
the stuff of nightmares. My only qualm with the otherwise very well-worked combination
of cover art and title is the girl in spiked armour reaching threateningly
towards you as this does not happen anywhere in the book (at least not like this,
anyway.) Instead, if you find the girl, she is hidden in a cell deep within the
Keep (not outside), is chained to the wall, is in tears, and you do not have to
fight her. In fact, it is discouraged to do so and you are left feeling a
little morally empty if you do kill her. However, should you pick up on it,
incidentally, the victory section (400) can seem a little odd in continuity
terms if you do let her live, as you are made heir to the Keep and no mention
is made of her which is strange as she is actually the Margrave’s daughter. I
guess the parts of Khul with Germanic naming conventions (ie the Darvill-Evans’
FF set parts!) operate the rather more traditional and archaic system of
chauvinistic succession, then?
The internal
art (by Dave Carson) is a mixed-bag. In parts it brilliantly visualises the
hideousness of what you are faced with (lots of tentacles and dripping things,
and the Bakk-Ruman gets a special mention for being a brilliant drawing),
whilst in others it is a little too starkly black-and-white with only limited
detail to bring things to life. If it is intended to emphasize the bright
horrors against the dark dank insides of the Keep then this works well, but
there are moments that could be more artistically fleshed-out here and there.
On the whole though, your imagination is already running riot at PD-E’s lengthy
descriptions of everything so you are probably less likely to rely on drawings
to create the image. On a historical note, there was meant to be a picture of
the Mutated Woman’s tentacle-riddled mouth, but it was censored out due to
being too graphic – this book was (incredibly, considering its very lurid
nature), after all, meant for children!
In summary,
then this is a very good, if excessively horrific, FF book. It is very
difficult, but is also very balanced and extremely well-designed. The extra rules
actually add something for once and the intended effect and concept is so
well-rendered that you can’t help but really feel involved in the story. It
will take many attempts to beat it, but it rewards replays and, assuming you
have the stomach for it, everything along the way is worth exploring. Well
worth discovering and/or re-discovering.
Fallen back in love with Fighting Fantasy recently (partly due to 'You Are The Hero' and partly to your excellent reviews I should add) and picked up some of the books I didn't already own; including this one.
ReplyDeleteI have to say I think BNC is absolutely brilliant. I have had several attempts (and reached one of the less favourable endings on my 4th attempt. The battles are winnable with moderate-high skill values. The atmosphere generated is fantastic, the art is amazing, the creatures unusual and interesting. Multiple win states, the extra stat is used well and overall the whole thing just pulls together well.
9/10 without a doubt.
Makes me wonder why I never picked it up in the first place (my final FF purchase back in the day was #31 Battleblade Warrior). I think perhaps FF had lost me slightly with the glut of non-fantasy books that appeared between #12 and #22. Coupled with a lot of very weak covers/art from the fantasy-themed FF books.
Looking over the Covers and really at best maybe 20 (of the 60) are good covers. The rest do little to sell the book at all and some are very poor indeed (reading YATH infers deadlines were tight for the artists and the quality is definitely affected
In my opinion the best covers have (in no particular order):
1. A dominant colour (to stand out on the shelves)
2. Use the books most unusual/iconic/intimidating monster or character (Shapechanger, Zanbar Bone, Bloodbeast) - by using the most unusual monster the artist generates a mystery around it (what the heck is that thing) that will intrigue people who see it and this was how those covers developed iconic status rather than just having a generic fantasy creature.
3. Have a slight dynamism/movement in the cover creature (so that it doesn't look like its 'posing' for the 'camera' but instead we just interrupted it.
4. Cover Creature glares at the reader, daring them to accept the challenge of the book.
5. Cover creature is the full size of the cover (these covers are small and tiny images like the covers of Trial of Champions and Crimson Tide are worthless.
6. Strong trade dress - personally I always preferred the Green Zig-Zag format and green book spines. It gave room for the art to breathe - unlike those Series 2 books where the art is utterly insignificant as the trade dress dominates the whole cover.
Good covers (IMHO) are: #3, #5, #6, #7, #8, #14, #17, #18, #19, #20, #22, #25, #30, #31, #35 (just for sheer ludicrousness), #36, #56, #60 and #61.
I would say I also like the unusual quality of the Ian Miller covers but I don't think they are necessarily good covers (in terms of selling the books), just interesting pieces of art.
If you were going to redo certain covers:
#1: Zagor seems the only choice although I still don't think he has been done well on a cover...WOFM doesn't really have too many original monsters
#2: The Rhino-Man
#9: The White Dragon's head - awesome design
#10: The Hell Demon
#11: Possibly the Death Knight (since it wears a Talisman) although the Ice Demon was freaky
#26: I'd use the Mirror Demon (even though its not in the book, I'd have added it); the Cold Claw is the most unique of the original monsters.
...anyway I think I have rambled on long enough. :+)
Just so's you know, I think there's a wee typo there where you wrote Skill instead of Luck?
ReplyDeleteWhereabouts please?
Delete· The rules do not mention any limit to your Skill score. Stamina, Skill and Willpower are explicitly stated as not being allowed to exceed their Initial values unless told otherwise, but Skill is not and if you can find certain helpful key items you can have a potential Skill of an incredibly high 18!
DeleteYou're right. I've changed it to Luck. Thanks for reading so closely :-)
DeleteNo probs. I normally get techy when people point out my spolling mistooks but at least it means stuff's getting read!
Delete'too nasty to be traditional “cosy” Tolkien fare.'
ReplyDeleteAs much as I appreciate FF, I'm not sure any D&D rip off could ever make Tolkien's world seem cosy. I'm not saying that Tolkien was a secret Lovercraft, but the unsettling menace and horrific imagery that can be found in parts of the Silmarillion certainly make for a much darker read than the jump-scare or gross out 'frights' of other authors.
My reference was aimed more at Tokien's takes on twee Hobbits and psychobabble-spouting pretentious Elves
DeleteOne thing I noticed on reaaaallly close-reading (I wanted to see if I could map the whole story out on Twine) is that most of the Ideal Path is signposted fairly clearly by Darvill-Evans. If you confide to the innkeeper at the beginning, he pushes you to Huw, who in return pushes you towards going to the market for the Trident head, and going the garden route in the castle. The garden route, if you explore everything at least, will take you to the Dwarf, who will guide you to the secret passage needed to reach the dungeon, and eventually, the other half of the trident and the boy who has the amulet. It's by no means a perfect system--you can miss the globe by accident easily, you have to not take a side passage, and, somewhat unintuitively, surrender to the enemy, and not address the baron directly (though the last three can maybe be excused if you factor in you know you're trying to reach the dungeons, and thus should move downwards, and avoid actions that don't lead dungeon-ward).
ReplyDeleteBut even still, that's a lot more direction than, say, your basic Ian Livingstone book.
(Forgot one: Even the race to get to Xakhas' second-in-command before she escapes to the mirror has in-text clues, if you pay very, very close attention to the description of the area's lay-out.)
DeleteThere's a real Call of Cthulhu influence here. Dave Carson's illustrations even look like their from an 80's CoC scenario (for all I know, Carson did work for them).
ReplyDeleteI love the "true path" construction, in the midst of all the goo.
When I first saw the internal illustration of Senyakhaz's face, I thought it bore an uncanny resemblance to Marina Sirtis, who of course played Deanna Troi in Star Trek: The Next Generation.
ReplyDelete