Best of British |
NWOBHM stands for
New Wave of British Heavy Metal, and was a phenomenon that took place in the
late seventies, early eighties, when an influx of British Heavy Metal music
made its way across the pond stateside, much the same as the Beatles and the
Rolling Stones did fifteen/twenty years before.
These were bands
that had risen way after Black Sabbath, Led Zeppelin, and Deep Purple (all
three also favourable British exports abroad) had been cast aside due to the
emergence of Punk. Some would say that Punk was also another British invention,
along with Fish & Chips, Seaside Rock (a kind of brightly coloured
log-shaped candy) and best of all, cricket, rugby, and that one sport the
British still stubbornly call football, while the entire world doesn’t...but
each to their own, eh?
Lemmy say, bow. |
This post is
actually about none of the above, but is in fact about some super-heavy modules
that drifted from TSR UK, to TSR USA, and all points in-between. You know them
I’m sure, maybe even played a few of them over the years. I know I have, and I
plan to discuss all of them at length in the future, but for now I’m going with
one of my all time favourites, Drums on Fire Mountain.
When we got it, it
was brand-new, and had that new-car smell about it. The cover was a lurid red
and the green Kara-kara warriors looked like hulk influenced, and aggressive
surf bullies. The guy on the right was holding some ‘tooth-studded’ chainsaw
type sword that just looked like it
was going to hurt if it hit you. It also had a Union Jack on the top left of
the banner, just in case you missed that it was written by TSR UK. As a side note
here, Grame Morris, is actually Graeme Morris, author of so much module
goodness that we will be looking at later.
We had had just come
off the back of playing Castle Amber about ten hours before we began this one, and this was nearing the completion
of a marathon session of gaming that had taken place every day for weeks. Needless
to say we were all a little loopy when we made landfall on the island, and we
began to treat it like our own, ‘Apocalypse Now’.
I love the smell of iron rations in the morning. |
If the Isle of Dread
was reminiscent of the whole, Lost World/King Kong thing, then to us, ‘Drums’
was like Lord of the Flies with two-handed swords and fireballs. We behaved abominably and gave the DM a serious run for his money. We weren’t being dicks, we just
wanted to burn everything to the ground, and lay waste to all that moved.Fully embrace the hack&slash and make it our own sort of, search&destroy.
To counter our anarchy, the DM upped the number appearing of all the monsters to be found. So when we
emerged from the mist and onto the beach it was like something out of Saving
Private Ryan. There was Kara-Kara on giant horned chameleons everywhere. They
were chucking spears and other assorted missiles at us, and we had nowhere to
go but up the beach. When we were halfway up (under cover of our Mage Arik’s
spell slinging) we got flanked by the chameleon cavalry and we took our first
casualty. It was Crusher Blood-Sword, (don’t judge the name, we were thirteen)
one of our fighters. He was decapitated by one of those spiky swords, and his
head bounced all the way down the beach and came to rest against the hull of
our ship that was now burning merrily. Oh, how we laughed!
Luckily, we made it
to the tree line and scampered into the jungle and onto what I think was called
the ‘Trail of the Dead’. This game has it all, because shortly after that, we
got lost in a swamp, stuck in some quicksand and attacked by a Hydra, all in
mere minutes of making landfall. It was at this juncture that we lost another
player, the thief. Luckily the players were now running our hirelings but we
were running out of them too. A creeping sense of doom descended upon us as we
realised that this might very well be our last sojourn together. So what did we
do? Play cautiously and stealthily? Nay, good sir, we doubled down on the
madness and went tearing around the island, hell for leather, torching
everything and everyone we came into contact with. We went loco; painting our
faces in weird war paint and adorning our armour with severed heads and other
body parts. We were going for the fear factor, and it seemed to be working too,
because we made it into the tunnels under the volcano without losing anyone
else.
Peek-a-boo. |
Despite the ‘Island
Style’ vibe of the game, it is still fairly dungeony when you get indoors. We
encountered ochre jellies and gelatinous cubes on our travels, not to mention
these cool little zombie type dudes called Topis. Man, how we laughed when they
came gibbering down the corridor toward us like little, leathery, wind-up-toys...
It wasn’t so funny when they swarmed us and tore the dwarf’s throat out. It
was a Battle Royale after that, because they can only be turned as wights and
you have to save vs. poison or be slowed for one to two turns. I am not sure
how many more players we lost, but our madness did not abate, and I recall us
taking cover behind our fallen comrades as Arik napalmed the little buggers.
From here on in it
was just one bloody slugfest after another, wounded Purple worms, savage apes
protecting their young, fire fundamentals, molten lava, more Topis, some trippy fear inducing, phantoms called Kal-murus that can drive you insane with bad-acid-mojo. Toward
the end of it all I think there were four of us left out of a group of twelve
or so. Arik had been cursed by now as well; he’d been given red eyes that
glowed no matter what state he was in, so bang went most chances of surprise.
Finally, we got to meet
our Colonel Kurtz-like nemesis in the shape of a fat green dude called
Kalna-Kaa, who proceeded to have at us with a Staff of Striking and then
eventually, when we got the drop on him, transform into a Devil-swine... As you
do.
Exterminate with extreme prejudice. |
We slew him, finally, and then looted his chambers for some fairly cool treasure if I remember
correctly. Then it was down to beach to the watch the sunset and the volcano explode, as we paddled
out to sea on our stolen war canoes. Good times. So, in short, if you ever have
that one game that you feel you just want to go mad, and let it all hangout,
Drums on Fire Mountain is the one. If run correctly, by a DM who goes with the
entire flow of insanity, it will be one hell of a memorable game... I promise.
What games have you
played in the past that become your own personal Insane Module, for want of a better word? I would really like to hear
about them. And remember, an overweight and overpaid actor once said," Horror! Horror has a face, and you must make a friend of horror. Horror and moral terror are your friends. If they are not, then they are enemies to be feared. They are truly enemies."
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