13/03/2026
Coming soon to Wicked Dew: The Bones in the Walls
https://www.wickeddew.com/
What happens when an ordinary English inn slowly begins to feel… wrong?
In Bones in the Walls, players arrive at the Black Horse Inn, a place that at first seems almost comforting. But the longer they stay, the clearer it becomes that something beneath its quiet rooms and polite hospitality is deeply unsettling.
We asked the author, Þorsteinn Mar Gunnlaugsson, about writing the adventure.
What was your first reaction when you were asked to write the very first official adventure for Wicked Dew RPG?
After reading through the system and getting to know the ideas behind it, I was genuinely excited. I’ve been a fan of horror role-playing games ever since I first tried Call of Cthulhu, and Wicked Dew has all the vibes and the atmosphere I want in a gothic horror game. Being asked to write the first official module was an honor. I wanted to create something that reflects the game's tone, gives players a strong sense of what the narratives might look like, and provides a gripping first step into the world of Wicked Dew.
What kind of mood or atmosphere did you want players to experience in this adventure?
This isn’t your average things-jump-at-you-in-the-dark kind of narrative; I aimed for something more subtle and psychological. I want the players to sense that the Black Horse Inn feels wrong long before it becomes dangerous. They should feel claustrophobic without being restrained, in a place where the horror unfolds without splatter or gore. Instead, the player characters face something far more unsettling: a society shaped by ethical and moral erosion. In tone, I was influenced by films like The Others and The Witch.
Is there a particular location, NPC, or moment in the adventure that you’re especially proud of?
I am proud of both Mary and the Black Horse Inn. Mary unsettles people, not because she is monstrous, but because of her composure, and as the narrative progresses, it becomes all the more evident. In fact, when I ran the module, my players developed a keen dislike for her. It was not her secrets, but her calm, indifferent manner. The Black Horse Inn works in a similar way. At first, it is just like any other inn in rural England, even homely, but gradually becomes something far more disturbing.
How does Wicked Dew RPG as a system influence the way you design adventures compared to other RPGs?
When writing the Bones in the Walls, I decided to leave as much room as possible for the Game Master to add in their own ideas. Horror is deeply personal, and a good Game Master knows what unsettles their players. Instead of writing every scene in detail, I designed the inn as a living location with multi-layered NPCs and evolving tension. The events provide structure, but the player characters are free to roam and investigate the Black Horse Inn, get to know the clients and staff, and draw their own conclusions. Ideally, before the end, the player characters have gained a Corruption point or two, experienced some weird and unsettling stuff, and even questioned why they haven’t left yet.
What do you hope game masters and players will be talking about after they’ve played the adventure?
First and foremost, I hope they had fun! Even horror role-playing games should be memorable enough to bring people back to the table, eager to learn what adventures their characters will find next. If the players leave the game discussing the choices they made, debating whether the inn should have been destroyed, or remembering some of the NPCs with genuine discomfort or dislike, then I am happy. And if someone remembers the narrative with a smile on their face when visiting an old English inn, that would be even better.