Review - UK1 Beyond the Crystal Cave

As its module code suggests, Beyond the Crystal Cave was the 1st module to be released in the UK series, several of which I have already covered.  Though these were not the 1st modules to be produced by TSR's UK group of writers, that honour went to the U (Underwater) series.  Each of the UK series strove to provide something very different to the traditional hack and slash, the settings broke away from the traditional AD&D dungeon, the stories were deeply rooted within the module design, and the adventures had a much more natural feel to them.

On the subject of trying to provide something different, UK1 was a trailblazer in this regard.  Here was a module that actively encouraged a pacifistic approach to adventuring, where the problems presented within were mostly solved with diplomacy and a softly-softly approach.

 'Did you remember to pack the life-jackets?'

Set on the island of Sybarate within the World of Greyhawk, two young lovers have eloped, fleeing their feuding families - yes, this is Shakespeare meets AD&D, could anything be more stereotypically British than a scenario based on the most famous work of the Great Bard? Locals believe they have fled to a magical garden, and a reward is offered for their safe return.  The party need to find a way of gaining entry to the garden, locate the young lovers and persuade them to return to their families, who have now reconciled their differences in the year since the young couple disappeared.

 'Ooooooh...pretty!'

There are a couple of early skirmishes that the party must get through to reach the entrance, one of which can be quite dangerous, but once the eponymous Crystal Cave has been found, it should become clear to the players that this is a thinking adventure, as clever use of spells is required to actually get into the garden.

The garden itself is a magical affair, and is very well described and presented. The denizens can be quite territorial, the party are best advised to approach with caution and attempt to parley where possible.  This is where a Druid PC really comes to the fore, in fact the module states that Druidic powers are enhanced while within the garden, so this is very much a chance for such a character to take the spotlight.  In addition to the 'natural' inhabitants, some more magical creatures are also present, giving an opportunity for fun and frolics and plenty of roleplaying.  Add into the mix a guardian whose origins are firmly rooted in Celtic mythos, and the blend of potential allies and adversaries within the adventure is one of great variety, while also being sensible and well considered by the module's designers.  The guardian could have been given a little more of the spotlight, though it is understandable that the writers held back a little, given that the general intention is that the party should have a realistic chance of success!

Though it may initially appear to be so on the surface, Beyond the Crystal Cave is far from whimsical.  There is a darkness to it, Romeo and Juliet was after all, a tragedy.  Some encounters have a potentially adult theme if played true to their mythological origins.  The garden is both a paradise and a prison, nobody is expected to want to leave - which presents the party with further dilemma as they are reaching the conclusion. Though the intention is for the party to 'free' the lovers, they do not have to - the decision is theirs - and it is commendable that this is left open.  Other module writers of the era would not have allowed for this outcome.  (Hickman!)

It's not all sweetness and light!

This module will not appeal to every group.  In fact it is fair to say that there will be a high proportion of players who will find it frustrating.  While the thoughtful, the diplomatic and the ingenious will enjoy the challenges it presents, those who play for glory, combat and treasure will get almost none of those.  A violent approach is doomed to failure - those who enter with swords swinging will likely die or remain trapped, forever.  A further problem is that if the party grasp the concept immediately, they can complete the entire quest very quickly, especially if they have a Druid present and their skills are utilised to the full.  My group did the whole thing in less than 6 hours, and that included about 2 hours trying to gain entry in the 1st place!

As became the hallmark of the UK series, the writing is lovely.  Descriptions are evocative, the inhabitants are brought to life by the text, which is consistently clear and concise.  Sadly, the design of the adventure allows party who approach their goal directly to miss much of the content though, leading to much of it being wasted.  There is loot in there, though much of it is well hidden, or in the possession of creatures that are not meant to be angered, meaning much of that is missed too - so even with giving experience points for creatures placated through diplomacy, tangible rewards are relatively low.

UK1 was published a little before the UK series adopted its own quirky presentation style, though it shows the beginnings of the pattern the series was to follow.  Creature information, while not quite as clear and thorough as that in the later modules, compares very favourably to the lazy presentation and editing displayed by the US modules of the era. The cover art, with lights glinting across the waterfall in the Crystal Cave is one of my own personal favourite cover pieces, and internal artwork is strong and consistent.



Beyond the Crystal Cave deserves to be commended for what it attempted to add to the range of AD&D modules, it was brave, almost revolutionary in its approach, well presented, thoughtful and tidily constructed.  Unfortunately though it has limited appeal, with its success resting squarely on the priorities of the players.

Presentation: 8/10 – consistent quality of writing, excellent maps, and solid internal art
 
Brawn:  2/10 – not the intention of this adventure, plus it has the potential to be somewhat short - but if the party really want a fight they can get one, if they are that stupid...

Brains:  9/10 - it rewards a diplomatic approach, offers much in the way of roleplaying opportunities and promotes the clever use of spells
 
Overall: 7/10 - hard to rate objectively as it will polarise opinions, some will love it, others will hate it


1 comment:

  1. I have always loved this one...

    ReplyDelete

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