Beyond the Crystal Cave

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Beyond the Crystal Cave
Beyond the Crystal Cave.jpg
Code UK1
Rules required AD&D
Character levels 4–7
Campaign setting Greyhawk
Authors Brown, Kirby and Morris
First published 1983

Beyond the Crystal Cave is a Dungeons & Dragons module set in the World of Greyhawk campaign setting. It is unusual among Dungeons & Dragons modules in that it encourages a non-violent approach (mainly parleying and true role-playing tactics) to achieving the module's goals. It is set in an old English milieu on Sybarate Isle in the Hold of the Sea Princes.

Contents

[edit] Plot summary

In Beyond the Crystal Cave, the player characters are hired to rescue a recently eloped couple that has fled into the Cave of Echoes.[1] The heroes must solve the mystery of the Crystal Cave to enter Porpherio's Garden, a magical place located on the island of Sybarate where it is summer all year long. Experience points are gained by dealing with encounters verbally and intelligently, rather than through unnecessary violence.[2]

[edit] Publication history

Beyond the Crystal Cave was written by British designers Dave J. Browne, Tom Kirby, and Graeme Morris, and published by TSR in 1983 as a thirty two page booklet with an outer folder.[1]

In 2005, Kenzer and Company published a HackMaster module based on the adventure named Porpher's Enchanted Garden. It was originally solicited as Yonder Crystal Caverns, but was changed due to substantial lateness in gaining authorisation from Wizards of the Coast. The new version required less talking and more action, making it more typical of the game system. The module was hacked by James Butler, a freelance writer from the United Kingdom.

In 2011, Wizards of the Coast updated the module for 4th Edition and added combat situations for their Encounters line of pre-made adventures.[citation needed]

[edit] Reception

Receiving 9 out of 10 overall, the module was positively reviewed in issue No. 48 of White Dwarf magazine. The reviewer, Jim Bambra, noted that Beyond the Crystal Cave was "an interesting and thought-provoking adventure" more appropriate for characters level 3–6.[2] Bambra mentioned that players would be treated to a lot of interesting encounters and puzzles after reaching Porpherio's Garden, and felt that the authors have sought to reward thoughtful solutions to dilemmas rather than hack-and-slash ones. He noted how the authors set out to discourage players from attacking everything in sight, concluding that this module "makes a refreshing change from the more normal combat orientated adventure for its emphasis is very much on role-playing and problem solving".[2]

Lawrence Schick, in his 1991 book Heroic Worlds felt that the UK series of modules "are typically heavier on atmosphere than their American-designed counterparts, though they do like to use those ridiculous monsters from the Fiend Folio.[1]

[edit] Reviews

Fantasy Gamer #1 (1983)

[edit] References

  1. ^ a b c Schick, Lawrence (1991). Heroic Worlds: A History and Guide to Role-Playing Games. Prometheus Books. p. 116. ISBN 0-87975-653-5. 
  2. ^ a b c Bambra, Jim (December 1983). "Open Box: Dungeon Modules". White Dwarf (Games Workshop) (48): 10. ISSN 0265-8712. 
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