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Beyond the Crystal Cave - your experiences?

Quasqueton

First Post
Fifteenth thread of a series on the old classic Dungeons & Dragons adventure modules. It is interesting to see how everyone's experiences compared and differed.

Beyond the Crystal Cave
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Did you Play or DM this adventure (or both, as some did)? What were your experiences? Did you complete it? What were the highlights for your group?

Quasqueton
 
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I never played or DMed this module, but I often wondered how the time difference in the garden would work out in a campaign. I would imagine the difference could potentially really screw up any campaign timelines.

Quasqueton
 

A buddy of mine bought this one (and its sequel, I think, if it had one). He became very excited and insisted repeatedly than none of us should so much as even read the blurb on the back of either adventure as it would ruin The Mystery and probably The Plot as well.

He spent a good two or three months preparing the games and would occasionally describe elaborate intertwinings of myths and enthuse at the depth and richness of the adventure. We all made characters and waited for the first session with real anticipation.

The following week, unfortunately, my buddy bought the Call of Cthulhu game. He was so impressed by it that he immediately scrapped the planned campaign, switched over to running an inspired CoC game and never ran another D&D session in his life.

I never did get to see what the adventure was like and, as I dutifully avoided reading any blurb about it, I still have no idea at all what it is even about. Looking forward to reading this thread :)
 

This was one of my first experiences as a DM. I ran it for a bunch of 20 year-olds when I was about 12. I chose that module because it focused on problem solving rather than combat. I don't remember the save or die bit offhand, but there were a few sections that were nasty. I remember things went fairly well, and the group made it mostly through in 6 hours or so. I remember hurrying through the garden maze (which changes around them if I recall correctly), because it was dragging in a very unfun way. I think there were only a few people of the 8 playing who were lost. Everyone seemed to enjoy it, but that was 20 years ago, and the details don't stand out very well.
 


6 hours, eh? Could this be used as an "intro to D&D" kinda thing, or is it a bit to complex/complicated?

Know what would be good for something like that? A 3.x conversion :D Maybe I'll buy the PDF...

Eltern
 

spunky_mutters said:
I don't remember the save or die bit offhand, but there were a few sections that were nasty.

it basically wasn't die right away:

you failed your save and you NEVER wanted to leave
which in essence is a death sentence.
 

I remember dming it. But that its. I don't think it even in my collection anymore? OR did I even Dm it?
It does not stand out to me.
 

Of all of the UK series modules, I've only known one (When a Star Falls). The rest I've never seen or played (wait a minute - there was one about a Roc and a Serpent Valley or something - I may have played a heavily modified version of that). But I've never seen or played this adventure. Weird.
 

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