[REVIEW] Death in
Reik Caverns
by Cactus Games Staff
Published by Cactus Games
Few gaming products I have read
have been more deeply rooted in a certain time and place than this adventure
module. Death in Reik Caverns was
run as a tournament scenario at GEN CON 92’ for 7th to 11th
level characters, and it is an interesting time capsule of the late 1st
edition – early 2nd edition AD&D era. This was not the best time
of adventure design; poorly playtested, overwritten and sometimes plainly
non-functional modules ruled the official AD&D® landscape, while fan
materials were neither as numerous, nor as interesting as a decade before. Much
of the good practice of the 1st edition classics was gone. Death in the Reik Caverns is better
than most of its official or home-made peers because it follows in the
footsteps of good modules, but it can’t escape the typical flaws of its time.
Pastel Memories |
The first thing about this module
is the anonymity of its creators. It is published by Cactus Games, and credited
to the Cactus Games Staff. Neither the author nor the cartographer or the
illustrator – whose grotesque, sometimes bloody images are pretty funny – nor
any other contributors are named despite the hefty 60-page size and the decent
production values. There isn’t even a copyright notice. Do they still think TSR
is out to sue them? Proudly identifying Death
in Reik Caverns as a “1st Ed. Advanced Dungeons & Dragons /
OGL” module, and setting it in the World of “Darkhawk” is a bit like tempting
fate, but frankly, nobody cares anymore, and giving
credit is the right thing to do. Also, am I the only one who immediately associates the title with WFRP's Death on the Reik?
The setup is not bad. Evil humanoids
have been harassing the little market town of Breehaven, and although they have
been beaten back so far, a recent change in leadership and organisation has
caused them to become more dangerous and aggressive. This is pretty much Against the Giants, except there is a
convenient time limit involved because the monsters have taken the whole village
militia prisoner, and they are currently preparing to strike Breehaven and wipe
it off the face of the Oerth. That’s nice: it establishes the stakes, gives the
bad guys a plan, and tells the players to get their stuff together or there
will be consequences.
Here is another straight out
admirable thing about Death in the Reik
Caverns: it is not afraid to be ambitious. It is a properly large, properly
complex one-level dungeon with 85 keyed areas and a two-page map. It has a neat
structure where there is an element of progression (gaining access to new areas
via a few chokepoints) but also an expansive element of exploration. The
caverns have multiple sub-sections, as well as a central underground lair
formerly inhabited by a 30th level Wizard, and now occupied by the
main baddies and their humanoid army. Now this
is a dungeon. Having seen too many lair-sized efforts from old-schoolers with
the usual fifteen-odd rooms, it is nice to see someone think a little bigger.
This is not campaign-length, just large enough to allow for some proper
exploration, and maybe getting lost once or twice in a while.
Day: ruined |
The content of the dungeon is
regrettably less interesting. There is functional but blandish boxed text that
assumes too much (“Dozens of arrows start
flying in your direction before you have a chance to do anything.”, “It all happens before you have time to
react.”), and occasionally assumes the party consists of idiots (there is a
long description of a kitchen followed by “This
room is no doubt a kitchen.”, and a “Stone Golem Storage Room” where the
text ends with “To your surprise, it
comes to life and attacks.” – no shit, Gandalf). It is much less worse than
late TSR boxed text that goes on and on for pages, but it is pretty bad. The main encounter entries also have a smirking thing
going about red herrings and wild goose chases – it used to be funny to read how
the players will think this or that empty room contains secret doors or
valuables, but it got old many encounters
and way more than 25 years ago. I am not entirely impressed by the way the
module interprets the AD&D rules – I get the impression of a GM who is
bending them in his own favour to an unfair degree with too many gotchas (mainly
to make low-level monsters and traps more deadly for a high-level group), and
applying them inconsistently to boot (some spiked pits work different than the
others). These issues can be fixed.
The encounters are mostly a long
succession of monster outposts, lairs (you can slaughter various kinds of
humanoid women and children if you like), store rooms, traps and standard
cabinet contents / dungeon dressing stuff. There is mundane trash and
occasionally magical trash. Sometimes the combat encounters are memorable and
clever, and if you like a lot of high-level tactical combat with hordes of dug-in
enemies, this could be your module. If we evaluate it as a meat-grinder, it is
a fairly decent one, although relatively little is made of the fact that this
is a monster military waiting for the call to action. While the garrison in
Reik Caverns is at full readiness (the monsters are all prepared and just a
little too hair-trigger perfect in jumping to action as soon as the characters
come close), there is no textual reference to lines of communication,
contingency plans or working together. The humanoid groups just seem to await
the time they are encountered, and don’t work as a cohesive group, or even as a
grou with hidden enmities. (Although if they worked together, it would probably
be a massacre.)
What is missing is the spirit of whimsy
and magic which transformed the classic deathfests like Against the Giants (which, again, this is basically an homage to)
or Keep on the Borderlands into
something more than a combat scenario. There is none of the crazy mushroom
forests, magic pools and elder god shrines with mauve pillars out of a
different dimension that told you you were in a fantastic place, and hinted of
a larger world beyond the dungeon. The Reik Caverns are just there. You explore this cavern system,
but don’t actually discover anything
worth discovering. It is almost all rationalised, mundane stuff, and when it is
magical, it is over-explained magical realism – here is a room where the wizard
received his visitors, here is where he left a wall of force, etc. No
surprises, no memorable imagery: the best part is the place where the wizard
has a floor of hexagonal tiles depicting the World of Darkhawk in minute
detail, but that’s one room in a long, long series of dug-in monsters and traps.
To sum up, Death in the Reik Caverns does a bunch of things right, but can’t
keep up the original good impression. In many ways, it is a typical 2nd
edition AD&D dungeon with all the problems of 2nd edition era
design. It was created in a period when the craft of adventure writing was at
its nadir, and if it was evaluated in its original context, it would stand up
pretty well. From the vantage point of a more fortunate age, its flaws are too
apparent, and it offers too little to compensate.
Rating: ** / *****
Wait... How the fuck did I get here?! |
Thanks for the review, Melan. I'll admit that I'd never heard of this module, and I'm now curious how many more products such as this were released during this time period. Looks like I'm going to be doing some digging!
ReplyDeleteIt probably existed as a convention special, if that - nobody on Acaeum has discussed it. These small-press modules are really interesting, because they show how people played their games, and how they thought about AD&D.
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