“If you do not change direction, you may end up where you are heading”
―
Deep Dwarven Delve |
Len Lakofka’s Lendore series was to conclude with L3 Deep
Dwarven Delve; and it might have if Fate had played a different hand. So,
what transpired that it did not?
Short answer? Fate.
Len was contracted to write three adventures back in
1979, but only the first two saw publication: L1 The Secret of Bone Hill
and L2 The Assassin’s Knot. This is not to say that he did not deliver
what he promised, because he did; it’s just that L3 was somehow misplaced in
TSR’s files; or maybe it was simply dropped from the roster when Gary Gygax and
his old guard were turfed in the cuffuffle of office politics that shall remain
uncommented on here.
For one reason or another, TSR decided to revisit its
bestsellers from time to time, compiling those much-loved series into a few omnibus
editions—I speak on Scourge of the Slavelords (1986), Queen of the
Spiders (1986), and Realms of Horror (1987).
It comes as no surprise that they would reissue certain
classics on their 25th anniversary. They expounded upon certain
classics in 1999 with Against the Giants—The Liberation of Geoff, and they
returned to the Keep on the Borderlands and White Plume Mountain, with greater
success than they had with their prior super-modules, IMO, if others disagree
with me on that point. To each his own, I say.
But they also reissued certain unedited classics in its Silver
Edition Boxed Set, namely B2 Keep on the Borderlands, G1 Steading of
the Hill Giant Chief, G2 Glacial Rift of the Frost Giant Jarl, G3 Hall
of the Fire Giant King, I6 Ravenloft, and S2 White Plume Mountain.
Why? Why not. Easy money, one might say. It was only then that L3 was “found,”
or dusted off, and added to the Boxed Set. One wonders why L3 was
included when L1 and L2 were not? Weren’t the others already revisited? Wasn’t
the Lendore series deserving of its own omnibus edition? I believe it did;
others might disagree; but to my mind, they would be wrong. But I suspect that
Lakofka’s Lendore doesn’t pack the same nostalgic punch as the Slavers or
Straud does.
One might think that this is where Len Lekofka’s L-series
met its end. In that, one would be mistaken. He penned more adventures for his
little corner of the world, but all things IP considered, he moved up the road
to Kroton, which received scant mention in his earlier works. These can be
found as free downloads on Dragonfoot, if you are interested in his further
exploration of his little patch of Greyhawk. Lendore Adventures and Kroton
Adventures deserve at least as much attention as his TSR publications, but
alas, those later releases are not the focus of this piece.
L3 Deep Dwarven Delve is.
I must admit that the front cover blurb does not entice
as well as it should, not as well as its “Background” does:
Restenford and Garrotton |
That sounds better, doesn’t it? That may be because Len
wrote the latter, and likely not the former.
Where might the humanoids be coming from?
Well, from under the ground.
More than two hundred years ago, dwarven miners
secretly constructed an underground Delve to extract the rare metal mithril
from a rich vein close to the two towns. Unwilling to share the rewards of
their labor, the dwarves concealed their presence from the nearby communities.
Then something went terribly wrong deep in the mine, though no one—not even the
dwarven clan that sponsored the dig—knows what transpired beneath the earth.
When contact was lost with the mine, the dwarves sent an armed party to
investigate. The group was lead by Khorliss Foesmiter, a powerful fighter who
was at the time a living legend among his kin, best known for his fantastic
magical sword and his exploits in fighting the drow. Neither Foesmiter nor any
of his party ever returned. Unwilling to risk further losses or a chance of
detection by the residents of Restenford and Lake Farmin, the dwarves decided
to abandon the mine and destroy all records of its existence. [L3 – 3]
That does sound like a dwarven reaction, doesn’t it? They
are a private folk. A secretive folk when it comes to their mines and riches,
after all, never trusting the other races that obviously covet their riches so.
But what exactly happened?
Frelpic |
When Khorliss Foesmiter investigated the Delve, the
villains overcame him and his comrades. Following this encounter, Frelpic, the
iron golem, two summoned devils loyal to Baalzebul, and a spirit naga residing
in the Delve ensured that Baalzebul would have time to work his fell plans
without further danger of discovery.
Given no other orders by the wicked Baalzebul, Frelpic
animated the corpses of many of his former companions and returned to the work
of mining the mithril ore. Meanwhile, Baalzebul continued to expand his malign
influence, using the chamber consecrated to him as a focus for his efforts.
Although it has taken nearly twenty decades, the arch-devil's persistent call
has finally attracted a suitable army of mortal followers: the humanoid forces
that now control the upper level of the Delve. From this protected position,
Baalzebul hopes to expand his sphere of control across the entire region—a
disaster of unmitigated proportions for all life nearby. [L3 – 3]
Not to worry, your players will not have to face the
arch-devil. This is a mid-level adventure, scaled for PCs level 3-7.
It is presented in two parts, an attack on the orc
stronghold, and the second as an exploration of the underlying great evil that
the dwarves unearthed.
Sounds fabulous.
And it should be.
But it’s not.
It’s decidedly un Lakofka-esque.
Why do I say that? Because it’s a straightforward dungeon
delve, and aside from the triple alliteration of its title, there is little
else that would mark it as a Len Lakofka module. Where is the town? Where are
the innumerable characters and their interwoven relations and motivations?
Where is the timeline, the rumour table, the complex plot? ‘Tis lacking.
The module begins as one expects of tournament modules:
At the beginning.
The few small stands of trees on the hillsides consist
of pines and yews. The hills have few bushes, and their rocky sides are worn by
glaciation. The Delve resides beneath one of the many hills in the area.
[L3 – 7]
The main entrance is some 80 feet above ground level
and cannot be seen from the base of the hill. It is cut into the mountainside
with a flat rock outcropping in front of it that is roughly circular with a
diameter of 60 feet. The entrance itself is rectangular, 30 feet wide and 20
feet high. It is perfectly cut from the surrounding stone. [L3 – 7]
The rear entrance is also 80 feet from ground level
and cannot be seen from the base of the hill. This entrance is preceded by a
50'-diameter, flat rock outcropping. The entrance is rectangular, 10 feet wide
and 15 feet high. [L3 – 8]
What follows is what one might describe as a classic
dungeon delve, hence its name, I suppose. As it should, I imagine, it being written in 1979 and “lost” for
20 years.
The art is a far cry better than those early days, but
the maps are a little symmetrical. There is nary a twist nor turn, the rooms
almost invariably circular. One wonders how quickly TSR rushed this into
production when one ponders them.
Orcs and bugbears abound, as do trolls and ogres. Undead
proliferate as the heroes descend into the mine, a nice touch, considering the
backstory. So too the description:
This level is musty and unused. The quarter-inch-thick
layer of dust on the floor has not been disturbed for over 200 years. [L3 –
11]
I should imagine that the depths would look like that,
but I have to say that what is depicted is not a mine, not by a long shot. I
ought to know, it having been my trade for the past few decades. It spirals
down upon itself, but not in any manner that would indicate the dwarves were following
seams or mining lodes. And at only three levels, with a limited number of
rooms, the dwarves did not delve too deep before meeting their end. No grade is
indicated, but how deep the mine dives is noted room by room (below the last). That said, the grade must be
deep enough for successive rooms to dive under those above, averaging at least
-20°,
by my reckoning, given the distances and spans given. That’s pretty steep! As
to the temperature differences noted, mines do get colder at depth, and then, after
a couple thousand feet, they begin to heat up again, what with millions of tons
of rock pressing down upon them. This mine is not that deep. That said, I’ve
rarely encountered a single adventure that met my expectation of what a mine
should look like, the closest being A0 Danger at Darkshelf Quarry.
The tunnels and chambers were carved from seamless
stone by skilled dwarven miners. There is the occasional broken piece of
stonework, but the tunnels and rooms are secure and in no danger of collapse.
The temperature of the Delve begins at about 60° F in area 9 but cools
gradually as one descends (1° F per room is a good approximation) to a minimum
of 50° F. The temperature is below freezing in areas 29 and 30. However, it
begins to warm rapidly as one moves closer to area 39, gaining about 10° F in
each successive room, so that the temperature in area 39 is about 110° F! [L3
– 11]
But depth and pressure aren’t the reasons for the
temperature shift. It would be diabolical of me to reveal why. So I won’t.
Encounters grow exponentially intense at depth, becoming
ever more dire, as can be seen by the cast of villains:
Nagas, and wraiths, and dwarven zombie clerics, oh my!
There’s a way of bypassing all this, but I’ll not reveal
how, either; but to do so has the potential to wipe out an incautious party.
[L3 – 3] Len’s words, not mine.
Is there a story? None other than the backstory, although
you can work one into your greater campaign if you should decide to slip this
work into it. You’ll have to concoct a reason why Enthar the Magician, a 6th
level human Magic-user is involved, because Len, in his infinite wisdom, failed
to do so; although Frelpic’s, the dwarven Patriarch of Baalzebul is self-explanatory
upon reading the adventure. Vezenor, the barbed devil, and Skirpus, the bone
devil are there to do their masters bidding, I imagine. By their inclusion, I
suggest the PCs tend closer towards 7th level than 3rd.
Just a suggestion. Your call.
As a dungeon crawl it’s not bad. But as noted, it isn’t
Lakofka-esque. Why is it not? Len suggested that the original was altered
without his consent, but later admitted that it wasn’t that far removed from
what he’d originally written…and 20 years had passed since he’d last seen it,
so I wonder how exact his recollection was. Maybe Len wanted to branch out,
maybe he wanted to prove that he could write all sorts of adventures, should
TSR consider engaging him to submit more. He certainly was imaginative. His
first adventure was what one could call a sandbox, his second was a murder
mystery (of a sort), and the third was a crawl.
Should you decide to download his further Lendore and
Kroton adventures, you will note that those were far more detailed than these
three. He did have time on his hands to world-build, what with his no longer
penning Leomund’s Tiny Hut, after all.
“I am enough of an artist to draw freely upon my
imagination. Imagination is more important than knowledge. Knowledge is
limited. Imagination encircles the world.”
―
One must always give credit where credit is due. This post is made
possible primarily by the Imaginings of Gary Gygax and his Old Guard, Lenard
Lakofka among them, and the new old guards, Carl Sargant, James Ward, Roger E.
Moore. And Erik Mona, Gary Holian, Sean Reynolds, Frederick Weining. The
list is interminable.
Very special thanks to Lenard Lakofka,
without whose imagination, this adventure, and this review, could not have been
possible.
The Art:
L3 cover, by Wayne Reynolds, from L3 Deep Dwarven Delve, 1999
TSR Silver Anniversary box cover, 1999
Restenford and Garrotton regional map, by "Reader Ethan," found on The Restenford Project
Frelpic, by Wayne Reynolds, from L3 Deep Dwarven Delve, 1999
Baalzebul, from Monster Manual 1e, 1977,1978
L3 Level 2 Map, by Christopher Perkins, from L3 Deep Dwarven Delve, 1999
Undead dwarf, by Wayne Reynolds, from L3 Deep Dwarven Delve, 1999
Iron Golem Encounter, by Wayne Reynolds, from L3 Deep Dwarven Delve, 1999
Sources:
9025 World of
Greyhawk Folio, 1980
1015 World of
Greyhawk Boxed Set, 1983
2011A Dungeon
Masters Guide, 1st Ed., 1979
90039A Danger at Darkshelf Quarry, 2015
9045 L1 The
Secret of Bone Hill, 1981
9057 L2 The Assassins Knot, 1983
9844 L3 Deep Dwarven Delve, 1979, 1999
9016 G1 Steading of the Hill Giant Chief, 1978
9017 G2 The Glacial Rift of the Frost Giant Jarl, 1978
9018 G3 Hall of the Fire Giant King, 1978
9058 G123 Against the Giants, 1981
9034
B2 The Keep on the
Borderlands, 1980
9026 T1 The
Village of Hommlet, 1979, 1981
9027 S2 White Plume Mountain, 1979,1980,1981
9075 I6 Ravenloft, 1983
9147 T1-4 The
Temple of Elemental Evil, 1985
9167 A1-4 Scourge of the Slavelords, 1986
9179 GDQ1-7 Queen of the Spiders, 1986
9209 S1-4 Realms of Horror, 1987
11413 The Liberation of Geoff, 1999
The Restenford Project
Dragonsfoot
Well written David, i'm off to Dragonsfoot to check out Len's other offerings.
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