“Wherever he saw a hole he always wanted
to know the depth of it.
To him this was important.”
―
Journey to the Center
of the EarthThe final confrontation with the giant, King Snurre,
and the entry of mighty adventurers into the caverns under his stronghold […]
discovered that Dark Elves, the Drow, had instigated the giant alliance and its
warfare upon mankind and its allied races. Numbers of these evil elves fell
before the onslaught of the party of adventurers, but many of the important
Drow fled away to the northwest - the escape route a seemingly natural passage
a full 30’ wide extending endlessly under the earth. Investigation of this area
(cloaked by a steaming river of lava) revealed that the passage ran due
northwest, slowly descending ever deeper into the bowels of the earth. [D1 Descent
Into the Depths of the Earth – 2]
It’s an
epic introduction to the Underdark – or Underoerth, in our case – although it
would remain unnamed, as such, until the Forgotten Realms came along. That’s
not entirely true; what was to come was hinted at already at the climax of G3 Hall
of the Fire King.
A constant watch is kept on the east entry to the
cavern, and if intruders come, the Dark Elvenfolk will know of it. If
threatened by powerful characters, the Drow will flee to safety back down the
passage from whence they came here, […] the one to the north-northwest [.]
[G123 Against the Giants – 29]
Prior to
these passages there was no realm beneath the surface. There were caves and
caverns, and dank passages and dungeons, but nothing so deep as to constitute a
realm apart from what we were accustomed to. I suppose there may have been a number
of enterprising Dungeon Masters out there who had envisioned such a world and
created it; but this adventure was our deepest and darkest in print, to date.
Must our
heroes pursue these dastardly Drow who have stirred up the giants? There is no
obligation, per say; not yet, anyway.
Surely here in the stronghold of the fire giants will
be encountered the evil genius—or genii—controlling the uprising and planning
the well-executed attacks, for Snurre is said to be far stronger than smart.
[G123 – 16]
But it would be presumed that the lords who set our
heroes against the giants are sure to demand that they pursue this new threat
to its source.
Pursuit of these creatures is necessary, for unless
their location and strength are known, the Drow can continue to strike where
and whenever they like without fear of counterattack or reprisal. [D1 – 2]
There you have it?
But where might the heroes find these black-hearted Drow?
Fortunately, the party discovered a map of the maze of
tunnels under the earth – hundreds of miles of passages, areas shaded and
marked with cryptic symbols, and what is most probably the course of an
underground river! [D1 – 2]
[T]he party will find an adamantite tube when they
search [the meeting place and council chamber for Eclavdra and her minions], a
scroll, and a map accidentally (?) dropped by one of the fleeing noble Drow.
[…] The map is a continuation of the Drow escape route, showing a vast maze of
passages on a large scale. There are three cryptic areas on it, which could
indicate the whereabouts of vast subterranean cities or other strange places
which are far deeper than any dungeon known. [G123 – 29]
That’s handy. The subterranean world must be vast,
indeed, if the Drow require a map to aid their navigating their own demesnes.
Will the heroes pursue Eclavdra directly? They might. But
it should be readily apparent to their sensibilities that this would be a very
bad idea after even the shortest of pursuit.
Elven Aid |
[T]here must be some “elven aid” available. […] [H]ow much
the “elves” will volunteer [?] [D1 – 2]
One expects that they would wish to participate in this
expedition against their dark brethren.
One might wonder, though, about the wisdom of elvish
participation. It’s not as though the Drow will look upon any surface elves
with benevolence.
Dark Brethren |
In fact, the above passage would indicate that the Drow
would be specifically hostile to any surface elves they might encounter.
However much they might is neither here nor there here,
at present; what ought to be addressed is that this portal into the deep dark
is the one and only one the heroes are aware of; and this necessitates that
Snurre’s caverns needs to be properly secured, if they haven’t been already.
Whether the heroes plunge into the subterranean world
presently or after much preparation, they will soon discover that the
presumably solid ground beneath spine of the Crystalmists less dense than
imagined.
The passageway from the caverns beneath the Hall of
King Snurre Iron Belly runs to the northwest, rough and twisting, from 12’ to
16’ width for some 300’. Then it suddenly widens to 30’ and more in places,
obviously hewn, and goes almost perfectly northwest, slowly sinking in gentle
slopes and by natural terraces. [D1 – 2]
[T]here are faults, spurs, splits, rubble, small cave
areas, sink holes, crevasses, columns, stalactites, and stalagmites. Most areas
are damp and dripping. There are occasional pools, rivulets, even streams.
[D1 – 2]
Luckily, the true pitch-black nature of the underearth
realm is not an issue.
Fortunately, the darkness is not total, for there are
sometimes patches of phosphorescent lichens to light the way with a faint glow
- almost like faerie fire. There are also swarms of fire beetles now and again,
and their glowing abdomens shed sufficient light to see clearly. [D1 – 2]
If this were not so, this expedition would have been
impossible, given the number of torches would be required for the time required
to chase the Drow back to whence they came. The impossibility of Darkvision was
not possible then (and should not be now, either, given that there is in
actuality no light to gather for any sight at all where the sun don’t shine –
which might be while true denizens of the real-world-underdark have neither
pigmentation nor eyes), and infravision would be of no help at all.
Infravision, the ability to see radiation in the
infra-red spectrum, is an ability possessed by most of the creatures dwelling
below ground and nocturnal animals. [PHB 1e – 102]
Thus heat radiation becomes visible and differences in
temperature allow infrared sight. Warm things are bright, cool things grey,
very cold things are black. [PHB 1e – 102]
Rock would invariably have the same temperature, however
it might grade and tier; as might the water that flows from it or upon it. This
would make it rather difficult for even dwarves to see much further than their
corneas.
What
follows is less an adventure than a sourcebook – the original underdark
gazetteer, if you will. We are treated with descriptions of sight and sound, with
an abundance of hints on how to run a game under the oerth: movement rates,
likelihood of slipping and plunging down sinkholes and pits and the damage one
might incur, and whatever else that might aid in running a campaign below the
surface, within what might be crammed into 12 pages of text, that is – which is
more than you might imagine might be. More importantly, there are extremely
detailed encounter tables within. The Jermlaine are introduced here. But you won’t
find the Drow detailed; that was done in G3 (G123), and I’ll directed you to
that adventure module, and the Fiend Folio, or whatever edition Monster Manual
you might have at your disposal for enlightenment in their regard, if you need assistance
there. The exception to this is what sort of Drow patrols and merchant caravans
will be encountered. One will also find encounter tables for Primary,
Secondary, and Tertiary Passages that might be traversed – it stands to reason
that there would be different monsters encountered in less trafficked tunnels
than in those that are frequently trod.
How will
you know which is which? They are noted as such on the Main Map. Each is
described, albeit minimally:
Ceiling height in the primary tunnels ranges from 20’
to 50’, the average being about 35’. In the secondary passages the roof
overhead varies from 15’ to 40’ above the floor, with 25’ being usual. In the
narrow tertiary tunnels the ceiling is from 8’ to 25’ high, with an average of
15’ or so. Where enlargements occur, the roof will be near maximum height. In
large caves or caverns, the ceiling height will be 10’ to 20’ above normal
maximum. [D1 – 3]
There are three detail maps included, to aid in that
regard. And three caverns (I, II, and III). No others, aside from the Large
Scale Area Map, that is. They’re enough to inspire the imagination, which ought
to be enough, I suppose; but if you are not an imaginative map maker, you are
going to have a difficult time with this “adventure.”
D1 is really only three true encounter areas, if truth be
told, with however many random encounters that happen to pop up. But it can be
so much more, depending on where the party might venture. You may wish to
prepare a possibility or two, just in case, if they are inclined to stray off
the beaten path; but if they keep to the Primary “straight and narrow” this
could feel like and play out like a tournament module. They, in four short
hours, with encounter one Drow checkpoint (Hex D3), and one Illithid/Wererat
lair (M12), and another much larger cavern (Q18, Q19). The first need not
result in combat.
This is a Drow checkpoint with two separate patrol
groups, males to the left, females to the right. The males will have 2 pickets
out on duty to observe the passage in both directions. Despite rivalry each
will co-operate fully with the other in an intelligent attack and defense
pattern. The two groups are detailed below. [D1 – 6]
In fact, this encounter is a perfect opportunity for the
party to realise that the Drow, however evil, are not necessarily hostile; in
fact, this is an opportunity for the party to realise that there are factions
of Drow; and that the Drow are a nation, and that they (the party) could never
hope to hack and slash their way through what is to come if they have any hope
of succeeding in their mission. Indeed, Vlondril, an evil High Priestess of
Lolth, might not be hostile to the PCs, at all, knowing what played out above concerning
Eclavdra’s retreat. This is not to say that the Drow will be friendly, either.
I suppose that will depend on the PCs.
Despite rivalry each will co-operate fully with the
other in an intelligent attack and defense pattern. [D1 – 6]
If the commanders are slain and the bodies carefully
searched, the following small brooches will be discovered: on the male
magic-user, a small brass wand (inscribed in Drow runes, ALEVAL); on the female
curate a small blue-black mace inscribed DESPANA; on the person of Vlondril
(hidden in her hair) is a golden spider pin with engraved runes which say in
Drowic, LOLTH, DEATH QUEEN MOTHER. [D1 – 7]
Keen notetakers will note that Vlondril’s deity is not
Eclavdra’s (the Elder Elemental God), and that those two clerics might not be
on the same page, dogmatically speaking. This lore drop might come in handy
down the subterranean road. In fact, it may be crucial to success and survival!
The second encounter will be as instructive, and
potentially far more fortuitous to the eventual success of their mission.
The stronger lllithid is near the cave pool with a
bound Drow merchant captive. The mind flayer is questioning the Dark Elf about
the current alliances, power groups, and feuds between the Drow clans and noble
houses. If the lllithid gets any chance, he will kill the Drow so no tales can
be carried by him. [D1 – 7]
Rescuing the Drow merchant might be the best stroke of
luck the party has while plunging ever deeper into the undiscovered unknown. He
is a font of intel, a possible ally, and a potential passport into the Drow
world. Indeed, defeating the Illithids and rescuing the Drow merchant might be
considered crucial to their success:
Hex M12 is a secret advanced post for lllithid (mind
flayer) expansion in the area – a place the Drow are aware of, and if the
expedition kills the mind flayers and prove their deed to any Drow they happen
to meet, it is 90% probable that the Dark Elves will be friendly with the party
despite any past conflicts, and if the adventurers express an interest, give
them a black medallion – the pass which will enable them to go through Drow
areas without undue questioning or molestation! [D1 – 3]
That’s all well and good, but there might be, ought to
be, questions about why this party of adventurers are delving into their realm.
It’s obvious that they are not slaves, and it’s not like they’re merchants,
unless they are decked out to be. Verisimilitude demands an explanation,
however feeble.
The Grand Finale of this short three-act play if the
largest, and probably the most difficult and sensitive to navigate: THE CAVERNS
AND WARRENS OF THE TROGLODYTES. It’s enormous. And a little overpopulated, to
my mind. And lacking plausible ecological sense. There is no narrative given as
to why such an abundance of disparate beings might be so situated; to say
nothing of how such low-level beings as troglodytes and bugbears could hope to
survive where they are, except in service of the Drow, that is.
Drow are located here to oversee any activities in the
cavern as a whole, as well as to aid merchants or scout for invaders. [D1 –
8]
The presence of others is plainly inexplicable. A purple
worm, for instance, and a lich.
Asberdies |
Why is he there? His presence might make more sense if he
were master of the lair, and not the Drow, in however capacity they might
possibly be, if they are passing through it as frequently as they must be. It
would make more sense if he were in transit and not in residence, and possibly
there to negotiate with said Drow for his own gain, seeing that Asberdies
was given further lease on life in the Living Greyhawk Gazetteer. We must
surmise, then, that his presence in this cavern must be temporary, however many
Magic Mouths he might scattered about.
In the century following the migrations, the humble
folk who settled these lands were conquered and subjugated by a powerful Suel
mage who mercilessly swept through their realm from the east. Lord Asberdies,
as the tyrannical wizard was known, had emerged from the Dreadwood after the
terrible destruction of his noble house, the infamous Malhel, some years
earlier. Asberdies ruled the land and its people with cold blooded ruthlessness
in a vain attempt to resurrect a vestige of the glory of the Suel Imperium. The
tyrant was eventually cast down after years of dominion, during which his
outrages ultimately grew unbearable. The yeoman farmers bandied together into
small cadres of around a dozen fighters to overcome the forces of the mage in
piecemeal fashion through relentless guerrilla strikes upon his forces.
Asberdies was soon harried from his throne and realm by the insurgents, who
successfully besieged his stronghold. [LGG – 135]
It is safe to assume that he must be there to seek out
the Drow insofar as he might use them to regain his lost realm. But my opinion
is neither here nor there. Do what you will with what’s there, as you will.
There’s grist for the mill here, in this “adventure”; a
great deal of it, really, so much in fact, that you are only limited by the
breadth of your imagination. This module is an opportunity for role playing,
more so than most, I imagine. It’s possible that this could be the players’
introduction to the underdark, as we know it, to Illithids and wererats and the
vast number of beings that reside in its glittering dark passages and caverns.
It was then. And it still could be, now (maybe not so likely now, give their
level – 10th, presumably – how play has evolved over the years and
decades following its publication, how much supplementary materials is out
there, and how DMs and players today might prefer high-fantasy, high-combat
play). If it is their first foray into the vast depths, it’s a soft landing:
Truly lethal encounters are few and far between, and there is enough
opportunity for exposition within as to make what will surely come navigable.
Does this module stand alone? No. It has no purpose
except in its intent to usher the heroes of the G-series down an ever deeper rabbit
hole. To where? One must have purchased the D-series as a whole to discover
that, but it could only lead to a web of evil intent and intrigue.
“What darkness to you is light to me”
―
Journey to the Center
of the EarthOne 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.
The Art:
D1 cover art, by David C. Sutherland III, from D1 Descent into the Depths of the Earth, 1978
Main Map, from D1 Descent into the Depths of the Earth, 1978
Tunnels and Caves map, from D1 Descent into the Depths of the Earth, 1978
Drow, by David C. Sutherland III, from D1 Descent into the Depths of the Earth, 1978
Illithid, by David C. Sutherland III, from D1 Descent into the Depths of the Earth, 1978
Giant Lizard, by David C. Sutherland III, from D1 Descent into the Depths of the Earth, 1978
Sources:
9025 World of Greyhawk
Folio, 1980
1015 World of Greyhawk
Boxed Set, 1983
2009 Monster Manual 1e,
1977, 1978
2011 Players handbook 1e,
1978
2011A Dungeon Masters
Guide, 1st Ed., 1979
9018 G3 Hall of the Fire
Mountain King, 1978
9019 D1 Descent Into the
Depths of the Earth, 1978
9058 G123 Against the
Giants, 1978, 1981
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