Showing posts with label D series. Show all posts
Showing posts with label D series. Show all posts

Friday, 18 August 2023

Thoughts on D3 Vault of the Drow, Part 2


“No great mind has ever existed without a touch of madness.”
― Aristotle

D3 Vault of the Drow
Is D3 Vault of the Drow a great module? Is it even a good one?
That depends.
I can hear the cry of “Sacrilege!” even as I type this. There are even those who believe, “All things penned by Gary Gygax are brilliance personified!” Were they?
That too depends.
On what? Perspective.
As an adventure module, D3 is mediocre, at best. That’s my opinion. Yours may differ. I believe the G series if far superior, personally. They are focused, to the point, and brief. So too are D1 and D2 – brief. But where each of the G modules are a mission, D1 and D2 are a journey. I’m not sure why D2 even exists, to be honest, except to introduce the Kuo-Toa.
Why am I critical of D3? D3 feels like a tournament module, to my mind. There are 2 or 3 challenges leading up to a “finale,” a Big Bad Boss battle at the end of a dungeon crawl, in this case the Great Fane of Lolth.
Now, there’s nothing wrong with tournament modules; indeed, they were the bread and butter of golden age D&D; but if D3 is indeed akin to a tournament module, then there is surely a lot of bloat betwixt its covers leading up to that battle with its Big Bad. There’s even a fair amount of bloat in the Great Fane, as well. Most of its 2nd through 4th floors are superfluous, bedrooms and barracks stocked with “innocent” guards and priestesses of Lolth – innocent because they were never the reason why our heroes delved so deeply into the Oerth, in the first place. Our heroes descended into the depths of the Oerth to discover and put an end to the threat facing the nations on the surface.
Giants have been raiding the lands of men in large bands, with giants of different sorts in these marauding groups. [G123 Against the Giants – 2]
They are to follow any clues discovered if such point towards the sinister hand suspected of guiding the rising, but to return at once if they should determine exactly the reason or force behind the unholy alliance. Some relic of great evil might be at hand. [G123 – 2]
Eclavdra was always, or should have always been, the focus of the adventure.
Not Lolth. There, I said it. Crucify me.

But if we set that aside, there is genius within, too. But only if you’re willing to invest in it.
If the D series is an introduction to the Underoerth, it’s quite inspired – despite its faults. Gary Gygax packed a ton of lore into those few pages available to him in that era of super-slim volumes, D3 even more so than the other D modules – even though a fair chunk of it is regurgitated encounter tables and “race” exposition. To truly succeed, though, D3 should have been a tome as weighty as those that eventually followed: Greyhawk Adventures, and the like. But Gygax being Gygax, Erelhei-Cinlu lore is not confined to D3 alone. Evidence of faction fighting and religious division dates back as far as the G series.
The Drow
These 8 guards protect Nedylene, a cleric/fighter noble generally opposed to anything Eclavdra attempts. She is here to check up on her rival, and she will be suspicious of any creature entering her current abode. On the other hand, she will not be adverse to seeing her rival's plans go wrong. Nedylene is an 8th level cleric/7th level fighter [.]
[G123 – 28]
It is there, I believe, that we need to focus, as it ought to have: Not on Lolth; but on the dramatis personae: the Merchant Houses, the Nobel Houses, the people, their factions, their alliances, and their inevitable betrayals.

Where to begin? With the city and its people, I suppose.
You will never find a more wretched hive of scum and villainy. We must be cautious.”
― Obi-wan, Star Wars”
“Here pity only lives when it is dead – Virgil”
― Dante Alighieri, Inferno

Scum, villainy and the dead, indeed.
Between 8,000 and 9,000 Drow live in the city, and double that number of half-casts, servants, and slaves. To this permanent population can be added a thousand or so creatures visiting for purposes known only to themselves. [D3 Vault of the Drow – 15]
That’s dense, regardless its modest footprint. Let’s assume that these 8,000+ drow are residents of the city proper, excluding any who reside in the merchant villas or the noble estates. If Erelhei-Cinlu is roughly 20,000 square yards (100 x 200 yards), then its mean population density is about 0.5 persons per square yard (roughly twice the population density of Manhattan). That’s a lot of persons in close quarter. One imagines them one atop the other.
The main ways of this ancient and depraved city are thronged with as unlikely a mixture of creatures as can be imagined. Green cloaked Illithids and Kuo-Toans rub shoulders with Dark Elves. Ghosts and ghouls roam freely, and an occasional shadow or vampire will be seen. Bugbears and troglodytes are common, as are other various servants and slaves of the Drow (dwarves, goblins, half-orcs, humans, and orcs are sometimes free inhabitants of the place). All are pale from dwelling in the sunless Vault. Trolls slink by evillooking men wearing the green garb. None are disturbed to pass a lesser demon or succubus, a night hag or mezzodaemon. These crowds part hurriedly for Noble Drow riding nightmares or the more powerful demons or nycadaemons (see special section at the end), but those of the Dark Elves with pack lizards must slowly force their way through traffic. Beggars of all sorts are seen, and half-Drow thieves, pimps, and harlots are as common as the enslaved human and elven prostitutes displayed before certain establishments. [D3 – 15]
Daemons and Dark Elves and Spies, oh my!
Kuo-Toa
Kuo-Toan spies
will always be in or near the water. […] If not in the water, they will be clad in black Drow cloaks and make every attempt to avoid being detected. [D3 – 9]
Drow nobles
Noble parties will stop to converse with unusual groups 75% of the time. If they see anything which appears dangerous to the welfare of the Drow, they will immediately act (attack, summon a passing creature(s) to aid them, arrest, etc.). [D3 – 16]
Rakes roaming the streets in Erelhei-Cinlu are bands of bitter youths, often outcasts. The band will be composed of either Drow, Drow-elves, and half-Drow (human cross) or Drow, half-Drow, and (1-2) half-orcs. The former sort of group is 40% likely, the latter 60%. Drow crosses will have magic resistance equal to their Dark Elven heritage but no spell ability. The bands with elven-Drow members will be hostile to all they perceive as part of the system which prevails in their world, and the Dark Elves with them are of the few who are neither totally degenerate nor wholly evil—they are haters of the society around them and see no good in it. All rakes will be fighters of 4th-7th level of ability (or in the case of groups with half-orcs, fighter/thieves of 3rd-5th/4th-7th or fighter/assassins of 4th-6th/4th-6th level are 50% likely for half-Drow and half-orc rakes). The first sort of group will wear chain shirts under their garments (+1 or +2) and have +1 weapons. The latter groups will not wear armor, and they will be likely to have a few +3 weapons. Rakes encountered inside will be seated so as to appear to be several smaller groups. Those outside will be in 2 or 3 groups so as to surround and surprise their victims. All will scatter when a patrol or nobles appear, for they are greatly disliked by the Drow military and upper class. (See Thieves below.)
If the party manages a friendly meeting with a group of Drow/Drow-elves/half-Drow rakes the youths will tell them about the worship of the Demoness Lolth and the way to her "Egg." The rakes will accompany the party to the area in question if a plan which seems reasonable to them is put forth. They will also leave the Vault-Egg areas in the course of adventuring. [D3 – 16]
Thieves will be of several racial types. [D3 – 16] Most are either drow or half-drow, but they can also be dwarf (I’d expect that duergar or derro might better suit than any surface variety), gnome, human, half-elf, or half-orc.
There are other encounter types, far more; but maybe the most curious persons our heroes might meet are those humans who are not slaves.
Human cleric party will be […] evil (chaotic or neutral) [.] These groups will be likely to attack and slay any humans they meet—such as explorers—who are of good alignment. [D3 – 16]
That would go without saying, wouldn’t it?
This intrigues me far more, though:
Human magic-user party
The alignment of these magic-users will be as follows:
neutral – 25%
neutral evil – 20%
chaotic evil – 50%
lawful evil – 05%
If the magic-users are evil, they will attack good parties if discovered. Neutral magic-users will be open to any reasonable offers, of course… [D3 – 16]
Neither of these parties would advance the plot, probably; but thoughts do rise concerning them, don’t they? Drow were still altogether unknown on the surface when the G and D series were published, so one wonders who did know about them, and for how long, and to what purpose they ventured this deeply to seek them out for? To elicit their help? To conspire with them?

Nedylene
Human parties aside, that’s quite a stew of chaotic ambition and discontent ready to boil over.
How will our heroes navigate such a motley mess? With caution, I don’t doubt.
And with a guide, hopefully. Fortuitously, Gygax had already introduced one such person who could be deemed made to order….
Nedylene – 8th/7th cleric/fighter female (House Despana) [D3 – 17]
She hates Eclavdra, after all; and her House has already tasked her with “spying” on her/their “rival.”

It would be best that our heroes were allied with her, because even before entering the city proper, they are going to have to pass into the vault, where even there, trip cords cross their pass, and factions lurk beneath the surface.
The Black Tower will be their first true test.
Drow medallions and badges which would allow them relatively unquestioned passage in most areas [.] [D3 – 2]
But they are coded: blue enameled prism, white enameled morel mushroom, bronze coiled whip, silver crescent [D3 – 5], etc.
Our heroes would never know whether one might be a boon or a bane without help.
Aliens with a brooch of one of the merchant clans or noble houses are allowed to keep their special pins and need not wear a green cloak either, but they will be required to display their special pass (the brooch) whenever requested, and woe to the adventurer who fails to have a glib tongue if the interrogator happens to be of the clan or house of the pass (or worse still an enemy of that clan or house). [D3 – 11]
The Black Tower
THE BLACK TOWER:
Divolg, the High Bailiff
Behind him are two chests of wood, one with green cloaks, the other with 4 metal boxes inside — one with 17 medallions, another with important papers (all pertaining to trade), one with 4 sets of cinnabar cusps, and the last (triple locked) holds 120 p.p., 6 100 g.p. gems, and (in a secret space in the lid) a small piece of parchment with Drow script saying: "The bearer is my most trusted servant and must be speeded and aided as is his need. Eclavdra". With this message is a brooch of copper formed in the likeness of a staff with tentacled end, engraved on the back, EILSERVS. [D3 – 11,12]
Merinid, the Bailiff
He hides these in a secret compartment in a leg of his desk, and therein also is a broach of an adamantite mace bearing the engraved name DESPANA on the reverse. [D3 – 12]
Tension must be high in the Black Tower, I imagine; unless each is not aware of the other’s loyalties; but drow being drow, I suspect they would be suspicious of one another, regardless, as a rule, even if they were brothers.

One can only imagine what it might be like in the FEMALE FIGHTERS SOCIETY:
This military sisterhood supposedly counters all other factions in direct service of Lolth. [D3 – 13]
One would think that, but drow being drow….
Each sorority of fighters represents one of the 8 noble houses, although not all of the members are by any means of that particular noble family. [D3 – 13]
General Telenna, a 9th level fighter [D3 – 13]
Lieutenant General Drisinil, an 8th level fighter [D3 – 13]
Gygax does not say which House each of its top brass is aligned with, but I can only imagine that top ranked Eilservs would have maneuvered one of their own into its command. It would only stand to reason then that either the Kilseks or Despanas, or both, ensured one of theirs would be placed next to the General to keep careful watch over their hated Eilserv rival.

The MALE FIGHTERS' SOCIETY would be of lesser importance to that decidedly matriarchal society. But no House would ever allow another to hold complete dominion over their scions, regardless how inconsequential a male might be in the grand scheme of things.
Just as the female organization is a neutral instrument of the Drow clerical hierarchy, so too is the fraternity of male fighters an instrument to counter any destructive feuding or power seizure by one or more of the merchant clans at the expense of the others. Of course, the society also furnishes troops for guard duty, patrols, etc. [D3 – 14]
General Istolil, a 7th level fighter [D3 – 14]
Commander Captain Relonor, a 6th level fighter [D3 – 14]
Relonor is secretly in the service of the House of Tormtor. [D3 – 14]
I would expect that Istolil is in service to Godeep, that low House countering Tormtor’s ambitions there.

Merchant clans are as ambitious as the noble houses. And presumably as scheming, influential, and powerful, too, no matter how low or weak even the lowest of noble houses may perceive them to be. They survive, after all. And thrive in the drow’s drider eat drider world.
Merchant clans are nominally allied in pairs to a noble house, thus making a perfect balance of power, but due to intrigue and feuding between the merchants and nobles, there is an uneven balance. Feuding and raids are fairly common. Merchant clans and alliances are shown below:
a.      PRISM (Tormtor) allied with h. and c. (Eilservs)
b.      MOREL (Godeep) allied with d. (Aleval)
c.      COILED WHIP (Eilservs) allied with a. (Tormtor)
d.      CRESCENT (Aleval) allied with b. (Godeep) and i. (Noquar)
e.      PUFFBALL (Kilsek) allied with f.
f.       HOOK (Kilsek) allied with e. and m. (Despana)
g.      SHELF FUNGI (Despana) allied with m.
h.      CHAIN (Tormtor) allied with a.
i.       MUSHROOMS (Noquar) allied with d. (Aleval) and o. (Everhate)
j.       BARS (Eilservs) allied with p.
k.      URN (currently uncommited)
l.       HORSETAIL MUSHROOM (Noquar) allied with o. (Everhate)
m.    GEM (Despana) allied with g. and f. (Kilsek)
n.      STAR (currently leaning towards Eilservs)
o.      LOZENGE (Everhate) allied with i. (Aleval) and I. (Noquar)
p.      BONE (Eilservs) allied with j (Bars).
Noble family names are shown in parentheses. The members of each clan wear the appropriate emblem as a broach […]. [D3 – 14]
One wonders whether they are loyal to the nobility as all; or whether they are just playing one against the other to keep them “weak” and “balanced.”

I can’t for the life of me, understand why the bugbears and troglodytes were treated to as many lines as they were I this volume; but they were. I suppose they are as much a faction as any, however irrelevant.  They are useful though. Someone has to do the dirty work, after all. It’s not like the bugbears or trogs would harbour any resentment or ill-will towards their “masters,” would they?
COMPLEX OF CAVES
Kreffok, the Bugbear hetman [D3 – 10]
TROGLODYTE TUNNELS
Ttirssslup the Chieftain [D3- 10]
Neither would aid our heroes, to my mind. The risk would be too great to them if they did.
I suppose one might consider their lairs a couple of “side dungeons.”

The more I think on it, the more I think that allying with Nedylene would be our heroes best chance for success. She’s a female. She’s nobility. She’s a member of a powerful House. None would oppose her, regardless who was with her.
THE GREAT GATE 
THE GREAT GATE TO THE CITY:
Overall commander of the gate is a male fighter/magic-user of 3rd/6th level [….] He is an ally of the House of Eilservs, so any person possessing an Eilservs or Tormtor badge will be passed with only minimal questioning by him. [D3 – 15]
It matters not a whit that the Gate Commander is opposed to House Despana. What’s he going to do, incur the wrath of one of the most powerful houses opposed to his own? That smells like suicide to me. Besides, he lets all manner of human cleric and magic-user parties to gain entry to the city already.

ERELHEI-CINLU:
The Noble Gate guards the access to the flying bridge which spans the Pitchy Flow and leads to the high plateau upon which the noble families have their estates. [D3 – 15]
The commander of the Noble Gate is a female of 8th/4th cleric/fighter level. She is Jysiln, a member of the Servants of Lolth, wearing her gold spider broach proudly (and openly hostile to any bearing the Eilservs or Tormtor device). [D3 – 15]
The Flying Bridge and Plateau Beyond: As mentioned previously, the only persons permitted to leave the city by the Noble Gate are those on business of the noble families, i.e. those with the proper devices and a good reason (fabricated or real) are allowed to pass over the bridge to the area north. [D3 – 16]

As I noted in my earlier post, I can’t, for the life of me, imagine why this temple is required if the true enemy is Eclavdra and House Eilserv; but these NPCs are named, and could presumably be of use in the campaign.
Lolth
THE EGG OF LOLTH & THE GREAT FANE OF LOLTH:
High Priestess of Queen Lolth, Charinida, a 14th level cleric [D3 – 22]
Baltana, 10th level high priestess [D3 – 19]
Vlondril, 9th level female cleric [D3 – 19]
Inidil, another 9th level cleric. She conforms in all respects to Vlondril [D3 – 19]
Commander Pellanistra, an 8th level female fighter [.] Pellanistra is of the House of Noquar originally, so she is exceptionally hostile to any of the Eilservs ilk. [D3 – 19]
Behind the secret door is a cell wherein is chained an insane human of great strength (9th level fighter; H.P.: 73; 18/81 strength, 11 intelligence, 9 wisdom, 16 dexterity, 18 constitution; 17 charisma) kept here by Charinida for whatever purposes please her at the time. [D3 – 22]
One presumes these NPCs are not in league with Eclavdra and House Eilserv, who’ve abandoned Lolth for the Elemental God. They’d harbour Bad Blood towards them, to be sure.

That said, which noble Houses would aid in defeating Eclavdra and House Eilserv?
Probably not ALEVAL.
14. ESTATE OF THE HOUSE OF ALEVAL: […] Rank: 8th. This weak family is primarily bent on gaining more power. As they are relatively unimportant, they can manage a semi-independent position, waiting for the Kilsek-Despana-Noquar faction or the Eilservs-Tormtor axis to wax supreme and then join with the victors. [D3 – 17]
They’re too weak to commit, one way other the other until the outcome is obvious.
There would be little help (probably none) from EVERHATE, as well.
11. ESTATE OF THE HOUSE OF EVERHATE: […] Rank: 5th. Nominal supporters of the noble houses worshipping the demoness Lolth, but seldom active against the Eilservs-Tormtor faction, as they prefer to wait to see the eventual outcome of the contest. [D3 – 17]
EVERHATE would have too much to lose.

Most others would, though. I’ll list them in descending order.
15. ESTATE OF THE HOUSE OF KILSEK: […] Rank: 2nd. Hatred and jealousy has always existed between Kilsek and Eilservs, and the Kilsek family is more than happy to be able to play off the Despanas and Noquars against their rivals. [D3 – 18]
There’s no honour among drow, it would seem. Not that we ever expected otherwise. No wonder their “war” has been going on as long as it has.

12. ESTATE OF THE HOUSE OF DESPANA: […] Rank: 3rd. The House of Despana is closely leagued with that of Kilsek and Noquarto bring ruin upon the Eilservs, for each of these families imagines that their house would then gain first precedence. [D3 – 17]
Nedylene – 8th/7th cleric/fighter female [D3 – 17]

13. ESTATE OF THE HOUSE OF NOQUAR: […] Rank: 4th. These close allies of the Despanas and Kilseks secretly hope that the struggle with the Eilservs will weaken their allies so that Noquar will be the greatest noble family. [D3 – 17]

16. ESTATE OF THE HOUSE OF GODEEP: […] Rank: 6th. The Godeep nobles are also committed to the anti-Eilservs faction, for they perceive that they will gain greater rewards from the victorious Kilsek combination, and thus displace the Everhate House as 5th in precedence. [D3 – 18]

Those who oppose our heroes would be:
10. ESTATE OF THE HOUSE OF TORMTOR: […] Rank: 7th. Actively allied with the House of Eilservs (17.), rising, and thus incurring the enmity of the other nobles, the Tormtors are very powerful despite their current low rank. [D3 – 17]

ESTATE OF THE HOUSE OF EILSERVS
Ultimately, though, Eclavdra and the EILSERVS are really the only House that’s going to have to be dealt with.
17. ESTATE OF THE HOUSE OF EILSERVS: […] Rank: 1st. The Eilservs have long seen a need for an absolute monarch to rule the Vault, and as the noble house of first precedence, they have reasoned that their mistress should be Queen of All Drow. When this was proposed, the priestesses of Lolth supported the other noble families aligned against the Eilservs, fearing that such a change would abolish their position as the final authority over all disputes and actions of the Dark Elves. Thereafter, the Eilservs and their followers turned away from the demoness and proclaimed their deity to be an Elder Elemental God […]. Although there is no open warfare, there is much hatred, and both factions seek to destroy each other. An attempt to move worship of their deity into the upper world, establish a puppet kindom [sic] there, and grow so powerful from this success that their demands for absolute rulership no longer be thwarted, was ruined of late, and the family is now retrenching. [D3 – 18]
Eclavdra – 10th/4th cleric/fighter female [D3 – 18]
Lyme – 5th/12th fighter/magic-user male consort [D3 – 18]

Eclavdra
In the interest of beating a dead horse to… well… death: Why was the Great Fane of Lolth mapped and detailed, and not the Eilserv estate? It is on Eclavdra’s mushroom patch that the final confrontation will be. Why in fact, is so much of this adventure unmapped? And, as per the expectation with Gygax modules, why are so few NPCs named? Might it be because this adventure is akin to a tournament module? Was the expectation that the PCs should only spend a session of two in Erelhei-Cinlu’s vault? Were they expected to skulk past its main thoroughfare with minimal engagement, to strike a surgical blow and slip away, its loft vault never to see the dark of day ever again? If that were true, then little need be mapped; none of it, in fact. But why then were its gambling dens, bordellos, taverns, drug saloons, and even less savory shops [D3 – 15] dwelt upon? To paint a picture?
The back streets and alleyways too boast of brothels, poison shops, bars, and torture parlors. Unspeakable things transpire where the evil and jaded creatures seek pleasure, pain, excitement, or arcane knowledge, and sometimes these seekers find they are victims. All visitors are warned that they enter the back streets of the city at their peril. [D3 – 15]
It almost as if Gygax were trying to scare us off…. Perhaps we were meant to linger only as long as necessary, and escape while we still could. It does seem as though the Free City’s worst neighbourhood is palatial by comparison….

The Temple
If that were true, and it might surely be, the story as it could unfold might be thus: Our heroes come to mutual understanding with Nedylene while in Snurre’s stronghold, and descend into the depths of the Oerth with their drow “ally.” They creep through the vault and past the city, and after pleading their case to the Despanas, assault the Eilservs’ stronghold – or more likely, they assault the temple of the Elder Elemental God, while the anti-Eilserv Houses attack the Eilservs, and put an end to Eclavdra’s schemes, once and for all.
Maybe that’s too simple. Drow are drow, after all; so, I wouldn’t dally in the underoerth for long, after dealing a blow to any drow. I expect they would wish to reward the PCs’ efforts by serving their heads up on a platter, for their trouble. Because, you know… drow….
And Nedylene is without doubt about as trustworthy as Eclavdra, no matter how you slice her up. She probably deserves such a fate, anyway.
Then again, she’s the lesser of the two evils, and our heroes ally; isn’t she…?


“Between two evils, I always pick the one I never tried before.”
― Mae West






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.


The Art:
Eclavdra, by Erol Otus, from D3 Vault of the Drow, 1980
Drow, by Bill Willingham, from D1-2 Descent into the Depths of the Earth, 1980
Erelhei-Cinlu map, by Jason Engle, from Drow of the Underdark 3e, 2007
Kuo-Toa, by Tony DiTerlizzi, from Monstrous Manual 2e, 1995
The Black Tower, by David A. Trampier, from D3 Vault of the Drow, 1978, 1980
Vault of the Drow map, by Christopher West, from Dragon Magazine #298, 2002
Erelhei-Cinlu, by Tomas Giorello, from Drow of the Underdark 3e, 2007
Lolth, by David A. Trampier, from D3 Vault of the Drow, 1978, 1980
Underdark Ziggurat, by Adam Paquette, from Underdark 4e, 2010

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
9020 D2 Shrine of the Kuo-Toa, 1978
9059 D1-2 Descent Into the Depths of the Earth, 1978, 1981
9021 D3 Vault of the Drow, 1978, 1981
9058 G123 Against the Giants, 1978, 1981

Friday, 11 August 2023

Thoughts on D3 Vault of the Drow, Part 1


“All hope abandon, ye who enter here.”
― Dante Alighieri, The Divine Comedy

D3 Vault of the Drow
Shall you? – abandon all hope? I expect not, you who’ve already delved this deeply. You’ve faced ever greater challenges, and ever more dire foes to face what you expect to be the ultimate threat to the surface nations from their hitherto unknown enemy.
As a member of a bold party of adventurers, you and your associates have trekked far into what seems to be a whole underworld of subterranean tunnels—arteries connecting endless caves and caverns which honeycomb the foundations of the lands beneath the sun. [D3 Vault of the Drow – 2]

It’s been a long road, hasn’t it? It must seem ages ago since [g]iants have been raiding the lands of men in large bands, with giants of different sorts in these marauding groups. [G123 Against the Giants – 2]
It seemed such a simple mission then: deliver a sharp check, deal a lesson to the clan of hill giants nearby. [G123 – 2]
But that mission led from one to another: from Nosnra’s steading, to Jarl Grugnur’s glacial rift, and finally unto King Snurre’s sulphurous hall. None could have imagined that long-forgotten dark elves, the drow, were behind the attacks, one drow specifically: Eclavdra, a devotee of an Elder Elemental God, whose temples have fouled nearly everywhere our heroes have searched thus far.
The drow were defeated, and caused to flee in light of their failure; but would they be back? One assumes they surely would be. But when? A year from now? A decade? A century hence?
Our heroes were tasked to find out!
They are to follow any clues discovered if such point towards the sinister hand suspected of guiding the rising, but to return at once if they should determine exactly the reason or force behind the unholy alliance. Some relic of great evil might be at hand. [G123 – 2]

Long story short, a band of heroes does venture into the depths of the Oerth to discover just that, enduring dangers never before encountered, or even imagined.
Overcoming Mind Flayers
Overcoming wererats and mind flayers, Drow patrols and their minions, your group managed to cross a vast subterranean river in the face of a mad fish-man, a KuoToan of exceptional abilities and strength; and after days of journeying through corridors hewn from living rock, discovered an underground temple of the Kuo-Toan fish-men where an idol of their repulsive goddess, Blibdoolpoolp, had to be venerated by all who would pass through […].
All along the route, signs of the insidious Drow have been noted. It is now evident that the Dark Elves pass freely throughout this underworld, but it is just as evident that these evil elves are hated and feared by the other intelligent races inhabiting the subterranean lands. This does not give cause to hope that your party will receive any substantial aid, for most of the creatures dwelling in the sunless places beneath the earth are as evil as the Drow. There are Deep Gnomes, the Svirfnebli, who might help, but the vast majority of the denizens of the underworld are as inimical to you as are the Dark Elves, and that enemy will certainly be alert, not complacent, as they too must deal with powerful enemies continually in order to survive in this grim and ghastly underworld. [D3 Vault of the Drow – 2]

Belgos & Silussa
Which brings us to D3 Vault of the Drow. The module is a departure from D1 Descent into the Depths of the Earth and D2 Shrine of the Kuo-Toa, and not. It’s similar to those two insofar as there are a few possible encounters prior to its main encounter area – the focal piece, if you will. Each are evocative. AREA Q2 49, a pre-city drow stronghold, is a bottleneck. The next, AREA R2 47 – perhaps the most interesting – involves a drow vampire and a succubus. The last, AREA U2 48, is less interesting than the others, what I might consider a standard-type cavern encounter, a spider lair. Not all need be encountered; in fact, only the stronghold might be. What any of them adds to the adventure is debateable. Flavour, mostly. All are well detailed; none are particularly well mapped. They only exist to flesh out the pages, to my mind.

Drow of the Underoerth
The final challenge lies beyond these. Or is it? We all know, those of us of a certain age, that Q1 Queen of the Demonweb Pits awaits, following this one, but it need not: this “adventure” could very well end Gary Gygax’s adventure path, because, if our heroes’ quest is to put an end to the drow threat to the surface world, our heroes need not defeat the drow, or Lolth, for that matter; your heroes need only put an end to Eclavdra’s machinations.
Could your heroes put an end to the drow threat? For course not. There isn’t actually a drow threat. The drow are “a people,” not an Level Boss. Should they try, their fate would be sealed, in short order too. So says Gary Gygax.
(The adventure is all over for the party if they are still there. All escape will be blocked, so just tell them a heroic struggle results in death for many of the Drow and their allies, but all of the party eventually fall. Finis.) [D3 – 12]
The take-away is stealth is their only hope to accomplish what they’ve come to do.

I ramble. Not a good thing. I must be forgiven, however, because if I am to be condemned for doing so, so must Gary Gygax. If you’ve ever read D3 you know what I mean. This “module” is a hard read. It’s scattered. It’s not even a module, it’s the culmination of an investigation; in fact, it’s an accessory, a setting.
It’s also a reprint of a whole lot of previously published material. Encounter tables prior to entering the vault are identical to those in D2. Drow, Kuo-Toa, and Svirfnebli treatments are either copied verbatim, or condensed from G123 and D1-2. Their inclusion would be a good thing if this were the only module of the D series you have; but what are the chances of that? You likely bought the whole series. So why is all this – what some might call – superfluous material included? Because that’s what was done then. Modules had encounter tables. Modules had “new” monsters included in the last few pages. They aren’t new, though, are they. Thus: filler!
What is new? Abundant florid text about the vault, and what characters will “see.”
The true splendor of the Vault can be appreciated only by those with infravision, or by use of the roseate lenses or a gem of seeing. The Vault is a strange anomaly, a hemispherical cyst in the crust of the earth, an incredibly huge domed fault over 6 miles long and nearly as broad. The dome overhead is a hundred feet high at the walls, arching to several thousand feet height in the center. When properly viewed, the radiation from certain unique minerals give the visual effect of a starry heaven, while near the zenith of this black stone bowl is a huge mass of tumkeoite — which in its slow decay and transformation to lacofcite sheds a lurid gleam, a ghostly plum-colored light to human eyes, but with ultravision a wholly different sight.
The small "star" nodes glow in radiant hues of mauve, lake, violet, puce, lilac, and deep blue. The large "moon" of tumkeoite casts beams of shimmering amethyst which touch the crystalline formations with colors unknown to any other visual experience. The lichens seem to glow in rose madder and pale damson, the fungi growths in golden and red ochres, vermillions, russets, citron, and aquamarine shades. (Elsewhere the river and other water courses sheen a deep velvety purple with reflected highlights from the radiant gleams overhead vying with streaks and whorls of old silver where the liquid laps the stony banks or surges against the ebon piles of the jetties and bridge of the elfin city for the viewers' attention.) The rock walls of the Vault appear hazy and insubstantial in the wine-colored light, more like mist than solid walls. The place is indeed a dark fairyland. [D3 – 11]
Some might call this “High Gygaxian.” I call it purple prose. Imagine what might have been included, if Gygax had limited his pages of descriptive text, opting for other… stuff….

I rant. Not a good thing. We do get more, thankfully – a lot more, actually.
We get a map of the vault, indicating where all the merchant clans are.
MERCHANT VILLA:
There are 16 of these multiple building strongholds, 1 for each clan. […] Each villa consists of a walled compound with a large (c. 20 room) house surrounding a private fungi garden built into one wall, a stable for the pack lizards with barracks above to one side of the compound, several smaller buildings (3-5 rooms each) and a slaves quarters on the other, and a small gate house. A clan device will be shown above the gate. [D3 – 13]
But there are no maps of those villas.
We get descriptions of Bugbear caves and Troglodyte caves; but no maps. We get detailed descriptions of the Male Fighter Society encampment, and the Female Fighter Society enclave; but no maps.
We get crucial information on what the characters will require if they are to have any hope carrying out their mission: Medallions! They may even already have them.
[I]f 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! [D1-2 – 3]
Having drow in their debt could prepare them for what they might expect, too:
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. [D1-2 – 7]
Without either, our heroes aren’t going to have an easy entry.
It is the custom house and checkpoint for all aliens entering the Drow homeland. All with medallions are relieved of the devices, questioned briefly regarding the purpose of their visit (trade, sport, gambling, learning, or whatever) and issued a cloak which glows a brilliant lime green infravisually. Such individuals are permitted to move freely to and within the city to the north or even wander about the Vault anywhere south of the great river — at their own risk, of course. Any alien taken without medallion or cloak is instantly slain; those without cloaks beyond this place are either enslaved or slain according to the whim of the Drow. There are exceptions. Aliens with a brooch of one of the merchant clans or noble houses are allowed to keep their special pins and need not wear a green cloak either, but they will be required to display their special pass (the brooch) whenever requested, and woe to the adventurer who fails to have a glib tongue if the interrogator happens to be of the clan or house of the pass (or worse still an enemy of that clan or house). [D3 – 11]

Let’s assume they had medallions and a “guide” in their debt: They enter the vault, and ultimately the city.
Erelhei-Cinlu
ERELHEI-CINLU:
This stronghold of the Dark Elvenfolk is countless centuries old. It is surrounded by walls of black stone, 30' high and adorned with crenelated battlements above that. [D3 – 15]
The alien and strangely disturbing buildings of Erelhei-Cinlu are crowded together in a welter which confuse any not born and bred to the place. Its crooked, narrow streets and alleys are dimly illuminated by signs scribed in phosphorescent chemicals and occasional lichen growths or fire beetle cages. Not even the Drow are certain what horrors lurk in the sewers beneath, but the rooftops are home to many sorts of large, huge, and giant spiders. [D3 – 15]
There are new encounter tables for the vault and for Erelhei-Cinlu, the drow city, and descriptions thereof. All very useful. Absolutely none of it is mapped. Not one street, not one tavern, not even one typical street or alleyway. Luckily for us, others have done a great deal of this work in the decades that followed to make up for this egregious oversight.

None of all this, however, will help the DM bring this complex “module” to life.
Admittedly, some passages are very suggestive:
Rakes roaming the streets in Erelhei-Cinlu are bands of bitter youths, often outcasts. The band will be composed of either Drow, Drow-elves, and half-Drow (human cross) or Drow, half-Drow, and (1-2) half-orcs. The former sort of group is 40% likely, the latter 60%. Drow crosses will have magic resistance equal to their Dark Elven heritage but no spell ability. The bands with elven-Drow members will be hostile to all they perceive as part of the system which prevails in their world, and the Dark Elves with them are of the few who are neither totally degenerate nor wholly evil—they are haters of the society around them and see no good in it. All rakes will be fighters of 4th-7th level of ability (or in the case of groups with half-orcs, fighter/thieves of 3rd-5th/4th-7th or fighter/assassins of 4th-6th/4th-6th level are 50% likely for half-Drow and half-orc rakes). The first sort of group will wear chain shirts under their garments (+1 or +2) and have +1 weapons. The latter groups will not wear armor, and they will be likely to have a few +3 weapons. Rakes encountered inside will be seated so as to appear to be several smaller groups. Those outside will be in 2 or 3 groups so as to surround and surprise their victims. All will scatter when a patrol or nobles appear, for they are greatly disliked by the Drow military and upper class. [D3 – 16]
Enemies Abound
Indeed, most of these encounters can bring real life to this maze of a module. But what’s to be done with them all? That’s up to you. Cities are complex, and a drow city of mostly chaotic evil individuals might be even more so. Enemies abound. But potential allies lurk in the shadows, here and there, if you can find them.
Deep Gnomes: These relatives of common gnomes are reclusive creatures of neutral (with good tendencies) alignment. [D3 – 5]
Freed slaves will co-operate fully with rescuers until a place of relative safety is reached. [D3 – 8]
Kuo-Toan spies will always be in or near the water. […] If not in the water, they will be clad in black Drow cloaks and make every attempt to avoid being detected. [D3 – 8]
If the party manages a friendly meeting with a group of Drow/Drow-elves/half-Drow rakes the youths will tell them about the worship of the Demoness Lolth and the way to her "Egg." The rakes will accompany the party to the area in question if a plan which seems reasonable to them is put forth. They will also leave the Vault-Egg areas in the course of adventuring. [D3 – 16]
Thieves will be of several racial types. [D3 – 16]
Neutral magic-users will be open to any reasonable offers, of course… [D3 – 16]
Even drow:
Merchant clans are nominally allied in pairs to a noble house, thus making a perfect balance of power, but due to intrigue and feuding between the merchants and nobles, there is an uneven balance. Feuding and raids are fairly common. [D3 – 14]
There is even more enmity between noble houses. Intrigue and betrayal are everywhere. These are drow, after all. Our heroes are going to have to make contact with one or more of these Merchant Clans and Noble Houses; how else will they any hope of gaining access to Eclavdra’s ESTATE OF THE HOUSE OF EILSERVS, and put an end to her threat?

Speaking of which, consider what is arguably the most important part of this publication:
LANDS OF THE NOBLE FAMILIES: The plateau serves as the exclusive preserve of the Drow nobles. Each of the 8 noble houses has its own estate and a palace-fortress complex thereon. Although there are no forests of fungi and crystal growths, there are small brakes and copses of these things growing along the road and between estate boundaries.
Each estate consists of a large (30+ room) palace surrounded by outbuildings and connecting walls to form a large compound. Outbuildings include 2-4 small villas, barracks, stables, menagerie, and slave quarters. [D3 – 17]
The guards, servants, and slaves are sketched out; so too that displacer beasts and nightmares are within the walls; but as can be expected, none are named (typically Gygaxian, isn’t it?), nor are any estates mapped.

Most importantly, to my mind, Eclavdra’s stats are not given. You have to have G123 (G3, specifically) to have them!
Eclavdra
EHP'SS:
This strangely attractive female is dressed in silver-embroidered black garments, with a small black metal cap which allows her silver hair to float free. She is Eclavdra (10th level cleric/fighter; H.P.: 60, Wisdom 17, Dexterity 18, Constitution 10, Charisma 18; Armor Class -8 = +3 shield, +5 chainmail, and +4 dexterity bonus), the one who fomented all of the trouble. She has a +4 mace on her belt. She wears a ring of amber set with an amethyst (2,500 g.p.) to control her great tentacle rod of 6 violet arms which strike as 6 hit dice monsters, +6 bonus "to hit", and inflict 6 h.p. of damage per hit. If 3 hit simultaneously, the victim is numbed and strikes at -4 on attacks for 3 rounds, and if all 6 hit simultaneously the victim loses 1 point of dexterity, permanently, in addition to being numbed for 6 rounds. She has these spells:
  • First Level: cause light wounds, curse, darkness, fear, resist cold (x2)
  • Second Level: hold person, hold person, know alignment, silence (15' r.), silence (15' r.), silence (15' r.)
  • Third Level: blindness, dispel magic, prayer, disease
  • Fourth Level: cause serious wounds, cure serious wounds, poison
  • Fifth Level: flame strike, true seeing
In addition, all of the Drow can employ the following spells once per day:
  • dancing lights, faerie fire, darkness, detect magic, know alignment, levitate

The EHP'SS is also able to use these spells once per day: clairvoyance, detect lie, suggestion, dispel magic
[G123 – 25]

Okay, I’m lying. She is included in D3. Here she is:
10th/4th cleric/fighter female (Eclavdra*) (HP.: 60; AC-8) [D3 – 18]

Eilservs magic items include the following: great tentacle rod** (strikes 6 times at 1 opponent as 6 hit dice monster, with +6 "to hit" bonus, inflicting 6 h.p. damage/hit, 3 simultaneous – opponent at -4 on attacks for 3 rounds, 6 simultaneous hits and victim loses 1 point of dexterity permanently and at -4 on attacks for 6 rounds in addition), 2 lesser tentacle rods** (strike 3 times each at 1 opponent as 3 hit dice monster, with +3 "to hit" bonus, inflict 3 h.p. damage/hit: 1st rod causes double damage and slows opponent for 9 rounds if 3 tentacles hit simultaneously; 2nd rod causes double damage plus making right or left arm weak and useless for 9 rounds), a wand of viscid globs, a +3 ring of protection, a cold sword, 9 magical bolts for hand crossbows—3 each stunning (10' radius blast stuns for 1-4 rounds), blinding (burst of light in 10' radius blinds all who fail save vs. magic for 1-4 rounds), stinking vapors (a 30' x 30' x 20' cloud of gas which is the same as a stinking cloud spell (q.v.)), an earth elemental stone, and useful items to be determined at random: 5 potions, 6 scrolls, 1 ring, 2 rod/staff/wand, and 3 miscellaneous magic items. Lyme commands a stone golem. [D3 – 18]
[Keep in mind that these are all of the magic items of House Eilserv, and not exclusively Eclavdra’s.]

*If Eclavdra was slain during the course of play of MODULE G1-2-3, she will have been cloned by her consort, Lyme, so in any event she will be ruler.
"If the greater tentacle rod is taken or destroyed, both lesser rods will be destroyed, and Eclavdra will have a rod of rulership; if either or both of the lesser rods are taken or destroyed from previous adventuring, duplicates will be in the possession of the Eilservs. Note all 3 rods must have a special ring worn by the wielder in order to use their powers. They are usable only by clerics, and Eclavdra has the necessary rings. [D3 – 18]

Am I quibbling? I am. Which block of text would you rather have at your disposal?

Inside the Great Fane
What follows is the most puzzling part of this adventure: the Egg of Lolth, and the Great Fane of Lolth, both of which could be considered irrelevant to the story unless you are going to carry on with Q1 Queen of the Demonweb Pits. Honestly, I can’t imagine why it was ever needed, unless Gary Gygax envisioned the heroes pitting the Elder Elemental God against Lolth…. [There has certainly been a lot of speculation as to what Gary Gygax intended, over the years.] Wasn’t the whole point of this adventure path (G123, D123) to seek out who was behind the Giant raids and put an end to their schemes? Isn’t Eclavdra and House Eilserv behind it all? Why then would our heroes need to assault Lolth’s temple, and ultimately her Demonweb domain at all then?
It's puzzling….
And ultimately inexplicable to me.

I’m being really critical, aren’t I? I am. There’s a lot to be critical of; but there’s also a lot to be said about this module, too. It is incredibly detailed. But like I said earlier, everything important is scattered about, and it will take multiple readings, and detailed notetaking, to figure out what to do with it all. It’s a lot of work. And it will be a lot of work too if you’ve a mind to run it. Then again, so is the Free City of Greyhawk. Or any other city. It’s replete with people: drow, orcs, bugbears, trogs, to say nothing of demons by the dozen; its also chalk full of humans, elves, dwarves, gnomes, and halflings too, some of them slaves, some of them there for whatever nefarious reasons they are. It's up to you to decide who they are, what they’re doing, who they’re loyal to, if anyone, and if they are to be a help or a hindrance.

Are these my only thoughts? No. I’ve others.
I’ll try to unravel them in a follow-up to this rambling rant.
Maybe that post will be more focused and coherent than this one.


“Do not be afraid; our fate
Cannot be taken from us; it is a gift.”
― Dante Alighieri, Inferno





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.


The Art:
Eclavdra (front cover art), by Erol Otus, from D3 Vault of the Drow, 1980
Mind Flayer (back cover), by Bill Willingham, from D1-2 Descent into the Depths of the Earth, 1980
Belgos & Silussa, by Jeff Dee, from D3 Vault of the Drow, 1980
Drow of the Underoerth, by Grant Goleash, from FOR The Drow of the Underdark 2e, 1991
A Garden of Resplendent Hues, from Drow of the Underdark 3e, 2007
Vault of the Drow map, by Christopher West, from Dragon Magazine #298, 2002
Erelhei-Cinlu, by Tomas Giorello, from Drow of the Underdark 3e, 2007
Erelhei-Cinlu map, by Christopher West, from Dragon Magazine #298, 2002
Arena, by William O'Connor, from Drow of the Underdark 3e, 2007
Eclavdra, by Erol Otus, from D3 Vault of the Drow, 1980
Lolth Statue, by Jeff Dee, from D3 Vault of the Drow, 1980

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
9020 D2 Shrine of the Kuo-Toa, 1978
9059 D1-2 Descent Into the Depths of the Earth, 1978, 1980
9021 D3 Vault of the Drow, 1978, 1980
9058 G123 Against the Giants, 1978, 1981

Friday, 19 May 2023

Thoughts on D1-2 Descent Into the Depths of the Earth


“Forward.”
― Howard J. Schwach, A Journey to the Center of the Earth


D1-2 Descent Into the Depths of the Earth
For those who have not read my earlier discussions on D1 and D2 I’ll bring you up to speed, hopefully without dwelling too much on what I’ve already covered.
The story thus far:
The 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. […] [D1-2 Descent into the Depths of the Earth – 2]
Thus begins D1-2 Descent Into the Depths of the Earth. Or do we mean Oerth. No matter. It’s a compilation module, a compiling of D1 Descent Into the Depths of the Earth and D2 Shrine of the Kuo-Toa, much like G123 was a collecting of G1, G2, and G3.
And much like that earlier compilation, this one adds little new to what came before. The text is the same, the maps are the same, as are the encounter tables. That seems a bit of a missed opportunity, doesn’t it? But what did we expect, anyway? That said, this is already a fairly lengthy compilation. Its 28 pages is more in tune with what we had come to expect of the releases of the day. It’s not entirely identical, actually. We were treated to new art, far superior to my eye than much of what was in the earlier issues, although quite a few of those original inclusions are still present, too. So, why was D1-2 necessary when D1 and D2 were already out in the world? For the same reason G123 was: Its publication saved TSR printing costs; why continue to print two rather diminutive modules when they could issue one.

I digress. The giants have been defeated, but an evil race of dark-skinned elves has been discovered to be behind their attacks against the folk of Geoff, and presumably Sterich and the Yeomanry.
To what purpose, we ask? Discovering why is paramount!
The Underoerth
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 – 2]
Luckily, the drow left behind a map, one presumes leading back to their underoerth lair!
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 – 2]
Lucky us!
Did the PCs blunder down into the depths after the retreating drow? I can only assume they did, initially. But I expect they were soon handed their hat and in retreat themselves, harried back up to the lighted world after biting off more than they could chew.
Or were they more cautious? You might recall that long ago, in an adventure far, far away, they were cautioned against being too rash. And to report back their findings….
A Secret Force...
[T]he party has been cautioned to expect a secret force, some motivational power behind this unusual banding of different races of giants. More surprises might be in store… […] They are to follow any clues discovered if such point towards the sinister hand suspected of guiding the rising, but to return at once if they should determine exactly the reason or force behind the unholy alliance.
[G123 Against the Giants – 2]
Perhaps they did just that.
Let’s assume they did… report back. And that they had meant to return all along (stranger things have happened); they were ordered to, after all.
These adventurers must deliver a sharp check, deal a lesson to the clan of hill giants nearby, or else return and put their heads upon the block for the headsman's axe! [[G123 – 2]
The powers that be that sent them on their mission in the first place don’t seem the forgiving type, do they, so the PCs probably did.
So, they returned, they reported, and they are prompted to delve down deeply into this vast underdark to discover what motivated these drow to drive the giants to attack on the surrounding settlement on the surface. Presumably to put and end to their nefarious plans.
Who does volunteer for this dangerous mission? I do mean volunteer, because we must assume that none are coerced into participation since our potential cast of characters changes from G123 to D1-2. I’m talkin’ pregens here.
Into the Deep Dark
G123 presented us with 9 in total, 6 of whom are human, the rest rounded out with 1 high elf, 1 half-elf, and 1 dwarf. Of these, only 2 opt to continue on in D1-2: the high elf Fonkin Hoddypeak (F/M-U) and the half-elf Beek Gwenders of Croodle (R). Gone are Gleep Wurp the Eyebiter (M-U), Faffle Dwe'o-mercraeft (M-U, obviously), Cloyer Bulse the Magsman (T), Roaky Swerked (C), Frush O'Suggill (F), and Flerd Trantle (C). Apparently, the humans believed, now that the giants were dealt a blow from which they won’t soon recover, their involvement in this affair had come to an end. So much for common cause, and the altruism of brothers-in-arms. It would also seem that the dwarf Redmod Dumple (F) was only in it to crack a few giant skulls (and who could fault a dwarf in that regard). Who then would take up the cause?
Perhaps certain of the elvenfolk will help, for the Drow besmirch and stain their race, and such aid - whether in magical items, personnel, or both - might well prove the difference between success and failure, life and death. [D1-2 – 2]
It would seem that it's only the elven folk who believe the drow to be a clear-and-present danger: 3 grey elves, Darg Blonke (F), Ycore Rixie (F/M-U), and Fage the Kexy (C); a wood elf, Fnast Dringle (F/M-U); and another half-elf, Shab Heanling (T), answer the call. A gnome does, as well, Keak Breedbate of Nithe (F/T). Only one human is willing to join them, a paladin by the name of Philotomy Jurament. [You’ll forgive me for writing all those names out, I do love the absurdity of them! But where in gods' name is Croodle and Nithe, I wonder?]
Why such a change? I suppose Mr. Gygax reasoned that multi-class characters, and elves in particular, had a better chance of success against what might come than the prior humancentric offerings. One questions that wisdom, though, given that he once wrote that the drow neither forgive nor forget, and above all else they bear enmity for all of their distant kin — elves and faeries — who drove them down and now dwell in the meadows and dells of the bright world. [G123 – 29]

Drow neither forgive nor forget...

Why is any of this important when players could run their own PCs through the adventure? I believe the pregens were important because, used or not, these characters gave DMs a template on how much magic high-level characters could hope to expect. I expect, though, that most 9th to 14th level characters had a great deal more than that given here. Far more! Even as I write this, I recall characters of mine decked out with more magic than Gary might have originally imagined an archmage to have had opportunity to gather, an all too common likelihood when considering the abundance of magical items scattered about in each and every adventure module I’ve ever read or played.

May fortune follow...
Whomever might be venturing forth, pregens or otherwise, preparations must be made before embarking. One expects, anyway.
But such an expedition will certainly require the utmost thought and care in planning and preparation. How many persons should comprise the expedition? how will they be supplied and equipped? and what of drinking water? [D1-2 – 2]
Unless the PCs sallied forth upon completion of the G series without delay, which I suppose is/was as likely a possibility as any. Or so I imagine. I/we were as rash, once upon a time.
What follows? Adventure. D1 Descent Into the Depths of the Earth and D2 Shrine of the Kuo-Toa. This actually brings me full circle back to the beginning of this piece. And to these two earlier mentioned posts: Thoughts on D1 Descent Into the Depths of the Earth, and Thoughts on D2 Shrine of the Kuo-Toa. I invite you to peruse them, if you haven't already. No point in my repeating myself, after all. Not too much, anyway.

 
“And whichsoever way thou goest, may fortune follow.”
― Jules Verne, Journey to the Center of the Earth





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.


The Art:
D1-2 cover, by Jim Roslov, from D1-2 Descent into the Depths of the Earth, 1981
The Underoerth, by Erol Otus, from D1-2 Descent into the Depths of the Earth, 1981
Drow, by Bill Willingham, from D1-2 Descent into the Depths of the Earth, 1981
Into the Deep Dark, by Erol Otus, from D1-2 Descent into the Depths of the Earth, 1981
Drow Prisoner, by Jeff Dee, from D1-2 Descent into the Depths of the Earth, 1981
D1-2 back cover, by Erol Otus, from D1-2 Descent into the Depths of the Earth, 1981

Sources:
9019 D1 Descent Into the Depths of the Earth, 1978
9020 D2 Shrine of the Kuo-Toa, 1978
9059 D1-2 Descent Into the Depths of the Earth, 1978, 1981
9058 G123 Against the Giants, 1978, 1981