Friday, 14 August 2020

Thoughts on "Lowdown in Highport"


“Remembrance of things past is not necessarily the remembrance of things as they were.”
― Marcel Proust

Needless to say, spoilers ahead!

Lowdown in Highport
What did the world need during Wotc’s 4th edition era? More AD&D. More Greyhawk and instalments of the epic Slavers series, specifically. Chris Perkins obviously thought so. It was he who contacted Skip Williams to write a prequel to the A-series, so I assume the resulting compilation was his idea. Against the Slave Lords was published in June of 2013; oddly, that was the same month that WotC released a further finale to A4 In the Dungeons of the Slave Lords in Dungeon magazine #215 titled The Last Slave Lord. I say oddly, because I can’t help but think that the compilation could have only been made better by its inclusion, not to mention that of what followed in December in #221: Lowdown in Highport. (Sadly, that was also the final issue of Dungeon magazine, as well.)
Why weren’t they included? I don’t know. Maybe they thought the compilation was long enough as published. Maybe they thought a longer compilation would have been too expensive. Maybe they wanted to sell more magazines.
No matter, for whatever reason, they were not included, and I suspect that there are a lot of people out there who never knew that these adventures even exist. How could they, many of them having migrated to Pathfinder after the release of 4th edition?
Until now, that is….
In any event, Lowdown in Highport follows A0 Danger at Darkshelf Quarry and precedes A1 Slave Pits of the Undercity. They dovetail nicely into once another, giving DMs another option to following the path set down in A1-4 The Scourge of the Slave Lords, published by TSR in 1986.

The story thus far:
Slavers were raiding up and down the coastlines of the Flanaess, carrying off noble and serf alike without regard to station. Those lucky enough to be affluent could be ransomed, if their families could raise the coin in time, that is. If not, those families were unlikely to see their loved ones again. Peasants and serfs were not so lucky. Their fate was sealed.
Bazili Erek/Brubgrok
Why hadn’t Keoland or Onnwal of Nyrond tasked their fleets to put an end to the Slavers activities? They might have if they hadn’t been embroiled in their own troubles. They were, and hadn’t, and the Slavers were free to act with impunity.
Such was the case in Nyrond. Its attention was firmly held by the nightmare unfolding in the Great Kingdom, and it had little cause to distracted by anything else.
But not all were so occupied. The overlord of Darkshelf was one such. His was an otherwise quiet and peaceful district, until he grew suspicious of a certain dwarf by the name of Bazili Erek, and what might be going on at Darkshelf Quarry. Events unfolded, as events sometimes do, and evidence was unearthed that the Erek was not a dwarf after all, and a Slaver to boot! And that the slaves gathered from Nyrond were being smuggled to Highport, a once wealthy seaport of the Pomarj that had been overrun by orcs and goblins in the aftermath of the Hateful Wars.

Forces of righteousness and honor have recently descended upon Highport, some openly and others in secret, in various attempts to destroy the machinations of the Slave Lords and abolish the abominable enterprise that has taken far too many loved ones from home and hearth. One such doughty servant of goodness is Mikaro Valasteen, a cleric of Trithereon. Mikaro slipped unnoticed past the crumbling walls of Highport with a single mission: to rescue and transport as many slaves to their freedom as possible. [Lowdown in Highport, Dungeon Magazine #221 - 2]
But Valasteen cannot succeed in this task alone. He needs help.
Should you wish to run TSR’s Scourge of the Slave Lords, you can swap out Jack of the Light for Valasteen.

Mikaro Valasteen is a stout but sinewy man of middling years, balding on top but with long, stringy dark hair that hangs to below his shoulders. His locks only partially obscure the fact that one ear is missing. He sits across the table, silent for a moment. “There are folks who need your help,” he finally says. “A group of escaped slaves hide in the city because they can’t flee. The gates are watched. They need a secret route out of town, and I think you’re the folks to find and clear it for them.”
Mikaro stands and begins to pace, warming to his subject as he continues. “There are a number of sea caves along the coast below the city wall, and I believe some connect to the surface above. I’ve already explored several chambers and tunnels that link the basement of an abandoned villa where the refugees hide to the sewers below the city. I believe a path can be traced all the way through.”
He turns and places his hands on the table, giving you an intense stare. “Will you do this thing for me? Will you help these people, these longsuffering victims, return to their lives and loved ones?” [Dungeon #221 - 3]

Thus begins Thomas M. Reid’s Lowdown in Highport. It’s a short adventure and by no means sufficient to bridge the XP gap between A0 and A1, but it’s a good one, I think, also reminiscent of the tournament modules it was meant to compliment. It’s also a dungeon crawl, but in this case, it works.



The question rises: How did the PCs meet Valasteen? If you’re running this module as a tournament, it doesn’t matter. If you are running this as a link in the greater Slavers’ campaign, then you have your work cut out for you. Not only are you going to have to motivate the PCs to come here, you’re going to have to plausibly introduce Valasteen and map out Highport a little, because the PCs are going to want to go there.

There’s a fair description of the sundered city within:
Highport
The town of Highport sits on a small sheltered inlet along the northern coast of the Pomarj peninsula, facing the Wooly Bay. It is divided into two main parts: numerous docks and a port district right on the shore, and a walled urban area at the top of a steep bluff. When humans controlled and lived in Highport, both sections of the town were kept in good order. Since the humanoid invasion, much of the place has fallen into ruin, either razed during the initial attacks or through subsequent neglect.
The port district is little more than a shanty town, filled with ramshackle wooden buildings constructed out of spare planks, boards, and netting. The unstable structures often lean at odd angles, and the “streets” are really narrow, twisting alleys that frequently dead end. Only a handful of original structures still stand, including a couple of inns and several warehouses. Life in the port district is a dangerous, vermin-filled affair that frequently ends in bloody death.
The High City, as the upper area is known, has more breathing room, although its conditions are little better than the port district below. It was once surrounded by a high stone wall to protect it from the depredations of the marauding humanoids that roamed the hills beyond, but much of that protective barrier was demolished in the attacks. The High City is now a wasteland of rubble-strewn streets, and one building in three is a burnt-out shell.
A switchback road cut into the face of the bluff leads from one part of Highport to the other, still protected at each turn by a gated guardhouse. Though sufficient for all the foot traffic that once traveled along it, the road was too narrow to handle all the merchant wagons that needed to move between the two sections of the town, so a number of stout cranes of dwarven design were installed along the bluff to hoist cargo up and down. These are no longer functioning, and only two even remain in place. The rest were cast down during the invasion, crushing hundreds of refugees waiting to flee Highport by boat in the port district below. Those have since been disassembled, their parts used for constructing hovels. [Dungeon #221 - 4]

You may wish to remain true to the original intent of the series.
Several bands of adventurers have been gathered together and will be sent to infiltrate the base and destroy the leaders of this evil band. Caution is recommended, for the true strength and extent of this slave ring is not known, but they seem to be stronger and better organized than encounters with their small raiding parties would indicate. [A1 - 2]

Carrying on afterwards is easy. The forward plot is sketched out within.
He offers them a chance to work with him again, helping more slaves to escape. If they agree, an entire series of daring rescues could take place, using the abandoned villa and the tunnels down to the sea caves as an underground railroad of sorts.
If the characters have come to Highport in pursuit of the slavers responsible for the looting and pillaging along the Wild Coast (as detailed in the adventure Danger at Darkshelf Quarry), he points them in the direction of a temple taken over by the Slave Lords (adventure module A1: Slave Pits of the Undercity) and tells them he believes that the source of the slaving activity can be found somewhere within.
Mikaro can become a regular source of information and aid for the characters. Conversely, he could be captured and later found as a prisoner of the slavers deeper within the A-series adventures. [Dungeon #221 - 15]



The Art:
Lowdown in Highport illustration, by Ben Wooten, Dungeon Magazine #221, 2013
Balizi Erek/Brubgrok, by Rich Longmire, A0 Danger at Darkshelf Quarry, 2013
Lowdown in Highport cartography, by Jared Blando , Dungeon Magazine #221, 2013


Sources:
Lowdown in Highport, by Thomas M. Reid, Dungeon magazine #221, 2013
The Last Slave Lord, by Robert J. Schwalb, Dungeon magazine #215, 2013
9039A  A0 Danger at Darkshelf Quarry, 2015
9039 A1 Slave Pits of the Undercity, 1980
9042 A4 In the Dungeons of the Slave Lords, 1981
9167 A1-4 Scourge of the Slave Lords, 1986

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