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Trapped in the dungeons of the Slave Lords! The hardy adventurers must find a way out, with only their wits and courage to help them. But can they do it before everything is destroyed by the dreaded Earth Dragon? [A4 - 1]
In the Dungeons of the Slave Lords |
Slavers had been attacking the coasts of the Azure Seas
for years, laying waste to towns and carrying away its citizenry. Those
fortunate enough to be affluent could be ransomed. Not so those serfs and
peasants and fisherfolk caught in their net. Their fates were sealed.
Adventures were called upon to seek out the slaver’s
hidden bases, and those that did, found fronts and blinds in Nyrond and Almor,
in Onnwall and Indee; indeed in each and every nation that were beset upon. But
where was the Slavers’ secret base? All clues led to the Pomarj, sundered since
the Hateful Wars. An assault upon the once great city of Highport was doomed to
fail, however; so, [rather than sending] troops, the lords first cautiously
dispatched bands of adventurers. Their mission: find the ultimate stronghold of
the slavers and destroy the Slave Lords, thus ending their power. [A4 - 2]
And they did. But they soon discovered that putting and
end to the Slavers’ operations in Highport was only the beginning, for
correspondence discovered in Highport led the adventures into the Drachensgrab
mountains, where horror upon horror led them to the Slavers’ aerie of Suderham.
The adventurers attacked the Slave Lords in their lair
beneath Suderham, but on the verge of victory, the party was defeated by an
impassable sleeping-gas trap. The sleeping adventurers were ignominiously
stripped of their belongings and dragged to the dungeon cells beneath Drachen
Keep, the forbidding tower on a plateau above the town. [A4 - 2]
They woke to discover themselves bereft of all their arms
and sundries, if not their skill.
Time passed. Torturously. I mean that both figuratively
and literally.
The Dungeons of Drachen Keep |
He turns and leaves, and the guards go with him.
Shortly, however, there is a click as a small aperture is opened in the dungeon
door. Through it comes the end of a tube, which spews out the green sleep smoke
the characters remember so well .... [A4 - 4]
The party awakens in a place where there is no light
and no sounds but their own. Characters with infravision can ascertain that all
party members are presented. The place they are in looks and feels like a
natural cave, about 30 feet in diameter. There are four 10’ high exit tunnels
somewhat evenly spaced around the perimeter. Characters with infravision cannot
see a ceiling; apparently it is too high. The floor is covered with sand. None
of the party have any possessions save a dirty cotton loincloth. They have no
weapons, no food, nothing: only their wits, and a small closed cloth tube which
rests on the floor in the center of the room. It is a foot-and-a-half long,
about the size of a wand or scroll tube. [A4 - 4]
It was Selzen Murtano who dropped the package for them to
find. Remember him? The beggar at Suderham’s gate? To be fair (or less brutal,
this not being a tournament), have Mutano leave then a few daggers, as well.
More on him later.
The stage is set for one of the most challenging of
tournament modules. The PCs must escape from the caverns before the volcano in
which they awakened collapse.
All they have at their disposal is their wit and skill.
Will that be enough?
The premise of this module was not Lawrence Schick’s. It
was Harold Johnson’s, the writer of A2 Secret of the Slavers Stockade.
It was he who first stripped the PCs of their worldly possessions, forcing them
to rely on their wits instead.
But it was Schick’s idea to adapt the adventure to
tournament play when players at GENCON began demanding that there had to be a
reason for monsters to be where they were, just as there had to be a reason for
the adventurers to have plumed their depths. Schick, David Cook, Allen Hammack,
and Johnson rose to the occasion with the help of Tom Moldvay, and wrote what
is now considered one of the finest of adventure paths ever. Later compiled
into one adventure, 1986’s Scourge of the Slave Lords is heralded as the 20th greatest adventure in D&D history.
This was one of my favourite modules of those early days. I did not play many. But of those that I did, this was one of the most challenging. And exhilarating.
Looking back, is it as good as I remember? Mostly. Would
I change much? No.
As I mentioned when reviewing A3 Aerie of the Slave
Lords, I would remove reference to the dreaded Earth Dragon. It is
not required. Instead, I’d replace it with the Elemental Eye, first mentioned
in A0 Danger at Darkshelf Quarry. Aside from that, most encounters feel
like they should, or could be there. There are kobolds and giant ants, and
creatures akin to ropers. There are a lot of fungi, this being where the
myconids made their debut.
More importantly, there is an epic conclusion to the
adventure path. Having escaped from the caverns the PCs awoke in, they witness
the imminent destruction of Suderham. The Slave Lords are fleeing and it’s up
to the PCs to confront them and put an end to their evil schemes, once and for
all.
It will be difficult, at best. Potentially lethal, in
fact. The PCs do not have their equipment, only what they’ve been able to
scrounge during the course of the past hours. Luckily, the Slave Lords are not
at their most prepared, either, owing to their ordeals since Mount Flamenblut
began to tear itself apart.
Mutano is there to greet them before the finale.
Selzen Murtano is a slender
man with attractive features and a sly wit. He’s prone to impulsiveness and
sometimes acts without thinking. He keeps his black hair short and his face
shaved. He wears fine studded leather armor and keeps a longsword in a scabbard
hanging from his belt. In addition to weapons and armor, Selzen has a padded
wallet containing thieves’ tools. [Dungeon #215 - 32]
This is the beginning of the docks area. To the west, the rattletrap houses of Scumslum are going up in flames, the fire leaping from one to the next. Northeast remove is the first dock. Only one boat is tied there, a small galley emblazoned with a finned dragon. Without warning, a man dressed as a Slave Lord lieutenant runs toward the party from behind a nearby house, shouting loudly. [A4 - 19]
We’re told that the PCs’ gear is on the Water Dragon,
but I’d have Murtano have a few gifts for our heroes beyond those mentioned to
help them in the battle to come. Healing potions. Scrolls. Maybe a weapon or
two.
Murtano will give the party two scrolls he managed to
filch from Drachen Keep: a clerical scroll of four spells (cure serious wounds
and 3 cure light wounds), and a magic-user’s scroll of five spells (sleep,
invisibility, strength, dispel magic, and hold person). All spells are at the
7th level of use. He will also give the characters a crystal monocle with a
permanent read magic cast on it, to enable the spellcasters of the party to
make immediate use of the scrolls. [A4 - 19,20]
The Slave Lords |
What happened to Feetla, Milerjoi, Ajakstu, and Neralas?
Who knows? We are left to wonder at their fate.
Should you slow the pace of the overall adventure, a
number of these august personages could be well known to the PCs, and to you
for that matter, by adventure’s end. And they would know the PCs, too. “You
again?” Klim screams upon recognizing the party as they resolve from the smoke
and slaves that had hidden them from view until then. “No matter. You’ll be
dead soon.”
This will make the final confrontation more satisfying,
in the end.
Personally, I’d reserve Klim and Feetla for The Last
Slave Lord, should you wish to run that. Have them escape. Have the characters
see them flit away by however means before the final conflict.
Or not. Klim’s future has been secured, regardless.
As to Ketta? Has she been present throughout the campaign, as I suggested? All the better. Has she been redeemed? Unlikely.
Ajakstu |
But death is rarely the end to such dastardly foes.
2013’s The Last Slave Lord in Dungeon magazine
#215, details how Klim’s evil endures.
Stalman Klim and the other Slave Lords found death in
the ensuing battle. The clone was still growing when Klim died.
Now, in the weeks after the disaster, his soul waits
inside the developing body, knowing his chance for revenge is at hand.
[Dungeon #215 - 32]
One must always give credit where credit is due. This piece 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:
Cover art, from A4 In the Dungeons of the Slave Lords, by Erol Otus, 1981
Dungeon Map, from A4 In the Dungeons of the Slave Lords, 1981
Swimming Adventurer illustration, from A4 In the Dungeons of the Slave Lords, by Erol Otus, 1981
Escape for the Dungeons illustration, from A4 In the Dungeons of the Slave Lords, Unsigned, 1981
Suderham in Flames illustration, from A4 In the Dungeons of the Slave Lords, by Jim Roslof, 1981
Ketta detail, from A0-4 Against the Slave Lords, by Francis RP Navarro, 2013
Sources:
9039A
A0 Danger at Darkshelf Quarry, 2013
9039
A1 Slave Pits of the Undercity, 1980
9040
A2 Secret of the Slaver’s Stockade, 1981
9041
A3 Aerie of the Slave Lords, 1981
9042
A4 In the Dungeons of the Slave Lords, 1981
9167
Scourge of the Slave Lords, 1986
Dungeon
magazine #215, The Last Slave Lord, by Robert
J. Schwalb,
2013
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