Showing posts with label A Series. Show all posts
Showing posts with label A Series. Show all posts

Thursday, 12 May 2022

Thoughts on A6 Die, Marquessa, Die!


“Success is not final, failure is not fatal:
it is the courage to continue that counts.”
― Winston S. Churchill

A6 Die, Marquessa, Die!
A brave fellowship of heroes failed last year to bring the notorious villainess known as The Marquessa to justice—and as a result, the innocent folk of the land have suffered greatly. However, the elusive and sinister enchantress has been located once again, giving the forces of weal another opportunity to extinguish the grim silhouette she casts across the region.
  [A6 – cover]

Thus begins Carlos Lising’s second installment of his continuing expansion of his A series, where the said fellowship of heroes again endeavour to put an end to “Marquessa’s” dastardly deeds, once and for all.
Markessa
Who is Marquessa? She’s an homage to Markessa. See my post Thoughts on A5 Kill Markessa! for further details. If you aren’t familiar with who Markessa is, then you haven’t been reading this blog, or own the original A series of tournament modules released by TSR in 1980 and 1981. The short version is that Markessa is one of the Flesh Traders [Slavelords] who terrorized the Tanraeg [Gearnat] Sea and Wooly Bay coasts in 584 CY, and returned in Chris Pramas’ and Sean Reynold’s sequel (in 2000 AD, not CY) to do it all over again.
Be advised that I will adhere to Carlos’ spelling throughout this review [except where noted].
This, like Carlos’ A5 adventure, is a tournament module, first played at GaryCon in Lake Geneva in 2017. It was designed for OSRIC, very much a sibling to 1st edition AD&D, so if you have that elderly rule set you will be able to run it without any conversion. It’s intended for characters 7th to 11th level. A Wandering Monster Table is included for campaign play, not tournament play.
Have I played it? No. Have I Dm’ed it? No. You can cease reading here now, if that admission renders my opinion irrelevant to you. I do own a hardcopy of the adventure, and Carlos has graciously bequeathed me a digital copy that I might review his effort. I have read it, obviously—commenting on the adventure would have been difficult, otherwise—extensively, I might mention. With a critical eye.

Still with me?
As noted above, the heroes failed in that endeavour the prior year at GaryCon 2016. (That might depend on the session, but their failure is presumed in the blurb on the cover.) One should not be too harsh. It’s no easy task defeating high level NPCs. The odds were stacked against them, what with Marquessa’s paranoia. Security in her complex was tight.
Once a party of adventurers is detected inside the fortification complex, the guards will raise the alarm. This will generally be done by means of an alarm switch (with which every room is equipped) that sounds a great klaxon within the facility. […] Should the alarm switch be thrown, the entirety of the fortification will be alerted at the end of the turn in which it is sounded.
[A5 – 2]
Is this a spoiler? One might think so, but this strategy is all but identical to that in A2.
And she had always prepared means of escape.
Markessa has a contingency spell cast upon herself that should she be reduced to 10 or fewer hit points, she will be teleported to the home of a charmed ally in Furyondy. [Slavers – 105]
Aside from that, she has always fought smart. She wants to win. And she wants to survive.
If things are going badly for her she will either cast her darkness spell and flee or she will pick up a flask off of a shelf and throw it down to smash on the floor. The contents of the flask will form a blue cloud of smoke, 10‘ radius, that cannot be seen through. Anyone caught in the smoke will find that it stings their eyes and blinds them for 1 round after they leave the cloud. [A2 - 27]

We know that the fellowship of heroes put Marquessa’s minions to the sword in A5, but while doing so the alarm was raised and Marquessa escaped, or if she was confronted, she fled when she deemed her defense hopeless; either way, they failed in their quest, and one of the Flanaess’ most heinous villains escaped, yet again.
Unfortunately, this new fellowship failed in their aim. Though they managed to kill Marquessa's loyal henchman, the sly Storm Zothculb, the enchantress herself learned of their presence in her labyrinthine stronghold and used her potent magics to teleport herself away to a position of safety. [A6 – 1]
Far be it for Marquessa not to hold a grudge.
Leander Hatgled
Marquessa is not the sort of woman who takes threats upon her person lightly or with any sort of sense of humor. After the failure of Hatgled's mercenaries to lay her low, it was a relatively simple process for her agents in Diver to discover his role in the attempted assassination. Afterwards, she mustered the Fulvous Reavers – a powerful group of men and humanoids that have remained loyal to the Flesh Traders and their lieutenants even a decade after their defeat in Mahredus – and set them upon the mage's tower with a mandate to bring its master before her to face the consequences of his impetuousness. This collection of villains and blackhearts found far more success than Hatgled's mercenaries in this venture, dispatching most of the wizard's henchmen and men-at-arms on their way to overwhelming and subduing the lord of the tower. His fate, left to Marquessa's tender mercies, is better left to the imagination than explicitly described.
[A6 – 2]
And far be it for Marquessa to not be thorough in her retribution.
A score of his mercenaries, each one a potent warrior, were found slaughtered within his home. The wizard was never seen again. Perhaps even more terrible, after he returned to the village of his birth from his failed mission, the redoubtable paladin amongst the fellowship discovered that the entirety of the community had disappeared. His family, his friends...all vanished like morning dew beneath sunrise. All that remained was a simple note, written in an elegant feminine script:
Freedom, fleeting as the petal of a rose. –M.
[A6 – 1]

Marquessa’s reaction is typical of what we would expect of her. She’s, if anything, thorough. She’s a survivor, after all. Granted, one or two were likely to slip her net; someone who, perchance, might already be looking over her shoulder….
Skye, The Lioness
Still, a scant few of Leander Hatgled's allies managed to survive the assault upon his home. One of these was a woman named Skye, the Lioness, who had ascended to a place of trust within the mage's retinue. A wizard of no small power herself, Hatgled was unaware that Skye was in truth an agent of the mysterious Colorless Mage of Perrengaard, reporting his activities and noteworthy information she collected while performing duties as his henchman. With her allegiances elsewhere, it bothered Skye little to go into hiding with her familiar (a massive grizzly bear named Ursula) when it was clear that the battle with the Fulvous Reavers had turned in the favor of the enemy, teleporting to a place of safety far from the fray.
Yet, even as a black plume of roiling smoke rose from the top of the sacked tower of Leander Hatgled, Skye would receive a sending from her master to remain in Diver. Warriors from the north would arrive in but a night to reinforce her and aid her in a new mission. The task of reforging the fellowship that had failed to lay Marquessa the Enchantress low before had fallen to her. This group of powerful worthies would be sent forth once more to finish the job they had started and regain their honor, in the process. [A6 – 2]

The stage is set. The props do raise some questions, though.
Skye seems a little dodgy, to my mind. Her loyalty lies elsewhere, and not to Leander Hatgled, at all. Who might this Colourless Mage of Perrengaard be? Why does he care what goes on in the Tanraeg? It matters not a whit if you are just running this as a tournament. Motivations and McGuffins are a means to an end. These questions need answering, however, should this adventure be slipped into an ongoing campaign.
So, who exactly is this Colourless Mage? What’s he all about? Why does he hate Marquessa so, that he sent a trusted agent into harms way to spy on Leander Hatgled and report on his ongoing war with the dire elf?
Grist for the mill, I’d say.

As to the powerful worthies sent forth, these Pregens are the same as those made available in A5. Their gear is identical. They include:
Our Heroes
Marya Hammerfist, 8th level Dwarf Female Fighter
Quenden Tasander, 6th level Elf Male Fighter / 6th level Magic-User
Sildan Enathwrel, 8th level Elf Male Magic-User
Ilsandre Sunshower, 6th level Gnome Female Illusionist / 6th level Thief
Jaran Braxx, 7th level Half-Elf Male Ranger
Telvas Thistlewine, 8th level Halfling Male Thief
Khâzratha Ironthews, 7th level Half-Orc Female Cleric
Lyandra Yrsanthi, 6th level Human Female Cleric / 6th level Magic-User
Merranen Eagleheart, 8th level Human Male Druid
Ravella Zaar, 8th level Human Female Illusionist
Brother Lyrwend, 8th level Human Male Monk
Kendrel Rilsheven, 7th level Human Male Paladin
Players may choose among them, or play their own characters, advice given in every classic adventure module ever published.

OSRIC
I will not spoil what happens within the adventure’s covers. Carlos wants to sell it, after all.
I will say that it will be challenging for players, more so than A5 was, I wager; as it should be: Marquessa has been tipped off by that earlier assault that there are worthy adversaries hunting her; and one might expect that after that earlier ordeal, she will be better prepared, and that she will be holed up in a far more secure bunker than she was the first time. This is not to say that A5 was a cake walk. I expect it was not.
One should expect that she has surrounded herself with equally worthy minions. Because she has. All are fugitives, in one way or another; and all are fitting companions to their mistress.
In her employ are a hot-tempered sociopath, Hargrath Gernad, the Headless Lion of Hicrets [Sterich]; a paranoid Lesser Heirarch of the Six-Fingered Society [the Horned Society], named Ranzir, on the run from the Empire of Zuii [Iuz]; and Lady Tazmin il-Varzii, a fallen Paladin who was once in the service of the Great God of the North [—an albino noted as Xuloise {Suloise}, I’ll go out on a limb and say that she’s Schnai]. Marquessa’s right hand man is the extremely formidable Azaak Tolin, from The Black Heath [Blackmoor].
A relevant history is given for each of Marquessa’s entourage. So too their personalities. These will be far more useful for the module’s inclusion into a larger, and longer, campaign, but will also help the DM give each life should the PCs get chatty with their opponents before engaging with them.
The history of Marquessa’s fortress is given in the Campaign notes, as well. You might imagine it’s a dark one, and in that you’d be correct.

The maps given are simple, concise, and functional. Room descriptions are equally clear and concise.
The bound maps are grey in colour, and look to be computer generated. Carlos was kind enough to donate a digital copy for my review purpose (to which I am grateful), and that has B&W maps. I prefer these. I printed copies of the maps and doodled in what was described for each room, to better understand the layout and how the furniture might help or hinder combat and can say that everything stated fits with ease. I’ve always found dungeon rooms to be a little large for my liking—let’s call them unnecessarily spacious—what with what I know about subterranean excavations, and these are no different. The 40’ span of certain rooms appear enormous to my mind’s eye. Why are they so large, I wonder? Battle maps, maybe? Minis? I wonder why the adventure is laid out as it is, too. I assume because doing so afforded the greatest challenge to players. Carlos has a reputation as a masterful, and much sought after, DM at conventions, so I don’t doubt that it is so for just that reason. One thing is certain: should the players by chance choose a specific route they would bypass much, if not most, of the potential encounters and expedite their confrontation with Marquessa, the only way they could possibly face Her Vileness, what with the security measures she has in place.
They had best be quick about it, too, if they’re going to catch the Sculptress of Flesh, because if they learned anything last time, she’s a tough nut to crack, and if they fail again, they had better fear what she’ll do to exact revenge afterwards!

Is this a good adventure module? I think it is.
Is it worth the money? I think it is, too. Especially if you’re a fan of the Greyhawk setting. Little has been created for it outside of fandom, most of it either in Canonfire! And the Oerth Journal. Indeed, the setting was all but unsupported for decades since the Living Greyhawk Campaign folded decades earlier. In fact, I might suggest that fans of the setting would be remiss to not support those authors and game designers willing to take the time and effort to create and publish new content for the venerable Flanaess.

What do you get for your money?
The adventure hardcopy is staple bound, with glossy cardstock cover. The actual adventure is 20 pages in length of the total 64 pages. There is no interior artwork. Marquessa is extensively detailed, as are 4 of her lieutenants; and each PC is given 2 full pages, ideal as handouts. There are new monsters and new magic items. There is a page for tournament scoring, one for the Open Gaming Licence, and 2 for maps.



Just remember that should the players fail again, they should take heart, because:
“Success is stumbling from failure to failure with no loss of enthusiasm.”
― Winston S. Churchill



The Art:
Die, Marquessa, Die! cover art, by Chet Minton, 2017
Markessa by mli13, originally published in A0-4 Against the Slavers, 2013
Markessa detail, by Bill Willingham (?), from A2 Secret of the Slavers Stockade, 1981
OSRIC cover, by Mark Ahmed, 2006
Die, Marquessa, Die! map, from the digital copy, 2017

 
Source:
2011A Dungeon Masters Guide, 1st Ed., 1979
2010, Players Handbook, 1st Ed, 1978
2160 Dungeon Masters Guide Revised, 2nd Ed., 1989/1995
2159, Players Handbook Revised, 2nd Ed., 1989/1995
OSRIC, 2006
9040 A2 Secret of the Slaver’s Stockade, 1981
11621 Slavers, 2000
A5 Kill Marquessa! casl Entertainment, 2016
A6 Die, Marquessa, Die! casl Entertainment, 2017
A7 Marquessa, Thy Name is Evil, casl Entertainment, 2018

Saturday, 25 September 2021

Thoughts on A5 Kill Marquessa!

 

“So new to him,' she muttered, 'so old to me; so strange to him, so familiar to me; so melancholy to both of us!”
― Charles Dickens, Great Expectations


A5 Kill Marquessa!
Of the infamous Flesh Traders, perhaps none was more fearsome than the twisted elven enchantress known simply as the Marquessa. Her unspeakable experiments that twisted the flesh and bones of the innocent into horrific abominations continue to fill the good folk of the land with dread, even now, fifteen years since the slavers ring was smashed by a band of legendary heroes and she was forced to flee into the night.
[A5 Kill Marquessa! - cover]

Sound thrilling?
It should. Could there be a viler villain in all of Greyhawk than Markessa? Unlikely. Iggwilv would surely give her a run for the title, but where Iggwilv might have consorted with demons, her main goal appears to be power and conquest.
Not so Markessa, or might I say, the Marquessa.

Hold on, you say! Marquessa? Who the deuce is Marquessa?
Markessa
Could Marquessa be construed as Markessa? There are parallels. Indeed, inspiration. Unfortunately, a little thing called Intellectual Property stands in the way of calling A ROSE anything but a ROZE. Suffice it to say, while WotC may not be publishing new material in the Greyhawk setting, they have not opened up the IP to fan content on DMs Guild, either. Therefore, anyone who wishes to set their adventures in the venerable old setting will have to do a little slight of hand, if they want to sell the fruit of their labour. They could give it away free, legal under the fan content clause, but why then would they go through the trouble is producing EXPENSIVE physical product. To sell adventures, they have to do something called “shaving off the IP.” Change names, etc.
Maybe I shouldn’t be saying this, just in case WotC is reading this humble blog…. I suppose it doesn’t matter, seeing that those who do this have voiced what they do on online streams.
Getting back to Marquessa, what do we know about her? She’s beautiful.
She is a small female elf with ivory white skin, golden hair and an evil slant to her amber eyes. [A2 - 27]

And yeah, she's evil. Iggwilv doesn’t really measure up to Marquessa's kind of evil. Marquessa experiments on people. She’s a cross between Josef Mengele and Doctor Moreau. That puts Marquessa on a completely different plane of sinister depravity.
[What] catches the party’s attention are the two tables in the center of the room, from one of which rises a strange caricature of a man—long and thin, with a horribly deformed mouth and a long clawed arm. It emits a brutal croaking sound [A2 - 27]
The creature on the table was once a human slave, but is now a crazed experiment of Markessa. Markessa is chaotic evil and an agent of the Slave Lords and in charge of the running of this branch of the slaver operation. Markessa is also performing private experiments on some of the captured slaves in order to create the perfect slave. […] Unfortunately, most of her experiments have gone awry, for she operates without anesthesia and most of her experiments are driven insane by the pain. [A2 - 27]

Some were successful:
The party sees a female elf with ivory skin, golden hair and amber colored eyes. She is wearing studded leather armor and carrying a shortsword and throwing darts. She is seated at a work table writing on a length of parchment. [A2 - 33]
Actually she is one of Markessa's more successful experiments, a double who has been surgically and magically altered to look like Markessa, then brainwashed to obey Markessa's commands. [A2 - 33]
Why? So she can be in more than one place at a time, I suppose. Chris Pramas and Sean K. Reynolds puts this to great effect in their 1999 sequel to the Slavers series, Slavers.
When confronted by Markessa’s experiments, the PCs ought to be horrified, and desire to put an end to hem, and her.
I’ve suggested in prior posts that if the PCs manage to kill the real Markessa, the deceased ought to be one of her successful experiments. I will be so bold as to suggest that even the writers of the module, Harold Johnson and Tom Moldvay, intended Markessa to escape:
If things are going badly for her she will either cast her darkness spell and flee or she will pick up a flask off of a shelf and throw it down to smash on the floor. The contents of the flask will form a blue cloud of smoke, 10' radius, that cannot be seen through. Anyone caught in the smoke will find that it stings their eyes and blinds them for 1 round after they leave the cloud.
[A2 - 27]
Behind the fireplace on the east wall is a secret door opened by adjusting the flue with a poker. When the secret door is opened the wooden chandelier on the ceiling will come crashing to the floor to distract attention. The fireplace will then swing out into the room revealing the secret passage beyond it. This is Markessa's escape tunnel if she is pursued to her chambers. [A2 - 33]
Part way down the tunnel, Markessa's escape tunnel exits through a secret door in the west wall into this passage. The secret door looks like part of the stone wall and is opened by pushing up on a nearby rock outcropping. [A2 - 35]
The tunnel opens into a large natural cavern. In the southeast corner of the cavern are a number of black-skinned elves leading slaves who are carrying packs. [A2 - 35]

It was because she escaped that Markessa's depravities were able to continue in Slavers. Did Markessa survive the assault on Kalen Lekos in Slavers?
You bet your ass she did.
Markessa has a contingency spell cast upon herself that should she be reduced to 10 or fewer hit points, she will be teleported to the home of a charmed ally in Furyondy. [Slavers – 105]
Aside from that, she will fight smart. She wants to win. And she wants to survive. Wouldn’t you?
Markessa is incredibly intelligent and extremely wicked, and will use her spells to neutralize her opponents. If she thinks she’s outclassed, she’ll use her project image spell to harry people from afar (in addition to sending guards after them) and dimension door away if things look bad (failing that, her contingency spell should save her). [Slavers – 105]

All this matters if you’ve been playing the A series in sequence, and in a larger campaign.
You may have never played the original tournament modules.
But if you had, or if you wish to, the story need not end, or have ended, with Slavers. Our heroes might have chased the survivors down. And one or two might have slipped through their fingers.

Which brings me to A4 Kill Marquessa!
Even now, fifteen years later, the tales of her unspeakable experiments upon the flesh of the innocent fills the hearts of good folk with dread and brings spider-legs to climb the ladderwork of their spines.
Of those that cannot forget the nighmares found in Marquessa’s laboratories is Leander Hatgeld. [A5 - 1]
Leander Hatgeld is none other than Dread Delgeth of A2, one of the pre-generated characters of the A-series. A middling mage all those years ago, he has grown in skill, and in the intervening years, he has spent his life dealing with the aftermath of that epic struggle. [He] quickly discovered that [many of the Flesh Traders] survived and thirsted for revenge against those that had laid leaders low. [A5 – 1]
The Slavers tried to assassinate him for his efforts, a score of times. They failed. And those who tried died.
None of his fellow heroes that stood at his side during that final battle [in A4] had been so lucky, each one felled by blade, spell, or poisoned cup. [A5 – 1]

Hatgeld [Delgeth] fled to Divers [Dyvers] and from there, dedicated his life to tracking down those slavers who had managed to escape the fall.
Recently, Hatgeld has learned much regarding one of the most fearsome of all the Flesh Traders: The brilliant and depraved elven enchantress Marquessa. [A5 - 1]
He’s divined her fortresses, and even discerned a pattern to her movements.
He’s assembled the PCs to strike at her least defended fortification. Too, he is shrewd enough ensure that each one of these heroes has some personal score to settle with the Flesh Traders and their agents. [A5 - 1]

Sounds exciting.
Leander Hatgeld
There’s one flaw here that I can discern, why not go himself? He’s powerful. He’s capable. And he, if anyone, has a score to settle with Marquessa.
It’s a small issue, one easily resolved: Hatgeld has narrowed the possibilities to two within the time frame pinpointed. He and his team will strike the more difficult of the two. There, done. As I said, it’s a small bone of contention.
What can Hatgeld tell them about her lair? Little. It has defied scrying. So, how does he know about it then? Activity of her minions, outside and nearby, maybe?
Let’s not be too critical. This was Carlos Lising’s first kick at the can, and he was writing a tournament module, not a campaign set-up as Pramas and Reynolds were. If you wish to slip this into a long running Slavers campaign, you’ll have to do a little work, as would have been required to develop all the scenarios leading up to and around A1 through A4. There’s no denying that will be a lot of work. It will be; but therein lies the difference between running a one-shot tournament module and a long-running campaign.

There are two potential starts to the adventure. One for tournament play, the other for campaign play.
As one would expect, the PCs begin play at the fortress entrance in tournament play. Campaign play can begin in Diver [Dyvers], where they set out overland or by sea. Wilderness and Water Encounter Table are included.
In either case, a map was provided to the PCs, but not included, owing to the adventure being originally intended for convention tournament play. The text describing the surrounding terrain is vivid enough for the DM to create on with a little imagination.

The story begins at the fortress entrance.
A Wandering Monsters Encounter Table is provided for the fortress, but only intended for campaign play. That has always been the case for tournament play. NO wandering monsters. There’s little enough time to reach the end of the adventure in the allotted time as is, likely impossible if the party is stumbling across patrols, or their pets.

OSRIC
I won’t go into the particulars of the adventure.
It’s new, after all, published in 2016; and not mine to disclose.
What I will disclose is the adventure was penned for the OSRIC Reference and Index Compendium. It’s a close cousin to the AD&D ruleset, so if you have one, you won’t need the other.
It’s designed for 7th to 11th Level characters, and more difficult than the original tournament modules. It would have to be, wouldn’t it? It has been years since Marquessa was “defeated” in the Drachensgrab Hills and forced to flee. One ought to expect that she would have grown in skill and power, much as Hatgeld had. She’s not much more powerful than she was in Slavers, though. In Slavers, ten years had passed since the “final” confrontation at Suderham; and in that noble work, Markessa had advanced from a meager 5th level magic-user and 5th level fighter to a F12/M13; where in the five years that followed she has only risen to F13/M14. That seems realistic to me. It would take far longer to advance in levels and carry on her research.
Some might say that she exceeds level limitations. She does. Were she a PC, she’d have been limited to 5th level fighter (14 strength) and 9th level magic-user (16 intelligence) in AD&D 1e. She was still “legal” in A2. She is even “legal” in 2e: Fighter limit 12, magic-user limit 17 (15 +2, due to Intelligence). She is not legal in OSRIC: F5, M6; but she’s not a PC, is she? She’s an NPC; and NPCs have always been a little outside the rules, haven’t they?

As to the Pregens, they have a detailed backstory, much like those of A1 Hidden Shrine of Tamoachan had. Are they required? Not for a tournament; but those stories do add a little lore to the setting, if you are so inclined to use them. Much like the classic A series, the Lising sequel use the same pregens in each of his A adventures.
They include:
Our Heroes
Marya Hammerfist, 8th level Dwarf Female Fighter
Quenden Tasander, 6th level Elf Male Fighter / 6th level Magic-User
Sildan Enathwrel, 8th level Elf Male Magic-User
Ilsandre Sunshower, 6th level Gnome Female Illusionist / 6th level Thief
Jaran Braxx, 7th level Half-Elf Male Ranger
Telvas Thistlewine, 8th level Halfling Male Thief
Khâzratha Ironthews, 7th level Half-Orc Female Cleric
Lyandra Yrsanthi, 6th level Human Female Cleric / 6th level Magic-User
Merranen Eagleheart, 8th level Human Male Druid
Ravella Zaar, 8th level Human Female Illusionist
Brother Lyrwend, 8th level Human Male Monk
Kendrel Rilsheven, 7th level Human Male Paladin

12 Pregens. That seems a lot, more than in the average classic tournament module, in any event. I’ve never attended a convention, so that may be the number of seats around a convention table.

Storm Zothculb
Back to the adventure, and what I will disclose.
Needless to say, Marquessa is well protected. She was in A2, and she is now. There are guards, and guards do what they will: they patrol. She has a trusted lieutenant in Storm Zothculb (if that seems at all familiar, it might be that the 5th level thief Sturm Blucholtz of A1-4 Scourge of the Slavelords survived A1 Slave Pits of the Undercity, and has prospered under Marquessa, ever since {now 8th level Thief}).

Stealth is crucial.
The PCs should understand their fate if captured.
Marquessa’s reputation proceeds her.
If the party surrenders to the garrison, they will be disarmed and their magic items, and armor confiscated. Once the party members have been rendered harmless, Markessa will question them as to what they know of slaver activities, using all means available, including torture, if necessary. Once she has learned everything she can, Markessa will immediately kill all spell casters (if these can be identified) and sent the other party members to the dungeon [,] where it can be assumed that the mad cavelings will kill them for meat.  [A2 - 3]
She could have experimented on them, as well, a fate potentially worse than death, one might assume.
One should expect no less now.
The consequences of failure would be catastrophic. Not only would Marquessa become aware that the system she relies upon for her safety is compromised, but the Player Characters could well pay for their defeat with their lives. Perhaps worse, the enchantress would likely vanish from sight, never to be so easily be found again. Certainly, the good folk of the land would pay dearly, in such a case. [A5 - 1]

Her fortress strategy of A5 is essentially identical from that of A2:
Once a party of adventurers is detected inside the fortification complex, the guards will raise the alarm. This will generally be done by means of an alarm switch (with which every room is equipped) that sounds a great klaxon within the facility. If, for some reason, this switch fails to sound the alarm, the guards will voice a great hue and cry that is much more limited in effectiveness (only the rooms or halls on either side of the area in which this is raised will be alerted to trouble). Should the alarm switch be thrown, the entirety of the fortification will be alerted at the end of the turn in which it is sounded. If a shouted alarm is used, the fort will be alerted at the end of the turn following the one in which the characters are spotted.
Once the complex is alerted, guards in barracks will proceed to the area in which the alarm was thrown. Storm Zothculb (possibly accompanied by one or more of his pet giant weasels) will likewise speed to said area, if he yet lives. Marquessa will begin casting defensive spells upon herself and her bodyguard in anticipation of their approach. [A5 - 2]
No complains there on my part. Don’t mess with what works.

To disclose more would be unfair to both Carlos and to you.
Is this a good adventure? I think so. Is it a great adventure? Those who’ve played it loved it (Carlo’s games much sought after at conventions, I’ve heard), if that is any guide.
Is it worth the expenditure? I think so. I purchased it; and I think you should, too, especially if you are a fan of the Greyhawk setting. Few are creating new adventures for the setting, and it behoves those who wish to keep it “alive” to support those who write for it.

What do you get for your money, you ask?
The adventure hardcopy is staple bound, with glossy cover. The adventure is 10 pages in length of a total 40 pages. Marquessa is extensively detailed, and each PC is given 2 full pages, ideal as handouts. There is a page for tournament scoring, one for the Open Gaming License, and 2 for maps.
The bound maps are grey in colour, and look to be computer generated. They may have been rendered in colour, but they are B&W in the fold.
Carlos was kind enough to donate a digital copy for my review purpose (to which I am grateful), and that has B&W maps. I prefer these. I printed them, and doodled what was described in text for each room within them, to get a feel for what was there, how spacious or cramped they might be, and to better see how combat might play out in each. I do that, doodle. I’ve copied and printed every module map for the same purpose throughout the years, painstakingly drawing altars and pews, and desks and beds, and braziers with a fine-point pencil, adding descriptive passages and notes in the margins and spaces between. Those doodled and annotated pages are tucked into my physical copy of this module even now, and likely will remain there until I pass beyond the veil. What did I discover?  I can say with great certainty that nothing thicker than the consistency of water will drain from the refuge chutes of two rooms given their length of travel and depth of discharge (it’s a small complaint, maybe even trivial, but I am exhaustive in design, given what I do for a living). The rest holds up to scrutiny, and I’m finicky, as you can now well imagine.
All considered, it’s a good adventure, and worth the cost of admission should you deem it worthy of your consideration, and its potential place on your shelf.

I wish you luck.
Defeating Marquessa will not be easy. Honestly, the odds are in her favour that she’ll escape.
But that’s okay. Her escape paves the way for A6, and A7….



“...all evil, to crazy Ahab, were visibly personified, and made practically assailable in Moby Dick. He piled upon the whale’s white hump the sum of all the general rage and hate felt by his whole race from Adam down; and then, as if his chest had been a mortar, he burst his hot heart’s shell upon it.”
― Herman Melville, Moby-Dick or, the Whale





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.
Very special thanks to Carlos Lising, without whose efforts, this piece could never have existed.


The Art:
Kill Marquessa! cover art, by Chet Minton, 2016
Markessa by mli13, originally published in A0-4 Against the Slavers, 2013
Markessa detail, by Bill Willingham (?), from A2 Secret of the Slavers Stockade, 1981
OSRIC cover, by Mark Ahmed, 2006
Orcs detail, by Jeff Dee, from A1 Slave Pits of the Undercity, 1980


 
Source:
2011A Dungeon Masters Guide, 1st Ed., 1979
2010, Players Handbook, 1st Ed, 1978
2160 Dungeon Masters Guide Revised, 2nd Ed., 1989/1995
2159, Players Handbook Revised, 2nd Ed., 1989/1995
OSRIC, 2006
9040 A2 Secret of the Slaver’s Stockade, 1981
11621 Slavers, 2000
A5 Kill Marquessa! casl Entertainment, 2016
A6 Die, Marquessa, Die! casl Entertainment, 2017
A7 Marquessa, Thy Name is Evil, casl Entertainment, 2018

Friday, 20 August 2021

Thoughts on: Slavers, Part 4, My Alternate Narrative

 

“The Princess Bride
S. Morgenstern's Classic Tale of True Love and High Adventure
You had to admire a guy who called his own new book a classic before it was published and anyone had a chance to read it.”
― William Goldman, The Princess Bride


Stalman Klim
Part 4. It’s only fitting that there should be 4 parts to this “review,” seeing that the original A-series was in 4 parts. I did not plan on that. I intended it to be 1 post. When that failed, I was certain that it would be 2. God willing, it will remain 4.
Why 4? Because Slavers is a big book. Adventure. Gazetteer. It covers a lot of ground. Thus: Part 1 was all about the goings on in the north; Part 2, that in the south; and Part 3 entailed the original underlying premise, and my misgivings about certain aspects of it.

What would I do differently?
Let’s begin with what I wouldn’t.
I would not mess with the arc of the adventure. At all. It’s a brilliant sandbox.

That said….
The whole adventure hinges on the Earth Dragon and Stalman Klim’s desire to spread the worship, far afield, of a demigod that has never once exhibited the desire to venture anywhere.
I would change that. Not the Earth Dragon’s reticence, but Klim’s motives.

Let us agree that the Earth Dragon is indeed an ancient nature spirit that has, over millennia, ascended to demigod status due to worship by, and sacrifice from, the primitive Flan tribes who migrated into the Pomarj.
Let us also agree that an Oerid, in the name of Baron Erkin, made a pact with it, and through it, was able to subjugate the entire peninsula under his rule.
We can also agree, without any doubt, that in 513 CY, [towards the end of the Hateful Wars] the ravaged and vengeful armies [of the humanoids] emerged from the Suss and descended upon Highport in a frenzy of destruction. [LGG – 88]

But I propose that Stalman Klim was not from Suderham at all (eliminating his need to escape from the centre of an occupied, and ravaged, Pomarj), but from the Hold of the Sea Princes, where he and his brother, Feetla, had some time ago come into contact with the Scarlet Brotherhood as it slowly infiltrated all levels of society there, in preparation for their grand strike to come.
Key Sea Princes and Hepmonaland holdings are being infiltrated by the so-called "Black Brotherhood," a sect devoted to entropy (Tharizdun). [LGG – 98]

Last, and perhaps worst of all, the agents of the north reported that the Scarlet Brotherhood did not worship proper gods, but instead gave tribute to dread Tharizdun, the Great Destroyer.
Needless to say, such reports frightened the rulers of the Flanaess, who turned to their own trusted advisers and agents in conference to plan strategies to deal with the growing threat. Unfortunately, many such advisers were themselves Brotherhood agents, and advised caution and patience in the matter. In time, they reasoned, the Brotherhood would reveal themselves, and could be dealt with as the rabble they certainly were. [LGG – 96, 98]

Most are lawful evil in alignment and include a few warriors, some mages, and a handful of priests. These priests remain extremely secretive about their religion, which is not exported to the new dominions the Brotherhood holds. One terrible name has been mentioned in this context: Tharizdun. [FTAA – 35]

Some might suggest that the Brotherhood, in accordance with the wishes of the Father of Obedience, was forbade to spread word of Tharizdun, and that the Brotherhood does not actually worship that dark lord. This would be true. For the most part. But there are some who disagree with The Father of Obedience. The forementioned Black Brotherhood, for instance.
Religion: Tharizdun (claimed by Brotherhood agents but not actually worshiped, except by Black Brotherhood) [LGG – 96]

Brother Milerjoy
The Scarlet Brotherhood would have been on the lookout for disgruntled Princes of Suloise extraction in the Hold of the Sea Princes, and they found what they were looking for in Feetla and Stalman Klim. Feetla and Stalman’s family had once been powerful in the Hold, but no more. They had sought dominion over the others. They failed and were put to the sword as they tried to escape the wrath of their peers, until only Feetla and Stalman remained, living in exile since, driven by the desire to bring vengeance down on those who had banished them.
Feetla certainly does; and so too did Stalman, once, until agents of the Brotherhood showed him the power that could be had from worship of the Elder Elemental Eye. Stalman was seduced by it, and over time, the Elemental Eye lured him from his original path. Feetla still believes his brother is working to the same purpose as he, and Stalman has led him to believe as much.
Elder Elemental Eye Domains: Chaos, Evil, Madness […], and one of the following: Fire, Earth, Air, or Water. [Return to the Temple of Elemental Evil – 161]

The Elder Elemental Eye is an “aspect” of Tharizdun, the Dark God, created originally to mask the cult from the eyes of the world and draw potential worshipers interested in dark power but afraid of the reputation of the Tharizdun.
So, despite the fact that many of the worshipers of the Elder Elemental Eye do not know it, and despite the fact that the two deities have different granted domains, Tharizdun and the Elder Elemental Eye are the same deity. [RttToEE – 161]

Tharizdun. Universal. Evil. Eternal dark, decay, malign knowledge. [T1-4 – 120]
Tharizdun Domains: Chaos, Evil, Madness, Force, and Destruction [RttToEE – 161]
Clerics of the Elder Elemental Eye wear ochre-colored robes and bear a triangle symbol (a black triangle with an inverted Y inscribed within it). Occasionally, their robes or the symbol are altered so that they reflect what element (fire, air, earth or water) they revere over the others, if any. [RttToEE – 161]

Stalman knew that the “good” folk of the Hold of the Sea Princes would never abide the worship of a god such as the Elemental Eye, let alone Tharizdun.
The Hold of the Sea Princes:
Alignments: CN*, CE, N, NE, LE
Religions: Osprem, Xerbo, Procan, Norebo, Kelanen (native Holders); Syrul, Bralm [LGG – 100]

That said, they were not above taking income from taking slaves, were they?
The land here is fertile and suitable for farming all manner of crop. Fruit production is perhaps the Hold's most famous industry, though a traffic in slavery brought it the most prewar enemies (and whole ships filled with coin, thanks to the greedy lords of Ahlissa and elsewhere). In fact, the slave trade of the Sea Princes was so lucrative that captains called their captured Amedio slaves "two-legged admirals," referring to the platinum coinage of the realm. [LGG – 101]

A Base of Operations
The Klims needed a base from which to plot their return and revenge, and their friends in the Scarlet Brotherhood were only too accommodating, proposing an island they were in possession of off the coast of the Hellfurnaces, in Jeklea Bay, where they had once consecrated a temple to Bralm. It was abandoned then, and ideal, they said, for staging the Klims’ upcoming coup.
Despite this, the brothers did not wholly trust the Brotherhood. What was in in for them, they wondered?
The Scarlet Brotherhood owed Klim favors after all the years he spent feeding them information about the Wild Coast and slaves. Through these allies, he secured a retreat: an abandoned monastery once occupied by devotees to Bralm. Then he pressed the Brotherhood to provide him with a clone. [Dungeon #215 – 32]

Their distrust aside, things were looking up for the Klims. They had friends, allies! But the Dark Mysteries the Brotherhood had introduced Stalman to had already begun to loosen his grasp on sanity. Stalman began to see plots everywhere.
Aside from the usual precautions—employing food-tasters, never being without a personal guard, never using his true name (he was known as Mordrammo to his underlings, a name meaning “I am Death”), and keeping word of recall in mind—he also took steps to survive the unthinkable. [Dungeon #215 – 32]

[“I am Death,” certainly does point more so in the direction of the Elder Eye, and less towards the Earth Dragon, doesn’t it?]
Those who know the truth are offered great power, bur the price is often the cleric’s sanity. The more dark blessings a cleric of Tharizdun receives, the more tenuous her grip on reality. [Dragon #294 – 31]
Stalman was not even aware how insidiously Tharizdun’s influence had subverted his original aim, drawing him onto an unforeseen path, and a far darker purpose.
The sole duty of this priesthood is to free Tharizdun from his prison. They sacrifice all to this end. The extent and location of the priesthood is unknown. [FTAA – 92]

He began to search for ways to prepare for the Elder Eye’s return, believing the power it would bestow upon him, its tireless and faithful servant, for its release would pave the Klims’ way to taking back what was once theirs by birth and right.
Like Eli Tormoras before him, he eventually found his way to the Lost Temple in the Yatils.
Eli Tomorast has been many places, including a long-past visit to the Forgotten Temple of Tharizdun some years back, where he was instructed by priests concerning the ways of hidden knowledge as taught by the once-powerful Tharizdun. [WG5 Mordenkainen’s Fantastic Adventure – 16]
And it was there that he lost his very soul.

THE BLACK CYST
It is absolutely lightless...
You have dared all and descended the spiralling purple steps formed by the strange column of gray smoke, lilac light, and jet black. This swirling, pulsing column of radiation has opened a means of entrance to somewhere far beneath the surface of the earth — or perhaps to some place not of this earth. All of you feel the press of time, a sense of urgency. How long will this strange gate remain open? You all hope not to learn the hard way as you hurry down a seemingly endless flight of "steps" made of the purple radiance. Ten minutes seems more like ten hours, but at last you have come to what must be your final goal, for the stairs of light give way to more mundane ones of black stone...
[WG4 The Forgotten Temple of Tharizdun – 29]

From where you stand near the entrance, your iron torches cast only a faint light to where some form lies near the center of the place. This shape is so black that it is absolutely lightless, and it seems to absorb all the radiance from your torches. As was true in the entry chamber, so too here; all is needle-rock. [WG4 – 30]

Klim learned that there were other temples: another in the Sea of Dust, another in the Rakers, and yet another upon the high plateau of the Tilvenot.
Sites keyed to [Tharizdun] still exist, and his relics still hold power. [LGG – 98]
He suspected that there was another, central, and presumably far more powerful temple, betwixt them all, in the Drachensgrab mountains in the Pomarj.
In the Drachensgrabs, there are said to be temples to the dreaded Lost God, Tharizdun. [Dragon #191 – 67]
But where? There were rumours, in that regard:
Huge beetles have been seen along the banks of the upper Jewel River; they are said to radiate a terrible, rotten stench and to have ghastly, skeletal heads. (DM note: Adapt statistics for Death Watch or Slicer beetles, adding the effects of troglodyte musk. The beetles have been transformed/mutated by feeding on ordure of infected neo-otyughs which, in turn, shelter within a deep temple of Tharizdun and are themselves horribly altered—they have tentacles, pincered beaks, and have the special defense of displacement (as per the cloak).) [FTAC – 49]

The Pomarj Peninsula
Stalman convinced his elder brother upon his return that he had discovered the means by which their eventual triumph would be made certain. And Feetla believed him. Although, to give Feetla credit, he never actually believed the Brotherhood’s claim that their only wish was to raise them, true scions of the Suel, to what was their right: suzerainty over the Sea Princes and the Amedio. Naively, Feetla believed that the Brotherhood could be used, even controlled. Poor Feetla. He could not even see that Stalman had become the mastermind behind the whole enterprise.

But how could they gain entry to that den of chaos that was the Pomarj? They turned to the Scarlet Brotherhood for suggestions. The Scarlet Brotherhood claimed that they had already made inroads into the Pomarj.
Ships from the Scarlet Brotherhood, the Lordship of the Isles, the Brotherhood-controlled Hold of the Sea Princes, and many independent pirates make landings in Blue. [Slavers – 87]

A Cunning Assassin and Spymaster
They suggested that they knew just the man who could open a dialogue with the orcs. They did indeed already have one of their own in place: Nerelas, a silent and cunning assassin and spymaster.
Nerelas informed the Klims that he knew of a half-orc who can be used as a go-between: Theg Narlot.
Stalman agreed to meet the half-orc.
Theg is an unattractive half-orc who can easily pass for an ugly human. (When presenting himself to his orcish hordes, he normally uses his Disguise ability to mnke himself look more orcish.) [Slavers – 105]
What’s in it for me? Theg Narlot would surely have asked.
Theg Narlot
We will put you upon the throne of the Pomarj,
Stalman would have promised him. But we will need money to gain our kingdoms, Stalman would have said. A lot of it. Theg Narlot would have been unconvinced, just then, understandably. From where, Theg Narlot would have asked. We can help, Nerelas would have promised, without admitting to any direct connection to his Brotherhood. We will take slaves and sell them to raise the money will need, Stalman would have said, already versed in the Princes’ propensity towards slaving; and Theg Narlot, being little concerned with the life and liberty of those who could not defend themselves from his needs and desires would have agreed, surely, and became the slavers’ master of espionage, searching out the easy prey along the coast, and further afield as they grew more successful, and keeping watch on any and all who might stand in his way of gaining his kingdom of the Pomarj.

Markessa
The slaves needed to be kept somewhere while they awaited their final fate. Theg Narlot would have met with the orcs of Blue and Highport and negotiated their price for safe harbour, and eventually a piece of the action, as those orcs were not blind and could see for themselves the slaves being brought into port.
Pens would be needed, and able keepers, too. But who? I know just the right person, Nerelas would have suggested. An elf. Theg Narlot would have objected. At first. Until he met the maid Markessa. And recognized, in her, a kindred spirit.

Posing as a priest of the Earth Dragon, Stalman plunged inland as ports were secured, and stockades erected, divining where the black heart of the Elder Eye resided. Its beating drew him further inland, until he had scaled the Drachensgrab Mountains, where its throbbing was thunderous in his ears.
Many years ago, the worshipers of Tharizdun conceived a bizarre plan to promote and reinvigorate the power of their religion. Their agents, as insidious as they were insane, infiltrated the ranks of other evil religions. […] Once their agents were in place, they began a campaign of lies, misdirection, and manipulation. [RttToEE – 5]

They took their first slaves as Suderham fell, and were soon trolling ever further out, until they were as far afield and Darkshelf Quarry in Nyrond. But as promising as Suderham was, it was not the heart he sought. It was in, or under, Mount Drachenkopf. It was here, he realized, deep underground. It would take time to unearth, years maybe; and hundreds of lives before he was done. And it was here that he raised his temple to the Earth Dragon, with its secret altar to the Elder Elemental Eye, in exclusive, and reclusive, Kalen Lekos, 

The first conclave was held in Suderham’s halls. In attendance were Stalman Klim, Feetla Klim, Nerelas, and Theg Narlot. And two others:

Kerin
[Brother Milerjoy] and his disciple Brother Kerin mysteriously appeared at the first Council of the Slave Lords. It is an indication of the growing strength of the Scarlet Brotherhood that Brother Milerjoi was immediately accepted into the Council.
[A3 – 20]
Who were these red-robed strangers? Stalman Klim demanded to know.
My brothers from Shar, Nerelas said, for it was he who had brought them. These monks knew secrets known only to the initiates of the Elder Eye, Nerelas said, and it was they who would keep their superiors appraised of their great discoveries within the Pomarj. Their superiors might have included the Father of Obedience, but only insofar as their gains into the Pomarj, and not the Black Brotherhood’s true purpose.
[Brother Kerin] is a man in his mid-[twenties] [mid-thirties in Slavers], average height, and wiry-strong. His hair is blond, his eyes gray, and his skin fair. [Slavers – 104]
[Several groups within the Scarlet Brotherhood] are investigating ways to draw raw magical power from the sites and artifacts believed to be associated with [Tharizdun, but] only citizens on the fringe of Brotherhood society actually revere him.
However, the brotherhood does use Tharizdun’s name as a threat. [SB – 13]
And the Elemental Eye as a leverage tool.

A plan was agreed upon.
The Slavelords
Feetla would command the fleet. He took the name Eanwulf while abroad, to the purpose of foiling pursuit, and not drawing attention to his true Suloise Sea Prince heritage. Most pirates would require an alias, I should imagine, lest they find themselves apprehended while in less than friendly ports, and suffer the same fate of Calico Jack and Edward Teach.
Feetla is a master buccaneer and current leader of the Slave Lords. His daring raids and naval strength have helped the Slave Lords dominate the region. [A3 – 19]
Theg Narlot would send out spies into the Woolly Bay and Gearnat, and keep the orcs in check.
Also in his belt is a scroll listing all of the Slave Lords’ agents among the Lords of the Gearnat area, and an order for the assassination of all the relatives of the adventurers that can be found. Theg Narlot is in charge of all espionage activities for the Slave lords. [A4 – 20]
Nerelas would infiltrate the cities of their enemies, and take what measures he saw fit, as needed.
[Suderham’s assassins] guild will not provide any information concerning the catacombs (“impassable sewers filled with rats”), and will report anyone questioning them on these matters to Nerelas the Assassin, who functions as the local guildmaster - and as one of the Slave Lords. [A3 – 11]
And Stalman would supervise the excavation of the sacred site under the mountain.
Mordrammo is the chief priest of the Temple of the Earth Dragon. He is a strong enemy, but his self-preservation instinct is strong. [A3 – 20]
Stalman Klim was one of the most powerful and influential members of the Slave Lords. Although he was second to Feetla, he had the ear of everyone counted as a member of the Nine. [Dungeon #215 – 32]

In time, their conclave grew in number.
Slippery Ketta
Nerelas invited his sister Ketta, for her skill in infiltrating ports, and to gather information on the defenses of those they thought to raid.
Ketta’s corps of thief infiltrators are present in all the towns along the Sea of Gearnat, and it is through these informants that the slavers always know exactly when to strike. [A4 – 22]
I've suggested in an earlier post that Ketta be slipped into the narrative as early as A0 Danger at Darkshelf Quarry, a friendly face, as it were, and one that might keep tabs on the heroes, eventually betraying them.
Lamonsten

The Brothers invited Ajakstu, a Suel Mage of no small skill, and the illusionist Lamonsten, to weave the phantasms that would instil fear in their captives, not to mention keeping their books.
Ajakstu, the magic-user, has been quite useful to the Slave Lords with [her] staff of power, crystal ball and ring of spell storing. The crystal ball in particular has enabled them to escape traps set for them and eliminate any dissent. [A3 – 19] [As a side note, I preposed in a prior post that we change Ajaksu’s gender, seeing that the Slavelords were a wee bit male heavy.]
In a water proof case on Lamonsten’s back is a deed to mining rights in the hills near Hardby [A4 – 20]

It came to further surprise when an ebon-skinned elf arrived, invited by none other than the Father of Obedience, himself. He and Eclavdra have an understanding. They both wish to sow confusion upon the Flanaess, each for their own reason, and Eclavdra has agreed to send her protégé to aid the Father, in that regard. [That’s thin ice, but I cannot come up with a better reason.]
Edralve is an exile from Erelhei Cinlu, from which she barely escaped after an abortive coup. The other Slave Lords both respect her abilities and fear her devious cruelty. She devised the morale-breaking fear tactics employed by the slavers in their raids. [A4 – 20]

Stalman was not pleased. Here, in his midst, was a cleric of the Elder Elemental God, a presumed rival to his Elemental Eye. Edralve would surely not aide him in his quest.
She did not. She placed her own agent, the thief Sturm “Dirk” Buckholtz, in Highport. Stalman placed his acolyte Pieta there to counter Sturm, instructing her to pose as a cleric of Grummsh, to draw support from the orcs there.

We come abreast of the events in the original series.
Brubgrok
Anarchy persisted for decades until the mid 560s, when a group arose to seize control of large swaths of the Pomarj and put it under central authority. Calling themselves the Slave Lords, these humans brokered deals with the orc chieftains and began fostering an illicit trade in flesh.
[LGG – 88]
For several years, organized bands of pirates and slavers have made a living by raiding the coastal towns on the Sea of Gearnat. Ranging from Onnwal to the Wild Coast, they have descended quickly and ruthlessly on the small towns and villages, and carried off innocent citizens into the night. [A1 – 2]
This includes the sleepy town of Darkshelf, not so far from Onnwal.
A quarry located a half-mile from the village of Darkshelf (so named for the dark, stony seabed in the harbor), on the coast of the Sea of Gearnat in Nyrond, has been producing modest amounts of granite and limestone for decades. [A0 – 6]
The Temple
The half-orc is part of a growing network of slavers who are taking captives and funneling them to the despoiled city of Highport in the Pomarj. Brubgrok acts as a broker, buying slaves from bands of slavers and hiding them in the depths of the quarry until they can be shipped to Highport.
[A0 – 6]
Brubgrok being a half-orc is fitting. He is Theg's "man" on the scene. Whether he is annoyed that the Slavers foisted acolytes of the Elemental Eye on him is anyone's guess. I would suggest that he is not, but what's a half-orc to do. He's following orders, and what Theg wants, Theg gets.
Brubgrok brought in a small group of evil clerics to assist him with his operations. The clerics worship an unspeakably evil god they refer to as the Elder Elemental Eye, or simply the Eye. [A0 – 19]
Not the Earth Dragon. Not Grummsh, either. The Elemental Eye.

We know the story that follows. Heroes are gathered, etc.
[Our heroes] have entered the no-man's land that is the Pomarj in the attempt to track the slavers to their lair. In the course of your adventures, you received information that the next bastion of the slavers was in the Drachensgrab Mountains. After many fruitless attempts at following parties of slaves and slavers, you discovered that they disappeared beneath one great peak in the Drachensgrab Hills. [A3 – 2]
The heroes awake in the bowls of Drachen Keep, the Mount Flamenblut, and must race for their lives to escape the supposed wrath of the Earth Dragon, and ultimately confront the last of the surviving Slavelords.
Or not.
If you were playing this back in the day, it surely was their end…because it was.
But this was not the end, was it…?

In the hidden city of Suderham, in the maw of Mt. Flamenlut, they confronted the masters [,] vanquished their foes and scattered them to the four corners of the Flanaess, the mountain woke, its fiery blood. [Slavers – 2]

Ajakstu
Vanquished is not necessarily dead, is it? We know now that many of the Slavelords did survive. Markessa did. So did Theg Narlot. Not to mention Kerin. Our original heroes may have survived their ordeal, but they did not put an end to the Slavelords. They escaped, and plotted their return.

And Ajakstu? If you recall, I suggested that he become a she, and that she be LN and not the unspecified evil expected. Did she survive A3? Did she, could she, betray her cause, assigned to her by the Scarlet Sign? Was she killed by her co-conspirators for her betrayal?

More importantly, what happened to Stalman and Feetla?
If you recall, they had a fortress from which to plot, in Jeklea Bay.
The heroes had the Slavers on the run, and if they had discovered Stalman Klim’s true intent, they would have realized that he and those members of the Black Brotherhood who had toiled to return Tharizdun would have been the true threat, and spared no effort in tracking them down.
In this location-based adventure, the adventurers explore a ruined monastery to hunt down the last surviving Slave Lord, Mordrammo, also known as Stalman Klim. The priest of the Earth Dragon has arranged for a Scarlet Brotherhood wizard named Geoffrey to watch over the monastery until the clone finishes growing. Klim regards the wizard and his lackeys as expendable. When Klim awakens in his new body, he plans to fetch his treasure and quit the place for safe harbor in Cauldron by way of his pet wyverns. [Dungeon #215 – 33]

They failed.
Stalman Klim foiled their every attempt to put an end to his plans.
And in their hast to chase Klim, they underestimated Theg Narlot’s potential threat.
The Slavelords escaped. And in time, they returned, better prepared than ever.

Who are the new Slave Lords?
Stalman Klim Human P 16
Stalman Klim
Doomdreamers are the elite among the ranks of the cult of Tharizdun. The name comes from that they all claim to have been contacted by the Dark God in their dreams. They are all extremely evil, raving lunatics or sadistic, brooding and cruel individuals of singular corruption. All doomdreamers are masters of ancient, forbidden knowledge and madness, and devotees of nihilism.
[…] They travel far and wide, however, working out the steps of their mysterious, convoluted plans to bring their deity out of imprisonment. They know that such an act would bring an end to the world—but they do not care. In fact, they are so mad that they revel in the thought of it. [RttToEE – 162]
In their studies of forbidden lore, doomdreamers stumble upon all sorts of foul but useful knowledge and secrets. Some of these come from experimenting with dangerous drugs, speaking with demons, or mad visions. [RttToEE – 163]
Smoke of Little Death: During […] magical slumber, those [under the influence] of the oil’s effect [experience] strange and vivid dreams. Priests […] say they commune with their god during this sleep, while others report nightmare visions. [Slavers – 127]

Markessa Elf F12/M13
When out of her house, Markessa is accompanied at all times by her bodyguard and lover, a man named Devon who was once horribly scarred but now looks quite attractive because of the work she has done. He would sacrifice himself to protect her. [Slavers – 104]

The Slave Lords
Brother Kerin
H, Monk 10
Brother Kerin’s home has three bedrooms and three full-time servants. In addition to the normal uses of a home, he occasionally entertains emissaries from the Scarlet Brotherhood here; there is a 35% chance for any given week that he has a guest—, a monk, assassin, or thief agent of the Scarlet Brotherhood of 7th level or higher. [Slavers – 103]

Theg Narlot/Turrosh Mak Half-orc F10/Ass12
Tall, with a strong body, he is starting to go gray at the temples and probably will be considering retirement in the next few years, as he is middle-aged for a half-or'. Still, he is a ruthless and intelligent wamior, and he will nor hesitate to use every dirty trick he knows to keep himself alive. He will try to kill anyone who dares to attack him. [Slavers – 105]

Unjan H, F10; AL LN
Unjan, a former paladin of Mayaheme, was involved in the Great Northern Crusade to reclaim the Shield Lands lost to the evil demigod's armies during the Greyhawk Wars. Shocked by the horrors inflicted upon the land and its people, he somehow acquired a perverse desire to collect trophies and ocher loot from reclaimed Shield Lands territories. This activity soon began to threaten his paladin vows of charity and poverty, and when he disregarded warnings, he lost his paladinhood and became a normal fighter. Now Unjan is obsessed—almost maniacally so—with collecting riches and displaying them in his home. He is not a thief, for he is more than willing to barter for or purchase items that catch his interest. Other than this quirk, he is a friendly man with field-tested knowledge of naval and infantry tactics. He was recruited by the Slavelords because of this expertise. He made the alliance because of the treasures he'd he able to obtain through the Slavelords' ~extensive contacts. [Slavers – 105, 106]

Ah-Bay Half-Ogre F8/P8 (of Beltar); AL CE
Ah-Bey himself is a half-ogre priest of Beltar, and he represents the religious interests of the humanoids in the slaving operations. Born of a human mother, he was abandoned to an orphanage and raised under the careful scrutiny of the other orphans and the stern priests of St. Curhbert. After fleeing their repeated attempts to "knock some sense into him," he lived on the meets of Greyhawk for several years and finally traveled into the Orcish Empire of the Pomarj in an attempt to learn more about his nonhuman heritage. He was taken in by a group of ogres and mined by the tribe's priest. Respected for his intelligence and significant strength […], he was a natural choice for the Slavelords as a representative of the spiritual life of the humanoid tribes. [Slavers – 106]
The temple [of Beltar] is strongly supported by the Scarlet Brotherhood, and the priests make weekly sacrifices to this foul goddess. [Slavers – 93]

Kent Halfling T10; AL NE
He also is a cunning schemer and financier, and is responsible for many of the underground and "gray market" contacts the Slavelords use in Dyvers and Hardby. He rarely leaves the city, but sends his agents (such as the halfling Gormadoc in Hardby) to other cities to speak on his behalf and gather news. [Slavers – 106]

Nadanru H, M14; AL N
He comes from the Lordship of the Ides (a subsidiary stater to the Scarlet Brotherhood) [….] Nadanni is the master of communication for the Slavelords. He relays information to the various leaders of the operation via his magic [….] When not working, he is not communicative and prefers to just sleep, avoiding mast of the people in town and the other Slavelords. If confronted by a hostile bunch of adventurers, he will surrender if given the choice, explaining that he was only hired to rend messages and could not disobey because his family is being held as insurance for his cooperation (mostly true--the Scarlet Brotherhood controls his homeland, and if he refused this assignment, they might threaten his family to get him to agree to work). [Slavers – 107]

Stalman Klim continues to pose as a priest of the Earth Dragon, and has manipulated the demigod’s Flannae acolytes to his cause. Should our new heroes convince these faithful of Stalman’s true intent, they could become allies in their cause. (Okay, maybe not Rofa.)

Torwil
Torwil
is a powerful priest of the Earth Dragon Cult, second only to Stalman Klim himself. Torwil presents a pleasant exterior and makes friends easily, but is in truth a skilled manipulator, using people for his own purposes and betraying them m such a way thar they cannot reveal his duplicity. It is through this method that he became the high priest of the Earth Dragon Cult shortly after Stalman Klim vanished in the destruction of Suderham. […]
Torwil is a man in early middle age, small and wiry. His hair is brown brit graying at the temples, and his eyes and skin are somewhat dark. [Slavers – 116]

Sham is a dedicated priestess of the Earth Dragon and a strong supporter of Stalman Klim. She has an aggressive personality but treats underlings fairly, showing her hard side only when crossed. It is she who pushed for educating the orcs in the teachings of the Earth Dragon, and she is largely responsible for winning them over despite their natural bias against females. […]
Shav has bronzed skin, black hair, and amber eyes. [Slavers – 116]

Rofa is an introspective priestess who feels that she has an especially strong connection with the Earth Dragon. […]
Rofa is relatively young, with brown-black hair. coppery akin, and dark brown eyes. […]
In her room are a number of letters from Markessa (the real one), with whom she is close friends. [Slavers – 117]

Long Sought
Insofar as Stalman’s purpose, perhaps his excavations beneath Mount Drachenkopf have paid off, and he has unearthed the temple he has long sought.
Our heroes descend into its depths, and behold a chilling evil, more ominous than anything they could have imagined.
Although Tharizdun’s time has long since passed, his temples remain dens of evil. This cavern and the temple beyond were enchanted by powerful divine magic to radiate a terrible cold. As a result, the temperature in this cave hovers at just below -10° F. [Dungeon #85 – 43]

This large cavern Is a thing of cold beauty. The entire place is covered with a fine coating of frost. Frozen puddles dot the floor, and thankfully there isn't a spot of scarlet fungus to be seen. The ceiling looms out of sight. Despite the quiet of this immense cavern, the sight of il fills you with chills and feelings of despair and fear. Perhaps it is merely the unnatural cold, or perhaps it is something far more sinister lurking within the darkness before you. [Dungeon #85 – 43]

This place is COLD. Exposed flesh immediately [freezes]. Torches must likewise be clasped by means of the robe sleeve covering the hand, although the heat of their burning cones helps to keep the adventurers from suffering more than chilblains. [WG4 – 18]

In the hemisphere of black needlerock (floating as if by levitation) a huge form could be seen. […] The misty form was black and indistinct and enclosed in vaporous purple energy as well. No ritual, no spell, no magic could pierce the enigma. [WG4 – 3]

The name of Tharizdun will rise unbidden to the individual's lips whenever he or she is under stress and needs aid. [WG4 – 18]



There you have it, my reimagined backstory of the Slavers epic. I wonder if I patched the holes I believe plague the originals. Maybe I did; maybe I didn't. I must say that it was fun tinkering with the story, but I'm wont to do such things. And I expect you are too, some of you, at least. After all, the old modules were modular, and were meant to be tinkered with, I should think.
Enough said.
I pray you enjoyed it.

Am I done with the A-series?
No.
I've mentioned that Carlos Lising of casl Entertainment has added his own sequels to the series. I'll deal with those in turn, but not to the same degree that I did these classic adventures. His are new, and spoilers would assuredly spoil them, if you understand me.




“In each of us, two natures are at war – the good and the evil. All our lives the fight goes on between them, and one of them must conquer. But in our own hands lies the power to choose – what we want most to be we are.”
― Robert Louis Stevenson, "The Strange Case of Dr Jekyll and Mr Hyde"







One must always give credit where credit is due. This History 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 K. Reynolds, Chris Pramas, Frederick Weining. The list is interminable.
Special thanks to Jason Zavoda for his compiled index, “Greyhawkania,” an invaluable research tool.



The Art:
An object lesson of the Scarlet Brotherhood, by Vince Locke, from Living Greyhawk Gazetteer, 2000
The Last Slave Lord "cover" art, by Noah Bradley, from Dungeon Magazine #215, 2013
Theg Narlot/Turrosh Mak detail, by Wayne Reynolds, from Slavers, 2000
Markessa by Mike Lowe, mli13, originally from A0-4 Against the Slavers, 2013
The-Slave-Lords by Francis Navarro, francisrpnavarro, originally from A0-4 Against the Slavers, 2013
Brubgrok, by Rich Longmore, from A0-4 Against the Slavers (A0 Dander at Darkshelf Quarry), 2013
The Temple, by Rich Longmore, from A0-4 Against the Slavers (A0 Dander at Darkshelf Quarry), 2013
The Slave Lords, by Wayne Reynolds, from Slavers, 2000



Sources:
1015 World of Greyhawk Boxed Set, 1983
1064 From the Ashes Boxed Set, 1992
2011A Dungeon Masters Guide, 1st Ed., 1979
9025 World of Greyhawk Folio, 1980
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
9065 WG4 The Forgotten Temple of Tharizdun, 1982
9112 WG5 Mordenkainen’s Fantastic Adventure, 1984
9147 T1-4 The Temple of Elemental Evil, 1985
9167 A1-4 Scourge of the Slavelords, 1986
A0-4 Against the Slave Lords, 2013
11374 The Scarlet Brotherhood, 1999
11621 Slavers, 2000
Return to the Temple of Elemental Evil, 2001
Dragon Magazine #294
Dungeon Magazine #85, #215, #221
11743 Living Greyhawk Gazetteer, 2000