|
|
Module Database, A series
Personal notes:
Again I'll admit an interest here. I think that the slavers
is the best overall concept adventure ever written. Even more so that the
giants and Drow series. I don't think the adventures are all that great
(apart from the stunning last section which is the greatest one shot module
ever put to paper) but the overall idea behind the slavers is fantastic.
The mere fact you start off in a small village and somehow end up in the
crater of a volcano running for your life against lava has to be applauded.
The actual adventures have faults and Ill deal with then one at a time when
you get to the reviews.
Setting: AD&D 1st Edition, Greyhawk
Series overview:
Sections of this series were used in the AD&D Open at
GenCon XIII, 1980. It is designed for 6-8 characters of 4th to 7th level
(tournament characters are also provided). All of the modules provide the
standard maps plus tournament maps and a tournament scoring system similar
(but not identical for some reason) to the GenCon scoring system. The modules
all include additional encounters, rooms, etc. which were not part of the
tournament. This helps to make them more freeform and less linear than the
tournament itself. Overall, a fairly solid series. It doesn't have the almost
supernatural attraction that the D-series holds but it is very good nonetheless.
 |
Name: |
A1. Slave Pits of the Undercity |
| Characters: |
6-8 of levels 4-7
|
| Written By: |
David Cook
|
| Year: |
1980
|
| New spells: |
|
| New magical items: |
None
|
| New creatures: |
Aspis (MMII 10, MoM 204), Sundew (MMII 116, MoM 293)
|
| What you get: |
24 page booklet
|
| Summary: |
For several years, organized bands of pirates and slavers
have made a living by raiding the coastal towns on the Sea of Gearnat (the
Greyhawk tie-in). This module details a ruined temple compound which the
slavers are using as a base for some of their operations. It has some interesting
tricks and traps as characters wend their way through above-ground and underground
encounters on their mission to free the slaves and destroy the slavers.
|
| Personal notes: |
Not a bad start, but not a great one. Hardly touches on the
grand storyline and smacks of a tournament dungeon. The addition of 'new'
monsters and set up ending also distract from the overall feel of the dungeon.
Love the ghoul room though. |
| Value to modern players: |
Get the collected works and see my comments there. |
 |
Name: |
A2: Secret of the Slavers Stockade
|
| Characters: |
6-8 of levels 4-7
|
| Written By: |
Harold Johnson with Tom Moldvay
|
| Year: |
1981
|
| New spells: |
None
|
| New magical items: |
None
|
| New creatures: |
Boggle (MMII 20), Cloaker (MMII 25, MoM 44), Haunt (MMII 74, MoM 186), Phantom (MMII 100, MoM 287)
|
| What you get: |
40 page booklet
|
| Summary: |
Having discovered a map in the Slave Pits of the Undercity, characters are led to an old stockade in the Drachensgrab Hills which only masquerades as a way station for travellers. It is another base where the slavers process newly acquired slaves. Among the usual encounter descriptions, the module details the defense plans of the fort fairly well, making stealth a must. Includes an interesting use for a ring of fire resistance and some crazy but harmless encounters.
|
| Personal notes: |
This has some great NPC baddies, sadly they are not used to the full effect, the fighter who is blind and throws hot coals about is criminally under used. The mad man in the chimney brings welcome relief. The module still shows its tournament background and in some places is just shockingly poor.
|
| Value to modern players: |
Get the collected version and see my notes there.
|
 |
Name: |
A3: Assault on the Aerie of the Slave Lords
|
| Characters: |
6-8 of levels 4-7
|
| Written By: |
Allen Hammack
|
| Year: |
1981
|
| New spells: |
None
|
| New magical items: |
None
|
| New creatures: |
Storoper (MMII 115, MoM 304)
|
| What you get: |
28 page booklet
|
| Summary: |
Hot on the trail of the fleeing slavers, characters wend their way further into the Drachensgrab Hills to the isle of the Slave Lords. There they tackle the defenses of the slaver's undermountain cavern and journey into their city to meet the Slave Lords themselves. Not used in the tournament but included anyways is a city map, although the city requires a fair bit of extra detailing to make it useful. No slaves in this one, the adventurers are out for blood.
|
| Personal notes: |
Oddly enough its the extra bits that are the best thing in here, the city geomorphs are great and the sparse city detail are definitely the highlight. The dungeon crawl section is poor, very poor. A shame because on concepts this section is second only to the last installment. Features a cheesy ending to the module but as it leads to A4 I can forgive it almost anything.
|
| Value to modern players: |
Get the collected version and see my notes there.
|
 |
Name: |
A4: In the Dungeons of the Slave Lords
|
| Characters: |
6-8 of levels 4-7
|
| Written By: |
Lawrence Schick
|
| Year: |
1981
|
| New spells: |
None
|
| New magical items: |
None
|
| New creatures: |
Cave Fisher (MMII 24, MoM 40), Magman (MMII 82), Myconid (MMII 94, MoM 264), Sandling (MMII 106, MoM 102)
|
| What you get: |
28 page booklet
|
| Summary: |
Taken prisoner at the end of the previous module, characters waken in the dungeons of the Slave Lords and must escape before the entire island is split apart by earthquakes and consumed in volcanic lava. This one is really interesting because characters find themselves stripped of their belongings, their spells and generally totally defenseless (unless you're a monk). They must really use their wits and the tools at hand to get out alive and in a limited period of time. Also included is a final encounter with the Slave Lords; a chance for the characters to get even.
|
| Personal notes: |
The greatest one shot dungeon of all time. trust me, you can only get away with this sort of thing once, the whole party stripped of every item, facing certain death in a cavern complex, the whole place about to explore in lava and the baddies miles away. Dungeons don't get any better, itís a crime that this gem was the last in the slavers series, firstly because the rest of the series didnít live up to it and secondly because the sales of this one where reduced because it was a fourth link.
|
| Value to modern players: |
Get the collected version and see my notes there.
|
 |
Name: |
A1-4: Scourge of the Slave Lords
|
| Characters: |
6-8 of levels 4-7
|
| Year: |
1994
|
| What you get: |
page booklet
|
| Summary: |
This module is a collection of the previous four modules.
|
| Personal notes: |
This is a cracking combination module. There are some great linking sections added by the creative team, holes in the story line are patched up, new sections added that give it a fuller flavor. In fact some bits are so good itís a shame when you run into the old clunky dungeon sections that still smack of tournament play. Do this collection a favour, buy it, read it, steal all the good ideas and re write the actual adventures do what ever you have to so that you get the players into the position where they experience A4 in all its glory. This set of modules MUST be re written and re released by TSR/Wotc or there is no justice in the world.
Since this review the moduels have indeed been re written, the result is a travesty, more a guidebook to Greyhawk than an adventure. You can find the review here ( 25th re release). A crying shame :(
|
|
|