In the Dungeons of the Slave Lords

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In the Dungeon of the Slave Lords
Code A4
Rules Required 1st Ed AD&D
Character Levels 4-7
Campaign Setting Generic AD&D
Authors Lawrence Schick
First Published 1981
Linked Modules
A1 A2 A3 A4

In the Dungeon of the Slave Lords is an adventure for the Dungeons & Dragons role-playing game.

Lawrence Schick wrote In the Dungeon of the Slave Lords (A4) as the finale in a series of four modules, which were presented as a tournament including all four modules at the Gen Con XIII convention in August of 1980. The module's difficulty level is set for a group of six to eight characters of fourth to seventh level in experience. It is 34 pages long not including the front and back cover.

The other modules in the series include Slave Pits of the Undercity A1, Secret of the Slavers Stockade A2, and Assault on the Aerie of the Slave Lords A3, all by different authors.

Contents

[edit] In the Dungeon of the Slave Lords

[edit] Introduction

The introduction reads:

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?

The beginning of the dungeon sees the group imprisoned. Anyone running this as an independent module must first position the group in these circumstances.

[edit] Scoring

In the final round a different system of scoring determines the winning team. Each character who survives earns the team 30 points. The module is schedule for four hours (240 minutes) and the group loses a point for every minute they spend in the labyrinth. Finally, taking risks to gain benefits in the final section garners up to five points per opportunity taken.

[edit] Plot

The characters ended the last scenario as captives of the Slave Lords and begin this module in the same condition. Through a series of incidents they quickly find themselves free but completely bereft of equipment and spells.

The final scenario plays out as a massive earthquake threatens to bring down the tunnels around the group and they must exit the caverns within four hours or they all perish in the ensuing collapse. The labyrinth is a difficult test for characters without equipment and spells and relies more on wits and role-playing ability.

Once they get out of the caverns they face a final test in getting off the island. They can accomplish this by attacking the surviving Slave Lords, escaping via another boat, or possibly swimming!

[edit] Enemies

The adventurers will not encounter as difficult creatures as in previous sections of the modules. The group's lack of equipment and spells make these lesser creatures even more of a threat.

  • Cave fisher
  • Fire beetles
  • Fire lizard
  • Giant ants (workers and soldiers)
  • Giant badger
  • Giant crabs
  • Giant crayfish
  • Giant goat
  • Giant snapping turtle

[edit] Conclusion

The final leg of the tournament presents new challenges for the teams because of their lack of equipment and spells. If played sequentially the four modules make for several evenings of entertaining role-playing for any group of gamers.

[edit] See also

[edit] References

  • Schick, Lawrence. In the Dungeons of the Slave Lords (TSR, 1981).