This wraps up my review of the 'Slaver's Series' - A1-4. For the individual adventures that this supermodule is adapted from, look here: There is also a special edition hardback out containing A1 - A4 plus a new adventure. I do not have that, but if ever get my hands on a copy I'll be sure to review that, too. Speaking of reviews, if you like them, there are all linked on my A1-4 Scourge of the Slave Lords is one of the 'supermodules' put together out of earlier adventures. This one assembles the slaver's series into a single volume. The adventure opens with the assumption the PCs have completed T1-4 The Temple of Elemental Evil, and are now heroes.
They're invited to a party by a noble woman, who gives them a desperate mission of mercy to go on. Naturally, as soon as they leave the manse it gets sacks by slavers and everyone carried off.
Scourge of the Slave Lords (A1–4) is an adventure module for the Dungeons & Dragons fantasy role-playing game, published by TSR, Inc. It combines the contents of four earlier modules, all set in the World of Greyhawk campaign setting and intended for use with Advanced Dungeons & Dragons first edition rules.
This is not a good adventure intro. Now, the PCs have two choices - complete the mission (and get punished for doing so, because this isn't a 'Good' action) or give up and chase after the slavers. Instead of a mission with real meat on it - PCs getting hired by nobles and sent on their way to try and take out the slavers at minimum cost to their employers, they're guilted into the mission by the raid.
The railroading just starts there. After that, the road is strewn with clues pointing to Highport and the slave-pits of the undercity. Instead of letting the PCs make their way there, the module puts obstacles in their path in the form of slaver agents. If the PCs lose, they're tossed onto a ship and made to be slaves for a while before they are aided in an escape that puts them in Highport. If the PCs win those fights, they're automatically overwhelmed in a later fight and tossed onto a ship and made to be slaves for a while, etc. Whenever the PCs either fail, or when the original modules would have aid from the (few) agents of the hiring lords, the PCs get bailed out by a conniving slavelord looking to overturn one of the other slavelords. That addition actually makes a lot of sense, but the actual mechanisms of the plan (planted materials, aid to the PCs) tend to be a little obvious and overcomplicated.
Basically, every chance the adventure has to give the players a lot of choices and an active mission with a plausible explanation of minimal support* the PCs get forced down a specific path. It's disappointing. Narender sing negi mp3 songs downlod. This is really too bad, because the connective tissue put before A1 and between A1-2, and 2-3 is good stuff. It makes the Drachensgrab Hills come alive, gives the Pomarj a feel of a dangerous area full of uneasy and ill-cooperating humanoids, and lets them use violence, bribery, or their wits to deal with any number of situations.
One section - the Broken Rudder, an inn with lots of clues about the road ahead - are excellent set-pieces that invite good roleplayer and/or good tactics. It's just that whenever there is a chance to let the PCs find their own path the adventure chooses a ham-handed railroad. The book also has a lot of little editing issues. These include errors, missing stats, assumptions that mix 'the players have their own characters' and 'the players are playing the tournament characters' that show where text was lifted without review from the originals.
The art is interesting. It's a mix of illustrations from the original modules and many new ones. The new ones seem like illustrations done over pictures, which a mix of photo-realism and clearly drawn elements. Overall, I'm not a fan of most of it.
Even more oddly the picture of the slave lords changes the sex of several of the members (Lamonsten and Neralas become women) and the half-orc looks.. Overall, this isn't one I can recommend. For all the good, useful, and fun stuff in here, it's not one you would really want to run for a party. It is too much railroading for no good purpose, especially the set-up slave raid and the even-worse automatic capture to get the players into Highport. War Stories For all my complaints, you'd expect I would have never run this. I ran it with AD&D for an Unearthed Arcana-era group.