The Alexandrian

A3 Assault on the Aerie of the Slave Lords - TSR, Inc.

The saga of the slavers continues, but the quality begins to drop.

Originally Published March 16th, 2002

This review builds on my reviews of A1: Slave Pits of the Undercity and A2: Secret of the Slavers Stockade. It’s probably a good idea to read those reviews, found here and here, respectively, before reading this one.

CONCEPT

Warning: This review will contain spoilers for the A-series of modules. Players who may find themselves playing in these adventures should not read beyond this point.

A3: Assault on the Aerie of the Slave Lords, designed by Allen Hammack, sets the PCs on a more proactive path in their mission to destroy the sinister slavers. The story here is basically broken into three sections.

The Caves of Drachensgrab: Following leads picked up in A2: Secret of the Slavers Stockade, the PCs have (off-screen) penetrated deep into the Pomarj – a wasteland infested with humanoid tribes. Here, standing on the “rocky slope of a steep hill,” they hope to find the hidden entrance to the slaver’s stronghold.

This section of the adventure is essentially advanced spelunking with as many illogical twists as Allen Hammack could dream up: Gnolls, salt slides, bizarre and improbable traps, piercers, a storoper (a roper which looks like a stalagmite instead of a tree), an illusionary throne room, and more.

The Hidden City of Suderham: If the PCs find their way through the caves, they’ll enter the hidden city of Suderham – an entire city hidden away in the heart of the mountains and serving the Slave Lords’ every whim. Here the PCs need to keep a low profile, while trying to find a way into the Slave Lords’ stronghold.

The Catacombs: The way in lies through the sewers and catacombs beneath the cities. Here Hammack is able to find a bit more logic on which to hang his improbabilities (because here, at least, there should be no regular, legitimate traffic – so the Slave Lords can place whatever traps and defenses they want).

Eventually, however, the PCs find their way to the Council Chamber of the Slave Lords. At this point, the tournament background of these adventures rises up: The DM has the choice of either railroading a loss here (thus prompting A4: In the Dungeon of the Slave Lords), or letting the PCs mop up the Slave Lords. (In reality, there are several ways that a DM could restructure this final encounter so that the players aren’t run over by a train – but the module isn’t going to provide you with any guidance here.)

STRENGTHS & WEAKNESSES

A3: Assault on the Aerie of the Slave Lords has significant flaws.

First off, as I alluded above, the encounters here trigger all of my Absurdity Meters. The constant barrage of illogical contrivance in A3 renders the module essentially unplayable as written for me.

Second, as I mentioned above, there’s the railroad at the end of the adventure.

Finally, the Slave Lords simply don’t affect the course of the module at all. I have no sense of an “assault” on anything, because the entire module comes across as nothing more than a mediocre dungeon crawl. The title promises so much, and the adventure delivers so little!

So what does this module have going for it?

First off, the basic adventure structure is a good one: Find the hidden route through the caves of Drachensgrab, sneak through the Hidden City, and lay siege to the Aerie of the Slave Lords. As an outline, that sounds fantastic! (But, as the saying goes, the devil is in the details.)

Second, although both the caves and the catacombs are poorly done, the Hidden City portion of the adventure is very well done: There is a complete encounter key for the entire city (detailing every building), and the premise itself here is strong – even awe-inspiring. In playing the module, whenever a group of PCs emerges from the caves to see the Hidden City sprawled out beneath them, a moment of silence invariably settles over the group.

(The Hidden City also benefits from the inclusion of a Player’s Map.)

CONCLUSION

A1: Slave Pits of the Undercity and A2: Secret of the Slavers Stockade are both very strong modules, in need of little more than a minor clean-up job. A3: Assault on the Aerie of the Slave Lords, on the other hand, presents little more than a few good ideas – particularly when it comes to the first and third sections of the adventure.

That being said: The structure presented here is a good one. And the Hidden City material probably makes this a worthwhile purchase. You’re going to have to put in a lot of work to make this serviceable for your game table, but there’s enough raw material here that it’s going to make your job easier than working from scratch. For $5, that’s probably good enough to justify the purchase.

Style: 2
Substance: 3

Author: Allen Hammack
Publisher: Wizards of the Coast
Line: AD&D (ESD)
Price: $4.99 (ESD)
ISBN: 0-935696-27-X
Product Code: TSR9041
Pages: 30
Year Published: 1981

A3: Assault on the Aerie of the Slave Lords was one of the very first D&D modules I ever purchased, plucked out of the Used bin at Pinnacle Games in Rochester, MN. I pored over its pages and ran the dungeon section of the adventure many times, despite not having access to the rest of the A-series until several years later. (As a neophyte GM I could not wrap my head around how the underground city was supposed to work, although I sort of stumbled through it once.)

Next: A4 In the Dungeons of the Slave Lords

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

Leave a Reply

Archives

Recent Posts

Recent Comments

Copyright © The Alexandrian. All rights reserved.