The Slavers saga comes to an end with a whimper instead of a bang.
Originally Published March 16th, 2002
This review builds on my reviews of A1: Slave Pits of the Undercity, A2: Secret of the Slavers Stockade, and A3: Assault on the Aerie of the Slave Lords. It’s probably a good idea to read those reviews, found here, 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.
At the end of A3: Assault on the Aerie of the Slave Lords the PCs fell victim to the Slave Lords: For months now they have been imprisoned in their dungeons — spellcasters tortured and kept from sleep to prevent them memorizing their spells; thieves denied their tools; and fighters denied their weapons. As the adventure begins they are dosed with more sleeping potions and then dumped into the cave system which runs through the nearby volcano.
The PCs must survive essentially by their wits alone in these caverns until, finally, the volcano erupts – destroying the city of Suderham beneath lava and an invasion of magmen. There is also a sligth chance at this point that the PCs might stumble onto the Water Dragon — the ship the Slave Lords are using to escape. If this happens, the PCs have the opportunity to defeat the Slave Lords once and for all. If not… well, who knows? They might bump into them in the next pub they stop at.
WEAKNESSES
There is only one problem with A4: In the Dungeons of the Slave Lords, but it’s a biggie:
It doesn’t make any sense!
And I mean from page one, paragraph one. Keep the adventurers imprisoned for months? Why? Then knock them out again and dump then in volcanic tunnels? Why?
“Why?” is actually a very important question here, because it’s one I kept asking myself throughout the module. As another example: Why are there kobolds, myconids, giant ants, and magmen all living in close proximity to each other down here?
But the most baffling question of all is this: Why, after an epic, four-part adventure, was the decision made to deny the PCs an epic confrontation with the Slave Lords? These memorable villains, although drawn well on the page, are never truly pitted against the PCs as true masterminds and cunning opponents. Instead, the saga of Slavelords is allowed to die with a whimper at best – a complete anti-climax at worst.
STRENGTHS
About the only thing A4 has going for it is the titular concept: In the Dungeons of the Slave Lords. Stripped of their equipment and their most potent magical abilities, the PCs are asked to escape their imprisonment, re-establish a power base, and strike a final, definitive blow against their would-be captors.
That’s a pretty cool idea. But there’s so very little of it to be found on the page here. The dramatic escape is, instead, rendered as absolute, incomprehensible stupidity on the part of the villains. The volcano’s eruption, a potentially brilliant and epic complication for the final act, is instead used as a tool for anti-climax. The final confrontation with the Slave Lords – a battle which should live in the memories of the players forever – is reduced to a whimpering formality, if it happens at all.
CONCLUSION
A4: In the Dungeons of the Slave Lords is not worth your time. Buy A1-3, but skip this one: You’ll be much better off ignoring everything except the high-level concept of A4 (which you can safely glean from this review) and crafting your own ending to this epic.
Style: 2
Substance: 2
Author: Lawrence Schick
Publisher: Wizards of the Coast
Price: $4.99
ISBN: 0-935696-28-8
Product Code: TSR9042
Pages: 32
Year Published: 1981
Arguably a great concept for a tournament scenario, but a terrible railroad in any other context. And the execution on this one really is quite lackluster. The A-series is well remembered in any case, but I think it would be even more highly placed in the pantheon of D&D adventures if it had managed to even marginally nail the landing.
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