Dungeons & Dragons, D&D, Advanced Dungeons & Dragons, AD&D, Wizards of the Coast, all .. One final note: how on earth did the Slave Lords modules get. “The Last Slave Lord” was another AD&D 1e adventure, with D&D Finally top it off with, “Slavers”, (sequel to “Scourge of the Slave Lords”). Quickly rate Against the Slave Lords / Scourge of the Slave Lords think it has merit for any OSR gamers, as well as D&D fans of any edition.

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DnD submitted 3 years ago by Barantor DM. You and your fellow adventurers have defeated the slavers of Highport, but you have learned of the existence of another slaver stronghold, and you have decided to continue the attack. Local lords, finally tired of the situation, hire a band of adventurers to attack the slavers in their home. It’s not a bad pickup for the extra material – especially the Drachensgrab details – but the originals are better.

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I did notice the monster list has to be modified considerably. Speaking of reviews, if you like them, there are all linked on my reviews page. Although he liked that it had forty pages, he also felt the artwork was sparse, and that the module was overly difficult for its intended character levels.

This product contains the completely revised Aerie of the Slavelords series of adventures. Friday, December 5, Review: This wraps up my review of the “Slaver’s Series” – A Like I said above, the expansion material is uniformly good.

As the adventurers progress on their mission to break up the band of slavers, they battle orcs and the insects in the sewers of the slavers’ conquered city.


Once there, they went into A1 and never came back out. The hardy adventurers must find a way out, with only their wits and courage scouge help them.

Dungeon Issue – Nov 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. This one assembles the slaver’s series into a single volume.

Wednesday, 26th January, The events of the adventure are set in CYfollowing four years of raids by slavers on the coastal population along the Sea of Gearnat from Onnwal to the Wild Coast.

I ov actually kind of surprised to be reminded the module calls for that – I don’t know if I was planning to use that or not. 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. Spurred on by your past success, you now seek the heart of the slaver conspiracy.

Danger at Darkshelf Quarry. The series is intended for use in the World acourge Greyhawkbut can be imported to any campaign setting. All four modules were reviewed by Jim Bambra scouge issue No. Please read the rules wiki page for a more detailed break-down of each rule. Worth to convert it to Pathfinder or another system of your choice, too.


My players, do not read! Assault on the Aerie of f&d Slave Lords: The Genie’s Curse Birthright: We wanted to show that even weak monsters could be dangerous when played intelligently.

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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. 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.


Against the Slave Lords | Dungeons & Dragons

Do not use URL shorteners. Dark Sun Dark Sun: Overall, this isn’t one I can recommend. Trapped in the dungeons of the Slave Lords! Steve Jackson Games The A3 module finishes with the player characters as captives of the Slave Lords, and they begin module A4 in the same condition.

This article includes a list of referencesbut its sources remain unclear because it has insufficient inline citations. I’m curious how some folks worked the party in the first part as it is really a loose outline for what happens and the npc descriptions are rather light.

I have some ideas on how to get the players down to the general area, but I was wondering if anyone had run this adventure module for 5E?

Instead of letting the PCs make their way there, the module puts obstacles in their path in the form of slaver agents. All images must be original content, must include [OC] or [Art] in the title, and must be accompanied by a description in the comments of at least characters.

If this section is played outside of a tournament, however, it is possible for the players to defeat the slavers and exit the area victorious.