Scourge of the Slave Lords
An Epic Adventure! Includes the revised
Aerie of the Slave Lords
series plus totally new adventures through
the Wild Coast! Set in
the fantastic WORLD
OF GREYHAWK Setting.
TSR, Inc.
PRODUCTS OF YOUR IMAGINATION
Advanced Dungeons & Dragons
OFFICIAL GAME ADVENTURE
Scourge of the Slave Lords
by Cook, Hammack,
Johnson, Schick, and Carmien
HTML version dedicated
to those who fought against the American slavers back in the day
A1 SLAVE PITS OF THE UNDERCITY: CREDITS
Designed and Written By: David Cook.
Layout and Editor: Brian Pitzer.
Editing: Kevin Hendryx, Harold Johnson,
Frank Mentzer,
Paul Reiche III, Evan Robinson.
Art: Jeff Dee, David S. LaForce, Jim Roslof,
Bill Willingham
Development: Kevin Hendryx, Paul Reiche III, Evan Robinson.
Able Assistance: Allen Hammack, Harold Johnson,
Lawrence Schick.
Play Testing: Brian Blume, Helen Cook, Jeff
Dee,
Gary Gygax, Frank Mentzer, Tom Moldvay,
Erol Otus, Bob Waldbauer, Jim Ward.
Tournament Coordinator: Bob Blake.
Table
of Contents
Foreword ...................................
3
Introduction
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Chapter 0: Danger at Darkshelf Quarry +
Chapter 1: The Road
to Hiighport +
The Invitation
+
Welcome to Safeton
+
The Feast at
Dame Gold's +
The Mission
+
Life in Elredd
+
Leaving Town
+
Captured +
Fates Worse Than
Death +
Chapter 2: The City
of Highport +
Geomorphic
Highport +
The NPCs of
Highport +
Jobs Available
+
Information
+
Special
Encounters +
Chapter
3: The Temple of Highport +
Key to the Temple
Level +
1. | 2. | 3. | 4. | 5. | 6. | 7. | 8. | 9. | 10. |
11. | 12. | 13. | 14. | 15. | 16. | 17. | 18. | 19. | - |
1. | 2. | 3. | 4. | 5. | 6. | 7. | 8. | 9. | 10. |
11. | 12. | 13. | 14. | 15. | 16. | 17. | 18. | 19. | 20. |
21. | - | - | - | - | - | - | - | - | - |
Chapter 4: Into the
Wilderness +
The Hill Trails
+
The Tribes +
Runaway Slave
+
Chapter 5: The Slavers' Stockade +
1. | 2. | 3. | 4. | 5. | 6. | 7. | 8. | 9. | 10. |
11. | 12. | 13. | 14. | 15. | 16. | 17. | 18. | 19. | 20. |
21. | 22. | 23. | 24. | 25. | 26. | 27. | 28. | 29. | 30. |
31. | 32. | 33. | 34. | 35. | 36. | 37. | 38. | 39. | - |
1. | 2. | 3. | 4. | 5. | 6. | 7. | 8. | 9. | 10. |
11. | 12. | 13. | 14. | 15. | 16. | 17. | 18. | 19. | 20. |
21. | 22. | 23. | 24. | 25. | 26. | 27. | 28. | 29. | 30. |
31. | 32. | 33. | 34. | 35. | 36. | 37. | 38. | 39. | - |
Chapter 6: The
Caves of the Drachensgrab +
The Trail +
The Caves of the Drachensgrab +
A. | B. | - | - | - | - | - | - | - | - |
1. | 2. | 3. | 4. | 5. | 6. | 7. | 8. | 9. | - |
Chapter 7: The
Hidden City of Suderham +
The Aerie of the
Slave Lords +
1. | 2. | 3. | 4. | 5. | 6. | 7. | 8. | 9. | 10. |
11. | 12. | 13. | 14. | 15. | 16. | 17. | 18. | 19. | 20. |
21. | 22. | 23. | 24. | 25. | 26. | 27. | 28. | 29. | 30. |
31. | 32. | 33. | 34. | 35. | 36. | 37. | 38. | 39. | 40. |
41. | 42. | 43. | 44. | 45. | 46. | 47. | 48. | 49. | 50. |
51. | 52. | 53. | 54. | 55. | 56. | 57. | 58. | 59. | 60. |
61. | 62. | 63. | 64. | 65. | 66. | 67. | 68. | - | - |
1. | 2. | 3. | 4. | 5. | 6. | 7. | 8. | 9. | - |
Chapter 8: Dungeons of the Slave Lords +
1. | 2. | 3. | 4. | 5. | 6. | 7. | 8. | 9. | 10. |
11. | 12. | 13. | 14. | 15. | 16. | 17. | 18. | 19. | 20. |
21. | - | - | - | - | - | - | - | - | - |
Chapter 9: Suderham in Flames! +
Key to the Island Encounters +
A. | B. | C. | D. | E. | F. | G. | H. | I. | J. | K. | L. |
The Slave Lords
+
Pre-generated Characters +
Design: David Cook, Allen Hammack, Harold
Johnson, Tom Moldvay,
Lawrence Schick, and Ed Carmien
Revision: David Cook
Editing: Harold Johson, Jon Pickens, Brian
Pitzer, Edward G. Sollers,
Stephen D. Sullivan, Steve Winter
Cover: Jeff Easley
Interior Art: Ron Lindahn, Val Lakey Lindhahn,
Erol Otus, Bill Willingham
Cartography: Jean Koebernick, Dave LaForce,
Stephen D.
Sullivan, David C. Sutherland III
Typography: Linda Bakk
Here in your hands is the next stage in
the
sweeping adventure begun in The
Temple of
Elemental Evil.
With this book you can
carry on the adventures of the band of
heroes introduced
in The Temple of Elemental
Evil as they journey from the safety of
Hommlet
to the untamed lands of the
Pomarj.
Now your players can adventure in
the lands of Greyhawk
from 1st through
10th levels or even higher.
But these adventures haven’t always been
The Scourge of the Slave
Lords. 1st published
in 1980 and 1981, they were released
as a series of four modules: A1,
Slave Pits of
the Undercity;
A2,
Secret of the Slavers
Stockade;
A3,
Assault on the Aerie of the
Slave
Lords; and A4, In the Dungeons of the
Slave
Lords. While these 4 modules
linked to each other, there was no thought
or intention to connect them to the The
Temple of
Elemental Evil
adventures. Indeed, that
product had not even been finished at the
tirne!
In truth, the A series of modules had
humble origins and simple goals. In late
1979, 4 members of the TSR Design
staff--Lawrence Schick, Harold Johnson,
Allen Hammack, and, myself, David
Cook--listened with some dismay and
unhappiness to complaints from players
of
the GENCON Open Tournament.
We had little idea whether these com-
plaints were valid, but something had to
be
done. Before we knew it, we had committed
to creating and writing the next year’s
AD&D
Open Tournament.
Great, marvelous--but how were we
going to do it? The 1st thing we needed
was
an idea that would make the tournament
exciting. Finally, in November, the thunderstroke
came. One cold
evening Harold
Johnson ran the 1st adventure of a new
AD&D@campaign.
With a large amount of
perverse glee, he quickly arranged to have
all our lowly 1st-level characters arrested,
stripped of our meager goods (right down
to
a loincloth), and locked into a labyrinthine
system of caves.
There our characters were
left to die, assisted by a relentless and
hungry
minotaur.
It was our wits against impossible
odds, Somehow some of our
characters survived.
That adventure was great and exciting. It
made us think, be
clever, use our skills, and
truly role-play
to find solutions. There was
no doubt-this same situation would make
a perfect final round for the tournament.
What better test could there be to find
the
ultimate role-playing team? So, we had
an
ending, but no beginning. Somehow we had
to bring the PCs to this point.
The AD&D Open Tournament required
7 different rounds of play: 5 first
rounds, 1 semi-final round, and 1 final
round. We knew what happened in the final
round and had a pretty good idea of what
was needed in the semi-final (everyone
gets
captured). We needed the 1st rounds and
we needed a story.
For the story, we created
the infamous slavers. They would provide
the connecting thread and motivation for
the characters. However, designing the
1st
rounds was a much more difficult matter.
To be fair, every 1st round had to be balanced
against the other 1st rounds. For the
tournament to he fair, every team in every
opening round had to face ahout the same
amount of challenge. With 3 designers
doing different rounds of the tournament,
it
was necessary to have careful discussions
and plans for the tournament. 1st, each
designer chose a low-level monster that
would be the basis for his round: orcs
in A1,
hobgoblins
in A2, and gnolls
in A3. Next we
decided on the number and type of encounters
that would occur: 9 encounters to fit
the time
limit of 3 1/2 hours. We guessed this
would give a good team just enough time
to
get through every encounter. We also figured
that every encounter should be tough
enough to kill 1 PC. With
9 tournament characters, there could
only be 9 encounters.
We also set what would happen in each
encounter. Thus we came up with the following
list:
2 Traps
1 Trick to
fool the players
1 Problem
the players had to solve
1 Encounter with the basic
monster
of the <adventure>
1 Ambush prepared by the basic
monster
of the round (orcs,
hobgoblins,
gnolls,
etc.)
1 Encounter with the basic
monster
and a friend (an ogre, for example)
1 Encounter with an unintelligent monster
1 Encounter with a brand new monster
1 Grand Finale
Using this list, we each went to design
our
tournament rounds.
Even after this, our work was not yet
done. Each round had to be carefully compared
and playtested. Adjustments were
made to bring the rounds into proper balance.
Many people helped, Tom Moldvay in
particular, with his suggestions and assistance.
Finally, the rounds had to be expanded
into modules, adding details to fit the
demands of campaign
play.
David Cook
February 6, 1986
From the boozy refuse of sea-front taverns
to the war councils of murderous orcs,
there
is only 1 gang that can bind and command
them--the slave
lords. At 1st they
were only a vague whisper on the lips of
a
few barbaric scum, a whisper that grew
to
an icy chill of dread and despair--the
slave
lords! They
are masters of vile cruelty and
terror. And they are unnamed and unidentified,
hiding behind a veil of secrecy and
deception!
The story
of Scourge of the Slave Lords is
that of justice. and possibly revenge.
For
years the slave
lords have carried out their
particularly cruel trade on fishing villages
and isolated farming communities. Their
actions have been without remorse or pity,
Now, it is time
for their terror to end, perhaps
at the hands of a few hearty adventurers.
Players should begin the adventure with
characters of 4th to 6th level, perhaps
characters who have adventured and survived
through the dangers of The
Temple of
Elemental Evil.
Characters of lower levels
had best adventure in large
groups (very
large groups for extremely
low levels!).
Characters of higher levels can also be
used,
and the group sizes should be adjusted
accordingly. Of course. there comes a point
where a single character of very high level
can deal with the entire adventure and
not
feel challenged. Such a character simply
does not have a place in this adventure.
Leave him home, tending the estate or
minding the kingdom, if you please.
Getting Started
To play this adventure, it is necessary
to
have the Players
Handbook, Dungeon Masters
Guide.
and Monster Manual at least. It
may also he useful to have a copy of Monster
Manual II
as some of the creatures
which appear herein are fully described
in
that volume. No provision is made for character
classes or creatures from other books
(Unearthed Arcana
or Oriental Adventures)
but these certainly can be incorporated
into
any referee's campaign
as he desires and
allows.
Since the adventure presented is quite
large, it is unreasonable
to demand or even
ask that you, the referee, read or skim
all the
material before beginning play. You should
become familiar with the organization and
<9 chapters, 4 modules>
parts of the module. Look also at the map
booklet, identifying the various maps and
<table of maps>
when they are needed. Doing both of these
will make it easier for you to quickly
find
information when you need it.
The module is divided into chapters.
Each
chapter is a separate stage of the adventure.
On the average, you should be able to to
play 1 chapter per game session. Therefore,
to prepare as referee, you should read
carefully the chapter you intend to play.
It
may also help to skim through the next
chapter so you can see where events are
supposed
to lead.
Inserted in this book is a smaller booklet
of maps. All maps used in the adventure
can
be found there. However, you may also
wish to have the WORLD
OF
GREYHAWK
Campaign Supplement,
which provides the larger setting against
which this adventure occurs.
Refereeing the
Adventure
As a campaign
adventure set in the World
of Greyhawk,
Scourge
of the Slave Lords
must rely on your skills and knowledge
to
succeed. You are the only person who
knows the abilities and temperament of
your players and their characters. You
are
the only person who can provide the richness
of background detail peculiar to your
campaign. You are the only person on hand
to make the on-the-spot judgements which
invariably become necessary. You are an
important part of this adventure. If you
remember this fact and enjoy your role,
this
adventure will excite and challenge your
players all the more.
An important factor of this adventure is
motivation. Situations are created to galvanize
and energize the PCs.
Your participation and judgement in this
motivation is vital. Some situations in
this
adventure require your careful judgement.
Terrible things will happen to the PCs
and the players may become discouraged,
enraged, or unduly upset by these
events. This
is where your skills are most
important. You must work to maintain the
spirits of your adventurers while retaining
the desperateness of the situation. Properly
done, they will have a strong desire to
fight
their way through and track the slave
lords
down to the end.
Scourge of the Slave
Lords is designed for
characters of 5th to 7th level. During
the <4-6?, 5-7?, 7-11?>
course of <the adventure> PCs are likely
to earn
enough XP to rise 1 or
more levels. The increase in levels may
be
necessary for some characters to survive
the
final sections of the adventure.
The slave lords
themselves are a cunning
and dangerous group. Not only are they
powerful in levels and magick, they are
also
accustomed to working as team. They have
worked together for many years and have
become aware of each other's strengths
and
weaknesses. Time
has allowed them to
assemble a highly efficient organization.
They make few mistakes, for mistakes are
too costly in their business. They possess
no
pity or mercy. Although they can be
extremely subtle, they also appreciate
the
effect of brute force and overwhelming
might. Finally, they are indescribably
cruel. <General Tendency>
Bear these factors in mind when refereeing
the slave lords.
This is not a module for bunglers!
No opening background is given for this
adventure for 2 reasons. 1st, it is
assumed that this adventure begins shortly
after the PCs have finished
with The Temple of
Elemental Evil. In this
case, you will know the situation and condition
of your PCs best. If you
are not using the WORLD
OF
GREYHAWK'
Fantasy Setting, you will
have to create your own appropriate background
information, adjusting what is given
here to fit your campaign.
2nd, in the opening sections of the
module, you should try to deceive the players
as to the true nature of the adventure.
You want them to believe they are going
to
tackle something other than the slave
lords,
springing these villains and the problems
they make as a surprise.
Information is normally presented in the
module in 1 of 2 ways.
Areas of boxed
text are descriptive passages that should be read aloud to the players unless special circumstances prevent their knowing the information given there. |
The information not
boxed is material for the DM only, so that
he
can referee the encounter.
Chapter 1: The Road to Highport +
1
2
3
4
5
6
7
8
9
10