Chapter 8:
Dungeons of the Slave Lords
-
"Life is hard and then you die! That is
what is carved into the wall of your cell.
For days, you think, you have been here
all by yourself. Where your companions
are, if they are even alive, is a mystery.
All you know is that you have received
the constant and brutal attention of the
slave lords. Each day it seems one of
them stops by to gloat over you. You
have come to know them well--bloodthirsty
Eanwulf, vixenish Ketta the Slippery,
impassive Brother Milerjoi,
frivolous Lamonsten and Ajakstu, the
dark Nerelas, and the brutish Theg
Narlot. They almost seem like family/your
in-laws. But they don't compare in
any way to the 2 highest Lords of the
council--the sadistic Edralve and the
cold-blooded old..priest..Stalman Klim.

You have been kept in your cell for an
unknown period of time. The only clue
as to how long is that all of your wounds
have healed. During this time, you have
been brought before the slave lords for
questioning many times. Their methods
are varied--sometimes kind and friendly
while on other occasions vicious and
inhuman--but the questions have
always been the same--who helped you?
How did you get here! Finally, weakened
by lack of sleep and a barrage of pain and
magick, you can no longer resist. Your
story unfolds--what little you know.

During this time, spells have long since
disappeared from their caster's memories,
cast in desperate and clever
attempts to escape from the dungeon or
lost in the haze of pain. Unfortunately,
all attempts were failures, though they
succeeded in giving the jailers a very
hard time. The clerics have received special
treatment: the jailers, knowing that
clerics can regain their spells by prayer
and sufficient rest, have not allowed the
clerics to sleep more than 3 hours in
succession, and have given them even
smaller rations of food and water than
the other characters have received.

Despite their intentions, the jailers have
occasionally slipped up in their routine
abuse. This has allowed the clerics to
quickly pray for (and receive) spells useful
to their current condition: cure light
wounds, purify food and drink, resist cold,
create water.
 
Something finally occurs to break the
monotony of imprisonment: the stone
shudders and the earth growls as a large
tremor rocks the island. Dust filters
down from the ceilings of the cells, and
you can hear much shouting and commotion
among your captors. After a
short period, the doors to the dungeon
clang open, and in walks Stalman Klim,
the evil high priest, surrounded by
guardsmen. Entering your cell, he grips
your chin and locks his eyes on yours.

"Weakling fool," he says almost cheerfully,
"if only you realized how well you
have served me. Soon I will control the
council--and all thanks to you! Without
relaxing his crushing grip he turns to the
guards and announces, "The Earth
Dragon has spoken! He is hungry, and
the time has come to feed the weak to
him, as is our sacred custom. Oh miscreants,"
he hisses, wrenching your face
around, "now you shall pay for the
havoc you have wrought! And in an
undertone he adds, "Since now your part
is done."

Contemptuously, he casts you back
into the corner and strides out of your
cell. "Guards, subdue them with the
Smoke of the Little Death.''

He turns and leaves, and the guards go
with him. Shortly, however, there is a
click as a small aperture is opened in the
dungeon..door. Through it comes the end
of a tube, which spews out the green
sleep smoke you remember so well. <affects everyone, regardless of Lvl/HD>

-
Refereeing the Dungeon
This section of the adventure is unusual is
that the characters START almost totally
bereft of equipment and spells. They are not
complete prisoners (as they were aboard the
Ghoul), having freedom to MOVE about
their prison. However, the slave lords consider
them helpless and doomed and so are
not concerned.

<i>
Many players think of their characters in
terms of the powers and possessions, rather
than as people. Such players will probably
be totally at a loss for the 1st few minutes
of play. It is likely that they will be angry at
the DM for putting them in such an "unfair"
situation. They will demand or beg concessions.
Do not give them any help, even if
they make you feel sorry for them. Tell the
players that they must rely on what they
have, not what they used to have, and that
this includes their brains and their 5
senses. Good players will actually welcome
the challenge. All players will ultimately
enjoy this section much more if they get out
on their own resources, rather than with
hints and clues the DM gives them.

The dungeon labyrinth is far from a normal
AD&D..dungeon. To escape, the PCs have to make the best of the
opportunities offered by the contents of the
various encounter areas. These opportunities
may seem meager to the players at 1st,
but this dungeon contains more than
enough material for the players to escape
from any of the exits if they have the wits
and resourcefulness to recognize and utilize
it.

In +addition+, this section will test of the
ability of you, the GM! It is a
virtual certainty that good players, forced
to rely on their own initiative, will attempt
to USE what they find to do things not covered
by the roolz. In these situations, it is
entirely up to you to handle these requests
with fairness, objectivity, and imagination.
Some things the GM can think about ahead
of time: for example, how will the party
make light, |or| ropes, |or| mark their way?
Consider such things, but be prepared also,
for the players will probably think of things
that never occurred to you.

An essential mechanism of this scenario is
the impending earthquake && volcanic
eruption which will destroy the dungeon
<probable TPK if the WSG is used RAW/BTB>
and Suderham. The earthquake (and its
attendant foreshocks) serves 2 purposes:
it prods the players on to act quickly in the
dungeon, and it sets the stage for the next
section of the adventure. A number of tremors
precede the earthquake, each of which
should be slightly greater than the last.
Begin the tremors as soon as the players
START this section. Describe the walls trembling,
sand shifting underfoot, dust and grit
falling from the ceiling, and a deep growling
from within the surrounding rock. After
that, the tremors occur at regular intervals,
with a slight increase in magnitude each
time. The following schedule is suggested:
stage a tremor after 40 minutes of play, the
next one after 35 more minutes, the next
after 30, then 25, 20, 15, etc., until the tremors
are rocking every couple of minutes, if
the players haven't escaped yet. (Be discreet;
clever players will notice obvious
clock-watching.) This is a chance for you to
inject some drama and suspense into The Game.
Above all, never let the players suspect
that the ceiling won't really fall on their
heads, and that the whole dungeon will collapse
behind them as soon as they escape!
Make them think that they will all be killed
if they don't get out in time (which is exactly
what happened in the tournament scenario!).

There is another purpose which the final
earthquake can serve. If the players are
totally unable to escape the dungeon,
because of damage, inadequacy, or some
fatal error, the earthquake can a) kill them
all and put them out of their misery or b)
open an escape route to the outer world.
The DM may choose to award fewer or no
XP for the labyrinth if the latter
expedient proves necessary.

Standard Dungeon
Features
The ceilings of all dungeon tunnels and
chambers are approximately 10 feet high,
except where otherwise noted. The tunnels
vary from 6 to 12 feet in width, averaging
about 9 feet wide. All tunnels and chambers
are of fine sandstone, except in wet and
drippy areas, where the walls are limestone.
(This is strange geology for a volcanic
island. Perhaps it can be explained by
the lejend that The Earth Dragon wanted a
pleasant isle for his crater lake, so he carried
away an entire tropical island and dropped
it here. But perhaps not.)

Except where noted, it is not possible to
chip rock pieces out of the wall to get weapons
or slingstones. The limestone is too
hard, and the sandstone is too crumbly. The
floors of the tunnels && chambers are covered
with fine sand to a depth of 1 foot. The
floors in the limestone areas are generally
smooth. Stalactites && stalagmites are too
thick to break off except as noted.

Starting Fires
Certain materials have been placed in the
labyrinth to enable quick-witted players to
gather the wherewithal from which to construct <Firebuilding, WSG>
a fire. It is likely that every group of
adventurers will at one time attempt to USE
these or other materials in a manner not
intended or foreseen by the author. In all
such cases, the carefully considered judgement
of the GM must be the final authority.
It would be quite impossible to anticipate
every given action a party might TAKE and
give instructions here on how to handle the
situation. However, a few tips are listed
below covering the starting of fires, which is
one of the most crucial and clear-cut problems
facing the adventurers.

Flint and Steel: Sharp blows of flint
against ferrous metal (iron or steel) will praduce
a spark. For example: the rusty dagger
(area 4) and flint spearheads (area 6). Flint
striking flint, bone, or other rock will not
produce sparks.

Friction: The wood found in area 5 is too
crumbly to be rubbed together to produce a
flame. If this is attempted, the wood will
merely break into smaller fragments.

Plants and Animals: The glow-fungi (area
11) and fire beetles (area 15) give off light
but not heat, in the manner of fire flies. It is
a total waste of time for a party to try to
start a fire with these.

The above notes are intended as a supplement
to the information provided under the
encounters themselves.

Climbing
All of the walls in the dungeon caves can
be climbed by thieves at normal percentages <Climb Walls, PH>
except where indicated otherwise.

Fighting
Fighting in the dark is at -4 "to hit" for
characters without infravision.

Infravision
lnfravision will enable characters to note
the general outlines of cave walls and the
presence of creatures, but that's about it.
Everything non-living in the dungeon is
about the same temperature as everything
else. Characters with infravision will be able
to see fish and other creatures in the water at
areas 10 and 12. Infravision does not enable
a character to read a scroll! Reading parchment
requires visible light.

Footprints
Footprints and other marks on the floor
will be wiped out by the shaking of the sand
with each earth tremor, and thus will not be
reliable "road marks."

Resting
Characters may decide at some point to
REST and/or sleep, particularly in order to
regain clerical spells. There are several ways
to dissuade them from this. One way is to
tell the players, "You rest for 40 minutes but
then there is an earth tremor, slightly larger
than the last. Your REST is spoiled." Another
way to deal with this in a timed Game situation
is to have the Characters' REST time equal
real time. To do this, the GM simply leans
back and does nothing, responding to
hurry-up exhortations with, "You're still
resting." Most parties will catch on within a
minute or 2 and give up on this particular
ploy.

Mapping
No mapping is possible by players until
characters acquire something to map with!
Mapping requires light and a reliable writing
instrument. (A pricked finger is too
messy and the blood will keep coagulating.)
Characters do not know which way is north
(unless they have a Stoutish hobbit with
them who thinks to check for direction); all
directions should he given to them in terms
of right and left. This will make it difficult
for the players to keep track of where they
are and where they've been, but not impossible.
If they think they've been some place
before, do not confirm or deny it; describe
the place and let them decide.

Traveling
This may be difficult without light. Characters
without infravision will have to feel
their way through the dark, and the party
will be able to MOVE no faster than 1/2
the SPEED of its slowest member with normal
vision. Ultravision is of no use here. If the
group travels without linking hands or
using some other method to keep together,
each unlinked character with normal vision
has a 20 % chance of making a wrong turn at
an intersection. If the party is accidentally
split in this way, it will take 1-2 turns to
notice the split and reform the party (possi-
bly longer, if the group is attempting to
remain silent).

Key to the Labyrinth
 
1.. 2.. 3.. 4.. 5.. 6.. 7.. 8.. 9.. 10..
11. 12.. 13.. 14.. 15.. 16.. 17.. 18.. 19.. 20..
21.. - - - - - - - - -

>>1.