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		<id>http://2d4chan.org/mediawiki/index.php?title=A1-4:_Scourge_of_the_Slave_Lords&amp;diff=7564</id>
		<title>A1-4: Scourge of the Slave Lords</title>
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		<summary type="html">&lt;p&gt;2601:285:8280:4260:F526:B66B:1B58:86A3: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Scourge of the Slavelords&amp;#039;&amp;#039;&amp;#039; is an epic quest assembled from tournament-play in 1980.  =The Development= As early as the 1970s, Dungeons &amp;amp; Dragons had a problem with crappy...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Scourge of the Slavelords&#039;&#039;&#039; is an epic quest assembled from tournament-play in 1980.&lt;br /&gt;
&lt;br /&gt;
=The Development=&lt;br /&gt;
As early as the 1970s, Dungeons &amp;amp; Dragons had a problem with crappy unoriginal dungeon-crawls. In 1979 the gamers at GENCON rose up in revolt and petitioned four TSR designers - Zeb Cook, Allen Hammack, David Johnson, and Lawrence Schick - to come up with better. Johnson, to punish the others, on &amp;quot;one cold evening&amp;quot; the following winter dropped the other three&#039;s first-level party arse-and-boobs naked into a minotaur&#039;s labyrinth. (They did get a loincloth each.)&lt;br /&gt;
&lt;br /&gt;
The four agreed this should be the LAST encounter for a tournament, not the first. Fortunately the loss of an equipment-advantage serves to put high-level adventures on almost the same even keel as low-level, excepting maybe hitpoints. And so the adventures which became A1, A2, A3 were born, to lead to that last dungeon. The A series proved popular so they were brought together, and expanded, into &#039;&#039;Scourge of the Slavelords&#039;&#039; published May 1986.&lt;br /&gt;
&lt;br /&gt;
The party getting captured, looted, and potentially enslaved themselves is a running theme in the series.&lt;br /&gt;
&lt;br /&gt;
=The Chapters=&lt;br /&gt;
==The Road to Highport==&lt;br /&gt;
This first chapter is &amp;quot;A-Zero&amp;quot; in the expansion. The party comes to a formal ball at Dame Gold&#039;s. Gold wants the party to deliver a MacGuffin to her brother. But she is about to be . . . &#039;&#039;Taken&#039;&#039;. The party, following the kidnappers, get hit by pirates too and Taken, onboard the slaveship &#039;&#039;Ghoul&#039;&#039; - to man the oars. Hope they weren&#039;t much attached to the magic weapons they&#039;d acquired up to now.&lt;br /&gt;
&lt;br /&gt;
==The City of Highport / The Temple of Highport==&lt;br /&gt;
Here commences A1, &#039;&#039;Slave Pits of the Undercity&#039;&#039;. The &amp;quot;City&amp;quot; chapter is five pages of mostly charts, so this adventure is the temple. Highport&#039;s liaison to the slavers are the orcs, running the operation from the sewers.&lt;br /&gt;
&lt;br /&gt;
==Into the Wilderness==&lt;br /&gt;
This moves the party so they can start A2. It&#039;s basically a Gazetteer of the northern Pomarj coast. Party can interact with humanoid villages, who charge tolls; and fend off orc opportunists, charging &amp;quot;tolls&amp;quot; outside their property. It expands and essentially replaces the optional wilderness run in that module. It&#039;s about to be replaced itself (see below).&lt;br /&gt;
&lt;br /&gt;
==The Slavers&#039; Stockade==&lt;br /&gt;
Five chapters in and we&#039;re at A2, &#039;&#039;Secret of the Slavers Stockade&#039;&#039;. In the stockade the party learns The Princess Is At Another Castle. This speedbump in the narrative justifies itself in a fine sultry BDSM villainess - Markessa - and lots of body-horror. The party can be Taken here too. OH NOT THE WHIP.&lt;br /&gt;
&lt;br /&gt;
==The Caves of the Drachensgrab==&lt;br /&gt;
This is the start of A3, &#039;&#039;Assault on the Aerie of the Slave Lords&#039;&#039;. It was a tournament run, to be done in three hours. This tunnel-system is how people find the slavers&#039; Gondolin called Suderham. Here&#039;s a nod to the Afrikaans language, a language in bad odour during the early 1980s.&lt;br /&gt;
&lt;br /&gt;
==The Hidden City of Suderham==&lt;br /&gt;
A3 continues. In the first part, the players need to find the catacombs. The catacombs themselves are Tournament Mode again aaaaand IT&#039;S A TRAP.&lt;br /&gt;
&lt;br /&gt;
==The Dungeons of the Slave Lords==&lt;br /&gt;
Why we&#039;re all here: good old-fashioned Carter-era nudity. It&#039;s A4, &#039;&#039;In the ...&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=The Force Awakens=&lt;br /&gt;
Sean Reynolds and Chris Pramas published &#039;&#039;Slavers&#039;&#039; in 2000.&lt;br /&gt;
&lt;br /&gt;
Its first 81 pages (of 128) detail the cities of the Wild Coast, including Elredd. Highport is introduced p. 89-97... but not the Temple nor undercity. Stockade ain&#039;t here either. Instead Markessa has her base at Kelen Lekos p. 100-9. Instead of Suderham, the adventure culminates at the Temple of the Earth Dragon which is a standalone cavern-complex.&lt;br /&gt;
&lt;br /&gt;
Reynolds and Pramas presented this as a sequel: Stalman Klim, leader of the Slavers in the first lot, is back with a new arrangement of bases. Players familiar with the first set might appreciate the nostalgia-trip if the DM runs the two new stomping-grounds instead. But these dungeons are a pale imitation of the dungeon-crawls and the sheer naked terrors of the original A series. It&#039;s a soft-reboot, more than a sequel or an honest remake. It will be too soft for most.&lt;br /&gt;
&lt;br /&gt;
What &#039;&#039;Slavers&#039;&#039; does offer the DM, is a gazetteer of the Coast and Pomarj, to supplement the series if you bought the four and didn&#039;t buy &#039;&#039;Scourge&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[Category: Dungeons &amp;amp; Dragons]] [[Category: Modules]] [[Category: Greyhawk]]&lt;/div&gt;</summary>
		<author><name>2601:285:8280:4260:F526:B66B:1B58:86A3</name></author>
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