Showing posts with label A series. Show all posts
Showing posts with label A series. Show all posts

Sunday, April 16, 2023

Slagovich: Gateway to Adventure

I've long considered Slagovich to be an ideal campaign home base.

PCs can begin their adventuring careers in the frontier city of Akesoli in the Lands and Environs of the D&D Wilderness (I've always liked the area north of there for B7 "Rahasia") and join a caravan across the Sind all the way to Slagovich (the caravan encounters, including the buried temple, from X4 "Master of the Desert Nomads" could be used).



Illustration from X6 "Quagmire!" depicting the port of Slagovich (note mountain range in the background)


Arriving in Slagovich, there are 12 adventure hooks to be had:

1. If the characters take their time wandering through the streets of Slagovich, they come across the following advertisement:
Wanted: Wild horses, mules, and camels.  Best prices paid.  100 gp for camels, 75 gp for horses, 50 gp for mules.  Bring roped animals to the agent of Bondee Slagomann at the corrals on the outskirts of town"
Module X6 "Quagmire!"

Bondee is a wealthy Slagovich merchant.  His daughter, Kazandra Slagomann, is later captured by the mermen of the Sunken City, and must be rescued.

Alternatively, Bondee could hire the characters to find out what happened to his daughter.  This might lead into a more natural hook for module X6 "Quagmire!".

The PCs learn that lizard men have been harassing the trading ships in the area around East Fang Cape, and that no one can recall the last time a ship arrived from Quagmire.


2. Module I1 "Dwellers of the Forbidden City" on the Serpent Peninsula:
For several months, possibly even years, there have been reports of banditry in the jungles to the south.  Merchants carrying precious loads of rare goods from the jungle lands have been waylaid, their goods taken and their men captured or killed.  Even then, those who survived these raids had to face headhunters, brain fever, giant leeches, cannibals, and leopards.  Few men ever returned.  The stories they told were fantastic and addled, surely brought about by disease and the horrors with which they had to deal.  Singing snakes, twisted and deformed ape-men, men who were not men, and writhing, horrid flowers filled their tales-surely such things were not to be believed.  Nonetheless, something had destroyed the caravans.

Furthermore, none of the goods taken from the caravans has ever appeared in the markets of the north, at least as far as the merchants can tell.  Some were certainly identifiable - rare pieces of art, scrolls, books, and other items destined to fetch good prices in the kingdoms of the north.  It could only mean that someone or something was hoarding a great treasure in the jungle.  Prompted by this information, adventurers set out to find the bandits and gain their treasure.  Your party is one of these.
Module I1 "Dwellers of the Forbidden City"



Map of Serpent Peninsula from X6 Quagmire! (left) and Champions of Mystara (right) indicating the location of Onyo Maata, a suitable location for I1 Dwellers of the Forbidden City


Four additional reasons for seeking the Forbidden City are given:

3. Revenge
A group of merchants has hired your party to stop the raiding (as explained in the module Background) permanently.  Characters must find and enter the city, determine who is responsible for the raids and destroy that person or group.  The characters must also ensure that no further raids occur.  This could be done by destroying all of the inhabitants, bribery, creating feuds, sealing all the ways in and out of the city, or any other plan the players might invent.  The merchants would no doubt like to have the goods they lost to the raids returned, so the DM might wish to create a very well-guarded storehouse of these items.
Module I1 "Dwellers of the Forbidden City"


4. Rescue
Many important people have been disappearing from the courts of nearby lands.  The people are being kidnaped by the Black Brotherhood (a secret group the DM must create) and given to the yuan ti for safekeeping.  The Brotherhood wants to help the yuan ti by weakening the power of the surrounding kingdoms.  First the characters must discover who is doing the kidnapping, and then trace the kidnappers to the yuan ti.  A group of the Black Brotherhood would be based in the city.  The prisoners would be hard to find, for they are scattered throughout the city.  Some might be easy to rescue, while others might be very difficult to rescue.
Module I1 "Dwellers of the Forbidden City"


5. Conquest
A local potentate (or other ruler) has declared that his ancestors were once the masters of the Forbidden City (although there is no proof to his claim).  He wants the adventurers to enter the city, scout it, and, if possible, clear it of all foul monsters.
Module I1 "Dwellers of the Forbidden City"


6. Defense
A courier carrying important information was recently attacked and robbed while crossing the jungle.  Found before he died, the courier told his rescuers of the theft.  Since his papers reveal the weaknesses and strengths of a nearby kingdom, the monarch of that land has offered a reward for the return of the documents.  At the same time, the rulers of several other lands have likewise offered rewards if the documents should just happen to reach their hands first.  However, once the characters reach the city, they will learn that an evil army is being assembled to attack all the surrounding lands.  To save themselves and others from slavery, the adventurers must try to prevent this attack from occurring.  The players must defeat or join other parties also after the stolen documents.  How they do it is left to the players and the DM.
Module I1 "Dwellers of the Forbidden City"



Map of Hule from module X5 "The Temple of Death" with recommended location for the city of Highport from A1 "Slave Pits of the Undercity" (left) and the Gulf of Hule (right) from "Adapting classic AD&D modules to a Mystara campaign" in Threshold: the Mystara Magazine #22


7. Modules A1-4 "Against the Slavers" in the nearby Gulf of Hule:
It is time to put a stop to the marauders!  For years the coastal towns have been burned and looted by the forces of evil.  You and your fellow adventurers have been recruited to root out and destroy the source of these raids.  But beware, hundreds of good men and women have been taken by the slavers and have never been seen or heard from again!
Module A1 "Slave Pits of the Undercity"


The four adventure hooks from module X9 "The Savage Coast":

8. Gold Rush
There's gold...lot's of it...west of here.  It's supposed to be all along the coast of someplace called Orcs Head Peninsula.  An old seer told me it was there.  It's ours for the taking if we can get past the natives who live there.  He said the peninsula is a dangerous place, but if we're smart, we'd never want for anything again.
Module X9 "The Savage Coast"


9. Cartographers Guild
The Cartographers Guild of Slagovich has offered us a handsome reward for a more detailed map of the coastline areas of Orcs Head Peninsula.  If we agree to sail along the coast of the peninsula to map the lands of the area, they will give us 50,000 gp each, and they've already given us a map that shows the areas where hidden treasures might be found, and a map of a legendary lost city.  No adventurer has been able to find the treasures or the city yet.
Module X9 "The Savage Coast"


10. Rival Brotherhoods
The local clerics of the Brotherhood of Light are looking for a few good adventurers to discover the whereabouts and the activities of their rivals, the Lawful Brotherhood.  They believe the Lawful Brotherhood is engaged in some exploitive pursuits, and are becoming too powerful.  They have noticed ships in the harbor that fly the Lawful Brotherhood flag, but they have not been able to determine the Brotherhood's business here.  The ships come and go only at night—a good indication that something is not right.
Module X9 "The Savage Coast"


11. Merchant Company
The Pure Gold Merchant Company is searching for a party of adventurers with a ship.  Rumors of gold along Orcs Head Peninsula have caused a panic among the owners of the company.  Their ships are all on other expeditions—they have no time to wait for their return.  If there is gold to the west, they want it first, and are willing to pay for it.
Module X9 "The Savage Coast"



Site of the lost city of Risilvar in the Forbidden Highlands of Orc's Head Peninsula, from module X9 "The Savage Coast", a fitting location for the Hidden Shrine of Tamoachan (left).  Illustration by Jeff Dee (right).


12. Finally, there could be rumours regarding module C1 "The Hidden Shrine of Tamoachan"



Notes:

Originally posted on Dragonsfoot (September 8, 2018)

See also  "The Voyage of the Princess Ark (Part 17): The Slagovich affair" by Bruce Heard, in Dragon #171 (July, 1991)

Saturday, October 30, 2021

Gen Con XIII: Against the Slavers

Gen Con XIII was held in August, 1980 on the Parkside Campus of the University of Wisconsin.  The AD&D open tournament was "Against the Slavers", a collaborative effort by David “Zeb” Cook, Harold Johnson, Tom Moldvay, Allen Hammack, and Lawrence Schick.


Gen Con XIII as advertised in The Dragon #40 (August, 1980).

According to Jake Jaquet's article "Conventions 1980" published in The Dragon #43, the tournament started with over 800 players (a sizeable proportion of the 4500 in attendance).  In a separate article, Dave Cook describes how such a large number of players was handled:

Five first rounds were required to narrow the contestants down to a mere 135 semi-finalists which in turn became only 45 finalists. To do all this required 5 different first-round scenarios, a semi-final round, and a final-round design.

Dave Cook, "Survival tips for the Slave Pits" The Dragon #43


The tournament was later published as the 4-module "Aerie of Slave Lords" series, intended for character levels 4-7.

A1 "Slave Pits of the Undercity"* combines two of the first-round scenarios (the temple and the sewers), A2 "Secret of the Slavers' Stockade" combines another two of the first-round scenarios, and the first part of A3 "Aerie of the Slave Lords" represents the fifth first-round scenario.

*in its rush to print, the map for A1 "Slave Pits of the Undercity" contained two errors:

There are two corrections to be made on the map of A1, both of which should be obvious to those DMs who have already read the module. The first is in the upper section (temple) at area 16. This should be lettered 16A, 16B, and 16C; not 16, 16A, 16B. The other is on the key to the module — a circle indicates a trap door in the floor, not a trap door in the front.

Dave Cook, "Survival tips for the Slave Pits" The Dragon #43


The second part of A3 represented the semifinal, while A4 "In the Dungeons of the Slave Lords" comprised the final round.*

*see also "The Slave Pits revisited: Suggestions for 'saving' the AD&D™ Open" by Philip Meyers, and "Mentzer’s reply: It isn’t that easy" by Frank Mentzer, in The Dragon #49



Winners of the AD&D open tournament at Gen Con XIII in August, 1980 as announced in The Dragon #43.


The A Series

The A series is notable for being set within the region of the Pomarj, the first tournament adventure designed specifically for the World of Greyhawk.

A1 "Slave Pits of the Undercity" by David Cook

Cook discusses the development of the AD&D open tournament, and A1 "Slave Pits of the Undercity" in this interview on Grogtalk (June 10, 2020) from 45:28 to 52:04

*see also Jason B. Thompson's D&D walkthrough map for A1 "Slave Pits of the Undercity"



The Temple from A1 "Slave Pits of the Undercity", original art by Jason B. Thompson


A2 "Secret of the Slavers' Stockade" by Harold Johnson and Tom Moldvay

Johnson discusses the development of the AD&D open tournament, his collaboration with Tom Moldvay on A2 "Secret of the Slavers' Stockade", and villainess Markessa in this interview on Grogtalk (January 17, 2021) from 01:12:40 to 01:24:25

A3 "Aerie of the Slave Lords" by Allen Hammack

Hammack discusses the development of the AD&D open tournament, and the final encounter in A3 "Aerie of the Slave Lords" in this interview on Grogtalk (March 2, 2020) from 59:12 to 01:03:50

A4 "In the Dungeons of the Slave Lords" by Lawrence Schick

Schick discusses A4 "In the Dungeons of the Slave Lords", and the Earth Dragon in this interview on Roll for Initiative (January 28, 2013) from 07:45 to 12:51


Sequels and Derivative Works:

The supermodule A1-4 "Scourge of the Slave Lords" (1986) was revised for character levels 7-11, to serve as a bridge between T1-4 "The Temple of Elemental Evil" and GDQ1-7 "Queen of the Spiders".

A sequel for 2e "Slavers" (2000) by Sean K. Reynolds and Chris Pramas takes place a decade after the events in A1-4 and is designed for character levels 4-5.

Hackmaster released "Smackdown the Slavers" (2002) by Brian Jelke, Steve Johansson, David S. Kenzer, Jamie LaFountain, Don Morgan, Mark Plemmons.

The 1e versions were re-released as "Against the Slave Lords"* (2013) together with A0 "Danger at Darkshelf Quarry" by Skip Williams, for character levels 1-3

*in conjunction with Dungeons & Dragons Collector's Series "The Scourge of Suderham" miniatures by Giorgio Bassani


(Left to right): Nerelas the Assassin, Mordramma the Priest, Feetla the Master Buccaneer, Ajaktsu the Magic-User and Brother Milerjoi the Monk


Also for 1e "The Last Slave Lord" in Dungeon #215 (June, 2013) serves as "A5".

Another 1e adventure "Lowdown in Highport" in Dungeon #221 (December, 2013) takes place in between A0 and A1.


Other Settings:

As a fan of the Mystara setting, I posted my thoughts on Setting modules A1-4/Slave Lords in the Gulf of Hule over at the Piazza, a while back.


Map of Hule from module X5 "The Temple of Death" with recommended location for the city of Highport from A1 "Slave Pits of the Undercity" (left) and the Gulf of Hule (right) from "Adapting classic AD&D modules to a Mystara campaign" in Threshold: the Mystara Magazine #22

Module X5 "The Temple of Death" described the land of Hule. The wilderness map included areas the DM was expected to detail further, including several unnamed towns. One of these, in southern Hule (see map) is an ideal candidate for Highport.

The population of Hule was described to be a mixture of humans and non-humans, mainly orcs, gnolls, bugbears, kobolds, and ogres. The rulers are chaotic and serve chaotic gods, and most of the human populace are either chaotic or neutral in alignment.

Placing Highport in the Gulf of Hule allows PCs adventuring in the Wild Lands to get embroiled with the Slave Lords, whose activities could be encroaching upon the civilized lands to the East, including Darokin, Karameikos, Ierendi, and Minrothad.

The proximity to Hule itself would serve well as a market for slaves from the Known World, given that slavery is likely a foundation of Hulean society. In fact, the Iron Ring in Karameikos could be allied with the Slave Lords.

Ayskudag works best in Mystara circa 1000 AC, since Highport in the Pomarj is directly north of the Drachensgrab Hills. There are even some choice nearby volcanoes for the City of Suderham.

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