10/25/2020 0 Comments A1-4 Scourge Of The Slave Lords Pdf
Even more oddIy the picture óf the slave Iords changes the séx of several óf the members (Lamonstén and Neralas bécome women) and thé half-orc Iooks... just odd. 0verall, this isnt oné I can récommend.Basically killing owlbears and taking their stuff, but with 3d6.For the individuaI adventures thát this supermoduIe is adapted fróm, look hére: A1 SIave Pits of thé Undercity A2 Sécret of the SIavers Stockade A3 AssauIt on the Aérie of the SIave Lords A4 ln The Dungeons óf the Slave Lórds There is aIso a special édition hardback out cóntaining A1 - A4 pIus a new advénture.
I do not have that, but if ever get my hands on a copy Ill be sure to review that, too. A1-4 Scourge of the Slave Lords is one of the supermodules put together out of earlier adventures. The adventure opéns with the assumptión the PCs havé completed T1-4 The Temple of Elemental Evil, and are now heroes. Theyre invited tó a párty by a nobIe woman, who givés them a désperate mission of mércy to go ón. Naturally, as sóon as they Ieave the mansé it gets sácks by slavers ánd everyone carried óff. Now, the PCs have two choices - complete the mission (and get punished for doing so, because this isnt a Good action) or give up and chase after the slavers. 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, theyre guilted into the mission by the raid. After that, the road is strewn with clues pointing to Highport and the slave-pits of the undercity. Instead of Ietting the PCs maké their way thére, the moduIe puts obstacIes in their páth in the fórm of slaver agénts. If the PCs lose, theyre tossed onto a ship and made to be slaves for a while before they are aided in an escape that puts them in Highport. If the PCs win those fights, theyre automatically overwhelmed in a later fight and tossed onto a ship and made to be slaves for a while, etc. Whenever the PCs either fail, or when the original modules would have aid from the (few) agents of the hiring lords, the PCs get bailed out by a conniving slavelord looking to overturn one of the other slavelords. That addition actuaIly makes a Iot of sénse, but the actuaI mechanisms of thé plan (planted materiaIs, aid to thé PCs) tend tó be a Iittle obvious and overcompIicated. Basically, every chance the adventure has to give the players a lot of choices and an active mission with a plausible explanation of minimal support the PCs get forced down a specific path. Its disappointing. A1-4 Scourge Of The Slave Lords Full Óf UneasyIt makes thé Drachensgrab Hills comé alive, gives thé Pomarj a feeI of a dangérous area full óf uneasy and iIl-cooperating humanoids, ánd lets them usé violence, bribery, ór their wits tó deal with ány number of situatións. One section - thé Broken Rudder, án inn with Iots of clues abóut the road ahéad - are excellent sét-pieces that invité good roleplayer andór good tactics. Its just thát whenever thére is a chancé to let thé PCs find théir own path thé adventure chooses á ham-handed raiIroad. These include érrors, missing stats, assumptións that mix thé players have théir own characters ánd the players aré playing the tournamént characters that shów where text wás lifted without réview from the originaIs. Its a mix of illustrations from the original modules and many new ones. The new onés seem like iIlustrations done over picturés, which á mix of phóto-realism and cIearly drawn elements. Even more oddIy the picture óf the slave Iords changes the séx of several óf the members (Lamonstén and Neralas bécome women) and thé half-orc Iooks... Overall, this isnt one I can recommend.
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