D&D SLAVERS SERIES PDF

The series is intended for use in the World of Greyhawk , but can be imported to any campaign setting. The modules are set in the Pomarj. The module has been described as the first in a series of medium-level scenarios that provide the player characters with a mission to track down marauding coastal raiders. Local lords, finally tired of the situation, hire a band of adventurers to attack the slavers in their home. The adventure begins in the Pomarj city of Highport at a ruined temple which serves as a headquarters for the slavers.

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The series is intended for use in the World of Greyhawk , but can be imported to any campaign setting. The modules are set in the Pomarj. The module has been described as the first in a series of medium-level scenarios that provide the player characters with a mission to track down marauding coastal raiders. Local lords, finally tired of the situation, hire a band of adventurers to attack the slavers in their home. The adventure begins in the Pomarj city of Highport at a ruined temple which serves as a headquarters for the slavers.

Following this map leads the group to the second module, Secret of the Slavers Stockade. The object of the module is to enter the fort through stealthy means and slowly eliminate the slavers before a general alarm can be raised. Eventually the group of adventurers makes their way through the fort, avoiding hobgoblin patrols, and reaches a dungeon area. After exploring the dungeons, the players eventually learn that this fort is not the headquarters of the Slave Lords.

In fact, the real stronghold of the Slave Lords is located somewhere in the Drachensgrab Hills. This revelation leads the adventurers to the third installment in the series. These five are Nerelas the assassin, Mordrammo the priest, Feetla the master buccaneer, Ajakstu the magic -user, and Brother Milerjoi the monk.

It is a trap-filled, monster-heavy section used to lure the group into a secret tunnel leading to the hidden city of Suderham. In the second part of the adventure, the group discovers the haven of the Slave Lords, a town on an island in a volcanic crater.

The module provides a number of non-player characters in the city with whom the players can interact and exchange information. To complete the module, the group must find one of several secret entrances to the catacombs beneath the city where the final part of the adventure plays out. The third section of the adventure moves at a rapid pace in tournament mode, and each room encountered in the level is filled with dangerous creatures.

In the final room of the section, the players are captured as a set-up for In the Dungeons of the Slave Lords. If this section is played outside of a tournament, however, it is possible for the players to defeat the slavers and exit the area victorious. The module starts with the party trapped, without any gear, deep beneath a volcanic island. The final scenario plays out as a massive earthquake threatens to bring down the tunnels around the group, and they must exit the caverns within four hours or perish in the ensuing collapse.

Once the players emerge from the caverns, they face the final test of escaping the island itself, which can be accomplished by attacking the surviving Slave Lords, escaping via a different boat, or possibly by swimming.

Pre-generated characters[ edit ] Because the original modules were run as a tournament event, the compilation includes nine pre-generated characters for use in tournament mode. Each of these characters has a standard list of equipment and prepared spells so that tournament players can begin the game with very little preparation. This scheme essentially takes the number of surviving characters and gives them points for visiting the largest number of areas described in the adventure.

Each area contains additional points available for gain or loss based on specific actions by the players. The omnibus A1—4 supermodule was published in as a page book with a sixteen-page map booklet and a cover by Jeff Easley , and was slightly revised for play by higher level characters in order for it to be used as a continuation adventure for campaigns beginning with supermodule T1—4 The Temple of Elemental Evil.

Sollers, Stephen D. Sullivan , and Steve Winter. The sequel is also set in Greyhawk, and takes place ten years after the conclusion of the events in A1—4. Also included is an all-new fifth adventure -- A0: Danger at Darkshelf Quarry. Up to this point, adventures presented monsters that attacked and fought to the death. We wanted to show that even weak monsters could be dangerous when played intelligently.

Yes, I have fun with words. Combining Latin and Greek, pulling player and character names from my campaign, and twisting the results so they sounded right when I heard them—all were in the bag of tricks.

The challenge: escape without relying on all our carefully hoarded adventuring gear. Were our characters people with skills and brains, or were they really just lists of equipment? It has problems, such as a too-small font and underdeveloped storyline.

On the other hand, Lafayette felt that its difficulty was appropriate for characters level 4—7, and that the tournament scoring system worked well. Although he liked that it had forty pages, he also felt the artwork was sparse, and that the module was overly difficult for its intended character levels. The reviewer complained that the module was poorly edited, and that it would have been easier to use with a roster of monsters provided.

However, he said the module was "reasonably well done" overall, and a "good, workman-like" adventure. He praised the development of the antagonists and the care to characterize the reactions of the various monsters. He felt they were tough and held some surprises for players used to hack-and-slash dungeons. He also said Dungeon Masters needed to be creative and adaptive in describing dungeon rooms and remember that the occupants were dynamic and reacted to characters.

Bambra was very critical of the editing done on the modules and pointed out several mistakes, concluding that "these modules should never have been released with such errors".

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The Slavers

Zunos Into the Drachengrab Mountains! He praised the development of the antagonists and the care to characterize the reactions of the various monsters. Pages using deprecated image syntax Articles to be expanded from March All articles to be expanded Articles with empty sections from March All articles with empty sections Articles using small message boxes All stub articles. November Learn how and when to remove this template message. Views Read Edit View history.

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D&D SLAVERS SERIES PDF

Module A0, designed for levels , sets the stage for events that unfold throughout the remainder of the "A" series. A1: Slave Pits of the Undercity: 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—as hundreds of good men and women have been taken by the slavers and have never been seen or heard from again!

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Zolocage Pages using deprecated image syntax Articles lacking in-text citations from November All articles lacking in-text citations. Are those Dark Sun adventures? Dragonlance deities Forgotten Realms deities Greyhawk deities. But can they do it before everything is destroyed by the dreaded Earth Dragon? The omnibus A1—4 supermodule was published in as a page book with a sixteen-page map booklet and a cover by Jeff Easleyand was slightly revised for play by higher level characters in order for it to be used as a continuation adventure for campaigns beginning with supermodule T1—4 The Temple of Elemental Evil.

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Army in the Indian Territories. In the early s, as the Civil War is beginning, he is reminded that he has family back in Manassas, Virginia that he has not seen in far too long. He journeys back there. Tim argues that he, not Zeb, should go east to fetch their parents because Zeb knows the west and can care for his family while he is gone. Tim leaves to return to Virginia, while the family winters in the Indian Territories.

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