Wednesday, July 17, 2024

Retrospective: Assault on the Aerie of the Slave Lords

Since I've already done Retrospective posts about the first, second, and fourth modules in the "Slave Lords" series, I thought it only proper that I should finally do one on the third, Assault on the Aerie of the Slave Lords. Written by Allen Hammack (best known for The Ghost Tower of Inverness) and released in 1981, module A3 is probably my least favorite of the four, perhaps because it reveals its origins as a tournament module even more obviously than do the others in the series. So much of its content and structure is contrived to test the skills of its players that it feels obviously artificial. That's a shame, because there are some genuinely good ideas here that, presented differently, might have been more successful. 

Having destroyed a caravan fort of the slavers in the previous module, the characters are now investigating a hidden mountain city reputed to serve as one of their main bases of operation. Reaching the city first requires a trek through cave tunnels to find its entrance. Once there, the characters must then descend into its sewers to locate the council chamber of the slave lords. Only at this point can they face off against them and hope to put an end to their depredations. 

If all that sounds convoluted, even improbable and tedious, you're right. There's a reason I called this module contrived. It's presented as a series of gauntlets – make it through the caves to find the city; through the city to find the sewers, etc. – the characters must run, each one filled not only with a lot of enemies but also with tricks and traps of all kinds. This probably works really well in a tournament, where each gauntlet is part of a different round of play, but, as a module to be used in campaign play, it leaves a lot to be desired.

The situation is made worse, I think, by the fact each section includes elements that strain credibility. For example, the mountain "caves" the characters must navigate to reach the city are actually a mazelike series of worked stone corridors. The slave lords clearly went to a lot of trouble to make them and then fill them with monsters and traps. The "city" of Suderham that serves as their base is really quite small (about 70 locations), a great many of which are taverns and "houses of ill repute." The referee is encouraged to flesh it out more fully, based on some limited details provided in the module. Perhaps that's enough, given its purpose here, but I find myself wishing for more. Almost nothing in this module feels naturalistic to me. Instead, it's all here to support a tournament experience and it shows.

Worst of all is the ending. Because this is the penultimate module in the series, the characters clearly cannot defeat the slave lords once and for all. Likewise, the next and final module in the series, begins with the characters defeated, stripped of their equipment, and thrown into a dungeon from which they must escape. Consequently, the module provides numerous ways to ensure that, no matter what else happens, the characters are captured so that they be thrown into said dungeon. I fully understand why this is the case, especially in a tournament situation, but it's deeply unsatisfying nonetheless. 

Despite all of my complaints, there's still a lot to like here. Suderham, while smaller and less detailed than I'd have wanted, has potential, given its location in a volcanic crater and nefarious character – a pity that it's unceremoniously destroyed in the next module. Likewise, the idea of exploring the sewers and encountering weird monsters, like a killer mimic and a crossbow-wielding minotaur, is great, even if its execution leaves something to be desired. Then there's the art by TSR's stable of Electrum Age artists like Jeff Dee, Bill Willingham, and Erol Otus, most of which is quite good and probably deserving a post of its own. Such a shame they weren't put to better use!
Speaking of halflings ...

14 comments:

  1. Nothing says "railroad" like having the characters automatically captured and stripped of their possessions, regardless of how they perform. A shame, because the A-series otherwise would be remembered as one of the best TSR module series of its time. Lord knows the World of Grayhawk needed it to boost interest in that campaign world.

    ReplyDelete
    Replies
    1. Our DM at the time (I was . . . 12?) simply chopped A4 off as an entirely different adventure entity, and modified A3 to make it the final showdown. Our bones are all still there. My character had a very 80's-ish bandana wrapped around his head a la Rambo and the Karate Kid. Sort of hard to think about now without a grim chuckle and cringe. But then, women have tattoos on their faces now, so maybe the grim chuckle lives again. Arise, grim chuckle, and kill the envious moon.

      Delete
    2. This comment has been removed by the author.

      Delete
  2. Always loved Jeff Dee's artwork but wondered what he had against pants. Most of his characters never appear to be wearing them...

    ReplyDelete
    Replies
    1. Remember -Victory is naked! Or at least bottomless.

      Delete
    2. He's better about it in V&V, although I suppose tights still aren't technically pants.

      Delete
    3. I always thought that was the guy from Dragon's Lair.

      Delete
    4. Jeff Dee is also famous FOR his pants - amazing bell bottoms and flairs! And I love them!

      Delete
  3. @James Unrelated, but your blog buddy at Mesmerized By Sirens has a new post about Clark Ashton Smith up if you haven't seen it already.

    ReplyDelete
  4. hey, this is off topic, but I think this is the right place to find people to ask:

    Does anyone remember an OSR/RPG history list of the names in greyhawk, and their origins? like who played Rufus and Burne, etc?

    it explained which ones were jokes, or anagrams, etc.

    I just cannot find it.

    Thanks James

    ReplyDelete
    Replies
    1. Here u go

      https://www.greyhawkonline.com/grodog/gh_anagrams.html

      -fverdugo

      Delete
    2. that's it! thank you so much!

      Delete
  5. I think this module has a gonzo scope and accomplishes a lot for the page count. If you're not running it gauntlet-style, there's plenty enough framework for a DM to flesh out if the players want to branch out. Having a city adventure makes it a different type of module than the other 3 dungeon crawls in the series. If the scope was reduced, I don't think it would feel as epic for a face-off against the Slave Lords. I think it's perfect for its imperfections. Also, a big plus for expanding my vocabulary with "house of ill repute."

    ReplyDelete
    Replies
    1. Ill Repute is always a question of "Who's asking?"

      Delete