Apart from the lack of equipment, a lack of light is likely to make this section quite difficult for the players. The major section of the adventure is the escape from the caverns, has 21 encounter areas devoted to it (and 14 pages of the adventure). Clerics have been able to pray for some spells due to slip-ups by their jailers, but the group is definitely down on their resources. Lawrence Schick, the designer of this adventurer, takes into account that a magic-user probably won’t have a very good time of it without his spells, and so provides three scrolls – two for magic-users and one for illusionist – so that the spell-casters can have some effect in the dungeon that follows. Yes, this is an unusual adventure, and the set-up works a lot better in a tournament setting rather in regular play, where the group probably will do something inconvenient like refuse to be captured. There’s no doubt that In the Dungeons of the Slave Lords was a tournament module it begins with the party, having been captured at the end of the previous adventure, being thrown into a set of caverns beneath the Slave Lord Aerie without equipment or spells. It was originally written to be the final round of the AD&D Open Tournament at Gen Con XIII in 1980. In the Dungeons of the Slave Lords is the final adventure in the four-part Aerie of the Slave Lords series.
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