Retrospective: Assault on the Aerie of the Slave Lords

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!

Published on July 16, 2024 21:00
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