Slave Pits of the Undercity - your experiences?

Quasqueton

First Post
Ninth thread of a series on the old classic Dungeons & Dragons adventure modules. It is interesting to see how everyone's experiences compared and differed.

Slave Pits of the Undercity
a1.jpg


Did you Play or DM this adventure (or both, as some did)? What were your experiences? Did you complete it? What were the highlights for your group? Did you play the other 3 modules in the Slavers series? Secret of the Slavers Stockade, Assault on the Aerie of the Slave Lords, In the Dungeons of the Slave Lords

Quasqueton
 
Last edited:

log in or register to remove this ad

I ran this back in '98 or so using 2E as part of over-arching campaign plot involving the slavers being the foes of the BBEG and the PCs (a party called "The Oath") being manipulated into going to deal a blow to their operations.

I ran A1 and A3 (skipped A2) and it worked really well. . . I replaced the bug-men with were-rats, however.

Also in the room with all the ghouls, one of the party members blew the cursed horn of valhalla they had gotten from "The Secret of Bone Hill" - Ugh! Was that an ugly fight. . . At least the evil berserkers killed the ghouls in their way to get at the party. . .:D
 

i refereed this one. and the follow up modules over the course of a couple years. with some side treks thrown in...

the PCs rescued or attempted to rescue an old NPC friend of theirs.

but the NPC had been moved to the next module by the time they completed this one. :o
 

One of my favorites of all-time! Who doesn't love a series of adventures that ends up with the party being half-naked and stumbling in the dark trying to find their way out? :]
 

I'm running the series now as part of the Scourge of the Slavelords series. After a really different take on the first part, they have settled into a more traditional mode of stomping on bad guys and freeing slaves wholesale.

Initially, one character (a wizard from Greyhawk who describes himself as Neutral Mean) decided he wanted to try to buy back certain slaves that they knew and then got the idea to infiltrate the organization. That got them through the first module (A1) without a lot of fighting, though their cover was nearly blown when part of the party (a ranger, bard, and druid) actually did make it into the sewers and got into a running fight with some of the inhabitants. A judiciously cast Summon Nature's Ally got them through a nasty fight and they managed to get out with fewer than 10 hit points between the 3 of them.
Anyway, eventually, part of the party got recruited by Sturm to off Old Klim and were sent on to the Stockade for further instructions from Markessa. The other characters continued on with a slave caravan to the Stockade to try to negotiate some prices/ransom of important slaves and infiltrate the organization. Unfortunately, Markessa called the wizard's bluff (she gave him a test: he had to kill one of the PCs posing as his underling to prove he's the right sort of person to work for The Nine) and they had to bug out at top speed. The wizard idea decided to escort some previously freed slaves back to safety and retire from the active campaign in favor in favor of a new PC that was designed to fit in with the rest of the party a little better (the wizard had some personality clashes with the bard).
 

I love A1

I DM'd A1 on two seperate occasions. Once using the pre-rolled characters in the back. The other with a group of 5th level PCs. Total Party Loss (TPL) on both occasions. None of the players complained either, so the adventure had been going well to that point and is one of the reasons I really like A1.
Wasn't thrilled about the rigged fight at the end of A3(?) which, in turn, has the party start off the next module stripped down and in the dark. Too much character funneling for my taste.
 

Jeb McDonald said:
Wasn't thrilled about the rigged fight at the end of A3(?) which, in turn, has the party start off the next module stripped down and in the dark. Too much character funneling for my taste.

Well, you just have to remember that the A series was a series of tournament modules and the plotline of the whole group when published was designed to funnel PCs down that tournament plot. So that's why the A3 fight is so staged and impossible to win.
I'm trying to figure out how I want to handle this. I really do want the PCs to experience A4 as it was meant to be played... minus equipment and desperate to escape. I have ideas on how to do this and probably have enough players willing to cooperate in the spirit of playing in the "Classic Modules Campaign" as I'm running it now.
And now that spell ability stat requirements and stat damage are a part of the system, I think it'll be easy to rule that spellcasting PCs are hampered in A4. Just have them drugged with stuff that inflicts stat damage and their spell use is cut down. But with sorcerers and priests, that's still a fair number of slots to use for casting spontaneous-cast spells. Should be an interesting trick to design how that will work while still making it a fun challenge.
 

A1 has the honor of being my very first taste of D&D. I was a freshman at college & the only thing I had heard about the game up to that point was that people had disappeared playing it in steam tunnels. So of course I was intrigued. :p

When a guy in my dorm bought the module & wanted to DM it, he invited me to fill out the group since he knew I was interested. He ran the standard tournament version of the 1st part of the module using the pregenerated characters. Since I was a complete newbie (I didn't even know how to read the results on the d20 :confused: ) I was assigned the stupid fighter "Ogre" & the female ranger on the theory that fighters were the easiest to play.

The most experienced player was given the mage-types to play & was instituted as the party leader. He turned out to be a classic paranoid player. For example, when we discovered the barrels of vinegar, he ordered us to destroy them, afraid that if we left them behind unmolested they would be used against us. :uhoh: This proved problematic after we defeated the giant sundew. ;)

The sundew battle was the part I remember best. Since the monster was rooted to the spot, we thought it wise to engage it from a distance & pepper it with ranged weapons. While my ranger was effective at this, "Ogre" felt left out. When it became clear that the sundew was highly resistant to ranged attacks, I decided that the most effective thing to do was to have "Ogre" charge & engage it in melee, where his damage bonus from exceptional strength would come into play. This worked fine until the creature grabbed the character with multiple tentacles, forcing the party to have to come to "Ogre"'s rescue by hacking the tentacles away. :o The party leader castigated me for reckless play, but the DM noted that "Ogre"'s melee attacks had done more damage to the creature than the rest of the party combined - & was completely within character to boot! :D

We were totally fooled by the fake slave room. When we saw the ogrish shadow figure on the wall & heard the sounds of torture, we didn't even think to check the bonds of the slaves along the wall, instead going right for what we thought would be a big battle against an ogre & his minions around the corner. So we were completely surprised & surrounded by the disguised half-orcs in the room & had to fight for our lives. :lol:

Basically we fell for every trick & trap in the place, so that when we reached the final encounter, we were running on empty. I must admit that what happened in that final battle is a complete blank, although I guess we won somehow. But I do recall the DM doing the trournament scoring for us after the conclusion & explaining what we did wrong, which was pretty much everything. :o

Still & all, I was hooked. This remains one of my favorite modules (& series) of all time. In fact I am running it again as we speak. The party just finished the courtyard battle with the flamethrower & is about to head down the hallway with the gargoyle statues to the temple proper. They have a bad feeling about things... :cool:
 
Last edited:

I recently bought the PDF of the AD&D 2e version, and I'm planning to run it in 3.5 sometime. Should be fun.
 


Trending content

Remove ads

Top