It is a brutal test of your D&D skill , a gauntlet of sudden - death bunker and freakish monsters straw across countless dungeon levels . The DM will show no mercy . The dice will grant no fourth . It ’s just you Against the Slavelords .
In the other days of D&D , TSR held vast tournament at gaming conventions to see who could vote down the most ogre and make it a gauntlet of deadly traps . One of the risky venture series written specifically for such a tourney , Against the Slave Lords , gotthe deluxe reprint treatmentrecently . All four of the original risky venture , known as the A - Series since they ’re tag A1 through A4 , are together in a deluxe binding with all of the original art at a retail price of $ 50 ( my limited review copy is take a hop rearward and upside down , but this seems to be a single impression erroneousness and not a systemic problem ) .
Deluxe Reissues Take You Deep into Dungeons & Dragons account

Wizards of the Coast did more than just slap the old adventures into a fancy cover . There ’s a department of sports fan art based on the risky venture at the back of the Holy Writ , and the original writer ’s of each escapade have contribute a newfangled introduction explaining how and why it was written . good of all , there ’s an altogether novel dangerous undertaking , A0 – Danger at Darkshelf Quarry , write by Skip Williams . A1 – Slave Pits of the Undercity , requires 4th level characters to play , so A0 is a first grade dangerous undertaking that will get you most of the elbow room to 4th . This allows you to start the whole series as one mega - adventure .
Nothing has been alter in the original adventure . They appear exactly as they did in 1980 , and they apply 1st Edition AD&D rules . Their origins as tourney adventures are discernible : a roster of preconstructed characters is included , along with special tourney rules and a grading system . While you ’re innocent to research the various fortresses and dungeons as you wish , there ’s really only one path to triumph — slaughter everything . The primary villains ’ identity element as slaveholder is a nod to more or less more mature advance to escapade figure in the early fourscore . I would n’t precisely call it post - modern , but there ’s at least an attempt to justify the player ’s hacking and looting .
Tournament adventures were designed to jaw adventure parties up and ptyalise them out . Modern RPGers may find the organic structure count startling . I ’ve personally never played through Against the Slavelords , so I asked a gaming buddy who has . Ryk Perry : “ All in all it is a pretty groovy concept . A party of relatively tough adventurers gets seize by slaveholder , taken to the slavers home Island — which is also an dynamic volcano and moderate its own pirate / hard worker city , as well as the Slavelord ’s stronghold . I have fond memories of my time play Against the Slave Lords , particularly my struggle in the belly of the hard worker cookhouse . It ’s one of those more touching moments that can just stay on with you . Plotting and preparation to overwhelm the slave passkey with nothing but the handlock that keep you chain and knowing that even though you have a decent amount of bang points your armor class is basically nothing , and wondering if you could pull it off before they beat you down . ”

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