Prisoner Modules?


3.5/d20/OGL

RPG Superstar 2010 Top 32

So I ran the fam through all the rooms in the basic boxed game that came out a few years ago, and then they got stomped in the last room by the BBEG blue dragon.

While I could just have them roll up new characters, I am wondering if anyone knows any mods where low-level pcs start out as disarmed prisoners and go from there. I was remembering that an old DM of mine said something to that effect about the Slavelords series, but I pulled out an old copy of A1 I picked up along the way and it is very much not like that.

Any ideas?


Madgael wrote:
an old DM of mine said something to ... about the Slavelords series

The reference was to A-4 In the Dungeons of the Slave Lords, a 1st Edition adventure intended for 6-8 Characters of Levels 4-7.

Madgael wrote:

the fam ... got stomped ... by the BBEG blue dragon.

[Does] anyone knows any mods where low-level pcs start out as disarmed prisoners and go from there.

The combination of "low level" and "disarmed prisoners" is a tough one, but you have some options:

1) The PCs are actually "hired" by the dragon to fulfill some task the creature due to size or nature or inclination is unable or unwilling to handle itself, and thus given the chance to "buy their freedom", or at least survive for another day;

2) The PCs are passed off to minions of the dragon to serve as slaves and must escape;

3) The PCs are held in an actual "prison" of some type run by minions or allies (or simply a community that pays tribute for survival) of the dragon;

4) The PCs are in the dragon's lair and must sneak or fight their way out.

Here are some suggestions for adventures ...

Source - Issue # - Advised Level - Title - Description

The following adventures should work essentially "as is" with minimal modification:

Spoiler:

Dark Sun Boxed Set-18 - Dark Sun: A Little Knowledge - Escape from slavery as elves raid the caravan, and survive a journey across the open desert. Encounter various hazards in the wilderness, a dwarven village and an elven encampment.

Dungeon - 035 - 32 - Green Lady's Sorrow - A green Dragon must hire adventurers to recover her clutch which has fallen down a crevice in her volcano lair. But the eggs are currently used for “egg-hunts” by magmen in the lower caverns. Recover the eggs for this unlikely client, but beware the snare and traps set for the magmen by a captive efreet.

Dungeon - 080 - 05 - Scar, The - Escape from Orc masters who oversee slaves clear out an ancient temple and search for a lost artifact at the behest of a Death Knight.

ADVISED
Dungeon - 135 - 40 - Chains of Blackmaw - The son of a wealthy merchant has been framed and imprisoned due to the influence of a powerful criminal syndicate to which his father refused to yield. Infiltrate the prison and save the boy before he is murdered and the rescue him while averting a riot and escape by the villains.

ADVISED
Dungeon - 146 - 4 - Escape from Meenlock Prison - A visit to a winery chateau turned contract-prison turns from a simple prisoner release to a nightmare. Meenlocks have breached the cell block and begun transforming prisoners and guards alike, while escapees have gained control and masquerade as the warden and staff until they can ambush visiting wine merchants and make off with their cash. Unless the party sees through the con men’s ruse, they will find themselves trapped in the cell block as well.

Module - A-4 - 47 - In the Dungeons of the Slave Lords - Taken captive and stripped of possessions by the Slave Lords, the party must escape their dungeons and quit the Isle of the Slavers before a volcanic eruption consumes the island.

The following adventures involve rescuing a prisoner, but should be relatively easy to "reverse" and have the PCs as captives:

Spoiler:

Dragon - 063 - 16 - Chagmat - Rescue captured maidens from the mountain caverns of the spider-monsters.

Dragon - 105 - 22 - Betrayed - Investigate the mountains north of the city to find a captive merchant-heir and evidence that firbolg and orc minions of a rival merchant house are responsible for the kidnapping and raids on caravans.

Dungeon - 036 - 25 - Granite Mountain Prison - The leader of the opposition to the tyrannical Theocracy of Interlaken has been arrested and sent to the “inescapable” Granite Mountain Prison. Rescue him soon before the resistance crumbles and any hope of overcoming the oppression of the High Council fades.

Dungeon - 062 - 24 - Dragon's Delve - Something is amiss in the ancient dwarven stronghold of Thunderdelve. A young dragon has been kidnapped and emissaries from Underduin are held captive. Find out what has happened and eliminate whatever evil force now commands the dwarven halls.

ADVISED
Dungeon - 085 - 08 - Ever-Changing Fortunes - A kobold arrives at the gates of town pleading in the dwarven tongue for help rescuing “his people” from the “lizards” who have taken control of their mine.

Dungeon - 087 - 06 - Raiders of Galath’s Roost, The - Peaceful Mistledale is recently plagued by a rash of Drow raids. Not everyone is convinced dark elves are to blame and many attacks are uncharacteristic of drow. Pursue a band of raiders and free their captives to discover who is causing Mistledale’s troubles.

Dungeon - 094 - 44 - Spiral of Manzessine - While traveling through the Underdark, a cave-in seals the main passage, and the only way around is through a mind-flayer prison for their most dangerous criminals.

Dungeon - 117 - 44 - Touch of the Abyss - As the city above goes mad, infiltrate the “Deeper Dungeons” beneath Krelont Keep and discover that the Marchioness has imprisoned her mad husband, lest the city learn of his condition and crumble. But the Marquis has been chosen by the dark Malgoth to serve as its Voice, and will not let him go.

ADVISED
Dungeon - 142 - 04 - Masque of Dreams - A noble woman on the edge of the desert throws a gala at her manor, featuring relics and captive albinos from an oasis on her estate. The PCs are guests who interact with the partygoers until everyone is drugged and goblins free their pale-skinned masters and take the now-captive nobles as slaves and sacrifices. Follow their trail and free the captives.

Module - DL-2 - 46 - Dragons of Flame - Continue the Saga of the Lance. Free slaves and attack a stronghold of a Dragonmaster.

The following adventures have a lot of potential, but need to be "reworked" in some manner and to varying degrees, or else are only a map and need encounters places:

Spoiler:

Dungeon - 065 - 30 - Ice Tyrant, The - Fight through various battles to reach the fortress lair of a dragon and destroy her clutch.

Dungeon - 066 - 40 - Operation Manta Ray - Infiltrate a Pirate City, survive a run through the pirates test dungeon, and then contact and extract a deep-cover naval operative.

Dungeon - 096 - 20 - Pandemonium in the Veins - The gladiators of “The Veins” are mysteriously dying off. Go undercover to learn the dark secret of a mad alchemist bent on revenge, an illicit drug scandal and the deluded ravings and imaginings of a dead gladiator whose spirit has not yet passed on.

Dungeon - 097 - 04 - Life’s Bazaar - Opening adventure of a campaign set in Cauldron, a city in the bowl of a dead volcano. Kidnapped citizens, missing orphans, Underdark slavers and a cursed and abandoned Gnome city form the basis for a rescue adventure that begins a larger tale of demonic evil. Includes map of a dwarven waypoint and prison on an Underdark highway.

Dungeon - 106 - Pirate Sea Cave Stronghold - Sea cavern stronghold features defensive ballistae, prison cells, secret harbor, shipyard cave, secret cave, treasure chamber, officer’s chambers, etc.

Dungeon - 149 - 40 - Twisted Night - Viking-type raiders use an insanity and despair-causing bush to take captive slaves.

Module - A-1 - 47 - Slave Pits of the Undercity - Journey to the ruined city of Highport to locate and attack the local fortress of the Slavers.

Module - A-2 - 47 - Secret of the Slavers' Stockade - Infiltrate and reconnoiter the Hill Fortress of the Slave Lords, locate information which will lead to their secret palaces, and escape with the information which will lead to a final assault against them.

Module - DSQ-1 - 15 - Freedom - Survival as low-level slave/gladiators while the events of the revolution in Tyr unfold.

PDF Download - 1-4 - 4 - Tinderbox - Bonus Adventure on CD (Dn #87) - A dangerous arson has escaped from prison in the wood-framed garrison town of Powderkeg, and the Burgomaster’s advisor fears he has revenge on his mind. Foil the villains plots and save the town from being reduced to ash.

Polyhedron - 098 - Global Positioning: Municipal Police Station - Modest police station doubles as a large office for the local Guard or Town Watch, with some rework. Also civic offices, Government House or Court.

HTH,

Rez


Dang...all I can do is second Rezdave's recommendations. But yeah, that's a good list.

RPG Superstar 2010 Top 32

Rezdave wrote:


The combination of "low level" and "disarmed prisoners" is a tough one, but you have some options:

Wow. That is incredibly thorough.

Thanks hugely!

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