Slaves of Fate

Far out to sea, captive on a Vilmirian slave ship, the adventurers' troubles are just beginning. If judged worthy they are destined for the slave markets of corrupt and terrifying Pan Tang, If not, they will be callously slaughtered at sea, their souls left for the dread undead galleys of the god Pyaray, Tentacled Whisperer of Impossible Secrets.

While struggling to escape before matters get any worse, the Chaos goddess Eequor, Blue Lady of Dismay, takes an interest in the adventurers' plight. Their fates are forever changed.

A D20 adventure for character for levels 1-3.
 

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This is the first follow-on product to the ill-fated Dragon Lords of Melnibone (DLOM). It was supposed to be out about a month after DLOM, but was delayed until about a year after DLOM was released.

It's an adventure, around 80 pages, and priced at a reasonable $16.95. It's set in the world of Elric (which doesn't really have a name, some use the Young Kindgoms, but that's more just part of the world). Do you need DLOM to use this? Well, maybe. There's actually not much in the way of rules in DLOM, at least useable ones, so not really. But you do need to familiar with the background.

I didn't get this when it came out because of the starting premise of the module, but now got it for $5, used (which seemed like more than fair). What's the staring premise of the module that I didn't like? Well, boom, the PCs are all prisoners, slaves on a ship. That might (might!) be okay for a starting campaign, but for anything else, it really sucks. It even sucks for a starting campaign, IMHO.

Anyway, the adventure consists of basically two parts. One is just being a slave. The second is on a mysterious island. At the end of part one, presumably they rise up in rebellion against their captors.

The first part is painfully slow, and written out painfully long for such a simple idea. But you get complete personalities for just about everyone on the slave ship. Painfully complete, it seems. That it's painful is fitting, I guess, for something involving slavery, but not something I really want in an RPG adventure. It's also painfully linear.

The second part is much, much more interesting. It's exploring a mysterious island. Besides exploring, the PCs must deal with several factions, and annoying NPCs (fellow slaves) and try to figure out how to get off the island and escape. This is actually pretty good, because it offers a good mix of decision making, role-playing, and action/combat, and it's fairly non-linear. As a mild spoiler, it also includes one of the better aspects of Moorcock's universe - planar travel.

So, this is actually a pretty good adventure. The first part really could have been eliminated or condensed (which is what I did), and the author seems to take many words to convey simple ideas. But the 2nd part is great. B (C- for the first part, A for the 2nd). I also think it's sufficiently Moorcockian, as opposed to just being a generic adventure.
 

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