This is a single area that can be imported into your module. I'm using it in 'Adventures in Waterdeep', an enormous module that I'm unfortunately working on myself. Non-good characters can enter the hall for 50 gold pieces, but anyone can enter it by pickpocketing/killing the guard posted at the entrance. The Slavers' Hall is basically an indoor slave market where non-good characters can purchase slaves (essentially pack oxes) for 300 gold pieces. An optional sidequest for neutral and chaotic good characters to free the slaves is included and can be found by pickpocketing or killing a guard. This uses a modified version of Lex's 'Another Pack Ox.' If you want to modify this prefab, please e-mail me.
Posted by jeffn516 at 2004-09-04 14:30:16 Voted 8.75 on 09/04/04
Very nicely done!
Posted by Caldair at 2004-08-28 10:23:14 Voted 9.00 on 08/28/04
Posted by Sir_Kayne at 2004-08-21 06:24:02 Voted 8.50 on 08/21/04
Posted by Angel_uhv_Death at 2004-08-09 16:24:45 Voted 9.50 on 08/09/04
I've included it in on o' my mods already...but I slightly altered it;)
Posted by Mr_Dave at 2004-07-30 17:42:00 Voted 9.50 on 07/30/04
Dread Pirate,
Yeah, the biggest drawback to the entire voting system is the fact that only 1.8% of the people who download anything vote."Me Go Beer!" - Mr. Dave _________________________ Me go beer!
Posted by Mr_Dave at 2004-07-30 17:40:51 Voted 9.50 on 07/30/04
_________________________ Me go beer!
Posted by Whackmiester at 2004-06-15 15:47:21 Voted 7.00 on 06/15/04
A slaver-themed Module without this, is like a hot-dog with no buns: It cannot be.
Posted by Galavor at 2004-05-03 16:25:28 Voted 7.00 on 05/03/04
This is a compilation of the old system into a single score. There were 12 that made this score of 7.66 then rounded to 8.
Posted by Dread Pirate ( ..xxx.xxx ) at 2002-11-12 23:10:00
Wow Downloaded 291 times and no votes. you guys suck.
elchip This prefab is awesome! My players love it.. I also
made some kobald slaves with almost no effort! GREAT WORK!
Posted by elchip ( ..xxx.xxx ) at 2002-10-26 17:36:00
Almost forgot... if you click on the download and it's not
blahblahblahslavershallfix.zip and the zip doesn't contain
a readme.txt, then it hasn't been updated on the site yet.
Posted by elchip ( ..xxx.xxx ) at 2002-10-26 17:35:00
All right, I found out why this stupid thing wasn't
working. I only exported the area, but didn't realize that
I should have also exported the creature/item/placeable
blueprints used... this is what caused all of the stupid
problems. I've now included all of the blueprints, so
things should work as intended.
Again, sorry for all the problems, and let me know if you
encounter any more.
Posted by elchip ( ..xxx.xxx ) at 2002-10-26 10:23:00
Yes, I know, there are errors galore. As I said, it's my
first prefab and I didn't expect a lot of these problems to
arise. I've fixed the problem with the keys, and in a
little while I'll look at the problem of the slaves'
behaviors. Thanks for your patience and input with the
numerous bugs... be patient and it *should* be working
within 12 hours.
Posted by Dunno who am I ( ..xxx.xxx ) at 2002-10-26 07:37:00
I didn't want to be a Jackass but I like the concept...
For example, I love the concept of the Dungeons Erebus84
submitted, but they don't have any big error that
should've have been mentioned... They are pretty simple,
and have a good concept...
Yours, I had to make tweeks to make it work... And that's
one thing that shouldn't be in a prefab
section, "Tweeks"... Work this out, add a readme, and
you'll be set up...
Just my 2 cents
Posted by elchip ( ..xxx.xxx ) at 2002-10-25 21:48:00
What the hell! All of this worked fine in my module. I'll
tweak it some more and have a fix up in 24 hours.
Posted by Dunno who am I ( ..xxx.xxx ) at 2002-10-25 19:16:00
For the sake of everybody using this, I'd like to add that
no key is delivered when you "purchase" your way in to the
slaver's hall, nor they give you a key when trying to
entering the jail section... work this out...
Posted by Dunno who am I ( ..xxx.xxx ) at 2002-10-25 19:04:00
Ah... No prob...
Posted by elchip ( ..xxx.xxx ) at 2002-10-25 07:50:00
Ah, thanks for the idea. This is my first time uploading
anything, so forgive my incompetence.
I'll start working on a readme in a little while.
Posted by Dunno who am I ( ..xxx.xxx ) at 2002-10-25 05:47:00
A good solution is to include a readme with your area. You
can explain in the readme the steps you must do for the
area to work properly. Actually i've created the factions
and it works fine, and its a good concepts. Grats.
Posted by elchip ( ..xxx.xxx ) at 2002-10-24 18:25:00
Ah, the problem was that in the module I exported this
from, the slaves were in a faction called "Slave" that was
neutral towards everything, and the slavers were in a
faction called "Slaver" that was neutral towards everything
but itself. This prevented you from being hated by the
whole town if you decided to kill some slavers, and it also
helped the fragile slaves not get targeted directly in
combat. Unfortunately, it seems that custom factions can't
be exported into .erf files. Therefore, I put the slaves
in the commoner faction and the slavers into the merchant
faction.
Posted by Dunno who am I ( ..xxx.xxx ) at 2002-10-24 10:37:00
I see a big mistake on your hall... Dunno what happened,
but whatever is the PC's alignment, the reaction of both
slavers and slaves is always hostile... Not minding that,
it's pretty nice the concept.
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