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Re: [RPG]: Assault on the Aerie of the Slavelords, reviewed by Lev Lafayette (3/3)
IIRC, there are also Drow in the catacombs at the end of A2 as a "non-tournament" encounter. I don't have it at work with me.
I think at least some of the dippiness of the "puzzles" in the A-series (which I've always had fun running) stems from its origin as a set of convention tournament adventures. (1980 GenCon? Don't honestly remember, although I think there was an article about it in Dragon #49, the first Dragon magazine I ever bought.)
Thus the text-adventure "solutions" like conveniently placed giant mushroom caps, along with bizarre set pieces. The encounters are presented as a gauge of how efficiently a given group of players can overcome a preset obstacle. The initial stages of the A-series finale, In the Dungeons of the Slavelords, are almost Zork-like, to the point one worries about wandering grue.
Ghost Tower of Inverness and Hidden Shrine of Tamoachan spring to mind as other gonzo tournament-style adventures with weird-ass set pieces. ("CHESS ROOM!!!")
None of this, of course, explains White Plume Mountain.
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