Interludes: Sands of Pain

The second adventure sourcebook in the Interludes series brings the characters from Bluffside south to the Dragon Sands. This adventure features a mix of horror and romance, done Arabic style. Sands of Pain can be used as a stand-alone adventure in any game world, or to enrich the world of Bluffside: City on the Edge. Web enhancements will be available in a special password protected area, free for your downloading pleasure.

Loves lament is perhaps the loudest. When a noble bard falls in love with a desert flower from the Dragon Sands, he will move mountains to get her back from her evil uncle. But there is more to this simple romance than first appears. Will the passion of these star-crossed lovers be forever extinguished, or will our heroes journey into the depths of the Sands of Pain?

An adventure for 4 player characters of 4th level (can be adjusted accordingly)

New creatures, spells, items, prestige classes and feats

New places of interest (POIs) in Bluffside and Kirkwood, the new village of Hotempa, and new NPCs.
 

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Simon Collins

Explorer
Beware! This review contains spoilers.
This is not a playtest review.

Interludes: Sands Of Pain is the second adventure in the Interludes series from Thunderhead Games. This arabian style adventure is suitable for PCs of 4th level, with advice for amending it to suit other levels.

Sands Of Pain is a 64-page mono softover adventure costing $12.99. Margins are average, font size seems slightly smaller than normal (seeming a little cramped at times, especially in the stat boxes) and there are several areas of white space. Internal art is poor to average, though the front cover depicting adventurers travelling by camel through dunes is better than the internal art. Writing style and editing are average.

The adventure background involves an eco-terrorist organisation. One of their agents in Bluffside falls in love with an aristocratic bard. Her superior in the organisation, and also her uncle, sends an enforcer to rectify the situation by eliminating the bardic lover and bringing the misbehaving agent back to her home city of Hotempa in the desert. The PCs witness the attack on the bard and should help the bard retrieve his 'kidnapped' lover from the desert city. The trail finally leads to a showdown with the eco-terrorists and their enemies, the Dragori, in the desert.

The adventure uses the same innovative scaling system used in the first adventure, with advice for amending certain scenes to suit parties containing PCs of greater/lesser numbers, higher/lower levels, more roleplaying, or more characters of a certain class such as arcane spelcasters, rogues, fighters, clerics, or characters using psionics. This would have been more useful if the concept had been applied throughout the adventure (though the adventure would have been much longer). As it is, only some scenes receive advice on amendment, and only one or two factors are applied to these scenes. For example, an encounter with a basilisk receives advice on amending to suit parties of higher level or greater numbers. The next scene receives advice on skill use, roleplaying, and amendment to suit parties of lesser level or smaller number.

There are random encounter tables for those who like them, player handouts, and a section at the back containing full stats and a short commentary on all the NPCs. A quick check of one of the NPC's stats revealed several mistakes within the stat block - my guess is that this aspect is repeated elsewhere and stats will need to be reviewed before use.

Another appendix contains several new desert monsters, new magic items, some desert-style weapons and equipment, and the eco-terrorist Callana Prestige Class - this powerful PrC gains a spellcasting level every other level, the ability to rebuke or command elemental creatures, a ranger-like enemy type, poison use, the ability to polymorph into a dire animal, the ability to mislead alignment divinations, and the ability to give poisonous touch attacks; it also has a Fighter's BAB and requirements allow entry from 4th level.

A further appendix contains a short guide to the city of Hotempa, with descriptions of establishments, availability and price of services and goods, and short stats of proprietors. Some of the locations also have adventure hooks.

Conclusion:
The adventure has a strong Egyptian feel to it, there are good use of rumours, adventure hooks, and random encounter tables. NPCs have sufficient information for role-playing purposes and the plotline should keep the players on their toes. However, there are rules mistakes in the product and the background to the adventure seemed a bit trite to me. The use of the innovative scaling system was not used to its full potential and I have to question its effectiveness when used piecemeal with a limited number of scenes.

There is a good mix of skill use, combat, and roleplaying available, but the adventure will require some amendment to run outside of a Bluffside setting.
 

JoeGKushner

First Post
Sands of Pain is the second adventure-sourcebook from Mystic Eye Game set in the Bluffside setting. The introduction provides the GM with a quick breakdown of the adventure and it’s various parts. The party moves from Bluffisde to the Dry Lands, the Empires of the Dragon Sands. Like the first Interlude book, this isn’t a sourcebook but an introduction to the new region.

It starts off with the party getting involved with Jaisyn, a bard who is involvement with Carryn whose past haunts the party as they try to find her. Seems that the lass has left Bluffside and has returned to her home. There are many things about Carryn that are unknown to the lad though, and the party will find out her involvement with those who have ‘taken’ her is deeper than it first seems.

In the course of the adventure, the party gets to wander Bluffside a little, dining at the Pillar Inn Feast Hall, searching for Carryn bint Vec and eventually moving out to the Dry Lands. To me, this is one of the harder parts to swallow. The party has to move around a lot and the adventure isn’t long enough to provide the GM with enough details of the various areas they move through. If you have Bluffside, part of that problem is taken care of as you’ve got a whole city to play with, but the part is only in Bluffisde for a brief while, so if you’re running this as a continuation of the first Interludes, the party won’t be in the city for long but you’ll get to use Kirkwood again from Brief Expeditions to Bluffside.

Once on the road, the GM has a few preplanned encounters he can run in addition to the standard wandering encounters. One of the nice things about these interludes adventures is that sprinkled through some, but not all of the encounters, is advice on how to scale the adventure. This helps for GMs who’ve been running adventures through Bluffside and have a higher-level party than the recommended. The bad news though is that not all encounters have this. In some ways, the space used for the resources limit the amount of material that could’ve helped the adventure.

After their travel, the party reaches Hotempa, a thriving city not too deep into the Burning Sands. Surrounded by forty-foot high mud walls, the city is a haven for merchants of all sorts, including those who peddle slaves. An interesting contrast to Bluffside and one that players may not be expecting.

After learning more information and wandering through the city a bit, the party must locate the final leg of their journey, the Temple of Eternal Stars. Here, it’s almost a dungeon crawl, as the party has to battle their way through numerous adversaries. One of the problems I had with this section was the repetition of certain stats as the party fights several mummies which almost all have the identical stats. The party’s big showdown comes when they get to battle one of the older members of the cult in the Temple.

For me, the highlights of this part weren’t the encounters, but the various histories and objects that could be found within the tomb. A jar contents table gives you some quick and interesting results ranging from bone fragments to headdress, to clay figurines. A nice contrast to gold and gems.


Maps are crisp and clean. The two-columns are surrounded by a border reminiscent of Egyptian mythology. White space is moderate, text is well spaced. Art is okay but not up to the standards that the cover sets.

Now if this was only a module, it’d warrant a solid three, but it has a bit more. Hotempa is detailed in four pages with twenty locations and a stat block for the city. This doesn’t count the full-page map. The section on new stuff introduces the dune wyrm, a dragon like creature that has different stages of aging, and the night stalkers, demonic beasts that look a little like the hell hounds in Warcraft III, in addition to other creatures. The new weapons and armor give the GM a chance to add a more Desert like style to his games with the Khopesh, Kris and Krisia and Ceramic armor and shields that don’t provide as much protection as standard armor but isn’t as much a hazard in the desert.

The Callana, a group of renegade druids who wish to overthrow civilization, are provided their own PrC that gains augmented spells every other level, an ability similar to favored enemy of rangers, poison use, and some extra abilities like dire shape. If they gained spells every level they might be a little too powerful, but as is, should provide the GM a nice alternative to standard druids, especially those who hate infidels who defile the natural order.

For some reason, the NPCs are stated out in appendix three instead of directly after the module. Some of the stats and abilities seem questionable and GMs should give the whole section a quick check to insure that any changes necessary to make them comply with standard rules is noted.

Now in terms of the adventure, one of the things that make this a solid three is the handouts. I love handouts and the various notes and player’s maps are great aids. In addition, the promise of future adventure expansions, much like the first interludes book, makes this a resource that the GM may come back to several times.

For those looking for a good adventure and some source material, Sands of Pain is worth looking into. Those more interested only in crunchy stuff and source material might be better off waiting for Dry Lands: Empires of the Dragon Sands.
 

Arnwyn

First Post
Thank you for mentioning the maps, especially the one of Hotempa. I hate it when reviewers don't even bother mentioning the maps in a particular product. This was a valuable review to me.
 


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