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Review of Marauders of the Dune Sea by Wizards of the Coast
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<blockquote data-quote="Lanefan" data-source="post: 5337913" data-attributes="member: 29398"><p>I picked this one up a few weeks ago sight (and review) unseen, just to see if it had anything I could use. I'm not running Dark Sun, so the anachronisms aren't an issue to me; and I'd be converting it to 1e in any case, but...an adventure's an adventure, right?</p><p></p><p>First thing I noticed was a good development - the cardstock cover is not attached to the module book, allowing for its use as a DM screen - followed immediately by a bad one: the map is not printed on the inside of said cardstock cover. In fact, it's blank - a waste of useful and needed (see below) space.</p><p></p><p>The town battle where the PCs get branded left me wondering if it was just a set-up for something later in the adventure...but it's not, so I guess it's a set-up for a future adventure. I'd probably chuck it, and get them to the Face another way.</p><p></p><p>I think the first encounter, at the entry to the Face, has potential to be a true classic. Monsters that can zap you, burrow around in the sand, come up and zap you again; all the while with a sandstorm raging and a trap getting in the way all the time - brilliant stuff!</p><p></p><p>But the rest of the "dungeon" part left me flat. The stream of water, for example - it fits in (the monsters have to drink something, after all) but where does it go, and where does it come from? Also, the straight-line design is terrible. Even a secret passage from area 2 to area 5 or 6 (or one of those little off-shoot rooms) would help, to potentially at least provide more than one way to explore. Better yet would be to have various interlinking passages and rooms (I'll have to add these myself, no big deal) to give some variety; but as written every party that plays this adventure is going to play the exact same adventure. Easy for the DM, boring for the players.</p><p></p><p>I think the delve format really gets in the way here. The writer seems to have wanted to put more in this, as evidenced by the various off-shoot rooms left for the DM to flesh out, but ran into page count issues because the delve format takes up so much space. Putting the map on the cardstock cover would solve a lot of this....</p><p></p><p>I'll still use this module at some point, if only to get that one incredible encounter; but I'll have to flesh it all out quite a bit in order to make it interesting.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 5337913, member: 29398"] I picked this one up a few weeks ago sight (and review) unseen, just to see if it had anything I could use. I'm not running Dark Sun, so the anachronisms aren't an issue to me; and I'd be converting it to 1e in any case, but...an adventure's an adventure, right? First thing I noticed was a good development - the cardstock cover is not attached to the module book, allowing for its use as a DM screen - followed immediately by a bad one: the map is not printed on the inside of said cardstock cover. In fact, it's blank - a waste of useful and needed (see below) space. The town battle where the PCs get branded left me wondering if it was just a set-up for something later in the adventure...but it's not, so I guess it's a set-up for a future adventure. I'd probably chuck it, and get them to the Face another way. I think the first encounter, at the entry to the Face, has potential to be a true classic. Monsters that can zap you, burrow around in the sand, come up and zap you again; all the while with a sandstorm raging and a trap getting in the way all the time - brilliant stuff! But the rest of the "dungeon" part left me flat. The stream of water, for example - it fits in (the monsters have to drink something, after all) but where does it go, and where does it come from? Also, the straight-line design is terrible. Even a secret passage from area 2 to area 5 or 6 (or one of those little off-shoot rooms) would help, to potentially at least provide more than one way to explore. Better yet would be to have various interlinking passages and rooms (I'll have to add these myself, no big deal) to give some variety; but as written every party that plays this adventure is going to play the exact same adventure. Easy for the DM, boring for the players. I think the delve format really gets in the way here. The writer seems to have wanted to put more in this, as evidenced by the various off-shoot rooms left for the DM to flesh out, but ran into page count issues because the delve format takes up so much space. Putting the map on the cardstock cover would solve a lot of this.... I'll still use this module at some point, if only to get that one incredible encounter; but I'll have to flesh it all out quite a bit in order to make it interesting. Lanefan [/QUOTE]
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