Dark Sun DnD Game Day Adventure Review

I ran my group yesterday. It was funny. The player of Tak'Tha ate all the corpses they left behind. They failed the skill challenge, so they got ambushed by the templar. After they dfeated them, the gith just gave up because they saw Tak'Tha eating everyone. >.< (A DC 25 Intimidate, with a -2 for fear). The tembo had to wait. We ran out of time.
 

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Hi all,

Thanks for the reviews and insightful comments. I hope all those who played through my little adventure had a good time. As ever, the EnWorld community is great at giving a writer solid, honest feedback and I’ve been playing close attention to the comments posted here and elsewhere.

If you did like the Lost Cistern of Aravek, check out my other Dark Sun adventure, the Vault of Darom Madar in this month’s Dungeon. It links the short adventure Sand Raiders from the DS Campaign Guide to the upcoming print adventure Marauders of the Dune Sea, taking your PCs from mid-1st level to 3rd.

BD
 


I'm amazed at how little trouble everyone seemed to have with the Tembo. Our party of Fighter, Ardent, Warlock and Barbarian got thrown back by the thing 3 times, once immediately after an extended rest! The 10 necrotic aura (most of the party got Violated) was killer and combined with the dazing spore mushrooms, the invisible/insubstantial and the fact that the Tembo got both its turns immediately back-to-back, we never stood a chance. At one point, the round consisted of 10 attack rolls by the Tembo vs. 3 of ours. The economy of actions was just devastating. On the third pass our DM eliminated the aura, the mushrooms and the Unspeakable Violation which finally gave us just enough chance to run past the thing, carrying the dying Warlock. Three of the five hours playing the mod were spent being trashed repeatedly by the Tembo; if this were my first 4E experience, I wouldn't come back. I don't mind killer enemies but if you're going to stick me in a room with something I don't stand a chance against, no discernible exits (we couldn't find the sewer tube) and no way to parley/appease the monster, you might as well just say rocks fall.

On a broader note, I played the Ardent and made exactly four attacks throughout the entire module. I spent all my other actions granting saving throws, second winds, teleports, and healing surges trying to keep the other three going. That Ardent needed a reach weapon and better healing/buffing abilities.
 

I had a party of six. Two people brought their own characters. In the end I had 3 fighters, Tomas, Tak'Tha and Dialo. Between all of their effects they made short work of the tembo. The tembo only managed to knock one character unconsious and that was right as it was about to die. It didn't help that the tembo missed on it's initial rake attack 3 rounds in a row.
 

I played in a party of five (the monk went unplayed). I was the ardent. I had a very good time overall.

The tembo was indeed darned hard. We used all our healing, both the healing fruits, and still barely won the fight, with me and the seeker unconscious and bleeding out (though several turns from death). I think the DM may have pulled some punches to avoid TPK. The fighter went into the last encounter with no healing surges left, and only about 2/3 hp (and then did really well and didn't fall).

I thought the characters were well-designed. There certainly seemed to be less typos that previous Game Days (I didn't notice any specifically, compared to when I played the Runepriest in the Spring and the skills were all messed up).

The seeker had good selection of powers, and the fighter got a lot of use out of his ranged wilder theme power.

I also found the skill challenge boring. I agree that high complexity challenges are too difficult if run by the rules. But, more importantly, the (otherwise excellent) DM ran the skill challenge in the most boring manner possible. Just "OK, everyone roll stealth, we need three successes." It was never clear why we were rolling stealth checks, or what the bluff check to mitigate the failures was about.

I also wish the PCs had slightly more personality. I wasn't sure if my ardent was supposed to be a crazed cannibal or not (he's unaligned, but his trained skills are dipolmacy and streetwise, not intimidate or anything similiar).
 

I played in the game day adventure and would say that it was just okay. We only had three players, so each player ran two characters. I ran the eladrin monk (Wintereve) and the halfling ardent (Dai'lo). For what it's worth, I liked my characters a lot.

We negotiated with the underling who hired us to give us two survival days each, since he wanted us to make it BACK to Tyr, of course. The skill challenge was ultra-dull. I hate it when a DM says, "You're in a skill challenge. The primary skills are X, Y and Z. Secondary skills A, B and C can be used, respectively, to cancel one player's failed check on X, Y or Z." If the players are told "This is a skill challenge," it tends to devolve into "Roll a bunch of dice. Now do it again. Again." In any case, our party had great luck with the rolls and passed the challenge without a single failure.

The DM didn't want us to completely bypass the encounter at the elven oasis, so he had us come upon them from a distance and the only elf we could see was the one on top of the rock. He offered to sell us water, but since we were well-stocked we declined and decided to give him a wide berth (Dark Sun elves having a reputation for being... well, disreputable). Hidden elves in the trees started chucking knives at us, so our "Discretion is the better part of valor" approach failed, and we fought. The best moment was the end of the fight, when my monk used her Rising Storms power to FLY to the top of the rock and unload a flurry of fists on the leader, finishing him off. Man, I love that power!

When we arrived at the cave, the Gith were described as looking unfriendly, so we went for the all-out attack. Some of their spear attacks were nasty, and my ardent was spending lots of time healing folks. My monk did get knocked into the pit, but she used an action point to stand up and then her Rising Storms to fly out and beat up on the shaman who had attacked her. The Tembo did not come into play during the battle with the Gith; based on other comments here, it sounds like our DM might have misread it. If we had to fight the Tembo at the same time as the Gith, we would have been in deep doo-doo.

We took a short rest after mopping up the Gith and then headed down the hole. The Tembo was mean, but we really didn't have THAT much trouble with it. The Ardent's daily was indeed helpful, but the Tembo saved from its effect at the first opportunity, so it only resulted in one bonus attack. We had the four melee characters surround it, and it ended up being knocked prone a lot. The aura hurt, but we stayed on the offensive and won the day. The fighter and barbarian were just about out of surges at this point.

The final battle with the Urik folks was interesting. The barbarian charged out into the middle of things and found herself hurting but conscious. Once again the four melee characters got into the fray and rolled well while the warlock and seeker lobbed death from within the cave. The ranged strikers were never threatened all day.

After having played the Free RPG Day and this adventure, I think I'm not a fan of the Dark Sun setting, but that's okay. I will note that we were annoyed by the mul fighter's card describing his ability to take his second wind as an "immediate interrupt" without specifying the trigger. Interrupting what, exactly? We decided in the end that it would be triggered by the fighter becoming bloodied, but I have no idea if that was right or not.

Rating for the adventure: 6/10.
 

Hi all,

Thanks for the reviews and insightful comments. I hope all those who played through my little adventure had a good time. As ever, the EnWorld community is great at giving a writer solid, honest feedback and I’ve been playing close attention to the comments posted here and elsewhere.

If you did like the Lost Cistern of Aravek, check out my other Dark Sun adventure, the Vault of Darom Madar in this month’s Dungeon. It links the short adventure Sand Raiders from the DS Campaign Guide to the upcoming print adventure Marauders of the Dune Sea, taking your PCs from mid-1st level to 3rd.

BD

BD,

Read over Vault of Darom Madar and I am absolutely going to try and work it into my beginning Dark Sun adventures! Two thumbs up from me!
 


Okay you have really got my interest now. I so want to see this thing.

Come on wizards, post it up on the official site or I am going to EXPLODE.
 

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