Spoilers ahead, turn back now if you haven't played it...
So Tembo...
I know DS is supposed to be tough and all, but wow, definately setup for fail if you follow it by the letter. The pre-gens were absolutely horrible, except the barbarian. You have one character with any sort of healing, 2/enc. You get no other healing except 2nd wind unless you *FAIL* the skill challenge and fight the elves for their ears to add to your necklace.
The module specifically states that if you are doing too well, or a member of the party gets knocked down a pit, a lvl 6 solo (lvl 4 party) climbs up and joins the ongoing fight. The fight originally is not too bad, but if you don't get a chance to rest and your Ardent recharge his healing encounter before facing the solo, the party is going to have a REALLY hard time of it.
The Tembo itself is a really nasty solo. It has an at-will that, provided it can shift, can do 4d10+6. You have a very short amount of time to figure out this kitty needs to be trapped in a corner. Additionally, it can't be forcefully moved, so you can't push it into a corner, nor push it back down the pit.
This is clearly a place where AngryDM's boss fight mechanic would have been wonderful. Cornering is difficult, and if acheived, becomes a grind. If (when) the kitty decides to join the first fight, at 1/3 HP, it could have dived back down the hole and setup an ambush in it's layer, giving the PCs the chance to get back atleast a healing surge + encounter or 2 power points, then go down the hole and fight a theoretical final two forms for the last 2/3 of it's HP.
If you want to show that Dark Sun is a grinder for characters, this module does it. If you want to show players how fun DS can be, this is NOT the module you want to play first, at least how it is currently written.
I give it a 4/10 for access to healing items only during an optional fight that occurs if you FAIL a check, nearly unwinnable if no one plays the Ardent, and horrible solo encounter throw with a normal balanced encounter.
Not fun for players, not fun for DM.
So Tembo...
I know DS is supposed to be tough and all, but wow, definately setup for fail if you follow it by the letter. The pre-gens were absolutely horrible, except the barbarian. You have one character with any sort of healing, 2/enc. You get no other healing except 2nd wind unless you *FAIL* the skill challenge and fight the elves for their ears to add to your necklace.
The module specifically states that if you are doing too well, or a member of the party gets knocked down a pit, a lvl 6 solo (lvl 4 party) climbs up and joins the ongoing fight. The fight originally is not too bad, but if you don't get a chance to rest and your Ardent recharge his healing encounter before facing the solo, the party is going to have a REALLY hard time of it.
The Tembo itself is a really nasty solo. It has an at-will that, provided it can shift, can do 4d10+6. You have a very short amount of time to figure out this kitty needs to be trapped in a corner. Additionally, it can't be forcefully moved, so you can't push it into a corner, nor push it back down the pit.
This is clearly a place where AngryDM's boss fight mechanic would have been wonderful. Cornering is difficult, and if acheived, becomes a grind. If (when) the kitty decides to join the first fight, at 1/3 HP, it could have dived back down the hole and setup an ambush in it's layer, giving the PCs the chance to get back atleast a healing surge + encounter or 2 power points, then go down the hole and fight a theoretical final two forms for the last 2/3 of it's HP.
If you want to show that Dark Sun is a grinder for characters, this module does it. If you want to show players how fun DS can be, this is NOT the module you want to play first, at least how it is currently written.
I give it a 4/10 for access to healing items only during an optional fight that occurs if you FAIL a check, nearly unwinnable if no one plays the Ardent, and horrible solo encounter throw with a normal balanced encounter.
Not fun for players, not fun for DM.