Marauders of the Dun Sea Review
As you are coming to the end of the “published” adventure which I’ve tweaked a little here and there. How do you think it has gone? Did you all enjoy it? It all began from when you began to get visions while approaching Tyr and you got the job to look for the caravan, although there were other hooks to get there.
The Riddles and the visions were some of my own bits in there due to there not being a lot in the adventure itself. There is a hook to do with a vision, but again I took that and played with it.
There were also some things like the moving floor I put in to make it more fun.
Overall I have enjoyed DMing it once I tweaked it, sorry to anyone who died, I did not make the monsters any harder hehehe.
You are not at the end of it yet mind, but just wondering on general feedback on how you felt it went
Loved the riddles, as I’ve said before. Sorry if I spoilt anyone else having a go at the letter “E” riddle….I just could see it straight away. “E” for Eladrin, see ?
It was all good, although it seemed odd to be doing a dungeon crawl in Dark Sun. Some great edge-of-the-seat battles, though. Personally I’m quite excited to have found an apparently plentiful source of fresh water (some of it with magical properties!), secured behind natural barriers (the dust devil and mountains). I’m thinking “secret base”.
Thanks for the feedback on how you felt it went with the “Marauders of the Dune Sea” adventure.
That was a temple for a cult who worshiped Ul-Athrah
I agree with the comments – my first delve into 4e has been an enjoyable one and even now when I look at the 2e books I think that there is definitely more now. I still say that earlier editions allowed for a lot more ‘leeway’ certainly based on my DMing ethos of don’t argus as the DM is always right! A little more difficult to enforce in 4e aas it must be damned hard to know everything. I look forward to the next step with bated breath!
