DMs: Just ran Marauders of the Dune Sea -- errata for Tarek Raiders?? Too powerful for this module?

Post/Author/DateTimePost
#1

honda305

Dec 18, 2010 1:10:44

OK.  So I ran Dune Sea for a group of 4 PCs.  Everything seemed pretty balanced except for
encounter D2.  The 3 Tarek raiders seem overpowered for this scene.  You have 6 minons pitching
javelins and along come these beasts that hit at +18 vs. AC doing 2d6+4.   Our PCs (all 2nd level) ranged in AC from 16 to a high of 22.  That means that these guys were only missing mostly on 1s and 2s for most characters.


I actually pulled out the DS Creature Cat. to confirm the stat block was correct.  It was.


 


Anyone else think this encounter is to much for a group of 4-5 level 2 PCs??


 

#2

ritorix

Dec 18, 2010 1:57:36
I'm sure its supposed to be +8 instead of +18.  The typo probably migrated when they copy/pasted the stat block.

That's the sort of thing a real, live DM is supposed to correct when playing  :p


Typos galore in that module.  Look at the wasteland raiders right above the tarek.  It has no way to grab.  The intent is obviously to make the Barbed Spear grab, then use Gutting Dagger against a grabbed target.  Not fixing that during the game means you are running a broken monster.
#3

DontEatRawHagis

Dec 18, 2010 8:24:29
The Tarek thing is mentioned in the Creature Catalog Errata forum

Dark SUn Creature Catalog Errata Forumn
community.wizards.com/go/forum/view/7588...

Dark Sun Campaign setting errata forum:
community.wizards.com/go/forum/view/7588...
#4

Aaron_Highcolor

Dec 18, 2010 13:54:32
And, the mod is written for 5 PCs.  You could have dropped 1.
#5

lord_rock

Dec 19, 2010 18:17:18
If you make it +8 they will still tear up the PCs good with all thier little flanking buddies. It has solid encounters but the story needs a little tweaking and fleshing out.