I3-5 Desert of Desolation

Conversion Guide

Introduction: In 1987, TSR published the supermodule named “Desert of Desolation” with the module code “I3-5”. It was a compilation and expansion of the original three modules; , Oasis of the White Palm, and Lost Tomb of Martek. The original material was written by , Laura Hickman, and Philip Meyers, and expanded by Peter Rice and William John Wheeler. It was illustrated by Jim Holloway, Keith Parkinson, and Harry Quinn. It consisted of a 128 page book, poster size wilderness map, and small map booklet. This conversion guide allows DMs to run the original module with 5th Edition rules and provides reference sheets for encounters.

A campaign adventure for five or six 5th– 8th level characters

by MARK STOUT

DUNGEONS & DRAGONS, D&D, , , the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for DungeonSample Masters Guild. file All other original material in this work is copyright 2018 by Mark Stout and published under the Community Content Agreement for Dungeon Masters Guild.

Not for resale. Permission granted to print or photocopy this document for personal use only. I3-5 DESERT DESOLATION CONVERSION GUIDE 1 Table of Contents Introduction...... 3 Reference Sheet...... 3 Adventure Summary...... 3 Converting to the Realms...... 4 GM Notes...... 4 Visuals...... 4 Chapters 3 and 4...... 4 Chapter 5: Northknife Pass...... 4 Chapter 6: Desert of Desolation...... 5 Chapter 7: Sunken City of Pazar...... 5 Chapter 8: Pyramid of Amun-Re...... 6 Chapter 9: Oasis of the White Palm...... 8 Chapter 10: Temple of Set...... 10 Chapter 11: Crypt of Badr Al-Mosak...... 12 Chapter 12: Lost City of Phoenix...... 13 Chapter 13: Skysea / Medinat Muskawoon...... 13 Chapter 14: Citadel of Martek...... 15 Special Creatures...... 18 Special Items...... 25 Reference Sheet: Chapters 3 and 4...... 26 Reference Sheet: Chapter 5: Northknife Pass...... 26 Reference Sheet: Chapter 6: Desert of Desolation...... 26 Reference Sheet: Chapter 7: Sunken City of Pazar...... 26 Reference Sheet: Chapter 8: Pyramid of Amun-Re...... 27 Reference Sheet: Chapter 9: Oasis of the White Palm...... 28 Reference Sheet: Chapter 10: Temple of Set...... 29 Reference Sheet: Chapter 11: Crypt of Badr Al-Mosak...... 29 Reference Sheet: Chapter 12: Lost City of Phoenix...... 30 Reference Sheet: Chapter 13: Skysea / Medinat Muskawoon...... 30 Reference Sheet: Chapter 14: Citadel of Martek...... 31

Sample file

Not for resale. Permission granted to print or photocopy this document for personal use only. I3-5 DESERT DESOLATION CONVERSION GUIDE 2 I3-5: Desert of Desolation

the evil that blights it. Introduction Converting to the Realms To use this conversion guide you will need a copy of “I3-5 Desert of Desolation”, originally available in hard-copy and The Desert of Desolation campaign adventure is already set now for sale in Digital format at www.dndclassics.com. in the Forgotten Realms, It is located in the far southeast of This document gives DMs advice to convert the module Faerûn, in the area known as the Raurin desert. The to the latest 5th Edition rules and guidance on preparing the adventurers can start from anywhere in the Realms adventure. A list of random encounters and a summary of however, as the first part of the campaign is set up to get the oasis factions provide a quick in-game reference. Most them there creatures refer to stat blocks in the D&D 5e . A few creatures have full stat blocks in the Special Creatures The Forgotten Realms wiki has a high resolution map of section at the end of this conversion guide. Faerûn here that can help you find the location. Page listings may refer to abbreviations: MM (Monster Manual), CR (Challenge rating), and DMG ( Please note that the map shown at the above web address Guide). All other page number refer to the locations in the has an error. The spot marked "Tomb of Amun-Re" is original 'Desert of Desolation' module. Key text is in bold for actually the location of the "Crypt of Badr Al-Mosak". easy scanning. Magic items are noted in italics. Find more information about this and other early edition conversions at www.classicmodulestoday. com. Reference Sheet For convenience, there is a Reference Sheet at the end of this document which summarizes the key information you'll need during the game onto one concise sheet. You can print this onto a single, double-sided page (perhaps on colored cardstock) as a handy tool that you can use alongside a hard copy of the module. After reading this document, all you'll need to run the game is the original module, the Monster Manual, the Reference Sheet, and optionally any notes or visuals you've prepared. Adventure Summary When a deadly storm forces the adventurers to hole up in a cave, they find themselves trapped in the cave, and greatly outnumbered, by the resident trolls returning to their home. Their only escape is a set of magic cubes that teleport them away, but not exactly to safety. The adventurers find themselves thousands of miles south in the home of Aman Al-Raqib, a scholar and creator of the cubes. He explains how he was looking for people to undertake a quest to save the people of the desert from a great evil prophesied long ago. The arrival of the adventurers on the exact day foretold is enough for Aman to declare them the heroes of the prophecy of Martek. Whether they wish or not, the adventurers find themselves heading into the desert after being outfitted with mounts and provisions, Their journey will take them to a ruined city where they unwittingly release the great evil, to the theft proof tomb of a long dead pharaoh whose spirit implores them to plunder it, to an oasis full of plots and intrigue, to a mysterious place where the earth becomes the sky,Sample and finally into the tomb of the great mage Martek in a file final attempt to fulfill the prophecy and free the desert from

Not for resale. Permission granted to print or photocopy this document for personal use only. I3-5 DESERT DESOLATION CONVERSION GUIDE 3 Special Encounter A: Meeting the Wizard. 4. The Raj. Alham Pasha Burak, Airlancers (15), Lancers (15). GM Notes 6. Swayback Camel. Muthi Pashtral. 7. The House of Mirth. Tasha Lal. Special rules and tactics to brush up on prior to the game: • Published books referenced in this conversion include: Monsters Player's Handbook (PH), Dungeon Master's Guide (DMG), and Monster Manual (MM). 1. Airlancer (veteran, armed with lance, mounted on • References to pages in the original module are formatted pegasus, MM 350, CR 3, 700 XP) as (pg. XX). References to other books include the prefix. 2. Alham Pasha Burak (noble, MM 348, CR 1/8, 25 XP) • Each part of this conversion is broken up into chapters 3. Aman Al-Raqib (archmage, MM 342, CR 12, 8400 XP) that directly correspond to the chapters in the campaign 4. Fuigarm (gladiator, MM 346, CR 5, 1800 XP) book. The reference sheets are organized likewise so you 5. Lancer (thug, armed with lance, mounted on riding have the information at hand when running the game. horse, MM 350, CR 1/2, 100 XP) • Leverage Conversation Reaction table (DMG 245) for 6. Muthi Pashtral (thug, MM 350, CR 1/2, 100 XP) NPC reactions. 7. Pegasus (MM 250, CR 2, 450 XP) • The characters will be provided with two weeks of food 8. Riding Horse (MM 336, CR 1/4, 50 XP) and four days of water for themselves and their 9. Tasha Lal (spy, MM 349, CR 1, 200 XP) mounts. They are also given a choice of a camel or horse 10. Tekuna Chand (assassin, MM 343, CR 8, 3900 XP) as a mount. If the water runs out, the characters must 11. Troll (MM 291, CR 5, 1800 XP) spend time foraging or use spells to make water, or they face dehydration. • Use the Fatigue rules if the characters travel more than ten hours a day or have nothing to eat or drink. Use the Chapter 5: Northknife Pass rules for their mounts if they don't feed or water them! • Be familiar with the rules for Extreme Heat, Foraging, Random Encounters and Becoming Lost (DMG 110-112). • Know how to use perception rules for traps, secret Roll 1d6 every half hour; on a 1 roll a d12 for encounter doors, and stealthed creatures. 1 Bugbears (8) 8 Worgs (8) • Determine spell tactics for spell casters. 2-3 Wolves (12) 9 Hill Giant (1) • The ancient runes and hieroglyphs inscribed 4 Yeti (3) 10 Mountain Lion (1) throughout the desert can be interpreted with a 5 Travelers (15) 11 Brown Bear (1) successful DC 12 Intelligence (Investigation) check if 6-7 Giant Goats (4) 12 Mounted Bandits (8) the players don't wish to use the rune system. Planned Encounters Visuals 2. Sweepaway Ford. Characters trying to cross the rocks must succeed at a DC 13 Dexterity (Acrobatics) check or fall. Suggested visuals to create: Characters falling into the stream take 3 (1d6) cold damage • Copy or sketch the various player maps and 3 (1d6) bludgeoning damage at the beginning of their • Make some handouts of rumors, information, and bits turn. Getting out of the stream requires a successful DC 14 of gossip to be handed to players as they find or learn Strength (Athletics) check. Riding animals cross the stream them from talking to people. without needing a check. • Copy or sketch various special handouts, like the amulet 3. Breakheart Cleft. Bandits (10). and palm sign in the oasis. 6. Refuge Cave. The path to the cave counts as difficult terrain. Chapters 3 and 4 Monsters 1. Bandit (MM 343, CR 1/8, 25 XP) Planned Encounters 2. Brown Bear (MM 319, CR 1, 200 XP) 3. Bugbear (MM 33, CR 1, 200 XP) Troll Cave 4. Camel (MM 320, CR 1/8, 25 XP) 5. Giant Goat (MM 326, CR 1/2, 100 XP) 2. Troll Cave. Troll (1). 6. Hill Giant (MM 155, CR 5, 1800 XP) 5. Return of the Natives. Trolls (10). 7. Mountain Lion (MM 331, CR 1, 200 XP) 8. Riding Horse (MM 336, CR 1/4, 50 XP) Brallizzar 9. Travelers (scout, MM 349, CR 1/2, 100 XP) While the characters shouldn't get into any fights in 10. Wolf (MM 341, CR 1/4, 50 XP) Brallizzar, stats are provided in case the players do. 11. Worg (MM 341, CR 1/2, 100 XP) 2. InnSample of the Golden Palm. Tekuna Chand. 12. Yeti (MM 305, CR 3, 700 XP) file 3. Home of Aman Al-Raqib. Aman Al-Raqib, Fuigarm, site of

Not for resale. Permission granted to print or photocopy this document for personal use only. I3-5 DESERT CONVERSION GUIDE 4 described in the text. Chapter 6: Desert of Monsters Desolation 1. Airlancer (veteran, armed with lance, mounted on pegasus, MM 350, CR 3, 700 XP) This chapter contains the overview of the entire desert, for 2. Camel (MM 320, CR 1/8, 25 XP) travel between the important locations, detailed in later 3. Dervish (thug, armed with scimitar MM 350, CR 1/2, 100 chapters. The planned encounters occur as the characters XP) reach those areas of the desert. 4. Desert Jackass (mule MM 333, CR 1/8, 25 XP) 5. Desert Rider ((thug, armed with lance, mounted on Random Encounters riding horse, MM 350, CR 1/2, 100 XP) Use the chart in the book to determine the encounter that 6. Dung Gatherer (commoner MM 345, CR 0, 10 XP) occurs. 7. Dustdigger (See Special Creatures) Dust Devil. Characters and mounts caught in a dust devil 8. Giant Tarantula (giant wolf spider MM 330, CR 1/4, 25 must make DC 12 Constitution saving throws, taking 22 XP) (4d10) bludgeoning damage on a failure, or half as much on a 9. Goatherd (commoner MM 345, CR 0, 10 XP) success. 10. Packrat (giant rat MM 327, CR 1/8, 25 XP) Mirage. Characters viewing a mirage can see it for what it is 11. Pegasus (MM 250, CR 2, 450 XP) on a successful DC 14 Intelligence (Investigation) check. If 12. Riding Horse (MM 336, CR 1/4, 50 XP) the characters have seen a mirage before, they gain 13. Sandman (See Special Creatures) advantage on the roll. 14. Shepherd (commoner MM 345, CR 0, 10 XP) Sandstorm. Characters and mounts caught in a sandstorm 15. Trader (commoner MM 345, CR 0, 10 XP) risk being separated in they keep traveling in the storm. 16. Thunderherder (See Special Creatures) Characters must succeed at a DC 15 Wisdom (Survival) check 17. Young purple worm (half hit points, AC 16, save DC 5 or be separated from the party a distance of 1d6 miles. less than listed, attacks do one die less damage, poison Characters that stop moving and hunker down don't have to does half damage, attack bonus +7; MM 255, CR 7, 2900 make the check. XP) Planned Encounters Chapter 7: Sunken City of 1. Sandvoyagers Trail. This trail is easy to follow, requiring no check, unless obliterated by a sandstorm. 2. Sandvoyager Guidepost. These tall, wooden poles have Pazar colorful banners and bright silver bangles tied to them. Anyone within 10 miles of a guidepost can see the sun Planned Encounters glinting off the bangles with a successful DC 10 Wisdom (Perception) check. 1. The Statue of Maniozimus. The loose stone under the 3. Desert Dunes. The soft sand of the dunes counts as sand in the front of the statue gives way when you decide, difficult terrain. ideally right after the characters read the inscription. 4. Blasted Hills. Skirting around the bottom of the hills is 2. Sunken Dome of Eilish. The sand pile is difficult terrain, normal terrain. Crossing the hills is possible, but movement but may be climbed with a successful DC 10 Strength is cut to 25% of normal. (Athletics) check. Characters forced into combat on the sand 5. Shifting Sands. The soft sand counts as difficult terrain, pile have disadvantage on their attack rolls. and requires each character make a successful DC 12 3. Temple Portico. Giant tarantula (1 per character). Constitution saving throw each day or gain a level of 4. Entry Chamber. The inscription may be read with a exhaustion. successful DC 12 Intelligence (Investigation) check. 6. Sinkholes. Characters or mounts entering a sinkhole 7. Buried Entrance. One giant tarantula will exit the hole begin to sink. Sinkholes follow the rules for quicksand every 3 rounds as long as the characters are within 30 feet of (DMG pg. 110). the hole. 8. The Signpost. The signpost points towards Pazar, and you 10. Room of the Guardians should encourage the players to head that way since it's a Ice Curtain. Characters touching or putting an object into major part of the story line. Characters that succeed at a DC the curtain must make a DC 15 Constitution saving throw, 13 Wisdom (Survival) check will see that tracks go in both being frozen on a failure. A frozen character takes 17 (5d6) easterly and westerly directions in equal measure. cold damage and is incapacitated. If the save is successful, 12. The Hinjaz. These tall hills are too sheer and the character takes the half as much damage and isn't murderously hot to cross. frozen..A frozen character may be allowed to thaw slowly, in 14. Bleached Bones. A successful DC 11 Wisdom (Perception) which case the character must make a DC 15 Constitution check will reveal that the bones have only recently been save or be reduced to 0 hit points when thawed. A frozen picked clean. character may also be thawed quickly, via a high heat spell 16. AirlancerSample Patrol Zone. When the characters enter this like fireball, which instantly thawsfile them with no harm.. The area, they will encounter 10 airlancers, who will respond as curtain may be removed by speaking the word “Alhamduhla”

Not for resale. Permission granted to print or photocopy this document for personal use only. I3-5 DESERT CONVERSION GUIDE 5 aloud, inflicting 50 points of magical fire damage to the Gauntlet curtain, or casting Dispel Magic against a 4th level spell Roll 1d6 every half hour; on a 1 roll a d6 for encounter effect. 1-3 Distant sounds 5 Wights (3) 4 Ghouls (6) 6 Wraiths (2) Lightning Curtain. Characters touching or passing through the curtain must make a DC 15 Dexterity saving throw, Planned Encounters taking 27 (8d6) lightning damage on a failure, or half as much on a success. The curtain may be removed by speaking the word “Bismilla” aloud, connecting the staves of the Temple statues together with metal, or casting Dispel Magic against 2. Temple Entryway. Dervishes (2). a 4th level spell effect. The curtain will also drop when it has 4. High Altar of Amun-Re. Holy Iaseda (1), Dervishes (5). The inflicted a total of 200 points of electrical damage. secret door may be found with a DC 16 passive Wisdom (Perception) check or a DC 14 Wisdom (Perception) check if Flame Curtain. Characters touching or passing through the actively searching. A successful DC 13 Intelligence curtain must make a DC 15 Dexterity saving throw, taking 27 (Investigation) check will reveal the opening mechanism. (8d6) fire damage on a failure, or half as much on a success. 7. Priests' Quarters. Dervishes (27). The curtain may be removed by speaking the word “Duban” 8. High Priest's Temple. Assistant Holy Iaseda (1). aloud, inflicting 50 points of magical cold damage to the Plundered Tomb curtain, or casting Dispel Magic against a 5th level spell 1. Tomb Entrance. Dervishes (2). effect. The curtain will also drop when it has inflicted a total 2. Main Worship Hall. The secret door may be found with a of 500 points of fire damage. DC 16 passive Wisdom (Perception) check or a DC 14 Wisdom Magic Items (Perception) check if actively searching. A successful DC 13 Intelligence (Investigation) check will reveal the opening • Star of Aga-Pelar (See Special Items) pg. 39 mechanism. 3. West Offering Temple. The secret door may be found with Monsters a DC 16 passive Wisdom (Perception) check or a DC 14 Wisdom (Perception) check if actively searching. A 1. Giant Tarantula (giant wolf spider MM 330, CR 1/4, 25 successful DC 13 Intelligence (Investigation) check will reveal XP) the opening mechanism. 4. East Offering Temple. Assistant Holy Iaseda (1), Dervishes (11). 5. West Water Storage Vault. When drank, the Waters of Athis allow a character to immediately spend Hit Dice as if Chapter 8: Pyramid of they had taken a short rest. Characters can only benefit from this once before taking a long rest. Amun-Re 8. Worship Room. The secret door may be found with a DC 16 passive Wisdom (Perception) check or a DC 14 Wisdom Random Encounters (Perception) check if actively searching. A successful DC 13 Intelligence (Investigation) check will reveal the opening mechanism. Temple and Plundered Tomb 10. Great Worship Room. Secret doors may be found with a Roll 1d6 every half hour; on a 1-2 roll a d6 for encounter DC 16 passive Wisdom (Perception) check or a DC 14 Wisdom 1-3 Dervishes (8) 5 Dwarves (3) (Perception) check if actively searching. A successful DC 13 4 Bandits (4) 6 Giant Rats (20) Intelligence (Investigation) check will reveal the opening Kordan's Master Maze mechanism. The southernmost secret door on the east wall can only be opened by using the altar as described, or Roll 1d6 every half hour; on a 1 roll a d12 for encounter casting a knock spell on it. 1 Mage (1) 8-9 Dervishes (6) 2-4 Minotaurs (3) 10 Ghouls (6) Kordan's Master Maze 5-6 Doppelgangers (3) 11 Bandits (10) 1. Welcome Room. Characters wearing heavy armor must 7 Tomb Robbers (5) 12 Giant Spiders (4) succeed at a DC 15 Strength saving throw or "fall" to the top Halls of the Upper Priesthood of the dome, taking 10 (3d6) bludgeoning damage. 2. Mists. The mists in the corridors between rooms cause Roll 1d6 every half hour; on a 1 roll a d12 for encounter minor disorientation. This renders characters unable to 1 Knight (1) 8-9 Giant Spiders (6) concentrate enough to count steps, judge distance, or know 2 Priest (1) 10 Ghouls (6) direction. This disorientation vanishes instantly when 3-5 Bandits (6) 11 Wights (4) exiting the mist into a room. The characters can track 6-7 Dervishes (3) 12 Wraiths (2) distance if they use a rope and various signals to indicate coming into a new room. They may track direction by Samplehaving two people hold hands andfile touch both walls as they walk; as they walk around turns, their arms will bend to

Not for resale. Permission granted to print or photocopy this document for personal use only. I3-5 DESERT CONVERSION GUIDE 6 indicate the direction. Don't tell the players this, instead let Fruitflies are AC 13, 4 hit points. When eaten, they give a them figure it out on their own. character a +1 bonus to Strength and Dexterity for 1 hour. 7. Silver Ringer. Characters succeeding at a DC 16 Wisdom Multiple fruitflies do not add extra bonuses. (Survival) check will notice a a breeze of fresh air coming 5. Dome of Flight, Lower Level. Grenade Palm trap. The from the north exit. inscriptions on the altar may be read with a successful DC 12 8. Breezeway. Characters succeeding at a DC 12 Wisdom Intelligence (Investigation) check. If the players can't (Survival) check will notice a a breeze of fresh air coming decipher the inscriptions, allow their characters to make DC from the east exit. 13 Intelligence (Investigation) checks to gain a clue about 11. Drafty Door. Characters will notice the sound of roaring their function. water on a successful DC 15 passive Wisdom (Perception) 10. West Hall. Wraiths (3). check or a DC 13 Wisdom (Perception) check if actively 13. East Pantry. The tunnel to Heart's Lair on the Gauntlet listening near the door. level may be spotted with a DC 16 passive Wisdom 12. A Bad Smell 1. Characters will notice the smell of carrion (Perception) check or a DC 14 Wisdom (Perception) check if on a successful DC 17 passive Wisdom (Perception) check or a actively searching. DC 15 Wisdom (Perception) check if actively searching. 16. March of the True Faith. The inscriptions here may be 13. A Bad Smell 2. Characters will notice the smell of carrion read with a successful DC 12 Intelligence (Investigation) on a successful DC 17 passive Wisdom (Perception) check or a check. DC 15 Wisdom (Perception) check if actively searching. 19. West Cell of the High Priest. Knight (1), ghouls (10). 14. Treasure Sled. Characters will notice the smell of carrion 20 . Priest Catacombs. Ghouls (6). on a successful DC 15 passive Wisdom (Perception) check or a 21. Priest Closet. The secret door may be found with a DC 16 DC 13 Wisdom (Perception) check if actively searching. passive Wisdom (Perception) check or a DC 14 Wisdom The top chest has a poison needle trap. (Perception) check if actively searching. A successful DC 13 16. Bad Smell 3. Characters will notice the smell of carrion Intelligence (Investigation) check will reveal the opening on a successful DC 15 passive Wisdom (Perception) check or a mechanism. DC 13 Wisdom (Perception) check if actively searching. 22. East High Priest's Cell. Wraiths (3). 17. Bad Smell 4. Characters will notice the smell of carrion 24. Prayer Temple of the Priesthood. There is a trap door on a successful DC 15 passive Wisdom (Perception) check or a directly in front of the statue. There is also a fog horn trap DC 13 Wisdom (Perception) check if actively searching. protecting the false gem on the statue. 18. Door an d Smell. Characters will notice the smell of carrion on a successful DC 17 passive Wisdom (Perception) Gauntlet check or a DC 15 Wisdom (Perception) check if actively 1. Dome of Flight, Upper Level. Prit (1). searching. 3a. Chabang Man. Chabang Man (2). 24. Grieving Elves. Doppelgangers (3-5). 3b. Fire Wall. The fire and stone walls are illusions that may 25. Minotaur Lair. Minotaurs (3-7). The trap door may be be seen through with a successful DC 14 Intelligence opened with a DC 20 Dexterity (thieves' tools) check. If the (Investigation) check. Failing the check means the characters opening character is at the door when it swings down, the believe it is real. If a character that failed the check sees character must succeed at a DC 14 Dexterity saving throw, or another character pass through the wall, that character may be knocked down into the straw pile, taking 3 (1d6) check again with advantage. bludgeoning damage. 3c. Mirror, Mirror. The construct opposites created are just 26. Who's There? Bandits (9). like the characters except: 27. Trap Room. Trapper (1). • They have no intelligence and attack mindlessly. 28. Well of Questions. Androsphinx (1). • They have no spells or magical items. 29. Javelins. Characters entering the room are targeted by • They have no class abilities except extra attack. the javelin trap. • They have the same hit points the character did at 30. X-room. A character standing on the X triggers the the time they are created. falling block trap. 3d. Pet Fist. Pet Fist (1), Munafik (1). 31. Pendulum. Characters standing in line with the 11. Heart's Lair. Clay Golem (1), Heart Jar (1). pendulum when the rope is cut are hit by the swinging True Tomb blade trap. 2. Treasury of the Pharaohs. The inscriptions here may be 32. Dervish Explorers. Dervishes (5). read with a successful DC 12 Intelligence (Investigation) 33. Robber Press. Characters in the room when the center 10 check. foot floor plate is walked on are caught in the crushing 3. Tomb of Amun-Re. Mummy (1). The inscriptions here may walls trap. be read with a successful DC 12 Intelligence (Investigation) 37. Loose Ceiling. Trapper (1). check. The secret door may be found with a DC 16 passive Halls of the Upper Priesthood Wisdom (Perception) check or a DC 14 Wisdom (Perception) 4. Garden Hall. The secret doors may be found with a DC 16 check if actively searching. A successful DC 13 Intelligence passive Wisdom (Perception) check or a DC 14 Wisdom (Investigation) check will reveal the opening mechanism. (Perception) check if actively searching. A successful DC 13 IntelligenceSample (Investigation) check will reveal the opening file mechanism.

Not for resale. Permission granted to print or photocopy this document for personal use only. I3-5 DESERT CONVERSION GUIDE 7 searching. A DC 15 Dexterity (thieves' tools) check Magic Items disables it. Creatures walking on it fall onto the hay pile in the room below, taking 3 (1d6) bludgeoning damage. • Bar-Ethel (See Special Items) pg. 58 • Chain mail +1 pg. 43 Monsters • Enduval (long sword, as berserker axe) pg. 50 • Libram of Ineffable Damnation (replace it with non- 1. Androsphinx (MM 281, CR 17, 18000 XP) magical book of evil rituals) pg. 60 2. Assistant Holy Iaseda (priest) • Potion of undead control (replace with potion of necrotic 3. Bandit (MM 343, CR 1/8, 25 XP) resistance) pg. 58 4. Chabang Man (See Special Creatures) • Ring of contrariness (replace with ring of jumping) pg. 50 5. Clay Golem (MM 168, CR 9, 5000 XP) • Ring of protection pg. 51 6. Dervish (thug armed with scimitar MM 350, CR 1/2, 100 • Scroll of fireball pg. 51 XP) • Scroll of fly pg. 51 7. Doppelganger (MM 82, CR 3, 700 XP) • Staff of Ruling (See Special Items) pg. 61 8. Dwarf (bandit with dwarf traits) • Star of Mo-Pelar (See Special Items) pg. 61 9. Ghoul (MM 148, CR 1, 200 XP) • Warhammer +1 pg. 50 10. Giant Rat (MM 327, CR 1/8, 25 XP) 11. Giant Spider (MM 328, CR 1, 200 XP) Traps 12. Heart Jar (See Special Creatures) 13. Holy Iaseda (priest) • Crushing Walls Trap (pg. 54). It is spotted with a DC 15 14. Knight (MM 347, CR 3, 700 XP) passive Wisdom (Perception) check, or DC 13 if actively 15. Mage (MM 347, CR 6, 2300 XP) searching. A DC 15 Dexterity (thieves' tools) check 16. Minotaur (MM 223, CR 3, 700 XP) disables it. When triggered, all creatures in the room 17. Mummy (MM 228,. CR 3, 700 XP) take 11 (2d10) bludgeoning damage each round for 3 18. Munafik (See Special Creatures) rounds. 19. Pet Fist (See Special Creatures) • Falling Block Trap (pg. 53). It is spotted with a DC 15 20. Priest (MM 348, CR 2, 450 XP) passive Wisdom (Perception) check, or DC 13 if actively 21. Prit (commoner MM 345, CR 0, 10 XP) searching. A DC 15 Dexterity (thieves' tools) check 22. Tomb Robber (scout MM MM 349, CR 1/2, 100 XP) disables it. Triggering creature(s) takes 22 (4d10) 23. Trapper (VGM 194, CR 3, 700 XP). bludgeoning damage. 24. Wight (MM 300, CR 3, 700 XP) • Fog Horn Trap (pg. 58). It is spotted with a DC 15 passive 25. Wraith (MM 302, CR 5, 1800 XP) Wisdom (Perception) check, or DC 13 if actively searching. A DC 15 Intelligence (Investigation) check disables it. • Grenade Palm (pg. 56): These palms have fruit that resemble small pineapples. When any creature walks near the grenade palm, there is a 20% chance one fruit falls from the tree (roll percentile dice, on a result of 01 - 20 the fruit falls). The fruit explodes on contact with the ground. Any creature within 10 feet must make a DC 13 Dexterity saving throw. On a failure it takes 11 (2d10) piercing damage, but no damage on a successful saving throw. • Javelin Trap (pg. 53). It is spotted with a DC 15 passive Wisdom (Perception) check, or DC 13 if actively searching. A DC 15 Intelligence (Investigation) check figures out how to disable it. Triggering creature takes 22 (4d10) piercing damage and is restrained (escape DC 14). • Poison Needle Trap (pg. 50). It is spotted with a DC 15 passive Wisdom (Perception) check, or DC 12 Wisdom (Perception) check if actively searching. A DC 15 Dexterity (thieves' tools) check disables it. Triggering creature takes 22 (4d10) poison damage and must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour. • Swinging Blade Trap (pg. 53). It is spotted with a DC 15 passive Wisdom (Perception) check, or DC 13 if actively searching. A DC 13 Dexterity check disables it. Triggering creature takes 22 (4d10) slashing damage. • SampleTrap Door (pg. 58). It is spotted with a DC 15 passive file Wisdom (Perception) check, or DC 13 if actively

Not for resale. Permission granted to print or photocopy this document for personal use only. I3-5 DESERT CONVERSION GUIDE 8 Intelligence (Investigation) check. Chapter 9: Oasis of the Nomad Camp A. The Sheik's Tent. Home guards (6), Sheik Kassim Arslan, Hassan Arslan, slaves (4), Glyph of warding (Explosive White Palm Lightning) trap, Poison Needle trap. B. Clerical Tent. Nadron Ilanis, acolytes (2), poisonous snake Random Encounters (1), Glyph of warding (Explosive Lightning) trap. C. Tent of Hassan Arslan Hassan Arslan. Oasis of the White Palm (day) D. Tent of Korus Eikoth. Korus Eikoth, slave (1). Roll 1d6 every half hour; on a 1 roll a d8 for encounter Sandvoyagers Compound 1 Water bearers (12) 5 Camel traders (4) 1a. The Common Room. Rolando the minstrel. 2 Launderers (6) 6 Home guard (12) 2. Washing House. Launderers (12). 3 Bead trader (1) 7 Special Encounter 4. Hogan's Stables. Stable boy (1). 4 Date traders (3) 8 Special Encounter 6. Happy Hogan's Desert Igloo. Hogan Underwood, Rose Oasis of the White Palm (night) Underwood, bartender (1), Cookie, Zorath Blackblade. 7. Ancient Temple. The inscriptions here may be read with a Roll 1d6 every half hour; on a 1 roll a d8 for encounter successful DC 12 Intelligence (Investigation) check. 1 Drunk Durpari (1) 5 Durpari nobles (2) 8. House of the Sandvoyagers' Guild. Slaver guards (14), 2 Slaver guards (8) 6 Durpari slave (1) slave (1), Thurnas Netmaster. 3 Durpari (4) 7 Special Encounter 4 elves (4) 8 Special Encounter Magic Items Special Encounter Subtable • Arrows +1 pg. 64 Roll 1d6 during day, 1d8 during night • Chain mail +1 pg. 64 1 Hogan Underwood 5 Hassan Arslan • *Chain mail +1 pg. 63 2 Zorath Blackblade 6 Rolando the minstrel • *Chain mail +3 (replace with +2) pg. 63 3 Rose Underwood 7 Corga Kazan • *Cloak of protection pg. 64 4 Thurnas Netmaster 8 Corga Kazan • *Dagger +2 pg. 63 • *Decanter of endless water pg. 69 Planned Encounters • *Flail +1 pg. 64 • Longsword +1 pg. 65 Oasis Area • Mace +1 (Corga) pg. 64 2. Nomad Camp. Home guards (6), war dogs (2) Camp • Mace +1 (One is given by Korus) pg. 67 contains approximately 400 Durpari total. • Plate armor +1 pg. 65 3. The Oasis Pool. Home guards (8). • Potion of brass dragon control (replace with potion of fire 7. The Monolith. Secret door, spotted with a DC 20 passive resistance) pg. 71 Wisdom (Perception) check, or DC 15 Wisdom (Perception) • Potion of ESP (replace with potion of mind reading) pg. 64 check if actively searching. A DC 14 Intelligence • *Potion of invulnerability pg. 63 (Investigation) check determines how to open it. The • *Scarab of protection pg. 63 inscriptions here may be read with a successful DC 12 • Scimitar +1 pg. 64

Factions of the Oasis Important Faction Leader Members Location Goals Sheik Loyalists Sheik Kassim Hassan Arslan, Nomad camp (pg. 67-71) Find Shadalah, protect the Arslan Nadron Ilanis people of the oasis, and find and destroy the Dervish cultists. Dervish Cultists Corga Kazan Korus Eikoth Nomad camp (pg. 70), Temple Find Shadalah, give her to of Set (pg. 74-76) the efreeti, destroy the slavers, kill the sheik, and put Korus on the throne. Slave Traders Thurnas Netmaster Zorath Blackblade, Sandvoyager's Guild (pg. 73), Find Shadalah and return Kalitrates, Zomara Temple of Set (pg. 78-79) her, destroy the cultists, and continue running the slave Sample tradefile.

Not for resale. Permission granted to print or photocopy this document for personal use only. I3-5 DESERT CONVERSION GUIDE 9