Download as pdf or txt
Download as pdf or txt
You are on page 1of 33

I3-5

si r e
on
er tu
nv e n
Co v
e Ad

Desert of
ul ic
od ss
M la

Desolation
C

Stan Shinn

For Character Levels 5-8

Classic Modules Today


A D&D 5 th Edition Conversion of the Early Edition Adventure Module
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;
Pharaoh, Oasis of the White Palm, and Lost Tomb of Martek. The original material was
written by Tracy Hickman, 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 5 th Edition rules and
provides a reference sheet for encounters.

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

STAN SHINN

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, 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
Dungeon Masters Guild.

Stan Shinn

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

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
To use this conversion guide you will need a copy of “I3-5
Converting to the Realms
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 Monster Manual.
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 (Dungeon Master 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, and finally into the tomb of the great mage Martek in a
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
Monsters
GM Notes 1. Airlancer (veteran, armed with lance, mounted on
Special rules and tactics to brush up on prior to the game: pegasus, MM 350, CR 3, 700 XP)
• Each part of this conversion is broken up into chapters 2. Alham Pasha Burak (noble, MM 348, CR 1/8, 25 XP)
that directly correspond to the chapters in the campaign 3. Aman Al-Raqib (archmage, MM 342, CR 12, 8400 XP)
book. The reference sheets are organized likewise so you 4. Fuigarm (gladiator, MM 346, CR 5, 1800 XP)
have the information at hand when running the game. 5. Lancer (thug, armed with lance, mounted on riding
• Leverage Conversation Reaction table (DMG 245) for horse, MM 350, CR 1/2, 100 XP)
NPC reactions. 6. Muthi Pashtral (thug, MM 350, CR 1/2, 100 XP)
• The characters will be provided with two weeks of food 7. Pegasus (MM 250, CR 2, 450 XP)
and four days of water for themselves and their 8. Riding Horse (MM 336, CR 1/4, 50 XP)
mounts. They are also given a choice of a camel or horse 9. Tasha Lal (spy, MM 349, CR 1, 200 XP)
as a mount. If the water runs out, the characters must 10. Tekuna Chand (assassin, MM 343, CR 8, 3900 XP)
spend time foraging or use spells to make water, or they 11. Troll (MM 291, CR 5, 1800 XP)
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
rules for their mounts if they don't feed or water them!
Chapter 5: Northknife Pass
• Be familiar with the rules for Extreme Heat, Foraging,
and Becoming Lost (DMG 110-112). Random Encounters
• Know how to use perception rules for traps, secret
doors, and stealthed creatures. Roll 1d12
• Determine spell tactics for spell casters. 1 Bugbears (8) 8 Worgs (8)
• The ancient runes and hieroglyphs inscribed 2-3 Wolves (12) 9 Hill Giant (1)
throughout the desert can be interpreted with a 4 Yeti (3) 10 Mountain Lion (1)
successful DC 12 Intelligence (Investigation) check if 5 Travelers (15) 11 Brown Bear (1)
the players don't wish to use the rune system. 6-7 Giant Goats (4) 12 Mounted Bandits (8)

Planned Encounters
Visuals 2. Sweepaway Ford. Characters trying to cross the rocks
Suggested visuals to create: must succeed at a DC 13 Dexterity (Acrobatics) check; on a
• Copy or sketch the various player maps failure they fall into the stream. Characters falling into the
• Make some handouts of rumors, information, and bits stream take 3 (1d6) cold damage and 3 (1d6) bludgeoning
of gossip to be handed to players as they find or learn damage at the beginning of their turn. Getting out of the
them from talking to people. stream requires a successful DC 14 Strength (Athletics)
• Copy or sketch various special handouts, like the amulet check. Riding animals cross the stream without needing a
and palm sign in the oasis. check.
3. Breakheart Cleft. Bandits (10).
6. Refuge Cave. The path to the cave counts as difficult
Chapters 3 and 4 terrain.

Monsters
Planned Encounters
1. Bandit (MM 343, CR 1/8, 25 XP)
Troll Cave 2.
3.
Brown Bear (MM 319, CR 1, 200 XP)
Bugbear (MM 33, CR 1, 200 XP)
2. Troll Cave. Troll (1). 4. Camel (MM 320, CR 1/8, 25 XP)
5. Return of the Natives. Trolls (10). 5. Giant Goat (MM 326, CR 1/2, 100 XP)
6. Hill Giant (MM 155, CR 5, 1800 XP)
Brallizzar 7. Mountain Lion (MM 331, CR 1, 200 XP)
8. Riding Horse (MM 336, CR 1/4, 50 XP)
While the characters shouldn't get into any fights in 9. Travelers (scout, MM 349, CR 1/2, 100 XP)
Brallizzar, stats are provided in case your players are so 10. Wolf (MM 341, CR 1/4, 50 XP)
inclined. 11. Worg (MM 341, CR 1/2, 100 XP)
2. Inn of the Golden Palm. Tekuna Chand. 12. Yeti (MM 305, CR 3, 700 XP)
3. Home of Aman Al-Raqib. Aman Al-Raqib, Fuigarm, site of
Special Encounter A: Meeting the Wizard.
4. The Raj. Alham Pasha Burak, Airlancers (15), Lancers (15).
6. Swayback Camel. Muthi Pashtral.
7. The House of Mirth. Tasha Lal.

Not for resale. Permission granted to print or photocopy this document for personal use only. I3-5 DESERT CONVERSION GUIDE 4
area, they will encounter 10 airlancers, who will respond as

Chapter 6: Desert of described in the text.

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)
Random Encounters 5. Desert Rider ((thug, armed with lance, mounted on
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
1. Sandvoyagers Trail. This trail is easy to follow, requiring
Chapter 7: Sunken City of
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 storyline. 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. Airlancer Patrol Zone. When the characters enter this like fireball, which instantly thaws them with no harm.. The

Not for resale. Permission granted to print or photocopy this document for personal use only. I3-5 DESERT CONVERSION GUIDE 5
curtain may be removed by speaking the word “Alhamduhla” Gauntlet
aloud, inflicting 50 points of magical fire damage to the
Roll 1d6
curtain, or casting Dispel Magic against a 4th level spell
1-3 Distant sounds 5 Wights (3)
effect.
4 Ghouls (6) 6 Wraiths (2)
Lightning Curtain. Characters touching or passing through Planned Encounters
the curtain must make a DC 15 Dexterity saving throw,
taking 27 (8d6) lightning damage on a failure, or half as
much on a success. The curtain may be removed by speaking Temple
the word “Bismilla” aloud, connecting the staves of the 2. Temple Entryway. Dervishes (2).
statues together with metal, or casting Dispel Magic against 4. High Altar of Amun-Re. Holy Iaseda (1), Dervishes (5). The
a 4th level spell effect. The curtain will also drop when it has secret door may be found with a DC 16 passive Wisdom
inflicted a total of 200 points of electrical damage. (Perception) check or a DC 14 Wisdom (Perception) check if
actively searching. A successful DC 13 Intelligence
Flame Curtain. Characters touching or passing through the (Investigation) check will reveal the opening mechanism.
curtain must make a DC 15 Dexterity saving throw, taking 27 7. Priests' Quarters. Dervishes (27).
(8d6) fire damage on a failure, or half as much on a success. 8. High Priest's Temple. Assistant Holy Iaseda (1).
The curtain may be removed by speaking the word “Duban” Plundered Tomb
aloud, inflicting 50 points of magical cold damage to the
1. Tomb Entrance. Dervishes (2).
curtain, or casting Dispel Magic against a 5th level spell
2. Main Worship Hall. The secret door may be found with a
effect. The curtain will also drop when it has inflicted a total
DC 16 passive Wisdom (Perception) check or a DC 14 Wisdom
of 500 points of fire damage.
(Perception) check if actively searching. A successful DC 13
Magic Items Intelligence (Investigation) check will reveal the opening
mechanism.
1. Star of Aga-Pelar (See Special Items) 3. West Offering Temple. The secret door may be found with
a DC 16 passive Wisdom (Perception) check or a DC 14
Monsters Wisdom (Perception) check if actively searching. A
successful DC 13 Intelligence (Investigation) check will reveal
1. Giant Tarantula (giant wolf spider MM 330, CR 1/4, 25 the opening mechanism.
XP) 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
(Perception) check if actively searching. A successful DC 13
Random Encounters Intelligence (Investigation) check will reveal the opening
mechanism.
10. Great Worship Room. Secret doors may be found with a
Temple and Plundered Tomb DC 16 passive Wisdom (Perception) check or a DC 14 Wisdom
Roll 1d6 (Perception) check if actively searching. A successful DC 13
1-3 Dervishes (8) 5 Dwarves (3) Intelligence (Investigation) check will reveal the opening
4 Bandits (4) 6 Giant Rats (20) mechanism. The southernmost secret door on the east wall
can only be opened by using the altar as described, or
Kordan's Master Maze
casting a knock spell on it.
Roll 1d12
1 Mage (1) 8-9 Dervishes (6) Kordan's Master Maze
2-4 Minotaurs (3) 10 Ghouls (6) 1. Welcome Room. Characters wearing heavy armor must
5-6 Doppelgangers (3) 11 Bandits (10) succeed at a DC 15 Strength saving throw or "fall" to the top
7 Tomb Robbers (5) 12 Giant Spiders (4) of the dome, taking 10 (3d6) bludgeoning damage.
Halls of the Upper Priesthood 2. Mists. The mists in the corridors between rooms cause
minor disorientation. This renders characters unable to
Roll 1d12
concentrate enough to count steps, judge distance, or know
1 Knight (1) 8-9 Giant Spiders (6)
direction. This disorientation vanishes instantly when
2 Priest (1) 10 Ghouls (6)
exiting the mist into a room. The characters can track
3-5 Bandits (6) 11 Wights (4)
distance if they use a rope and various signals to indicate
6-7 Dervishes (3) 12 Wraiths (2)
coming into a new room. They may track direction by
having two people hold hands and 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
Intelligence (Investigation) check will reveal the opening
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.
1. Bar-Ethel (See Special Items)
2. Chain mail +1 Monsters
3. Enduval (long sword, as berserker axe)
4. Libram of Ineffable Damnation (replace it with non-magical 1. Androsphinx (MM 281, CR 17, 18000 XP)
book of evil rituals) 2. Assistant Holy Iaseda (priest)
5. Potion of undead control (replace with potion of necrotic 3. Bandit (MM 343, CR 1/8, 25 XP)
resistance) 4. Chabang Man (See Special Creatures)
6. Ring of contrariness (replace with ring of jumping) 5. Clay Golem (MM 168, CR 9, 5000 XP)
7. Ring of protection 6. Dervish (thug armed with scimitar MM 350, CR 1/2, 100
8. Scroll of fireball XP)
9. Scroll of fly 7. Doppelganger (MM 82, CR 3, 700 XP)
10. Staff of Ruling (See Special Items) 8. Dwarf (bandit with dwarf traits)
11. Star of Mo-Pelar (See Special Items) 9. Ghoul (MM 148, CR 1, 200 XP)
12. Warhammer +1 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.
• Trap Door (pg. 58). It is spotted with a DC 15 passive
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,
White Palm Hassan Arslan, slaves (4), Glyph of warding (Explosive
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 1d8 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 1d8
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 Drow elves (4) 8 Special Encounter Magic Items
Special Encounter Subtable 1. Arrows +1
Roll 1d6 during day, 1d8 during night 2. Chain mail +2
1 Hogan Underwood 5 Hassan Arslan 3. *Chain mail +3 (reduce to +2)
2 Zorath Blackblade 6 Rolando the minstrel 4. *Cloak of protection
3 Rose Underwood 7 Corga Kazan 5. *Decanter of endless water
4 Thurnas Netmaster 8 Corga Kazan 6. *Flail +1
7. Longsword +2
Planned Encounters 8. Potion of brass dragon control (replace with potion of fire
resistance)
Oasis Area 9. Potion of ESP (replace with potion of mind reading)
2. Nomad Camp. Home guards (6), war dogs (2) Camp 10. *Potion of invulnerability
contains approximately 400 Durpari total. 11. *Scarab of protection (replace with necklace of adaptation)
3. The Oasis Pool. Home guards (8). 12. Scimitar +1
7. The Monolith. Secret door, spotted with a DC 20 passive 13. *Scimitar +3 (reduce to +2)
Wisdom (Perception) check, or DC 15 Wisdom (Perception) 14. Scimitar of the Sultan +1, +3 vs. undead (replace with one
check if actively searching. A DC 14 Intelligence scimitar +1)
(Investigation) check determines how to open it. The 15. *Scroll of blade barrier
inscriptions here may be read with a successful DC 12 16. *Scroll of lesser restoration

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
trade.

Not for resale. Permission granted to print or photocopy this document for personal use only. I3-5 DESERT CONVERSION GUIDE 9
17. *Scroll of raise dead 22. War dog (wolf, MM 341, CR 1/4, 25 XP)
18. *Shield +1 23. Water bearer (commoner MM 345, CR 0, 0-10 XP)
19. Shield +2 24. Zorath Blackblade (assassin MM 343, CR 8, 3900 XP)
20. *Staff of healing
*These items are held by good NPCs and aren't likely to fall
into the hands of the characters. Chapter 10: Temple of Set
Traps Random Encounters
• Glyph of Warding (Blindness, pg. 69). Triggered by
opening the chest it is inscribed on. A successful DC 15 Temple of Set (cult area)
Intelligence (Investigation) check notices the glyphs. The Roll 1d8
glyph can only be disarmed by a Dispel Magic spell. The 1 Zombies (15) 5 Giant poisonous snakes (3)
creature that triggers the glyph must succeed at a DC 14 2 Dervish cultists (6) 6 Mummy (1)
Wisdom saving throw or be blinded until cured. 3 Giant spiders (4) 7 Zombies (10)
• Glyph of Warding (Explosive lightning, pg. 69-70). 4 Dervish cultists (10) 8 Dervish cultists (12)
Triggered by passing within 5 feet of the tent wall. A
successful DC 15 Intelligence (Investigation) check Temple of Set (slaver area)
notices the glyphs. The glyph can only be disarmed by a Roll 1d8
Dispel Magic spell. All creatures in a 20 foot radius of the 1 Slaver guards (12) 5 Slaver guards (12)
tent wall must make a DC 13 Dexterity saving throw. The 2 Giant spiders (5) 6 Bugbears (6)
glyph inflicts 22 (5d8) lightning damage, with only half 3 Giant poisonous snake 7 Slaves (6)
damage taken on a successful saving throw. 4 Mummy (1) 8 Slaver guards (6)
• Poison Needle Trap (p. 69,71). Triggered by opening the
chest. It is spotted with a DC 15 passive Wisdom Planned Encounters
(Perception) check, or DC 13 Wisdom (Perception) check
1. The Way In. Between midnight and 3am - Dervish cultists
if actively searching. A DC 15 Dexterity (thieves' tools)
(1d4).
check disables it. The creature that triggers it takes 22
2. Temple Entry. Zombie (1).
(4d10) poison damage and must succeed on a DC 15
3. Carnivorous Cavern. Zombies (11).
Constitution saving throw or be poisoned for 1 hour.
5. Door of Warding. Glyphs of warding (explosive fire) trap.
Monsters 6. Outer Temple of Set. Between midnight and 3am - Corga
Kazan, Korus Eikoth, acolytes (2), Dervish cultists (15), Glyph
1. Acolyte (MM 342, CR 1/4, 50 XP) of warding (explosive fire) trap on each gem "eye" (setting off
2. Airlancer (veteran, with lance, MM 350, CR 3, 700 XP) glyph destroys gem).
3. Bartender (commoner MM 345, CR 0, 0-10 XP) 7. Acolytes' Quarters. Acolytes (2), Glyph of warding
4. Cookie (thug, scimitar instead of mace, MM 350, CR 1/2, (explosive lightning) trap on obsidian box. Boxes contain
100 XP) religious relics.
5. Corga Kazan (priest, mace +1, Skull of Garath, MM 348, 9. Cross and Double Cross. Wights (2), Pit trap with slide, Fog
CR 2, 450 XP) cloud trap.
6. Dervish cultist (thug, scimitar instead of mace, MM 350, 10. Corga's Sanctum. Between 3am and noon - Corga Kazan.
CR 1/2, 100 XP) 11. Essence of Evil. This entire area (including 11a, 11b, etc.) is
7. Drow elf (MM128, CR 1/4, 50 XP) desecrated ground (DMG 110).
8. Drunk Durpari (thug, scimitar instead of mace, MM 350, 11a. Brazier of Violet Flames. Skeletons (3). Creatures
CR 1/2, 100 XP) touching the flame will take the listed damage, the flames
9. Durpari (thug, scimitar instead of mace, MM 350, CR 1/2, can be put out with a successful DC 14 Constitution saving
100 XP) throw.
10. Durpari noble (commoner, MM 345, CR 0, 0-10 XP) 11b. Golden Idol. Cursed idol trap.
11. Durpari slave (commoner, MM 345, CR 0, 0-10 XP) 11c. Torture Room. Thug (1).
12. Home guard (thug, scimitar instead of mace, MM 350, 11d. Platinum Idol. Cursed idol trap.
CR 1/2, 100 XP) 12. The First Test. Giant spiders (4).
13. Korus Eikoth (gladiator, AC 18, scimitar +1 instead of 13. The Second Test. Jackal head lock trap.
spear, MM 346, CR 5, 1800 XP) 14. Inner Temple of Set. This area is desecrated ground
14. Launderer (commoner MM 345, CR 0, 0-10 XP) (DMG 110), Summoning idol trap.
15. Pegasus (MM 250, CR 2, 450 XP) 16. Forbidden Stair. Hinged stairs trap, skeletons (20).
16. Rolando the minstrel (spy MM 349, CR 1, 200 XP) 17. Library. The Star of Khan-pelar is hidden in a pile of ash
17. Slave (commoner MM 345, CR 0, 0-10 XP) here.
18. Slaver guard (bandit MM 343, CR 1/8, 25 XP) 18. Conference Room. Goblins (13).
19. Stable boy (commoner MM 345, CR 0, 0-10 XP) 20. Storeroom. Bugbears (4).
20. Thurnas Netmaster (gladiator, AC 20, long sword +2 21. The Long Hall. Magic mouth trap.
instead of spear, MM 346, CR 5, 1800 XP) 23. Guard's Hall. Kalitrates.
21. Trader (commoner MM 345, CR 0, 0-10 XP) 24. Zomara's Cave. Zomara, giant spiders (8), net trap.

Not for resale. Permission granted to print or photocopy this document for personal use only. I3-5 DESERT CONVERSION GUIDE 10
26. Prison. Bugbear (1), commoner (1). check, or DC 12 Wisdom (Perception) check if actively
27. Quarters. Abu Karesan, Kaedros. searching. A DC 15 Dexterity (thieves' tools) check
disables it. When triggered, any creature within range
Magic Items which fails a DC 15 Dexterity saving throw takes 24 (7d6)
bludgeoning damage from falling.
1. Chain mail +2
2. Mace +1
• Summoning Idol (pg. 77). The magical gem eyes of the
idol begin to glow, and summon one undead creature per
3. Potion of gaseous form
round until creatures leave the room or the gems are
4. Scimitar +1
removed or destroyed. It is spotted with a DC 15 passive
5. Scroll (choose 3 3rd level spells)
Wisdom (Perception) check, or DC 12 Wisdom
6. Skull of Garath (See Special Items)
(Perception) check if actively searching. A successful DC
7. Star of Khan-Pelar (See Special Items)
15 Dexterity (thieves' tools) check allows the character to
8. Wand of paralysis
remove 1 gem per round. Alternately, the gems can be
Traps attacked, they have AC 8 and 10 hit points each.

• Cursed Idol (pg. 76). Triggered by taking the idol. Monsters


Triggering creature must succeed on a DC 15 Wisdom
1. Abu Karesan (thug, scimitar instead of mace, MM 350,
saving throw or be cursed until the curse is removed.
CR 1/2, 100 XP)
While cursed, the creature suffers disadvantage on all
2. Acolyte (MM 342, CR 1/4, 50 XP)
attack rolls.
3. Bugbear (MM 33, CR 1, 200 XP)
• Fog Cloud (pg. 76). Triggered by opening a door. It is
4. Corga Kazan (priest, mace +1, Skull of Garath, MM 348,
spotted on a DC 15 passive Wisdom (Perception) check, or
CR 2, 450 XP)
DC 15 Wisdom (Perception) check if actively searching.
5. Dervish cultist (thug, scimitar instead of mace, MM 350,
The fog cloud can only be disarmed by a Dispel Magic
CR 1/2, 100 XP)
spell. When triggered, the fog cloud fills the area causing
6. Ghast (MM 148, CR 2, 450 XP)
heavy obscurement (PH 183). The cloud lasts for one
7. Ghoul (MM 148, CR 1, 200 XP)
minute.
8. Giant Poisonous Snake (MM 327, CR 1/4, 50 XP)
• Glyphs of Warding (Explosive fire, pg. 75). Triggered by
9. Giant spider (MM 328, CR 1, 200 XP)
walking through the archway without speaking the
10. Goblin (MM 166, CR 1/4, 50 XP)
password. They can be noticed on a successful DC 15
11. Kaedros (mage, MM 347, CR 6, 2300 XP)
Intelligence (Investigation) check. The three glyphs can
12. Kalitrates (Drow elite warrior MM 128, CR 5, 1800 XP)
only be disarmed by a Dispel Magic spell. All creatures in
13. Korus Eikoth (gladiator, AC 18, scimitar +1 instead of
a 20 foot radius of the archway must make a DC 13
spear, MM 346, CR 5, 1800 XP)
Dexterity saving throw three times. Each of the three
14. Necrophidius (See Special Creatures)
glyphs inflicts 22 (5d8) fire damage, with only half
15. Mummy (MM 228, CR 3, 700 XP)
damage taken on a successful save.
16. Priest (MM 348, CR 2, 450 XP)
• Hinged Stairs (pg. 78). Triggered by walking on the
17. Shadow (MM 269, CR 1/2, 100 XP)
stairs. It is spotted on a DC 15 passive Wisdom
18. Shadow Demon (MM 64, CR 4, 1100 XP)
(Perception) check, or DC 12 Wisdom (Perception) check
19. Skeleton (MM 272, CR 1/4, 50 XP)
if actively searching. A DC 15 Dexterity (thieves' tools)
20. Slave (commoner MM 345, CR 0, 0-10 XP)
check disables it. When triggered, a creature within
21. Slaver guard (bandit MM 343, CR 1/8, 25 XP)
range which fails a DC 15 Dexterity saving throw, falls
22. Smoke mephit (MM 217, CR 1/4, 50 XP)
taking 10 (3d6) bludgeoning damage from falling, and 3
23. Wight (MM 300, CR 3 (700 XP)
(1d6) poison damage from the smoke, at the beginning of
24. Zomara (Drow priestess MM 129, CR 8, 3900 XP)
each of its turns that it's in the smoke.
25. Zombie (MM 316, CR 1/4, 50 XP)
• Jackal Head Lock (pg. 77). Mechanical jaws bite the
hands of anyone trying to pick the lock. It is spotted on 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. The triggering
creature takes 11 (2d10) piercing damage.
• Magic Mouth (pg. 78). A magic mouth yells out a
warning if any creature passes by without saying the
password. It is noticed with a DC 15 Intelligence
(Investigation) check. The magic mouth can only be
disarmed by a Dispel Magic spell. If triggered, the mouth
yells a warning that intruders are present.
• Net Trap (pg. 79). See Falling Net (DMG 122).
• Pit Trap with Slide (pg. 76). Hinged floor panels drop
when the door handle pulled; any in the area may fall. It
is spotted with a DC 15 passive Wisdom (Perception)

Not for resale. Permission granted to print or photocopy this document for personal use only. I3-5 DESERT CONVERSION GUIDE 11
storing)

Chapter 11: Crypt of Badr 5.


6.
Oil of slipperiness
Plate armor +1
7. Potion of invisibility
Al-Mosak 8.
9.
Scroll (choose 3 4th level spells)
Scroll of fireball
10. Scroll of protection from elementals
Random Encounters 11. Shield +2
12. Star of Shah-Pelar(See Special Items)
Roll 1d12
1 Mummies (2) 7 Giant rats (20) Traps
2 Wights (8) 8 Gorgon (1)
3 Wraiths (4) 9 Mummies (2) • Bow Statue (pg. 81). Triggered by depressing a pressure
4 Giant spiders (4) 10 Giant poisonous snakes (3) plate 10 feet away from the statue. DC 15 passive Wisdom
5 Specters (8) 11 Giant spiders (4) (Perception) check to spot, or DC 12 Wisdom (Perception)
6 Mummy (1) 12 Mummies (2) check if actively searching. and a DC 15 Dexterity
(thieves' tools) check to disable it. When triggered, any
Planned Encounters creature in the area suffers one attack at +7 to hit, 13
(3d8) piercing damage on a hit.
1. The Amphitheater. Fear spell, all creatures approaching
within 50 feet must succeed at a DC 14 Wisdom saving throw
• Efreeti Statue (pg. 81). Triggered by depressing a
pressure plate 10 feet away from it. DC 15 passive
or become frightened for one minute.
Wisdom (Perception) check to spot, or DC 12 Wisdom
2. Shaft. Scything blade trap 80 feet down.
(Perception) check if actively searching. and a DC 15
3b. Blade Dance. Sword-wielding statue trap.
Dexterity (thieves' tools) check to disable it. If triggered,
3c. Fire Dance. Efreeti statue trap.
the statue shoots out a fireball which fills the entire area.
3d. Bow for Arrow. Bow statue trap.
All creatures must make a DC 14 Dexterity saving throw,
5. Office of Evil. Wights (5).
taking 27 (8d6) fire damage on a failure, or half that on a
6. Office of Rest. The secret door may be found with a DC 15
success.
passive Wisdom (Perception) check or a DC 13 Wisdom
(Perception) check if actively searching. A successful DC 13
• Light Beams (pg. 83). Magical beams of light crisscross a
room. Most are not harmful, but four of them are. The
Intelligence (Investigation) check will reveal the opening
light makes it impossible to discern between beams. A
mechanism.
Dispel Magic spell can negate beams on a success. Beam
7. Catacomb of Kings. Any creature attempting to cross the
A attacks at +7 to hit and does 22 (4d10) cold damage on
bridge must succeed at a DC 12 Dexterity (Stealth) check, or
a hit. Beam B attacks at +7 to hit and does 22 (4d10) force
attract the attention of the creatures below. These include:
damage on a hit. Beam C attacks at +7 to hit and does 22
mummies (1d4), wights (2d4), specters (2d4), wraiths (1d4),
(4d10) lightning damage on a hit. Beam D hits
and shadows (1d8). Each creature type appears only once.
automatically. Unless the creature succeeds at a DC 14
10. East Priesthood Room. Necrophidius (4).
Wisdom saving throw, it is teleported to the described
12. Pits of Everfall. Creatures falling in the shafts must
location.
succeed at a DC 8 Dexterity check each round or be struck by
a falling object for 3 (1d6) bludgeoning damage.
• Scything Blade (pg. 80). A blade swings out from the
wall three rounds after a medium size creature or object
12c. Eastern Everfall. Mummies (3).
passes that point. DC 15 passive Wisdom (Perception)
13. Light Web. Light beams trap.
check to spot, or DC 12 Wisdom (Perception) check if
14. Bridal Keep. Khalitharius, Shadalah (in bottle). The
actively searching. and a DC 15 Intelligence
amulet’s ray prevents Khalitharius from using any spell of
(Investigation) check to disable it. If triggered, any
4th level or higher. He may still attack with scimitar and
creature in the area suffers an attack at +7 to hit, 11
hurl flame, cast 3rd or lower level spells, and plane shift
(2d10) slashing damage on a hit. The blade will sever a
away (which he will do automatically after 3 rounds of
rope automatically.
combat). All his other abilities are unaffected. Driving him
away this way should be rewarded with 5000 XP (instead of
• Sword-wielding Statue (pg. 81). Triggered by depressing
a pressure plate 10 feet away from the statue. DC 15
the normal 20000).
passive Wisdom (Perception) check to spot, or DC 12
15. Treasury. A successful DC 14 Intelligence (Investigation)
Wisdom (Perception) check if actively searching. and a
check will reveal the illusionary floor. The acid inflicts 7
DC 15 Dexterity (thieves' tools) check to disable it. When
(2d6) acid damage per round. The light inflicts 22 (4d10)
triggered, any creature in the area suffers two attacks at
radiant damage.
+7 to hit, 11 (2d10) slashing damage on a hit. Creatures hit
Magic Items must make a DC 14 Strength or Dexterity saving throw,
or fall down the shaft.
1. Crystal ball
2. Dagger +2 Monsters
3. Harness of Seker
1. Ghoul (MM 148, CR 1, 200 XP)
4. Libram of gainful conjuration (replace with ring of spell
2. Giant Poisonous Snake (MM 327, CR 1/4, 50 XP)

Not for resale. Permission granted to print or photocopy this document for personal use only. I3-5 DESERT CONVERSION GUIDE 12
3. Giant Rat (MM 327, CR 1/8, 25 XP) not function in the darkness. Blindsight, tremorsense, and
4. Giant spider (MM 328, CR 1, 200 XP) truesight work properly.
5. Goblin (MM 166, CR 1/4, 50 XP) 8b. The Maze of Light. The light and mirrors make it nearly
6. Gorgon (MM 171, CR 5, 1800 XP) impossible to navigate by sight; a successful DC 25 Wisdom
7. Khalitharius, efreeti pasha (See Special Creatures) (Survival) check is necessary to pull it off. Moving around
8. Necrophidius (See Special Creatures) the walls by touch is the easiest way to find the exit. If this is
9. Mummy (MM 228, CR 3, 700 XP) done, a successful DC 15 Wisdom (Perception) check will find
10. Shadalah (commoner MM 345, CR 0, 0-10 XP) the exit within 15 minutes.
11. Shadow (MM 269, CR 1/2, 100 XP) 9. Entry Corridor of Chininsk Ambar. A successful DC 14
12. Specter (MM 279, CR 1, 200 XP) Intelligence (Investigation) check will figure out how to open
13. Wight (MM 300, CR 3 (700 XP) the door.
14. Wraith (MM 302, CR 5, 1800 XP) 10. Library of Chininsk Ambar. Djinni (1).
12. Death Trap of Chininsk Ambar. The tilting floor may be

Chapter 12: Lost City of detected 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. Characters in
Phoenix the area when triggered fall into the room below. The short
fall inflicts no damage.
15. Chandelle-Glissade. Characters going down the slide take
Random Encounters 3 (1d6) bludgeoning damage when they finally land on the
street.
Lands of Carthag 16b. Main Floor. Wraith (1).
Roll 1d12 + modifier 16c. Changing Room. Skeletons (13).
1 Androsphinx (1) 7 Hyenas (10) 17. Sewer Tunnel. Swarm of spiders (1).
2 Purple worm (1) 8 Jackals (4) 18. Statue of Set. Aeraldoth, Djinni Vizier (1).
3 Roc (1) 9 Swarm of ants
4 Krite (1) 10 Giant fire beetles (4) Monsters
5 Swarm of centipedes 11-12 Spectral minion 1. Aeraldoth, Djinni Vizier (See Special Creatures)
6 Giant tarantula (1) 13+ Sinkhole 2. Androsphinx (MM 281, CR 17, 18000 XP)
Phoenix Ruins 3. Beholder Zombie (MM 316, CR 5, 1800 XP)
4. Djinni (MM 144, CR 11, 7200 XP)
Roll 1d12
5. Giant Fire Beetle (MM 325, CR 0, 10 XP)
1 Beholder zombie (1) 6 Giant fire beetles (5)
6. Giant Tarantula (giant wolf spider MM 330, CR 1/4, 50
2 Rust monster (1) 7 Krite (1)
XP)
3 Swarm of spiders 8-9 Skeletons (6)
7. Hyena (MM 331, CR 0, 10 XP)
4 Swarm of ticks 10-11 Cry of Aeraldoth
8. Jackal (MM 331, CR 0, 10 XP)
5 Swarm of ants 12 Spectral Traveler
9. Krite (poisonous snake MM 334, CR 1/8, 25 XP)
Planned Encounters 10. Purple Worm (MM 255, CR 15, 13000 XP)
11. Roc (MM 260, CR 11, 7200 XP)
12. Rust Monster (MM 262, CR 1/2, 100 XP)
Lands of Carthag 13. Skeleton (MM 272, CR 1/4, 50 XP)
1. Phoenix from Afar. During the day, the extreme heat 14. Spectral Minion (See Special Creatures)
means characters must make a DC 10 Constitution saving 15. Swarm of Centipedes (MM 338, CR 1/2, 100 XP)
throw every hour, gaining one level of exhaustion on a 16. Swarm of Spiders (MM 338, CR 1/2, 100 XP)
failure. The DC increases by 1 each hour. 17. Swarm of Ticks (swarm of insects MM 338, CR 1/2, 100
3. The Sinkhole and the Slide. Pulling a sinking character XP)
out of the sand follows the rules for quicksand (DMG pg. 18. Wight (MM 300, CR 3 (700 XP)
110).
Phoenix Ruins
4. Dining Room of Khalif Mubrek. A successful DC 10
Chapter 13: Skysea /
Dexterity saving throw will allow characters to stay on their
feet, although shoeless. Medinat Muskawoon
7. The Hall of Khalif Mubrek. The mirror of opposition
produces duplicates exactly like the characters except: Random Encounters
• They have no intelligence and attack mindlessly.
• They have no spells or magical items.
• They have no class abilities except extra attack. Skysea
• They have the same hit points the character did at Roll 1d12
the time they are created. 1 Purple worm (1) 9 Wanderer
8a. The Maze of Darkness. Regular vision and darkvision do 2-3 Skittercrabs (10) 10 Spectral minion

Not for resale. Permission granted to print or photocopy this document for personal use only. I3-5 DESERT CONVERSION GUIDE 13
4-5 Spectral minions (12) 11 Dead adventurers Temple of Ra
6-8 Glass pirates (20) 12 Ghost ship
Inside the temple (areas 2-6), magic of any kind is
Cursed City of Stone blocked. Active spells are canceled, and new spells cannot be
Roll 1d6 cast (the slots are not used up). Only the magic of the items
1 Warning 4 Wight created by Martek function.
2 Ghost (1) 5 Wraith 1. Eyes of Hathor. The Eyes of Hathor cause characters that
3 Ghosts (3) 6 The Last Caravan enter the area within 60 feet of the eyes, or begin their turn
there, to make a DC 15 Constitution saving throw. Characters
Planned Encounters that fail the save are paralyzed, those that succeed are not.
The paralysis lasts until the character is removed from the
60 foot range of the eyes. The eyes may be attacked; each one
Skysea
is AC 14, has 70 hit points, and resistance to nonmagical
3. Surface of Skysea. The smooth, slick surface of the Skysea
damage from weapons. Characters that hold an amber tear
is difficult terrain, and during the day is superheated by the
from the Temple of Balder automatically succeed on their
sun. Creatures walking on the Skysea during the day take 1
saving throws.
fire damage per round for each 10 feet they are from a
2. Courtyard. Poisonous snakes (infinite). The asps here have
shoreline, to a maximum of 10 fire damage per round. The
an extremely toxic poison, causing 14 (4d6) poison damage
damage occurs at the beginning of the creature’s turn. Fire
on a failed DC 14 Constitution saving throw, or half as much
resistance halves this damage, and fire immunity prevents it
damage on a successful save. Any open flame, such as a
completely.
torch from the Temple of Prometheus, will keep the snakes
4. Hot Spot. Each minute a creature walks on the Skysea,
from attacking the character holding the torch.
there is a 10% chance it walks into a hot spot. A hot spot
3. Lotus Gate. This area is a safe place to regroup. The asps
deals 22 (4d10) fire damage to the creature, in addition to the
won't come into this area, and the lotus gas won't be released
normal damage suffered from walking on the glass.
until someone enters area 4.
The Cursed Isle 4. Entry Hall. The lotus gas makes characters play like
1. The Tortured Hills. The hills are difficult terrain. children, oblivious to danger, unless they succeed at DC 14
Characters trying to climb the hills must succeed at a DC 14 Constitution saving throws. The saving throw must be made
Strength (Athletics) check every 10 minutes to avoid a slip each round the characters begin their turns in the gas.
and fall. If the characters are not roped together, roll 1d6 x 10 Affected characters may make a new saving throw at the
to determine distance fallen, then roll the appropriate beginning of their turns to shake off the effect.
damage amount (1d6-6d6). If the characters are roped 5. Inner Gate. This area is a safe place to regroup. The lotus
together, the character who failed takes 3 (1d6) falling gas doesn't reach into here.
damage. 6. Deep Swamp. The void between the gate and the altar may
2. The Shore Line. The boulder and debris strewn shoreline be bridged by the drain caps. The final piece disappears,
is difficult terrain. In addition, characters must succeed at a leaving a gap of 3 feet to the altar. The small size of the altar
DC 12 Dexterity check every hour to avoid taking 1d6 means a character jumping the distance must succeed at a
damage from trips and falls. DC 12 Dexterity (Acrobatics) check to land on the altar
3. The Limestone Causeway. During the day, the sunlight without slipping off. Grabbing the star gem is automatic, and
reflected by the causeway stone reduces all vision to 10 feet, disables all the temple defenses. The floor in this area
due to the need to shield the eyes from the glare. Characters reappears, allowing the character to simply walk back to the
who don't shield their eyes may see up to 50 feet, but must entrance.
succeed at a DC 16 Constitution saving throw or be blinded
for 1d6 minutes.
Magic Items
Cursed City of Stone 1. Dagger +1
2. Riddle Obelisk. The inscriptions here may be read with a Monsters
successful DC 12 Intelligence (Investigation) check.
10. Temple of Prometheus. A successful DC 12 Wisdom 1. Dust Specter (specter, MM 279, CR 1, 200 XP)
(Perception) check will reveal glass fragments in the window. 2. Ghost (MM 147, CR 4, 1100 XP)
A successful DC 12 Intelligence (Investigation) check will 3. Ghost Ship (See Special Creatures)
allow the character to realize the glass was a shaped lens of 4. Glass Pirate (See Special Creatures)
some kind. 5. Poisonous Snake (MM 334, CR 1/8, 25 XP)
14. Palaestra. Swarms of centipedes (6). 6. Purple Worm (MM 255, CR 15, 13000 XP)
16. Ruined Baths. Wraiths (3). 7. Skittercrab (giant crab with fire immunity, MM 324, CR
18. Collegium Ruins. Dust Specter (1). Characters listening to 1/8, 25 XP)
the Dust Specter talk must succeed at a DC 12 Wisdom 8. Spectral Minion (See Special Creatures)
saving throw or fall asleep until removed from the ruins. 9. Swarm of Centipedes (MM 338, CR 1/2, 100 XP)
23. Baths of Drusus. Wraiths (2). 10. Wight (MM 300, CR 3 (700 XP)
11. Wraith (MM 302, CR 5, 1800 XP)

Not for resale. Permission granted to print or photocopy this document for personal use only. I3-5 DESERT CONVERSION GUIDE 14
Wisdom (Perception) check if actively searching. A

Chapter 14: Citadel of successful DC 15 Intelligence (Investigation) check will reveal


the opening mechanism.

Martek Garden of the Cursed


1. Garden. These clear areas don't hamper movement or
sight.
Random Encounters 2. Jungle. The thick growth counts as difficult terrain, and
maximum sight distance is 20 feet.
Garden of the Cursed 4. Dais of Reception. Guilders (20), Pawnis - all arrive one
minute after characters appear here.
Roll 1d12
5. Guilder Village. Guilders (88), Pawnis, Villagemaster
1 Palan-teen (6) 7 Palan-teen (4)
Bandik.
2 Guilders (4) 8 Trifakas
7. Trifakas' Camp. Trifakas, Sardok.
3 Giant tarantulas (4) 9 Pawnis
8. Camp of the Palan-teen. Palan-teen (52), Percivilis.
4 Giant scorpions (2) 10 Sardok
9. Obelisk of the Ancients. The inscriptions here may be
5 Grenade palms (2) 11 Villagemaster Bandik
read with a successful DC 12 Intelligence (Investigation)
6 Guilders (10) 12 Percivilis
check.
Black Abyss 10. Mound of the Lawgivers. Thrown stones strike for 1d4 +
Roll 1d12 Strength modifier bludgeoning damage.
1 Xorn (3) 7 Doppelgangers (3) Grand Hall of the Crystal Prism
2 Umber hulks (3) 8 Spectral minions (6) 1. One Thousand One Doors. The doors are all locked with
3 Troglodytes (10) 9 Berserkers (5) arcane lock, but will be open if the gems were used correctly
4 Spectral minions (6) 10 Hezrou (1) at Grandal. The hallway has no walls, so characters could fall
5 Barlgura (4) 11 Djinni (1) into the fire pits off to the sides. Characters falling into the
6 Vrock (3) 12 Efreeti (1) fire pits take 35 (10d6) falling damage, and 11 (2d10) fire
damage per round that they stay in the pits.
Crypt of Al-Alisk 2. Final Doors. The inscriptions here may be read with a
Roll 1d4 successful DC 12 Intelligence (Investigation) check.
1 Spectral minions (6) 3 Wights (5) 3. Grand Hall. Iron Phoenix (1). Anyone walking straight
2 Spectral minions (4) 4 Wraiths (4) down the center path is safe from the Iron Phoenix; it will
not attack anyone on the path.
Black Abyss
Roll 1d12 Black Abyss
1-2 Spectral minions (10) 8 Giant scorpions (7) 2. Land's End. Winds here blow towards area 8 at a rate of 20
3-4 Cryptknights (4) 9 Mummies (6) feet per round. This affects anyone flying. The flying
5 Androsphinx (1) 10 Necrophidius (4) creature must spend 20 feet of movement per round just to
6 Poisonous snakes (12) 11 Cockatrices (3) maintain position, otherwise they are blown in that
7 Giant tarantulas (10) 12 Ghosts (4) direction.
3. Distance Distortion. Use the distance distortion rules as
Planned Encounters written. Roll once per 10 minutes of game time. Winds here
blow towards area 8 at a rate of 40 feet per round. Any flying
Pillars of Martek creature must spend 40 feet of movement per round just to
1. Upper Monument. The secret door may be found with a maintain position, otherwise they are blown in that
DC 20 passive Wisdom (Perception) check or a DC 16 Wisdom direction.
(Perception) check if actively searching. A successful DC 15 4. Time-frame Distortion. Wind speed remains 40 feet per
Intelligence (Investigation) check will reveal the opening round. Use the following rules instead of the ones in the
mechanism. The inscriptions here may be read with a module. Roll once per 10 minutes of game time. The listed
successful DC 12 Intelligence (Investigation) check. effects only apply when dealing with creatures in a different
2. Entry Chamber. Lightning wall trap. The secret doors may time frame. For example: a character in Fast time fighting a
be found with a DC 20 passive Wisdom (Perception) check or creature in Fast time doesn't use any of the listed
a DC 16 Wisdom (Perception) check if actively searching. A
adjustments below.
successful DC 15 Intelligence (Investigation) check will reveal
# of Attacks means number of attacks per Attack action.
the opening mechanism.
3. Tomb Room. The secret doors may be found with a DC 20 Roll Time Attack # of Movement
passive Wisdom (Perception) check or a DC 16 Wisdom 1d6 Speed rolls Attacks speed
(Perception) check if actively searching. A successful DC 15 1-2 Slow Disadvantage 1 only Half speed
Intelligence (Investigation) check will reveal the opening 3-4 Normal Normal Normal Normal
mechanism. 5-6 Fast Advantage 1 extra Double speed
4. Corridor. Spear trap. The secret doors may be found with
a DC 20 passive Wisdom (Perception) check or a DC 16

Not for resale. Permission granted to print or photocopy this document for personal use only. I3-5 DESERT CONVERSION GUIDE 15
5. Magical Distortion. Wind speed remains 40 feet per
round. Use the provided table with the following change to
Traps
result #1 • Grenade Palm (pg. 115): These palms have fruit that
"Roll 1d10, rerolling a result of 10. The result is the actual resemble small pineapples. When any creature walks
level of spell cast, even if it's a level the caster can't normally near the grenade palm, there is a 20% chance one fruit
use. Randomly determine a spell of that level from the lists falls from the tree (roll percentile dice, on a result of 01 -
in the Player's Handbook. The spell will consume a slot of 20 the fruit falls). The fruit explodes on contact with the
the highest level the caster is capable of using. ground. Any creature within 10 feet must make a DC 13
Mobius Tower Dexterity saving throw. On a failure it takes 11 (2d10)
piercing damage, but no damage on a successful saving
2. Apartment of the Firstwife. Banshee (1).
throw.
6. Cloak Room. Cryptknight (1).
12. Bottleroom. Djinni (1).
• Lightning Wall Trap (pg. 114): This trap is triggered by
pressing a golden disk on top of an altar. A DC 20
15. Room of State. Mummy (1).
Intelligence (Investigation) check allows character to
16. Lost Hall. Efreeti (1).
notice the trap based on alterations to the locking
19. Guardroom. Ghost (1).
mechanism. A DC 15 Intelligence (Investigation) check to
20. Treasury. Cryptknights (4).
determine how to disarm it, followed by a DC 15
25. Audience Chamber. The Guardian of Time can't be
Dexterity check using thieves tools to disable it. When
fought, as it has complete control over time.
triggered, the entry door closes over one round while a
Desert of Al-Alisk wall of lightning crosses the room in the same time span.
4. Death Watch. Spectral Minions (20). All creatures should roll initiative, with the wall having
an initiative roll as well (roll with a +3 bonus). Anyone
Crypt of Al-Alisk with a higher initiative can exit the room before the wall
2. Catacombs. Spectral Minions (6), Wraith (1). hits. Otherwise creatures hit by the wall take 42 (12d6)
5. Spirits Room. Banshee (1). lightning damage. A successful DC 14 Constitution
7. Cockpit. Cockatrices (5). saving throw reduces damage by half.
Inner Sanctum of Martek • Spear Trap (pg. 114): Triggered by opening a secret door.
1. Entry Hall. The water of the fountain will restore 4d8 hit DC 15 passive Wisdom (Perception) check to spot, or DC
points to characters who drink it. It will not heal the 12 Wisdom (Perception) check if actively searching. DC 15
characters again until after a long rest. Intelligence (Investigation) check to determine how to
2. Vault of Martek. Cryptknights (4). disarm, followed by a DC 15 Dexterity check using
thieves tools to disable it. When triggered, the creature
Magic Items opening the door takes 22 (4d10) piercing damage.
1. *Book of infinite spells (replace with a Charm - DMG 228) Monsters
2. Crystal ball
3. Dancing sword 1. Banshee (MM 23, CR 4, 1100 XP)
4. Liahona (See Special Items) 2. Barlgura (MM 56, CR 5, 1800 XP)
5. *Libram of gainful conjuration (replace with a Charm - 3. Berserker (MM 344, CR 2, 450 XP)
DMG 228) 4. Cockatrice (MM 42, CR 1/2, 100 XP)
6. Morning star +1 (upgrade to +2) 5. Cryptknight (See Special Creatures)
7. Potion of clairaudience (replace with potion of clairvoyance) 6. Djinni (MM 144, CR 11, 7200 XP)
8. Ring of protection 7. Doppleganger (MM 82, CR 3, 700 XP)
9. Scale mail +1 (replace with chain mail +2) 8. Dustdigger (See Special Creatures)
10. *Scroll of protection from petrification (replace with 9. Efreeti (MM 145, CR 11, 7200 XP)
Keoghtum's ointment) 10. Ghost (MM 147, CR 4, 1100 XP)
11. *Scroll of protection from undead 11. Giant scorpion (MM 327. CR 3, 700 XP)
12. Shield +5 (change to shield +3) 12. Giant Tarantula (giant wolf spider MM 330, CR 1/4, 50
13. Sword, nine lives stealer (replace with sword of life stealing) XP)
14. *Tome of clear thought 13. Guilder (as scout, MM 349, CR 1/2, 100 XP)
15. Tome of Time (See Special Items) 14. Hezrou (MM 60, CR 8, 3900 XP)
16. *Tome of understanding 15. Iron Phoenix (See Special Creatures)
17. Wand of fireballs 16. Maddog (as thug, MM 350, CR 1/2, 100 XP)
18. *Wizard scroll of polymorph 17. Mummy (MM 228, CR 3, 700 XP)
19. *Wizard scroll of 3 spells, levels 1-6 (random) 18. Otyugh (MM 248, CR 5, 1800 XP)
20. *Wizard scroll of 4 spells, levels 1-6 (random) 19. Pawnis (See Special Creatures)
21. *Wizard scroll of 7 spells, levels 1-4 (random) 20. Percivilis (use knight, MM 347, CR 3, 700 XP)
*These items might be found in areas 3 and 4 of Martek's 21. Poisonous snake (MM 334, CR 1/8, 25 XP)
citadel, but there is no guarantee. 22. Sardok (See Special Creatures)
23. Skittercrab (use giant crab with fire immunity, MM 324,
CR 1/8, 25 XP)

Not for resale. Permission granted to print or photocopy this document for personal use only. I3-5 DESERT CONVERSION GUIDE 16
24. Spectral minion (See Special Creatures)
25. Thunderherder (See Special Creatures)
26. Trifakas (See Special Creatures)
27. Troglodyte (MM 290, CR 1/4, 50 XP)
28. Umber hulk (MM 292, CR 5, 1800 XP)
29. Villagemaster Bandik (as bandit captain, MM 344, CR 2,
450 XP)
30. Vrock (MM 64, CR 6, 2300 XP)
31. Wight (MM 300, CR 3 (700 XP)
32. Wraith (MM 302, CR 5, 1800 XP)
33. Xorn (MM 304, CR 5, 1800 XP)
34. Zombie (MM 316, CR 1/4, 50 XP)

Not for resale. Permission granted to print or photocopy this document for personal use only. I3-5 DESERT CONVERSION GUIDE 17
Innate Spellcasting. Aeraldoth can cast detect good or evil,
Special Creatures detect magic, and thunderwave at will.
Spellcasting. Aeraldoth is a 14th level spellcaster. His
Aeraldoth, Djinni Vizier spellcasting ability is Charisma (spell save DC 19, +11 to hit
Huge elemental, chaotic good with spell attacks). He knows the following spells:
Armor Class 20 (natural armor) Cantrips (at will): light, mage hand, ray of frost, shocking grasp,
thaumaturgy
Hit Points 270 (20d12 + 140)
1st level (4 slots): disguise self, fog cloud, shield
Speed 30 ft., fly 90 ft.
2nd level (3 slots): blur, gust of wind, invisibility, misty step
STR DEX CON INT WIS CHA
24 (+7) 16(+3) 24 (+7) 18 (+4) 16 (+3) 20 (+5) 3rd level (3 slots): counterspell, dispel magic, lightning bolt
4th level (3 slots): conjure minor elementals, greater invisibility,
Saving Throws Dex +10, Con +13, Wis +9
ice storm
Skills Perception +9 5th level (2 slots): cone of cold, conjure elemental
Damage Immunities lightning, poison, thunder; 6th level (1 slot): chain lightning, wall of ice
bludgeoning, piercing, and slashing from non-magical
7th level (1 slot): project image, teleport
weapons
Actions
Condition Immunities charmed, exhaustion, frightened,
poisoned Multiattack. Aeraldoth makes three scimitar attacks..

Senses truesight 120 ft., passive Perception 19 Scimitar. Melee Weapon Attack: +13 to hit, reach 10 ft., one
target. Hit: 17 (3d6 + 7) slashing damage.
Languages Common, Auran
Legendary Actions
Challenge 18 (20000 XP)
Aeraldoth can take 3 legendary actions, choosing from the
Legendary Resistance (3/Day). If Aeraldoth fails a saving options below. Only one legendary action option can be used
throw, he can choose to succeed instead. at a time and only at the end of another creature’s turn.
Wind Shield. Aeraldoth is surrounded by whirling, high Aeraldoth regains spent legendary actions at the start of his
speed winds. Any non-spell ranged attacks against him are turn.
made with disadvantage. Flying creatures within 5 feet of Detect. Aeraldoth makes a Wisdom (Perception) check.
Aeraldoth suffer disadvantage on melee attacks against him.
Whirlwind Dash (Costs 2 Actions). Aeraldoth’s legs
Magic Resistant. Aeraldoth has advantage on saving throws transform into a whirlwind, allowing him to move up to 180
made against spells and magical effects. feet without triggering attacks of opportunity.
Plane Shift. Aeraldoth can plane shift himself up to 2 times Cast a Spell (Costs 3 Actions). Aeraldoth casts a spell from his
per day. He may only shift to or from the prime plane, list of prepared spells, using a spell slot as normal.
elemental plane of air, or the astral plane.
Whirlwind. Aeraldoth can transform into a whirlwind at
will and remain in that form indefinitely. While in
whirlwind form, Aeraldoth can’t cast spells or plane shift,
but gains immunity to damage from all melee and ranged
weapon attacks, including natural weapons. The whirlwind
is 30 feet wide at the bottom, 60 feet wide at the top and up
to 100 feet tall, and moves at his fly speed.
Large or smaller creatures must succeed at a DC 20 Strength
saving throw or be carried in the whirlwind. While being
carried, targets are restrained. Targets may make a DC 20
Strength saving throw at the end of their turn to exit the
whirlwind. Aeraldoth can eject any carried creature or
object at his leisure.
If touching the ground, the whirlwind throws up a debris
cloud of diameter equal to half the whirlwind’s height.
Anyone caught in the debris cloud is lightly obscured.
Aeraldoth may also use this ability to create smaller
whirlwinds, as a normal djinni.

Not for resale. Permission granted to print or photocopy this document for personal use only. I3-5 DESERT CONVERSION GUIDE 18
Languages understands Common, but can't speak
Chabang Man
Medium construct, unaligned Challenge 5 (1800 XP)
Armor Class 10 Frozen in Time. The cryptknight can't be turned.
Hit Points N/A (See below) Frightful Aura. Any living creature approaching within 10
feet of the cryptknight must succeed at a DC 13 Wisdom
Speed 30 ft. saving throw or be frightened for 1 minute.
STR DEX CON INT WIS CHA
Actions
14 (+2) 10 (+0) 10 (+0) 1 (-5) 10 (+0) 1 (-5)
Multiattack. The cryptknight makes two greatsword attacks.
Damage Immunities acid, cold, fire, force, lightning,
necrotic, poison, psychic, radiant, thunder; bludgeoning, Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
piercing, and slashing damage from all weapons target. Hit: 10 (2d6 + 4) slashing damage.
Condition Immunities blinded, charmed, deafened, Dustdigger
exhaustion, frightened, incapacitated, paralyzed, petrified,
Large monstrosity, unaligned
poisoned, unconscious
Armor Class 13 (natural armor)
Senses passive Perception 10
Hit Points 63 (6d10 + 12)
Languages -
Speed 10 ft., burrow 10 ft.
Challenge 1 (200 XP)
STR DEX CON INT WIS CHA
Immunity to Damage. Chabang men are magical constructs
of the gauntlet. When struck with a slashing weapon for any 16 (+3) 8(-1) 14 (+2) 2 (-4) 10 (+0) 6 (-2)
damage, a Chabang man collapses into two piles of mud. On Condition Immunities blinded, deafened, frightened, prone
the beginning of its next turn, both mud piles spring up into
new Chabang men. If struck with a bludgeoning weapon, the Senses tremorsense 30 ft., passive Perception 10
Chabang man collapses into one pile of mud, which springs Languages -
back up into a Chabang man at the beginning of its next
turn. Chabang men aren’t damaged by piercing weapons, but Challenge 1 (200 XP)
long piercing weapons such as spears can be used to pin
Illusionary Trap. About 20% of dustdiggers can create a
them to the walls. The Chabang men will not pull themselves
Silent Image spell at will. The image is always of an oasis or
off the spears in such a case (being effectively mindless).
pool of water.
Pushing the Chabang men into the water to be swept away is
another way to get rid of them. Damaging spells or abilities Buried Deep. While buried in the sand, the dustdigger can’t
have no effect on them. be detected by Perception checks.
Immutable Form. The Chabang Man is immune to any spell Sinkhole. When the dustdigger detects movement over itself,
or effect that would alter its form. it deflates and creates a 10 ft. diameter sinkhole of sand.
Creatures caught in the sinkhole make a DC 13 Dexterity
Actions check. On a success, they may move normally, treating the
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. sinkhole as difficult ground. On a failure, they become
Hit: 5 (1d6+2) bludgeoning damage. restrained.

Cryptknight Actions
Medium undead, neutral evil Multiattack. The dustdigger can make an engulf attack
against a creature in its sinkhole, and can bite a grappled
Armor Class 16 (chain mail)
target as a bonus action.
Hit Points 90 (12d8 + 36)
Engulf. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
Speed 30 ft. Hit: Target is grappled.
STR DEX CON INT WIS CHA Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
18 (+4) 10(+0) 16 (+3) 10 (+0) 10 (+0) 12 (+1) 12 (2d8 + 3) piercing damage.
Damage Resistances bludgeoning, piercing, and slashing
from nonmagical weapons
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10

Not for resale. Permission granted to print or photocopy this document for personal use only. I3-5 DESERT CONVERSION GUIDE 19
target. Hit: 6 (1d6 + 3) slashing damage.
Ghost Ship
Huge construct, neutral evil Heart Jar
Armor Class 15 (natural armor) Tiny construct, unaligned
Hit Points 105 (10d12 + 40) Armor Class 5

Speed 60 ft. Hit Points 31 (7d4 + 14)

STR DEX CON INT WIS CHA Speed 0 ft.


18 (+4) 10(+0) 18 (+4) 3 (-4) 10 (+0) 1 (-5) STR DEX CON INT WIS CHA
Damage Immunities fire, poison, psychic; bludgeoning, 0 (-5) 0 (-5) 14 (+2) 0 (-5) 0 (-5) 0 (-5)
piercing, and slashing from non-magical weapons Damage Vulnerabilities thunder
Condition Immunities charmed, exhaustion, frightened, Damage Immunities acid, necrotic, poison, psychic, radiant
paralyzed, petrified, poisoned
Damage Resistances cold, fire, lightning, piercing
Senses darkvision 120 ft., passive Perception 10
Condition Immunities blinded, charmed, deafened,
Languages - exhaustion, frightened, grappled, incapacitated, paralyzed,
Challenge 7 (2900 XP) petrified, poisoned, prone, restrained, unconscious

Immutable Form. The ship is immune to any spell or effect Challenge 0 (10 XP)
that would alter its form. Immutable Form. The jar is immune to any spell or effect
Actions that would alter its form.

Multiattack. The ship can make four melee attacks with Iron Phoenix
various parts and tools. Huge construct, unaligned
Spar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Armor Class 17 (natural armor)
Hit: 7 (1d6+4) bludgeoning damage.
Hit Points 138 (12d12 + 60)
Rope. Melee Weapon Attack: +7 to hit, reach 10 ft., one
creature. Hit: 7 (1d6+4) bludgeoning damage, and the target Speed 10 ft., fly 40 ft.
is grappled (escape DC 15). Until this grapple ends, the target STR DEX CON INT WIS CHA
is restrained. 20 (+5) 9(-1) 20 (+5) 3 (-4) 11 (+0) 1 (-5)
Glass Pirate Damage Immunities poison, psychic; bludgeoning, piercing,
and slashing from nonmagical weapons that aren’t
Medium undead, chaotic evil
adamantine
Armor Class 14 (natural armor)
Condition Immunities charmed, exhaustion, frightened,
Hit Points 45 (7d8 + 14) paralyzed, petrified, poisoned
Speed 30 ft. Senses darkvision 120 ft., passive Perception 10
STR DEX CON INT WIS CHA
Languages understands Common, but can’t speak
14 (+2) 16(+3) 14 (+2) 10 (+0) 10 (+0) 10 (+0)
Challenge 10 (5900 XP)
Damage Immunities fire, necrotic, poison
Rejuvenation. If the iron phoenix is destroyed, it regains all
Condition Immunities charmed, exhaustion, paralyzed, its hit points in one hour.
petrified, poisoned
Regeneration. The iron phoenix regains 5 hit points at the
Senses darkvision 60 ft., passive Perception 10 start of its turn. It doesn’t regain hit points if reduced to zero
Languages understands Common, telepathy 60 ft. hit points.

Challenge 2 (450 XP) Immutable Form. The iron phoenix is immune to any spell or
effect that would alter its form.
Hypnotic Stare. As an action, the glass pirate gazes into the
eyes of one creature. That creature must succeed on a DC 13 Magic Weapons. The iron phoenix’s weapon attacks are
Wisdom saving throw or be stunned until the end of the magical.
glass pirate's next turn. Actions
Actions Multiattack. The iron phoenix makes one attack with its
Multiattack. The glass pirate makes two scimitar attacks. talons and one attack with its beak.

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one Beak. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.

Not for resale. Permission granted to print or photocopy this document for personal use only. I3-5 DESERT CONVERSION GUIDE 20
Hit: 23 (4d8 + 5) slashing damage. 6th level (1 slot): create undead, programmed illusion
Talons. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 7th level (1 slot): fire storm, teleport
Hit: 19 (4d6 + 5) piercing damage.
Actions
Screech (Recharge 5-6). The phoenix emits a piercing screech
Multiattack. Khalitharius makes three attacks using any
in a 60 ft. cone. The screech inflicts 33 (6d10) thunder
combination of scimitar and Hurl Flame..
damage; a successful DC 15 Constitution saving throw
reduces damage by half. Scimitar. Melee Weapon Attack: +13 to hit, reach 10 ft., one
target. Hit: 17 (3d6 + 7) slashing damage, plus 10 (3d6) fire
Khalitharius, Efreeti Pasha damage.
Huge elemental, lawful evil
Hurl Flame. Ranged Spell Attack. +10 to hit, range 150 ft., one
Armor Class 20 (natural armor) target. Hit: 28 (8d6) fire damage.
Hit Points 243 (18d12 + 126) Legendary Actions
Speed 40 ft., fly 60 ft. Khalitharius can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
STR DEX CON INT WIS CHA
at a time and only at the end of another creature’s turn.
24 (+7) 12(+1) 24 (+7) 18 (+4) 16 (+3) 18 (+4) Khalitharius regains spent legendary actions at the start of
his turn.
Saving Throws Dex +7, Con +13, Wis +9
Kick. Khalitharius kicks an opponent in melee with him,
Skills Perception +9 using his melee attack to hit, and inflicting 14 (2d6 + 7)
bludgeoning damage plus 10 (3d6) fire damage. The target
Damage Immunities fire, poison; bludgeoning, piercing, and
must succeed at a DC 20 Strength (Athletics) or Dexterity
slashing from non-magical weapons
(Acrobatics) check or be knocked prone.
Condition Immunities charmed, exhaustion, frightened, Heat Pulse (Costs 2 Actions). Khalitharius releases a
poisoned concussive heat blast that shoves away nearby foes. All
Senses truesight 120 ft., passive Perception 19 creatures within 10 feet of him take 21 (6d6) fire damage, and
must succeed at a DC 20 Strength (Athletics) check or be
Languages Common, Ignan pushed 15 feet directly away.
Challenge 17 (18000 XP) Cast a Spell (Costs 3 Actions). Khalitharius casts a spell from
his list of prepared spells, using a spell slot as normal.
Legendary Resistance (3/Day). If Khalitharius fails a saving
throw, he can choose to succeed instead.
Munafik
Fire Aura. Khalitharius is surrounded by an aura of heat and Medium humanoid (human), lawful evil
flame. Targets take 10 (3d6) fire damage if they move to
Armor Class 10
within 5 feet of him or begin their turn there.
Hit Points N/A (See below)
Magic Resistant. Khalitharius has advantage on saving
throws made against spells and magical effects. Speed 30 ft.
Plane Shift. Khalitharius can plane shift himself up to 2 STR DEX CON INT WIS CHA
times per day. He may only shift to or from the prime plane, 8 (-1) 10(+0) 10 (+0) 18 (+4) 14 (+2) 16 (+3)
elemental plane of fire, or the astral plane.
Saving Throws Int +7, Wis +5
Spellcasting. Khalitharius is a 14th level spellcaster. His
Damage Immunities acid, cold, fire, force, lightning,
spellcasting ability is Charisma (spell save DC 18, +10 to hit
necrotic, poison, psychic, radiant, thunder; bludgeoning,
with spell attacks). He knows the following spells:
piercing, and slashing damage from all weapons
Cantrips (at will): fire bolt, light, mage hand, message, produce
Condition Immunities charmed, exhaustion, frightened,
flame
petrified, unconscious
1st level (4 slots): burning hands, thunderwave
Senses passive Perception 12
2nd level (3 slots): continual flame, scorching ray
Languages Common (Durpari and Raurindi dialects)
3rd level (3 slots): counterspell, dispel magic, fireball, major
Challenge 7 (2900 XP)
image
Cannot Die. Munafik has used necromantic magic to seal his
4th level (3 slots): conjure minor elementals, fire shield, wall of
heart in a jar, hidden elsewhere on this level. As long as his
fire
heart exists in the jar, Munafik cannot take damage of any
5th level (2 slots): cone of fire (as cone of cold), conjure elemental kind, but he can still be stunned, grappled, paralyzed, and
tied up.

Not for resale. Permission granted to print or photocopy this document for personal use only. I3-5 DESERT CONVERSION GUIDE 21
Spellcasting. Munafik is a 10th level spellcaster. His Pawnis
spellcasting ability is Intelligence (spell save DC 15, +7 to hit
with spell attacks). Munafik has the following wizard spells Medium humanoid (elf), neutral evil
prepared: Armor Class 17 (studded leather)

Cantrips (at will): chill touch, prestidigitation, ray of frost, Hit Points 78 (12d8 + 24)
shocking grasp, true strike Speed 30 ft.
1st level (4 slots): comprehend languages, grease, magic missile, STR DEX CON INT WIS CHA
ray of sickness
10 (+0) 20(+5) 14 (+2) 13 (+1) 12 (+1) 12 (+1)
2nd level (3 slots): cloud of daggers, levitate, web Saving Throws Dex +8, Int +4
3rd level (3 slots): animate dead, fireball, lightning bolt Skills Perception +7, Sleight of Hand +11, Stealth +11
4th level (3 slots): blight, dimension door, ice storm Senses darkvision 120 ft., passive Perception 17
5th level (2 slots): cloudkill Languages Common, Elvish, Undercommon
Actions Challenge 8 (3900 XP)
Shocking Grasp. Melee Spell Attack: +7 to hit (advantage
Evasion. If Pawnis is subjected to an effect that allows him to
against metal armored target), reach 5 ft., one target. Hit: 9
make a Dexterity saving throw to take only half damage, he
(2d8) lightning damage.
instead takes no damage it he succeeds on the saving throw,
and only half damage if he fails.
Necrophidius
Large construct, unaligned Innate Spellcasting. Pawnis' spellcasting ability is Charisma
(spell save DC 12). He can innately cast the following spells
Armor Class 15 (natural armor)
requiring no material components.
Hit Points 32 (5d10 + 5)
At will: dancing lights
Speed 30 ft.
1/day each: darkness, faerie fire, levitate (self only)
STR DEX CON INT WIS CHA
Sneak Attack (1/turn). Pawnis deals an extra 17 (5d6) damage
14 (+2) 16(+3) 12 (+1) 1 (-5) 10 (+0) 3(-4) when he hits a target with a weapon attack and has
advantage on the attack roll, or when the target is within 5
Damage Immunities poison, psychic
feet of an ally of Pawnis that isn't incapacitated and Pawnis
Condition Immunities blinded, charmed, deafened, doesn't have disadvantage on the attack roll.
exhaustion, frightened, paralyzed, petrified, poisoned Actions
Senses blindsight 60 ft., passive Perception 10 Multiattack. Pawnis makes two shortsword attacks or one
Languages - shortsword and one hand crossbow attack.

Challenge 1 (200 XP) Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 8 (1d6 + 5) piercing damage and the target must
Dance of Death. As an action, the necrophidius sways back make a DC 15 Constitution saving throw, taking 21 (6d6)
and forth in a hypnotic pattern. All creatures within 30 feet poison damage on a failed save, or half as much on a
that can see the necrophidius must succeed on a DC 13 successful one.
Wisdom saving throw or be stunned until the end of the
necrophidius' next turn. Hand Crossbow. Ranged Weapon Attack: +8 to hit, range
30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage and the
Actions target must make a DC 15 Constitution saving throw, taking
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 21 (6d6) poison damage on a failed save, or half as much on a
7 (1d8 + 3) piercing damage. Target must succeed on a DC 13 successful one.
Constitution saving throw or be paralyzed for 1 minute. The Reactions
target may make a saving throw at the beginning of its turn,
if successful the target is no longer paralyzed. Uncanny Dodge. If Pawnis is hit by an attacker he can see, he
can use his reaction to halve the attack's damage against
him.

Not for resale. Permission granted to print or photocopy this document for personal use only. I3-5 DESERT CONVERSION GUIDE 22
Pet Fist Sardok
Large construct, unaligned Medium humanoid (human), neutral evil
Armor Class 14 (natural armor) Armor Class 16 (studded leather)

Hit Points 85 (10d10 + 30) Hit Points 90 (12d8 + 36)

Speed 0 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 10(+0) 16 (+3) 3 (-4) 10 (+0) 1 (-5) 14 (+2) 18(+4) 16 (+3) 10 (+0) 12 (+1) 10 (+0)

Damage Immunities acid, poison, psychic Saving Throws Dex +7, Int +3

Condition Immunities blinded, charmed, deafened, Skills Deception +6, Perception +7, Stealth +10
exhaustion, frightened, paralyzed, petrified, poisoned, Senses passive Perception 17
unconscious
Languages Common
Senses blindsight 30 ft., passive Perception 10
Challenge 8 (3900 XP)
Languages -
Assassin. During his first turn, Sardok has advantage on
Challenge 4 (1100 XP) attack rolls against any creature that hasn't taken a turn.
Immutable Form. The pet fist is immune to any spell or effect Any hit he scores against a surprised creature is a critical hit.
that would alter its form. Evasion. If Sardok is subjected to an effect that allows him to
Actions make a Dexterity saving throw to take only half damage, he
instead takes no damage it he succeeds on the saving throw,
Multiattack. The pet fist makes two melee attacks. and only half damage if he fails.
Slam. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Sneak Attack (1/turn). Sardok deals an extra 17 (5d6) damage
Hit: 17 (3d8 + 4) bludgeoning damage. when he hits a target with a weapon attack and has
advantage on the attack roll, or when the target is within 5
Sandman feet of an ally of Sardok that isn't incapacitated and Sardok
Medium elemental, neutral doesn't have disadvantage on the attack roll.
Armor Class 13 (natural armor) Actions
Hit Points 37 (5d8 + 15) Multiattack. Sardok makes one rapier attack and one
Speed 10 ft., burrow 10 ft. scimitar attack.

STR DEX CON INT WIS CHA Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) piercing damage and the target must make a
16 (+3) 10(+0) 16 (+3) 5 (-3) 10 (+0) 5 (-3) DC 15 Constitution saving throw, taking 24 (7d6) poison
Damage Vulnerability thunder damage on a failed save, or half as much on a successful one.
Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Damage Immunities poison
target. Hit: 7 (1d6 + 4) slashing damage and the target must
Condition Immunities exhaustion, paralyzed, petrified, make a DC 15 Constitution saving throw, taking 24 (7d6)
poisoned, unconscious poison damage on a failed save, or half as much on a
successful one.
Senses darkvision 60 ft., tremorsense 60 ft., passive
Perception 10 Reactions

Languages Terran Uncanny Dodge. If Sardok is hit by an attacker he can see, he


can use his reaction to halve the attack's damage against
Challenge 1/2 (100 XP) him.
Sleep Aura. Any living creature approaching within 10 feet of
a sandman for the first time must make a DC 11 Wisdom
saving throw or fall unconscious. Unconscious victims are
woken by any damage or rough shaking, otherwise they
sleep for 1 hour.
Actions
Multiattack. The sandman makes two slam attacks.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) bludgeoning damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. I3-5 DESERT CONVERSION GUIDE 23
Spectral Minion Trifakas
Medium undead, any alignment Medium humanoid (human), lawful evil
Armor Class 12 Armor Class 13 (16 with mage armor)

Hit Points 33 (6d8 + 6) Hit Points 76 (14d8 + 14)

Speed 0 ft., fly 40 ft. (hover) Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
1 (-5) 14(+2) 12 (+1) 10 (+0) 10 (+0) 10 (+0) 7 (-2) 16(+3) 12 (+1) 18 (+4) 10 (+0) 15 (+2)

Damage Resistances acid, cold, fire, lightning, thunder; Saving Throws Int +8, Wis +4
bludgeoning, piercing, and slashing from nonmagical Skills Arcana +12, History +8, Perception +4
weapons
Damage Resistances bludgeoning, piercing, and slashing
Damage Immunities necrotic, poison from nonmagical weapons (with stoneskin)
Condition Immunities charmed, exhaustion, grappled, Senses passive Perception 14
paralyzed, petrified, poisoned, prone, restrained,
unconscious Languages Common, Elvish

Senses darkvision 60 ft., passive Perception 10 Challenge 9 (5000 XP)

Languages understands languages it knew it life but can't Magic Resistance. Trifakas has advantage on saving throws
speak against spells and other magical effects.

Challenge 1 (200 XP) Spellcasting. Trifakas is a 12th level wizard. His spellcasting
ability is Intelligence (spell save DC 16, +8 to to hit with spell
Incorporeal Movement. The spectral minion can move attacks). Trifakas has the following wizard spells prepared.
through other creatures and objects as if they were difficult
terrain. It takes 5 (1d10) force damage if it ends its turn inside Cantrips (at will): fire bolt, light, message, prestidigitation,
an object. shocking grasp

Actions 1st level (4 slots): charm person, comprehend languages, mage


armor
Ghostly Weapon. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 14 (4d6) necrotic damage. 2nd level (3 slots): darkvision, misty step, web
3rd level (3 slots): counterspell, fireball, lightning bolt
Thunderherder
Huge beast, unaligned 4th level (3 slots): dimension door, polymorph, stoneskin
Armor Class 13 (natural armor) 5th level (2 slots): conjure elemental, wall of force
Hit Points 57 (6d12 + 18) 6th level (1 slot): globe of invulnerability, magic jar
Speed 20 ft., burrow 20 ft. Actions
STR DEX CON INT WIS CHA Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
18 (+4) 10(+0) 17 (+3) 2 (-4) 10 (+0) 6 (-2) Hit: 5 (1d4 + 3) piercing damage.
Damage Vulnerabilities thunder Fire Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one
target. Hit: 16 (3d10) fire damage.
Condition Immunities blinded, prone
Senses tremorsense 60ft., passive Perception 10
Languages —
Challenge 2 (450 XP)
Earthshaking. When thunderherders move, they produce an
earthquake-like effect that shakes the sand within 200 feet.
Anyone in the area must make a DC 14 Dexterity save or be
knocked prone. Those already seated or prone are
unaffected.
Actions
Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 15 (3d6+4) bludgeoning damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. I3-5 DESERT CONVERSION GUIDE 24
Staff of Ruling

Special Items Staff, very rare (requires attunement)


This serpent-headed staff is the symbol of the line of
kings that ended with Amun-Re. Any character with a
Bar-ethel (True Death)
Charisma of 15 or higher may become attuned to the staff.
Weapon (long sword), rare
While you hold this staff, you can use an action to
This shining long sword has curved, silver quillons, a hilt
expend some of the staff’s 10 charges to cast one of the
wrapped in white leather, and a gold sunburst design on the
following spells without using any components, using your
pommel. Any character proficient with long swords may
spell save DC, or a DC of 13 if you are not a spellcaster.
become attuned to Bar-ethel.
You gain a +1 bonus to attack and damage rolls made
• Striking the tip to the ground three times will cause
the staff to change into a giant poisonous snake.
with this magic weapon. When you are within 50 feet of an
The snake will attack whoever you direct. It acts on
undead creature, the sword emits an audible hum.
your initiative the same turn it’s brought forth.
When you hit an undead with it, the undead takes an
Grasping the snake firmly by the tail changes the
extra 2d6 slashing damage. Any creature killed by Bar-Ethel
snake back into staff form. If the snake is reduced
can never be raised as an undead creature.
to 0 hit points, it changes back into staff form (2
charges).
Harness of Seker
Wondrous item, very rare
• Striking the ground twice and then spinning the tip
in the air will produce a lightning bolt (4 charges).
This single, fingerless glove extends to a harness that
wraps around the forearm. The harness is a divine item of
• Striking the ground once and then pointing the
staff skyward will produce a clap of thunder that
the ancient god Seker, granted in times of desperate need.
causes fear (3 charges).
The harness will only function for good aligned clerics.
The staff regains 1d6 + 4 expended charges each day at
Upon donning the harness, the cleric is granted the
dawn. However, if you expend the last charge, roll a d20. On
knowledge of what the harness can do.
a 1, the staff dissolves into sand.
The harness has 3 charges, and cannot be recharged. The
user may detect undead within 50 feet at will, using no
Star Gems
charges. The user can point at any undead creature within
Wondrous item, legendary
30 feet and utter the word “Seker”. This unleashes a bolt of
The Star Gems were given by Martek to the pharaohs and
brilliant energy that automatically strikes for 40 radiant
sheiks of the lands to prepare for the eventual release of the
damage, using 1 charge.
efreeti pasha. The three Star Gems are:
When the harness’s last charge is used, it disappears, and
Star of Aga-Pelar. No usable function. It was used to seal
the item sacrificed to gain the harness appears in front of
Khalitharius away.
the user.
Star of Melos-Pelar. Once placed in the Riddle Obelisk in
Medinat Muskawoon, it will light up when pointed towards
Liahona
the Pillar of Martek.
Wondrous item, rare (requires attunement by a good aligned
Star of Mo-Pelar. It functions as a gem of true seeing.
creature)
Star of Khan-Pelar. It allows a wizard to use Arcane
This intelligent compass can communicate with its
Recovery one extra time per long rest.
bearer via telepathy when held. It has the following abilities:
Star of Shah-Pelar. It has 3 charges. Spending an action
• Indicate north at will. to use 1 charge casts a Cure Wounds spell healing 4d8
• Cast a locate object spell. Once used, it can't be used damage. The star regains 1d3 charges each day at dawn.
again until after a long rest.
• Answer one yes or no question, similar to the
Tome of Time
commune spell. Once used, it can't be used again until one
Wondrous item, legendary
full week has passed.
The tome contains the following wizard spells: dimension
door, disintegrate, haste, passwall, slow, teleport, teleportation
Skull of Garath
circle, time stop, wish.
Wondrous item, very rare (requires attunement by an evil cleric)
The Skull of Garath is a skull that appears semi-human,
with distorted features, oversized fangs and three short
horns. The origins of the skull are unknown, save that it was
given to Corga Kazan by Khalitharius.
While Corga holds the skull, he can use an action to
expend some of the skull’s 7 charges to cast one of the
following spells without using any components, using his
spell save DC: fear (3 charges), or animate dead (2 charges).
The skull may also be used to communicate with
Khalitharius once per month, using no charges.
The skull regains 1d6 + 1 expended charges each day at
midnight.

Not for resale. Permission granted to print or photocopy this document for personal use only. I3-5 DESERT CONVERSION GUIDE 25
3. Bugbear (MM 33, CR 1, 200 XP)
I3-5 Desert of 4.
5.
Camel (MM 320, CR 1/8, 25 XP)
Giant Goat (MM 326, CR 1/2, 100 XP)
Monsters
1. Airlancer (veteran, armed with lance,
Desolation 6.
7.
Hill Giant (MM 155, CR 5, 1800 XP)
Mountain Lion (MM 331, CR 1, 200 XP)
mounted on pegasus, MM 350, CR 3, 700
XP)

Reference Sheet
8. Riding Horse (MM 336, CR 1/4, 50 XP) 2. Camel (MM 320, CR 1/8, 25 XP)
9. Travelers (scout, MM 349, CR 1/2, 100 XP) 3. Dervish (thug, armed with scimitar MM
10. Wolf (MM 341, CR 1/4, 50 XP) 350, CR 1/2, 100 XP)
11. Worg (MM 341, CR 1/2, 100 XP) 4. Desert Jackass (mule MM 333, CR 1/8, 25
Chapters 3 and 4 12. Yeti (MM 305, CR 3, 700 XP)
5.
XP)
Desert Rider ((thug, armed with lance,
Planned Encounters Chapter 6: Desert of mounted on riding horse, MM 350, CR 1/2,
100 XP)
Troll Cave 6. Dung Gatherer (commoner MM 345, CR 0,
2. Troll Cave. Troll (1).
Desolation 10 XP)
7. Dustdigger (See Special Creatures)
5. Return of the Natives. Trolls (10). This chapter contains the overview of the 8. Giant Tarantula (giant wolf spider MM
entire desert, for travel between the important 330, CR 1/4, 25 XP)
Brallizzar locations, detailed in later chapters. The 9. Goatherd (commoner MM 345, CR 0, 10
planned encounters occur as the characters XP)
While the characters shouldn't get into any reach those areas of the desert.
fights in Brallizzar, stats are provided in case 10. Packrat (giant rat MM 327, CR 1/8, 25 XP)
your players are so inclined. Random Encounters 11. Pegasus (MM 250, CR 2, 450 XP)
2. Inn of the Golden Palm. Tekuna Chand. 12. Riding Horse (MM 336, CR 1/4, 50 XP)
3. Home of Aman Al-Raqib. Aman Al-Raqib, Use the chart in the book to determine the 13. Sandman (See Special Creatures)
Fuigarm, site of Special Encounter A: Meeting encounter that occurs. 14. Shepherd (commoner MM 345, CR 0, 10
the Wizard. Dust Devil. Characters and mounts caught in a XP)
4. The Raj. Alham Pasha Burak, Airlancers (15), dust devil must make DC 12 Constitution 15. Trader (commoner MM 345, CR 0, 10 XP)
Lancers (15). saving throws, taking 22 (4d10) bludgeoning 16. Thunderherder (See Special Creatures)
6. Swayback Camel. Muthi Pashtral. damage on a failure, or half as much on a 17. Young purple worm (half hit points, AC 16,
7. The House of Mirth. Tasha Lal. success. save DC 5 less than listed, attacks do one
Mirage. Characters viewing a mirage can see it die less damage, poison does half damage,
Monsters for what it is on a successful DC 14 Intelligence attack bonus +7; MM 255, CR 7, 2900 XP)
(Investigation) check. If the characters have
1. Airlancer (veteran, armed with lance, seen a mirage before, they gain advantage on
mounted on pegasus, MM 350, CR 3, 700
XP)
the roll. Chapter 7: Sunken City of
Sandstorm. Characters and mounts caught in
2. Alham Pasha Burak (noble, MM 348, CR
1/8, 25 XP)
a sandstorm risk being separated in they keep
traveling in the storm. Characters must
Pazar
3. Aman Al-Raqib (archmage, MM 342, CR 12, succeed at a DC 15 Wisdom (Survival) check or
8400 XP) be separated from the party a distance of 1d6 Planned Encounters
4. Fuigarm (gladiator, MM 346, CR 5, 1800 miles. Characters that stop moving and hunker 1. The Statue of Maniozimus. The loose stone
XP) down don't have to make the check. under the sand in the front of the statue gives
5. Lancer (thug, armed with lance, mounted way when you decide, ideally right after the
on riding horse, MM 350, CR 1/2, 100 XP) Planned Encounters characters read the inscription.
6. Muthi Pashtral (thug, MM 350, CR 1/2, 100 2. Sunken Dome of Eilish. The sand pile is
XP) 1. Sandvoyagers Trail. This trail is easy to
follow, requiring no check, unless obliterated difficult terrain, but may be climbed with a
7. Pegasus (MM 250, CR 2, 450 XP) successful DC 10 Strength (Athletics) check.
8. Riding Horse (MM 336, CR 1/4, 50 XP) by a sandstorm.
9. Tasha Lal (spy, MM 349, CR 1, 200 XP) 2. Sandvoyager Guidepost. These tall, wooden Characters forced into combat on the sand pile
poles have colorful banners and bright silver have disadvantage on their attack rolls.
10. Tekuna Chand (assassin, MM 343, CR 8, 3. Temple Portico. Giant tarantula (1 per
3900 XP) bangles tied to them. Anyone within 10 miles
of a guidepost can see the sun glinting off the character).
11. Troll (MM 291, CR 5, 1800 XP) 4. Entry Chamber. The inscription may be read
bangles with a successful DC 10 Wisdom
(Perception) check. with a successful DC 12 Intelligence
Chapter 5: Northknife 3. Desert Dunes. The soft sand of the dunes (Investigation) check.
7. Buried Entrance. One giant tarantula will
counts as difficult terrain.
Pass 4. Blasted Hills. Skirting around the bottom of exit the hole every 3 rounds as long as the
the hills is normal terrain. Crossing the hills is characters are within 30 feet of the hole.
possible, but movement is cut to 25% of 10. Room of the Guardians
Random Encounters normal. Ice Curtain. Characters touching or putting
Roll 1d12 5. Shifting Sands. The soft sand counts as an object into the curtain must make a DC 15
1 Bugbears (8) 8 Worgs (8) difficult terrain, and requires each character Constitution saving throw, being frozen on a
2-3 Wolves (12) 9 Hill Giant (1) make a successful DC 12 Constitution saving failure. A frozen character takes 17 (5d6) cold
4 Yeti (3) 10 Mountain Lion (1) throw each day or gain a level of exhaustion. damage and is incapacitated. If the save is
5 Travelers (15) 11 Brown Bear (1) 6. Sinkholes. Characters or mounts entering a successful, the character takes the half as
6-7 Giant Goats (4) 12 Mounted Bandits (8) sinkhole begin to sink. Sinkholes follow the much damage and isn't frozen..A frozen
rules for quicksand (DMG pg. 110). character may be allowed to thaw slowly, in
Planned Encounters 8. The Signpost. The signpost points towards which case the character must make a DC 15
2. Sweepaway Ford. Characters trying to cross Pazar, and you should encourage the players to Constitution save or be reduced to 0 hit points
the rocks must succeed at a DC 13 Dexterity head that way since it's a major part of the when thawed. A frozen character may also be
(Acrobatics) check; on a failure they fall into storyline. Characters that succeed at a DC 13 thawed quickly, via a high heat spell like
the stream. Characters falling into the stream Wisdom (Survival) check will see that tracks go fireball, which instantly thaws them with no
take 3 (1d6) cold damage and 3 (1d6) in both easterly and westerly directions in harm.. The curtain may be removed by
bludgeoning damage at the beginning of their equal measure. speaking the word “Alhamduhla” aloud,
turn. Getting out of the stream requires a 12. The Hinjaz. These tall hills are too sheer inflicting 50 points of magical fire damage to
successful DC 14 Strength (Athletics) check. and murderously hot to cross. the curtain, or casting Dispel Magic against a
Riding animals cross the stream without 14. Bleached Bones. A successful DC 11 Wisdom 4th level spell effect.
needing a check. (Perception) check will reveal that the bones Lightning Curtain. Characters touching or
3. Breakheart Cleft. Bandits (10). have only recently been picked clean. passing through the curtain must make a DC 15
6. Refuge Cave. The path to the cave counts as 16. Airlancer Patrol Zone. When the Dexterity saving throw, taking 27 (8d6)
difficult terrain. characters enter this area, they will encounter lightning damage on a failure, or half as much
10 airlancers, who will respond as described in on a success. The curtain may be removed by
Monsters the text. speaking the word “Bismilla” aloud, connecting
the staves of the statues together with metal, or
1. Bandit (MM 343, CR 1/8, 25 XP) casting Dispel Magic against a 4th level spell
2. Brown Bear (MM 319, CR 1, 200 XP) effect. The curtain will also drop when it has

Not for resale. Permission granted to print or photocopy this document for personal use only. I3-5 DESERT OF DESOLATION CONVERSION GUIDE 26
inflicted a total of 200 points of electrical 5. West Water Storage Vault. When drank, the 26. Who's There? Bandits (9).
damage. Waters of Athis allow a character to 27. Trap Room. Trapper (1).
Flame Curtain. Characters touching or immediately spend Hit Dice as if they had 28. Well of Questions. Androsphinx (1).
passing through the curtain must make a DC 15 taken a short rest. Characters can only benefit 29. Javelins. Characters entering the room are
Dexterity saving throw, taking 27 (8d6) fire from this once before taking a long rest. targeted by the javelin trap.
damage on a failure, or half as much on a 8. Worship Room. The secret door may be 30. X-room. A character standing on the X
success. The curtain may be removed by found with a DC 16 passive Wisdom triggers the falling block trap.
speaking the word “Duban” aloud, inflicting 50 (Perception) check or a DC 14 Wisdom 31. Pendulum. Characters standing in line with
points of magical cold damage to the curtain, (Perception) check if actively searching. A the pendulum when the rope is cut are hit by
or casting Dispel Magic against a 5th level spell successful DC 13 Intelligence (Investigation) the swinging blade trap.
effect. The curtain will also drop when it has check will reveal the opening mechanism. 32. Dervish Explorers. Dervishes (5).
inflicted a total of 500 points of fire damage. 10. Great Worship Room. Secret doors may be 33. Robber Press. Characters in the room when
found with a DC 16 passive Wisdom the center 10 foot floor plate is walked on are
Magic Items (Perception) check or a DC 14 Wisdom caught in the crushing walls trap.
1. Star of Aga-Pelar (See Special Items) (Perception) check if actively searching. A 37. Loose Ceiling. Trapper (1).
successful DC 13 Intelligence (Investigation)
Monsters check will reveal the opening mechanism. The Halls of the Upper Priesthood
1. Giant Tarantula (giant wolf spider MM southernmost secret door on the east wall can 4. Garden Hall. The secret doors may be found
330, CR 1/4, 25 XP) only be opened by using the altar as described, with a DC 16 passive Wisdom (Perception)
or casting a knock spell on it. check or a DC 14 Wisdom (Perception) check if
Chapter 8: Pyramid of Kordan's Master Maze actively searching. A successful DC 13
Intelligence (Investigation) check will reveal
1. Welcome Room. Characters wearing heavy the opening mechanism.
Amun-Re armor must succeed at a DC 15 Strength saving
throw or "fall" to the top of the dome, taking 10
Fruitflies are AC 13, 4 hit points. When eaten,
they give a character a +1 bonus to Strength
Random Encounters (3d6) bludgeoning damage. and Dexterity for 1 hour. Multiple fruitflies do
2. Mists. The mists in the corridors between not add extra bonuses.
Temple and Plundered Tomb rooms cause minor disorientation. This 5. Dome of Flight, Lower Level. Grenade Palm
renders characters unable to concentrate trap. The inscriptions on the altar may be read
Roll 1d6 enough to count steps, judge distance, or know with a successful DC 12 Intelligence
1-3 Dervishes (8) 5 Dwarves (3) direction. This disorientation vanishes (Investigation) check. If the players can't
4 Bandits (4) 6 Giant Rats (20) instantly when exiting the mist into a room. decipher the inscriptions, allow their
The characters can track distance if they use a characters to make DC 13 Intelligence
Kordan's Master Maze rope and various signals to indicate coming (Investigation) checks to gain a clue about their
Roll 1d12 into a new room. They may track direction by function.
1 Mage (1) 8-9 Dervishes (6) having two people hold hands and touch both 10. West Hall. Wraiths (3).
2-4 Minotaurs (3) 10 Ghouls (6) walls as they walk; as they walk around turns, 13. East Pantry. The tunnel to Heart's Lair on
5-6 Doppelgangers (3) 11 Bandits (10) their arms will bend to indicate the direction. the Gauntlet level may be spotted with a DC 16
7 Tomb Robbers (5) 12 Giant Spiders (4) Don't tell the players this, instead let them passive Wisdom (Perception) check or a DC 14
figure it out on their own. Wisdom (Perception) check if actively
Halls of the Upper Priesthood 7. Silver Ringer. Characters succeeding at a DC searching.
Roll 1d12 16 Wisdom (Survival) check will notice a a 16. March of the True Faith. The inscriptions
1 Knight (1) 8-9 Giant Spiders (6) breeze of fresh air coming from the north exit. here may be read with a successful DC 12
2 Priest (1) 10 Ghouls (6) 8. Breezeway. Characters succeeding at a DC 12 Intelligence (Investigation) check.
3-5 Bandits (6) 11 Wights (4) Wisdom (Survival) check will notice a a breeze 19. West Cell of the High Priest. Knight (1),
6-7 Dervishes (3) 12 Wraiths (2) of fresh air coming from the east exit. ghouls (10).
11. Drafty Door. Characters will notice the 20 . Priest Catacombs. Ghouls (6).
Gauntlet sound of roaring water on a successful DC 15 21. Priest Closet. The secret door may be found
passive Wisdom (Perception) check or a DC 13 with a DC 16 passive Wisdom (Perception)
Roll 1d6 Wisdom (Perception) check if actively listening check or a DC 14 Wisdom (Perception) check if
1-3 Distant sounds 5 Wights (3) near the door. actively searching. A successful DC 13
4 Ghouls (6) 6 Wraiths (2) 12. A Bad Smell 1. Characters will notice the Intelligence (Investigation) check will reveal
Planned Encounters smell of carrion on a successful DC 17 passive the opening mechanism.
Wisdom (Perception) check or a DC 15 Wisdom 22. East High Priest's Cell. Wraiths (3).
Temple (Perception) check if actively searching. 24. Prayer Temple of the Priesthood. There is a
13. A Bad Smell 2. Characters will notice the trap door directly in front of the statue. There
2. Temple Entryway. Dervishes (2). smell of carrion on a successful DC 17 passive is also a fog horn trap protecting the false gem
4. High Altar of Amun-Re. Holy Iaseda (1), Wisdom (Perception) check or a DC 15 Wisdom on the statue.
Dervishes (5). The secret door may be found (Perception) check if actively searching.
with a DC 16 passive Wisdom (Perception) 14. Treasure Sled. Characters will notice the Gauntlet
check or a DC 14 Wisdom (Perception) check if smell of carrion on a successful DC 15 passive 1. Dome of Flight, Upper Level. Prit (1).
actively searching. A successful DC 13 Wisdom (Perception) check or a DC 13 Wisdom 3a. Chabang Man. Chabang Man (2).
Intelligence (Investigation) check will reveal (Perception) check if actively searching. 3b. Fire Wall. The fire and stone walls are
the opening mechanism. The top chest has a poison needle trap. illusions that may be seen through with a
7. Priests' Quarters. Dervishes (27). 16. Bad Smell 3. Characters will notice the successful DC 14 Intelligence (Investigation)
8. High Priest's Temple. Assistant Holy Iaseda smell of carrion on a successful DC 15 passive check. Failing the check means the characters
(1). Wisdom (Perception) check or a DC 13 Wisdom believe it is real. If a character that failed the
Plundered Tomb (Perception) check if actively searching. check sees another character pass through the
17. Bad Smell 4. Characters will notice the wall, that character may check again with
1. Tomb Entrance. Dervishes (2). smell of carrion on a successful DC 15 passive advantage.
2. Main Worship Hall. The secret door may be Wisdom (Perception) check or a DC 13 Wisdom 3c. Mirror, Mirror. The construct opposites
found with a DC 16 passive Wisdom (Perception) check if actively searching. created are just like the characters except:
(Perception) check or a DC 14 Wisdom 18. Door an d Smell. Characters will notice the • They have no intelligence and attack
(Perception) check if actively searching. A smell of carrion on a successful DC 17 passive mindlessly.
successful DC 13 Intelligence (Investigation) Wisdom (Perception) check or a DC 15 Wisdom • They have no spells or magical items.
check will reveal the opening mechanism. (Perception) check if actively searching. • They have no class abilities except
3. West Offering Temple. The secret door may 24. Grieving Elves. Doppelgangers (3-5). extra attack.
be found with a DC 16 passive Wisdom 25. Minotaur Lair. Minotaurs (3-7). The trap • They have the same hit points the
(Perception) check or a DC 14 Wisdom door may be opened with a DC 20 Dexterity character did at the time they are
(Perception) check if actively searching. A (thieves' tools) check. If the opening character created.
successful DC 13 Intelligence (Investigation) is at the door when it swings down, the 3d. Pet Fist. Pet Fist (1), Munafik (1).
check will reveal the opening mechanism. character must succeed at a DC 14 Dexterity 11. Heart's Lair. Clay Golem (1), Heart Jar (1).
4. East Offering Temple. Assistant Holy Iaseda saving throw, or be knocked down into the
(1), Dervishes (11). straw pile, taking 3 (1d6) bludgeoning damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. I3-5 DESERT OF DESOLATION CONVERSION GUIDE 27
3 (1d6) bludgeoning damage. C. Tent of Hassan Arslan Hassan Arslan.
True Tomb D. Tent of Korus Eikoth. Korus Eikoth, slave (1).
2. Treasury of the Pharaohs. The inscriptions Monsters
here may be read with a successful DC 12 1. Androsphinx (MM 281, CR 17, 18000 XP) Sandvoyagers Compound
Intelligence (Investigation) check. 2. Assistant Holy Iaseda (priest) 1a. The Common Room. Rolando the minstrel.
3. Tomb of Amun-Re. Mummy (1). The 3. Bandit (MM 343, CR 1/8, 25 XP) 2. Washing House. Launderers (12).
inscriptions here may be read with a 4. Chabang Man (See Special Creatures) 4. Hogan's Stables. Stable boy (1).
successful DC 12 Intelligence (Investigation) 5. Clay Golem (MM 168, CR 9, 5000 XP) 6. Happy Hogan's Desert Igloo. Hogan
check. The secret door may be found with a DC 6. Dervish (thug armed with scimitar MM Underwood, Rose Underwood, bartender (1),
16 passive Wisdom (Perception) check or a DC 350, CR 1/2, 100 XP) Cookie, Zorath Blackblade.
14 Wisdom (Perception) check if actively 7. Doppelganger (MM 82, CR 3, 700 XP) 7. Ancient Temple. The inscriptions here may
searching. A successful DC 13 Intelligence 8. Dwarf (bandit with dwarf traits) be read with a successful DC 12 Intelligence
(Investigation) check will reveal the opening 9. Ghoul (MM 148, CR 1, 200 XP) (Investigation) check.
mechanism. 10. Giant Rat (MM 327, CR 1/8, 25 XP) 8. House of the Sandvoyagers' Guild. Slaver
11. Giant Spider (MM 328, CR 1, 200 XP) guards (14), slave (1), Thurnas Netmaster.
Magic Items 12. Heart Jar (See Special Creatures)
1. Bar-Ethel (See Special Items) 13. Holy Iaseda (priest) Magic Items
2. Chain mail +1 14. Knight (MM 347, CR 3, 700 XP) 1. Arrows +1
3. Enduval (long sword, as berserker axe) 15. Mage (MM 347, CR 6, 2300 XP) 2. Chain mail +2
4. Libram of Ineffable Damnation (replace it 16. Minotaur (MM 223, CR 3, 700 XP) 3. *Chain mail +3 (reduce to +2)
with non-magical book of evil rituals) 17. Mummy (MM 228,. CR 3, 700 XP) 4. *Cloak of protection
5. Potion of undead control (replace with potion 18. Munafik (See Special Creatures) 5. *Decanter of endless water
of necrotic resistance) 19. Pet Fist (See Special Creatures) 6. *Flail +1
6. Ring of contrariness (replace with ring of 20. Priest (MM 348, CR 2, 450 XP) 7. Longsword +2
jumping) 21. Prit (commoner MM 345, CR 0, 10 XP) 8. Potion of brass dragon control (replace with
7. Ring of protection 22. Tomb Robber (scout MM MM 349, CR 1/2, potion of fire resistance)
8. Scroll of fireball 100 XP) 9. Potion of ESP (replace with potion of mind
9. Scroll of fly 23. Trapper (VGM 194, CR 3, 700 XP). reading)
10. Staff of Ruling (See Special Items) 24. Wight (MM 300, CR 3, 700 XP) 10. *Potion of invulnerability
11. Star of Mo-Pelar (See Special Items) 25. Wraith (MM 302, CR 5, 1800 XP) 11. *Scarab of protection (replace with necklace of
12. Warhammer +1 adaptation)
Traps Chapter 9: Oasis of the 12. Scimitar +1
13. *Scimitar +3 (reduce to +2)
14. Scimitar of the Sultan +1, +3 vs. undead
Crushing Walls Trap (pg. 54). It is spotted
with a DC 15 passive Wisdom (Perception) White Palm (replace with one scimitar +1)
check, or DC 13 if actively searching. A DC 15 15. *Scroll of blade barrier
Dexterity (thieves' tools) check disables it. Random Encounters 16. *Scroll of lesser restoration
When triggered, all creatures in the room take 17. *Scroll of raise dead
11 (2d10) bludgeoning damage each round for 3 Oasis of the White Palm (day) 18. *Shield +1
rounds. 19. Shield +2
Falling Block Trap (pg. 53). It is spotted Roll 1d8 20. *Staff of healing
with a DC 15 passive Wisdom (Perception) 1 Water bearers (12) 5 Camel traders (4) *These items are held by good NPCs and aren't
check, or DC 13 if actively searching. A DC 15 2 Launderers (6) 6 Home guard (12) likely to fall into the hands of the characters.
Dexterity (thieves' tools) check disables it. 3 Bead trader (1) 7 Special Encounter
Triggering creature(s) takes 22 (4d10) 4 Date traders (3) 8 Special Encounter Traps
bludgeoning damage. Oasis of the White Palm (night) Glyph of Warding (Blindness, pg. 69).
Fog Horn Trap (pg. 58). It is spotted with a Triggered by opening the chest it is inscribed
DC 15 passive Wisdom (Perception) check, or Roll 1d8 on. A successful DC 15 Intelligence
DC 13 if actively searching. A DC 15 Intelligence 1 Drunk Durpari (1) 5 Durpari nobles (2) (Investigation) check notices the glyphs. The
(Investigation) check disables it. 2 Slaver guards (8) 6 Durpari slave (1) glyph can only be disarmed by a Dispel Magic
Grenade Palm (pg. 56): These palms have 3 Durpari (4) 7 Special Encounter spell. The creature that triggers the glyph must
fruit that resemble small pineapples. When 4 Drow elves (4) 8 Special Encounter succeed at a DC 14 Wisdom saving throw or be
any creature walks near the grenade palm, Special Encounter Subtable blinded until cured.
there is a 20% chance one fruit falls from the Glyph of Warding (Explosive lightning,
tree (roll percentile dice, on a result of 01 - 20 Roll 1d6 during day, 1d8 during night pg. 69-70). Triggered by passing within 5 feet of
the fruit falls). The fruit explodes on contact 1 Hogan Underwood 5 Hassan Arslan the tent wall. A successful DC 15 Intelligence
with the ground. Any creature within 10 feet 2 Zorath Blackblade 6 Rolando (Investigation) check notices the glyphs. The
must make a DC 13 Dexterity saving throw. On 3 Rose Underwood 7 Corga Kazan glyph can only be disarmed by a Dispel Magic
a failure it takes 11 (2d10) piercing damage, but 4 Thurnas Netmaster 8 Corga Kazan spell. All creatures in a 20 foot radius of the
no damage on a successful saving throw. tent wall must make a DC 13 Dexterity saving
Javelin Trap (pg. 53). It is spotted with a DC Planned Encounters throw. The glyph inflicts 22 (5d8) lightning
15 passive Wisdom (Perception) check, or DC 13 damage, with only half damage taken on a
if actively searching. A DC 15 Intelligence Oasis Area successful saving throw.
(Investigation) check figures out how to disable 2. Nomad Camp. Home guards (6), war dogs (2) Poison Needle Trap (p. 69,71). Triggered by
it. Triggering creature takes 22 (4d10) piercing Camp contains approximately 400 Durpari opening the chest. It is spotted with a DC 15
damage and is restrained (escape DC 14). total. passive Wisdom (Perception) check, or DC 13
Poison Needle Trap (pg. 50). It is spotted 3. The Oasis Pool. Home guards (8). Wisdom (Perception) check if actively
with a DC 15 passive Wisdom (Perception) 7. The Monolith. Secret door, spotted with a searching. A DC 15 Dexterity (thieves' tools)
check, or DC 12 Wisdom (Perception) check if DC 20 passive Wisdom (Perception) check, or check disables it. The creature that triggers it
actively searching. A DC 15 Dexterity (thieves' DC 15 Wisdom (Perception) check if actively takes 22 (4d10) poison damage and must
tools) check disables it. Triggering creature searching. A DC 14 Intelligence (Investigation) succeed on a DC 15 Constitution saving throw
takes 22 (4d10) poison damage and must check determines how to open it. The or be poisoned for 1 hour.
succeed on a DC 15 Constitution saving throw inscriptions here may be read with a
or be poisoned for 1 hour. successful DC 12 Intelligence (Investigation) Monsters
Swinging Blade Trap (pg. 53). It is spotted check. 1. Acolyte (MM 342, CR 1/4, 50 XP)
with a DC 15 passive Wisdom (Perception) 2. Airlancer (veteran, with lance, MM 350, CR
check, or DC 13 if actively searching. A DC 13 Nomad Camp 3, 700 XP)
Dexterity check disables it. Triggering creature A. The Sheik's Tent. Home guards (6), Sheik 3. Bartender (commoner MM 345, CR 0, 0-10
takes 22 (4d10) slashing damage. Kassim Arslan, Hassan Arslan, slaves (4), Glyph XP)
Trap Door (pg. 58). It is spotted with a DC 15 of warding (Explosive Lightning) trap, Poison 4. Cookie (thug, scimitar instead of mace,
passive Wisdom (Perception) check, or DC 13 if Needle trap. MM 350, CR 1/2, 100 XP)
actively searching. A DC 15 Dexterity (thieves' B. Clerical Tent. Nadron Ilanis, acolytes (2), 5. Corga Kazan (priest, mace +1, Skull of
tools) check disables it. Creatures walking on it poisonous snake (1), Glyph of warding Garath, MM 348, CR 2, 450 XP)
fall onto the hay pile in the room below, taking (Explosive Lightning) trap. 6. Dervish cultist (thug, scimitar instead of

Not for resale. Permission granted to print or photocopy this document for personal use only. I3-5 DESERT OF DESOLATION CONVERSION GUIDE 28
mace, MM 350, CR 1/2, 100 XP) 11d. Platinum Idol. Cursed idol trap. passive Wisdom (Perception) check, or DC 12
7. Drow elf (MM128, CR 1/4, 50 XP) 12. The First Test. Giant spiders (4). Wisdom (Perception) check if actively
8. Drunk Durpari (thug, scimitar instead of 13. The Second Test. Jackal head lock trap. searching. A DC 15 Dexterity (thieves' tools)
mace, MM 350, CR 1/2, 100 XP) 14. Inner Temple of Set. This area is desecrated check disables it. When triggered, any creature
9. Durpari (thug, scimitar instead of mace, ground (DMG pg. 110), Summoning idol trap. within range which fails a DC 15 Dexterity
MM 350, CR 1/2, 100 XP) 16. Forbidden Stair. Hinged stairs trap, saving throw takes 24 (7d6) bludgeoning
10. Durpari noble (commoner, MM 345, CR 0, skeletons (20). damage from falling.
0-10 XP) 17. Library. The Star of Khan-pelar is hidden in Summoning Idol (pg. 77). The magical gem
11. Durpari slave (commoner, MM 345, CR 0, a pile of ash here. eyes of the idol begin to glow, and summon one
0-10 XP) 18. Conference Room. Goblins (13). undead creature per round until creatures
12. Home guard (thug, scimitar instead of 20. Storeroom. Bugbears (4). leave the room or the gems are removed or
mace, MM 350, CR 1/2, 100 XP) 21. The Long Hall. Magic mouth trap. destroyed. It is spotted with a DC 15 passive
13. Korus Eikoth (gladiator, AC 18, scimitar +1 23. Guard's Hall. Kalitrates. Wisdom (Perception) check, or DC 12 Wisdom
instead of spear, MM 346, CR 5, 1800 XP) 24. Zomara's Cave. Zomara, giant spiders (8), (Perception) check if actively searching. A
14. Launderer (commoner MM 345, CR 0, 0-10 net trap. successful DC 15 Dexterity (thieves' tools) check
XP) 26. Prison. Bugbear (1), commoner (1). allows the character to remove 1 gem per
15. Pegasus (MM 250, CR 2, 450 XP) 27. Quarters. Abu Karesan, Kaedros. round. Alternately, the gems can be attacked,
16. Rolando the minstrel (spy MM 349, CR 1, they have AC 8 and 10 hit points each.
200 XP) Magic Items
17. Slave (commoner MM 345, CR 0, 0-10 XP) 1. Chain mail +2 Monsters
18. Slaver guard (bandit MM 343, CR 1/8, 25 2. Mace +1 1. Abu Karesan (thug, scimitar instead of
XP) 3. Potion of gaseous form mace, MM 350, CR 1/2, 100 XP)
19. Stable boy (commoner MM 345, CR 0, 0-10 4. Scimitar +1 2. Acolyte (MM 342, CR 1/4, 50 XP)
XP) 5. Scroll (choose 3 3rd level spells) 3. Bugbear (MM 33, CR 1, 200 XP)
20. Thurnas Netmaster (gladiator, AC 20, long 6. Skull of Garath (See Special Items) 4. Corga Kazan (priest, mace +1, Skull of
sword +2 instead of spear, MM 346, CR 5, 7. Star of Khan-Pelar (See Special Items) Garath, MM 348, CR 2, 450 XP)
1800 XP) 8. Wand of paralysis 5. Dervish cultist (thug, scimitar instead of
21. Trader (commoner MM 345, CR 0, 0-10 XP) mace, MM 350, CR 1/2, 100 XP)
22. War dog (wolf, MM 341, CR 1/4, 25 XP) Traps 6. Ghast (MM 148, CR 2, 450 XP)
23. Water bearer (commoner MM 345, CR 0, 0- Cursed Idol (pg. 76). Triggered by taking 7. Ghoul (MM 148, CR 1, 200 XP)
10 XP) the idol. Triggering creature must succeed on a 8. Giant Poisonous Snake (MM 327, CR 1/4,
24. Zorath Blackblade (assassin MM 343, CR 8, DC 15 Wisdom saving throw or be cursed until 50 XP)
3900 XP) the curse is removed. While cursed, the 9. Giant spider (MM 328, CR 1, 200 XP)
creature suffers disadvantage on all attack 10. Goblin (MM 166, CR 1/4, 50 XP)
Chapter 10: Temple of Set rolls.
Fog Cloud (pg. 76). Triggered by opening a
11.
12.
Kaedros (mage, MM 347, CR 6, 2300 XP)
Kalitrates (Drow elite warrior MM 128, CR
door. It is spotted on a DC 15 passive Wisdom 5, 1800 XP)
Random Encounters (Perception) check, or DC 15 Wisdom 13. Korus Eikoth (gladiator, AC 18, scimitar +1
(Perception) check if actively searching. The instead of spear, MM 346, CR 5, 1800 XP)
Temple of Set (cult area) fog cloud can only be disarmed by a Dispel 14. Necrophidius (See Special Creatures)
Roll 1d8 Magic spell. When triggered, the fog cloud fills 15. Mummy (MM 228, CR 3, 700 XP)
1 Zombies (15) 5 Giant poisonous the area causing heavy obscurement (PH 183). 16. Priest (MM 348, CR 2, 450 XP)
2 Dervish cultists snakes (3) The cloud lasts for one minute. 17. Shadow (MM 269, CR 1/2, 100 XP)
(6) 6 Mummy (1) Glyphs of Warding (Explosive fire, pg. 75). 18. Shadow Demon (MM 64, CR 4, 1100 XP)
3 Giant spiders (4) 7 Zombies (10) Triggered by walking through the archway 19. Skeleton (MM 272, CR 1/4, 50 XP)
4 Dervish cultists 8 Dervish cultists (12) without speaking the password. They can be 20. Slave (commoner MM 345, CR 0, 0-10 XP)
(10) noticed on a successful DC 15 Intelligence 21. Slaver guard (bandit MM 343, CR 1/8, 25
(Investigation) check. The three glyphs can XP)
Temple of Set (slaver area) only be disarmed by a Dispel Magic spell. All 22. Smoke mephit (MM 217, CR 1/4, 50 XP)
Roll 1d8 creatures in a 20 foot radius of the archway 23. Wight (MM 300, CR 3 (700 XP)
1 Slaver guards (12) 5 Slaver guards (12) must make a DC 13 Dexterity saving throw 24. Zomara (Drow priestess MM 129, CR 8,
2 Giant spiders (5) 6 Bugbears (6) three times. Each of the three glyphs inflicts 22 3900 XP)
3 Giant poisonous 7 Slaves (6) (5d8) fire damage, with only half damage taken 25. Zombie (MM 316, CR 1/4, 50 XP)
snake 8 Slaver guards (6) on a successful save.
4 Mummy (1) Hinged Stairs (pg. 78). Triggered by
walking on the stairs. It is spotted on a DC 15
Chapter 11: Crypt of Badr
Planned Encounters
1. The Way In. Between midnight and 3am -
passive Wisdom (Perception) check, or DC 12
Wisdom (Perception) check if actively Al-Mosak
Dervish cultists (1d4). searching. A DC 15 Dexterity (thieves' tools)
2. Temple Entry. Zombie (1). check disables it. When triggered, a creature Random Encounters
3. Carnivorous Cavern. Zombies (11). within range which fails a DC 15 Dexterity
saving throw, falls taking 10 (3d6) bludgeoning Roll 1d12
5. Door of Warding. Glyphs of warding 1 Mummies (2) 7 Giant rats (20)
(explosive fire) trap. damage from falling, and 3 (1d6) poison
2 Wights (8) 8 Gorgon (1)
6. Outer Temple of Set. Between midnight and damage from the smoke, at the beginning of 3 Wraiths (4) 9 Mummies (2)
3am - Corga Kazan, Korus Eikoth, acolytes (2), each of its turns that it's in the smoke.
Jackal Head Lock (pg. 77). Mechanical jaws 4 Giant spiders (4) 10 Giant poisonous
Dervish cultists (15), Glyph of warding 5 Specters (8) snakes (3)
(explosive fire) trap on each gem "eye" (setting bite the hands of anyone trying to pick the
lock. It is spotted on a DC 15 passive Wisdom 6 Mummy (1) 11 Giant spiders (4)
off glyph destroys gem). 12 Mummies (2)
7. Acolytes' Quarters. Acolytes (2), Glyph of (Perception) check, or DC 12 Wisdom
warding (explosive lightning) trap on obsidian (Perception) check if actively searching. A DC Planned Encounters
box. Boxes contain religious relics. 15 Dexterity (thieves' tools) check disables it.
The triggering creature takes 11 (2d10) piercing 1. The Amphitheater. Fear spell, all creatures
9. Cross and Double Cross. Wights (2), Pit trap approaching within 50 feet must succeed at a
with slide, Fog cloud trap. damage.
Magic Mouth (pg. 78). A magic mouth yells DC 14 Wisdom saving throw or become
10. Corga's Sanctum. Between 3am and noon - frightened for one minute.
Corga Kazan. out a warning if any creature passes by
without saying the password. It is noticed with 2. Shaft. Scything blade trap 80 feet down.
11. Essence of Evil. This entire area (including 3b. Blade Dance. Sword-wielding statue trap.
11a, 11b, etc.) is desecrated ground (DMG pg. a DC 15 Intelligence (Investigation) check. The
magic mouth can only be disarmed by a Dispel 3c. Fire Dance. Efreeti statue trap.
110). 3d. Bow for Arrow. Bow statue trap.
11a. Brazier of Violet Flames. Skeletons (3). Magic spell. If triggered, the mouth yells a
warning that intruders are present. 5. Office of Evil. Wights (5).
Creatures touching the flame will take the 6. Office of Rest. The secret door may be found
listed damage, the flames can be put out with a Net Trap (pg. 79). See Falling Net (DMG 122).
Pit Trap with Slide (pg. 76). Hinged floor with a DC 15 passive Wisdom (Perception)
successful DC 14 Constitution saving throw. check or a DC 13 Wisdom (Perception) check if
11b. Golden Idol. Cursed idol trap. panels drop when the door handle pulled; any
in the area may fall. It is spotted with a DC 15 actively searching. A successful DC 13
11c. Torture Room. Thug (1).

Not for resale. Permission granted to print or photocopy this document for personal use only. I3-5 DESERT OF DESOLATION CONVERSION GUIDE 29
Intelligence (Investigation) check will reveal DC 12 Wisdom (Perception) check if actively characters except:
the opening mechanism. searching. and a DC 15 Intelligence • They have no intelligence and attack
7. Catacomb of Kings. Any creature attempting (Investigation) check to disable it. If triggered, mindlessly.
to cross the bridge must succeed at a DC 12 any creature in the area suffers an attack at +7 • They have no spells or magical items.
Dexterity (Stealth) check, or attract the to hit, 11 (2d10) slashing damage on a hit. The • They have no class abilities except
attention of the creatures below. These include: blade will sever a rope automatically. extra attack.
mummies (1d4), wights (2d4), specters (2d4), Sword-wielding Statue (pg. 81). Triggered • They have the same hit points the
wraiths (1d4), and shadows (1d8). Each creature by depressing a pressure plate 10 feet away character did at the time they are
type appears only once. from the statue. DC 15 passive Wisdom created.
10. East Priesthood Room. Necrophidius (4). (Perception) check to spot, or DC 12 Wisdom 8a. The Maze of Darkness. Regular vision and
12. Pits of Everfall. Creatures falling in the (Perception) check if actively searching. and a darkvision do not function in the darkness.
shafts must succeed at a DC 8 Dexterity check DC 15 Dexterity (thieves' tools) check to disable Blindsight, tremorsense, and truesight work
each round or be struck by a falling object for 3 it. When triggered, any creature in the area properly.
(1d6) bludgeoning damage. suffers two attacks at +7 to hit, 11 (2d10) 8b. The Maze of Light. The light and mirrors
12c. Eastern Everfall. Mummies (3). slashing damage on a hit. Creatures hit must make it nearly impossible to navigate by sight;
13. Light Web. Light beams trap. make a DC 14 Strength or Dexterity saving a successful DC 25 Wisdom (Survival) check is
14. Bridal Keep. Khalitharius, Shadalah (in throw, or fall down the shaft. necessary to pull it off. Moving around the
bottle). The amulet’s ray prevents Khalitharius walls by touch is the easiest way to find the
from using any spell of 4th level or higher. He Monsters exit. If this is done, a successful DC 15 Wisdom
may still attack with scimitar and hurl flame, 1. Ghoul (MM 148, CR 1, 200 XP) (Perception) check will find the exit within 15
cast 3rd or lower level spells, and plane shift 2. Giant Poisonous Snake (MM 327, CR 1/4, minutes.
away (which he will do automatically after 3 50 XP) 9. Entry Corridor of Chininsk Ambar. A
rounds of combat). All his other abilities are 3. Giant Rat (MM 327, CR 1/8, 25 XP) successful DC 14 Intelligence (Investigation)
unaffected. Driving him away this way should 4. Giant spider (MM 328, CR 1, 200 XP) check will figure out how to open the door.
be rewarded with 5000 XP (instead of the 5. Goblin (MM 166, CR 1/4, 50 XP) 10. Library of Chininsk Ambar. Djinni (1).
normal 20000). 6. Gorgon (MM 171, CR 5, 1800 XP) 12. Death Trap of Chininsk Ambar. The tilting
15. Treasury. A successful DC 14 Intelligence 7. Khalitharius, efreeti pasha (See Special floor may be detected with a DC 15 passive
(Investigation) check will reveal the illusionary Creatures) Wisdom (Perception) check, or DC 12 Wisdom
floor. The acid inflicts 7 (2d6) acid damage per 8. Necrophidius (See Special Creatures) (Perception) check if actively searching. A DC
round. The light inflicts 22 (4d10) radiant 9. Mummy (MM 228, CR 3, 700 XP) 15 Dexterity (thieves' tools) check disables it.
damage. 10. Shadalah (commoner MM 345, CR 0, 0-10 Characters in the area when triggered fall into
XP) the room below. The short fall inflicts no
Magic Items 11. Shadow (MM 269, CR 1/2, 100 XP) damage.
1. Crystal ball 12. Specter (MM 279, CR 1, 200 XP) 15. Chandelle-Glissade. Characters going down
2. Dagger +2 13. Wight (MM 300, CR 3 (700 XP) the slide take 3 (1d6) bludgeoning damage
3. Harness of Seker 14. Wraith (MM 302, CR 5, 1800 XP) when they finally land on the street.
4. Libram of gainful conjuration (replace with 16b. Main Floor. Wraith (1).
ring of spell storing)
5. Oil of slipperiness Chapter 12: Lost City of 16c. Changing Room. Skeletons (13).
17. Sewer Tunnel. Swarm of spiders (1).
6. Plate armor +1 18. Statue of Set. Aeraldoth, Djinni Vizier (1).
7. Potion of invisibility Phoenix Monsters
8. Scroll (choose 3 4th level spells)
9. Scroll of fireball Random Encounters 1. Aeraldoth, Djinni Vizier (See Special
10. Scroll of protection from elementals Creatures)
11. Shield +2 Lands of Carthag 2. Androsphinx (MM 281, CR 17, 18000 XP)
12. Star of Shah-Pelar(See Special Items) 3. Beholder Zombie (MM 316, CR 5, 1800 XP)
Roll 1d12 + modifier 4. Djinni (MM 144, CR 11, 7200 XP)
Traps 1 Androsphinx (1) 7 Hyenas (10) 5. Giant Fire Beetle (MM 325, CR 0, 10 XP)
Bow Statue (pg. 81). Triggered by 2 Purple worm (1) 8 Jackals (4) 6. Giant Tarantula (giant wolf spider MM
depressing a pressure plate 10 feet away from 3 Roc (1) 9 Swarm of ants 330, CR 1/4, 50 XP)
the statue. DC 15 passive Wisdom (Perception) 4 Krite (1) 10 Giant fire beetles (4) 7. Hyena (MM 331, CR 0, 10 XP)
check to spot, or DC 12 Wisdom (Perception) 5 Swarm of 11- Spectral minion 8. Jackal (MM 331, CR 0, 10 XP)
check if actively searching. and a DC 15 centipedes 12 Sinkhole 9. Krite (poisonous snake MM 334, CR 1/8, 25
Dexterity (thieves' tools) check to disable it. 6 Giant tarantula 13+ XP)
When triggered, any creature in the area (1) 10. Purple Worm (MM 255, CR 15, 13000 XP)
suffers one attack at +7 to hit, 13 (3d8) piercing Phoenix Ruins 11. Roc (MM 260, CR 11, 7200 XP)
damage on a hit. 12. Rust Monster (MM 262, CR 1/2, 100 XP)
Efreeti Statue (pg. 81). Triggered by Roll 1d12 13. Skeleton (MM 272, CR 1/4, 50 XP)
depressing a pressure plate 10 feet away from 1 Beholder zombie 6 Giant fire beetles (5) 14. Spectral Minion (See Special Creatures)
it. DC 15 passive Wisdom (Perception) check to (1) 7 Krite (1) 15. Swarm of Centipedes (MM 338, CR 1/2, 100
spot, or DC 12 Wisdom (Perception) check if 2 Rust monster (1) 8-9 Skeletons (6) XP)
actively searching. and a DC 15 Dexterity 3 Swarm of spiders 10- Cry of Aeraldoth 16. Swarm of Spiders (MM 338, CR 1/2, 100 XP)
(thieves' tools) check to disable it. If triggered, 4 Swarm of ticks 11 Spectral Traveler 17. Swarm of Ticks (swarm of insects MM 338,
the statue shoots out a fireball which fills the 5 Swarm of ants 12 CR 1/2, 100 XP)
entire area. All creatures must make a DC 14 18. Wight (MM 300, CR 3 (700 XP)
Dexterity saving throw, taking 27 (8d6) fire
Planned Encounters
damage on a failure, or half that on a success.
Light Beams (pg. 83). Magical beams of
Lands of Carthag Chapter 13: Skysea /
1. Phoenix from Afar. During the day, the
light crisscross a room. Most are not harmful,
but four of them are. The light makes it extreme heat means characters must make a Medinat Muskawoon
impossible to discern between beams. A Dispel DC 10 Constitution saving throw every hour,
Magic spell can negate beams on a success. gaining one level of exhaustion on a failure. Random Encounters
Beam A attacks at +7 to hit and does 22 (4d10) The DC increases by 1 each hour.
cold damage on a hit. Beam B attacks at +7 to 3. The Sinkhole and the Slide. Pulling a Skysea
hit and does 22 (4d10) force damage on a hit. sinking character out of the sand follows the
Beam C attacks at +7 to hit and does 22 (4d10) rules for quicksand (DMG pg. 110). Roll 1d12
lightning damage on a hit. Beam D hits 1 Purple worm (1) 9 Wanderer
automatically. Unless the creature succeeds at Phoenix Ruins 2-3 Skittercrabs (10) 10 Spectral minion
a DC 14 Wisdom saving throw, it is teleported 4-5 Spectral minions 11 Dead adventurers
4. Dining Room of Khalif Mubrek. A (12) 12 Ghost ship
to the described location. successful DC 10 Dexterity saving throw will
Scything Blade (pg. 80). A blade swings out 6-8 Glass pirates (20)
allow characters to stay on their feet, although
from the wall three rounds after a medium size shoeless.
creature or object passes that point. DC 15 7. The Hall of Khalif Mubrek. The mirror of
passive Wisdom (Perception) check to spot, or opposition produces duplicates exactly like the

Not for resale. Permission granted to print or photocopy this document for personal use only. I3-5 DESERT OF DESOLATION CONVERSION GUIDE 30
nonmagical damage from weapons. Characters
Cursed City of Stone that hold an amber tear from the Temple of Crypt of Al-Alisk
Roll 1d6 Balder automatically succeed on their saving Roll 1d4
1 Warning 4 Wight throws. 1 Spectral minions (6) 3 Wights (5)
2 Ghost (1) 5 Wraith 2. Courtyard. Poisonous snakes (infinite). The 2 Spectral minions (4) 4 Wraiths (4)
3 Ghosts (3) 6 The Last Caravan asps here have an extremely toxic poison,
causing 14 (4d6) poison damage on a failed DC Black Abyss
Planned Encounters 14 Constitution saving throw, or half as much Roll 1d12
damage on a successful save. Any open flame, 1-2 Spectral minions 8 Giant scorpions (7)
Skysea such as a torch from the Temple of (10) 9 Mummies (6)
3. Surface of Skysea. The smooth, slick surface Prometheus, will keep the snakes from 3-4 Cryptknights (4) 10 Necrophidius (4)
of the Skysea is difficult terrain, and during attacking the character holding the torch. 5 Androsphinx (1) 11 Cockatrices (3)
the day is superheated by the sun. Creatures 3. Lotus Gate. This area is a safe place to 6 Poisonous snakes 12 Ghosts (4)
walking on the Skysea during the day take 1 regroup. The asps won't come into this area, (12)
fire damage per round for each 10 feet they are and the lotus gas won't be released until 7 Giant tarantulas
from a shoreline, to a maximum of 10 fire someone enters area 4. (10)
damage per round. The damage occurs at the 4. Entry Hall. The lotus gas makes characters
beginning of the creature’s turn. Fire play like children, oblivious to danger, unless Planned Encounters
resistance halves this damage, and fire they succeed at DC 14 Constitution saving
immunity prevents it completely. throws. The saving throw must be made each Pillars of Martek
4. Hot Spot. Each minute a creature walks on round the characters begin their turns in the 1. Upper Monument. The secret door may be
the Skysea, there is a 10% chance it walks into gas. Affected characters may make a new found with a DC 20 passive Wisdom
a hot spot. A hot spot deals 22 (4d10) fire saving throw at the beginning of their turns to (Perception) check or a DC 16 Wisdom
damage to the creature, in addition to the shake off the effect. (Perception) check if actively searching. A
normal damage suffered from walking on the 5. Inner Gate. This area is a safe place to successful DC 15 Intelligence (Investigation)
glass. regroup. The lotus gas doesn't reach into here. check will reveal the opening mechanism. The
6. Deep Swamp. The void between the gate and inscriptions here may be read with a
The Cursed Isle the altar may be bridged by the drain caps. The successful DC 12 Intelligence (Investigation)
final piece disappears, leaving a gap of 3 feet to check.
1. The Tortured Hills. The hills are difficult the altar. The small size of the altar means a
terrain. Characters trying to climb the hills 2. Entry Chamber. Lightning wall trap. The
character jumping the distance must succeed secret doors may be found with a DC 20
must succeed at a DC 14 Strength (Athletics) at a DC 12 Dexterity (Acrobatics) check to land
check every 10 minutes to avoid a slip and fall. passive Wisdom (Perception) check or a DC 16
on the altar without slipping off. Grabbing the Wisdom (Perception) check if actively
If the characters are not roped together, roll star gem is automatic, and disables all the
1d6 x 10 to determine distance fallen, then roll searching. A successful DC 15 Intelligence
temple defenses. The floor in this area (Investigation) check will reveal the opening
the appropriate damage amount (1d6-6d6). If reappears, allowing the character to simply
the characters are roped together, the mechanism.
walk back to the entrance. 3. Tomb Room. The secret doors may be found
character who failed takes 1d6 falling damage.
2. The Shore Line. The boulder and debris Magic Items with a DC 20 passive Wisdom (Perception)
strewn shoreline is difficult terrain. In check or a DC 16 Wisdom (Perception) check if
addition, characters must succeed at a DC 12 1. Dagger +1 actively searching. A successful DC 15
Dexterity check every hour to avoid taking 1d6 Monsters Intelligence (Investigation) check will reveal
damage from trips and falls. the opening mechanism.
3. The Limestone Causeway. During the day, 1. Dust Specter (specter, MM 279, CR 1, 200 4. Corridor. Spear trap. The secret doors may
the sunlight reflected by the causeway stone XP) be found with a DC 20 passive Wisdom
reduces all vision to 10 feet, due to the need to 2. Ghost (MM 147, CR 4, 1100 XP) (Perception) check or a DC 16 Wisdom
shield the eyes from the glare. Characters who 3. Ghost Ship (See Special Creatures) (Perception) check if actively searching. A
don't shield their eyes may see up to 50 feet, 4. Glass Pirate (See Special Creatures) successful DC 15 Intelligence (Investigation)
but must succeed at a DC 16 Constitution 5. Poisonous Snake (MM 334, CR 1/8, 25 XP) check will reveal the opening mechanism.
saving throw or be blinded for 1d6 minutes. 6. Purple Worm (MM 255, CR 15, 13000 XP)
7. Skittercrab (giant crab with fire immunity, Garden of the Cursed
Cursed City of Stone MM 324, CR 1/8, 25 XP) 1. Garden. These clear areas don't hamper
2. Riddle Obelisk. The inscriptions here may 8. Spectral Minion (See Special Creatures) movement or sight.
be read with a successful DC 12 Intelligence 9. Swarm of Centipedes (MM 338, CR 1/2, 100 2. Jungle. The thick growth counts as difficult
(Investigation) check. XP) terrain, and maximum sight distance is 20 feet.
10. Temple of Prometheus. A successful DC 12 10. Wight (MM 300, CR 3 (700 XP) 4. Dais of Reception. Guilders (20), Pawnis - all
Wisdom (Perception) check will reveal glass 11. Wraith (MM 302, CR 5, 1800 XP) arrive one minute after characters appear here.
fragments in the window. A successful DC 12 5. Guilder Village. Guilders (88), Pawnis,
Intelligence (Investigation) check will allow the
character to realize the glass was a shaped lens
Chapter 14: Citadel of Villagemaster Bandik.
7. Trifakas' Camp. Trifakas, Sardok.
of some kind.
14. Palaestra. Swarms of centipedes (6). Martek 8. Camp of the Palan-teen. Palan-teen (52),
Percivilis.
16. Ruined Baths. Wraiths (3). 9. Obelisk of the Ancients. The inscriptions
18. Collegium Ruins. Dust Specter (1). Random Encounters here may be read with a successful DC 12
Characters listening to the Dust Specter talk Intelligence (Investigation) check.
must succeed at a DC 12 Wisdom saving throw Garden of the Cursed 10. Mound of the Lawgivers. Thrown stones
or fall asleep until removed from the ruins. strike for 1d4 + Strength modifier bludgeoning
Roll 1d12 damage.
23. Baths of Drusus. Wraiths (2). 1 Palan-teen (6) 7 Palan-teen (4)
Temple of Ra 2 Guilders (4) 8 Trifakas Grand Hall of the Crystal Prism
3 Giant tarantulas (4) 9 Pawnis
Inside the temple (areas 2-6), magic of any 4 Giant scorpions (2) 10 Sardok 1. One Thousand One Doors. The doors are all
kind is blocked. Active spells are canceled, and 5 Grenade palms (2) 11 Villagemaster locked with arcane lock, but will be open if the
new spells cannot be cast (the slots are not 6 Guilders (10) Bandik gems were used correctly at Grandal. The
used up). Only the magic of the items created 12 Percivilis hallway has no walls, so characters could fall
by Martek function. into the fire pits off to the sides. Characters
1. Eyes of Hathor. The Eyes of Hathor cause Black Abyss falling into the fire pits take 35 (10d6) falling
characters that enter the area within 60 feet of damage, and 11 (2d10) fire damage per round
Roll 1d12 that they stay in the pits.
the eyes, or begin their turn there, to make a 1 Xorn (3) 7 Doppelgangers (3)
DC 15 Constitution saving throw. Characters 2. Final Doors. The inscriptions here may be
2 Umber hulks (3) 8 Spectral minions (6) read with a successful DC 12 Intelligence
that fail the save are paralyzed, those that 3 Troglodytes (10) 9 Berserkers (5)
succeed are not. The paralysis lasts until the (Investigation) check.
4 Spectral minions 10 Hezrou (1) 3. Grand Hall. Iron Phoenix (1). Anyone
character is removed from the 60 foot range of (6) 11 Djinni (1)
the eyes. The eyes may be attacked; each one is walking straight down the center path is safe
5 Barlgura (4) 12 Efreeti (1) from the Iron Phoenix; it will not attack
AC 14, has 70 hit points, and resistance to 6 Vrock (3) anyone on the path.

Not for resale. Permission granted to print or photocopy this document for personal use only. I3-5 DESERT OF DESOLATION CONVERSION GUIDE 31
(replace with Keoghtum's ointment) 25. Thunderherder (See Special Creatures)
Black Abyss 11. *Scroll of protection from undead 26. Trifakas (See Special Creatures)
2. Land's End. Winds here blow towards area 8 12. Shield +5 (change to shield +3) 27. Troglodyte (MM 290, CR 1/4, 50 XP)
at a rate of 20 feet per round. This affects 13. Sword, nine lives stealer (replace with sword 28. Umber hulk (MM 292, CR 5, 1800 XP)
anyone flying. The flying creature must spend of life stealing) 29. Villagemaster Bandik (as bandit captain,
20 feet of movement per round just to 14. *Tome of clear thought MM 344, CR 2, 450 XP)
maintain position, otherwise they are blown in 15. Tome of Time (See Special Items) 30. Vrock (MM 64, CR 6, 2300 XP)
that direction. 16. *Tome of understanding 31. Wight (MM 300, CR 3 (700 XP)
3. Distance Distortion. Use the distance 17. Wand of fireballs 32. Wraith (MM 302, CR 5, 1800 XP)
distortion rules as written. Roll once per 10 18. *Wizard scroll of polymorph
minutes of game time. Winds here blow 19. *Wizard scroll of 3 spells, levels 1-6 (random) 33. Xorn (MM 304, CR 5, 1800 XP)
towards area 8 at a rate of 40 feet per round. 20. *Wizard scroll of 4 spells, levels 1-6 (random) 34. Zombie (MM 316, CR 1/4, 50 XP)
Any flying creature must spend 40 feet of 21. *Wizard scroll of 7 spells, levels 1-4 (random)
movement per round just to maintain position, *These items might be found in areas 3 and 4
otherwise they are blown in that direction. of Martek's citadel, but there is no guarantee.
4. Time-frame Distortion. Wind speed remains
40 feet per round. Use the following rules Traps
instead of the ones in the module. Roll once per Grenade Palm (pg. 115). These palms have
10 minutes of game time. The listed effects fruit that resemble small pineapples. When
only apply when dealing with creatures in a any creature walks near the grenade palm,
different time frame. For example: a character there is a 20% chance one fruit falls from the
in Fast time fighting a creature in Fast time tree (roll percentile dice, on a result of 01 - 20
doesn't use any of the listed adjustments below. the fruit falls). The fruit explodes on contact
# of Attacks means number of attacks per with the ground. Any creature within 10 feet
Attack action. must make a DC 13 Dexterity saving throw. On
Roll Time Attack # of Move a failure it takes 11 (2d10) piercing damage, but
1d6 Speed rolls Atts speed no damage on a successful saving throw.
Lightning Wall Trap (pg. 114). This trap is
1-2 Slow Disadv 1 only Half triggered by pressing a golden disk on top of an
3-4 Normal Normal Normal Normal altar. A DC 20 Intelligence (Investigation)
5-6 Fast Adv 1 extra Double check allows character to notice the trap based
5. Magical Distortion. Wind speed remains 40 on alterations to the locking mechanism. A DC
feet per round. Use the provided table with the 15 Intelligence (Investigation) check to
following change to result #1 determine how to disarm it, followed by a DC
"Roll 1d10, rerolling a result of 10. The result is 15 Dexterity check using thieves tools to
the actual level of spell cast, even if it's a level disable it. When triggered, the entry door
the caster can't normally use. Randomly closes over one round while a wall of lightning
determine a spell of that level from the lists in crosses the room in the same time span. All
the Player's Handbook. The spell will consume creatures should roll initiative, with the wall
a slot of the highest level the caster is capable having an initiative roll as well (roll with a +3
of using. bonus). Anyone with a higher initiative can
exit the room before the wall hits. Otherwise
Mobius Tower creatures hit by the wall take 42 (12d6)
2. Apartment of the Firstwife. Banshee (1). lightning damage. A successful DC 14
6. Cloak Room. Cryptknight (1). Constitution saving throw reduces damage by
12. Bottleroom. Djinni (1). half.
15. Room of State. Mummy (1). Spear Trap (pg. 114). Triggered by opening
16. Lost Hall. Efreeti (1). a secret door. DC 15 passive Wisdom
19. Guardroom. Ghost (1). (Perception) check to spot, or DC 12 Wisdom
20. Treasury. Cryptknights (4). (Perception) check if actively searching. DC 15
25. Audience Chamber. The Guardian of Time Intelligence (Investigation) check to determine
can't be fought, as it has complete control over how to disarm, followed by a DC 15 Dexterity
time. check using thieves tools to disable it. When
triggered, the creature opening the door takes
Desert of Al-Alisk 22 (4d10) piercing damage.
4. Death Watch. Spectral Minions (20). Monsters
Crypt of Al-Alisk 1. Banshee (MM 23, CR 4, 1100 XP)
2. Catacombs. Spectral Minions (6), Wraith (1). 2. Barlgura (MM 56, CR 5, 1800 XP)
5. Spirits Room. Banshee (1). 3. Berserker (MM 344, CR 2, 450 XP)
7. Cockpit. Cockatrices (5). 4. Cockatrice (MM 42, CR 1/2, 100 XP)
5. Cryptknight (See Special Creatures)
Inner Sanctum of Martek 6. Djinni (MM 144, CR 11, 7200 XP)
7. Doppleganger (MM 82, CR 3, 700 XP)
1. Entry Hall. The water of the fountain will 8. Dustdigger (See Special Creatures)
restore 4d8 hit points to characters who drink 9. Efreeti (MM 145, CR 11, 7200 XP)
it. It will not heal the characters again until 10. Ghost (MM 147, CR 4, 1100 XP)
after a long rest. 11. Giant scorpion (MM 327. CR 3, 700 XP)
2. Vault of Martek. Cryptknights (4). 12. Giant Tarantula (giant wolf spider MM
Magic Items 330, CR 1/4, 50 XP)
13. Guilder (as scout, MM 349, CR 1/2, 100 XP)
1. *Book of infinite spells (replace with a Charm 14. Hezrou (MM 60, CR 8, 3900 XP)
- DMG 228) 15. Iron Phoenix (See Special Creatures)
2. Crystal ball 16. Maddog (as thug, MM 350, CR 1/2, 100 XP)
3. Dancing sword 17. Mummy (MM 228, CR 3, 700 XP)
4. Liahona (See Special Items) 18. Otyugh (MM 248, CR 5, 1800 XP)
5. *Libram of gainful conjuration (replace with 19. Pawnis (See Special Creatures)
a Charm - DMG 228) 20. Percivlis (use knight, MM 347, CR 3, 700
6. Morning star +1 (upgrade to +2) XP)
7. Potion of clairaudience (replace with potion of 21. Poisonous snake (MM 334, CR 1/8, 25 XP)
clairvoyance) 22. Sardok (See Special Creatures)
8. Ring of protection 23. Skittercrab (use giant crab with fire
9. Scale mail +1 (replace with chain mail +2) immunity, MM 324, CR 1/8, 25 XP)
10. *Scroll of protection from petrification 24. Spectral minion (See Special Creatures)

Not for resale. Permission granted to print or photocopy this document for personal use only. I3-5 DESERT OF DESOLATION CONVERSION GUIDE 32

You might also like