An epic adventure includes the revised Desert of Desolation series
plus totally new adventures within Raurin, a desert wilderness set
within the Forgotten Realms.
A Campaign Adventure for Character Levels 5-10:
Deep blue mists of the night swirl over the sands of Raurin, the incomparable Desert of Dust.
As
the cool night air drains the heat from the sand, you & your
friends huddle around your campfire, glancing nervously at the giant
pyramid in the distance.
Gradually, the winds change direction, bearing a thin streak of white mist toward you from the pyramid.
It
swirls & takes shape as a faceless man dressed in ancient robes
& an ornate head-piece; moonlight shining through his ghostly body
& robes, he lifts his arms toward the pyramid & speaks.
It was magic that conveyed you all to Bralizar, & an ancient map that guided you through the pass in The Dustwall.
But
it was, after all, the tales that finally brought you to this place -
tales of endless wealth, of spirit-guarded pyramids, of crystalline
obelisks, of gemstones with mysterious properties.
Now,
as the haunted voice of the spectre before you begins his tale, you
wonder if the treasure & the quest are worth the price...perhaps
your very lives.
Are you really the heroes of the
prophecies, those who will overcome the foretold tests, & those for
whom the treasure awaits?
It is time to search your hearts before you venture further into the Desert of Desolation.
Origins (III): The Forgotten Realms. TSR was generally
moving away from Greyhawk in 1987, in large part due to Gary Gygax's
departure from the company. To replace their primordial campaign, TSR
was developing a new setting, which would debut in just two months as
the Forgotten Realms Campaign Set (1987). TSR would heavily
support their new setting with new products, but they were also
retrofitting old products into the new world. One of the first such
retconned products would be I3-5: Desert of Desolation.
TSR decided to adapt Desert of Desolation in part because the
Forgotten Realms' creator, Ed Greenwood, didn't have many scenarios
ready for publication. He had huge piles of Realmslore, but adventures
were more troublesome. His Realms dungeons weren't appropriate because
they tended to be either megadungeons (which were too big to easily
publish, though TSR would find a way in the '90s) and minidungeons
(which were too short, as they were intended for just a few hours play).
However, most of Greenwood's games were less traditional, more organic
sessions, centering on "heavy roleplaying, many subplots, a huge cast of
supporting characters, lots of 'loose ends' that led to future
adventures, the PCs choosing where to go and what to do, NPCs reacting
to PC activities, and politics, trade, and 'day jobs' playing a far
larger role than dungeon-delving" — and that couldn't be easily adapted
to general play.
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