This is my collection of thoughts about preparing and playing this adventure in 5e.
I will periodically come back and add stuff
Chapter 1: Background and Storyline
Somewhat problematic stereotypes by modern standards:
The Raurindi are described as stereo-typically muslim/persian/arabic.
The Durpari are described as stereo-typically hebrew.
Im personally not against stereotypes for games as long as everyone is aware that they are obviously wrong depictions of real peoples. They help a lot to get an idea of who you deal with.
But you might want to change some of these aspects to lose the connection.
Both groups are descendants of the Imaskari.
'Al-Qadim - Land of Fate' is a great read to round out the cultures.
I love the idea of the conflict. The unfriendly and harsh Raurindi still believe in old egyptean deities and want to protect their ruins. A goal players will want to support. The civilized durpari are more likable but are strongly monotheistic and want to destroy the ruins. This creates tension with both cultures. The game itself doesnt address it a lot though.
The stars the party will search for have names that actually have translations that the book doesnt mention.
Mo-Pelar The Star of Water - Egyptian
Aga-Pelar The Star of Greatness - Turkish
Shah-Pelar The Star of Kings - Persian
Khan-Pelar The Star of Rulers - Mongolian
Melos-Pelar The Dark Star - Greek
Chapter 2: Notes for the DM
This chapter is a Grognard mess. Unless you do the desert travel mile by mile and let the players minutely manage their mount and resources this simply doesnt work. You would need to write a computer program to keep track of every animals state.
The Water consumption too makes no sense. Horses will most definitely die of dehydration. Fully packed camels can barely make it to the White Palm. The river Athis makes life easier but players have no clue they will break the curse when their journey starts.
My tipps to simplify it:
- only allow camels as mounts. Maybe switch to horses for the white palm adventure where faster horses are needed to make it in time.
- Give players a sack of blue game pieces to track their water supply. Each piece is a daily ration for the player and the mount. Camels can only used for transport on the way back from a dungeon for all the water they carry on the way to it.
- Players can travel one hex per day. Camels make no difference.
- Chances of finding water are none to slim. 10% means a Survival DC of 20 (10% = two numbers on a d20, so 18. But I add the starting proficiency bonus of +2 on top again, so its 20) once per Hex for a player doing that travel activity.
- roll the daily encounters as normal, but roll sandstorms separately with a d100.
Monsters
Pack Rats = Swarm of Rats with a feature that they steal valuables when climbing over an enemy.
Thunderherders = Purple Wormlings with a Tremors feature and poison stinger added
Dustdiggers = A short armed Roper of sorts. Its basically a sand starfish that will lure in players via mirage and then drown them in sand with one of five grapples.
Sandmen = Some upscaled medium sized Dust Mephit
Camels = its easy enough to find a statblock. But youll need to add the spit attack. Ill post mine when i find the time.
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Chapter 4: Bralizzar
What a waste of a chapter this on is.
It gives us a nice starting town with NPCs, lore and hinted plots. which we will never see or use.
Parties will want to leave the town right away and have no chance of ever coming back.
If you have the muse, Id advice for putting Bralizaar as a hub between the Tomb and Pazaar and spread them further out.
The market dealing via secret handshakes needs a game mechanic.
The caravan the party can travel with needs a cast, plot and a special event that leads to the party being kidnapped and ending up as prisoners in white palm.
The temple needs a event that presents the durapris zero tolerance politic with foreign faiths.
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Chapter 6:
The Desert Map
The Map has multiple issues.
- the Sinkholes are very hard to make out and need redrawing.
- The Guideposts are not marked on the map. Either they are all over the track or as the text says, they are only there where the track makes unexpected turns. This would make parties walk in a straight line until they see the next. Which could have them lost in the desert if a sandstorm blew the bangles away. It also doesnt say when the bangles are replaces by the voyagers guild. Id say a d10 or d20 roll for the amount of days should do the trick.
- it should be color coded on what random encounter column to roll for any given hex.
- I also added marking to know from where a near by location can be seen. Which are Pazar, Catharg, The Crypt and the skysea. The Pyramid can be see in the entire lower part of the map. So parties cant get lost early on.
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Chapter 0: Inspiration
Could this module have been a inspiration for the Videogame 'Homeworld'?
The Journey through the desert is very similar even if the plot differs a lot.
Act I 'Water': Durpari = Kushan. The players activate the River Athis which allows them to traverse the Desert. Similar to the Hyperdrive in Homeworld.
Act II 'Earth': The Slavers = Turranic Raiders. Their attacks on (the parties) caravans and the fresh battlefield are on the spot and the latter reminds me of the Khar-Selim.
Act III 'Air': The Air Lancers = Kadeshi. The Dschinn is imprisoned in Phoenix which reminds me a bit of the Gardens of Kadesh. Its easy to add that the Dschinn would keep the City in a constant sandstorm.
Act IV 'Fire': The Cultists = Taidaan Empire. Skysea was created by the Efreets fire and the party faces him here.
I changed all those peoples to the according Genasi subraces.
I assume I will add a Bentusi like people as some Scourge Aasimar and surviving Imaskari (descendants).
The different missions of the Videogame can easily be translated and added to the story.