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D&D 5E Chris Perkins drops 2020 hint!

Below is the Intel on DMSGUILD on Desert of Desolation.

"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.
Product History
I3-5: Desert of Desolation, by Tracy Hickman, Laura Hickman, Philip Meyers, and others, is a supermodule for AD&D. It was published in May 1987.
Origins (I): The "I" Adventures. In the early '80s, TSR published a trilogy of adventures by Tracy and Laura Hickman, I3: "Pharaoh" (1983), I4: "Oasis of the White Palm" (1983), and I5: "Lost Tomb of Martek" (1983). They were well-received for their vivid Egyptian theming — and perhaps also for their adaption of Hickman's manifesto for next-generation adventure design.
Origins (II): The Supermodules. In 1985, TSR began publishing "supermodules", which were longer AD&D adventures accompanied by map booklets. The first adventure in this style, T1-4: Temple of Elemental Evil, was largely new material, but after that TSR began repackaging their old modules into the new format. The next two supermodules, A1-4: Scourge of the Slave Lords (1986) and GDQ1-7: Queen of the Spiders (1986), together reprinted 11 classic adventures, completing an extensive Greyhawk adventure path. The question was … what next?
TSR's answer was a repackaging of their classic Egyptian adventures; it would be the first of three supermodules that shied away from the Greyhawk focus of the series to date.
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.
TSR wasn't afraid to bring in other writers to fill this gap in their nascent Realms production. They in fact wanted to avoid Greenwood potentially creating a "creator bottleneck", as had occurred with Gary Gygax and Greyhawk. So, Wm. John Wheeler was commission to adapt the original modules for the Forgotten Realms.
Jeff Grubb, the Realms-guy at TSR, contributed to the project, but surprisingly Realms-creator Ed Greenwood had nothing to do with it. In fact, he said: "'my' Realms would never have had pyramids"; generally, he disliked "overtly real-world historical ties and 'style'", a complaint that would become even more important with some of TSR's additions to the Realms of the early '90s. Nonetheless, with the publication of Desert of Desolation, the classic adventures became an official part of the Realms … and the first Realms roleplaying publication, out the same month as the first Realms novel, Darkwalker on Moonshae (1987).
Adventure Tropes. The original Desert adventures were primarily dungeon crawls with a heavy focus on storytelling. The new supermodule maintains all of that, but also has quite a few additions, reflecting the changes between adventure design in 1982 and adventure design in 1987. These new elements include: "history, storyline, and legends" (to better tie the adventure to its setting); an "adventure map" (to better unite the adventure as a whole); and "rewritten" text, "revised" formatting, and significantly expanded judging notes (to create a more comprehensive product, more focused on guiding the gamemasters).
The revised encounter format is a more carefully organized variation of the format used in previous books. Locations sometimes begin with a GM's description of the approach to the locale or an explanation of when the players might encounter it. A boxed read-aloud follows, then details on specific elements of the location, then monster stats. Though the format doesn't include any section titles, it's nonetheless very consistent. Chris Pramas says that it's the same formatting that would be used in Dungeon magazine for some time thereafter.
Exploring the Realms. This premiere Forgotten Realms adventure details one of its wilderness locales, the Raurin Desert. Amusingly, the poster map of the Desert is reversed north-to-south from its original orientation in the "I" adventures to allow it to fit with the actual desert in the Realms. The Realms connections are actually quite weak. There's a border town called Bralizzar, then Northknife Pass, and then it's into the desert, largely as it appeared in the original adventures.
Connections to the Realms would be slightly improved in the Forgotten Realms Interactive Atlas (1999), which better shows how everything fits together. A few decades later "History Check: Martek and the Desert of Desolation" in Dragon #424 (June 2013) would revisit the adventure's mythology, with twenty-five years of Realmslore under its belt.
About the Creators. Wm. John Wheeler was the co-founder of The Companions, a publisher of "generic" D&D materials in the early '80s and also the co-author of FASA's popular Star Trek roleplaying game (1982). He'd later work on S1-4: Realms of Horror (1987), the last of the supermodule compilations. He passed away in 2009.
About the Product Historian
The history of this product was researched and written by Shannon Appelcline, the editor-in-chief of RPGnet and the author of Designers & Dragons - a history of the roleplaying industry told one company at a time. Please feel free to mail corrections, comments, and additions to shannon.appelcline@gmail.com."
 

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It's not a setting book. He wouldn't have referenced Curse of Strahd specifically if it was going to be along the lines of the Sword Coast Adventurer's Guide or Eberron: Rising From the Last War. And on top of that... I don't think Chris really writes those kinds of books by himself-- if they involve new character options or new mechanical systems the other folks in the department take those on. Chris pretty much only does story work (story bibles and/or adventure writing within the area of the story bible.)

I also don't think it will be just a new original adventure altogether, like Descent Into Avernus or Dungeon of the Mad Mage... because again, he wouldn't have referenced CoS specifically if it was. He said it was for fans of Curse of Strahd because of those parts of it that were unique to that single adventure book. Which would includes things like taking a famous adventure and rebooting it with more surrounding details, bringing in the original adventure author(s) to come up with new ideas to use and expand upon what they had come up with originally, and creating a small singular adventuring area with new sites and locations in and around the rebooted module. That's the kind of stuff fans of CoS liked in that book, and what we'd be excited to see in a new product.
 

It's not a setting book. He wouldn't have referenced Curse of Strahd specifically if it was going to be along the lines of the Sword Coast Adventurer's Guide or Eberron: Rising From the Last War. And on top of that... I don't think Chris really writes those kinds of books by himself-- if they involve new character options or new mechanical systems the other folks in the department take those on. Chris pretty much only does story work (story bibles and/or adventure writing within the area of the story bible.)

I also don't think it will be just a new original adventure altogether, like Descent Into Avernus or Dungeon of the Mad Mage... because again, he wouldn't have referenced CoS specifically if it was. He said it was for fans of Curse of Strahd because of those parts of it that were unique to that single adventure book. Which would includes things like taking a famous adventure and rebooting it with more surrounding details, bringing in the original adventure author(s) to come up with new ideas to use and expand upon what they had come up with originally, and creating a small singular adventuring area with new sites and locations in and around the rebooted module. That's the kind of stuff fans of CoS liked in that book, and what we'd be excited to see in a new product.

Hence why a lot of us think it's Desert of Desolation or an update/sequel to it. Plus it has elements of horror to it like CoS did. Think Mummies, Mummy Lords, and ghosts, ect...


The question becomes what do they add to it expand it. I'm betting on a 1-5 desert adventure of some sort and Old Kingdoms Gazetteer.
 

DMSGUILD description of I3 Pharoah (1e)

"I3 Pharoah (1e)

PUBLISHER

Wizards of the Coast









4 ratings

AVAILABLE FORMATS

Watermarked PDF

$6.00 $5.00

Your skin was blistered all day before the hot desert sun sank slowly below the horizon. Now, the deep blue mists of the desert night swirl about you in the lazy wind. The cool night air seems to soak up the heat of the endless desert sands. You shiver as you and your friends huddle around your campfire, glancing nervously at the giant pyramid in the distance. There is an eerie and mysterious feeling about that place.

Gradually, the winds change direction, carrying a thin streak of white mist that swirls into the shape of a faceless man dressed in ancient robes. The moonlight seems to shine through him as he raises his arms toward the pyramid and speaks.
"I am the Pharoah Amun-re, son of Takosh-re of the House of Mo-pelar. I am now only a shadow who has walked these sands for a thousand years in search of wise and mighty warriors to break into my pyramid and plunder my tomb."

The winds shift again; his robes begin to swirl about him and he fades back into the mists and winds. Why does this desert spirit want you to plunder his tomb? Can you survive the challenges of a pyramid that has stood for a thousand years? Or are you being led into a trap?

This adventure can be played by itself or as the first part of the Desert of Desolation series. For character levels 5-7.
*
Product History
I3: "Pharaoh" (1982), by Tracy and Laura Hickman, is the third adventure in the "intermediate" series of mid-level adventures. It also, uniquely, headed a linked series of adventures for the I-series modules, the Desert of Desolation trilogy. "Pharaoh" was published around the end of the year.
DayStar Origins. "Pharaoh" is one of the few TSR adventures that originated with another publisher. It was first published by the Hickmans through their own DayStar West Media as "Pharaoh" (1980). The Hickmans believed in adventures having plots, and thus "Pharaoh" focuses in part on the theme of the "curse of wealth."
Unfortunately, the Hickmans ended up needing money in the early 80s and thus offered to sell their adventures to TSR. Fortunately for him and for us, TSR wanted not just the adventures, but also Tracy Hickman. As a result, "Pharaoh" was reprinted by TSR two years after its original appearance. The TSR version of "Pharaoh" is somewhat expanded, including new wilderness adventures in the desert.
Welcome to Egypt. Ancient Egypt seems like a great setting for fantasy adventures, but because of the FRP industry's origins in the writings of J.R.R. Tolkien, Jack Vance, Robert E. Howard, and others, fantasy roleplaying games have mostly focused on primitive and medieval European societies.
The Hickmans' "Pharaoh" was thus the first Egyptian-themed RPG publication of note. Even by the time TSR published it, the only similar thing on the market was The Egyptian Trilogy (1982) for Man, Myth, and Magic (1980). Palladium's Valley of the Pharaohs (1983) RPG would follow shortly afterward, making 1982-83 the biggest burst of ancient Egypt-inspired publication before the d20 era. This trend is arguably related to the increased interest in Egyptology that grew out of the "Treasures of Tutankhamun" exhibit that toured the US from 1976-79.
TSR later returned to Egypt sporadically. The Desert of Desolation series continued in two additional adventures, which we'll discuss momentarily. TSR also developed two other Egyptian-influenced settings about a decade later in FR10: "Old Empires" (1990) for the Forgotten Realms and HWR2: "Kingdom of Nithia" (1991) for the Known World.
The Adventures Continues. TSR decided to link the Hickmans' "Pharaoh" with another desert-themed adventure they had on hand. As a result, Philip Meyers' I4: "Oasis of the White Palm" (1983) was published about a month after "Pharaoh," with some further development by Hickman. Hickman was then set the task of linking everything together. He did so in I5: "Lost Tomb of Martek" (1983), which finished off the trilogy several months later.
Expanding the Realms. The three Desert of Desolation adventures were originally located in a generic Egypt-like land. When they were reprinted in the I3-5: Desert of Desolation (1987) compilation, they were revised to appear in the Forgotten Realms, where the Desert of Desolation marked the former kingdom of Imaskar. Thus, the Hickmans retroactively became the first major contributors to the Realms other than Greenwood himself. The later "Old Empires" supplement further integrated Imaskar into the Realms by describing a few kingdoms created by former Imaskarites after their own land's fall.
If you decide to count either the 1980 or 1982 edition of "Pharaoh" as a Forgotten Realms adventure, then it was the first - though it post-dated the first actual mention of the Realms, by Greenwood in The Dragon #30 (October 1979). However, you could equally count the 1987 compiled revision that featured the "Forgotten Realms" logo as the first Realms adventure - and perhaps more accurately so. That reprint appeared simultaneously with the Darkwalker on Moonshae (1987) novel, a few months before the release of the Forgotten Realms Campaign Set (1987).
About the Creators. Tracy Hickman joined TSR in 1982. His first year at TSR resulted in a full half-dozen adventures, all of which had their basis in DayStar West: I3: "Pharaoh" (1982), I4: "Oasis of the White Palm" (1983), I5: "Lost Tomb of Martek" (1983), B7: "Rahasia" (1984), and most notably I6: "Ravenloft" (1983). Many of these books were coauthored with his wife, Laura. Shortly afterward, Tracy would begin work on what would be his biggest accomplishment, "Project Overlord" -- the Dragonlance series (1984-86).
About the Product Historian
The history of this product was researched and written by Shannon Appelcline, the author of Designers & Dragons - a history of the roleplaying industry told one company at a time. Please feel free to mail corrections, comments, and additions to shannon.appelcline@gmail.com."
 

I am thinking about other thing.

View attachment 115632

Ravenloft could be a true smashing-hit. Universal Pictures would love to work with a franchise like this, like a reboot of its classic gothic horror movies. Do you bet will we see any paranormal romance set in the demiplane of the dread?

Other option could be to use the Masque of the Red Death as a setting to produce its equivalent to the movie of the League of Extraordinary Gentlemen.

* Other matter is about some players asking to can use firearms from d20 Past.

* Do you think will we see a reboot of the setting, with all matter about the gran conjunction? What about lord Sorth and Sithicus?

* I also imagine the setting bigger like a complete planet, not "small" as Europa. Why? Because I would like to add a lot of paranormal factions (vampire clans, werewolves lodges and those things) and the previous demiplane of dread was too small to be a Jurassic Park for the monster from the Hammer Films.

you have to be kidding me
 


....





* What happened to (original) Barovia in the prime material plane? What the hell was the king Barov von Zarovich VI? (Strath's father was only count) Could the "crystal sphere" of the planet where Barovia is to become a "spin-off" of Ravenloft?

...


Here is some interpretation about that and there were obviously times when barovia merged in with the FR.

In my 5e Hyskosa Hexad Conversion which id did run for my group some years ago I placed prime Barovia into the realms, and I think there was a suggested place where it shoud be, but I cannot remember were I found it.

Here is an Enworld thread about this topic


here in this thread is a hint:
cite:
IIRC, there's advice in Expedition to Castle Ravenloft on placing it in FR. I seem to recall it's somewhere in the Galena Mountains in Damara.
by @Matrix Sorcica

I think I also used this location but I am not sure anymore.

Spoiler:

During the Grand conjunction of the Hyskosa Hexad adventrues the Players are acting in prime Barovia sometimes, but they "possess" the bodies of NPCs during those sequences. When the grand conjunction begins the Demiplane kind of merges with the prime world. Still, it does not matter much for this adventure, there is no easy possibility for e.g. the players to leave ravenloft during those events.
 


My strong bet is DL because Margaret and Tracy Hickmann.

Why? It is the least difficult to convert to 5E campaign world. You only need special rules on Dragonlances and Moon magic and there you go.

Plus, if done right, it can attract many players, especially new players. I mean, riding Dragons and using Dragonlances, plus an epic backstory, that surely can compete with infernal warmachines doesn't it?

In these flashy and shiny times concerning media, that would be a thing. You could even do a sophisticated movie with this stuff (If you would get the right way to convert the specialities back into the "Real world")

I mean everybody watched GoT, and DL has the potential to top it if you get the special effects right and do some flashy marketing, it would be costly, but doable.
 

My strong bet is DL because Margaret and Tracy Hickmann.

Why? It is the least difficult to convert to 5E campaign world. You only need special rules on Dragonlances and Moon magic and there you go.

Plus, if done right, it can attract many players, especially new players. I mean, riding Dragons and using Dragonlances, plus an epic backstory, that surely can compete with infernal warmachines doesn't it?

In these flashy and shiny times concerning media, that would be a thing. You could even do a sophisticated movie with this stuff (If you would get the right way to convert the specialities back into the "Real world")

I mean everybody watched GoT, and DL has the potential to top it if you get the special effects right and do some flashy marketing, it would be costly, but doable.

This would seem to make sense.
 

Into the Woods

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