If you've got an Keep stories, you should necro my thread!Yes! The Keep itself is amazing and the cult temple was always my favorite part of the caves. I just reread the original recently. Definitely a lot of great material in there.
If you've got an Keep stories, you should necro my thread!Yes! The Keep itself is amazing and the cult temple was always my favorite part of the caves. I just reread the original recently. Definitely a lot of great material in there.
IIRC the first dungeon (Pharaoh) contains a secret passage at the beginning that leads directly to the final treasure room. We found it after 10 minutes of play, took the treasure and left the pyramid. Module done!
Which infuriated the DM since he spent several days translating it from English to French to understand it. Later, I learned he found another group to play it from beginning to end.
That is possible since he translated everything to French using a dictionary. His English was not very good at the time.Hmm. This doesn't match any version of the module that I've seen. There are lots of secret doors. There is a false tomb hidden behind a few secret doors, but it was intended to fool would-be looters. It had apparently already been looted so that thieves would leave. Other than that, it's quite a journey to get to the real final treasure room.
Come to think of it, there may be a one-way teleporter back from the final chamber to the opening temple. Maybe your DM misread the key somehow?
Eighth thread of a series on the old classic Dungeons & Dragons adventure modules. It is interesting to see how everyone's experiences compared and differed.
Desert of Desolation or the 3 individual modules: Pharaoh, Oasis of the White Palm, Lost Tomb of Martek
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Did you Play or DM this adventure (or both, as some did)? What were your experiences? Did you complete it? What were the highlights for your group?
Quasqueton
In my version (a single module, not the super-module), Amon-Re gives a speech in encounter J Lands of Bakar. According to that speech, if the PCs take the staff and the gem from the pyramid, the curse is lifted.My PCs are in the Tomb of Terberkar, about to fight Munafik, the cleric/wizard/lich. At some point, the party should be breaking Amun-Ra's curse and freeing the Waters of Athis... but I can't see WHERE or HOW this happens. Can anyone remind me? What am I missing?