D&D 5E (2024) [Let's Read] Sands of Doom: a D&D Sandbox where you fight an army of Fantasy Egyptian Gnolls!

Libertad

Legend
yoJvMNK.png

Mr. Rhexx’s Storefront, PDF

Edition Note: This product was originally made for 2014 5th Edition, but brackets are provided for 2024 stat blocks for monsters and NPCs from the Monster Manual.

Fermin Caballero, better known as Mr. Rhexx, had his start online making lore videos for popular RPGs such as Skyrim and Dungeons & Dragons. He would soon extend his love of tabletop to self-publishing his own 5th Edition products. At first writing smaller supplements such as playable monster classes and new magic items, he set about working on a much more ambitious project. That project is Sands of Doom, a 1st to 11th level sandbox adventure path inspired by the Red Hand of Doom module. Taking place in the desert land of Kirat, a resurrected army of Fantasy Egyptian Gnolls led by a godlike Pharoah sets about conquering the surrounding region, and the PCs must travel around collecting powerful Divine Relics in hopes of stopping them.

Mr. Rhexx’s channel is very popular on YouTube, but I don’t see as much discussion on his latest adventure. The intriguing concept, combined with the high production values for a comparatively less-known self-publisher, and even a complete soundtrack, piques my interest enough to give it a review.

The Introduction outlines campaign expectations, future chapters, as well as the brief history of the Kirat region in which the entire adventure takes place. Kirat is a dry, arid realm, the majority of its territory being a Great Wasteland. The major population centers border the Wasteland, most notably the tiefling city-state of Al’Kirat to the west, the orc/giant Kingdom of O’grila to the southeast, and the Beastlands in the southwest, which are populated by various anthropomorphic humanoids (minotaurs, harpies, etc) collectively referred to as beastfolk.

Long ago, a civilization known as the Old Kingdom prospered, made up of gnolls whose fiendish gods demanded ever more blood sacrifices. A pantheon of deities known as the Aru came to offer the gnolls a better path once the fiends began demanding the sick, children, and loved ones in addition to social undesirables. The Aru aided the gnolls in overthrowing the fiends and their warlocks, helping forge an Anubian Empire whose first Pharaoh was the union of an Aru and mortal. The Empire grew in size and might, with different territories assigned to different Aru, and Divine Relics were forged to enact miracles to help lead their civilization into a golden era of prosperity.

The Anubian Empire lasted for about 6,000 years before it met its ends at the mandibles of the Darakni, a race of psionic insects lairing deep underground. Driven to the surface by the depletion of subterranean food stores, they rampaged across the Anubian Empire, their superior numbers and resistance to divine magic destroying most of the gnolls. The Aru unleashed a Cataclysm to indiscriminately destroy every living creature within hundreds of miles, giving the gnolls enough time to construct pyramidal vaults to place their people in a suspended animation. The plan was that the Pharaoh use the Ankh of Life, one of the Divine Relics, to reawaken the Anubians several centuries later when the Darakni would hopefully be dead. In practice, the Cataclysm was even more terrible than expected, turning much of the Empire wasteland and reducing the Aru themselves to nearly powerless and drained mortals, forced to wander the world as half-dead weaklings. The hibernating Anubians remained sleeping, the magic protections weakening over time and causing their bodies to rot to a state of being a “living corpse,” with some outright becoming undead.

2,000 years later, the wastes were settled by waves of tiefling settlers, fleeing persecution from foreign lands due to their fiendish lineage. Thanks to their innate quality of resisting fire and heat, they could more comfortably subsist in warm climates. This, combined with the region’s relative isolation from their former kingdoms, made it an ideal place to start a new civilization. The tieflings named the land Kirat (“jewel”), and their largest city became known as Al’Kirat.

But the tieflings weren’t the only people living here. There was also the native beastfolk, organized into independent bands of tribes, and the giants and orcs of the Kingdom of O’grila to the southeast. The relative lack of natural resources would’ve resigned A’Kirat to a backwater were it not for the ample Anubian ruins and tombs holding priceless treasures and magic. As word spread, merchants and explorers across the known world came to Al’Kirat, turning its economy into a boomtown within the span of twenty years. The discovery of a particularly large and marvelous pyramid encouraged a joint Kirati-O’grilan expedition to delve into its dungeons. An expedition which the PCs will be on, and will also be the focal point of the Anubians’ reawakening.

After covering history, the Introduction talks about some brief design/setting notes and houserules, notably the change that spell scrolls can be used by anybody, even noncasters, provided that their level/CR must be equal to or greater than the level of the scroll in order to cast. Scrolls with effects that don’t correspond to a spell level are therefore usable by anyone. Additionally, this book was being worked on before the announcement of the 2024 version of 5th Edition, so bolded references to monsters and NPCs reference the 2024 version in brackets next to the original. We also briefly discuss two kinds of treasure of altered/elevated status: platinum pieces, which are the official currency of the Anubian Empire and thus have its full value when interacting with Anubians and orcs, but to everyone else it’s merely equivalent in value to gold. Secondly, Heka is the solidified form of an Aru’s divine essence stored in resin. All Heka amber has a specified worth in gold pieces, and said amber can be used to empower certain magical items and places. There’s also multiple references to Upscaling Encounters throughout the book, providing suggested alterations in enemy strength and numbers. This is particularly the case for larger-than-four-player gaming groups and the few times a powerful NPC ally accompanies the party.

Thoughts: It is hard to judge the Introduction and the adventure background on its own, but Sands of Doom does a good job in covering the broad strokes of what to expect later on in this book. Of the house rules, I like the Upscaling options and the accessibility for spell scrolls, although I’m not as fond of the devaluing of Platinum Pieces. There are orc and Anubian merchants in the module, but they are quite rare and either sell very specialized equipment, or in the Anubians’ case might be passed over by “kick in the door” style groups who refuse to traffic with the enemy.

r8yNCdZ.png

Al’Kirat functions as the urban hub city for Sands of Doom, although its position on the western edge means that traveling to and from locales can vary depending on how far away it is from the big city. The citizens are known as Kirati, and they pride themselves on their society’s independent spirit, rejecting formalized laws and taxes in favor of personalized contracts and assigning political and social power on the basis of one’s wealth. But in spite of their supposedly free status, a complex bureaucracy has grown around various merchant families, cartels, and unelected officials keeping each other in check via copious amounts of signed agreements. The city’s structure is very unstable, and there are two factors keeping things from collapsing. The first is its wealthiest citizen, the Sultana Zanara Zin’Zara, a good-aligned generous soul who uses her ample wealth to fund various charitable projects, and she owns all of the gates and ports in the city along with being responsible for the city guards’ budget. Were it not for the Sultana, things would be a lot worse for Al’Kirat’s disenfranchised.

But before one thinks that this is an Author Tract extolling the virtues of US Libertarianism/Anarchocapitalism, Al’Kirat also reflects the more negative side of said ideology. The other primary factor for social stability is the Church of Asmodeus. Being the most popular religion in Al’Kirat, the archdevil and his followers are perfectly fine with using a society’s lack of government to advance his Lawful Evil agenda via promoting various other kinds of inequality and tyranny. The most controversial and hypocritical practice to the Kirati’s vaunted love for freedom is the toleration of debt bondage and slavery, the latter being used on beastfolk who were taken as prisoners of war and forced to work off their sentences.

Generally speaking, forced labor is colloquially referred to as slavery but is separated into two categories: the first is indentured servitude, which is practiced on non-beastfolk. Indentured servants are usually someone guilty of a serious crime or someone selling themself into such a contract. The “rights” that indentured servants have is that their masters cannot make them take actions that would result in the servant’s death or leave lasting injuries, although physical abuse and torture that is short of the former are still allowed. Masters are also legally required to pay for a servant’s housing, food, and clothes and cannot force them to work for more than 70 hours per week. Indentured servants are either enslaved to individual citizens, usually in cases as part of a contract where both parties are shown to be adults of sound mind, or enslaved to the city, where the servant is made to perform various labor for strengthening what passes for public works projects. The justification of the latter practice by the Sultana and her allies is that it serves as an alternative to the use of prisons and lets lawbreakers contribute back to society.

The second, referred to as “true slavery,” is for now restricted only to beastfolk, and the only “rights” such slaves have is that they cannot be killed, and publicly abusing such slaves can result in a master’s punishment if it disrupts public order. The practice arose out of the Beastwars, when the tiefling settlers warred against the beastfolk over water sources. The beastfolk captured during the war, as well as beastfolk who attack Al’Kirat’s water caravans, are subject to a period of slavery to a maximum of 15 years, after which they are freed and released into the wilderness. Beastfolk slaves are primarily used for manual labor, especially by the city’s wealthy oligarchs, although harpies are often treated as living ornaments where they’re placed on pedestals and ordered to sing. However, the more vengeful and sadistic citizens, particularly those who lost their homes and loved ones during the Beastwars, often purchase slaves to torture and abuse them.

In spite of its legality, the adventure’s narrative portrays slavery and indentured servitude as a moral failing of Al’Kirat, being a tool for the powerful to control the less fortunate, with slavery of beastfolk attaining popular support out of a desire for revenge. One of the most significant purveyors of the slave trade is an organized crime syndicate known as the Veiled Society, who are hoping to incite a beastfolk revolt against the Sultana, but in a more accelerationist way of “we need to make things worse in hopes that the common folk get angry enough to do the revolution we want to happen.” While the Sultana despises the slave trade, this was one of the few issues she faced significant pushback in attempting to deny or curtail, as huge portions of Kirati society wanted to make the beastfolk pay for the war and she faced popular revolt if she refused. The Sultana permitted it, but has regretted the decision ever since and hopes to sway public opinion against it by changing hearts and minds.

Another problem facing the city is its water supply. While a river runs through Al’Kirat, it is saltwater, not fresh, and most drinkable water is imported from lakes 26 miles north under heavily-guarded caravans. Beastfolk hostile to Al’Kirat frequently attack these shipments, which only increases the cost of water, with water-based costs and services being triple the normal price.

Al’Kirat does have actual laws, but they are basic and cover straightforward universal taboos like assault and murder (as well as being wasteful with water). Most legal governings are made up via copious amounts of written agreements and paperwork, and the Sultana has a mercenary company known as the Law-Keepers who are willing to use force against those who violently resist and break said agreements and laws. Disputes and disagreements over contracts are handled in the Church of Asmodeus, with the archdevil’s priests and priestesses acting as judges and philosophers for hire acting as lawyers. Prisons only exist for the most dangerous people, with fines and indentured servitude more common. The text does note that in trying to create a “small government” society with less laws, the Kirati ended up replacing it with an equally complicated system. Al’Kirat also has a loose immigration system for tieflings, and all tieflings are automatically considered citizens and cannot be banished or exiled from the city. But those of all other races are faced with stricter regulations and usually have to prove that they can benefit society in a tangible way.

We also get details on a variety of other topics to liven up the city, such as how other races in particular are regarded (they are overall distrusting as outsiders save for dwarves whom they respect, and jackalweres are a thriving element in the city’s organized crime and thus their human disguises engender more discrimination against humans), how certain innate abilities of tieflings affects housing and accessibility (most doors don’t have handles as the Thaumaturgy cantrip is commonly available), what a PC can get from selling their soul to the Nine Hells (1k gold pieces x level/CR worth of goods, one magic item up to 5k gold pieces, or one Blessing/Epic Boon), what creatures are banned within city limits and why (dogs are banned as they are naturally uneasy around tieflings, and goblins are subject to a “kill on sight” policy due to being naturally violent), how the local temperature and climate varies throughout the day/season, and so on. While individually brief, together they make for a lot of content to help liven up Al’Kirat and make it feel unique.

GL4erJa.png

The Church of Asmodeus is a peculiar religion. Even those partial to Lawful Evil fiends don’t recognize the Lord of the Nine Hells as a true deity, although he is viewed and honored as one by the Kirati tieflings. Although still Lawful Evil, Asmodeus’ church couches his doctrine and ideology in terms of self-empowerment. His most fundamental values are known as the Decrees of the Five-Pointed Star: laws should be designed to encourage both lawbreakers and their victims to improve themselves (favoring “the hungry shall not be caught stealing” vs “the hungry shall not steal”), making decisions and laws based on morals is bound for failure due to differing interpretations on good and evil, laws should apply universally in order to allow the strong and skilled to demonstrate their power in an easily-recognizable way, the accumulation of wealth is a civic duty that will benefit others via trickle down economic theory, and knowledge should be disseminated rather than hoarded, as hiding away truths ensures the growth of fools.

In addition to serving as courthouses for contract law, the Church of Asmodeus also hosts debate halls, where all attendees are encouraged to discuss and advocate for all manner of issues. This turns the temples into social gathering spots even for those who don’t worship the archdevil, and just about anything is allowed to be debated. There are only a few taboos, such as casting Asmodeus in an unfavorable light or advocating harm to children.* The presence of devils isn’t allowed in the city save within the Temple of the Five-Pointed Star, the largest temple in Al’Kirat which is legally considered to reside within the Nine Hells rather than Al’Kirat or the Material Plane. Devils can be hired for tasks by outsiders, using a specialty priest known as an Arbiter who acts as intermediaries between the Hells and the city. The Temple has a special deal for explorers of the eastern deserts, where an imp can accompany one member of the expedition, serving as their loyal familiar, and in exchange the imp receives an equal share of spoils. The imps also keep records of places and events of interest, making the Church an effective intelligence-gathering agency.

*The latter of which is ironically forbidden in the teachings of LaVeyan Satanism.

Citizens of Note details the most prominent NPCs in the city. Barring Rashid and Tasar-al-Fajr, they are all tieflings They include Sultana Zanara Zin’Zara, who is the city’s ruler in all but name due to her wealth and assets, and helped see its economic expansions after the treasure rush from looted Anubian pyramids; Vizier Rashid, the pre-eminent authority on magical affairs in the city, but is in fact a disguised rakshasa who closely monitors mages that can be a threat to his power; Morgiana, a would-be assassin of Rashid who became his slave via a series of powerful spells, and is used to kill off the Vizier’s rivals; Zaluna Al’Zara, the youngest Arbiter of Asmodeus and the Sultana’s niece, whose governor is the father of Kunaten Keep; and Yasar-Al-Fajr, an efreeti ambassador from the City of Brass who lives in a manor in the Palace Quarter. All but the last two NPCs have sidebars for roleplay notes. For example, Zanara should serve as the “light in the darkness” of Al’Kirat’s ruthless society so as to not make the players uncaring about the city’s fate, the Vizier should be ingratiating yet creepy in wanting to appear friendly to the PCs, and Morgiana wishes to be free of Rashid and kill him. In regards to Morgiana’s magical bindings, we do get game effects for them as well as how to temporarily suppress them (Dispel Magic cannot rid her of it permanently).

uogk5ge.png

Locations in the City covers Al’Kirat in broad strokes, detailing 27 locations across 6 neighborhoods. The major neighborhoods include the Palace Quarter (financial high class district that is also home to the city’s adventurer’s guild), Artisan’s Quarter (trades and professions considered “dirty” such as butchers and tanneries, also the center of the slave trade in beastfolk), the Slums (made up of the poorest residents, many being tiefling refugees from rural villages burned during the Beastwars), Central Medina (the oldest district that has a little bit of everything, including the Temple of the Five-Pointed Star and and a Museum of Anubian Studies), the Field Quarter (former military barracks turned housing for farmers and farmland, primarily grow salt-tolerant plants such as dates, spinach, and beets irrigated from the river), and the Harbor Quarter (houses the river docks, has a very expensive and involved checkpoint for travelers via the Iron Gate).

One location in the Palace Quarter is deemed special enough to deserve 3 pages: the Grand Bazaar, the chief marketplace in Al’Kirat where adventurers can find all manner of useful (and not so useful) goods and gear. We have write-ups for 5 Special Shopkeepers who sell wares of particular interest to the PCs: they are Speaksby, an unhygienic imp who sells potions and oils; Jackal John, an imaginatively named disguised jackalwere who sells poisons; Celine, an intelligent cat familiar capable of speech who inherited her dearly departed master’s belongings and now operates his shop specializing in spell scrolls; Radija, a tiefling child whose unscrupulous father dropped her off in the city after training her in various ways to swindle people to provide him with kickbacks, meaning she can “procure” any item worth 50 gold pieces or less; and Skreeyek, an earth elemental partially fluent in Common who sells various precious gems and intricate toys, the latter being a favorite for children. The Bazaar makes reference to Appendix E in the back of the book, which has specific prices for the new magic items in Sands of Doom along with guidelines for what other items would be available at the Bazaar and how much they cost.

Thoughts: Al’Kirat makes for an interesting city of contradictions, founded on the ideals of liberty and independence but rife with slavery and devil worship. We have a heavy amount of detail on the city from both a big-picture level and how things look from a “street-level view.” There’s various goods and services explained here that would be of interest to running the game, from the cliche Magic Item Mart to overviews of common laws and social taboos. My main criticism is that some information is oddly placed. For instance, the Anubian hieroglyphs are immune to Comprehend Languages spell, which you’d think would be detailed in the upcoming pyramid dungeon, but instead is under the Museum of Anubian Studies entry. Or how the Beastwars and the more detailed cultural entries on tieflings, beastfolk, and other races are elaborated upon in the following Outskirts of Al’Kirat chapter, when such subject matter would feel more congruent to be put in the history section in the Introduction.

Thoughts So Far: Sands of Doom leaves a strong first impression: the main city has an unusual premise but one that also feels believable in spite of its oddball government and religion, and the layout and placement of images, text, and sidebars makes it easy to remember one’s place while reading. Virtually all relevant information for particular subjects are contained within the same page or adjoining page, and I spotted no orphaned or widowed lines.

Join us next time as we venture into the wastes in Chapter 2: Outskirts of Al’Kirat!
 
Last edited:

log in or register to remove this ad


pKYEtF0.png


This chapter covers the regional setting of Sands of Doom as a whole, looking at it from a big picture overview. Details and descriptions of particular areas are covered in later chapters proper.


Lay of the Land talks about the geopolitical boundaries. Kirat is the name for the realm as a whole, spanning from the Dry Peaks of Tarakuir in the west to the Spire Mountains in the east. Kirat in turn is part of a larger region known as the Torn Lands, which encompasses the former Anubian Empire devastated by the Cataclysm, with Kirat being its westernmost edge. Crossing into the rest of the Torn Lands requires venturing past the perilous Sands of No Return, a desert spanning hundreds of miles inhabited by xenophobic centaurs who attack outsiders on sight. To the west of Kirat is the dwarven kingdom of Drek'Alor, which is entirely underground. We get a brief overview of recent history, most notably the Beastwars which ended a decade ago.


When the tieflings first settled in the region, the beastfolk were ruled over by a tyrannical lamia named Lilith, taking on the title the Queen of Beasts. She wasn't loved by most, often playing beastfolk against each other to prevent them from unifying against her. She quickly allied with the tieflings, discarding the beastfolk, and the Kirati started building wells to sustain their city. When those wells started running dry, they started branching outwards to find other springs, which were all guarded by beastfolk who refused to share. Realizing that they couldn't take on the tieflings divided, the beastfolk united under the harpy Eurydice. Lilith was overthrown, forcing her into hiding. Eurydice's forces fired the first shots, raiding tiefling settlements, burning them to the ground, and attacking their caravans. The Kirati were outmatched and forced to draw back to the city of Al'Kirat, but eventually they won during the Battle of Deadrock. The tieflings seized defeat from the jaws of victory when Vizier Rashid used magic to summon gouts of flame in a canyon the tieflings and beastfolk were fighting over. As fire resistance was the one quality tieflings had over most beastfolk, they took the least losses, granting the Kirati control over a strategic location from which they gained access to nearby freshwater lakes. The beastfolk's morale was shaken, and most chose to retreat into defensive positions. The tieflings genocided the goblins, and the ogres were mass-enslaved on account of their naturally obedient and submissive nature. Beastfolk of other species were also enslaved, as Rashid and various Kirati oligarchs introduced the idea of using beastfolk PoWs as "labor reparations" to rebuild the city.

While Kirat is technically at peace, it is not free of violence. Tieflings and beastfolk resent each other over the recent scars of war, and a few beastfolk slaves who earned their freedom have chosen to live within Al'Kirat's walls. Kenku, lizardfolk, and ogres are the most populous free beastfolk in the city, while minotaurs and harpies usually depart for their homelands as soon as they're released. Members of teh latter two species count the most belligerent forces of beastfolk raiders. Lilith is now the crime lord of the Veiled Syndicate, using jackalwere spies to sabotage proposed peace talks and enslave beastfolk as part of a larger plot to overthrow Al'Kirat's government. Lilith is remembered negatively by the beastfolk as a ruthless tyrant, and the common belief is that she was murdered during the power struggle with Eurydice.


Thoughts: This is a short and sweet historical overview, brief enough to cover the most important points without overwhelming the reader with loredumps. Additionally, while the beastfolk are the losers and thus suffering the most, the narrative doesn't present any side in the conflict as in the moral right, as the beastfolk and tieflings initially had legitimate reasons for their actions (securing water to survive) which ended up spiralling into massacres and war crimes on both sides. While the tieflings ended up engaging in slavery and genocide, it's clear that a beastfolk victory would've been seen a grim fate befall the tieflings.


OArbtt1.png


Peoples of Kirat details the major races/species of the region. Unlike most other settings, humans are a distinct minority in both the city and wastelands. Most tieflings live in Al'Kirat, where they are the majority at 80% of the population. Humans are not indigenous to the region, most hailing from northern kingdoms which are rife with civil wars, economic depressions, and demon worship. Up there, tieflings are second-class citizens at best. Said kingdoms often exile human criminals to Kirat as punishment, although many leave voluntarily in search of a better life.


Beastfolk are the most numerous group outside Al'Kirat, and it's a catch-all term for all manner of anthropomorphic humanoids. The most common beastfolk include the harpies, who have the unique in-game ability to make creatures who smell their feathers fall asleep and can be delivered via a grapple attack; lizardfolk, who can rapidly evolve to adapt to any climate, including mentally to the point that their brains can forge entirely new personalities once a month; and jackalweres, who aren't made naturally but instead created by Lilith's demonic magic and are only known via odd sightings and rumors; kenku, who almost entirely live in close-knit, self-segregating communities in Al'Kirat and are often employed as living tape-recorders for legal and business meetings; and minotaurs, who now live side by side with harpies in the Dustwind Buttes and possess a strong spiritual tradition, where seers among their number can learn to communicate with spirits via observing changes in the natural world. All beastfolk are fluent in Thru'aan, a form of Abyssal which is intelligible by speakers of that language, and there are hundreds of regional variations. Most beastfolk are fluent in Common, but speak in Thru'aan when among others of their kind. We also get more detailed entries than the other races here for particular cultural features, such as how lizardfolk have the ability to fertilize or be fertilized and thus their society doesn't have the male/female gender binary. Or how the kenku language has words for nouns based on the most common sound an object makes; a cat would be called a "meow," for instance.


Ogres are a common people in Kirat, with almost all of them living within the city of Al'Kirat. They are too simple-minded to survive on their own, and are traditionally ruled over by other species. Rulership they eagerly acquiesce to. This has made them the most popular type of slave in Al'Kirat, with even freed ones immediately looking for the next person to manage their lives.


Orcs of the region have a kingdom of their own called O'grila, a land of jungles and plateaus. The Orcs managed to domesticate dinosaurs, fostering strong bonds between the animals and their caretakers to the point that trained dinosaurs can understand simple words in Orcish. Metal of all kinds is forbidden in O'grila, and bones of dinosaurs are used in their place. Orcs believe that upon death, the worthy ascend to a golden city called Ouro located on the highest plateau somewhere in their kingdom, and orcs dedicate their lives to proving themselves honorable enough to ascend.


Lastly, most dwarves live in an underground kingdom known as Drek'Alor which is located to west of Kirat. Every city of theirs lairs within a massive mountain, all of which are connected by a network of tunnels. They used to be allies of the Anubian Empire, as both groups didn't desire to claim each other's territory. After the Cataclysm, the surviving Darakni insects remained underground, and still war upon the dwarves to this day. The latter are gradually losing, with four of their seven cities having fallen to the Darakni onslaught. Most dwarves in Kirat are refugees and the descendants of refugees from these cities. Dwarves also hold access to a potent mineral known as grimstone, which can be ground into an effective form of gunpowder. Most firearms take the form of single-shot pistols built for maximum damage, as grimstone is rare even among the dwarves. So they seek to make the most literal bang for their buck in their war against the Darakni.


We even get stats for Grimfire Pistols. They are weapons that require special training in order to gain proficiency in as well as how to reload, and deal 4d12 piercing damage per shot with a range of 30/90 feet. Creatures within 10 feet of the target take 6d6 fire damage from an AoE, and the pistol can only be reloaded during a short rest. Satchels can hold up to 10 charges of grimpowder, which can be ignited to deal 1d6 fire damage to those within 20 feet. Grimpowder and firearms aren't given gold piece values, other than that "a pound of grimpowder is worth several times its weight in gold."


Thoughts: This mixture of playable and non-plyable races is brief, yet presents just enough historical and cultural detail to give a player a good starting point for making a native character should they so desire. My main complaint is the characterization of ogres as being stupid and unable to take care of themselves make them a natural fit for slavery. This actually mirrors the justifications used by slave-holding societies across history and cultures against manumission. While I don't believe that this is Caballero's intent due to the overall anti-slavery stance of this book, it is something that grinds against the intended narrative grain. As for Grimfire Pistols, they are an extremely powerful weapon, with the intended balance being their rarity. And while this is the case, there is a point in the module where the party can potentially gain access to a lot of shots, which might bring in potential balance issues.


Badlands of Al'Kirat is the westernmost part of Kirat, detailing 14 locations. Besides the city of Al'Kirat, there's also the Beastlands to the south. It's a rainforest region home to hundreds of beastfolk tribes, some being large enough to qualify as cities, with Shambala being the largest of them. To the north of Al'Kirat are the Shining Plains, a savannah traditionally inhabited by the minotaurs, and is home to various savannah-dwelling animals such as rhinoceroses, hyenas, and the like. To the south of the Beastlands beyond the map proper are the Scourged Lands, a realm of dark jungles feared even by the neighboring beastfolk. It is home to a deadly magical fog that turns the souls of those who die within it to quartz, and its native beastfolk are particularly vile and sadistic. The major tiefling settlements outside the city include the Breath of Life, whose strategic position near freshwater lakes is used to supply daily caravan trips to Al'Kirat, and the mining town of Tail's End is home to an intricate elevator system known as the Great Lift. The ruler of Tail's End is being blackmailed by the Veiled Syndicate to build hidden safehouses for smuggling purposes. The ruins of Kirati villages razed during the Beastwars are used as temporary shelters for patrolling tiefling soldiers, as harpy and minotaur raiders attack any refugees from the city who try to return home. Finally, the Dustwind Buttes is a 2,000-strong settlement of harpies and minotaurs who survive by foraging and raiding, trading loot with human bandits and lizardfolk.


Thoughts: The entries are overall short and lacking in adventure hooks, being more useful in giving a "lay of the land." It is useful for detailing the major population centers outside Al'Kirat, although I do wish we got some more detail about Shambala.


3AgidFe.png


The Wasteland is the largest part of Kirat, dominating the central and eastern portions of the region. Its hostility to life means that nobody has fully explored it, and it has taken the Kirati years to just survey only a small portion of it. The desert is littered with ruins of the Anubian Empire, most of which remains untouched for millennia. The region's dangers aren't just natural; an omnipresent malevolent force known as the Will of the Sands is spoken of in rumors, where coincidental and outright magical events conspire to cause death and suffering. People who sleep in the Wasteland suffer nightmares of being drowned in quicksand, and animals who live here become insane and more violent than usual. People who die risk being reanimated as a unique undead known as a Rustbone Skeleton, so named for a supernatural coating known as Rust. Rust forms when blood is shed in the Wasteland, which the ground immediately absorbs like a sponge absorbs water. In reality it pushes any water it contacts into contact with under itself, causing the water to burrow deep underground. The Will of the Sands has a mind of its own, and it can take control of non-sentient undead not under the control of another, magically alter the weather, and deliver messages via nightmares and whispers in the wind. Said messages are always maddening babbles related to death and blood.


But of most relevance to adventuring PCs is that the Will of the Sands magically interferes with daily survival. Spells and magical effects that create food and water automatically fail, instead conjuring dust and sand, with magical food and water brought in from outside the Wasteland turning into sand after 24 hours. Extradimensional portals only last half their normal duration, to a maximum of 1 hour, and magic items with permanent portals like Bags of Holding are closed as long as they remain within the Wasteland. Creatures can sleep normally to remove Exhaustion levels, but otherwise cannot benefit from a Long Rest. The only way to get around these restrictions is while at an Oasis, a term for a place where the Will of the Sands holds no power due to its Rust being unable to penetrate the environs. On a metagame level, this is meant to encourage the themes of wilderness survival without using low-level spells and abilities to trivialize such challenges. Oases become safe havens for PCs to rest at. There's also an optional rule for failed death saves persisting until a character leaves the Wasteland, enters an Oasis, or is resurrected, to reflect how cheap life is under the Will of the Sands.


Thoughts: The Will of the Sands is a good tool that emphasizes the natural dangers of the Exploration pillar. By default it's very easy for characters in 5th Edition to not worry about such matters, with magic such as Goodberry and Decanters of Endless Water. Furthermore, the restrictions on Long Rests further push gaming groups to hurry their business in the Wasteland, where tarrying outside an Oasis continually drains their resources in both class features and perishable supplies.


Ecology of the Wastes and Settlements talks about what life can be found here, both animal and sapient. Natural animals consist of typical desert-dwelling creatures along with worgs, ankhegs, bulettes, and a higher than usual number of carnivorous plants. Undead are most commonly skeletons, as well as mummies who are the preserved remains of Anubians who entered status during the Cataclysm. Sand Spirits are a weak, incorporeal form of elemental who are innately drawn to water sources. These spirits can be useful sources of information to those who offer them water, which they constantly beg for in Terran, but those who refuse, are unable to give them at least 20 gallons of water, or feed them alcohol instead of water end up being harassed for 2d4 hours, having their sleeping interrupted and their travel hindered from various pranks such as them filling shoes and backpacks with sand.


Most sapient creatures in the Wasteland are nomadic, moving from place to place in search of food and water, with the few sedentary societies located in the Oases as farmers and fishers. Humans and orcs living here are exiles from O'grila and the northern kingdoms respectively; lizardfolk live in deep caverns near aquifers pushed deep underground by the Rust; porcine beastfolk known as Swine live in thornweald patches that serve as natural barriers to outsiders; and a pair of Kirati settlements known as Zarai and Kunaten Keep are given more detail in the adventure path proper.


Thoughts: I don't have much to say about the above, although the descriptions for lizardfolk and burrowing monsters does raise the question of PCs using underground tunnels for travel and shelter. Presumably they're not expansive enough to obviate the need for overland travel entirely, but a gaming group with the right spells and resources may very well resort to burrowing for shelter. Particularly when they find out that the Rust doesn't "drink" water, but instead pushes it underground, for there's actually quite a bit of subterranean aquifers untouched beneath the Wastelands.


IFdDijs.png


Traversing the Wastes gives us a sub-system geared around wilderness survival. It is practically required for this adventure path, given how encompassing the Wasteland is and how many important adventure locations take place within it. This section has a variety of rules, especially negative consequences for poor supplies and preparation for natural hazards. Quite a bit of it is repeated from the core rules, such as rolling Constitution saves to avoid exhaustion if not appropriately-dressed for the temperature as well as rules for overland travel. But there's some new additions, such as two new Conditions known as Dehydrated and Heatstroke, which are 3 levels of exhaustion and being incapacitated at 0 speed respectively, until the afflicted receives an adequate amount of water.


Sands of Doom simplifies tracking food and water by making them into a collective unit known as Supplies. Each Supply costs 1 gold piece and weighs 20 pounds, and is enough to sustain a Small or Medium size creature for 1 full day. A Hauler is a beast of burden (or very strong person, such as an ogre) who can carry 25 Supplies, or 50 pounds worth, and magic items and spells such as Tenser's Floating Disk or a Bag of Holding eliminate the need for one Hauler. A Hauler has the incapacitated condition and cannot participate in combat. Large-sized creatures count as 4 creatures for determining how much Supplies they consume per day, and Huge-sized creatures count as eight creatures and two Haulers. Tiny creatures and those who don't need to subsist on food and water (needing one of the two doesn't provide any reduction in cost) don't need to be calculated in this sub-system. Camels are extremely popular, as they can survive for months without food and up to two weeks without drinking any water.


The Supply sub-system is deployed whenever the party is planning a new expedition to somewhere within the Wasteland. We get two tables for determining the number and cost of Supplies based on the number of creatures and days to travel, with each cell highlighted a certain color and containing a number. A second table determines the amount of Haulers for the expedition based on the cell color.


The author explains that the design intent for the Supply sub-system isn't for micromanaging as the end goal, but encouraging players to be smart in how they prepare for adventures. It also encourages them to take more care of beasts of burden, as losing them (and thus precious Supplies) during an expedition can be a death sentence.


Thoughts: While the sub-system looks straightforward to understand, it's the kind of thing that cannot be fully appreciated unless one makes use of it in live play at the table. That said, it is the kind of thing that the DM should bring up ahead of time, along with the magical restrictions of the Will of the Sands. These house rules can invalidate certain character concepts or make them less enjoyable. Races/species that don't need to eat or drink, such as warforged, are going to be very attractive options, and Large-sized races and companions are going to be a significant drain on resources if there's more than one in the party. For PCs with spells and features that make use of magical water, they may either work just fine if the water aspect is flavor only (they use sand instead), but if their specific mechanics require actual water then they'll be screwed for a good portion of the campaign.


While it may go without saying, I do feel that a sidebar for DMs to give to players over what playable options will be unsuitable or require additional work would've been ideal to include in this book.


Thoughts So Far: I like the world-building elements and overview of the Kirat region, and it sounds like a fun place rife with adventure potential even outside of the default campaign. I would've liked to see more detail on O'grila and the Beastlands, but as Sands of Doom focuses mostly on Al'Kirat and the upcoming Anubian invasion, I understand the need to focus on particular areas. The survival-based sub-system and Will of the Sands is an innovative set of house rules that sounds cool, but I cannot say how well it works in practice until I run this module.


Join us next time as we begin the adventure path in Chapter 3: Prophecies in the Sand!
 

LcwYQrD.png

The first chapter of the adventure path proper, Prophecies in the Sand is split into 3 major parts, taking the PCs from 1st to 4th level. Sands of Doom supports both experience-based and milestone leveling, with the former listing noncombat experience for completing certain tasks as well as discretionary experience points for the DM to hand out during play.

Additionally, the early parts of the campaign incorporate a mechanic known as the Paths of Fate. A sphinx by the name of Prophecy is manipulating events behind the scenes, and attempts to guide the PCs to certain actions and events in their furtherance. She is a potential ally against the risen Anubians, as she wishes to bring about the true death of the risen Pharaoh Lord Ammu and destroy his Ankh of Life. However, her actions and edicts are not always the most moral choices. Certain points of the adventure path call out moments where the PCs will gain a point for one of three paths. The Path of Devotion represents those who keep loyal to Prophecy and follow her heed, the Path of Benevolence represents potential allies to Prophecy but who care more for doing what’s right than the “ends justify the means.” The Path of Erudition represents actions most at odds with Prophecy’s commands, where she will gradually distrust the PCs and may even treat them as enemies. There are around ten moments in the adventure path where the party can gain points; one of which grants 2 points in a Path rather than 1, and one choice where they can gain 1 point each in Benevolence and Erudition.

In addition to shaping the PC’s relationship with Prophecy, the Paths also determine which NPC becomes a recurring ally based on perceiving the party as closely sharing their values and/or goals. They are not necessarily DMPCs, as they will not be constant travel companions, but they will aid the party both directly and indirectly at certain points in the campaign. Souk is the NPC for the Path of Devotion, a sebek (anthropomorphic crocodile) warrior who believes that the Aru are cosmic parasites who starve native worlds of souls, and is working with Prophecy because she’s had a hand in killing many Aru over the past two millennia. Although loyal to her, one of Prophecy’s commands during the adventure path has him commit an abominable act, which will weigh upon his soul.

Malicia is a black dragon raised by a gnoll priest by the name of Menkare, who after awakening sought to study what happened to the remains of the Anubian Empire. During that time he became corrupted by the Will of the Sands, and subjected Malicia to an experiment turning her into a vampire spawn. The process was intentionally left incomplete, so she still remains a living creature, albeit afflicted with a wasting curse kept at bay by a Divine Relic known as the Amber Eye on her person. She managed to break free of Menkare’s control, killing him as part of a larger uprising, but still abides by Menkare’s original mission of purifying the Cataclysm-stricken land. Recognizing the foul influence of the Will of the Sands, Malicia believes that the Ankh of Life needs to be wielded by someone of sufficient power to defeat the Will. She believes that Lord Ammuis the only one capable of this, but he spurns her aid and comes into conflict with her.

As for the Path of Benevolence, there are some NPCs and events that are also folded into the Path of Devotion, but the unique ally for this path is a cyclops named Nemisis who is one of the gatekeepers of the Duaat, the realm of the dead. He is less active in the adventure path than either Malicia or Souk, but he helps the PCs participate in a magical ritual to depose Lord Ammu in order to appoint a more peaceful ruler for the Anubians.

In the here and now, Prophecy has been delivering messages among pawns, both aware and unaware of her true nature, to organize an expedition to a recently discovered Grand Pyramid. It is the largest Anubian ruins discovered so far, earning much discussion in Al’Kirat and no small number of glory-seekers wishing to plumb its depths. The PCs are presumed to be interested in joining this expedition, likely hired on by the promise of wealth, knowledge of lost eras, or any other common adventuring motivations.

Additionally, the many magical visions and whispers Prophecy’s been passing around have been interpreted a specific way by people from cultures without a god to call their own (kenku, harpies, lizardfolk, humans, and worgs). They believe these voices to come from an imprisoned snake god yearning for freedom, basing their information on ruins dedicated to a serpentine god found in the wasteland, and have organized into a cult called the Coiled Whisper. The gargoyles, who are actually in service of said snake-god who is known as Aku’Tal, are confused by the actions of this cult, with some acting for and against them. But one gargoyle by the name of Drazul is more than willing to take control of these cultists in hopes of reawakening his patron deity. Prophecy, of course, is aware of this and hopes to use the conflict to steer the PCs to the tomb so as to better prepare them for the eventual war against the Anubians.

The adventure begins with each PC contacted by Prophecy in a dream whose environs are shaped in line with what makes sense for the character’s backstory/personality. In the dream, she asks the character if they believe in fate. If most PCs say ‘yes,’ this grants 1 Devotion Path point, ‘no’ grants 1 Benevolence, and non-committal/unclear answers grant 1 Erudition.

Part 1: Abduction throws PCs into the thick of things. While traveling in the wilderness with the caravan, a horde of undead attack. During the chaos the cultists abduct several people including one Rumbold Tomekeeper, a tiefling archeologist who specializes in lore of the Anubian Empire. The cultists are acting on orders to kidnap him due to his ability to read hieroglyphs, and the kidnapping happens technically off-screen as the PCs are busy fighting skeletons alongside NPC guards. Should a cultist be captured, the information they can divulge will be vague, as their orders were received via dreams.

The caravan sustained too many casualties to continue to the Grand Pyramid, so the expedition is called off and most of the survivors are in favor of returning to Al’Kirat. One member, a tiefling warrior by the name of Kallista, wishes to rescue the kidnapped members and will try to convince the PCs to go along with her. She will tempt them with a share of spoils from tracking down the raiders, and give them healing potions in the meantime. Tracking down the cultists’ camp requires a group-based Survival check, with the amount of total successes determining how many hours it takes the party to find it. The time it takes to reach the camp has no bearing on the events, which makes the rolling feel like busywork to me.

The camp is heavily-populated, with 8 cultists led by a lizardfolk who has a pet constrictor snake, although they are secure in their numbers and thus don’t post sentries. A harpy is watching over four abducted caravaneers but will surrender without a fight if the PCs confront her. If a fight breaks out, the lizardfolk will take out a chunk of heka amber to offer to an obelisk, which will draw the amber into itself before granting the effects of a Bless spell to the lizardfolk and will persist until he dies. As this isn’t the only obelisk in the campaign that accepts amber offerings, it’s a means of foreshadowing this game mechanic to the players for the future*. As for Kallista, she uses modified Berserker NPC stats but with several skill proficiencies and a magic greataxe that deals 1d4 bonus fire damage.

*For 50 gold pieces, Obelisks can grant a Bless spell that is concentration-free, cannot be dispelled, and lasts until the character uses it to complete a “heroic achievement” per the DM’s discretion. 150 gold pieces grants them the benefit of Restoration plus the benefit of a Long Rest. A character can only receive the Bless benefit once from any individual obelisk; in order to gain it again, they must find another obelisk and pay the tribute anew.

The cultists are quite wealthy, having quite a bit of treasure in the form of gold, a Dagger of Venom, 2 more amber chunks worth 50 gold each, and a giant lizard pack animal holding a fair number of weapons and precious gems. Kallista lets the PCs keep any magic items but otherwise takes an equal share. As for the prisoners, Rumbold is not among them. The others will say that they witnessed the archeologist taken away by “flying creatures of stone.”

When the PCs arrive back at Al’Kirat, any cultists taken prisoner will be arrested and interrogated by the Vizier, and Sultana Zanara Zin’Zara will deliver a summons to the party via Kallista to meet with her concerning the failed expedition. Overnight, Prophecy will contact the PCs again via dream, shaping it to reflect the most important moments in their lives, followed by a question of what their greatest life goal is. Answers focusing on bettering the lives of others grants 1 Benevolence, answers involving seeking inner wisdom and higher meaning grants 1 Prophecy, and answers involving self-improvement grants 1 Erudition. PCs will advance to 2nd level if the Milestone system is used.

Thoughts: This is pretty combat-heavy for a 1st-level adventure, but the use of NPC allies, healing potions, and a less-attentive enemy encampment helps stack the deck in the party’s favor. My main complaint is that “Prophecy manipulating all sides behind the scenes” can feel pretty convoluted, as I feel that I need to keep a scorecard on which individual/faction knows what and from who.

3P1ZsYn.png

Part 2: Search is much longer, leveling up the characters to 3 during its sequence. Morgiana will be waiting to greet the PCs at the Ruby Quart, the Sultana’s residence, and after providing them with gemstones for rescuing the kidnapped caraveneers and instructing them in courtly etiquette, will lead them on to meet Al’Kirat’s most powerful person. The Sultana and Vizier will ask the PCs a variety of questions about the cultists and what transpired, and believes that Rumbold Tomekeeper was targeted in particular due to what he knows about Anubian civilization. The Sultana wishes to hire the PCs to rescue Rumbold, and in exchange will reward them with their choice of money or 1 favor per PC, and can grant them a spot alongside Rumbold on the Skylark, Al’Kirat’s only working airship.

The PCs won’t be sent off without a lead. Vizier Rashid imprisoned captured cultists in a Mirror of Life Trapping (whose purpose he won’t reveal to the PCs), which he’ll use as the material component to cast a Scrying spell upon Rumbold who will voluntarily fail his saving throw. Taking the PCs to observe its casting, they will see the tiefling being forced to translate hieroglyphs in a chamber full of red sand serpent motifs. The scrying sensor is detected by Drazul, who quickly smashes it but not before the mirror gets a good look at his face.

Rashid can deduce in conversation with the PCs that the creature’s a gargoyle, that Rumbold is being held in an Anubian ruin, that the Anubians have not been known to worship a snake-deity nor are any Aru known to be serpents, and that the telltale red sand points to the location being somewhere within the Wasteland. In addition to these leads, the PCs are pointed by Morgiana to the local Adventurer’s Guild and gives the party a Sending Stone to keep in contact with the Sultana.

The Adventurer’s Guild is a very prosperous organization in Al’Kirat due to the city’s heavy reliance on contract labor, and specializes in mercenary work for dangerous jobs. The Guild also provides lodging, but most adventurers are currently at Kunatan Keep. We get a detailed overview of the Adventurer’s Guild, complete with map, write-ups for 3 NPCs including personality traits and referenced stat blocks in the core rules, and even a bar complete with drinks named after game mechanics in a meta way. Such examples include Long Rest, which is a creamy blended fruit drink, or Hellish Rebuke, which is an alcoholic beverage containing a chili pepper hidden at the bottom which will burst at a random time.

The rest of this adventure is an open-ended investigation consisting of three major Leads. The party will reach 3rd level after investigating 2 of the 3 Leads, but they cannot pursue all of them. Kallista will investigate one of the non-Temple leads the PCs don’t initially pick. While her task will be successful, as she’s just one person she will not find out everything or resolve the lead as well as the PCs might possibly do. Between Leads, PCs will meet the black dragon Malicia disguised in human form. During the first meeting she will be a newcomer to Al’Kirat and ask the party about “common knowledge” questions that reveal her inexperience. While during the second meeting, she will give the PCs a vial of blood along with a vague warning about the Will of the Sands, instructing them to throw the vial in order to distract any pursuing undead.

The first Lead involves looking into an outbreak of snake infestations in the slums, with many locals blaming a kenku named Ribbit. Ribbit runs a pet shop specializing in amphibians and reptiles, and explains that his latest shipment of hissroot was stolen. Hissroot is a fungus whose spores attract snakes, and the kenku believes that a small group of lizardfolk and humans who visited his shop two weeks are the culprits. He explains that their mishandling of the hissroot most likely led to the outbreak of snakes. In order to drive the snakes out of the slums, Ribbit requires more hissroot to lure them away, and the mushrooms grow in the nearby Deadrock Butte. Searching for the hissroot at the Butte is a short series of encounters, initially involving finding a snake-filled cave and overcoming the masses of poisonous serpents to obtain the hissroot. While there, the PCs will meet a minotaur by the name of Windhowl, who is acquainted with Ribbit and will tell them of witnessing large groups of outsiders coming to the Butte to harvest hissroot. Windhowl can tell the PCs more about the supposed serpent-deity communicating to cultists in their dreams as well as provide healing spells. She’ll offer to help the party find the cultists, provided that they help her craft Potions of Poison Resistance. This “crafting” involves summoning vine blights out from a nearby river, both to cleanse the water source and harvest the potion components from their corpses. Ribbit will pay the party for giving him hissroot, and also gives them a free poisonous snake as a pet if they want one.

The second Lead involves reports of another undead attack, this time their target was a group of orcs performing a pilgrimage. The orcs are currently camped out in the wilderness, having not moved from their position on account that one of their chieftain’s sons and a triceratops have been infected with mummy rot, and none among their number have the ability to heal them. Dalira, the Adventurer’s Guildmaster, suggests the PCs look for a tribute in order to approach the orcs in good faith. But the only shop in town claiming to have proper goods is a dwarf well-versed in orc culture, but his wares fall short of qualifying as gifts from an orcish perspective.

The orcs are wary of travelers, threatening them to come no closer and will attempt to take anyone who looks like a healer prisoner. The PCs can get them to stand down with a proper social skill check, at which point the party will be challenged to a one-on-one duel, and winning the duel will let the party in and the rest of the orcs more willing to hear them out. Should an all-out fight break out, the orcs will surrender if they sense that they’re losing, and thus submit to the PCs. The infected orc is named Ahuatzi, and he and the triceratops both bear signs of rapidly wasting away. The orcs know that the cultists are camped out in a nearby set of ruins, and Ahuatzi will be eager to accompany the party to fight alongside them, but will not do so unless the triceratops is cured or dies from it. Curing Ahuatzi isn’t as important, as he will be satisfied with dying in battle before the sickness takes him.

As the PCs are too low-level to learn or prepare Remove Curse, the only means of casting this spell in the adventure at this time is to complete the third Lead. Otherwise, the alternative is to harvest a toxic plant known as hagsbane. It can be used to cure mummy rot, but unless handled by a skilled healer the plant can be fatal to the ingester. Time is not on the PC’s side, so getting enough in time requires a successful skill challenge to harvest enough in the nearby environs, or calling upon allies and contacts in the city (such as using the Sending Stones given by Morgiana) to gather enough to meet them halfway while traveling. Once obtained, the healer must succeed on a series of Medicine skill checks of increasing difficulty, and the imbiber must succeed on a Constitution saving throw. The former skill checks provide advantage/disadvantage on the save as appropriate. Success means the imbiber’s cured, failure means death.

The third Lead is never chosen by Kallisti, meaning that it’s always a scenario the PCs will do. Rumbold acquired an imp familiar by the name of Grigori from the Church of Asmodeus, and the imp vanished just before he departed with the caravan. Lucy is the Arbiter in charge of formulating the contract, and when the PCs visit the Temple of the Five-Pointed Star it becomes clear that the devil-worshipers are none too happy with Grigori either, for via their contacts in Hell’s bureaucracy learned that the imp facilitated the signing of an illegal Diabolic Contract. The details are censored, so Lucy doesn’t know the specifics, but this is bad for devils because mortal souls part of such contracts will not have their souls taken to Hell upon death.

Lucy gives the party a magic item known as a Pact-Finder to help track down Grigori, and it works by sensing where the imp most recently left the strongest impression. They’re also given a Scroll of Imp Binding which, if read within 30 feet of the Imp, will force it to obey the reader’s commands for the next 8 hours. The Pact-Finder leads the PCs to a tavern, where they learn that Grigori was a most unwelcome host due to heavy drinking and disruptive behavior. Grigori is actually nearby, invisibly coaching a group of orphans calling themselves the Emberlings how to run various scams. One of the children, named Spark, is the only human out of the tiefling orphans and was the signer of Grigori’s illegal contract. Wanting to better fit in and desiring the powers of tieflings, he gained the ability to cast the Suggestion spell (which the Emberlings have been using to aid in their scams) and will also become a tiefling once he comes of age. Prepubescent children in hellish law are “statutorily innocent,” meaning that they’re too young to bear the weight of their decisions and thus don’t count as “willing,” which is a requirement for the signer of a contract. As cosmic law doesn’t prevent such contracts from being signed, they do prevent devils from benefiting from them.

The Emberlings will attempt to steal from the PCs by luring the group to an alley via a “child in distress” appeal, and then each will engage in a fake pickpocketing attempt on a PC before running off in various directions. Hoping that the party splits up, Spark will find a lone character to use Suggestion to get them to turn over their gold and return to their companions by acting normal.

About one or two in-game hours after their encounter with the Emberlings, the PCs will find the child who kept watch during the above scam crying in the middle of the plaza, but no adult is coming to her aid on account that she and the Emberlings are known scammers. She will explain that harpies overwhelmed them, putting the rest of the children to sleep before stuffing them in bags and flying off. The child will also tell the PCs about Grigori the imp, the contract that Spark signed, and that the imp was already on the run from similar-looking figures who had already kidnapped him once before.

It is possible for the PCs to catch Grigori early; if they don’t, he will be kidnapped by the Coiled Whisper cultists along with the Emberlings. The PCs can continue on with the adventure if they already have Grigori and return him, in which case saving the rest of the Emberlings is more to appeal to their good nature or try and capture more cultists for information-gathering.

Regardless, the cultists have taken the hostages to a fishing vessel still moored in the city, with six human cultists standing guard and the Emberlings placed in the cargo hold. Grigori, if present, is sealed in a locked chest, its key hidden among the cargo supplies. Beyond some meager gold, the other treasure of significance here is a Scroll of Remove Curse, a specific item worth 50 gp or less one or more PCs hinted at desiring during the campaign, and a magic sword named Doomcoil. This sword and the variable item were placed by Prophecy. Doomcoil is in a form best-suited for the PC most likely to wield it, and deals 3d6 bonus damage to snakes and snake-like creatures, with the text helpfully outlining what other monsters in this campaign qualify for the extra damage.

At a dramatically appropriate time of the DM’s choosing, a gargoyle and four dust mephits will attack the fishing line. The Coiled Whisper cultists here actually stole the chest containing Grigori from Drazul and the elementals will treat both the cultists and PCs as enemies. I can’t find a reason why the cultists stole from Drazul in this adventure; presumably they got conflicting orders from Prophecy’s dreams.

Upon being returned to the Temple, Lucy scolds Grigori and outlines the details of why the infernal contract was illegal. She gives Spark the choice (if he’s present) to keep the contract or annul it, and has until his 13th birthday to decide. Spark’s decision will depend on prior interactions with the PCs, and he will annul the contract if the party convinces him of his own self-worth and talent as a human without the need for supernatural backing. For penance, Grigori will be assigned to accompany the PCs in their search for Rumbold should the party so desire, with an even stronger contract that permanently charms the imp to the signator. The contract lasts until they bring Rumbold back safely.

Thoughts: I like the open-ended investigation avenue of this portion of the adventure. The narrative gives various methods for “failing forward.” For example, if the PCs fail to cure the mummy rot they will be down a valuable ally for the future, but can still learn about Rumbold’s location. And even should the PCs be unable to learn the information from the orcs, the adventure mentions that they can use the knowledge obtained regarding hissroots to follow snakes to the cultist’s hideout in the temple.

TqXzWPT.png

Part 3: Rescue is a dungeon-crawl, where the PCs manage to locate the cultist’s hideout in an old temple to the snake god Aku’Tal. It is located 8 hours away from Al’Kirat, and the PCs can bring along one NPC companion (plus Grigori, possibly) to accompany them. Which NPC they choose gives them 1 point in a particular path: Devotion for Kallista, Benevolence for Windhowl, or Erudiction for Ahuatzi. The NPC will inform the party about common knowledge of the Wasteland and desert environments. After two hours of travel, the party will face a small group of skeletons reanimated by the Will of the Sands, with a minotaur skeleton added if the party is accompanied by an NPC ally.

By the time the PCs reach the temple, they will see evidence of a prior fight between cultists. Prophecy gave them visions to kill Drazul and the other gargoyles, causing a civil war among the Coiled Whisper. The sphinx did this to ensure that Drazul will have enough humanoid sacrifices to resurrect Aku’Tal, and to thin the numbers of the cultists who are at risk of later defying her.

The dungeon itself consists of 8 areas spread out among one floor. It has a mixture of puzzles and combat, with the former including filling a basin with blood or heka amber to open a magically-sealed door and a room filled with hundreds of poisonous snakes who can be lured away via a harvested hissroot mushroom. Rumbold Tomekeeper is in the sixth room of the dungeon, forced to translate the hieroglyphics on the walls. During his research he found out how to open up sealed doors elsewhere in the dungeon, and due to his bond with Grigori the two can communicate telepathically. Grigori will be mostly truthful in relaying information to the PCs, but will add some falsehoods and unhelpful advice, such as suggesting to use snake blood for the basin puzzle earlier. This action will offend Aku’Tal, who summons monstrous snakes to kill the party.

The temple is pretty heavy with magic items for treasure, with quite a few themed around poison and snakes, such as a Staff of the Adder. Spell scrolls found here are written in Anubian, which PCs cannot read until they find and attune to one Divine Relic. Rumbold has the stats of a Noble and no weapons or armor, meaning he’s not useful in combat unless given gear, but he has double proficiency in History along with advantage on said checks related to the Anubian Empire. This makes him a useful asset for loredumping. Rumbold will tell the party that Drazul the gargoyle took several other prisoners further into the temple to be sacrificed. They’ve all since perished, but the archeologist doesn’t know that and will want to discover their fate. The PCs have the opportunity to get the benefits of a Long Rest if they bring the Staff of the Adder near a black obelisk in the room Rumbold is in. The obelisk can also accept heka amber to bestow magical benefits as detailed above.

Drazul is the first “boss” of this dungeon. He is using two heka amber gems corrupted with the blood of the living, and a Divine Relic known as the Emerald Hourglass as part of a ritual to resurrect his god. He will call upon Aku’Tal to aid him during the fight, and his prayers are answered as the room fills with giant snakes to fight at his side every two rounds. The summoning can be stopped if the heka gems are pried from the shrine or otherwise destroyed, and Drazul uses the stats of a typical gargoyle but with 85 hit points and higher mental ability scores along with some skill proficiencies. Malicia, who was exploring the dungeon via a hidden tunnel entrance, hears the sounds of battle and tells the PCs from afar via echoes to “destroy any shrine they see.” If the DM is feeling merciful, she can arrive to aid the PCs in combat, but will otherwise arrive after combat to see to the safety of the Emerald Hourglass.

Aku’Tal will soon come into the world, albeit in weakened form as a many-headed snake using hydra stats. The PCs are more than free to flee to safety (something which Malicia wishes to do, and she will retreat during combat if she gets too wounded), which grants +1 Erudition and Benevolence, but +1 Devotion if they choose to stay and fight along with the immediate benefits of a Short Rest as divine energy fills their spirits. Defeating Aku’Tal results in a spectral voice delivering a vague premonition about “the Will, forged in Aru’s arrogance, cannot be undone, and no Prophecy can delay ashes from crumbling to dust.” The PCs will then absorb fragments of Aku’Tal’s divine power, manifesting in +2 to an ability score of choice, and the next time they sleep Prophecy will give them a dream of the Wasteland magically restored to a lush paradise. This dream grants each PC a once per Long Rest ability to add a d10 to an ability check, attack roll, or saving throw.

Malicia will realize that the Emerald Hourglass is depowered, and thus has no need for it. But she offers to tell the party more about Divine Relics in general and even how to restore the Hourglass in exchange for the party telling her about who they work for, how they found the temple, and if they’ve been having any strange dreams. Being honest about the dreams will have Malicia advise them against trusting the voice and to rely on their own instincts instead.

The chapter ends once the PCs safely escort Rumbold back to Al’Kirat, at which point they will reach 4th level if using the Milestone progression. We also get a rundown of Chapter Developments detailing the fates of various NPCs. Several of them have no more role to play in the adventure path by default, but some have roles to play in future chapters and we also get writeups for what they’re doing “offscreen” while the PCs continue their adventure.

As for the Emerald Hourglass, it is currently useless, but it can be restored if the divine essence from heka amber is used to repair it. Merely placing the amber close to it is enough to start the process, and it requires 5,000 gold worth of amber to regain functionality.

Thoughts So Far: This chapter’s adventure is quite well put-together. While still linear, it allows for enough player freedom and failure in places that the plot won’t grind to a halt if the party doesn’t do things exactly as expected. There’s a good mixture of combat and non-combat challenges, and while the PCs are still the stars of the show, allied NPCs also show initiative where appropriate and can come to their aid.

Join us next time as we take a trip by airship and see the rise of the Anubian army in Chapter 4: the Grand Pyramid!
 

Ooooh. I like a lot of what I've read here. I usually mostly a homebrewer, but I wonder if I can make use of this to place across an ocean in my current setting. I like the combination of Ancient Egyptian and some Darksun tropes. But I would want to do things like making the Porcine beastfolk be the orcs.
 

Hmmm, so I was reading a little more about this on the website and there was one thing that stuck out to me and made me hesitate:

"Once the plot of the campaign kicks in, the players have just 60 days to uncover the secrets of the desert while Lord Ammu raises a monstrous army to march on Al’Kirat."

60 in-game days to go from 1st level to 11th? - that seems wrong to me - way too fast - but then again I am more interested in the setting than the adventure - do you think it would be worth getting just for the maps, locations, NPCs and lore?
 


Halh70t.png

Unlike other chapters, this one has no intended level-ups, and is designed for PCs for 4th level. It begins after the party earns a place on the Skylark, a state-of-the-art airship docked at Al'Kirat, providing them a scenic trip of 14 hours to Kunaten Keep alongside the scholar Rumbold Tomekeeper. Zaluna Al'Zara, the Sultana's niece, is also onboard, but is under heavy guard and remains cooped up for most of the trip.

After disembarking off the airship, the party's presence is registered by officials of the Seekers of the Sunken Flame,* given an overview of the town, and are assigned lodgings in the sprawling tent city outside the Keep. Most adventurers in Kirat are here, part of the upcoming expedition to the Great Pyramid. While in town, the PCs have the opportunity to meet various locals and visitors, such as Souk, who is there to evaluate the characters on behalf of Prophecy and asks them an open-ended question of which of three choices they'd accept from an angel in order to overcome a seemingly unwinnable situation. As can be expected, each choice corresponds to one of three Paths, and Souk reacts most positively to Devotion (a powerful weapon to vanquish one's enemies).

*the guild in charge of the expedition.

Another encounter involves intervening between a group of tiefling children bullying an otherwise friendly hill giant, who will attempt to forcefully move one of the kids away when he messes with her pet camel. This in turn will cause a nearby group of adventurers to violently retaliate against the giant. Nonviolently diffusing the situation at any point rewards the party with two scrolls of Scorching Ray on account that the hill giant is a valued asset to the Keep. To be fair, anybody who tries to antagonize a camel is putting themselves in danger, hill giant or no.

The caravan expedition to the Great Pyramid is "fast-forwarded," as the huge mass of adventurers and scholars have the necessary preparations, and most monsters and raiders know better than to attack such a well-armed convoy. The caravan is joined by a group of cyclops from O'grila as part of a treaty with Al'Kirat in order to improve relations between the two civilizations. The Great Pyramid itself is nearly 800 feet tall, and a small team of Seekers have already been present for weeks at the Pyramid in surveying the land outside the structure. A senior tiefling Seeker by the name of Mantell Darsk will go over a list of rules for adventurers to follow, where various parties are assigned to explore particular sections of the pyramid at particular times, along with how treasure will be split up. While these rules won't be relevant in actual game play as the dung hits the fan very early on, a sidebar of authorial intent explains that it's meant to show the professional nature of the Seekers and adventurers. But what is unprofessional is that Mantell is quite bigoted in spite of his otherwise polite demeanor, as he devalues non-tiefling party members for presumed weaknesses. For example, he'll complain about how humans needing to rely on light sources to see in the dark is a liability for adventuring parties.

Thoughts: While the chapter has a bit of a slow opening, it works as a natural falling-off point from the climactic boss battle at the end of the previous chapter, and helps set up the scope of the Great Pyramid expedition. It also provides an answer to the meta-narrative question of "what are all the other adventurers and high-level NPCs doing about this crisis?" that oftentimes plagues established settings. Well, as most of Kirat's adventurers are going to end up killed by the risen gnoll army, it better hammers home that it's up to the PCs to save the day!

Q4UjAK4.png

Part 1: Servants' Quarters takes place when the party of the PCs is assigned a section of the Pyramid to explore by the Seekers. They're accompanied by Mantell, who uses Scout stats but with tiefling racial abilities. The quarters are a 19 room dungeon crawl spread out across one floor. Part Two actually uses the same map, but rooms 20 to 30 are blocked off by a collapsed passageway filled with sand.

Throughout the dungeon are Anubian Servants, mummified gnolls who look, smell, and behave like nonintelligent undead but in fact are technically alive due to the Ankh of Life's powers. They are otherwise noncombatants as they don't fight back, and there's no need to make rolls to kill them. Mantell and other NPCs will treat them as dangerous all the same, with the tiefling advising the PCs to kill them just to be on the safe side. As for actual dangers, there are starving rust monsters, a toxic colony of spores that have overtaken a larder along with insect swarms, and a poisonous snake in a bathroom with a unique kind of venom that acts more like a disease. The poison gradually drains Dexterity over the course of days as one's skin becomes more scalelike. The author notes in yet another sidebar that the unique poisonous snake and rust monster encounters are meant to further drain the party's resources beyond hit points in order to emphasize the feeling of being overwhelmed and helpless in the following chapter.

The most significant find in this section of the pyramid is High Priest Asmara, an Anubian gnoll who unlike the other servants is capable of defending herself but is otherwise consumed with grieving. Asmara was the biological mother of Lord Ammu's firstborn, inheriting their father's divine blood and raised in secret so as to avoid his political enemies from kidnapping or killing the baby.

Also in the room is the Onyxian Jar, one of the Divine Relics. Unlike other magic items, anyone who touches it instantly attunes to it, and holds the soul of Asmara and Lord Ammu's child. The text helpfully reminds that anyone who attunes to a Divine Relic can speak Anubian, allowing them to read the hieroglyphics in the dungeon. Asmara will attack the PCs if they touch the Relic, inspect the child, or attack her. The Jar itself is pretty powerful, where it grants the attuned the ability to see souls up to 1 minute after a living creature is killed, a constant Death Ward that renews at the start of each of their turns, and can draw a visible soul into the jar (must be humanoid, dragon, or giant, and spirit monsters get a DC 20 Charisma save) but can otherwise hold only one soul at a time. A soul in the jar can be asked up to 3 questions, after which it is then judged to be Harmony or Chaos; the latter absolves the soul of oaths, contracts, and sins in life, and Chaos utterly destroys it and it ceases existing.

Souk was here earlier on orders from Prophecy, where he committed an act that will fill him with guilt and stir the first feelings of doubt as to the Sphinx's cause.

Content Warning: Child Death

Unfortunately, Souk arrived at the Great Pyramid hours before the PCs did, and committed infanticide by stabbing the baby with a Golden Spear specifically designed to absorb the divine essence of an Aru and their descendants. Asmara holds the dead child in her arms, grief-stricken.

Thoughts: This dungeon crawl is much lighter on combat than prior chapters, although this is by design as Part 2 is where things get a lot hairier. Part 1 serves as more of an "exploration by exposition," which thematically works quite well.

TSBRmbx.png

Part 2: the Great Awakening takes place once the PCs explored their fill of this portion of the dungeon, at which point Mantell suggests regrouping to a defensible position to look over their loot (he suggests the baths in Room 19) and assign the portion paid to the Seekers. After a Short Rest, an earthquake strikes, causing the entrance to collapse in a cave-in and the sand-filled passageway to drain. Every dead creature in the Pyramid is affected by a Raise Dead spell regardless of how long they were deceased, this process known as the Great Awakening which is part of the Ankh of Life's power. The Anubians have portions of their body regenerated, but only the "vital" parts which still makes them look like living zombies as their organs are working but skin and muscle remain emaciated and with holes in places. The Ankh of Life cannot resurrect an Aru or any of their descendants, and it won't resurrect insects in order to not replenish the Darakni's numbers.

While the Servants remain confused noncombatants, the many other gnolls beneath the pyramid are more than capable of fighting, who will begin spreading across the lower levels and killing anyone in their path. The PCs will hear screams and pitched sounds of battle when near a privy, as they're connected to the (unmapped and undetailed) lower levels. The PCs will encounter the bodies of dead adventurers as they explore, which contain useful gear such as a cleric with a Pearl of Power and +1 shield or a wizard with a spellbook of 1st and 2nd level spells. A human bard by the name of Melusine, who could've been encountered by the party earlier on in Kunaten Keep, is the first survivor the PCs come across. She is grievously wounded by a spear lodged in her stomach, which reduces her speed and requires a Medicine check to safely remove without causing further spinal damage and rendering her unable to walk at all.

Mantell will realize that things are even worse than usual, as Anubians encountered in prior expeditions never displayed advanced tactics or weapon usage. Such gnolls will be coming up the stairs and holes in two different rooms every other round, and for game purposes are effectively infinite in number. The adventure does suggest removing gnolls from one room out of initiative if it's too much for the DM to manage. Complicating matters is that a piece of weakened floor will collapse and trap Mantell's leg, forcing the PCs either to free him or leave him behind. The only way out is via a balcony in the northwest section of the dungeon, which overlooks a great waterfall plunging to a river far below. This exit will be revealed after a random (1d4+1) amount of rounds at the start of the "Last Stand" encounter. Said encounter occurs in the large room adjacent to the balcony, where a huge rift forms and five adventurers (none of them are casters, they use Scout and Thug/Tough stat blocks) are fighting off a wave of gnolls.

PCs who fall in battle will not result in a TPK. Lord Ammu will eventually appear if the PCs continue to hold the line, appearing with a rather grand entrance as the gnolls bow in his presence, glowing Ankh of Life in hand, as he casts Harm on the adventurers until all are fallen. They will be stabilized and captured alive by the gnolls, which causes Chapter 5 to start differently than if they escaped. The Onyxian Jar will also be taken out of their inventory, and it will then be attuned to Asmara who has since been resurrected.

The awakening of the Anubians has drastic consequences for Kirat, to say the least. It's one thing to reawaken to what may as well be foreign tomb-robbers picking over your home. It's another to discover that one of those tomb-robbers may very well be guilty of killing the legitimate heir to your Empire. This will cause Lord Ammu to pretty much declare war on the civilization of Al'Kirat. As for O'grila, its territory is viewed as holy by the Anubians, who seek to "liberate" it from the hands of the orcs and giants living there. Anubians from all across the continent will begin to converge on the region of Kirat, soon totalling around 100,000 soldiers. Half of these Anubians (50,000) will invade O'grila, which will be conquered in two weeks and only a minority of local population centers continue to resist. 10,000 Anubians will prepare to advance on Al'Kirat. The book doesn't say what happens or is expected of the remaining 40,000; presumably they're a variable factor for the DM.

Any PC who is attuned to the Onyxian Jar and escaped with it, will earn Lord Ammu's special enmity. He will believe the holder of the Onyxian Jar to be the one who murdered his child.

Last but not least, If either Mantell or Melodyne survived, PCs will get the opportunity to earn potential rewards later on. A surviving Mantell will use his connections among the Seekers of the Sunken Flame to reward the PCs with 500 gold pieces each, and he'll be a recruitable NPC ally for the siege of Al'Kirat at the campaign's climax. As for Melodyne, she will tell the PCs to leave her behind during Chapter 5, as her wounds (which manifest as 1 level of exhaustion) cannot be restored save by Greater Restoration or a month of bed rest. They can still opt to help her regardless. The PCs can learn about her husband Narian during conversation, who is afflicted with a cancerous, genetic affliction. It can only be healed by a Wish spell, a diabolical contract, or Gulnar's Flower, the last of which is a unique restorative treasure detailed later on in this book. He will be indebted to the PCs if they heal him, where he becomes a recruitable NPC ally for the siege just like Mantell.

Thoughts: I tend not to be a fan of explicit railroading. While the cave-in is meant to prevent the PCs from leaving the way that they came, I can see some gaming groups attempting to leave the pyramid and divide their earnings rather than doing so at a defensible area as per Mantell's advice. As for the "effective infinite enemies forcing a retreat," I'm also not a fan of that, although it is blunted a bit in that PCs will be captured rather than killed. In such a case, the party's stubbornness or unluckiness brings with it penalties in the form of starting the following Chapter without their gear and in a weakened state. I do like how PCs who take risks ensuring the survival of allies will pay off for them down the line, either via material rewards or more forces in the final chapter. I also appreciate how the end of the chapter goes over the brief geopolitical ramifications of the Anubian's mass revival.

As for Souk's crime, this is quite the inversion of the otherwise helpful prophecy-giver in countless fantasy stories and RPGs, as technically this makes Prophecy responsible for the ensuing war in the rest of Sands of Doom. The adventure does acknowledge the very real possibility of the PCs turning on her and Souk, particularly if/when they find out the latter's role in things. However, it does bring to question why Prophecy wants to cause this war; while the book does sort of answer this in regards to the possible endings for this adventure path, Prophecy motivations are not made that much clearer than the fact she wants to wipe out the Aru's influence for whatever reason.

Thoughts So Far: Overall I like this chapter. The dungeon crawl has a good build-up, the atmosphere works well in informing the players of the enormity of the situation, there are opportunities with potential payouts for saving allies or leaving them to their fates. I have noticed that a lot of these chapters so far involve quite a bit of NPC companions, but their stats are usually such that they don't render the rest of the characters obsolete and are more a helpful addition than a case of Main Character Syndrome that plagues so many DMPCs.

Another thing to note is that this module contains Content Warnings for various subject matters that can be triggering to people. It's listed at the beginning of the book, and is overall accurate. However, Sands of Doom does drop the ball later on in Chapter 7 which is well…full of that kind of material to the point that removing and changing it will result in a lot of work for the DM, as well as not being accurately described at said beginning of the book. The death of Lord Ammu's child, while being a rather important impetus for the rest of the campaign, is more easily changeable by aging them up to adulthood should that be an issue for one or more players.

Join us next time as we see how the PCs get out of this sticky situation in Chapter 5: Alone and Afraid!
 
Last edited:

Hmmm, so I was reading a little more about this on the website and there was one thing that stuck out to me and made me hesitate:

"Once the plot of the campaign kicks in, the players have just 60 days to uncover the secrets of the desert while Lord Ammu raises a monstrous army to march on Al’Kirat."

60 in-game days to go from 1st level to 11th? - that seems wrong to me - way too fast - but then again I am more interested in the setting than the adventure - do you think it would be worth getting just for the maps, locations, NPCs and lore?

The timeline only "begins" a countdown of days during Chapter 5, and that's only if using the experience point-based progression. If using milestone leveling, the Anubian army's advancement instead occurs at the Speed of Plot, or at certain experience levels.

The artwork is pretty high quality, but as so much of this setting ties in with the adventure at hand, I cannot recommend it unless you plan on running the campaign.
 

zicpomI.png

This chapter begins in one of two ways, but one thing that happens regardless of outcome is the massacre of Kunaten Keep's inhabitants by the Anubians. The PCs are intended to reach 5th level at the end of this chapter.

The PCs receive the benefits of a Long Rest at the beginning of this chapter, even if they were captured. PCs who managed to escape will awaken at the banks of a river, with a number of crocodiles equal to PCs in the party that immediately menace them. Kunaten Keep is 2 days away, and it is the intended area for the PCs to visit. While the river has an ample supply of water, such a resource is scarce in the Great Wasteland and can only be found at Oases.

Captured PCs will be crucified to crosses outside Kunaten Keep, along with any surviving NPC allies. Each character is restrained and incapacitated, and will be left there for 3 days. A sidebar suggests having them buried up to their necks in sand if one or more players would object to crucifixion out-of-game for religious reasons.

If the PCs are unable to escape on their own, Malicia will be picking over the ruins of the Keep to drink the blood of the dead. Knowing that the party is made up of capable sorts, she offers to free and feed them with foraged food and drink, provided that they share what they saw within the Great Pyramid, provide any information they have on the resurrected Anubians, and what happened to the Emerald Hourglass. PCs who have at least 3 points on the Path of Erudition will result in Malicia being more forthcoming, where she admits that she knows the PCs have been having strange dreams. She will suggest that they continue following the voice's instructions so as to better uncover the mysterious figure's motivations and identity. Malicia will then tell the party the location of her lair before departing, should they need to meet her in the future.

Kunaten Keep is in ruins, with hundreds of Anubians camped in and around it, with soldiers outside traveling in groups of 3 to 5. PCs can scavenge for loot via Stealth checks, mostly consisting of mundane equipment. There is a +1 Rod of the Pact Keeper as a unique treasure which can cast Shatter twice, but is broken and must be repaired first. There's also small springs of water near the Keep, and the PCs can find the hill giant's pet camel from the prior chapter. If they know the camel's name (Squirp) and/or aided her caretaker against the bullying children, they can automatically succeed the Animal Handling check to calm her down. The Keep itself isn't detailed on account that the adventure notes that the opposition will be overwhelming, and that PCs should be cautioned by the DM of such risks.

The only other survivor is Rumbold Tomekeeper, who was taken prisoner due to his limited fluency in Anubian and who Lord Ammu is using to learn about the current events and kingdoms in the world at large. Rumbold, as well as important equipment taken from captured PCs per DM discretion, is part of a traveling patrol of gnolls doing a supply run outside the Keep. If the party fails to save Rumbold, he will be eventually executed. If Rumbold is rescued, he can tell the PCs that the Skylark managed to escape before the gnolls could reach it, but archers punctured the balloon which caused it to crashland somewhere in the desert. He can also tell the party that the gnolls may look undead, but are technically alive.

A Journey Onto Death details the journey from Kunaten Keep back to Al'Kirat. While the PCs might decide to go elsewhere, there are precious few places they can go to in their current state: the east is even more inhospitable wasteland full of xenophobic centaur tribes, the north is dominated by a mountain range filled with vicious dragons, and to the south the border of O'grila is a war zone. This section outlines a variety of skill challenges and random encounters playing up desperate survival. The former details hunting and foraging, with the outcome of Nature or Survival checks determining the quality of the food. Poor quality food grants sustenance but imposes the Poisoned condition, and several encounters are with animals who can fight back.

The survival-based mechanics can be surprisingly detailed in places. There's even write-ups for kindling and what common Player's Handbook equipment contains flammable materials. There's even a Nature check for extracting water from quicksand, and how long it takes to get enough for one creature to drink: 4 hours!

As for the random encounters, they individually aren't meant to be tough fights, veering more towards roleplay and easier fights to play up the slow attrition of resources. Around half of them are mundane dangers such as hyenas trailing the party or sandstorms that can blow away tents and put out fires. But two particularly deadly encounters include a single roaming mummy who can afflict characters with mummy rot (a sidebar talks about how dangerous this encounter can be and to remind PCs that death is inevitable if they cannot cure it), and a manticore who attempts to shake down the PCs for metal items.* While this is technically extortion, the manticore is willing to scout for the PCs or help them hunt for food if given enough metal and a Charisma skill check is passed.

*Manticores in Mr. Rhexx's homebrew setting eat metal, just like rust monsters.

Thoughts: Journey Onto Death has a surprising amount of detail for exploration aspects that would be highly situational in most campaigns. However, I feel that it can result in some false advertising for the eventual Supply system later on, as such methods aren't the default for the adventure path as a whole. It does feel more appropriate for PCs who end up effectively stranded and don't have enough Supplies and pack animals in the middle of the Wasteland, which may be the intent. I like how the chapter has some relative openness to what would ordinarily be made into a railroad in other published campaigns. For instance, the beginning is different depending on whether the PCs escaped or were captured, and in the case of both results ends up with a surprising "split the party" beginning which can honestly be quite risky.

While I can understand why Kunaten Keep isn't detailed, I can still see some canny PCs trying to find out what's going on inside. The book notes that divination magic cannot work on the Keep at this time (Vizier Rashid confirms this later on via communication with the Skylark survivors), but there are still other ways PCs might try to gather information or sneak things out of there. Like a warlock using an imp familiar to scout the place out as a rather low-risk method.

jK3EbIK.png

Fall of the Skylark takes place three days after the party's departure from Kunaten Keep, and as such it doesn't have a specific place on the map. The airship crashed among the sand dunes, which helped soften the blow but the vehicle is still broken and in no condition to travel. A magical item known as a Power Stone normally serves as the means to power the airship, but can also ward away the foul influence of the Will of the Sands and thus the surrounding area counts as an Oasis. The survivors of the Skylark include the ship captain and talented sorcerer Alacrity, Zaluna Al'Zara, various soldiers and bodyguards, and noncombatant laborers. Alacrity has been in daily contact with Vizier Rashid via Sending spells, but Al'Kirat cannot provide any support besides some scouts who have their hands full combing the Wastes for their location. And Rashid doesn't want to teleport there, due to fear of the Will of the Sands sabotaging his spells.

The crashed Skylark serves as a temporary reprieve for PCs, supplying them with food and rest while Zaluna can cast minor healing magic. However, the Anubians are searching the area for the airship and its survivors, and have hired some manticores to help scout them out. The Skylark will be fixed in two days by the time the PCs arrive, but its process can be sped up by recharging the Power Stone. This can be done via 300 gold pieces' worth of Heka amber, or the funeral wrappings of a mummy. In the latter case, PCs can hunt for such an undead via a skill challenge, and whose ultimate result determines the difficulty of the encounter. The best result is 4 mummies, with normal and bad results causing weaker undead to join the fight in successive rounds.

Before the Skylark is ready to sail, the PCs will be given another dream by Prophecy, who warns them that a warband of Anubians is approaching the airship and will be there in 4 hours. She will show them visions of the PCs helping fend off the gnolls, and them later traveling with Zaluna through the nearby mountains. Prophecy will tell the party to convince the survivors to stay instead of departing immediately, and that once the gnolls are fended off, for the party to come see her within the nearby mountain range. If the Skylark departs immediately before the Anubians arrive, it can make the trip back to Al'Kirat but will suffer irreversible damage and be unusable for the rest of the campaign. The survivors wish to get flying as soon as possible, so the PCs must convince them to stay and fight. If this is done, the Skylark will be further repaired and thus not break down after its trip, but puts them at risk of a gnoll siege. Zaluna is willing to accompany the PCs should they ask her to, but will be adamant about letting the Skylark's crew depart immediately. She will still accompany the PCs if they convince the crew to stay and fight, although she will be resentful of them for doing this.

As for why Prophecy wants the PCs and Skylark survivors to stay and risk their necks…well, it's just to test the party's loyalty and nothing more, to see if they are willing to follow her orders no matter how counterintuitive and dangerous they might be. Following her orders grants 2 points of Devotion; 2 points of Benevolcne by defying her orders by getting the Skylark into the air ASAP, but choosing to stay behind and find Prophecy on their own; or 2 points of Erudition if they choose to leave on the Skylark, go immediately to Malicia's lair, or any other such deviation.

Should the PCs convince the crew to defend the Skylark in order to make further repairs, this combat plays out in successive waves against multiple Anubians: 23 in total plus 1 manticore. The PCs are aided by NPC allies, ballistae siege weapons, makeshift barricades, and an emergency stash of potions. Alacrity uses the stats of a Mage NPC from the Monster Manual but with some magic items, Squeak uses Knight stats and has the Lucky feat (and who in spite of his combat experience and gear is actually a coward and will flee at the earliest opportunity), while the nameless allied NPCs use unique minimalist stat blocks. For such characters, they do have individual hit points and Armor Class, but don't roll initiative, take actions, and make ability checks with no modifiers. But at the end of every round they deal automatic damage to a small AoE of enemies. They are split into Fighters (melee combatants who deal damage to adjacent foes), Archers (deal damage to foes within 80 feet and line of sight), and Sorcerers (as archers, but higher range and damage and their damage type is fire). The Anubians individually have just a few platinum pieces as loot, but the stronger ones have more valuable treasure such as Heka amber and a Mage of Disruption.

One thing I should note is that Anubian warriors in this adventure path make use of 6 different stat blocks, with 3 of those being generic types of Soldier, Spellcaster, and Elite. Each of those types has 3-4 further special subdivisions such as Ironclad (heavy spiked armor and shield) or Enchanter (specializes in debuff mind-affecting spells) which provide minor modifications to equipment, known spells, and even a special ability or two. This cuts down on space and makes it easier to reuse stat blocks while keeping them feeling sufficiently different in tactics.

Thoughts: Given that Prophecy shows the party two visions that will be mutually exclusive in practice , Zaluna's apparent ultimatum thus throws the predictions a potential curveball. It also imposes a dilemma upon the PCs; most heroic and "discretion over valor" groups would ideally want to get the Skylark up and running to ensure the survivors leave immediately, but the curiosity as to their dream-based benefactor (and possibly Malicia's advice should they be on the Path of Erudition) can make some convincing points to try otherwise. I do feel that the "workable airship" can help sway players more towards the latter choice, given its readily-apparent utility.

I do like the minimalist stat blocks for the nameless Kirati allies, and also the specialty subdivisions for generic Anubian opponents. These two together can help streamline an otherwise complicated siege.

2kQiCUk.png

Meeting a Sphinx is the final part of this adventure, where the PCs venture through the Southspire Mountains to finally meet their mysterious dream-visitor. Prophecy's lair is the Temple of Time, an otherwise abandoned but expansive and magnificent building carved into the mountain's stony foundations. It is home to an orrery that can be used by the Sphinx to peer into the past by transforming the surrounding Temple into an appropriate time and place. She can use the Temple to travel the world, although this last power is mentioned as being "beyond the scope of this adventure."

The PCs and Zaluna don't need to know where to look, for Souk is expecting them and will be watching them from afar. He will lead the party to the Temple, telling any questioners to save their inquiries for the eventual meeting. Prophecy herself appears to the party in her natural gynosphinx form, and will tell the PCs that Lord Ammu plans to besiege the City of Al'Kirat. In 30 days his army will begin the march west, and 30 days after that will reach the city. She further explains that although the future can be changed, being too open with all of the consequences risks swaying people one way or another. This in turn can spawn even more possibilities and effectively render her blind to the outcomes. If the PCs ask what her angle is or her true nature, the most she will say is that she was an Aru once, and that they are both aligned in wanting to stop Lord Ammu and the rise of the Anubian Empire. If the PCs have the Onyxian Jar and it still contains the soul of Lord Ammu's child, Prophecy will ask for it, feigning sympathy for the infant as she presents a special phylactery to transfer its soul out the Jar and thus let the PCs make use of the Jar to absorb other souls without endangering the infant's. This is not an explicit order, for she will otherwise leave it up to the party whether to entrust the Divine Child's soul to her or not.

Prophecy will then test the characters once more, with a two-part game of riddles. The first part is she presents a riddle to solve, and the second for the party to present her a riddle that she is able to solve. PCs cannot answer individually, and must present an answer/riddle as a group.

Six brothers gathered in one shared address,
The first read poems to ease his stress.
The second focused on his game of chess,
The third carved runes with great finesse.
The fourth tended plants with a soft caress,
The fifth mended their mother's fine silk dress.
But what did the sixth brother do,
As they gathered all, in plain view?

The answer to this riddle is that the sixth brother is playing chess with the second brother, for chess is always played with 2 players.

The second part of the test is actually a trick: the wording of the challenge is that Prophecy "must be able to solve" it, meaning that if they actually stump her or she gives the wrong answer, the PCs will fail the test. Prophecy will thus choose an incorrect answer on purpose, and if she knows the right answer she'll give a "technically correct" response. In order for the PCs to win, they must declare that her answer is correct, no matter what she says.

The PC's decisions for the fate of the Divine Child's soul, along with how they resolved each of the two parts in the mutual game of riddles, grants them points in one of the 3 Paths. This is the final time these points are used in the campaign, and the results are totaled to see which Path of Fate they are set on for the rest of the adventure. In the event of the tie, the DM chooses based on what Prophecy in-character believes the party leans more towards. Each Path determines which of the 3 NPC allies is fated to help them, along with unlocking unique quests.

If the PCs are on the Path of Devotion, Prophecy will grant them a blessing of fate which is the same as the "+1d10 to a D20 roll once per long rest" ability from defeating Aku'Tal. If the PCs already have it, they can now use it twice per long rest. Prophecy will also be the most helpful on this Path in dispensing advice and warnings: they can contact her in their dreams once per night to ask one question as a group about a goal, event, or action within the next 7 days. She will also tell them the location of the Divine Relics to give them some immediate adventure hooks, too. Lastly, the sphinx grants them full use of her Temple's astrolabe. The two unique Quests are given by Prophecy: the first is to slay the black dragon Malicia. The second only occurs during the Siege of Al'Kirat, where she grants the PCs the use of the Golden Spear (Souk will voluntarily unattune to it), which she intends to be used to shatter the Ankh of Life and absorb all of Lord Ammu's divine essence into it.

If the PCs are on the Path of Benevolence, Prophecy will still share with them the location of the Divine Relics. She also will share with them the method to restore the Divine Child back to life as well as how to weaken Lord Ammu: the body, the soul, and the divine essence must be collected, and any Aru can use their godly power to bring the child back to life. Prophecy and Souk will do their best to keep the PCs in the dark as to the location of the divine essence (it's in Souk's Golden Spear), and will only reveal it once it's time. The soul is in the Onyxian Jar or the River of Souls in the Duaat, while the body is held by Asmara and thus within Kunaten Keep, unless the PCs decide to carry it with them for whatever reason. In which case they very well might have the ability to resurrect the Divine Child right then and there. If Prophecy suspects that the PCs will turn against her when finding out her role in infanticide, she will not perform the rite herself, instead directing them to Anamnesis (another Aru in this adventure path) to revive the Divine Child.

The second method, of weakening Lord Ammu, is the Rite of the Solar Throne, which will transfer the Ankh of Life's power to another legitimate heir to Pharaohdom, in this case the Divine Child. This will remove Ammu's invincibility and let him be truly slain. Prophecy will not reveal how to learn the Rite until the "time is right," which is when the PCs reach 7th level. At this point, she will reveal to them the location of the Roaming Treasury of Sekhmet, a dungeon crawl later in this book which is basically the Cave of Wonders from Disney's Aladdin.

However, Prophecy will be less trusting of PCs on the Path of Benevolence, and will not let them return to the Temple of Time until they have everything necessary to revive the Divine Child (or direct them to the other Aru as above), for she suspects that they may turn against her should they learn the truth. As compensation, the party's more valiant nature will endear them to various allied NPCs of Al'Kirat, particularly Zaluna Al'Zara and the Sultana.

If the PCs are on the Path of Erudition, then Prophecy will say that they failed her test and thus aren't the fated heroes she expected. She will banish them from the Temple with a warning to never return. She will not reveal to them the location of the Divine Relics, instead forcing the party to rely on their own talents and the aid of Malicia to uncover their locations. Prophecy will also send them nightmares to try and sway the party from allying with Malicia.

As for Malicia, she will see the PCs as allies and be more willing to partner with them throughout the adventure. The two Quests for this Path are both given by the black dragon: to help her find a lamp bearing an imprisoned genie in the Roaming Treasury (also given at 7th level), and to use two Wish spells: the first to unattune Lord Ammu from the Ankh of Life after his death, and the second to eliminate the corruption plaguing him.

Thoughts: The initial riddles are clever, particularly the second test, given that most media portrayals of sphinxes have them exclusively as the challenger and the protagonists as the challenged. This echoes of Bilbo and Gollum's dueling riddles scene in the Hobbit, and I wonder if the author was drawing upon this for inspiration.

I also like the unique benefits and Quests for each of the three Paths, along with how each can potentially end the campaign in a different way. Devotion is much more mystical in a classic folkloric way, of heroes directed and chosen more by cosmic forces. Benevolence feels the most classically heroic in the vein of modern RPGs, where the PCs are motivated more by saving the day and helping others, where their benefits are less mystical and instead more social in the form of personal connections. Erudition is a bit of a wild card, and while said path is thus the most flexible, having the party's primary ally be an evil-aligned black dragon may cause some players to resist accepting her aid.

Chapter 5 ends in three sections. The first is the Search for the Divine Relics, a brief write-up of the 11 unique magic items bearing the power of the Aru and where they can be found. Their full abilities are provided in an Appendix in the back of this book. The second section is Slaying the Sphinx, an optional post-campaign boss battle for PCs who wish to kill Prophecy, which is only recommended at 11th level. In addition to Prophecy being a very strong opponent all her own, she may have the aid of Souk, and also has four bound genies (one of each type) and will use one wish from each of them (maximum of 3) to buff herself in combat and debuff the party. Defeating Prophecy kills her for real, as her divine energy merges with the PCs and grants them +2 to an ability score of choice provided that said score is not their highest or lowest. The third section, Closing the Chapter, details the potential fates of the NPCs who appeared in this chapter, whether or not the Skylark can ever be repaired (it will be skyworthy on the 45th day if it can, and PCs can use it for their own purposes if on the Path of Benevolence), and likely hooks for pointing the PCs in a particular direction post-chapter now that the adventure path is entering full sandbox mode.

Thoughts So Far: I went into detail on my thoughts on this chapter by their respective sections, but overall I think that it has some potential albeit with some potential curveballs. These curveballs are namely how Journey Unto Death's potential false advertising for how the future Supplies sub-system works; acknowledging that PCs may be able to find ways into Kunaten Keep proper despite their weakened status; and how Malicia as an NPC ally can be a harder sell when compared to the other two Paths. I do like how the adventure path doesn't fall apart if the PCs end up circumventing things. For example, getting the Skylark to leave early can outright avoid the Anubian siege, while PCs who have both the Divine Child's corpse and soul at this point in the campaign can resurrect them early, but they'll still need to find the other Divine Relics and level up before they can personally face Lord Ammu.

Join us next time as we open up the sandbox aspect of Sands of Doom in Chapter 6: Exploring the Wasteland!
 

Remove ads

Top