TEXT:  
   Stan Shinn
  For Character Levels 5-8
  Classic Modules Today
  A D&D 5th Edition Conversion of the Early Edition Adventure Module
  Classic Adventure
  Module Conversion
  I3-5
  Desert of 
  Desolation
  
  I3-5 
  Desert 
  of 
  Desolation
  Conversion Guide
  Introduction: In 1987, TSR published the supermodule named “Desert of Desolation” with the
  module code “I3-5”. It was a compilation and expansion of the original three modules;
  Pharaoh, Oasis 
  of 
  the 
  White 
  Palm, and Lost 
  Tomb 
  of 
  Martek. The original material was
  written by Tracy Hickman, Laura Hickman, and Philip Meyers, and expanded by Peter Rice
  and William John Wheeler. It was illustrated by Jim Holloway, Keith Parkinson, and Harry
  Quinn.  It consisted of a 128 page book, poster size wilderness map, and small map booklet.
  This conversion guide allows DMs to run the original module with 5
  th Edition rules and
  provides a reference sheet for encounters.
  A campaign adventure for five or six 5th– 8th level characters
  STAN SHINN
  DUNGEONS & DRAGONS,
   D&D, Wizards of the Coast,
   Forgotten Realms,
   the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are 
  trademarks of Wizards of the Coast in the USA and other countries.
   
  This work contains material that is copyright Wizards of the Coast and/or other authors.
   Such material is used with permission under the Community Content Agreement for 
  Dungeon Masters Guild.
   
  Stan Shinn
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   I3-5 DESERT DESOLATION CONVERSION GUIDE1
  
  Table 
  of 
  Contents
  Introduction................................................................................................................................................................................................................................3
  Reference Sheet..........................................................................................................................................................................................................................3
  Adventure Summary...............................................................................................................................................................................................................3
  Converting to the Realms.......................................................................................................................................................................................................4
  GM Notes......................................................................................................................................................................................................................................4
  Visuals............................................................................................................................................................................................................................................4
  Chapters 3 and 4........................................................................................................................................................................................................................4
  Chapter 5: Northknife Pass....................................................................................................................................................................................................4
  Chapter 6: Desert of Desolation...........................................................................................................................................................................................5
  Chapter 7: Sunken City of Pazar..........................................................................................................................................................................................5
  Chapter 8: Pyramid of Amun-Re.........................................................................................................................................................................................6
  Chapter 9: Oasis of the White Palm...................................................................................................................................................................................8
  Chapter 10: Temple of Set....................................................................................................................................................................................................10
  Chapter 11: Crypt of Badr Al-Mosak.................................................................................................................................................................................12
  Chapter 12: Lost City of Phoenix........................................................................................................................................................................................13
  Chapter 13: Skysea / Medinat Muskawoon...................................................................................................................................................................13
  Chapter 14: Citadel of Martek.............................................................................................................................................................................................15
  Special Creatures.....................................................................................................................................................................................................................18
  Special Items.............................................................................................................................................................................................................................25
  Reference Sheet: Chapters 3 and 4...................................................................................................................................................................................26
  Reference Sheet: Chapter 5: Northknife Pass..............................................................................................................................................................26
  Reference Sheet: Chapter 6: Desert of Desolation....................................................................................................................................................26
  Reference Sheet: Chapter 7: Sunken City of Pazar...................................................................................................................................................26
  Reference Sheet: Chapter 8: Pyramid of Amun-Re...................................................................................................................................................27
  Reference Sheet: Chapter 9: Oasis of the White Palm.............................................................................................................................................28
  Reference Sheet: Chapter 10: Temple of Set.................................................................................................................................................................29
  Reference Sheet: Chapter 11: Crypt of Badr Al-Mosak.............................................................................................................................................29
  Reference Sheet: Chapter 12: Lost City of Phoenix...................................................................................................................................................30
  Reference Sheet: Chapter 13: Skysea / Medinat Muskawoon..............................................................................................................................30
  Reference Sheet: Chapter 14: Citadel of Martek.........................................................................................................................................................31
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   I3-5 DESERT DESOLATION CONVERSION GUIDE2
  
  I3-5: Desert of Desolation
  Introduction
  To use this conversion guide you will need a copy of “I3-5 
  Desert of Desolation”, originally available in hard-copy and 
  now for sale in Digital format at www.dndclassics.com. 
  This document gives DMs advice to convert the module 
  to the latest 5
  th Edition rules and guidance on preparing the 
  adventure. A list of random encounters and a summary of 
  the oasis factions provide a quick in-game reference. Most 
  creatures refer to stat blocks in the D&D 5e Monster Manual.
  A few creatures have full stat blocks in the Special Creatures 
  section at the end of this conversion guide. 
  Page listings may refer to abbreviations: MM (Monster 
  Manual), CR (Challenge rating), and DMG (Dungeon Master 
  Guide).  All other page number refer to the locations in the 
  original '
  Desert of Desolation'
   module. Key text is in bold for 
  easy scanning. Magic items are noted in italics.
  Find more information about this and other early edition
  conversions at www.classicmodulestoday.
   
   com.
  Reference Sheet
  For convenience, there is a Reference Sheet at the end of this 
  document which summarizes the key information you'
  ll 
  need during the game onto one concise sheet. You can print 
  this onto a single, double-sided page (perhaps on colored 
  cardstock) as a handy tool that you can use alongside a hard 
  copy of the module. After reading this document, all you'
  ll 
  need to run the game is the original module, the Monster 
  Manual,  the Reference Sheet, and optionally any notes or 
  visuals you'
  ve prepared.
  Adventure Summary
  When a deadly storm forces the adventurers to hole up in a 
  cave, they find themselves trapped in the cave, and greatly 
  outnumbered, by the resident trolls returning to their home. 
  Their only escape is a set of magic cubes that teleport them 
  away, but not exactly to safety.
  The adventurers find themselves thousands of miles 
  south in the home of Aman Al-Raqib, a scholar and creator 
  of the cubes. He explains how he was looking for people to 
  undertake a quest to save the people of the desert from a 
  great evil prophesied long ago. The arrival of the adventurers
  on the exact day foretold is enough for Aman to declare 
  them the heroes of the prophecy of Martek.
  Whether they wish or not, the adventurers find 
  themselves heading into the desert after being outfitted with
  mounts and provisions, Their journey will take them to a 
  ruined city where they unwittingly release the great evil, to 
  the theft proof tomb of a long dead pharaoh whose spirit 
  implores them to plunder it, to an oasis full of plots and 
  intrigue, to a mysterious place where the earth becomes the 
  sky, and finally into the tomb of the great mage Martek in a 
  final attempt to fulfill the prophecy and free the desert from 
  the evil that blights it.
  Converting to the Realms
  The Desert of Desolation campaign adventure is already set 
  in the Forgotten Realms, It is located in the far southeast of 
  Faerûn, in the area known as the Raurin desert. The 
  adventurers can start from anywhere in the Realms 
  however, as the first part of the campaign is set up to get 
  them there
  The Forgotten Realms wiki has a high resolution map of 
  Faerûn here that can help you find the location.
  Please note that the map shown at the above web address
  has an error. The spot marked "Tomb 
  of 
  Amun-Re" is 
  actually the location of the "Crypt 
  of 
  Badr 
  Al-Mosak".
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   I3-5 DESERT DESOLATION CONVERSION GUIDE3
  
  GM Notes
  Special rules and tactics to brush up on prior to the game:
  •
  Each 
  part of this conversion is broken up into chapters 
  that directly correspond to the chapters in the campaign 
  book. The reference 
  sheets are organized likewise so you
  have the information at hand when running the game.
  •
  Leverage Conversation Reaction 
  table 
  (DMG 
  245) for 
  NPC reactions.
  •
  The characters will be provided with two 
  weeks of food 
  and four 
  days 
  of 
  water 
  for 
  themselves 
  and 
  their 
  mounts. They are also given a choice of a camel or horse
  as a mount. If the water runs out, the characters must 
  spend time foraging or use spells to make water, or they 
  face dehydration.
  •
  Use the Fatigue 
  rules if the characters travel more than 
  ten 
  hours a day or have nothing to eat or drink. Use the 
  rules for their mounts if they don'
  t feed or water them!
  •
  Be familiar with the rules for Extreme 
  Heat, Foraging, 
  and Becoming 
  Lost (DMG 
  110-112).
  •
  Know how to use perception 
  rules for traps, secret 
  doors, and stealthed 
  creatures.
  •
  Determine spell 
  tactics for spell casters.
  •
  The ancient 
  runes 
  and 
  hieroglyphs inscribed 
  throughout the desert can be interpreted with a 
  successful DC 
  12 Intelligence 
  (Investigation) check if 
  the players don'
  t wish to use the rune system.
  Visuals
  Suggested visuals to create:
  •
  Copy or sketch the various player 
  maps 
  •
  Make some handouts of rumors, information, and bits 
  of gossip to be handed to players as they find or learn 
  them from talking to people.
  •
  Copy or sketch various special handouts, like the amulet 
  and palm sign in the oasis.
  Chapters 3 and 4
  Planned Encounters
  Troll Cave
  2. 
  Troll 
  Cave. Troll (1).
  5. 
  Return 
  of 
  the 
  Natives. Trolls (10).
  Brallizzar
  While the characters shouldn'
  t get into any fights in 
  Brallizzar, stats are provided in case your players are so 
  inclined.
  2. 
  Inn 
  of 
  the 
  Golden 
  Palm. Tekuna Chand.
  3. 
  Home 
  of 
  Aman 
  Al-Raqib. Aman Al-Raqib, Fuigarm, site of 
  Special Encounter A: Meeting the Wizard.
  4. 
  The 
  Raj. Alham Pasha Burak, Airlancers (15), Lancers (15).
  6. 
  Swayback 
  Camel. Muthi Pashtral.
  7. 
  The 
  House 
  of 
  Mirth. Tasha Lal.
  Monsters
  1. Airlancer (veteran, armed with lance, mounted on 
  pegasus, MM 350, CR 3, 700 XP)
  2. Alham 
  Pasha 
  Burak (noble, MM 348, CR 1/8, 25 XP)
  3. Aman 
  Al-Raqib (archmage, MM 342, CR 12, 8400 XP)
  4. Fuigarm (gladiator, MM 346, CR 5, 1800 XP)
  5. Lancer (thug, armed with lance, mounted on riding 
  horse, MM 350, CR 1/2, 100 XP)
  6. Muthi 
  Pashtral (thug, MM 350, CR 1/2, 100 XP)
  7. Pegasus (MM 250, CR 2, 450 XP)
  8. Riding 
  Horse (MM 336, CR 1/4, 50 XP)
  9. Tasha 
  Lal (spy, MM 349, CR 1, 200 XP)
  10.Tekuna 
  Chand (assassin, MM 343, CR 8, 3900 XP)
  11.Troll (MM 291, CR 5, 1800 XP)
  Chapter 5: Northknife Pass
  Random Encounters
  Roll 
  1d12
  1
  2-3
  4
  5
  6-7
  Bugbears (8)
  Wolves (12)
  Yeti (3)
  Travelers (15)
  Giant Goats (4)
  8
  9
  10
  11
  12
  Worgs (8)
  Hill Giant (1)
  Mountain Lion (1)
  Brown Bear (1)
  Mounted Bandits (8)
  Planned Encounters
  2. 
  Sweepaway 
  Ford. 
  Characters trying to cross the rocks 
  must succeed at a DC 13 Dexterity (Acrobatics) check; on a 
  failure they fall into the stream. Characters falling into the 
  stream take 3 (1d6) cold damage and 3 (1d6) bludgeoning 
  damage at the beginning of their turn. Getting out of the 
  stream requires a successful DC 14 Strength (Athletics) 
  check. Riding animals cross the stream without needing a 
  check.
  3. 
  Breakheart 
  Cleft. Bandits (10).
  6. 
  Refuge 
  Cave. The path to the cave counts as difficult 
  terrain.
  Monsters
  1. Bandit (MM 343, CR 1/8, 25 XP)
  2. Brown 
  Bear (MM 319, CR 1, 200 XP)
  3. Bugbear (MM 33, CR 1, 200 XP)
  4. Camel (MM 320, CR 1/8, 25 XP)
  5. Giant 
  Goat (MM 326, CR 1/2, 100 XP)
  6. Hill 
  Giant (MM 155, CR 5, 1800 XP)
  7. Mountain 
  Lion (MM 331, CR 1, 200 XP)
  8. Riding 
  Horse (MM 336, CR 1/4, 50 XP)
  9. Travelers (scout, MM 349, CR 1/2, 100 XP)
  10.Wolf (MM 341, CR 1/4, 50 XP)
  11.Worg (MM 341, CR 1/2, 100 XP)
  12.Yeti (MM 305, CR 3, 700 XP)
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  I3-5 DESERT CONVERSION GUIDE
  4
  
  Chapter 6: Desert of 
  Desolation
  This chapter contains the overview of the entire desert, for 
  travel between the important locations, detailed in later 
  chapters. The planned encounters occur as the characters 
  reach those areas of the desert.
  Random Encounters
  Use the chart in the book to determine the encounter that 
  occurs.
  Dust 
  Devil. Characters and mounts caught in a dust devil 
  must make DC 12 Constitution saving throws, taking 22 
  (4d10) bludgeoning damage on a failure, or half as much on a
  success.
  Mirage. Characters viewing a mirage can see it for what it is 
  on a successful DC 14 Intelligence (Investigation) check. If 
  the characters have seen a mirage before, they gain 
  advantage on the roll.
  Sandstorm. Characters and mounts caught in a sandstorm 
  risk being separated in they keep traveling in the storm. 
  Characters must succeed at a DC 15 Wisdom (Survival) check 
  or be separated from the party a distance of 1d6 miles. 
  Characters that stop moving and hunker down don'
  t have to 
  make the check.
  Planned Encounters
  1. 
  Sandvoyagers 
  Trail. This trail is easy to follow, requiring 
  no check, unless obliterated by a sandstorm.
  2. 
  Sandvoyager 
  Guidepost. These tall, wooden poles have 
  colorful banners and bright silver bangles tied to them. 
  Anyone within 10 miles of a guidepost can see the sun 
  glinting off the bangles with a successful DC 10 Wisdom 
  (Perception) check.
  3. 
  Desert 
  Dunes. The soft sand of the dunes counts as 
  difficult terrain.
  4. 
  Blasted 
  Hills. Skirting around the bottom of the hills is 
  normal terrain. Crossing the hills is possible, but movement 
  is cut to 25% of normal.
  5. 
  Shifting 
  Sands. The soft sand counts as difficult terrain, 
  and requires each character make a successful DC 12 
  Constitution saving throw each day or gain a level of 
  exhaustion.
  6. 
  Sinkholes. Characters or mounts entering a sinkhole 
  begin to sink. Sinkholes follow the rules for quicksand 
  (DMG 
  pg. 
  110).
  8. 
  The 
  Signpost. The signpost points towards Pazar, and you 
  should encourage the players to head that way since it'
  s a 
  major part of the storyline. Characters that succeed at a DC 
  13 Wisdom (Survival) check will see that tracks go in both 
  easterly and westerly directions in equal measure.
  12. 
  The 
  Hinjaz. These tall hills are too sheer and 
  murderously hot to cross.
  14. 
  Bleached 
  Bones. A successful DC 11 Wisdom (Perception) 
  check will reveal that the bones have only recently been 
  picked clean.
  16. 
  Airlancer 
  Patrol 
  Zone. When the characters enter this 
  area, they will encounter 10 airlancers, who will respond as 
  described in the text.
  Monsters
  1. Airlancer (veteran, armed with lance, mounted on 
  pegasus, MM 350, CR 3, 700 XP)
  2. Camel (MM 320, CR 1/8, 25 XP)
  3. Dervish (thug, armed with scimitar MM 350, CR 1/2, 100 
  XP)
  4. Desert 
  Jackass (mule MM 333, CR 1/8, 25 XP)
  5. Desert 
  Rider ((thug, armed with lance, mounted on 
  riding horse, MM 350, CR 1/2, 100 XP)
  6. Dung 
  Gatherer (commoner MM 345, CR 0, 10 XP)
  7. Dustdigger (See Special Creatures)
  8. Giant 
  Tarantula (giant wolf spider MM 330, CR 1/4, 25 
  XP)
  9. Goatherd (commoner MM 345, CR 0, 10 XP)
  10.Packrat (giant rat MM 327, CR 1/8, 25 XP)
  11.Pegasus (MM 250, CR 2, 450 XP)
  12.Riding 
  Horse (MM 336, CR 1/4, 50 XP)
  13.Sandman (See Special Creatures)
  14.Shepherd (commoner MM 345, CR 0, 10 XP)
  15.Trader (commoner MM 345, CR 0, 10 XP)
  16.Thunderherder (See Special Creatures)
  17.Young 
  purple 
  worm (half hit points, AC 16, save DC 5 
  less than listed, attacks do one die less damage, poison 
  does half damage, attack bonus +7; MM 255, CR 7, 2900 
  XP)
  Chapter 7: Sunken City of 
  Pazar
  Planned Encounters
  1. 
  The 
  Statue 
  of 
  Maniozimus. The loose stone under the 
  sand in the front of the statue gives way when you decide, 
  ideally right after the characters read the inscription.
  2. 
  Sunken 
  Dome 
  of 
  Eilish. The sand pile is difficult terrain, 
  but may be climbed with a successful DC 10 Strength 
  (Athletics) check. Characters forced into combat on the sand 
  pile have disadvantage on their attack rolls.
  3. 
  Temple 
   
  Portico. Giant tarantula (1 per character).
  4. 
  Entry 
  Chamber. The inscription may be read with a 
  successful DC 12 Intelligence (Investigation) check.
  7. 
  Buried 
  Entrance. One giant tarantula will exit the hole 
  every 3 rounds as long as the characters are within 30 feet of 
  the hole.
  10. 
  Room 
  of 
  the 
  Guardians
  Ice 
  Curtain. Characters touching or putting an object into 
  the curtain must make a DC 15 Constitution saving throw, 
  being frozen on a failure. A frozen character takes 17 (5d6) 
  cold damage and is incapacitated. If the save is successful, 
  the character takes the half as much damage and isn'
  t 
  frozen..A frozen character may be allowed to thaw slowly, in 
  which case the character must make a DC 15 Constitution 
  save or be reduced to 0 hit points when thawed. A frozen 
  character may also be thawed quickly, via a high heat spell 
  like fireball, which instantly thaws them with no harm.. The 
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  I3-5 DESERT CONVERSION GUIDE
  5
  
  curtain may be removed by speaking the word “Alhamduhla”
  aloud, inflicting 50 points of magical fire damage to the 
  curtain, or casting Dispel Magic against a 4th level spell 
  effect.
  Lightning 
  Curtain. Characters touching or passing through 
  the curtain must make a DC 15 Dexterity saving throw, 
  taking 27 (8d6) lightning damage on a failure, or half as 
  much on a success. The curtain may be removed by speaking
  the word “Bismilla” aloud, connecting the staves of the 
  statues together with metal, or casting Dispel Magic against 
  a 4th level spell effect. The curtain will also drop when it has 
  inflicted a total of 200 points of electrical damage.
  Flame 
  Curtain. Characters touching or passing through the 
  curtain must make a DC 15 Dexterity saving throw, taking 27 
  (8d6) fire damage on a failure, or half as much on a success. 
  The curtain may be removed by speaking the word “Duban” 
  aloud, inflicting 50 points of magical cold damage to the 
  curtain, or casting Dispel Magic against a 5th level spell 
  effect. The curtain will also drop when it has inflicted a total 
  of 500 points of fire damage.
  Magic Items
  1. Star of Aga-Pelar (See Special Items)
  Monsters
  1. Giant 
  Tarantula (giant wolf spider MM 330, CR 1/4, 25 
  XP)
  Chapter 8: Pyramid of 
  Amun-Re
  Random Encounters
  Temple and Plundered Tomb
  Roll 
  1d6
  1-3
  4
  Dervishes (8)
  Bandits (4)
  5
  6
  Dwarves (3)
  Giant Rats (20)
  Kordan'
  s Master Maze
  Roll 
  1d12
  1
  2-4
  5-6
  7
  Mage (1)
  Minotaurs (3)
  Doppelgangers (3)
  Tomb Robbers (5)
  8-9
  10
  11
  12
  Dervishes (6)
  Ghouls (6)
  Bandits (10)
  Giant Spiders (4)
  Halls of the Upper Priesthood
  Roll 
  1d12
  1
  2
  3-5
  6-7
  Knight (1)
  Priest (1)
  Bandits (6)
  Dervishes (3)
  8-9
  10
  11
  12
  Giant Spiders (6)
  Ghouls (6)
  Wights (4)
  Wraiths (2)
  Gauntlet
  Roll 
  1d6
  1-3
  4
  Distant sounds
  Ghouls (6)
  5
  6
  Wights (3)
  Wraiths (2)
  Planned Encounters
  Temple
  2. 
  Temple 
  Entryway. Dervishes (2).
  4. 
  High 
  Altar 
  of 
  Amun-Re. Holy Iaseda (1), Dervishes (5). The 
  secret door may be found with a DC 16 passive Wisdom 
  (Perception) check or a DC 14 Wisdom (Perception) check if 
  actively searching. A successful DC 13 Intelligence 
  (Investigation) check will reveal the opening mechanism.
  7. 
  Priests'
   
  Quarters. Dervishes (27).
  8. 
  High 
  Priest'
  s 
  Temple. Assistant Holy Iaseda (1).
  Plundered Tomb
  1. 
  Tomb 
  Entrance. Dervishes (2).
  2. 
  Main 
  Worship 
  Hall.  The secret door may be found with a 
  DC 16 passive Wisdom (Perception) check or a DC 14 Wisdom 
  (Perception) check if actively searching. A successful DC 13 
  Intelligence (Investigation) check will reveal the opening 
  mechanism.
  3. 
  West 
  Offering 
  Temple. The secret door may be found with
  a DC 16 passive Wisdom (Perception) check or a DC 14 
  Wisdom (Perception) check if actively searching. A 
  successful DC 13 Intelligence (Investigation) check will reveal
  the opening mechanism.
  4. 
  East 
  Offering 
  Temple. Assistant Holy Iaseda (1), Dervishes 
  (11).
  5. 
  West 
  Water 
  Storage 
  Vault. When drank, the Waters of 
  Athis allow a character to immediately spend Hit Dice as if 
  they had taken a short rest. Characters can only benefit from
  this once before taking a long rest.
  8. 
  Worship 
  Room. The secret door may be found with a DC 
  16 passive Wisdom (Perception) check or a DC 14 Wisdom 
  (Perception) check if actively searching. A successful DC 13 
  Intelligence (Investigation) check will reveal the opening 
  mechanism.
  10. 
  Great 
  Worship 
  Room. Secret doors may be found with a 
  DC 16 passive Wisdom (Perception) check or a DC 14 Wisdom 
  (Perception) check if actively searching. A successful DC 13 
  Intelligence (Investigation) check will reveal the opening 
  mechanism. The southernmost secret door on the east wall 
  can only be opened by using the altar as described, or 
  casting a knock spell on it.
  Kordan'
  s Master Maze
  1. 
  Welcome 
  Room. Characters wearing heavy armor must 
  succeed at a DC 15 Strength saving throw or "fall" to the top 
  of the dome, taking 10 (3d6) bludgeoning damage.
  2. 
  Mists. The mists in the corridors between rooms cause 
  minor disorientation. This renders characters unable to 
  concentrate enough to count steps, judge distance, or know 
  direction. This disorientation vanishes instantly when 
  exiting the mist into a room. The characters can track 
  distance if they use a rope and various signals to indicate 
  coming into a new room. They may track direction by 
  having two people hold hands and touch both walls as they 
  walk; as they walk around turns, their arms will bend to 
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  I3-5 DESERT CONVERSION GUIDE
  6
  
  indicate the direction. Don'
  t tell the players this, instead let 
  them figure it out on their own.
  7. 
  Silver 
  Ringer. Characters succeeding at a DC 16 Wisdom 
  (Survival) check will notice a a breeze of fresh air coming 
  from the north exit.
  8. 
  Breezeway. Characters succeeding at a DC 12 Wisdom 
  (Survival) check will notice a a breeze of fresh air coming 
  from the east exit.
  11. 
  Drafty 
  Door. Characters will notice the sound of roaring 
  water on a successful DC 15 passive Wisdom (Perception) 
  check or a DC 13 Wisdom (Perception) check if actively 
  listening near the door.
  12. 
  A 
  Bad 
  Smell 
  1. Characters will notice the smell of carrion 
  on a successful DC 17 passive Wisdom (Perception) check or a
  DC 15 Wisdom (Perception) check if actively searching.
  13. 
  A 
  Bad 
  Smell 
  2. Characters will notice the smell of carrion 
  on a successful DC 17 passive Wisdom (Perception) check or a
  DC 15 Wisdom (Perception) check if actively searching.
  14. 
  Treasure 
  Sled. Characters will notice the smell of carrion 
  on a successful DC 15 passive Wisdom (Perception) check or a
  DC 13 Wisdom (Perception) check if actively searching.
  The top chest has a poison 
  needle 
  trap.
  16. 
  Bad 
  Smell 
  3. Characters will notice the smell of carrion 
  on a successful DC 15 passive Wisdom (Perception) check or a
  DC 13 Wisdom (Perception) check if actively searching.
  17. 
  Bad 
  Smell 
  4. Characters will notice the smell of carrion 
  on a successful DC 15 passive Wisdom (Perception) check or a
  DC 13 Wisdom (Perception) check if actively searching.
  18. 
  Door 
  an 
  d 
  Smell. Characters will notice the smell of 
  carrion on a successful DC 17 passive Wisdom (Perception) 
  check or a DC 15 Wisdom (Perception) check if actively 
  searching.
  24. 
  Grieving 
  Elves. Doppelgangers (3-5).
  25. 
  Minotaur 
  Lair. Minotaurs (3-7). The trap door may be 
  opened with a DC 20 Dexterity (thieves'
   tools) check. If the 
  opening character is at the door when it swings down, the 
  character must succeed at a DC 14 Dexterity saving throw, or
  be knocked down into the straw pile, taking 3 (1d6) 
  bludgeoning damage.
  26. 
  Who'
  s 
  There? Bandits (9).
  27. 
  Trap 
  Room. Trapper (1).
  28. 
  Well 
  of 
  Questions. Androsphinx (1).
  29. 
  Javelins. Characters entering the room are targeted by 
  the javelin 
  trap.
  30. 
  X-room. A character standing on the X triggers the 
  falling 
  block 
  trap.
  31. 
  Pendulum. Characters standing in line with the 
  pendulum when the rope is cut are hit by the swinging 
  blade 
  trap.
  32. 
  Dervish 
  Explorers. Dervishes (5).
  33. 
  Robber 
  Press. Characters in the room when the center 10 
  foot floor plate is walked on are caught in the crushing 
  walls 
  trap.
  37. 
  Loose 
  Ceiling. Trapper (1).
  Halls of the Upper Priesthood
  4. 
  Garden 
  Hall. The secret doors may be found with a DC 16 
  passive Wisdom (Perception) check or a DC 14 Wisdom 
  (Perception) check if actively searching. A successful DC 13 
  Intelligence (Investigation) check will reveal the opening 
  mechanism.
  Fruitflies are AC 13, 4 hit points. When eaten, they give a 
  character a +1 bonus to Strength and Dexterity for 1 hour. 
  Multiple fruitflies do not add extra bonuses.
  5. 
  Dome 
  of 
  Flight, 
  Lower 
  Level. Grenade Palm trap. The 
  inscriptions on the altar may be read with a successful DC 12
  Intelligence (Investigation) check. If the players can'
  t 
  decipher the inscriptions, allow their characters to make DC 
  13 Intelligence (Investigation) checks to gain a clue about 
  their function.
  10. 
  West 
  Hall. Wraiths (3).
  13. 
  East 
  Pantry. The tunnel to Heart'
  s Lair on the Gauntlet 
  level may be spotted with a  DC 16 passive Wisdom 
  (Perception) check or a DC 14 Wisdom (Perception) check if 
  actively searching.
  16. 
  March 
  of 
  the 
  True 
  Faith. The inscriptions here may be 
  read with a successful DC 12 Intelligence (Investigation) 
  check.
  19. 
  West 
  Cell 
  of 
  the 
  High 
  Priest. Knight (1), ghouls (10).
  20 
  . 
  Priest 
  Catacombs. Ghouls (6).
  21. 
  Priest 
  Closet. The secret door may be found with a DC 16 
  passive Wisdom (Perception) check or a DC 14 Wisdom 
  (Perception) check if actively searching. A successful DC 13 
  Intelligence (Investigation) check will reveal the opening 
  mechanism.
  22. 
  East 
  High 
  Priest'
  s 
  Cell. Wraiths (3).
  24. 
  Prayer 
  Temple 
  of 
  the 
  Priesthood. There is a trap 
  door 
  directly in front of the statue. There is also a fog 
  horn 
  trap 
  protecting the false gem on the statue.
  Gauntlet
  1. 
  Dome 
  of 
  Flight, 
  Upper 
  Level. Prit (1).
  3a. 
  Chabang 
  Man. Chabang Man (2).
  3b. 
  Fire 
  Wall. The fire and stone walls are illusions that may 
  be seen through with a successful DC 14 Intelligence 
  (Investigation) check. Failing the check means the characters
  believe it is real. If a character that failed the check sees 
  another character pass through the wall, that character may 
  check again with advantage.
  3c. 
  Mirror, 
  Mirror. The construct opposites created are just 
  like the characters except:
  •
  They have no intelligence and attack mindlessly.
  •
  They have no spells or magical items.
  •
  They have no class abilities except extra attack.
  •
  They have the same hit points the character did at 
  the time they are created.
  3d. 
  Pet 
  Fist. Pet Fist (1), Munafik (1).
  11. 
  Heart'
  s 
  Lair. Clay Golem (1), Heart Jar (1).
  True Tomb
  2. 
  Treasury 
  of 
  the 
  Pharaohs. The inscriptions here may be 
  read with a successful DC 12 Intelligence (Investigation) 
  check.
  3. 
  Tomb 
  of 
  Amun-Re. Mummy (1). The inscriptions here may 
  be read with a successful DC 12 Intelligence (Investigation) 
  check. The secret door may be found with a DC 16 passive 
  Wisdom (Perception) check or a DC 14 Wisdom (Perception) 
  check if actively searching. A successful DC 13 Intelligence 
  (Investigation) check will reveal the opening mechanism.
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  I3-5 DESERT CONVERSION GUIDE
  7
  
  Magic Items
  1. Bar-Ethel (See Special Items)
  2. Chain mail +1
  3. Enduval (long sword, as berserker axe)
  4. Libram of Ineffable Damnation (replace it with non-magical
  book of evil rituals)
  5. Potion of undead control (replace with potion of necrotic 
  resistance)
  6. Ring of contrariness (replace with ring of jumping)
  7. Ring of protection
  8. Scroll of fireball
  9. Scroll of fly
  10.Staff of Ruling (See Special Items)
  11.Star of Mo-Pelar (See Special Items)
  12.Warhammer +1
  Traps 
  •
  Crushing 
  Walls 
  Trap 
  (pg. 
  54). It is spotted with a DC 15 
  passive Wisdom (Perception) check, or DC 13 if actively 
  searching. A DC 15 Dexterity (thieves'
   tools) check 
  disables it. When triggered, all creatures in the room 
  take 11 (2d10) bludgeoning damage each round for 3 
  rounds.
  •
  Falling 
  Block 
  Trap 
  (pg. 
  53). It is spotted with a DC 15 
  passive Wisdom (Perception) check, or DC 13 if actively 
  searching. A DC 15 Dexterity (thieves'
   tools) check 
  disables it. Triggering creature(s) takes 22 (4d10) 
  bludgeoning damage.
  •
  Fog 
  Horn 
  Trap 
  (pg. 
  58). It is spotted with a DC 15 passive 
  Wisdom (Perception) check, or DC 13 if actively 
  searching. A DC 15 Intelligence (Investigation) check 
  disables it.
  •
  Grenade 
  Palm 
  (pg. 
  56): These palms have fruit that 
  resemble small pineapples. When any creature walks 
  near the grenade palm, there is a 20% chance one fruit 
  falls from the tree (roll percentile dice, on a result of 01 - 
  20 the fruit falls). The fruit explodes on contact with the 
  ground. Any creature within 10 feet must make a DC 13 
  Dexterity saving throw. On a failure it takes 11 (2d10) 
  piercing damage, but no damage on a successful saving 
  throw.
  •
  Javelin 
  Trap 
  (pg. 
  53). It is spotted with a DC 15 passive 
  Wisdom (Perception) check, or DC 13 if actively 
  searching. A DC 15 Intelligence (Investigation) check 
  figures out how to disable it. Triggering creature takes 22
  (4d10) piercing damage and is restrained (escape DC 14).
  •
  Poison 
  Needle 
  Trap 
  (pg. 
  50). It is spotted with a DC 15 
  passive Wisdom (Perception) check, or DC 12 Wisdom 
  (Perception) check if actively searching. A DC 15 
  Dexterity (thieves'
   tools) check disables it. Triggering 
  creature takes 22 (4d10) poison damage and must 
  succeed on a DC 15 Constitution saving throw or be 
  poisoned for 1 hour.
  •
  Swinging 
  Blade 
  Trap 
  (pg. 
  53). It is spotted with a DC 15 
  passive Wisdom (Perception) check, or DC 13 if actively 
  searching. A DC 13 Dexterity check disables it. Triggering
  creature takes 22 (4d10) slashing damage.
  •
  Trap 
  Door 
  (pg. 
  58). It is spotted with a DC 15 passive 
  Wisdom (Perception) check, or DC 13 if actively 
  searching. A DC 15 Dexterity (thieves'
   tools) check 
  disables it. Creatures walking on it fall onto the hay pile 
  in the room below, taking 3 (1d6) bludgeoning damage.
  Monsters
  1. Androsphinx (MM 281, CR 17, 18000 XP)
  2. Assistant 
  Holy 
  Iaseda (priest)
  3. Bandit (MM 343, CR 1/8, 25 XP)
  4. Chabang 
  Man (See Special Creatures)
  5. Clay 
  Golem (MM 168, CR 9, 5000 XP)
  6. Dervish (thug armed with scimitar MM 350, CR 1/2, 100 
  XP)
  7. Doppelganger (MM 82, CR 3, 700 XP)
  8. Dwarf (bandit with dwarf traits)
  9. Ghoul (MM 148, CR 1, 200 XP)
  10.Giant 
  Rat (MM 327, CR 1/8, 25 XP)
  11.Giant 
  Spider (MM 328, CR 1, 200 XP)
  12.Heart 
  Jar (See Special Creatures)
  13.Holy 
  Iaseda (priest)
  14.Knight (MM 347, CR 3, 700 XP)
  15.Mage (MM 347, CR 6, 2300 XP)
  16.Minotaur (MM 223, CR 3, 700 XP)
  17.Mummy (MM 228,. CR 3, 700 XP)
  18.Munafik (See Special Creatures)
  19.Pet 
  Fist (See Special Creatures)
  20.Priest (MM 348, CR 2, 450 XP)
  21.Prit (commoner MM 345, CR 0, 10 XP)
  22.Tomb 
  Robber (scout MM MM 349, CR 1/2, 100 XP)
  23.Trapper (VGM 194, CR 3, 700 XP).
  24.Wight (MM 300, CR 3, 700 XP)
  25.Wraith (MM 302, CR 5, 1800 XP)
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  I3-5 DESERT CONVERSION GUIDE
  8
  
  Chapter 9: Oasis of the 
  White Palm
  Random Encounters
  Oasis of the White Palm (day)
  Roll 
  1d8
  1
  2
  3
  4
  Water bearers (12)
  Launderers (6)
  Bead trader (1)
  Date traders (3)
  5
  6
  7
  8
  Camel traders (4)
  Home guard (12)
  Special Encounter
  Special Encounter
  Oasis of the White Palm (night)
  Roll 
  1d8
  1
  2
  3
  4
  Drunk Durpari (1)
  Slaver guards (8)
  Durpari (4)
  Drow elves (4)
  5
  6
  7
  8
  Durpari nobles (2)
  Durpari slave (1)
  Special Encounter
  Special Encounter
  Special Encounter Subtable
  Roll 
  1d6 
  during 
  day, 
  1d8 
  during 
  night
  1
  2
  3
  4
  Hogan Underwood
  Zorath Blackblade
  Rose Underwood
  Thurnas Netmaster
  5
  6
  7
  8
  Hassan Arslan
  Rolando the minstrel
  Corga Kazan
  Corga Kazan
  Planned Encounters
  Oasis Area
  2. Nomad 
  Camp. Home guards (6), war dogs (2) Camp 
  contains approximately 400 Durpari total.
  3. 
  The 
  Oasis 
  Pool. Home guards (8).
  7. The 
  Monolith. Secret door, spotted with a DC 20 passive 
  Wisdom (Perception) check, or DC 15 Wisdom (Perception) 
  check if actively searching. A DC 14 Intelligence 
  (Investigation) check determines how to open it. The 
  inscriptions here may be read with a successful DC 12 
  Intelligence (Investigation) check.
  Nomad Camp
  A. The 
  Sheik'
  s 
  Tent. Home guards (6), Sheik Kassim Arslan, 
  Hassan Arslan, slaves (4), Glyph of warding (Explosive 
  Lightning) trap, Poison Needle trap.
  B. Clerical 
  Tent. Nadron Ilanis, acolytes (2), poisonous snake 
  (1), Glyph of warding (Explosive Lightning) trap.
  C. 
  Tent 
  of 
  Hassan 
  Arslan Hassan Arslan.
  D. Tent 
  of 
  Korus 
  Eikoth. Korus Eikoth, slave (1).
  Sandvoyagers Compound
  1a. The 
  Common 
  Room. Rolando the minstrel.
  2. Washing 
  House. Launderers (12).
  4. Hogan'
  s 
  Stables. Stable boy (1).
  6. Happy 
  Hogan'
  s 
  Desert 
  Igloo. Hogan Underwood, Rose 
  Underwood, bartender (1), Cookie, Zorath Blackblade.
  7. 
  Ancient 
  Temple. The inscriptions here may be read with a 
  successful DC 12 Intelligence (Investigation) check.
  8. House 
  of 
  the 
  Sandvoyagers'
   
  Guild. Slaver guards (14), 
  slave (1), Thurnas Netmaster.
  Magic Items
  1. Arrows +1
  2. Chain mail +2
  3. *Chain mail +3 (reduce to +2)
  4. *Cloak of protection
  5. *Decanter of endless water
  6. *Flail +1
  7. Longsword +2
  8. Potion of brass dragon control (replace with potion of fire 
  resistance)
  9. Potion of ESP (replace with potion of mind reading)
  10.*Potion of invulnerability
  11.*Scarab of protection (replace with necklace of adaptation)
  12.Scimitar +1
  13.*Scimitar +3 (reduce to +2)
  14.Scimitar of the Sultan +1,
   +3 vs.
   undead (replace with one 
  scimitar +1)
  15.*Scroll of blade barrier
  16.*Scroll of lesser restoration
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  I3-5 DESERT CONVERSION GUIDE
  9
  Factions 
  of 
  the 
  Oasis
  Faction
  Leader
  Important 
  Members
  Location
  Goals
  Sheik Loyalists
  Sheik Kassim 
  Arslan
  Hassan Arslan, 
  Nadron Ilanis
  Nomad camp (pg. 67-71)
  Find Shadalah, protect the 
  people of the oasis, and find 
  and destroy the Dervish 
  cultists.
  Dervish Cultists Corga Kazan
  Korus Eikoth
  Nomad camp (pg. 70), Temple
  of Set (pg. 74-76)
  Find Shadalah, give her to 
  the efreeti, destroy the 
  slavers, kill the sheik, and 
  put Korus on the throne.
  Slave Traders
  Thurnas Netmaster Zorath Blackblade, 
  Kalitrates, Zomara
  Sandvoyager'
  s Guild (pg. 73), 
  Temple of Set (pg. 78-79)
  Find Shadalah and return 
  her, destroy the cultists, and 
  continue running the slave 
  trade.
  
  17.*Scroll of raise dead
  18.*Shield +1
  19.Shield +2
  20.*Staff of healing
  *These 
  items are held by good 
  NPCs and aren'
  t 
  likely to fall 
  into the hands of the characters.
  Traps 
  •
  Glyph 
  of 
  Warding 
  (Blindness, 
  pg. 
  69). 
  Triggered by 
  opening the chest it is inscribed on. A successful DC 15 
  Intelligence (Investigation) check notices the glyphs. The
  glyph can only be disarmed by a Dispel Magic spell. The 
  creature that triggers the glyph must succeed at a DC 14 
  Wisdom saving throw or be blinded until cured.
  •
  Glyph 
  of 
  Warding 
  (Explosive 
  lightning, 
  pg. 
  69-70). 
  Triggered by passing within 5 feet of the tent wall. A 
  successful DC 15 Intelligence (Investigation) check 
  notices the glyphs. The glyph can only be disarmed by a 
  Dispel Magic spell. All creatures in a 20 foot radius of the
  tent wall must make a DC 13 Dexterity saving throw. The 
  glyph inflicts 22 (5d8) lightning damage, with only half 
  damage taken on a successful saving throw.
  •
  Poison 
  Needle 
  Trap 
  (p. 
  69,71). Triggered by opening the 
  chest. It is spotted with a DC 15 passive Wisdom 
  (Perception) check, or DC 13 Wisdom (Perception) check 
  if actively searching. A DC 15 Dexterity (thieves'
   tools) 
  check disables it. The creature that triggers it takes 22 
  (4d10) poison damage and must succeed on a DC 15 
  Constitution saving throw or be poisoned for 1 hour.
  Monsters
  1. Acolyte (MM 342, CR 1/4, 50 XP)
  2. Airlancer (veteran, with lance, MM 350, CR 3, 700 XP)
  3. Bartender (commoner MM 345, CR 0, 0-10 XP)
  4. Cookie (thug, scimitar instead of mace, MM 350, CR 1/2, 
  100 XP)
  5. Corga 
  Kazan (priest, mace +1, Skull of Garath, MM 348, 
  CR 2, 450 XP)
  6. Dervish 
  cultist (thug, scimitar instead of mace, MM 350, 
  CR 1/2, 100 XP)
  7. Drow 
  elf (MM128, CR 1/4, 50 XP)
  8. Drunk 
  Durpari (thug, scimitar instead of mace, MM 350,
  CR 1/2, 100 XP)
  9. Durpari (thug, scimitar instead of mace, MM 350, CR 1/2,
  100 XP)
  10.Durpari 
  noble (commoner, MM 345, CR 0, 0-10 XP)
  11.Durpari 
  slave (commoner, MM 345, CR 0, 0-10 XP)
  12.Home 
  guard (thug, scimitar instead of mace, MM 350, 
  CR 1/2, 100 XP)
  13.Korus 
  Eikoth (gladiator, AC 18, scimitar +1 instead of 
  spear, MM 346, CR 5, 1800 XP)
  14.Launderer (commoner MM 345, CR 0, 0-10 XP)
  15.Pegasus (MM 250, CR 2, 450 XP)
  16.Rolando 
  the 
  minstrel (spy MM 349, CR 1, 200 XP)
  17.Slave (commoner MM 345, CR 0, 0-10 XP)
  18.Slaver 
  guard (bandit MM 343, CR 1/8, 25 XP)
  19.Stable 
  boy (commoner MM 345, CR 0, 0-10 XP)
  20.Thurnas 
  Netmaster (gladiator, AC 20, long sword +2 
  instead of spear, MM 346, CR 5, 1800 XP)
  21.Trader (commoner MM 345, CR 0, 0-10 XP)
  22.War 
  dog (wolf, MM 341, CR 1/4, 25 XP)
  23.Water 
  bearer (commoner MM 345, CR 0, 0-10 XP)
  24.Zorath 
  Blackblade (assassin MM 343, CR 8, 3900 XP)
  Chapter 10: Temple of Set
  Random Encounters
  Temple of Set (cult area)
  Roll 
  1d8
  1
  2
  3
  4
  Zombies (15)
  Dervish cultists (6)
  Giant spiders (4)
  Dervish cultists (10)
  5
  6
  7
  8
  Giant poisonous snakes (3)
  Mummy (1)
  Zombies (10)
  Dervish cultists (12)
  Temple of Set (slaver area)
  Roll 
  1d8
  1
  2
  3
  4
  Slaver guards (12)
  Giant spiders (5)
  Giant poisonous snake
  Mummy (1)
  5
  6
  7
  8
  Slaver guards (12)
  Bugbears (6)
  Slaves (6)
  Slaver guards (6)
  Planned Encounters
  1. The 
  Way 
  In. Between midnight and 3am - Dervish cultists 
  (1d4).
  2. Temple 
  Entry. Zombie (1).
  3. Carnivorous 
  Cavern. Zombies (11).
  5. Door 
  of 
  Warding. Glyphs of warding (explosive fire) trap.
  6. Outer 
  Temple 
  of 
  Set. Between midnight and 3am - Corga 
  Kazan, Korus Eikoth, acolytes (2), Dervish cultists (15),  Glyph 
  of warding (explosive fire) trap on each gem "eye" (setting off 
  glyph destroys gem).
  7. Acolytes'
   
  Quarters. Acolytes (2), Glyph of warding 
  (explosive lightning) trap on obsidian box. Boxes contain 
  religious relics.
  9. Cross 
  and 
  Double 
  Cross. Wights (2), Pit trap with slide, Fog
  cloud trap.
  10. Corga'
  s 
  Sanctum. Between 3am and noon - Corga Kazan.
  11. Essence 
  of 
  Evil. This entire area (including 11a, 11b, etc.) is 
  desecrated ground (DMG 
  110).
  11a. Brazier 
  of 
  Violet 
  Flames. Skeletons (3). Creatures 
  touching the flame will take the listed damage, the flames 
  can be put out with a successful DC 14 Constitution saving 
  throw.
  11b. Golden 
  Idol. Cursed idol trap.
  11c. Torture 
  Room. Thug (1).
  11d. Platinum 
  Idol. Cursed idol trap.
  12. The 
  First 
  Test. Giant spiders (4).
  13. The 
  Second 
  Test. Jackal head lock trap.
  14. Inner 
  Temple 
  of 
  Set. This area is desecrated ground 
  (DMG 
  110), Summoning idol trap.
  16. Forbidden 
  Stair. Hinged stairs trap, skeletons (20).
  17. 
  Library. The Star of Khan-pelar is hidden in a pile of ash 
  here.
  18. Conference 
  Room. Goblins (13).
  20. Storeroom. Bugbears (4).
  21. The 
  Long 
  Hall. Magic mouth trap.
  23. Guard'
  s 
  Hall. Kalitrates.
  24. Zomara'
  s 
  Cave. Zomara, giant spiders (8), net trap.
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  I3-5 DESERT CONVERSION GUIDE
  10
  
  26. Prison. Bugbear (1), commoner (1).
  27. Quarters. Abu Karesan, Kaedros.
  Magic Items
  1. Chain mail +2
  2. Mace +1
  3. Potion of gaseous form
  4. Scimitar +1
  5. Scroll (choose 3 3rd level spells)
  6. Skull of Garath (See Special Items)
  7. Star of Khan-Pelar (See Special Items)
  8. Wand of paralysis
  Traps 
  •
  Cursed 
  Idol 
  (pg. 
  76). Triggered by taking the idol. 
  Triggering creature must succeed on a DC 15 Wisdom 
  saving throw or be cursed until the curse is removed. 
  While cursed, the creature suffers disadvantage on all 
  attack rolls.
  •
  Fog 
  Cloud 
  (pg. 
  76). Triggered by opening a door. It is 
  spotted on a DC 15 passive Wisdom (Perception) check, or
  DC 15 Wisdom (Perception) check if actively searching. 
  The fog cloud can only be disarmed by a Dispel Magic 
  spell. When triggered, the fog cloud fills the area causing
  heavy obscurement (PH 
  183). The cloud lasts for one 
  minute.
  •
  Glyphs 
  of 
  Warding 
  (Explosive 
  fire, 
  pg. 
  75). 
  Triggered by 
  walking through the archway without speaking the 
  password. They can be noticed on a successful DC 15 
  Intelligence (Investigation) check. The three 
  glyphs can 
  only be disarmed by a Dispel Magic spell. All creatures in
  a 20 foot radius of the archway must make a DC 13 
  Dexterity saving throw three 
  times. Each of the three 
  glyphs inflicts 22 (5d8) fire damage, with only half 
  damage taken on a successful save.
  •
  Hinged 
  Stairs 
  (pg. 
  78). Triggered by walking on the 
  stairs. It is spotted on a DC 15 passive Wisdom 
  (Perception) check, or DC 12 Wisdom (Perception) check 
  if actively searching. A DC 15 Dexterity (thieves'
   tools) 
  check disables it. When triggered, a creature within 
  range which fails a DC 15 Dexterity saving throw, falls 
  taking 10 (3d6) bludgeoning damage from falling, and 3 
  (1d6) poison damage from the smoke, at the beginning of
  each of its turns that it'
  s in the smoke.
  •
  Jackal 
  Head 
  Lock 
  (pg. 
  77). Mechanical jaws bite the 
  hands of anyone trying to pick the lock. It is spotted on a
  DC 15 passive Wisdom (Perception) check, or DC 12 
  Wisdom (Perception) check if actively searching. A DC 15 
  Dexterity (thieves'
   tools) check disables it. The triggering 
  creature takes 11 (2d10) piercing damage.
  •
  Magic 
  Mouth 
  (pg. 
  78). A magic mouth yells out a 
  warning if any creature passes by without saying the 
  password. It is noticed with a DC 15 Intelligence 
  (Investigation) check. The magic mouth can only be 
  disarmed by a Dispel Magic spell. If triggered, the mouth
  yells a warning that intruders are present.
  •
  Net 
  Trap 
  (pg. 
  79). See Falling Net (DMG 
  122).
  •
  Pit 
  Trap 
  with 
  Slide 
  (pg. 
  76). 
   Hinged floor panels drop 
  when the door handle pulled; any in the area may fall. It 
  is spotted with a DC 15 passive Wisdom (Perception) 
  check, or DC 12 Wisdom (Perception) check if actively 
  searching. A DC 15 Dexterity (thieves'
   tools) check 
  disables it. When triggered, any creature within range 
  which fails a DC 15 Dexterity saving throw takes 24 (7d6) 
  bludgeoning damage from falling.
  •
  Summoning 
  Idol 
  (pg. 
  77). The magical gem eyes of the 
  idol begin to glow, and summon one undead creature per
  round until creatures leave the room or the gems are 
  removed or destroyed. It is spotted with a DC 15 passive 
  Wisdom (Perception) check, or DC 12 Wisdom 
  (Perception) check if actively searching. A successful DC 
  15 Dexterity (thieves'
   tools) check allows the character to 
  remove 1 gem per round. Alternately, the gems can be 
  attacked, they have AC 8 and 10 hit points each.
  Monsters
  1. Abu 
  Karesan (thug, scimitar instead of mace, MM 350, 
  CR 1/2, 100 XP)
  2. Acolyte (MM 342, CR 1/4, 50 XP)
  3. Bugbear (MM 33, CR 1, 200 XP)
  4. Corga 
  Kazan (priest, mace +1, Skull of Garath, MM 348, 
  CR 2, 450 XP)
  5. Dervish 
  cultist (thug, scimitar instead of mace, MM 350, 
  CR 1/2, 100 XP)
  6. Ghast (MM 148, CR 2, 450 XP)
  7. Ghoul (MM 148, CR 1, 200 XP)
  8. Giant 
  Poisonous 
  Snake (MM 327, CR 1/4, 50 XP)
  9. Giant 
  spider (MM 328, CR 1, 200 XP)
  10.Goblin (MM 166, CR 1/4, 50 XP)
  11.Kaedros (mage, MM 347, CR 6, 2300 XP)
  12.Kalitrates (Drow elite warrior MM 128, CR 5, 1800 XP)
  13.Korus 
  Eikoth (gladiator, AC 18, scimitar +1 instead of 
  spear, MM 346, CR 5, 1800 XP)
  14.Necrophidius (See Special Creatures)
  15.Mummy (MM 228, CR 3, 700 XP)
  16.Priest (MM 348, CR 2, 450 XP)
  17.Shadow (MM 269, CR 1/2, 100 XP)
  18.Shadow 
  Demon (MM 64, CR 4, 1100 XP)
  19.Skeleton (MM 272, CR 1/4, 50 XP)
  20.Slave (commoner MM 345, CR 0, 0-10 XP)
  21.Slaver 
  guard (bandit MM 343, CR 1/8, 25 XP)
  22.Smoke 
  mephit (MM 217, CR 1/4, 50 XP)
  23.Wight (MM 300, CR 3 (700 XP)
  24.Zomara (Drow priestess MM 129, CR 8, 3900 XP)
  25.Zombie 
  (MM 316, CR 1/4, 50 XP)
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  I3-5 DESERT CONVERSION GUIDE
  11
  
  Chapter 11: Crypt of Badr 
  Al-Mosak
  Random Encounters
  Roll 
  1d12
  1
  2
  3
  4
  5
  6
  Mummies (2)
  Wights (8)
  Wraiths (4)
  Giant spiders (4)
  Specters (8)
  Mummy (1)
  7
  8
  9
  10
  11
  12
  Giant rats (20)
  Gorgon (1)
  Mummies (2)
  Giant poisonous snakes (3)
  Giant spiders (4)
  Mummies (2)
  Planned Encounters
  1. The 
  Amphitheater. Fear spell, all creatures approaching 
  within 50 feet must succeed at a DC 14 Wisdom saving throw
  or become frightened for one minute.
  2. Shaft. Scything blade trap 80 feet down.
  3b. Blade 
  Dance. Sword-wielding statue trap.
  3c. Fire 
  Dance. Efreeti statue trap.
  3d. Bow 
  for 
  Arrow. Bow statue trap.
  5. Office 
  of 
  Evil. Wights (5).
  6. 
  Office 
  of 
  Rest. The secret door may be found with a DC 15 
  passive Wisdom (Perception) check or a DC 13 Wisdom 
  (Perception) check if actively searching. A successful DC 13 
  Intelligence (Investigation) check will reveal the opening 
  mechanism.
  7. Catacomb 
  of 
  Kings. Any creature attempting to cross the 
  bridge must succeed at a DC 12 Dexterity (Stealth) check, or 
  attract the attention of the creatures below. These include:
   
  mummies (1d4), wights (2d4), specters (2d4), wraiths (1d4), 
  and shadows (1d8). Each creature type appears only once.
  10. East 
  Priesthood 
  Room. Necrophidius (4).
  12. Pits 
  of 
  Everfall. Creatures falling in the shafts must 
  succeed at a DC 8 Dexterity check each round or be struck by
  a falling object for 3 (1d6) bludgeoning damage.
  12c. Eastern 
  Everfall. Mummies (3).
  13. Light 
  Web. Light beams trap.
  14. Bridal 
  Keep. Khalitharius, Shadalah (in bottle). The 
  amulet’
  s ray prevents Khalitharius from using any spell of 
  4th level or higher. He may still attack with scimitar and 
  hurl flame, cast 3rd or lower level spells, and plane shift 
  away (which he will do automatically after 3 rounds of 
  combat). All his other abilities are unaffected. Driving him 
  away this way should be rewarded with 5000 XP (instead of 
  the normal 20000).
  15. Treasury. A successful DC 14 Intelligence (Investigation) 
  check will reveal the illusionary floor. The acid inflicts 7 
  (2d6) acid damage per round. The light inflicts 22 (4d10) 
  radiant damage.
  Magic Items
  1. Crystal ball
  2. Dagger +2
  3. Harness of Seker
  4. Libram of gainful conjuration (replace with ring of spell 
  storing)
  5. Oil of slipperiness
  6. Plate armor +1
  7. Potion of invisibility
  8. Scroll (choose 3 4th level spells)
  9. Scroll of fireball
  10.Scroll of protection from elementals
  11.Shield +2
  12.Star of Shah-Pelar(See Special Items)
  Traps 
  •
  Bow 
  Statue 
  (pg. 
  81). Triggered by depressing a pressure 
  plate 10 feet away from the statue. DC 15 passive Wisdom
  (Perception) check to spot, or DC 12 Wisdom (Perception) 
  check if actively searching. and a DC 15 Dexterity 
  (thieves'
   tools) check to disable it. When triggered, any 
  creature in the area suffers one attack at +7 to hit, 13 
  (3d8) piercing damage on a hit.
  •
  Efreeti 
  Statue 
  (pg. 
  81). Triggered by depressing a 
  pressure plate 10 feet away from it. DC 15 passive 
  Wisdom (Perception) check to spot, or DC 12 Wisdom 
  (Perception) check if actively searching. and a DC 15 
  Dexterity (thieves'
   tools) check to disable it. If triggered, 
  the statue shoots out a fireball which fills the entire area.
  All creatures must make a DC 14 Dexterity saving throw, 
  taking 27 (8d6) fire damage on a failure, or half that on a 
  success.
  •
  Light 
  Beams 
  (pg. 
  83). Magical beams of light crisscross a 
  room. Most are not harmful, but four of them are. The 
  light makes it impossible to discern between beams. A 
  Dispel Magic spell can negate beams on a success. Beam 
  A attacks at +7 to hit and does 22 (4d10) cold damage on 
  a hit. Beam B attacks at +7 to hit and does 22 (4d10) force 
  damage on a hit. Beam C attacks at +7 to hit and does 22 
  (4d10) lightning damage on a hit. Beam D hits 
  automatically. Unless the creature succeeds at a DC 14 
  Wisdom saving throw, it is teleported to the described 
  location.
  •
  Scything 
  Blade 
  (pg. 
  80). A blade swings out from the 
  wall three rounds after a medium size creature or object 
  passes that point. DC 15 passive Wisdom (Perception) 
  check to spot, or DC 12 Wisdom (Perception) check if 
  actively searching. and a DC 15 Intelligence 
  (Investigation) check to disable it. If triggered, any 
  creature in the area suffers an attack at +7 to hit, 11 
  (2d10) slashing damage on a hit. The blade will sever a 
  rope automatically.
  •
  Sword-wielding 
  Statue 
  (pg. 
  81). Triggered by depressing 
  a pressure plate 10 feet away from the statue. DC 15 
  passive Wisdom (Perception) check to spot, or DC 12 
  Wisdom (Perception) check if actively searching. and a 
  DC 15 Dexterity (thieves'
   tools) check to disable it. When 
  triggered, any creature in the area suffers two attacks at 
  +7 to hit, 11 (2d10) slashing damage on a hit. Creatures hit
  must make a DC 14 Strength or Dexterity saving throw, 
  or fall down the shaft.
  Monsters
  1. Ghoul (MM 148, CR 1, 200 XP)
  2. Giant 
  Poisonous 
  Snake (MM 327, CR 1/4, 50 XP)
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  I3-5 DESERT CONVERSION GUIDE
  12
  
  3. Giant 
  Rat 
  (MM 327, CR 1/8, 25 XP)
  4. Giant 
  spider (MM 328, CR 1, 200 XP)
  5. Goblin (MM 166, CR 1/4, 50 XP)
  6. Gorgon (MM 171, CR 5, 1800 XP)
  7. Khalitharius, 
  efreeti 
  pasha (See Special Creatures)
  8. Necrophidius (See Special Creatures)
  9. Mummy (MM 228, CR 3, 700 XP)
  10.Shadalah (commoner MM 345, CR 0, 0-10 XP)
  11.Shadow (MM 269, CR 1/2, 100 XP)
  12.Specter (MM 279, CR 1, 200 XP)
  13.Wight (MM 300, CR 3 (700 XP)
  14.Wraith (MM 302, CR 5, 1800 XP)
  Chapter 12: Lost City of 
  Phoenix
  Random Encounters
  Lands of Carthag
  Roll 
  1d12 
  + 
  modifier
  1
  2
  3
  4
  5
  6
  Androsphinx (1)
  Purple worm (1)
  Roc (1)
  Krite (1)
  Swarm of centipedes
  Giant tarantula (1)
  7
  8
  9
  10
  11-12
  13+
  Hyenas (10)
  Jackals (4)
  Swarm of ants
  Giant fire beetles (4)
  Spectral minion
  Sinkhole
  Phoenix Ruins
  Roll 
  1d12
  1
  2
  3
  4
  5
  Beholder zombie (1)
  Rust monster (1)
  Swarm of spiders
  Swarm of ticks
  Swarm of ants
  6
  7
  8-9
  10-11
  12
  Giant fire beetles (5)
  Krite (1)
  Skeletons (6)
  Cry of Aeraldoth
  Spectral Traveler
  Planned Encounters
  Lands of Carthag
  1. 
  Phoenix 
  from 
  Afar. During the day, the extreme heat 
  means characters must make a DC 10 Constitution saving 
  throw every hour, gaining one level of exhaustion on a 
  failure. The DC increases by 1 each hour.
  3. 
  The 
  Sinkhole 
  and 
  the 
  Slide. Pulling a sinking character 
  out of the sand follows the rules for quicksand (DMG 
  pg. 
  110).
  Phoenix Ruins
  4. 
  Dining 
  Room 
  of 
  Khalif 
  Mubrek. A successful DC 10 
  Dexterity saving throw will allow characters to stay on their 
  feet, although shoeless.
  7. 
  The 
  Hall 
  of 
  Khalif 
  Mubrek. The mirror of opposition 
  produces duplicates exactly like the characters except:
  •
  They have no intelligence and attack mindlessly.
  •
  They have no spells or magical items.
  •
  They have no class abilities except extra attack.
  •
  They have the same hit points the character did at 
  the time they are created.
  8a. 
  The 
  Maze 
  of 
  Darkness. Regular vision and darkvision do 
  not function in the darkness. Blindsight, tremorsense, and 
  truesight work properly.
  8b. 
  The 
  Maze 
  of 
  Light. The light and mirrors make it nearly 
  impossible to navigate by sight; a successful DC 25 Wisdom 
  (Survival) check is necessary to pull it off. Moving around 
  the walls by touch is the easiest way to find the exit. If this is 
  done, a successful DC 15 Wisdom (Perception) check will find
  the exit within 15 minutes.
  9. 
  Entry 
  Corridor 
  of 
  Chininsk 
  Ambar. A successful DC 14 
  Intelligence (Investigation) check will figure out how to open
  the door.
  10. 
  Library 
  of 
  Chininsk 
  Ambar. Djinni (1).
  12. 
  Death 
  Trap 
  of 
  Chininsk 
  Ambar. The tilting floor may be 
  detected with a DC 15 passive Wisdom (Perception) check, or 
  DC 12 Wisdom (Perception) check if actively searching. A DC 
  15 Dexterity (thieves'
   tools) check disables it. Characters in 
  the area when triggered fall into the room below. The short 
  fall inflicts no damage.
  15. 
  Chandelle-Glissade. Characters going down the slide take
  3 (1d6) bludgeoning damage when they finally land on the 
  street.
  16b. 
  Main 
  Floor. Wraith (1).
  16c. 
  Changing 
  Room. Skeletons (13).
  17. 
  Sewer 
  Tunnel. Swarm of spiders (1).
  18. 
  Statue 
  of 
  Set. Aeraldoth, Djinni Vizier (1).
  Monsters
  1. Aeraldoth, 
  Djinni 
  Vizier (See Special Creatures)
  2. Androsphinx (MM 281, CR 17, 18000 XP)
  3. Beholder 
  Zombie (MM 316, CR 5, 1800 XP)
  4. Djinni (MM 144, CR 11, 7200 XP)
  5. Giant 
  Fire 
  Beetle (MM 325, CR 0, 10 XP)
  6. Giant 
  Tarantula (giant wolf spider MM 330, CR 1/4, 50 
  XP)
  7. Hyena (MM 331, CR 0, 10 XP)
  8. Jackal (MM 331, CR 0, 10 XP)
  9. Krite (poisonous snake MM 334, CR 1/8, 25 XP)
  10.Purple 
  Worm (MM 255, CR 15, 13000 XP)
  11.Roc (MM 260, CR 11, 7200 XP)
  12.Rust 
  Monster (MM 262, CR 1/2, 100 XP)
  13.Skeleton (MM 272, CR 1/4, 50 XP)
  14.Spectral 
  Minion (See Special Creatures)
  15.Swarm 
  of 
  Centipedes (MM 338, CR 1/2, 100 XP)
  16.Swarm 
  of 
  Spiders (MM 338, CR 1/2, 100 XP)
  17.Swarm 
  of 
  Ticks (swarm of insects MM 338, CR 1/2, 100 
  XP)
  18.Wight (MM 300, CR 3 (700 XP)
  Chapter 13: Skysea / 
  Medinat Muskawoon
  Random Encounters
  Skysea
  Roll 
  1d12
  1
  2-3
  Purple worm (1)
  Skittercrabs (10)
  9
  10
  Wanderer
  Spectral minion
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  I3-5 DESERT CONVERSION GUIDE
  13
  
  4-5
  6-8
  Spectral minions (12)
  Glass pirates (20)
  11
  12
  Dead adventurers
  Ghost ship
  Cursed City of Stone
  Roll 
  1d6
  1
  2
  3
  Warning
  Ghost (1)
  Ghosts (3)
  4
  5
  6
  Wight
  Wraith
  The Last Caravan
  Planned Encounters
  Skysea
  3. 
  Surface 
  of 
  Skysea. The smooth, slick surface of the Skysea 
  is difficult terrain, and during the day is superheated by the 
  sun. Creatures walking on the Skysea during the day take 1 
  fire damage per round for each 10 feet they are from a 
  shoreline, to a maximum of 10 fire damage per round. The 
  damage occurs at the beginning of the creature’
  s turn. Fire 
  resistance halves this damage, and fire immunity prevents it 
  completely.
  4. 
  Hot 
  Spot. Each minute a creature walks on the Skysea, 
  there is a 10% chance it walks into a hot spot. A hot spot 
  deals 22 (4d10) fire damage to the creature, in addition to the
  normal damage suffered from walking on the glass.
  The Cursed Isle
  1. 
  The 
  Tortured 
  Hills. The hills are difficult terrain. 
  Characters trying to climb the hills must succeed at a DC 14 
  Strength (Athletics) check every 10 minutes to avoid a slip 
  and fall. If the characters are not roped together, roll 1d6 x 10
  to determine distance fallen, then roll the appropriate 
  damage amount (1d6-6d6). If the characters are roped 
  together, the character who failed takes 3 (1d6) falling 
  damage.
  2. 
  The 
  Shore 
  Line. The boulder and debris strewn shoreline 
  is difficult terrain. In addition, characters must succeed at a 
  DC 12 Dexterity check every hour to avoid taking 1d6 
  damage from trips and falls.
  3. 
  The 
  Limestone 
  Causeway. During the day, the sunlight 
  reflected by the causeway stone reduces all vision to 10 feet, 
  due to the need to shield the eyes from the glare. Characters 
  who don'
  t shield their eyes may see up to 50 feet, but must 
  succeed at a DC 16 Constitution saving throw or be blinded 
  for 1d6 minutes.
  Cursed City of Stone
  2. 
  Riddle 
  Obelisk. The inscriptions here may be read with a 
  successful DC 12 Intelligence (Investigation) check.
  10. 
  Temple 
  of 
  Prometheus. A successful DC 12 Wisdom 
  (Perception) check will reveal glass fragments in the window.
  A successful DC 12 Intelligence (Investigation) check will 
  allow the character to realize the glass was a shaped lens of 
  some kind.
  14. 
  Palaestra. Swarms of centipedes (6).
  16. 
  Ruined 
  Baths. Wraiths (3).
  18. 
  Collegium 
  Ruins. Dust Specter (1). Characters listening to
  the Dust Specter talk must succeed at a DC 12 Wisdom 
  saving throw or fall asleep until removed from the ruins.
  23. 
  Baths 
  of 
  Drusus. Wraiths (2).
  Temple of Ra
  Inside the temple (areas 
  2-6), magic of any kind is 
  blocked. Active spells are canceled, and new spells cannot be 
  cast (the slots are not used up). Only the magic of the items 
  created by Martek function.
  1. 
  Eyes 
  of 
  Hathor. The Eyes of Hathor cause characters that 
  enter the area within 60 feet of the eyes, or begin their turn 
  there, to make a DC 15 Constitution saving throw. Characters 
  that fail the save are paralyzed, those that succeed are not. 
  The paralysis lasts until the character is removed from the 
  60 foot range of the eyes. The eyes may be attacked; each one
  is AC 14, has 70 hit points, and resistance to nonmagical 
  damage from weapons. Characters that hold an amber tear 
  from the Temple of Balder automatically succeed on their 
  saving throws.
  2. 
  Courtyard. Poisonous snakes (infinite). The asps here have
  an extremely toxic poison, causing 14 (4d6) poison damage 
  on a failed DC 14 Constitution saving throw, or half as much 
  damage on a successful save. Any open flame, such as a 
  torch from the Temple of Prometheus, will keep the snakes 
  from attacking the character holding the torch.
  3. 
  Lotus 
  Gate. This area is a safe place to regroup. The asps 
  won'
  t come into this area, and the lotus gas won'
  t be released
  until someone enters area 4.
  4. 
  Entry 
  Hall. The lotus gas makes characters play like 
  children, oblivious to danger, unless they succeed at DC 14 
  Constitution saving throws. The saving throw must be made 
  each round the characters begin their turns in the gas. 
  Affected characters may make a new saving throw at the 
  beginning of their turns to shake off the effect.
  5. 
  Inner 
  Gate. This area is a safe place to regroup. The lotus 
  gas doesn'
  t reach into here.
  6. 
  Deep 
  Swamp. The void between the gate and the altar may
  be bridged by the drain caps. The final piece disappears, 
  leaving a gap of 3 feet to the altar. The small size of the altar 
  means a character jumping the distance must succeed at a 
  DC 12 Dexterity (Acrobatics) check to land on the altar 
  without slipping off. Grabbing the star gem is automatic, and
  disables all the temple defenses. The floor in this area 
  reappears, allowing the character to simply walk back to the 
  entrance.
  Magic Items
  1. Dagger +1
  Monsters
  1. Dust 
  Specter (specter, MM 279, CR 1, 200 XP)
  2. Ghost (MM 147, CR 4, 1100 XP)
  3. Ghost 
  Ship (See Special Creatures)
  4. Glass 
  Pirate (See Special Creatures)
  5. Poisonous 
  Snake (MM 334, CR 1/8, 25 XP)
  6. Purple 
  Worm (MM 255, CR 15, 13000 XP)
  7. Skittercrab (giant crab with fire immunity, MM 324, CR 
  1/8, 25 XP)
  8. Spectral 
  Minion (See Special Creatures)
  9. Swarm 
  of 
  Centipedes (MM 338, CR 1/2, 100 XP)
  10.Wight (MM 300, CR 3 (700 XP)
  11.Wraith (MM 302, CR 5, 1800 XP)
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  I3-5 DESERT CONVERSION GUIDE
  14
  
  Chapter 14: Citadel of 
  Martek
  Random Encounters
  Garden of the Cursed
  Roll 
  1d12
  1
  2
  3
  4
  5
  6
  Palan-teen (6)
  Guilders (4)
  Giant tarantulas (4)
  Giant scorpions (2)
  Grenade palms (2)
  Guilders (10)
  7
  8
  9
  10
  11
  12
  Palan-teen (4)
  Trifakas
  Pawnis
  Sardok
  Villagemaster Bandik
  Percivilis
  Black Abyss
  Roll 
  1d12
  1
  2
  3
  4
  5
  6
  Xorn (3)
  Umber hulks (3)
  Troglodytes (10)
  Spectral minions (6)
  Barlgura (4)
  Vrock (3)
  7
  8
  9
  10
  11
  12
  Doppelgangers (3)
  Spectral minions (6)
  Berserkers (5)
  Hezrou (1)
  Djinni (1)
  Efreeti (1)
  Crypt of Al-Alisk
  Roll 
  1d4
  1
  2
  Spectral minions (6)
  Spectral minions (4)
  3
  4
  Wights (5)
  Wraiths (4)
  Black Abyss
  Roll 
  1d12
  1-2
  3-4
  5
  6
  7
  Spectral minions (10)
  Cryptknights (4)
  Androsphinx (1)
  Poisonous snakes (12)
  Giant tarantulas (10)
  8
  9
  10
  11
  12
  Giant scorpions (7)
  Mummies (6)
  Necrophidius (4)
  Cockatrices (3)
  Ghosts (4)
  Planned Encounters
  Pillars of Martek
  1. 
  Upper 
  Monument. The secret door may be found with a 
  DC 20 passive Wisdom (Perception) check or a DC 16 Wisdom
  (Perception) check if actively searching. A successful DC 15 
  Intelligence (Investigation) check will reveal the opening 
  mechanism. The inscriptions here may be read with a 
  successful DC 12 Intelligence (Investigation) check.
  2. 
  Entry 
  Chamber. Lightning wall trap. The secret doors may
  be found with a DC 20 passive Wisdom (Perception) check or 
  a DC 16 Wisdom (Perception) check if actively searching. A 
  successful DC 15 Intelligence (Investigation) check will reveal
  the opening mechanism.
  3. 
  Tomb 
  Room. The secret doors may be found with a DC 20 
  passive Wisdom (Perception) check or a DC 16 Wisdom 
  (Perception) check if actively searching. A successful DC 15 
  Intelligence (Investigation) check will reveal the opening 
  mechanism.
  4. 
  Corridor. Spear trap. The secret doors may be found with 
  a DC 20 passive Wisdom (Perception) check or a DC 16 
  Wisdom (Perception) check if actively searching. A 
  successful DC 15 Intelligence (Investigation) check will reveal
  the opening mechanism.
  Garden of the Cursed
  1. 
  Garden. These clear areas don'
  t hamper movement or 
  sight.
  2. 
  Jungle. The thick growth counts as difficult terrain, and 
  maximum sight distance is 20 feet.
  4. 
  Dais 
  of 
  Reception. Guilders (20), Pawnis - all arrive one 
  minute after characters appear here.
  5. 
  Guilder 
  Village. Guilders (88), Pawnis, Villagemaster 
  Bandik.
  7. 
  Trifakas'
   
  Camp. Trifakas, Sardok.
  8. 
  Camp 
  of 
  the 
  Palan-teen. Palan-teen (52), Percivilis.
  9. 
  Obelisk 
  of 
  the 
  Ancients. The inscriptions here may be 
  read with a successful DC 12 Intelligence (Investigation) 
  check.
  10. 
  Mound 
  of 
  the 
  Lawgivers. Thrown stones strike for 1d4 + 
  Strength modifier bludgeoning damage.
  Grand Hall of the Crystal Prism
  1. 
  One 
  Thousand 
  One 
  Doors. The doors are all locked with 
  arcane lock, but will be open if the gems were used correctly 
  at Grandal. The hallway has no walls, so characters could fall
  into the fire pits off to the sides. Characters falling into the 
  fire pits take 35 (10d6) falling damage, and 11 (2d10) fire 
  damage per round that they stay in the pits.
  2. 
  Final 
  Doors. The inscriptions here may be read with a 
  successful DC 12 Intelligence (Investigation) check.
  3. 
  Grand 
  Hall. Iron Phoenix (1). Anyone walking straight 
  down the center path is safe from the Iron Phoenix; it will 
  not attack anyone on the path.
  Black Abyss
  2. 
  Land'
  s 
  End. Winds here blow towards area 8 at a rate of 20
  feet per round. This affects anyone flying. The flying 
  creature must spend 20 feet of movement per round just to 
  maintain position, otherwise they are blown in that 
  direction.
  3. 
  Distance 
  Distortion. Use the distance distortion rules as 
  written. Roll once per 10 minutes of game time. Winds here 
  blow towards area 8 at a rate of 40 feet per round. Any flying
  creature must spend 40 feet of movement per round just to 
  maintain position, otherwise they are blown in that 
  direction.
  4. 
  Time-frame 
  Distortion. Wind speed remains 40 feet per 
  round. Use the following rules instead of the ones in the 
  module. Roll once per 10 minutes of game time. The listed 
  effects only apply when dealing with creatures in a different 
  time frame. For example: a character in Fast time fighting a 
  creature in Fast time doesn'
  t use any of the listed 
  adjustments below.
  # of Attacks means number of attacks per Attack action.
  Roll
  1d6
  Time
  Speed
  Attack
  rolls
  # 
  of
  Attacks
  Movement
  speed
  1-2
  3-4
  5-6
  Slow
  Normal
  Fast
  Disadvantage
  Normal
  Advantage
  1 only
  Normal
  1 extra
  Half speed
  Normal
  Double speed
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  I3-5 DESERT CONVERSION GUIDE
  15
  
  5. 
  Magical 
  Distortion. Wind speed remains 40 feet per 
  round. Use the provided table with the following change to 
  result #1 
  "Roll 1d10, rerolling a result of 10. The result is the actual 
  level of spell cast, even if it'
  s a level the caster can'
  t normally 
  use. Randomly determine a spell of that level from the lists 
  in the Player'
  s Handbook. The spell will consume a slot of 
  the highest level the caster is capable of using.
  Mobius Tower
  2. 
  Apartment 
  of 
  the 
  Firstwife. Banshee (1).
  6. 
  Cloak 
  Room. Cryptknight (1).
  12. 
  Bottleroom. Djinni (1).
  15. 
  Room 
  of 
  State. Mummy (1).
  16. 
  Lost 
  Hall. Efreeti (1).
  19. 
  Guardroom. Ghost (1).
  20. 
  Treasury. Cryptknights (4).
  25. 
  Audience 
  Chamber. The Guardian of Time can'
  t be 
  fought, as it has complete control over time.
  Desert of Al-Alisk
  4. 
  Death 
  Watch. Spectral Minions (20).
  Crypt of Al-Alisk
  2. 
  Catacombs. Spectral Minions (6), Wraith (1).
  5. 
  Spirits 
  Room. Banshee (1).
  7. 
  Cockpit. Cockatrices (5).
  Inner Sanctum of Martek
  1. 
  Entry 
  Hall. The water of the fountain will restore 4d8 hit 
  points to characters who drink it. It will not heal the 
  characters again until after a long rest.
  2. 
  Vault 
  of 
  Martek. Cryptknights (4).
  Magic Items
  1. *Book of infinite spells (replace with a Charm - DMG 228)
  2. Crystal ball
  3. Dancing sword
  4. Liahona (See Special Items)
  5. *Libram of gainful conjuration (replace with a Charm - 
  DMG 228)
  6. Morning star +1 (upgrade to +2)
  7. Potion of clairaudience (replace with potion of clairvoyance)
  8. Ring of protection
  9. Scale mail +1 (replace with chain mail +2)
  10.*Scroll of protection from petrification (replace with 
  Keoghtum'
  s ointment)
  11.*Scroll of protection from undead
  12.Shield +5 (change to shield +3)
  13.Sword,
   nine lives stealer (replace with sword of life stealing)
  14.*Tome of clear thought
  15.Tome of Time (See Special Items)
  16.*Tome of understanding
  17.Wand of fireballs
  18.*Wizard scroll of polymorph
  19.*Wizard scroll of 3 spells, levels 1-6 (random)
  20.*Wizard scroll of 4 spells, levels 1-6 (random)
  21.*Wizard scroll of 7 spells, levels 1-4 (random)
  *These 
  items might be found in areas 3 and 4 of Martek'
  s 
  citadel, but there is no 
  guarantee.
  Traps 
  •
   Grenade 
  Palm 
  (pg. 
  115): These palms have fruit that 
  resemble small pineapples. When any creature walks 
  near the grenade palm, there is a 20% chance one fruit 
  falls from the tree (roll percentile dice, on a result of 01 - 
  20 the fruit falls). The fruit explodes on contact with the 
  ground. Any creature within 10 feet must make a DC 13 
  Dexterity saving throw. On a failure it takes 11 (2d10) 
  piercing damage, but no damage on a successful saving 
  throw.
  •
  Lightning 
  Wall 
  Trap 
  (pg. 
  114): This trap is triggered by 
  pressing a golden disk on top of an altar. A DC 20 
  Intelligence (Investigation) check allows character to 
  notice the trap based on alterations to the locking 
  mechanism. A DC 15 Intelligence (Investigation) check to
  determine how to disarm it, followed by a DC 15 
  Dexterity check using thieves tools to disable it. When 
  triggered, the entry door closes over one round while a 
  wall of lightning crosses the room in the same time span.
  All creatures should roll initiative, with the wall having 
  an initiative roll as well (roll with a +3 bonus). Anyone 
  with a higher initiative can exit the room before the wall
  hits. Otherwise creatures hit by the wall take 42 (12d6) 
  lightning damage. A successful DC 14 Constitution 
  saving throw reduces damage by half.
  •
  Spear 
  Trap 
  (pg. 
  114): Triggered by opening a secret door. 
  DC 15 passive Wisdom (Perception) check to spot, or DC 
  12 Wisdom (Perception) check if actively searching. DC 15
  Intelligence (Investigation) check to determine how to 
  disarm, followed by a DC 15 Dexterity check using 
  thieves tools to disable it. When triggered, the creature 
  opening the door takes 22 (4d10) piercing damage.
  Monsters
  1. Banshee (MM 23, CR 4, 1100 XP)
  2. Barlgura (MM 56, CR 5, 1800 XP)
  3. Berserker (MM 344, CR 2, 450 XP)
  4. Cockatrice (MM 42, CR 1/2, 100 XP)
  5. Cryptknight (See Special Creatures)
  6. Djinni (MM 144, CR 11, 7200 XP)
  7. Doppleganger (MM 82, CR 3, 700 XP)
  8. Dustdigger (See Special Creatures)
  9. Efreeti (MM 145, CR 11, 7200 XP)
  10.Ghost (MM 147, CR 4, 1100 XP)
  11.Giant 
  scorpion (MM 327. CR 3, 700 XP)
  12.Giant 
  Tarantula (giant wolf spider MM 330, CR 1/4, 50 
  XP)
  13.Guilder (as scout, MM 349, CR 1/2, 100 XP)
  14.Hezrou (MM 60, CR 8, 3900 XP)
  15.Iron 
  Phoenix (See Special Creatures)
  16.Maddog (as thug, MM 350, CR 1/2, 100 XP)
  17.Mummy (MM 228, CR 3, 700 XP)
  18.Otyugh (MM 248, CR 5, 1800 XP)
  19.Pawnis (See Special Creatures)
  20.Percivilis (use knight, MM 347, CR 3, 700 XP)
  21.Poisonous 
  snake (MM 334, CR 1/8, 25 XP)
  22.Sardok (See Special Creatures)
  23.Skittercrab (use giant crab with fire immunity, MM 324, 
  CR 1/8, 25 XP)
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  I3-5 DESERT CONVERSION GUIDE
  16
  
  24.Spectral 
  minion (See Special Creatures)
  25.Thunderherder (See Special Creatures)
  26.Trifakas (See Special Creatures)
  27.Troglodyte (MM 290, CR 1/4, 50 XP)
  28.Umber 
  hulk (MM 292, CR 5, 1800 XP)
  29.Villagemaster 
  Bandik (as bandit captain, MM 344, CR 2, 
  450 XP)
  30.Vrock (MM 64, CR 6, 2300 XP)
  31.Wight (MM 300, CR 3 (700 XP)
  32.Wraith (MM 302, CR 5, 1800 XP)
  33.Xorn (MM 304, CR 5, 1800 XP)
  34.Zombie 
  (MM 316, CR 1/4, 50 XP)
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  I3-5 DESERT CONVERSION GUIDE
  17
  
  Special Creatures
  Aeraldoth, Djinni Vizier
  Huge 
  elemental,
   
  chaotic 
  good
  Armor 
  Class 20 (natural armor)
  Hit 
  Points 270 (20d12 + 140)
  Speed 30 ft., fly 90 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  16(+3)
  24 (+7)
  18 (+4)
  16 (+3)
  20 (+5)
  Saving 
  Throws Dex +10, Con +13, Wis +9
  Skills Perception +9
  Damage 
  Immunities lightning, poison, thunder; 
  bludgeoning, piercing, and slashing from non-magical 
  weapons
  Condition 
  Immunities charmed, exhaustion, frightened, 
  poisoned
  Senses truesight 120 ft., passive Perception 19
  Languages Common, Auran
  Challenge 18 (20000 XP)
  Legendary Resistance (3/Day). If Aeraldoth fails a saving 
  throw, he can choose to succeed instead.
  Wind Shield. Aeraldoth is surrounded by whirling, high 
  speed winds. Any non-spell ranged attacks against him are 
  made with disadvantage. Flying creatures within 5 feet of 
  Aeraldoth suffer disadvantage on melee attacks against him.
  Magic Resistant. Aeraldoth has advantage on saving throws 
  made against spells and magical effects.
  Plane Shift. Aeraldoth can plane shift himself up to 2 times 
  per day. He may only shift to or from the prime plane, 
  elemental plane of air, or the astral plane.
  Whirlwind. Aeraldoth can transform into a whirlwind at 
  will and remain in that form indefinitely. While in 
  whirlwind form, Aeraldoth can’
  t cast spells or plane shift, 
  but gains immunity to damage from all melee and ranged 
  weapon attacks, including natural weapons. The whirlwind 
  is 30 feet wide at the bottom, 60 feet wide at the top and up 
  to 100 feet tall, and moves at his fly speed.
  Large or smaller creatures must succeed at a DC 20 Strength 
  saving throw or be carried in the whirlwind. While being 
  carried, targets are restrained. Targets may make a DC 20 
  Strength saving throw at the end of their turn to exit the 
  whirlwind. Aeraldoth can eject any carried creature or 
  object at his leisure.
  If touching the ground, the whirlwind throws up a debris 
  cloud of diameter equal to half the whirlwind’
  s height. 
  Anyone caught in the debris cloud is lightly obscured.
  Aeraldoth may also use this ability to create smaller 
  whirlwinds, as a normal djinni.
  Innate Spellcasting. Aeraldoth can cast detect good or evil, 
  detect magic, and thunderwave at will.
  Spellcasting. Aeraldoth is a 14th level spellcaster. His 
  spellcasting ability is Charisma (spell save DC 19, +11 to hit 
  with spell attacks). He knows the following spells:
  Cantrips (at will):
   light, mage hand, ray of frost, shocking grasp,
  thaumaturgy
  1st level (4 slots): disguise self,
   fog cloud, shield
  2nd level (3 slots): blur, gust of wind, invisibility,
   misty step
  3rd level (3 slots): counterspell,
   dispel magic,
   lightning bolt
  4th level (3 slots): conjure minor elementals,
   greater invisibility, 
  ice storm
  5th level (2 slots): cone of cold, conjure elemental
  6th level (1 slot): chain lightning,
   wall of ice
  7th level (1 slot):
   project image, teleport
  Actions
  Multiattack. Aeraldoth makes three scimitar attacks..
  Scimitar. Melee Weapon Attack:
   +13 to hit, reach 10 ft., one 
  target. Hit:
   17 (3d6 + 7) slashing damage.
  Legendary Actions
  Aeraldoth can take 3 legendary actions, choosing from the 
  options below. Only one legendary action option can be used
  at a time and only at the end of another creature’
  s turn. 
  Aeraldoth regains spent legendary actions at the start of his 
  turn.
  Detect. Aeraldoth makes a Wisdom (Perception) check.
  Whirlwind 
  Dash 
  (Costs 
  2 
  Actions). Aeraldoth’
  s legs 
  transform into a whirlwind, allowing him to move up to 180 
  feet without triggering attacks of opportunity.
  Cast 
  a 
  Spell 
  (Costs 
  3 
  Actions). Aeraldoth casts a spell from his
  list of prepared spells, using a spell slot as normal.
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  I3-5 DESERT CONVERSION GUIDE
  18
  
  Chabang Man
  Medium 
  construct,
   
  unaligned
  Armor 
  Class 10
  Hit 
  Points N/A (See below)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14  (+2)
  10 (+0)
  10 (+0)
  1 (-5)
  10 (+0)
  1 (-5)
  Damage 
  Immunities acid, cold, fire, force, lightning, 
  necrotic, poison, psychic, radiant, thunder; bludgeoning, 
  piercing, and slashing damage from all weapons
  Condition 
  Immunities blinded, charmed, deafened, 
  exhaustion, frightened, incapacitated, paralyzed, petrified, 
  poisoned, unconscious
  Senses passive Perception 10
  Languages -
  Challenge 1 (200 XP)
  Immunity to Damage. Chabang men are magical constructs 
  of the gauntlet. When struck with a slashing weapon for any
  damage, a Chabang man collapses into two piles of mud. On 
  the beginning of its next turn, both mud piles spring up into 
  new Chabang men. If struck with a bludgeoning weapon, the
  Chabang man collapses into one pile of mud, which springs 
  back up into a Chabang man at the beginning of its next 
  turn. Chabang men aren’
  t damaged by piercing weapons, but
  long piercing weapons such as spears can be used to pin 
  them to the walls. The Chabang men will not pull themselves
  off the spears in such a case (being effectively mindless). 
  Pushing the Chabang men into the water to be swept away is
  another way to get rid of them. Damaging spells or abilities 
  have no effect on them.
  Immutable Form. The Chabang Man is immune to any spell 
  or effect that would alter its form.
  Actions
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
  Hit: 5 (1d6+2) bludgeoning damage.
  Cryptknight
  Medium 
  undead,
   
  neutral 
  evil
  Armor 
  Class 16 (chain mail)
  Hit 
  Points 90 (12d8 + 36)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  10(+0)
  16 (+3)
  10 (+0)
  10 (+0)
  12 (+1)
  Damage 
  Resistances bludgeoning, piercing, and slashing 
  from nonmagical weapons
  Damage 
  Immunities necrotic, poison
  Condition 
  Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages understands Common, but can'
  t speak
  Challenge 5 (1800 XP)
  Frozen in Time. The cryptknight can'
  t be turned.
  Frightful Aura. Any living creature approaching within 10 
  feet of the cryptknight must succeed at a DC 13 Wisdom 
  saving throw or be frightened for 1 minute.
  Actions
  Multiattack. The cryptknight makes two greatsword attacks.
  Greatsword. Melee Weapon Attack:
   +7 to hit, reach 5 ft., one 
  target. Hit:
   10 (2d6 + 4) slashing damage.
  Dustdigger
  Large 
  monstrosity,
   
  unaligned
  Armor 
  Class 13 (natural armor)
  Hit 
  Points 63 (6d10 + 12)
  Speed 10 ft., burrow 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  8(-1)
  14 (+2)
  2 (-4)
  10 (+0)
  6 (-2)
  Condition 
  Immunities blinded, deafened, frightened, prone
  Senses tremorsense 30 ft., passive Perception 10
  Languages -
  Challenge 1 (200 XP)
  Illusionary Trap. About 20% of dustdiggers can create a 
  Silent Image spell at will. The image is always of an oasis or 
  pool of water.
  Buried Deep. While buried in the sand, the dustdigger can’
  t 
  be detected by Perception checks.
  Sinkhole. When the dustdigger detects movement over itself, 
  it deflates and creates a 10 ft. diameter sinkhole of sand. 
  Creatures caught in the sinkhole make a DC 13 Dexterity 
  check. On a success, they may move normally, treating the 
  sinkhole as difficult ground. On a failure, they become 
  restrained.
  Actions
  Multiattack. The dustdigger can make an engulf attack 
  against a creature in its sinkhole, and can bite a grappled 
  target as a bonus action.
  Engulf. Melee Weapon Attack:
   +5 to hit, reach 10 ft., one target.
  Hit:
   Target is grappled.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
  12 (2d8 + 3) piercing damage.
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  I3-5 DESERT CONVERSION GUIDE
  19
  
  Ghost Ship
  Huge 
  construct,
   
  neutral 
  evil
  Armor 
  Class 15 (natural armor)
  Hit 
  Points 105 (10d12 + 40)
  Speed 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  10(+0)
  18 (+4)
  3 (-4)
  10 (+0)
  1 (-5)
  Damage 
  Immunities fire, poison, psychic; bludgeoning, 
  piercing, and slashing from non-magical weapons
  Condition 
  Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned 
  Senses darkvision 120 ft., passive Perception 10
  Languages -
  Challenge 7 (2900 XP)
  Immutable Form. The ship is immune to any spell or effect 
  that would alter its form.
  Actions
  Multiattack. The ship can make four melee attacks with 
  various parts and tools.
  Spar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 7 (1d6+4) bludgeoning damage.
  Rope. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  creature. Hit: 7 (1d6+4) bludgeoning damage, and the target 
  is grappled (escape DC 15). Until this grapple ends, the target 
  is restrained.
  Glass Pirate
  Medium 
  undead,
   
  chaotic 
  evil
  Armor 
  Class 14 (natural armor)
  Hit 
  Points 45 (7d8 + 14)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  16(+3)
  14 (+2)
  10 (+0)
  10 (+0)
  10 (+0)
  Damage 
  Immunities fire, necrotic, poison
  Condition 
  Immunities charmed, exhaustion, paralyzed, 
  petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages understands Common, telepathy 60 ft.
  Challenge 2 (450 XP)
  Hypnotic Stare. As an action, the glass pirate gazes into the 
  eyes of one creature. That creature must succeed on a DC 13 
  Wisdom saving throw or be stunned until the end of the 
  glass pirate'
  s next turn.
  Actions
  Multiattack. The glass pirate makes two scimitar attacks.
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit:
   6 (1d6 + 3) slashing damage.
  Heart Jar
  Tiny 
  construct,
   
  unaligned
  Armor 
  Class 5
  Hit 
  Points 31 (7d4 + 14)
  Speed 0 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  0 (-5)
  0 (-5)
  14 (+2)
  0 (-5)
  0 (-5)
  0 (-5)
  Damage 
  Vulnerabilities thunder
  Damage 
  Immunities acid, necrotic, poison, psychic, radiant
  Damage 
  Resistances cold, fire, lightning, piercing
  Condition 
  Immunities blinded, charmed, deafened, 
  exhaustion, frightened, grappled, incapacitated, paralyzed, 
  petrified, poisoned, prone, restrained, unconscious
  Challenge 0 (10 XP)
  Immutable Form. The jar is immune to any spell or effect 
  that would alter its form.
  Iron Phoenix
  Huge 
  construct,
   
  unaligned
  Armor 
  Class 17 (natural armor)
  Hit 
  Points 138 (12d12 + 60)
  Speed 10 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  9(-1)
  20 (+5)
  3 (-4)
  11 (+0)
  1 (-5)
  Damage 
  Immunities poison, psychic; bludgeoning, piercing,
  and slashing from nonmagical weapons that aren’
  t 
  adamantine 
  Condition 
  Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned 
  Senses darkvision 120 ft., passive Perception 10 
  Languages understands Common, but can’
  t speak
  Challenge 10 (5900 XP)
  Rejuvenation. If the iron phoenix is destroyed, it regains all 
  its hit points in one hour.
  Regeneration. The iron phoenix regains 5 hit points at the 
  start of its turn. It doesn’
  t regain hit points if reduced to zero
  hit points.
  Immutable Form. The iron phoenix is immune to any spell or
  effect that would alter its form. 
  Magic Weapons. The iron phoenix’
  s weapon attacks are 
  magical.
  Actions
  Multiattack. The iron phoenix makes one attack with its 
  talons and one attack with its beak.
  Beak. Melee Weapon Attack:
   +9 to hit, reach 10 ft., one target. 
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  I3-5 DESERT CONVERSION GUIDE
  20
  
  Hit: 23 (4d8 + 5) slashing damage.
  Talons. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
  Hit: 19 (4d6 + 5) piercing damage.
  Screech (Recharge 5-6). The phoenix emits a piercing screech 
  in a 60 ft. cone. The screech inflicts 33 (6d10) thunder 
  damage; a successful DC 15 Constitution saving throw 
  reduces damage by half.
  Khalitharius, Efreeti Pasha
  Huge 
  elemental,
   
  lawful 
  evil
  Armor 
  Class 20 (natural armor)
  Hit 
  Points 243 (18d12 + 126)
  Speed 40 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  12(+1)
  24 (+7)
  18 (+4)
  16 (+3)
  18 (+4)
  Saving 
  Throws Dex +7, Con +13, Wis +9
  Skills Perception +9
  Damage 
  Immunities fire, poison; bludgeoning, piercing, and
  slashing from non-magical weapons
  Condition 
  Immunities charmed, exhaustion, frightened, 
  poisoned
  Senses truesight 120 ft., passive Perception 19
  Languages Common, Ignan
  Challenge 17 (18000 XP)
  Legendary Resistance (3/Day). If Khalitharius fails a saving 
  throw, he can choose to succeed instead.
  Fire Aura. Khalitharius is surrounded by an aura of heat and 
  flame. Targets take 10 (3d6) fire damage if they move to 
  within 5 feet of him or begin their turn there.
  Magic Resistant. Khalitharius has advantage on saving 
  throws made against spells and magical effects.
  Plane Shift. Khalitharius can plane shift himself up to 2 
  times per day. He may only shift to or from the prime plane, 
  elemental plane of fire, or the astral plane.
  Spellcasting. Khalitharius is a 14th level spellcaster. His 
  spellcasting ability is Charisma (spell save DC 18, +10 to hit 
  with spell attacks). He knows the following spells:
  Cantrips (at will): fire bolt, light, mage hand, message,
   produce 
  flame
  1st level (4 slots): burning hands, thunderwave
  2nd level (3 slots): continual flame, scorching ray
  3rd level (3 slots): counterspell, dispel magic, fireball,
   major 
  image
  4th level (3 slots): conjure minor elementals, fire shield,
   wall of 
  fire
  5th level (2 slots): cone of fire (as cone of cold), conjure elemental
  6th level (1 slot): create undead, programmed illusion
  7th level (1 slot):
   fire storm,
   teleport
  Actions
  Multiattack. Khalitharius makes three attacks using any 
  combination of scimitar and Hurl Flame..
  Scimitar. Melee Weapon Attack:
   +13 to hit, reach 10 ft., one 
  target. Hit:
   17 (3d6 + 7) slashing damage, plus 10 (3d6) fire 
  damage.
  Hurl Flame. Ranged Spell Attack. +10 to hit, range 150 ft., one 
  target. Hit:
   28 (8d6) fire damage.
  Legendary Actions
  Khalitharius can take 3 legendary actions, choosing from the
  options below. Only one legendary action option can be used
  at a time and only at the end of another creature’
  s turn. 
  Khalitharius regains spent legendary actions at the start of 
  his turn.
  Kick. Khalitharius kicks an opponent in melee with him, 
  using his melee attack to hit, and inflicting 14 (2d6 + 7) 
  bludgeoning damage plus 10 (3d6) fire damage. The target 
  must succeed at a DC 20 Strength (Athletics) or Dexterity 
  (Acrobatics) check or be knocked prone.
  Heat 
  Pulse 
  (Costs 
  2 
  Actions). Khalitharius releases a 
  concussive heat blast that shoves away nearby foes. All 
  creatures within 10 feet of him take 21 (6d6) fire damage, and
  must succeed at a DC 20 Strength (Athletics) check or be 
  pushed 15 feet directly away.
  Cast 
  a 
  Spell 
  (Costs 
  3 
  Actions). Khalitharius casts a spell from 
  his list of prepared spells, using a spell slot as normal.
  Munafik
  Medium 
  humanoid 
  (human),
   
  lawful 
  evil
  Armor 
  Class 10
  Hit 
  Points N/A (See below)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  10(+0)
  10 (+0)
  18 (+4)
  14 (+2)
  16 (+3)
  Saving 
  Throws Int +7, Wis +5
  Damage 
  Immunities acid, cold, fire, force, lightning, 
  necrotic, poison, psychic, radiant, thunder; bludgeoning, 
  piercing, and slashing damage from all weapons
  Condition 
  Immunities charmed, exhaustion, frightened, 
  petrified, unconscious
  Senses passive Perception 12
  Languages Common (Durpari and Raurindi dialects)
  Challenge 7 (2900 XP)
  Cannot Die. Munafik has used necromantic magic to seal his 
  heart in a jar, hidden elsewhere on this level. As long as his 
  heart exists in the jar, Munafik cannot take damage of any 
  kind, but he can still be stunned, grappled, paralyzed, and 
  tied up.
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  I3-5 DESERT CONVERSION GUIDE
  21
  
  Spellcasting. Munafik is a 10th level spellcaster. His 
  spellcasting ability is Intelligence (spell save DC 15, +7 to hit 
  with spell attacks). Munafik has the following wizard spells 
  prepared: 
  Cantrips (at will): chill touch, prestidigitation, ray of frost, 
  shocking grasp,
   true strike
  1st level (4 slots): comprehend languages, grease, magic missile,
   
  ray of sickness
  2nd level (3 slots): cloud of daggers, levitate, web
  3rd level (3 slots): animate dead, fireball, lightning bolt
  4th level (3 slots): blight, dimension door, ice storm
  5th level (2 slots): cloudkill
  Actions
  Shocking Grasp. Melee Spell Attack: +7 to hit (advantage 
  against metal armored target), reach 5 ft., one target. Hit:
   9 
  (2d8) lightning damage.
  Necrophidius
  Large 
  construct,
   
  unaligned
  Armor 
  Class 15 (natural armor)
  Hit 
  Points 32 (5d10 + 5)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  16(+3)
  12 (+1)
  1 (-5)
  10 (+0)
  3(-4)
  Damage 
  Immunities poison, psychic
  Condition 
  Immunities blinded, charmed, deafened, 
  exhaustion, frightened, paralyzed, petrified, poisoned
  Senses blindsight 60 ft., passive Perception 10
  Languages -
  Challenge 1 (200 XP)
  Dance of Death. As an action, the necrophidius sways back 
  and forth in a hypnotic pattern. All creatures within 30 feet 
  that can see the necrophidius must succeed on a DC 13 
  Wisdom saving throw or be stunned until the end of the 
  necrophidius'
   next turn.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
  7 (1d8 + 3) piercing damage. Target must succeed on a DC 13 
  Constitution saving throw or be paralyzed for 1 minute. The 
  target may make a saving throw at the beginning of its turn, 
  if successful the target is no longer paralyzed.
  Pawnis
  Medium 
  humanoid 
  (elf),
   
  neutral 
  evil
  Armor 
  Class 17 (studded leather)
  Hit 
  Points 78 (12d8 + 24)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  20(+5)
  14 (+2)
  13 (+1)
  12 (+1)
  12 (+1)
  Saving 
  Throws Dex +8, Int +4
  Skills Perception +7, Sleight of Hand +11, Stealth +11
  Senses darkvision 120 ft., passive Perception 17
  Languages Common, Elvish, Undercommon
  Challenge 8 (3900 XP)
  Evasion. If Pawnis is subjected to an effect that allows him to
  make a Dexterity saving throw to take only half damage, he 
  instead takes no damage it he succeeds on the saving throw, 
  and only half damage if he fails.
  Innate Spellcasting. Pawnis'
   spellcasting ability is Charisma 
  (spell save DC 12). He can innately cast the following spells 
  requiring no material components.
  At will:
   dancing lights
  1/day each: darkness,
   faerie fire, levitate (self only)
  Sneak Attack (1/turn). Pawnis deals an extra 17 (5d6) damage 
  when he hits a target with a weapon attack and has 
  advantage on the attack roll, or when the target is within 5 
  feet of an ally of Pawnis that isn'
  t incapacitated and Pawnis 
  doesn'
  t have disadvantage on the attack roll.
  Actions
  Multiattack. Pawnis makes two shortsword attacks or one 
  shortsword and one hand crossbow attack.
  Shortsword. Melee Weapon Attack:
   +8 to hit, reach 5 ft., one 
  target. Hit:
   8 (1d6 + 5) piercing damage and the target must 
  make a DC 15 Constitution saving throw, taking 21 (6d6) 
  poison damage on a failed save, or half as much on a 
  successful one.
  Hand Crossbow. Ranged Weapon Attack: +8 to hit, range 
  30/120 ft., one target. Hit:
   8 (1d6 + 5) piercing damage and the 
  target must make a DC 15 Constitution saving throw, taking 
  21 (6d6) poison damage on a failed save, or half as much on a 
  successful one.
  Reactions
  Uncanny Dodge. If Pawnis is hit by an attacker he can see, he
  can use his reaction to halve the attack'
  s damage against 
  him.
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  I3-5 DESERT CONVERSION GUIDE
  22
  
  Pet Fist
  Large 
  construct,
   
  unaligned
  Armor 
  Class 14 (natural armor)
  Hit 
  Points 85 (10d10 + 30)
  Speed 0 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  10(+0)
  16 (+3)
  3 (-4)
  10 (+0)
  1 (-5)
  Damage 
  Immunities acid, poison, psychic
  Condition 
  Immunities blinded, charmed, deafened, 
  exhaustion, frightened, paralyzed, petrified, poisoned, 
  unconscious
  Senses blindsight 30 ft., passive Perception 10
  Languages -
  Challenge 4 (1100 XP)
  Immutable Form. The pet fist is immune to any spell or effect
  that would alter its form.
  Actions
  Multiattack. The pet fist makes two melee attacks.
  Slam. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. 
  Hit: 17 (3d8 + 4) bludgeoning damage.
  Sandman
  Medium 
  elemental,
   
  neutral
  Armor 
  Class 13 (natural armor)
  Hit 
  Points 37 (5d8 + 15)
  Speed 10 ft., burrow 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  10(+0)
  16 (+3)
  5 (-3)
  10 (+0)
  5 (-3)
  Damage 
  Vulnerability thunder
  Damage 
  Immunities poison
  Condition 
  Immunities exhaustion, paralyzed, petrified, 
  poisoned, unconscious
  Senses darkvision 60 ft., tremorsense 60 ft., passive 
  Perception 10
  Languages Terran
  Challenge 1/2 (100 XP)
  Sleep Aura. Any living creature approaching within 10 feet of
  a sandman for the first time must make a DC 11 Wisdom 
  saving throw or fall unconscious. Unconscious victims are 
  woken by any damage or rough shaking, otherwise they 
  sleep for 1 hour.
  Actions
  Multiattack. The sandman makes two slam attacks.
  Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) bludgeoning damage.
  Sardok
  Medium 
  humanoid 
  (human),
   
  neutral 
  evil
  Armor 
  Class 16 (studded leather)
  Hit 
  Points 90 (12d8 + 36)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  18(+4)
  16 (+3)
  10 (+0)
  12 (+1)
  10 (+0)
  Saving 
  Throws Dex +7, Int +3
  Skills Deception +6, Perception +7, Stealth +10
  Senses passive Perception 17
  Languages Common
  Challenge 8 (3900 XP)
  Assassin. During his first turn, Sardok has advantage on 
  attack rolls against any creature that hasn'
  t taken a turn. 
  Any hit he scores against a surprised creature is a critical hit.
  Evasion. If Sardok is subjected to an effect that allows him to
  make a Dexterity saving throw to take only half damage, he 
  instead takes no damage it he succeeds on the saving throw, 
  and only half damage if he fails.
  Sneak Attack (1/turn). Sardok deals an extra 17 (5d6) damage 
  when he hits a target with a weapon attack and has 
  advantage on the attack roll, or when the target is within 5 
  feet of an ally of Sardok that isn'
  t incapacitated and Sardok 
  doesn'
  t have disadvantage on the attack roll.
  Actions
  Multiattack. Sardok makes one rapier attack and one 
  scimitar attack.
  Rapier. Melee Weapon Attack:
   +7 to hit, reach 5 ft., one target. 
  Hit:
   8 (1d8 + 4) piercing damage and the target must make a 
  DC 15 Constitution saving throw, taking 24 (7d6) poison 
  damage on a failed save, or half as much on a successful one.
  Scimitar. Melee Weapon Attack:
   +7 to hit, reach 5 ft., one 
  target. Hit:
   7 (1d6 + 4) slashing damage and the target must 
  make a DC 15 Constitution saving throw, taking 24 (7d6) 
  poison damage on a failed save, or half as much on a 
  successful one.
  Reactions
  Uncanny Dodge. If Sardok is hit by an attacker he can see, he
  can use his reaction to halve the attack'
  s damage against 
  him.
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  I3-5 DESERT CONVERSION GUIDE
  23
  
  Spectral Minion
  Medium 
  undead,
   
  any 
  alignment
  Armor 
  Class 12
  Hit 
  Points 33 (6d8 + 6)
  Speed 0 ft., fly 40 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (-5)
  14(+2)
  12 (+1)
  10 (+0)
  10 (+0)
  10 (+0)
  Damage 
  Resistances acid, cold, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  weapons
  Damage 
  Immunities necrotic, poison
  Condition 
  Immunities charmed, exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained, 
  unconscious
  Senses darkvision 60 ft., passive Perception 10
  Languages understands languages it knew it life but can'
  t 
  speak
  Challenge 1 (200 XP)
  Incorporeal Movement. The spectral minion can move 
  through other creatures and objects as if they were difficult 
  terrain. It takes 5 (1d10) force damage if it ends its turn inside
  an object.
  Actions
  Ghostly Weapon. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 14 (4d6) necrotic damage.
  Thunderherder
  Huge beast,
   unaligned
  Armor 
  Class 13 (natural armor)
  Hit 
  Points 57 (6d12 + 18)
  Speed 20 ft., burrow 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  10(+0)
  17 (+3)
  2 (-4)
  10 (+0)
  6 (-2)
  Damage 
  Vulnerabilities thunder
  Condition 
  Immunities blinded, prone
  Senses tremorsense 60ft., passive Perception 10
  Languages — 
  Challenge 2 (450 XP)
  Earthshaking. When thunderherders move, they produce an 
  earthquake-like effect that shakes the sand within 200 feet. 
  Anyone in the area must make a DC 14 Dexterity save or be 
  knocked prone. Those already seated or prone are 
  unaffected.
  Actions
  Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 
  Hit: 15 (3d6+4) bludgeoning damage.
  Trifakas
  Medium 
  humanoid 
  (human),
   
  lawful 
  evil
  Armor 
  Class 13 (16 with mage armor)
  Hit 
  Points 76 (14d8 + 14)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7 (-2)
  16(+3)
  12 (+1)
  18 (+4)
  10 (+0)
  15 (+2)
  Saving 
  Throws Int +8, Wis +4
  Skills Arcana +12, History +8, Perception +4
  Damage 
  Resistances bludgeoning, piercing, and slashing 
  from nonmagical weapons (with stoneskin)
  Senses passive Perception 14
  Languages Common, Elvish
  Challenge 9 (5000 XP)
  Magic Resistance. Trifakas has advantage on saving throws 
  against spells and other magical effects.
  Spellcasting. Trifakas is a 12th level wizard. His spellcasting 
  ability is Intelligence (spell save DC 16, +8 to to hit with spell 
  attacks). Trifakas has the following wizard spells prepared.
  Cantrips (at will):
   fire bolt, light,
   message, prestidigitation, 
  shocking grasp
  1st level (4 slots): charm person,
   comprehend languages,
   mage 
  armor
  2nd level (3 slots): darkvision, misty step, web
  3rd level (3 slots): counterspell,
   fireball,
   lightning bolt
  4th level (3 slots): dimension door, polymorph,
   stoneskin
  5th level (2 slots): conjure elemental,
   wall of force
  6th level (1 slot): globe of invulnerability,
   magic jar
  Actions
  Dagger. Melee Weapon Attack:
   +7 to hit, reach 5 ft., one target. 
  Hit:
   5 (1d4 + 3) piercing damage.
  Fire Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one 
  target. Hit:
   16 (3d10) fire damage.
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  I3-5 DESERT CONVERSION GUIDE
  24
  
  Special Items
  Bar-ethel 
  (True 
  Death)
  Weapon (long sword), rare
  This shining long sword has curved, silver quillons, a hilt
  wrapped in white leather, and a gold sunburst design on the 
  pommel. Any character proficient with long swords may 
  become attuned to Bar-ethel.
  You gain a +1 bonus to attack and damage rolls made 
  with this magic weapon. When you are within 50 feet of an 
  undead creature, the sword emits an audible hum.
  When you hit an undead with it, the undead takes an 
  extra 2d6 slashing damage. Any creature killed by Bar-Ethel 
  can never be raised as an undead creature.
  Harness 
  of 
  Seker
  Wondrous item, very rare
  This single, fingerless glove extends to a harness that 
  wraps around the forearm. The harness is a divine item of 
  the ancient god Seker, granted in times of desperate need. 
  The harness will only function for good aligned clerics. 
  Upon donning the harness, the cleric is granted the 
  knowledge of what the harness can do.
  The harness has 3 charges, and cannot be recharged. The 
  user may detect undead within 50 feet at will, using no 
  charges. The user can point at any undead creature within 
  30 feet and utter the word “Seker”. This unleashes a bolt of 
  brilliant energy that automatically strikes for 40 radiant 
  damage, using 1 charge.
  When the harness’
  s last charge is used, it disappears, and
  the item sacrificed to gain the harness appears in front of 
  the user.
  Liahona
  Wondrous item, rare (requires attunement by a good aligned 
  creature)
  This intelligent compass can communicate with its 
  bearer via telepathy when held. It has the following abilities:
  •
  Indicate north at will.
  •
  Cast a locate object spell. Once used, it can'
  t be used 
  again until after a long rest.
  •
  Answer one yes or no question, similar to the 
  commune spell. Once used, it can'
  t be used again until one 
  full week has passed.
  Skull 
  of 
  Garath
  Wondrous item, very rare (requires attunement by an evil cleric)
  The Skull of Garath is a skull that appears semi-human, 
  with distorted features, oversized fangs and three short 
  horns. The origins of the skull are unknown, save that it was 
  given to Corga Kazan by Khalitharius.
  While Corga holds the skull, he can use an action to 
  expend some of the skull’
  s 7 charges to cast one of the 
  following spells without using any components, using his 
  spell save DC: fear (3 charges), or animate 
  dead (2 charges). 
  The skull may also be used to communicate with 
  Khalitharius once per month, using no charges.
  The skull regains 1d6 + 1 expended charges each day at 
  midnight.
  Staff 
  of 
  Ruling
  Staff,
   very rare (requires attunement)
   This serpent-headed staff is the symbol of the line of 
  kings that ended with Amun-Re. Any character with a 
  Charisma of 15 or higher may become attuned to the staff.
  While you hold this staff, you can use an action to 
  expend some of the staff’
  s 10 charges to cast one of the 
  following spells without using any components, using your 
  spell save DC, or a DC of 13 if you are not a spellcaster.
  •
  Striking the tip to the ground three times will cause
  the staff to change into a giant poisonous snake. 
  The snake will attack whoever you direct. It acts on 
  your initiative the same turn it’
  s brought forth. 
  Grasping the snake firmly by the tail changes the 
  snake back into staff form. If the snake is reduced 
  to 0 hit points, it changes back into staff form (2 
  charges).
  •
  Striking the ground twice and then spinning the tip
  in the air will produce a lightning bolt (4 charges).
  •
  Striking the ground once and then pointing the 
  staff skyward will produce a clap of thunder that 
  causes fear (3 charges).
  The staff regains 1d6 + 4 expended charges each day at 
  dawn. However, if you expend the last charge, roll a d20. On 
  a 1, the staff dissolves into sand.
  Star 
  Gems
  Wondrous item, legendary
  The Star Gems were given by Martek to the pharaohs and
  sheiks of the lands to prepare for the eventual release of the 
  efreeti pasha. The three Star Gems are:
  Star 
  of 
  Aga-Pelar. No usable function. It was used to seal 
  Khalitharius away.
  Star 
  of 
  Melos-Pelar. Once placed in the Riddle Obelisk in 
  Medinat Muskawoon, it will light up when pointed towards 
  the Pillar of Martek.
  Star 
  of 
  Mo-Pelar. It functions as a gem of true seeing.
  Star 
  of 
  Khan-Pelar. It allows a wizard to use Arcane 
  Recovery one extra time per long rest.
  Star 
  of 
  Shah-Pelar. It has 3 charges. Spending an action 
  to use 1 charge casts a Cure Wounds spell healing 4d8 
  damage. The star regains 1d3 charges each day at dawn.
  Tome 
  of 
  Time
  Wondrous item, legendary
  The tome contains the following wizard spells: dimension 
  door, disintegrate,
   haste,
   passwall, slow,
   teleport,
   teleportation 
  circle, time stop,
   wish.
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  I3-5 DESERT CONVERSION GUIDE
  25
  
  I3-5 
  Desert 
  of 
  Desolation
  Reference 
  Sheet
  Chapters 
  3 
  and 
  4
  Planned 
  Encounters
  Troll 
  Cave
  2. 
  Troll 
  Cave. Troll (1).
  5. 
  Return 
  of 
  the 
  Natives. Trolls (10).
  Brallizzar
  While the characters shouldn'
  t get into any 
  fights in Brallizzar, stats are provided in case 
  your players are so inclined.
  2. 
  Inn 
  of 
  the 
  Golden 
  Palm. Tekuna Chand.
  3. 
  Home 
  of 
  Aman 
  Al-Raqib. Aman Al-Raqib, 
  Fuigarm, site of Special Encounter A: Meeting 
  the Wizard.
  4. 
  The 
  Raj. Alham Pasha Burak, Airlancers (15), 
  Lancers (15).
  6. 
  Swayback 
  Camel. Muthi Pashtral.
  7. 
  The 
  House 
  of 
  Mirth. Tasha Lal.
  Monsters
  1. Airlancer (veteran, armed with lance, 
  mounted on pegasus, MM 350, CR 3, 700 
  XP)
  2. Alham 
  Pasha 
  Burak (noble, MM 348, CR 
  1/8, 25 XP)
  3. Aman 
  Al-Raqib (archmage, MM 342, CR 12, 
  8400 XP)
  4. Fuigarm (gladiator, MM 346, CR 5, 1800 
  XP)
  5. Lancer (thug, armed with lance, mounted 
  on riding horse, MM 350, CR 1/2, 100 XP)
  6. Muthi 
  Pashtral (thug, MM 350, CR 1/2, 100 
  XP)
  7. Pegasus (MM 250, CR 2, 450 XP)
  8. Riding 
  Horse (MM 336, CR 1/4, 50 XP)
  9. Tasha 
  Lal (spy, MM 349, CR 1, 200 XP)
  10.Tekuna 
  Chand (assassin, MM 343, CR 8, 
  3900 XP)
  11.Troll (MM 291, CR 5, 1800 XP)
  Chapter 
  5: 
  Northknife 
  Pass
  Random 
  Encounters
  Roll 
  1d12
  1
  2-3
  4
  5
  6-7
  Bugbears (8)
  Wolves (12)
  Yeti (3)
  Travelers (15)
  Giant Goats (4)
  8
  9
  10
  11
  12
  Worgs (8)
  Hill Giant (1)
  Mountain Lion (1)
  Brown Bear (1)
  Mounted Bandits (8)
  Planned 
  Encounters
  2. 
  Sweepaway 
  Ford. 
  Characters trying to cross 
  the rocks must succeed at a DC 13 Dexterity 
  (Acrobatics) check; on a failure they fall into 
  the stream. Characters falling into the stream 
  take 3 (1d6) cold damage and 3 (1d6) 
  bludgeoning damage at the beginning of their 
  turn. Getting out of the stream requires a 
  successful DC 14 Strength (Athletics) check. 
  Riding animals cross the stream without 
  needing a check.
  3. 
  Breakheart 
  Cleft. Bandits (10).
  6. 
  Refuge 
  Cave. The path to the cave counts as 
  difficult terrain.
  Monsters
  1. Bandit (MM 343, CR 1/8, 25 XP)
  2. Brown 
  Bear (MM 319, CR 1, 200 XP)
  3. Bugbear (MM 33, CR 1, 200 XP)
  4. Camel (MM 320, CR 1/8, 25 XP)
  5. Giant 
  Goat (MM 326, CR 1/2, 100 XP)
  6. Hill 
  Giant (MM 155, CR 5, 1800 XP)
  7. Mountain 
  Lion (MM 331, CR 1, 200 XP)
  8. Riding 
  Horse (MM 336, CR 1/4, 50 XP)
  9. Travelers (scout, MM 349, CR 1/2, 100 XP)
  10.Wolf (MM 341, CR 1/4, 50 XP)
  11.Worg (MM 341, CR 1/2, 100 XP)
  12.Yeti (MM 305, CR 3, 700 XP)
  Chapter 
  6: 
  Desert 
  of 
  Desolation
  This chapter contains the overview of the 
  entire desert, for travel between the important 
  locations, detailed in later chapters. The 
  planned encounters occur as the characters 
  reach those areas of the desert.
  Random 
  Encounters
  Use the chart in the book to determine the 
  encounter that occurs.
  Dust 
  Devil. Characters and mounts caught in a
  dust devil must make DC 12 Constitution 
  saving throws, taking 22 (4d10) bludgeoning 
  damage on a failure, or half as much on a 
  success.
  Mirage. Characters viewing a mirage can see it
  for what it is on a successful DC 14 Intelligence 
  (Investigation) check. If the characters have 
  seen a mirage before, they gain advantage on 
  the roll.
  Sandstorm. Characters and mounts caught in 
  a sandstorm risk being separated in they keep 
  traveling in the storm. Characters must 
  succeed at a DC 15 Wisdom (Survival) check or 
  be separated from the party a distance of 1d6 
  miles. Characters that stop moving and hunker
  down don'
  t have to make the check.
  Planned 
  Encounters
  1. 
  Sandvoyagers 
  Trail. This trail is easy to 
  follow, requiring no check, unless obliterated 
  by a sandstorm.
  2. 
  Sandvoyager 
  Guidepost. These tall, wooden 
  poles have colorful banners and bright silver 
  bangles tied to them. Anyone within 10 miles 
  of a guidepost can see the sun glinting off the 
  bangles with a successful DC 10 Wisdom 
  (Perception) check.
  3. 
  Desert 
  Dunes. The soft sand of the dunes 
  counts as difficult terrain.
  4. 
  Blasted 
  Hills. Skirting around the bottom of 
  the hills is normal terrain. Crossing the hills is 
  possible, but movement is cut to 25% of 
  normal.
  5. 
  Shifting 
  Sands. The soft sand counts as 
  difficult terrain, and requires each character 
  make a successful DC 12 Constitution saving 
  throw each day or gain a level of exhaustion.
  6. 
  Sinkholes. Characters or mounts entering a 
  sinkhole begin to sink. Sinkholes follow the 
  rules for quicksand (DMG 
  pg. 
  110).
  8. 
  The 
  Signpost. The signpost points towards 
  Pazar, and you should encourage the players to
  head that way since it'
  s a major part of the 
  storyline. Characters that succeed at a DC 13 
  Wisdom (Survival) check will see that tracks go
  in both easterly and westerly directions in 
  equal measure.
  12. 
  The 
  Hinjaz. These tall hills are too sheer 
  and murderously hot to cross.
  14. 
  Bleached 
  Bones. A successful DC 11 Wisdom
  (Perception) check will reveal that the bones 
  have only recently been picked clean.
  16. 
  Airlancer 
  Patrol 
  Zone. When the 
  characters enter this area, they will encounter 
  10 airlancers, who will respond as described in 
  the text.
  Monsters
  1. Airlancer (veteran, armed with lance, 
  mounted on pegasus, MM 350, CR 3, 700 
  XP)
  2. Camel (MM 320, CR 1/8, 25 XP)
  3. Dervish (thug, armed with scimitar MM 
  350, CR 1/2, 100 XP)
  4. Desert 
  Jackass (mule MM 333, CR 1/8, 25 
  XP)
  5. Desert 
  Rider ((thug, armed with lance, 
  mounted on riding horse, MM 350, CR 1/2, 
  100 XP)
  6. Dung 
  Gatherer (commoner MM 345, CR 0, 
  10 XP)
  7. Dustdigger (See Special Creatures)
  8. Giant 
  Tarantula (giant wolf spider MM 
  330, CR 1/4, 25 XP)
  9. Goatherd (commoner MM 345, CR 0, 10 
  XP)
  10.Packrat (giant rat MM 327, CR 1/8, 25 XP)
  11.Pegasus (MM 250, CR 2, 450 XP)
  12.Riding 
  Horse (MM 336, CR 1/4, 50 XP)
  13.Sandman (See Special Creatures)
  14.Shepherd (commoner MM 345, CR 0, 10 
  XP)
  15.Trader (commoner MM 345, CR 0, 10 XP)
  16.Thunderherder (See Special Creatures)
  17.Young 
  purple 
  worm (half hit points, AC 16,
  save DC 5 less than listed, attacks do one 
  die less damage, poison does half damage, 
  attack bonus +7; MM 255, CR 7, 2900 XP)
  Chapter 
  7: 
  Sunken 
  City 
  of 
  Pazar
  Planned 
  Encounters
  1. 
  The 
  Statue 
  of 
  Maniozimus. The loose stone 
  under the sand in the front of the statue gives 
  way when you decide, ideally right after the 
  characters read the inscription.
  2. 
  Sunken 
  Dome 
  of 
  Eilish. The sand pile is 
  difficult terrain, but may be climbed with a 
  successful DC 10 Strength (Athletics) check. 
  Characters forced into combat on the sand pile
  have disadvantage on their attack rolls.
  3. 
  Temple 
   
  Portico. Giant tarantula (1 per 
  character).
  4. 
  Entry 
  Chamber. The inscription may be read
  with a successful DC 12 Intelligence 
  (Investigation) check.
  7. 
  Buried 
  Entrance. One giant tarantula will 
  exit the hole every 3 rounds as long as the 
  characters are within 30 feet of the hole.
  10. 
  Room 
  of 
  the 
  Guardians
  Ice 
  Curtain. Characters touching or putting
  an object into the curtain must make a DC 15 
  Constitution saving throw, being frozen on a 
  failure. A frozen character takes 17 (5d6) cold 
  damage and is incapacitated. If the save is 
  successful, the character takes the half as 
  much damage and isn'
  t frozen..A frozen 
  character may be allowed to thaw slowly, in 
  which case the character must make a DC 15 
  Constitution save or be reduced to 0 hit points 
  when thawed. A frozen character may also be 
  thawed quickly, via a high heat spell like 
  fireball, which instantly thaws them with no 
  harm.. The curtain may be removed by 
  speaking the word “Alhamduhla” aloud, 
  inflicting 50 points of magical fire damage to 
  the curtain, or casting Dispel Magic against a 
  4th level spell effect.
  Lightning 
  Curtain. Characters touching or 
  passing through the curtain must make a DC 15
  Dexterity saving throw, taking 27 (8d6) 
  lightning damage on a failure, or half as much 
  on a success. The curtain may be removed by 
  speaking the word “Bismilla” aloud, connecting
  the staves of the statues together with metal, or
  casting Dispel Magic against a 4th level spell 
  effect. The curtain will also drop when it has 
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  I3-5 DESERT OF DESOLATION CONVERSION GUIDE
  26
  
  inflicted a total of 200 points of electrical 
  damage.
  Flame 
  Curtain. Characters touching or 
  passing through the curtain must make a DC 15
  Dexterity saving throw, taking 27 (8d6) fire 
  damage on a failure, or half as much on a 
  success. The curtain may be removed by 
  speaking the word “Duban” aloud, inflicting 50
  points of magical cold damage to the curtain, 
  or casting Dispel Magic against a 5th level spell
  effect. The curtain will also drop when it has 
  inflicted a total of 500 points of fire damage.
  Magic 
  Items
  1. Star of Aga-Pelar (See Special Items)
  Monsters
  1. Giant 
  Tarantula (giant wolf spider MM 
  330, CR 1/4, 25 XP)
  Chapter 
  8: 
  Pyramid 
  of 
  Amun-Re
  Random 
  Encounters
  Temple 
  and 
  Plundered 
  Tomb
  Roll 
  1d6
  1-3
  4
  Dervishes (8)
  Bandits (4)
  5
  6
  Dwarves (3)
  Giant Rats (20)
  Kordan'
  s 
  Master 
  Maze
  Roll 
  1d12
  1
  2-4
  5-6
  7
  Mage (1)
  Minotaurs (3)
  Doppelgangers (3)
  Tomb Robbers (5)
  8-9
  10
  11
  12
  Dervishes (6)
  Ghouls (6)
  Bandits (10)
  Giant Spiders (4)
  Halls 
  of 
  the 
  Upper 
  Priesthood
  Roll 
  1d12
  1
  2
  3-5
  6-7
  Knight (1)
  Priest (1)
  Bandits (6)
  Dervishes (3)
  8-9
  10
  11
  12
  Giant Spiders (6)
  Ghouls (6)
  Wights (4)
  Wraiths (2)
  Gauntlet
  Roll 
  1d6
  1-3
  4
  Distant sounds
  Ghouls (6)
  5
  6
  Wights (3)
  Wraiths (2)
  Planned 
  Encounters
  Temple
  2. 
  Temple 
  Entryway. Dervishes (2).
  4. 
  High 
  Altar 
  of 
  Amun-Re. Holy Iaseda (1), 
  Dervishes (5). The secret door may be found 
  with a DC 16 passive Wisdom (Perception) 
  check or a DC 14 Wisdom (Perception) check if 
  actively searching. A successful DC 13 
  Intelligence (Investigation) check will reveal 
  the opening mechanism.
  7. 
  Priests'
   
  Quarters. Dervishes (27).
  8. 
  High 
  Priest'
  s 
  Temple. Assistant Holy Iaseda 
  (1).
  Plundered 
  Tomb
  1. 
  Tomb 
  Entrance. Dervishes (2).
  2. 
  Main 
  Worship 
  Hall.  The secret door may be 
  found with a DC 16 passive Wisdom 
  (Perception) check or a DC 14 Wisdom 
  (Perception) check if actively searching. A 
  successful DC 13 Intelligence (Investigation) 
  check will reveal the opening mechanism.
  3. 
  West 
  Offering 
  Temple. The secret door may 
  be found with a DC 16 passive Wisdom 
  (Perception) check or a DC 14 Wisdom 
  (Perception) check if actively searching. A 
  successful DC 13 Intelligence (Investigation) 
  check will reveal the opening mechanism.
  4. 
  East 
  Offering 
  Temple. Assistant Holy Iaseda 
  (1), Dervishes (11).
  5. 
  West 
  Water 
  Storage 
  Vault. When drank, the 
  Waters of Athis allow a character to 
  immediately spend Hit Dice as if they had 
  taken a short rest. Characters can only benefit 
  from this once before taking a long rest.
  8. 
  Worship 
  Room. The secret door may be 
  found with a DC 16 passive Wisdom 
  (Perception) check or a DC 14 Wisdom 
  (Perception) check if actively searching. A 
  successful DC 13 Intelligence (Investigation) 
  check will reveal the opening mechanism.
  10. 
  Great 
  Worship 
  Room. Secret doors may be 
  found with a DC 16 passive Wisdom 
  (Perception) check or a DC 14 Wisdom 
  (Perception) check if actively searching. A 
  successful DC 13 Intelligence (Investigation) 
  check will reveal the opening mechanism. The 
  southernmost secret door on the east wall can 
  only be opened by using the altar as described, 
  or casting a knock spell on it.
  Kordan'
  s 
  Master 
  Maze
  1. 
  Welcome 
  Room. Characters wearing heavy 
  armor must succeed at a DC 15 Strength saving 
  throw or "fall" to the top of the dome, taking 10 
  (3d6) bludgeoning damage.
  2. 
  Mists. The mists in the corridors between 
  rooms cause minor disorientation. This 
  renders characters unable to concentrate 
  enough to count steps, judge distance, or know 
  direction. This disorientation vanishes 
  instantly when exiting the mist into a room. 
  The characters can track distance if they use a 
  rope and various signals to indicate coming 
  into a new room. They may track direction by 
  having two people hold hands and touch both 
  walls as they walk; as they walk around turns, 
  their arms will bend to indicate the direction. 
  Don'
  t tell the players this, instead let them 
  figure it out on their own.
  7. 
  Silver 
  Ringer. Characters succeeding at a DC 
  16 Wisdom (Survival) check will notice a a 
  breeze of fresh air coming from the north exit.
  8. 
  Breezeway. Characters succeeding at a DC 12
  Wisdom (Survival) check will notice a a breeze 
  of fresh air coming from the east exit.
  11. 
  Drafty 
  Door. Characters will notice the 
  sound of roaring water on a successful DC 15 
  passive Wisdom (Perception) check or a DC 13 
  Wisdom (Perception) check if actively listening 
  near the door.
  12. 
  A 
  Bad 
  Smell 
  1. Characters will notice the 
  smell of carrion on a successful DC 17 passive 
  Wisdom (Perception) check or a DC 15 Wisdom 
  (Perception) check if actively searching.
  13. 
  A 
  Bad 
  Smell 
  2. Characters will notice the 
  smell of carrion on a successful DC 17 passive 
  Wisdom (Perception) check or a DC 15 Wisdom 
  (Perception) check if actively searching.
  14. 
  Treasure 
  Sled. Characters will notice the 
  smell of carrion on a successful DC 15 passive 
  Wisdom (Perception) check or a DC 13 Wisdom 
  (Perception) check if actively searching.
  The top chest has a poison 
  needle 
  trap.
  16. 
  Bad 
  Smell 
  3. Characters will notice the 
  smell of carrion on a successful DC 15 passive 
  Wisdom (Perception) check or a DC 13 Wisdom 
  (Perception) check if actively searching.
  17. 
  Bad 
  Smell 
  4. Characters will notice the 
  smell of carrion on a successful DC 15 passive 
  Wisdom (Perception) check or a DC 13 Wisdom 
  (Perception) check if actively searching.
  18. 
  Door 
  an 
  d 
  Smell. Characters will notice the 
  smell of carrion on a successful DC 17 passive 
  Wisdom (Perception) check or a DC 15 Wisdom 
  (Perception) check if actively searching.
  24. 
  Grieving 
  Elves. Doppelgangers (3-5).
  25. 
  Minotaur 
  Lair. Minotaurs (3-7). The trap 
  door may be opened with a DC 20 Dexterity 
  (thieves'
   tools) check. If the opening character 
  is at the door when it swings down, the 
  character must succeed at a DC 14 Dexterity 
  saving throw, or be knocked down into the 
  straw pile, taking 3 (1d6) bludgeoning damage.
  26. 
  Who'
  s 
  There? Bandits (9).
  27. 
  Trap 
  Room. Trapper (1).
  28. 
  Well 
  of 
  Questions. Androsphinx (1).
  29. 
  Javelins. Characters entering the room are 
  targeted by the javelin 
  trap.
  30. 
  X-room. A character standing on the X 
  triggers the falling 
  block 
  trap.
  31. 
  Pendulum. Characters standing in line with
  the pendulum when the rope is cut are hit by 
  the swinging 
  blade 
  trap.
  32. 
  Dervish 
  Explorers. Dervishes (5).
  33. 
  Robber 
  Press. Characters in the room when
  the center 10 foot floor plate is walked on are 
  caught in the crushing 
  walls 
  trap.
  37. 
  Loose 
  Ceiling. Trapper (1).
  Halls 
  of 
  the 
  Upper 
  Priesthood
  4. 
  Garden 
  Hall. The secret doors may be found 
  with a DC 16 passive Wisdom (Perception) 
  check or a DC 14 Wisdom (Perception) check if 
  actively searching. A successful DC 13 
  Intelligence (Investigation) check will reveal 
  the opening mechanism.
  Fruitflies are AC 13, 4 hit points. When eaten, 
  they give a character a +1 bonus to Strength 
  and Dexterity for 1 hour. Multiple fruitflies do 
  not add extra bonuses.
  5. 
  Dome 
  of 
  Flight, 
  Lower 
  Level. Grenade Palm 
  trap. The inscriptions on the altar may be read 
  with a successful DC 12 Intelligence 
  (Investigation) check. If the players can'
  t 
  decipher the inscriptions, allow their 
  characters to make DC 13 Intelligence 
  (Investigation) checks to gain a clue about their
  function.
  10. 
  West 
  Hall. Wraiths (3).
  13. 
  East 
  Pantry. The tunnel to Heart'
  s Lair on 
  the Gauntlet level may be spotted with a  DC 16 
  passive Wisdom (Perception) check or a DC 14 
  Wisdom (Perception) check if actively 
  searching.
  16. 
  March 
  of 
  the 
  True 
  Faith. The inscriptions 
  here may be read with a successful DC 12 
  Intelligence (Investigation) check.
  19. 
  West 
  Cell 
  of 
  the 
  High 
  Priest. Knight (1), 
  ghouls (10).
  20 
  . 
  Priest 
  Catacombs. Ghouls (6).
  21. 
  Priest 
  Closet. The secret door may be found 
  with a DC 16 passive Wisdom (Perception) 
  check or a DC 14 Wisdom (Perception) check if 
  actively searching. A successful DC 13 
  Intelligence (Investigation) check will reveal 
  the opening mechanism.
  22. 
  East 
  High 
  Priest'
  s 
  Cell. Wraiths (3).
  24. 
  Prayer 
  Temple 
  of 
  the 
  Priesthood. There is a
  trap 
  door directly in front of the statue. There 
  is also a fog 
  horn 
  trap protecting the false gem 
  on the statue.
  Gauntlet
  1. 
  Dome 
  of 
  Flight, 
  Upper 
  Level. Prit (1).
  3a. 
  Chabang 
  Man. Chabang Man (2).
  3b. 
  Fire 
  Wall. The fire and stone walls are 
  illusions that may be seen through with a 
  successful DC 14 Intelligence (Investigation) 
  check. Failing the check means the characters 
  believe it is real. If a character that failed the 
  check sees another character pass through the 
  wall, that character may check again with 
  advantage.
  3c. 
  Mirror, 
  Mirror. The construct opposites 
  created are just like the characters except:
  •
  They have no intelligence and attack 
  mindlessly.
  •
  They have no spells or magical items.
  •
  They have no class abilities except 
  extra attack.
  •
  They have the same hit points the 
  character did at the time they are 
  created.
  3d. 
  Pet 
  Fist. Pet Fist (1), Munafik (1).
  11. 
  Heart'
  s 
  Lair. Clay Golem (1), Heart Jar (1).
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  I3-5 DESERT OF DESOLATION CONVERSION GUIDE
  27
  
  True 
  Tomb
  2. 
  Treasury 
  of 
  the 
  Pharaohs. The inscriptions 
  here may be read with a successful DC 12 
  Intelligence (Investigation) check.
  3. 
  Tomb 
  of 
  Amun-Re. Mummy (1). The 
  inscriptions here may be read with a 
  successful DC 12 Intelligence (Investigation) 
  check. The secret door may be found with a DC
  16 passive Wisdom (Perception) check or a DC 
  14 Wisdom (Perception) check if actively 
  searching. A successful DC 13 Intelligence 
  (Investigation) check will reveal the opening 
  mechanism.
  Magic 
  Items
  1. Bar-Ethel (See Special Items)
  2. Chain mail +1
  3. Enduval (long sword, as berserker axe)
  4. Libram of Ineffable Damnation (replace it 
  with non-magical book of evil rituals)
  5. Potion of undead control (replace with potion 
  of necrotic resistance)
  6. Ring of contrariness (replace with ring of 
  jumping)
  7. Ring of protection
  8. Scroll of fireball
  9. Scroll of fly
  10.Staff of Ruling (See Special Items)
  11.Star of Mo-Pelar (See Special Items)
  12.Warhammer +1
  Traps 
  Crushing 
  Walls 
  Trap 
  (pg. 
  54). It is spotted 
  with a DC 15 passive Wisdom (Perception) 
  check, or DC 13 if actively searching. A DC 15 
  Dexterity (thieves'
   tools) check disables it. 
  When triggered, all creatures in the room take 
  11 (2d10) bludgeoning damage each round for 3 
  rounds.
  Falling 
  Block 
  Trap 
  (pg. 
  53). It is spotted 
  with a DC 15 passive Wisdom (Perception) 
  check, or DC 13 if actively searching. A DC 15 
  Dexterity (thieves'
   tools) check disables it. 
  Triggering creature(s) takes 22 (4d10) 
  bludgeoning damage.
  Fog 
  Horn 
  Trap 
  (pg. 
  58). It is spotted with a 
  DC 15 passive Wisdom (Perception) check, or 
  DC 13 if actively searching. A DC 15 Intelligence
  (Investigation) check disables it.
  Grenade 
  Palm 
  (pg. 
  56): These palms have 
  fruit that resemble small pineapples. When 
  any creature walks near the grenade palm, 
  there is a 20% chance one fruit falls from the 
  tree (roll percentile dice, on a result of 01 - 20 
  the fruit falls). The fruit explodes on contact 
  with the ground. Any creature within 10 feet 
  must make a DC 13 Dexterity saving throw. On 
  a failure it takes 11 (2d10) piercing damage, but 
  no damage on a successful saving throw.
  Javelin 
  Trap 
  (pg. 
  53). It is spotted with a DC 
  15 passive Wisdom (Perception) check, or DC 13 
  if actively searching. A DC 15 Intelligence 
  (Investigation) check figures out how to disable
  it. Triggering creature takes 22 (4d10) piercing 
  damage and is restrained (escape DC 14).
  Poison 
  Needle 
  Trap 
  (pg. 
  50). It is spotted 
  with a DC 15 passive Wisdom (Perception) 
  check, or DC 12 Wisdom (Perception) check if 
  actively searching. A DC 15 Dexterity (thieves'
   
  tools) check disables it. Triggering creature 
  takes 22 (4d10) poison damage and must 
  succeed on a DC 15 Constitution saving throw 
  or be poisoned for 1 hour.
  Swinging Blade Trap (pg. 53). It is spotted 
  with a DC 15 passive Wisdom (Perception) 
  check, or DC 13 if actively searching. A DC 13 
  Dexterity check disables it. Triggering creature
  takes 22 (4d10) slashing damage.
  Trap 
  Door 
  (pg. 
  58). It is spotted with a DC 15
  passive Wisdom (Perception) check, or DC 13 if 
  actively searching. A DC 15 Dexterity (thieves'
   
  tools) check disables it. Creatures walking on it
  fall onto the hay pile in the room below, taking 
  3 (1d6) bludgeoning damage.
  Monsters
  1. Androsphinx (MM 281, CR 17, 18000 XP)
  2. Assistant 
  Holy 
  Iaseda (priest)
  3. Bandit (MM 343, CR 1/8, 25 XP)
  4. Chabang 
  Man (See Special Creatures)
  5. Clay 
  Golem (MM 168, CR 9, 5000 XP)
  6. Dervish (thug armed with scimitar MM 
  350, CR 1/2, 100 XP)
  7. Doppelganger (MM 82, CR 3, 700 XP)
  8. Dwarf (bandit with dwarf traits)
  9. Ghoul (MM 148, CR 1, 200 XP)
  10.Giant 
  Rat (MM 327, CR 1/8, 25 XP)
  11.Giant 
  Spider (MM 328, CR 1, 200 XP)
  12.Heart 
  Jar (See Special Creatures)
  13.Holy 
  Iaseda (priest)
  14.Knight (MM 347, CR 3, 700 XP)
  15.Mage (MM 347, CR 6, 2300 XP)
  16.Minotaur (MM 223, CR 3, 700 XP)
  17.Mummy (MM 228,. CR 3, 700 XP)
  18.Munafik (See Special Creatures)
  19.Pet 
  Fist (See Special Creatures)
  20.Priest (MM 348, CR 2, 450 XP)
  21.Prit (commoner MM 345, CR 0, 10 XP)
  22.Tomb 
  Robber (scout MM MM 349, CR 1/2, 
  100 XP)
  23.Trapper (VGM 194, CR 3, 700 XP).
  24.Wight (MM 300, CR 3, 700 XP)
  25.Wraith (MM 302, CR 5, 1800 XP)
  Chapter 
  9: 
  Oasis 
  of 
  the 
  White 
  Palm
  Random 
  Encounters
  Oasis 
  of 
  the 
  White 
  Palm 
  (day)
  Roll 
  1d8
  1
  2
  3
  4
  Water bearers (12)
  Launderers (6)
  Bead trader (1)
  Date traders (3)
  5
  6
  7
  8
  Camel traders (4)
  Home guard (12)
  Special Encounter
  Special Encounter
  Oasis 
  of 
  the 
  White 
  Palm 
  (night)
  Roll 
  1d8
  1
  2
  3
  4
  Drunk Durpari (1)
  Slaver guards (8)
  Durpari (4)
  Drow elves (4)
  5
  6
  7
  8
  Durpari nobles (2)
  Durpari slave (1)
  Special Encounter
  Special Encounter
  Special 
  Encounter 
  Subtable
  Roll 
  1d6 
  during 
  day, 
  1d8 
  during 
  night
  1
  2
  3
  4
  Hogan Underwood
  Zorath Blackblade
  Rose Underwood
  Thurnas Netmaster
  5
  6
  7
  8
  Hassan Arslan
  Rolando
  Corga Kazan
  Corga Kazan
  Planned 
  Encounters
  Oasis 
  Area
  2. Nomad 
  Camp. Home guards (6), war dogs (2) 
  Camp contains approximately 400 Durpari 
  total.
  3. 
  The 
  Oasis 
  Pool. Home guards (8).
  7. 
  The 
  Monolith. Secret door, spotted with a 
  DC 20 passive Wisdom (Perception) check, or 
  DC 15 Wisdom (Perception) check if actively 
  searching. A DC 14 Intelligence (Investigation) 
  check determines how to open it. The 
  inscriptions here may be read with a 
  successful DC 12 Intelligence (Investigation) 
  check.
  Nomad 
  Camp
  A. 
  The 
  Sheik'
  s 
  Tent. Home guards (6), Sheik 
  Kassim Arslan, Hassan Arslan, slaves (4), Glyph
  of warding (Explosive Lightning) trap, Poison 
  Needle trap.
  B. 
  Clerical 
  Tent. Nadron Ilanis, acolytes (2), 
  poisonous snake (1), Glyph of warding 
  (Explosive Lightning) trap.
  C. 
  Tent 
  of 
  Hassan 
  Arslan Hassan Arslan.
  D. 
  Tent 
  of 
  Korus 
  Eikoth. Korus Eikoth, slave (1).
  Sandvoyagers 
  Compound
  1a. 
  The 
  Common 
  Room. Rolando the minstrel.
  2. 
  Washing 
  House. Launderers (12).
  4. 
  Hogan'
  s 
  Stables. Stable boy (1).
  6. 
  Happy 
  Hogan'
  s 
  Desert 
  Igloo. Hogan 
  Underwood, Rose Underwood, bartender (1), 
  Cookie, Zorath Blackblade.
  7. 
  Ancient 
  Temple. The inscriptions here may 
  be read with a successful DC 12 Intelligence 
  (Investigation) check.
  8. 
  House 
  of 
  the 
  Sandvoyagers'
   
  Guild. Slaver 
  guards (14), slave (1), Thurnas Netmaster.
  Magic 
  Items
  1. Arrows +1
  2. Chain mail +2
  3. *Chain mail +3 (reduce to +2)
  4. *Cloak of protection
  5. *Decanter of endless water
  6. *Flail +1
  7. Longsword +2
  8. Potion of brass dragon control (replace with 
  potion of fire resistance)
  9. Potion of ESP (replace with potion of mind 
  reading)
  10.*Potion of invulnerability
  11.*Scarab of protection (replace with necklace of
  adaptation)
  12.Scimitar +1
  13.*Scimitar +3 (reduce to +2)
  14.Scimitar of the Sultan +1,
   +3 vs.
   undead 
  (replace with one scimitar +1)
  15.*Scroll of blade barrier
  16.*Scroll of lesser restoration
  17.*Scroll of raise dead
  18.*Shield +1
  19.Shield +2
  20.*Staff of healing
  *These items are held by good NPCs and aren'
  t 
  likely to fall into the hands of the characters.
  Traps 
  Glyph 
  of 
  Warding 
  (Blindness, 
  pg. 
  69). 
  Triggered by opening the chest it is inscribed 
  on. A successful DC 15 Intelligence 
  (Investigation) check notices the glyphs. The 
  glyph can only be disarmed by a Dispel Magic 
  spell. The creature that triggers the glyph must 
  succeed at a DC 14 Wisdom saving throw or be 
  blinded until cured.
  Glyph 
  of 
  Warding 
  (Explosive 
  lightning, 
  pg. 
  69-70). 
  Triggered by passing within 5 feet of
  the tent wall. A successful DC 15 Intelligence 
  (Investigation) check notices the glyphs. The 
  glyph can only be disarmed by a Dispel Magic 
  spell. All creatures in a 20 foot radius of the 
  tent wall must make a DC 13 Dexterity saving 
  throw. The glyph inflicts 22 (5d8) lightning 
  damage, with only half damage taken on a 
  successful saving throw.
  Poison 
  Needle 
  Trap 
  (p. 
  69,71). Triggered by 
  opening the chest. It is spotted with a DC 15 
  passive Wisdom (Perception) check, or DC 13 
  Wisdom (Perception) check if actively 
  searching. A DC 15 Dexterity (thieves'
   tools) 
  check disables it. The creature that triggers it 
  takes 22 (4d10) poison damage and must 
  succeed on a DC 15 Constitution saving throw 
  or be poisoned for 1 hour.
  Monsters
  1. Acolyte (MM 342, CR 1/4, 50 XP)
  2. Airlancer (veteran, with lance, MM 350, CR
  3, 700 XP)
  3. Bartender (commoner MM 345, CR 0, 0-10 
  XP)
  4. Cookie (thug, scimitar instead of mace, 
  MM 350, CR 1/2, 100 XP)
  5. Corga 
  Kazan (priest, mace +1,
   Skull of 
  Garath, MM 348, CR 2, 450 XP)
  6. Dervish 
  cultist (thug, scimitar instead of 
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  I3-5 DESERT OF DESOLATION CONVERSION GUIDE
  28
  
  mace, MM 350, CR 1/2, 100 XP)
  7. Drow 
  elf (MM128, CR 1/4, 50 XP)
  8. Drunk 
  Durpari (thug, scimitar instead of 
  mace, MM 350, CR 1/2, 100 XP)
  9. Durpari (thug, scimitar instead of mace, 
  MM 350, CR 1/2, 100 XP)
  10.Durpari 
  noble (commoner, MM 345, CR 0, 
  0-10 XP)
  11.Durpari 
  slave (commoner, MM 345, CR 0, 
  0-10 XP)
  12.Home 
  guard (thug, scimitar instead of 
  mace, MM 350, CR 1/2, 100 XP)
  13.Korus 
  Eikoth (gladiator, AC 18, scimitar +1 
  instead of spear, MM 346, CR 5, 1800 XP)
  14.Launderer (commoner MM 345, CR 0, 0-10 
  XP)
  15.Pegasus (MM 250, CR 2, 450 XP)
  16.Rolando 
  the 
  minstrel (spy MM 349, CR 1, 
  200 XP)
  17.Slave (commoner MM 345, CR 0, 0-10 XP)
  18.Slaver 
  guard (bandit MM 343, CR 1/8, 25 
  XP)
  19.Stable 
  boy (commoner MM 345, CR 0, 0-10 
  XP)
  20.Thurnas 
  Netmaster (gladiator, AC 20, long 
  sword +2 instead of spear, MM 346, CR 5, 
  1800 XP)
  21.Trader (commoner MM 345, CR 0, 0-10 XP)
  22.War 
  dog (wolf, MM 341, CR 1/4, 25 XP)
  23.Water 
  bearer (commoner MM 345, CR 0, 0-
  10 XP)
  24.Zorath 
  Blackblade (assassin MM 343, CR 8,
  3900 XP)
  Chapter 
  10: 
  Temple 
  of 
  Set
  Random 
  Encounters
  Temple 
  of 
  Set 
  (cult 
  area)
  Roll 
  1d8
  1
  2
  3
  4
  Zombies (15)
  Dervish cultists 
  (6)
  Giant spiders (4)
  Dervish cultists 
  (10)
  5
  6
  7
  8
  Giant poisonous 
  snakes (3)
  Mummy (1)
  Zombies (10)
  Dervish cultists (12)
  Temple 
  of 
  Set 
  (slaver 
  area)
  Roll 
  1d8
  1
  2
  3
  4
  Slaver guards (12)
  Giant spiders (5)
  Giant poisonous 
  snake
  Mummy (1)
  5
  6
  7
  8
  Slaver guards (12)
  Bugbears (6)
  Slaves (6)
  Slaver guards (6)
  Planned 
  Encounters
  1. 
  The 
  Way 
  In. Between midnight and 3am - 
  Dervish cultists (1d4).
  2. 
  Temple 
  Entry. Zombie (1).
  3. 
  Carnivorous 
  Cavern. Zombies (11).
  5. 
  Door 
  of 
  Warding. Glyphs of warding 
  (explosive fire) trap.
  6. 
  Outer 
  Temple 
  of 
  Set. Between midnight and 
  3am - Corga Kazan, Korus Eikoth, acolytes (2), 
  Dervish cultists (15),  Glyph of warding 
  (explosive fire) trap on each gem "eye" (setting 
  off glyph destroys gem).
  7. 
  Acolytes'
   
  Quarters. Acolytes (2), Glyph of 
  warding (explosive lightning) trap on obsidian 
  box. Boxes contain religious relics.
  9. 
  Cross 
  and 
  Double 
  Cross. Wights (2), Pit trap 
  with slide, Fog cloud trap.
  10. 
  Corga'
  s 
  Sanctum. Between 3am and noon - 
  Corga Kazan.
  11. 
  Essence 
  of 
  Evil. This entire area (including 
  11a, 11b, etc.) is  desecrated ground (DMG 
  pg. 
  110).
  11a. 
  Brazier 
  of 
  Violet 
  Flames. Skeletons (3). 
  Creatures touching the flame will take the 
  listed damage, the flames can be put out with a
  successful DC 14 Constitution saving throw.
  11b. 
  Golden 
  Idol. Cursed idol trap.
  11c. 
  Torture 
  Room. Thug (1).
  11d. 
  Platinum 
  Idol. Cursed idol trap.
  12. 
  The 
  First 
  Test. Giant spiders (4).
  13. 
  The 
  Second 
  Test. Jackal head lock trap.
  14. 
  Inner 
  Temple 
  of 
  Set. This area is desecrated
  ground (DMG 
  pg. 
  110), Summoning idol trap.
  16. 
  Forbidden 
  Stair. Hinged stairs trap, 
  skeletons (20).
  17. 
  Library. The Star of Khan-pelar is hidden in 
  a pile of ash here.
  18. 
  Conference 
  Room. Goblins (13).
  20. 
  Storeroom. Bugbears (4).
  21. 
  The 
  Long 
  Hall. Magic mouth trap.
  23. 
  Guard'
  s 
  Hall. Kalitrates.
  24. 
  Zomara'
  s 
  Cave. Zomara, giant spiders (8), 
  net trap.
  26. 
  Prison. Bugbear (1), commoner (1).
  27. 
  Quarters. Abu Karesan, Kaedros.
  Magic 
  Items
  1. Chain mail +2
  2. Mace +1
  3. Potion of gaseous form
  4. Scimitar +1
  5. Scroll (choose 3 3rd level spells)
  6. Skull of Garath (See Special Items)
  7. Star of Khan-Pelar (See Special Items)
  8. Wand of paralysis
  Traps 
  Cursed 
  Idol 
  (pg. 
  76). Triggered by taking 
  the idol. Triggering creature must succeed on a
  DC 15 Wisdom saving throw or be cursed until 
  the curse is removed. While cursed, the 
  creature suffers disadvantage on all attack 
  rolls.
  Fog 
  Cloud 
  (pg. 
  76). Triggered by opening a 
  door. It is spotted on a DC 15 passive Wisdom 
  (Perception) check, or DC 15 Wisdom 
  (Perception) check if actively searching. The 
  fog cloud can only be disarmed by a Dispel 
  Magic spell. When triggered, the fog cloud fills 
  the area causing heavy obscurement (PH 
  183). 
  The cloud lasts for one minute.
  Glyphs 
  of 
  Warding 
  (Explosive 
  fire, 
  pg. 
  75). 
  Triggered by walking through the archway 
  without speaking the password. They can be 
  noticed on a successful DC 15 Intelligence 
  (Investigation) check. The three 
  glyphs can 
  only be disarmed by a Dispel Magic spell. All 
  creatures in a 20 foot radius of the archway 
  must make a DC 13 Dexterity saving throw 
  three 
  times. Each of the three glyphs inflicts 22
  (5d8) fire damage, with only half damage taken
  on a successful save.
  Hinged 
  Stairs 
  (pg. 
  78). Triggered by 
  walking on the stairs. It is spotted on a DC 15 
  passive Wisdom (Perception) check, or DC 12 
  Wisdom (Perception) check if actively 
  searching. A DC 15 Dexterity (thieves'
   tools) 
  check disables it. When triggered, a creature 
  within range which fails a DC 15 Dexterity 
  saving throw, falls taking 10 (3d6) bludgeoning 
  damage from falling, and 3 (1d6) poison 
  damage from the smoke, at the beginning of 
  each of its turns that it'
  s in the smoke.
  Jackal 
  Head 
  Lock 
  (pg. 
  77). Mechanical jaws 
  bite the hands of anyone trying to pick the 
  lock. It is spotted on a DC 15 passive Wisdom 
  (Perception) check, or DC 12 Wisdom 
  (Perception) check if actively searching. A DC 
  15 Dexterity (thieves'
   tools) check disables it. 
  The triggering creature takes 11 (2d10) piercing 
  damage.
  Magic Mouth (pg. 78). A magic mouth yells 
  out a warning if any creature passes by 
  without saying the password. It is noticed with 
  a DC 15 Intelligence (Investigation) check. The 
  magic mouth can only be disarmed by a Dispel 
  Magic spell. If triggered, the mouth yells a 
  warning that intruders are present.
  Net Trap (pg. 79). See Falling Net (DMG 122).
  Pit 
  Trap 
  with 
  Slide 
  (pg. 
  76). 
   Hinged floor 
  panels drop when the door handle pulled; any 
  in the area may fall. It is spotted with a DC 15 
  passive Wisdom (Perception) check, or DC 12 
  Wisdom (Perception) check if actively 
  searching. A DC 15 Dexterity (thieves'
   tools) 
  check disables it. When triggered, any creature
  within range which fails a DC 15 Dexterity 
  saving throw takes 24 (7d6) bludgeoning 
  damage from falling.
  Summoning 
  Idol 
  (pg. 
  77). The magical gem
  eyes of the idol begin to glow, and summon one
  undead creature per round until creatures 
  leave the room or the gems are removed or 
  destroyed. It is spotted with a DC 15 passive 
  Wisdom (Perception) check, or DC 12 Wisdom 
  (Perception) check if actively searching. A 
  successful DC 15 Dexterity (thieves'
   tools) check
  allows the character to remove 1 gem per 
  round. Alternately, the gems can be attacked, 
  they have AC 8 and 10 hit points each.
  Monsters
  1. Abu 
  Karesan (thug, scimitar instead of 
  mace, MM 350, CR 1/2, 100 XP)
  2. Acolyte (MM 342, CR 1/4, 50 XP)
  3. Bugbear (MM 33, CR 1, 200 XP)
  4. Corga 
  Kazan (priest, mace +1, Skull of 
  Garath, MM 348, CR 2, 450 XP)
  5. Dervish 
  cultist (thug, scimitar instead of 
  mace, MM 350, CR 1/2, 100 XP)
  6. Ghast (MM 148, CR 2, 450 XP)
  7. Ghoul (MM 148, CR 1, 200 XP)
  8. Giant 
  Poisonous 
  Snake (MM 327, CR 1/4, 
  50 XP)
  9. Giant 
  spider (MM 328, CR 1, 200 XP)
  10.Goblin (MM 166, CR 1/4, 50 XP)
  11.Kaedros (mage, MM 347, CR 6, 2300 XP)
  12.Kalitrates (Drow elite warrior MM 128, CR 
  5, 1800 XP)
  13.Korus 
  Eikoth (gladiator, AC 18, scimitar +1 
  instead of spear, MM 346, CR 5, 1800 XP)
  14.Necrophidius (See Special Creatures)
  15.Mummy (MM 228, CR 3, 700 XP)
  16.Priest (MM 348, CR 2, 450 XP)
  17.Shadow (MM 269, CR 1/2, 100 XP)
  18.Shadow 
  Demon (MM 64, CR 4, 1100 XP)
  19.Skeleton (MM 272, CR 1/4, 50 XP)
  20.Slave (commoner MM 345, CR 0, 0-10 XP)
  21.Slaver 
  guard (bandit MM 343, CR 1/8, 25 
  XP)
  22.Smoke 
  mephit (MM 217, CR 1/4, 50 XP)
  23.Wight (MM 300, CR 3 (700 XP)
  24.Zomara (Drow priestess MM 129, CR 8, 
  3900 XP)
  25.Zombie 
  (MM 316, CR 1/4, 50 XP)
  Chapter 
  11: 
  Crypt 
  of 
  Badr 
  Al-Mosak
  Random 
  Encounters
  Roll 1d12
  1
  2
  3
  4
  5
  6
  Mummies (2)
  Wights (8)
  Wraiths (4)
  Giant spiders (4)
  Specters (8)
  Mummy (1)
  7
  8
  9
  10
  11
  12
  Giant rats (20)
  Gorgon (1)
  Mummies (2)
  Giant poisonous 
  snakes (3)
  Giant spiders (4)
  Mummies (2)
  Planned 
  Encounters
  1. 
  The 
  Amphitheater. Fear spell, all creatures 
  approaching within 50 feet must succeed at a 
  DC 14 Wisdom saving throw or become 
  frightened for one minute.
  2. 
  Shaft. Scything blade trap 80 feet down.
  3b. 
  Blade 
  Dance. Sword-wielding statue trap.
  3c. 
  Fire 
  Dance. Efreeti statue trap.
  3d. 
  Bow 
  for 
  Arrow. Bow statue trap.
  5. 
  Office 
  of 
  Evil. Wights (5).
  6. 
  Office 
  of 
  Rest. The secret door may be found 
  with a DC 15 passive Wisdom (Perception) 
  check or a DC 13 Wisdom (Perception) check if 
  actively searching. A successful DC 13 
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  I3-5 DESERT OF DESOLATION CONVERSION GUIDE
  29
  
  Intelligence (Investigation) check will reveal 
  the opening mechanism.
  7. 
  Catacomb 
  of 
  Kings. Any creature attempting
  to cross the bridge must succeed at a DC 12 
  Dexterity (Stealth) check, or attract the 
  attention of the creatures below. These include:
  mummies (1d4), wights (2d4), specters (2d4), 
  wraiths (1d4), and shadows (1d8). Each creature
  type appears only once.
  10. 
  East 
  Priesthood 
  Room. Necrophidius (4).
  12. 
  Pits 
  of 
  Everfall. Creatures falling in the 
  shafts must succeed at a DC 8 Dexterity check 
  each round or be struck by a falling object for 3
  (1d6) bludgeoning damage.
  12c. 
  Eastern 
  Everfall. Mummies (3).
  13. 
  Light 
  Web. Light beams trap.
  14. 
  Bridal 
  Keep. Khalitharius, Shadalah (in 
  bottle). The amulet’
  s ray prevents Khalitharius 
  from using any spell of 4th level or higher. He 
  may still attack with scimitar and hurl flame, 
  cast 3rd or lower level spells, and plane shift 
  away (which he will do automatically after 3 
  rounds of combat). All his other abilities are 
  unaffected. Driving him away this way should 
  be rewarded with 5000 XP (instead of the 
  normal 20000).
  15. 
  Treasury. A successful DC 14 Intelligence 
  (Investigation) check will reveal the illusionary
  floor. The acid inflicts 7 (2d6) acid damage per 
  round. The light inflicts 22 (4d10) radiant 
  damage.
  Magic 
  Items
  1. Crystal ball
  2. Dagger +2
  3. Harness of Seker
  4. Libram of gainful conjuration (replace with 
  ring of spell storing)
  5. Oil of slipperiness
  6. Plate armor +1
  7. Potion of invisibility
  8. Scroll (choose 3 4th level spells)
  9. Scroll of fireball
  10.Scroll of protection from elementals
  11.Shield +2
  12.Star of Shah-Pelar(See Special Items)
  Traps 
  Bow 
  Statue 
  (pg. 
  81). Triggered by 
  depressing a pressure plate 10 feet away from 
  the statue. DC 15 passive Wisdom (Perception) 
  check to spot, or DC 12 Wisdom (Perception) 
  check if actively searching. and a DC 15 
  Dexterity (thieves'
   tools) check to disable it. 
  When triggered, any creature in the area 
  suffers one attack at +7 to hit, 13 (3d8) piercing 
  damage on a hit.
  Efreeti 
  Statue 
  (pg. 
  81). Triggered by 
  depressing a pressure plate 10 feet away from 
  it. DC 15 passive Wisdom (Perception) check to 
  spot, or DC 12 Wisdom (Perception) check if 
  actively searching. and a DC 15 Dexterity 
  (thieves'
   tools) check to disable it. If triggered, 
  the statue shoots out a fireball which fills the 
  entire area. All creatures must make a DC 14 
  Dexterity saving throw, taking 27 (8d6) fire 
  damage on a failure, or half that on a success.
  Light 
  Beams 
  (pg. 
  83). Magical beams of 
  light crisscross a room. Most are not harmful, 
  but four of them are. The light makes it 
  impossible to discern between beams. A Dispel 
  Magic spell can negate beams on a success. 
  Beam A attacks at +7 to hit and does 22 (4d10) 
  cold damage on a hit. Beam B attacks at +7 to 
  hit and does 22 (4d10) force damage on a hit. 
  Beam C attacks at +7 to hit and does 22 (4d10) 
  lightning damage on a hit. Beam D hits 
  automatically. Unless the creature succeeds at 
  a DC 14 Wisdom saving throw, it is teleported 
  to the described location.
  Scything 
  Blade 
  (pg. 
  80). A blade swings out
  from the wall three rounds after a medium size
  creature or object passes that point. DC 15 
  passive Wisdom (Perception) check to spot, or 
  DC 12 Wisdom (Perception) check if actively 
  searching. and a DC 15 Intelligence 
  (Investigation) check to disable it. If triggered, 
  any creature in the area suffers an attack at +7 
  to hit, 11 (2d10) slashing damage on a hit. The 
  blade will sever a rope automatically.
  Sword-wielding 
  Statue 
  (pg. 
  81). Triggered 
  by depressing a pressure plate 10 feet away 
  from the statue. DC 15 passive Wisdom 
  (Perception) check to spot, or DC 12 Wisdom 
  (Perception) check if actively searching. and a 
  DC 15 Dexterity (thieves'
   tools) check to disable 
  it. When triggered, any creature in the area 
  suffers two attacks at +7 to hit, 11 (2d10) 
  slashing damage on a hit. Creatures hit must 
  make a DC 14 Strength or Dexterity saving 
  throw, or fall down the shaft.
  Monsters
  1. Ghoul (MM 148, CR 1, 200 XP)
  2. Giant 
  Poisonous 
  Snake (MM 327, CR 1/4, 
  50 XP)
  3. Giant 
  Rat 
  (MM 327, CR 1/8, 25 XP)
  4. Giant spider (MM 328, CR 1, 200 XP)
  5. Goblin (MM 166, CR 1/4, 50 XP)
  6. Gorgon (MM 171, CR 5, 1800 XP)
  7. Khalitharius, 
  efreeti 
  pasha (See Special 
  Creatures)
  8. Necrophidius (See Special Creatures)
  9. Mummy (MM 228, CR 3, 700 XP)
  10.Shadalah (commoner MM 345, CR 0, 0-10 
  XP)
  11.Shadow (MM 269, CR 1/2, 100 XP)
  12.Specter (MM 279, CR 1, 200 XP)
  13.Wight (MM 300, CR 3 (700 XP)
  14.Wraith (MM 302, CR 5, 1800 XP)
  Chapter 
  12: 
  Lost 
  City 
  of 
  Phoenix
  Random 
  Encounters
  Lands 
  of 
  Carthag
  Roll 
  1d12 
  + 
  modifier
  1
  2
  3
  4
  5
  6
  Androsphinx (1)
  Purple worm (1)
  Roc (1)
  Krite (1)
  Swarm of 
  centipedes
  Giant tarantula 
  (1)
  7
  8
  9
  10
  11-
  12
  13+
  Hyenas (10)
  Jackals (4)
  Swarm of ants
  Giant fire beetles (4)
  Spectral minion
  Sinkhole
  Phoenix 
  Ruins
  Roll 
  1d12
  1
  2
  3
  4
  5
  Beholder zombie 
  (1)
  Rust monster (1)
  Swarm of spiders
  Swarm of ticks
  Swarm of ants
  6
  7
  8-9
  10-
  11
  12
  Giant fire beetles (5)
  Krite (1)
  Skeletons (6)
  Cry of Aeraldoth
  Spectral Traveler
  Planned 
  Encounters
  Lands 
  of 
  Carthag
  1. 
  Phoenix 
  from 
  Afar. During the day, the 
  extreme heat means characters must make a 
  DC 10 Constitution saving throw every hour, 
  gaining one level of exhaustion on a failure. 
  The DC increases by 1 each hour.
  3. 
  The 
  Sinkhole 
  and 
  the 
  Slide. Pulling a 
  sinking character out of the sand follows the 
  rules for quicksand (DMG 
  pg. 
  110).
  Phoenix 
  Ruins
  4. 
  Dining 
  Room 
  of 
  Khalif 
  Mubrek. A 
  successful DC 10 Dexterity saving throw will 
  allow characters to stay on their feet, although 
  shoeless.
  7. 
  The 
  Hall 
  of 
  Khalif 
  Mubrek. The mirror of 
  opposition produces duplicates exactly like the
  characters except:
  •
  They have no intelligence and attack 
  mindlessly.
  •
  They have no spells or magical items.
  •
  They have no class abilities except 
  extra attack.
  •
  They have the same hit points the 
  character did at the time they are 
  created.
  8a. 
  The 
  Maze 
  of 
  Darkness. Regular vision and 
  darkvision do not function in the darkness. 
  Blindsight, tremorsense, and truesight work 
  properly.
  8b. 
  The 
  Maze 
  of 
  Light. The light and mirrors 
  make it nearly impossible to navigate by sight; 
  a successful DC 25 Wisdom (Survival) check is 
  necessary to pull it off. Moving around the 
  walls by touch is the easiest way to find the 
  exit. If this is done, a successful DC 15 Wisdom 
  (Perception) check will find the exit within 15 
  minutes.
  9. 
  Entry 
  Corridor 
  of 
  Chininsk 
  Ambar. A 
  successful DC 14 Intelligence (Investigation) 
  check will figure out how to open the door.
  10. 
  Library 
  of 
  Chininsk 
  Ambar. Djinni (1).
  12. 
  Death 
  Trap 
  of 
  Chininsk 
  Ambar. The tilting 
  floor may be detected with a DC 15 passive 
  Wisdom (Perception) check, or DC 12 Wisdom 
  (Perception) check if actively searching. A DC 
  15 Dexterity (thieves'
   tools) check disables it. 
  Characters in the area when triggered fall into 
  the room below. The short fall inflicts no 
  damage.
  15. 
  Chandelle-Glissade. Characters going down
  the slide take 3 (1d6) bludgeoning damage 
  when they finally land on the street.
  16b. 
  Main 
  Floor. Wraith (1).
  16c. 
  Changing 
  Room. Skeletons (13).
  17. 
  Sewer 
  Tunnel. Swarm of spiders (1).
  18. 
  Statue 
  of 
  Set. Aeraldoth, Djinni Vizier (1).
  Monsters
  1. Aeraldoth, 
  Djinni 
  Vizier (See Special 
  Creatures)
  2. Androsphinx (MM 281, CR 17, 18000 XP)
  3. Beholder 
  Zombie (MM 316, CR 5, 1800 XP)
  4. Djinni (MM 144, CR 11, 7200 XP)
  5. Giant 
  Fire 
  Beetle (MM 325, CR 0, 10 XP)
  6. Giant 
  Tarantula (giant wolf spider MM 
  330, CR 1/4, 50 XP)
  7. Hyena (MM 331, CR 0, 10 XP)
  8. Jackal (MM 331, CR 0, 10 XP)
  9. Krite (poisonous snake MM 334, CR 1/8, 25 
  XP)
  10.Purple 
  Worm (MM 255, CR 15, 13000 XP)
  11.Roc (MM 260, CR 11, 7200 XP)
  12.Rust 
  Monster (MM 262, CR 1/2, 100 XP)
  13.Skeleton (MM 272, CR 1/4, 50 XP)
  14.Spectral 
  Minion (See Special Creatures)
  15.Swarm 
  of 
  Centipedes (MM 338, CR 1/2, 100
  XP)
  16.Swarm 
  of 
  Spiders (MM 338, CR 1/2, 100 XP)
  17.Swarm 
  of 
  Ticks (swarm of insects MM 338,
  CR 1/2, 100 XP)
  18.Wight (MM 300, CR 3 (700 XP)
  Chapter 
  13: 
  Skysea 
  / 
  Medinat 
  Muskawoon
  Random 
  Encounters
  Skysea
  Roll 
  1d12
  1
  2-3
  4-5
  6-8
  Purple worm (1)
  Skittercrabs (10)
  Spectral minions 
  (12)
  Glass pirates (20)
  9
  10
  11
  12
  Wanderer
  Spectral minion
  Dead adventurers
  Ghost ship
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  I3-5 DESERT OF DESOLATION CONVERSION GUIDE
  30
  
  Cursed 
  City 
  of 
  Stone
  Roll 
  1d6
  1
  2
  3
  Warning
  Ghost (1)
  Ghosts (3)
  4
  5
  6
  Wight
  Wraith
  The Last Caravan
  Planned 
  Encounters
  Skysea
  3. 
  Surface 
  of 
  Skysea. The smooth, slick surface 
  of the Skysea is difficult terrain, and during 
  the day is superheated by the sun. Creatures 
  walking on the Skysea during the day take 1 
  fire damage per round for each 10 feet they are 
  from a shoreline, to a maximum of 10 fire 
  damage per round. The damage occurs at the 
  beginning of the creature’
  s turn. Fire 
  resistance halves this damage, and fire 
  immunity prevents it completely.
  4. 
  Hot 
  Spot. Each minute a creature walks on 
  the Skysea, there is a 10% chance it walks into 
  a hot spot. A hot spot deals 22 (4d10) fire 
  damage to the creature, in addition to the 
  normal damage suffered from walking on the 
  glass.
  The 
  Cursed 
  Isle
  1. 
  The 
  Tortured 
  Hills. The hills are difficult 
  terrain. Characters trying to climb the hills 
  must succeed at a DC 14 Strength (Athletics) 
  check every 10 minutes to avoid a slip and fall. 
  If the characters are not roped together, roll 
  1d6 x 10 to determine distance fallen, then roll 
  the appropriate damage amount (1d6-6d6). If 
  the characters are roped together, the 
  character who failed takes 1d6 falling damage.
  2. 
  The 
  Shore 
  Line. The boulder and debris 
  strewn shoreline is difficult terrain. In 
  addition, characters must succeed at a DC 12 
  Dexterity check every hour to avoid taking 1d6 
  damage from trips and falls.
  3. 
  The 
  Limestone 
  Causeway. During the day, 
  the sunlight reflected by the causeway stone 
  reduces all vision to 10 feet, due to the need to 
  shield the eyes from the glare. Characters who 
  don'
  t shield their eyes may see up to 50 feet, 
  but must succeed at a DC 16 Constitution 
  saving throw or be blinded for 1d6 minutes.
  Cursed 
  City 
  of 
  Stone
  2. 
  Riddle 
  Obelisk. The inscriptions here may 
  be read with a successful DC 12 Intelligence 
  (Investigation) check.
  10. 
  Temple 
  of 
  Prometheus. A successful DC 12 
  Wisdom (Perception) check will reveal glass 
  fragments in the window. A successful DC 12 
  Intelligence (Investigation) check will allow the
  character to realize the glass was a shaped lens
  of some kind.
  14. 
  Palaestra. Swarms of centipedes (6).
  16. 
  Ruined 
  Baths. Wraiths (3).
  18. 
  Collegium 
  Ruins. Dust Specter (1). 
  Characters listening to the Dust Specter talk 
  must succeed at a DC 12 Wisdom saving throw 
  or fall asleep until removed from the ruins.
  23. 
  Baths 
  of 
  Drusus. Wraiths (2).
  Temple 
  of 
  Ra
  Inside the temple (areas 
  2-6), magic of any 
  kind is blocked. Active spells are canceled, and 
  new spells cannot be cast (the slots are not 
  used up). Only the magic of the items created 
  by Martek function.
  1. 
  Eyes 
  of 
  Hathor. The Eyes of Hathor cause 
  characters that enter the area within 60 feet of 
  the eyes, or begin their turn there, to make a 
  DC 15 Constitution saving throw. Characters 
  that fail the save are paralyzed, those that 
  succeed are not. The paralysis lasts until the 
  character is removed from the 60 foot range of 
  the eyes. The eyes may be attacked; each one is 
  AC 14, has 70 hit points, and resistance to 
  nonmagical damage from weapons. Characters
  that hold an amber tear from the Temple of 
  Balder automatically succeed on their saving 
  throws.
  2. 
  Courtyard. Poisonous snakes (infinite). The 
  asps here have an extremely toxic poison, 
  causing 14 (4d6) poison damage on a failed DC 
  14 Constitution saving throw, or half as much 
  damage on a successful save. Any open flame, 
  such as a torch from the Temple of 
  Prometheus, will keep the snakes from 
  attacking the character holding the torch.
  3. 
  Lotus 
  Gate. This area is a safe place to 
  regroup. The asps won'
  t come into this area, 
  and the lotus gas won'
  t be released until 
  someone enters area 4.
  4. 
  Entry 
  Hall. The lotus gas makes characters 
  play like children, oblivious to danger, unless 
  they succeed at DC 14 Constitution saving 
  throws. The saving throw must be made each 
  round the characters begin their turns in the 
  gas. Affected characters may make a new 
  saving throw at the beginning of their turns to 
  shake off the effect.
  5. 
  Inner 
  Gate. This area is a safe place to 
  regroup. The lotus gas doesn'
  t reach into here.
  6. 
  Deep 
  Swamp. The void between the gate and
  the altar may be bridged by the drain caps. The
  final piece disappears, leaving a gap of 3 feet to 
  the altar. The small size of the altar means a 
  character jumping the distance must succeed 
  at a DC 12 Dexterity (Acrobatics) check to land 
  on the altar without slipping off. Grabbing the 
  star gem is automatic, and disables all the 
  temple defenses. The floor in this area 
  reappears, allowing the character to simply 
  walk back to the entrance.
  Magic 
  Items
  1. Dagger +1
  Monsters
  1. Dust 
  Specter (specter, MM 279, CR 1, 200 
  XP)
  2. Ghost (MM 147, CR 4, 1100 XP)
  3. Ghost 
  Ship (See Special Creatures)
  4. Glass 
  Pirate (See Special Creatures)
  5. Poisonous 
  Snake (MM 334, CR 1/8, 25 XP)
  6. Purple 
  Worm (MM 255, CR 15, 13000 XP)
  7. Skittercrab (giant crab with fire immunity,
  MM 324, CR 1/8, 25 XP)
  8. Spectral 
  Minion (See Special Creatures)
  9. Swarm 
  of 
  Centipedes (MM 338, CR 1/2, 100
  XP)
  10.Wight (MM 300, CR 3 (700 XP)
  11.Wraith (MM 302, CR 5, 1800 XP)
  Chapter 
  14: 
  Citadel 
  of 
  Martek
  Random 
  Encounters
  Garden 
  of 
  the 
  Cursed
  Roll 
  1d12
  1
  2
  3
  4
  5
  6
  Palan-teen (6)
  Guilders (4)
  Giant tarantulas (4)
  Giant scorpions (2)
  Grenade palms (2)
  Guilders (10)
  7
  8
  9
  10
  11
  12
  Palan-teen (4)
  Trifakas
  Pawnis
  Sardok
  Villagemaster 
  Bandik
  Percivilis
  Black 
  Abyss
  Roll 
  1d12
  1
  2
  3
  4
  5
  6
  Xorn (3)
  Umber hulks (3)
  Troglodytes (10)
  Spectral minions
  (6)
  Barlgura (4)
  Vrock (3)
  7
  8
  9
  10
  11
  12
  Doppelgangers (3)
  Spectral minions (6)
  Berserkers (5)
  Hezrou (1)
  Djinni (1)
  Efreeti (1)
  Crypt 
  of 
  Al-Alisk
  Roll 
  1d4
  1
  2
  Spectral minions (6)
  Spectral minions (4)
  3
  4
  Wights (5)
  Wraiths (4)
  Black 
  Abyss
  Roll 
  1d12
  1-2
  3-4
  5
  6
  7
  Spectral minions 
  (10)
  Cryptknights (4)
  Androsphinx (1)
  Poisonous snakes 
  (12)
  Giant tarantulas 
  (10)
  8
  9
  10
  11
  12
  Giant scorpions (7)
  Mummies (6)
  Necrophidius (4)
  Cockatrices (3)
  Ghosts (4)
  Planned 
  Encounters
  Pillars 
  of 
  Martek
  1. 
  Upper 
  Monument. The secret door may be 
  found with a DC 20 passive Wisdom 
  (Perception) check or a DC 16 Wisdom 
  (Perception) check if actively searching. A 
  successful DC 15 Intelligence (Investigation) 
  check will reveal the opening mechanism. The 
  inscriptions here may be read with a 
  successful DC 12 Intelligence (Investigation) 
  check.
  2. 
  Entry 
  Chamber. Lightning wall trap. The 
  secret doors may be found with a DC 20 
  passive Wisdom (Perception) check or a DC 16 
  Wisdom (Perception) check if actively 
  searching. A successful DC 15 Intelligence 
  (Investigation) check will reveal the opening 
  mechanism.
  3. 
  Tomb 
  Room. The secret doors may be found 
  with a DC 20 passive Wisdom (Perception) 
  check or a DC 16 Wisdom (Perception) check if 
  actively searching. A successful DC 15 
  Intelligence (Investigation) check will reveal 
  the opening mechanism.
  4. 
  Corridor. Spear trap. The secret doors may 
  be found with a DC 20 passive Wisdom 
  (Perception) check or a DC 16 Wisdom 
  (Perception) check if actively searching. A 
  successful DC 15 Intelligence (Investigation) 
  check will reveal the opening mechanism.
  Garden 
  of 
  the 
  Cursed
  1. 
  Garden. These clear areas don'
  t hamper 
  movement or sight.
  2. 
  Jungle. The thick growth counts as difficult 
  terrain, and maximum sight distance is 20 feet.
  4. 
  Dais 
  of 
  Reception. Guilders (20), Pawnis - all 
  arrive one minute after characters appear here.
  5. 
  Guilder 
  Village. Guilders (88), Pawnis, 
  Villagemaster Bandik.
  7. 
  Trifakas'
   
  Camp. Trifakas, Sardok.
  8. 
  Camp 
  of 
  the 
  Palan-teen. Palan-teen (52), 
  Percivilis.
  9. 
  Obelisk 
  of 
  the 
  Ancients. The inscriptions 
  here may be read with a successful DC 12 
  Intelligence (Investigation) check.
  10. 
  Mound 
  of 
  the 
  Lawgivers. Thrown stones 
  strike for 1d4 + Strength modifier bludgeoning 
  damage.
  Grand 
  Hall 
  of 
  the 
  Crystal 
  Prism
  1. 
  One 
  Thousand 
  One 
  Doors. The doors are all 
  locked with arcane lock, but will be open if the 
  gems were used correctly at Grandal. The 
  hallway has no walls, so characters could fall 
  into the fire pits off to the sides. Characters 
  falling into the fire pits take 35 (10d6) falling 
  damage, and 11 (2d10) fire damage per round 
  that they stay in the pits.
  2. 
  Final 
  Doors. The inscriptions here may be 
  read with a successful DC 12 Intelligence 
  (Investigation) check.
  3. 
  Grand 
  Hall. Iron Phoenix (1). Anyone 
  walking straight down the center path is safe 
  from the Iron Phoenix; it will not attack 
  anyone on the path.
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  I3-5 DESERT OF DESOLATION CONVERSION GUIDE
  31
  
  Black 
  Abyss
  2. 
  Land'
  s 
  End. Winds here blow towards area 8 
  at a rate of 20 feet per round. This affects 
  anyone flying. The flying creature must spend 
  20 feet of movement per round just to 
  maintain position, otherwise they are blown in
  that direction.
  3. 
  Distance 
  Distortion. Use the distance 
  distortion rules as written. Roll once per 10 
  minutes of game time. Winds here blow 
  towards area 8 at a rate of 40 feet per round. 
  Any flying creature must spend 40 feet of 
  movement per round just to maintain position,
  otherwise they are blown in that direction.
  4. 
  Time-frame 
  Distortion. Wind speed remains
  40 feet per round. Use the following rules 
  instead of the ones in the module. Roll once per
  10 minutes of game time. The listed effects 
  only apply when dealing with creatures in a 
  different time frame. For example: a character 
  in Fast time fighting a creature in Fast time 
  doesn'
  t use any of the listed adjustments below.
  # of Attacks means number of attacks per 
  Attack action.
  Roll
  1d6
  Time
  Speed
  Attack
  rolls
  # 
  of
  Atts
  Move
  speed
  1-2
  3-4
  5-6
  Slow
  Normal
  Fast
  Disadv
  Normal
  Adv
  1 only
  Normal
  1 extra
  Half
  Normal
  Double
  5. 
  Magical 
  Distortion. Wind speed remains 40 
  feet per round. Use the provided table with the 
  following change to result #1 
  "Roll 1d10, rerolling a result of 10. The result is 
  the actual level of spell cast, even if it'
  s a level 
  the caster can'
  t normally use. Randomly 
  determine a spell of that level from the lists in 
  the Player'
  s Handbook. The spell will consume 
  a slot of the highest level the caster is capable 
  of using.
  Mobius 
  Tower
  2. 
  Apartment 
  of 
  the 
  Firstwife. Banshee (1).
  6. 
  Cloak 
  Room. Cryptknight (1).
  12. 
  Bottleroom. Djinni (1).
  15. 
  Room 
  of 
  State. Mummy (1).
  16. 
  Lost 
  Hall. Efreeti (1).
  19. 
  Guardroom. Ghost (1).
  20. 
  Treasury. Cryptknights (4).
  25. 
  Audience 
  Chamber. The Guardian of Time 
  can'
  t be fought, as it has complete control over 
  time.
  Desert 
  of 
  Al-Alisk
  4. 
  Death 
  Watch. Spectral Minions (20).
  Crypt 
  of 
  Al-Alisk
  2. 
  Catacombs. Spectral Minions (6), Wraith (1).
  5. 
  Spirits 
  Room. Banshee (1).
  7. 
  Cockpit. Cockatrices (5).
  Inner 
  Sanctum 
  of 
  Martek
  1. 
  Entry 
  Hall. The water of the fountain will 
  restore 4d8 hit points to characters who drink 
  it. It will not heal the characters again until 
  after a long rest.
  2. 
  Vault 
  of 
  Martek. Cryptknights (4).
  Magic 
  Items
  1. *Book of infinite spells (replace with a Charm 
  - DMG 228)
  2. Crystal ball
  3. Dancing sword
  4. Liahona (See Special Items)
  5. *Libram of gainful conjuration (replace with 
  a Charm - DMG 228)
  6. Morning star +1 (upgrade to +2)
  7. Potion of clairaudience (replace with potion of
  clairvoyance)
  8. Ring of protection
  9. Scale mail +1 (replace with chain mail +2)
  10.*Scroll of protection from petrification 
  (replace with Keoghtum'
  s ointment)
  11.*Scroll of protection from undead
  12.Shield +5 (change to shield +3)
  13.Sword, nine lives stealer (replace with sword 
  of life stealing)
  14.*Tome of clear thought
  15.Tome of Time (See Special Items)
  16.*Tome of understanding
  17.Wand of fireballs
  18.*Wizard scroll of polymorph
  19.*Wizard scroll of 3 spells, levels 1-6 (random)
  20.*Wizard scroll of 4 spells,
   levels 1-6 (random)
  21.*Wizard scroll of 7 spells, levels 1-4 (random)
  *These items might be found in areas 3 and 4 
  of Martek'
  s citadel, but there is no guarantee.
  Traps 
   Grenade 
  Palm 
  (pg. 
  115). These palms have 
  fruit that resemble small pineapples. When 
  any creature walks near the grenade palm, 
  there is a 20% chance one fruit falls from the 
  tree (roll percentile dice, on a result of 01 - 20 
  the fruit falls). The fruit explodes on contact 
  with the ground. Any creature within 10 feet 
  must make a DC 13 Dexterity saving throw. On 
  a failure it takes 11 (2d10) piercing damage, but 
  no damage on a successful saving throw.
  Lightning 
  Wall 
  Trap 
  (pg. 
  114). This trap is 
  triggered by pressing a golden disk on top of an
  altar. A DC 20 Intelligence (Investigation) 
  check allows character to notice the trap based
  on alterations to the locking mechanism. A DC 
  15 Intelligence (Investigation) check to 
  determine how to disarm it, followed by a DC 
  15 Dexterity check using thieves tools to 
  disable it. When triggered, the entry door 
  closes over one round while a wall of lightning 
  crosses the room in the same time span. All 
  creatures should roll initiative, with the wall 
  having an initiative roll as well (roll with a +3 
  bonus). Anyone with a higher initiative can 
  exit the room before the wall hits. Otherwise 
  creatures hit by the wall take 42 (12d6) 
  lightning damage. A successful DC 14 
  Constitution saving throw reduces damage by 
  half.
  Spear 
  Trap 
  (pg. 
  114). Triggered by opening 
  a secret door. DC 15 passive Wisdom 
  (Perception) check to spot, or DC 12 Wisdom 
  (Perception) check if actively searching. DC 15 
  Intelligence (Investigation) check to determine 
  how to disarm, followed by a DC 15 Dexterity 
  check using thieves tools to disable it. When 
  triggered, the creature opening the door takes 
  22 (4d10) piercing damage.
  Monsters
  1. Banshee (MM 23, CR 4, 1100 XP)
  2. Barlgura (MM 56, CR 5, 1800 XP)
  3. Berserker (MM 344, CR 2, 450 XP)
  4. Cockatrice (MM 42, CR 1/2, 100 XP)
  5. Cryptknight (See Special Creatures)
  6. Djinni (MM 144, CR 11, 7200 XP)
  7. Doppleganger (MM 82, CR 3, 700 XP)
  8. Dustdigger (See Special Creatures)
  9. Efreeti (MM 145, CR 11, 7200 XP)
  10.Ghost (MM 147, CR 4, 1100 XP)
  11.Giant 
  scorpion (MM 327. CR 3, 700 XP)
  12.Giant 
  Tarantula (giant wolf spider MM 
  330, CR 1/4, 50 XP)
  13.Guilder (as scout, MM 349, CR 1/2, 100 XP)
  14.Hezrou (MM 60, CR 8, 3900 XP)
  15.Iron 
  Phoenix (See Special Creatures)
  16.Maddog (as thug, MM 350, CR 1/2, 100 XP)
  17.Mummy (MM 228, CR 3, 700 XP)
  18.Otyugh (MM 248, CR 5, 1800 XP)
  19.Pawnis (See Special Creatures)
  20.Percivlis (use knight, MM 347, CR 3, 700 
  XP)
  21.Poisonous 
  snake (MM 334, CR 1/8, 25 XP)
  22.Sardok (See Special Creatures)
  23.Skittercrab (use giant crab with fire 
  immunity, MM 324, CR 1/8, 25 XP)
  24.Spectral 
  minion (See Special Creatures)
  25.Thunderherder (See Special Creatures)
  26.Trifakas (See Special Creatures)
  27.Troglodyte (MM 290, CR 1/4, 50 XP)
  28.Umber 
  hulk (MM 292, CR 5, 1800 XP)
  29.Villagemaster 
  Bandik (as bandit captain, 
  MM 344, CR 2, 450 XP)
  30.Vrock (MM 64, CR 6, 2300 XP)
  31.Wight (MM 300, CR 3 (700 XP)
  32.Wraith (MM 302, CR 5, 1800 XP)
  33.Xorn (MM 304, CR 5, 1800 XP)
  34.Zombie 
  (MM 316, CR 1/4, 50 XP)
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  I3-5 DESERT OF DESOLATION CONVERSION GUIDE
  32
  
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