TEXT: Wyrmkeep Dungeons TZ2 
  Curse of the Desert Outpost 
  Written by Joe Pearce 
  AN ADVENTURE FOR CHARACTER LEVELS 2-4 
  A mansion, once an oasis and outpost for a sheikdom and its clan, has mysteriously 
  reappeared after being lost to the desert sands decades ago. This mansion’s location is 
  significant in resolving a simmering border dispute between rival clans, which has lead the 
  current sheik to hire a party of adventurers to scout the building and recover a token of 
  authority that should be found within.  
  Rumors state that the entire place was cursed by the attackers (or maybe the defenders). 
  Even if that is true, with courage and resourcefulness, the explorers surely can overcome the 
  many threats of the Curse of the Desert Outpost™ and collect the riches that remain. 
  The Wyrmkeep Entertainment Co. is dedicated to creating quality and fun games, both 
  traditional and digital! With our tabletop line of products, Wyrmkeep Dungeons™, we bring 
  that commitment to the realm of fantasy role-playing games. We hope you and your players 
  enjoy the story and challenges in this module! If you like this adventure, look for our other 
  releases. 
  wyrmkeep.com/rpg 
  WETZ-002 • ©2019 The Wyrmkeep Entertainment Co. • Printed in USA
  
  LEGEND
  Door
  Double Door
  Secret Door
  Stairs
  Lift and Crank
  Pit
  Furniture
  Pile of Junk
  Column
  Roof Corner
  Ladder
  Statue
  Sand/Dunes
  GROUND FLOOR
  FIRST DUNGEON
  LEVEL
  
  Wyrmkeep Dungeons TZ2
  Curse of the Desert Outpost
  AN ADVENTURE FOR CHARACTER LEVELS 2-4
  Credits
  Author:
  Joe Pearce
  Artists:
  Ed Lacabanne, Mark Lyons, Brian McCranie, Phil Stone
  Cover Artist: 
  Ed Lacabanne
  Cartography/Layout:
  Joe Pearce
  Proofreading:
  Justin Ryan Isaac, Mark Taormino
  Testers: 
  David Arvizu, Colin Merritt, Jeremy Langdon, Clive Souter,
  Ed Tu, Indra Yee
  Special Thanks: 
  Dave Bergreen, Andy Church, Robert Ewing, Randy Gulihur
  Wyrmkeep Dungeons, Curse of the Desert Outpost, the Wyrm in a Keep logo, and The Wyrmkeep Entertainment 
  Co. are trademarks of The Wyrmkeep Entertainment Co. Portions of the work are licensed under the Open 
  Game License 1.0a. Email your inquires and comments to techsupport@wyrmkeep.com. Additional methods of 
  contacting us can be found on our website.
  © 2019 The Wyrmkeep Entertainment Co. • Printed in USA • Version 1
  WETZ-002 • wyrmkeep.com/rpg 
  
  AUTHOR’S NOTE
  Thank you for purchasing this module! The 
  adventure within contains a challenging set of 
  encounters requiring varied tactics and skill sets, 
  which hopefully you and your players will enjoy!
  GM INFORMATION
  This module is designed for a group of 2nd to 4th 
  level characters, with a total of 15 to 25 levels. If 
  the party is signiﬁcantly weaker or stronger than 
  that, you may need to adjust the hit points or 
  number of opponents to compensate. The party 
  should consist of at least two ﬁghters, a cleric, a 
  mage, and a rogue (or similar classes).
  The scenario can be played stand-alone or part 
  of a campaign. Feel free to change the names of 
  locations to match your game world. The place 
  names are from my campaign world and appear 
  in other Wyrmkeep Dungeons modules!
  The stat blocks for non-player characters and 
  monsters can be found at the back of the 
  module, with descriptions of new magic items 
  listed immediately after.
  BACKGROUND
  The desert in the eastern highlands of the Tanz 
  is home to a multitude of human-dominated 
  clans. Two of these clans, the Bahula and 
  Lakhem, have ruled adjacent sheikdoms and 
  have a long, belligerent rivalry.
  Decades ago a mansion, built as an outpost by 
  the Bahula sheik at the time, was attacked by 
  unknown forces, suspected of being mercenaries 
  hired by the Lakhem clan. Only a handful of 
  servants escaped, and their description of events 
  was very fragmentary. The most signiﬁcant 
  report was that someone brought down a curse 
  on the outpost, causing the place to be 
  swallowed-up by the desert sands. It is unknown 
  which side was responsible for this act.
  Nothing lasts forever though, even curses.
  PROLOGUE
  This prologue assumes the party members do 
  not generally know each other until after they 
  joined a caravan as guards. If the module is 
  being run as part of a campaign and PCs are 
  already traveling together, you may need to 
  reword the description below.
  Your caravan has arrived at the village of Artesia, 
  located in the high desert in the east of the Tanz 
  region. Hired on as guards, the journey turned 
  out to be uneventful. During the trek you have all 
  had a chance to get to know each other; and 
  after being paid, you all decide to go to a tavern, 
  the Parched Camel, for a some revelry.
  At this point allow the players to introduce their 
  characters to each other before proceeding
  After a couple of rounds of drinks, a human 
  dressed in well-made desert garments enters the 
  tavern, looks around, and walks over to the table 
  where you are sitting.
  “Greetings! I am Sheik Hassan. Are you 
  among those that acted as defenders of the 
  recently arrived caravan?”
  Let the players respond as they wish, but 
  Hassan will continue on as he already knows 
  they were the guards.
  “May I join you?” asks Hassan. Before you 
  have a chance to answer, he pulls up a chair and 
  sits. You get the feeling this is a man that does 
  not take “No” for an answer.
  “It is fortuitous that you have arrived at this 
  time!”, he says. "My Bahula clan is in need of 
  some stalwart explorers to retrieve an 
  important item. An outpost of my clan, a 
  mansion of sorts, was lost to the sands 
  before I was born, but has reportedly been 
  sighted again, partially exposed. If this is 
  true, it would help me defend our border 
  claims against those of the Lakhem clan. To 
  prove it is our property, a Token of Authority 
  known to be in a vault within must be found 
  and returned to me. Would you be interested 
  in this job?”
  He adds, “I should mention that the mansion 
  was supposedly cursed in some way during 
  an attack, and this was the cause of it being 
  swallowed by the desert!”
  The players can discuss the offer. Hassan 
  doesn’t have much more information about the 
  mansion other that it did have below-ground 
  levels. He will pay 500 gp to the party and 
  passage to their next destination — no need to 
  be hired onto another caravan. And they can 
  keep anything recovered from the outpost minus 
  the Token, but Hassan wants a chance to buy 
  back any heirlooms. 
  After the party agrees to take the mission, read 
  the players the following:
  �2
  
  You are invited to stay at the sheik’s villa here in 
  town overnight. As you will need to travel by 
  camel, everyone who needs training gets a crash 
  course in riding the beasts. After a comfortable 
  night’s sleep, you make ﬁnal preparations and 
  head on out.
  OUTPOST RUINS
  After a long trek by camel to the reported 
  location of the lost mansion, you are rewarded to 
  the sight of columns supporting an exterior roof 
  peeking out of a sand dune. Conveniently, the 
  roof seems to have kept sand away from a set of 
  double doors!
  The double doors have a lock, but it has been 
  broken, allowing easy access to the interior.
  KEY TO GROUND FLOOR
  Walls and Ceiling. Walls are made of beige 
  stucco applied over stone bricks. The ceilings 
  are 15 ft. high.
  Doors. All doors are made of wood with metal 
  bindings and locked unless noted otherwise, but 
  can be picked on a DC 10 Lock Picking check. 
  Doors can also be destroyed with 50 HP of 
  damage.
  1. ENTRANCE HALL AND CORRIDOR
  The double door from outside opens into a 20 ft. 
  wide by 40 ft. long hall. There is a light dusting of 
  sand granules on the ﬂoor. A 10 ft. wide corridor 
  intersects the hall. A quick peek down the 
  corridor both ways revels that the right corridor is 
  blocked by sand after 20 ft., and the left corridor 
  is clear and turns right after 40 ft. or so. There is 
  one door visible along both corridors and double 
  doors ahead at the end of the hall.
  If the party examines the walls of the hall, they 
  will ﬁnd hooks that once supported tapestries. If 
  the ﬂoor is examined and a DC 14 Tracking 
  (Survival) check is made, it can be determined 
  that creatures have disturbed the sand, but there 
  is insufﬁcient detail to determine the identity of 
  the creatures.
  2. CLOAKROOM / ARMORY
  This room has many wooden stands and hooks 
  along the walls. It may have once been used as 
  a cloakroom or armory or both, but is currently 
  devoid of such.
  Knocking on one section of the back wall will 
  reveal a hollow sound. Two of the hooks can be 
  rotated in opposite directions to cause that area 
  of wall to slide down to reveal some hidden 
  equipment: three well-crafted scimitars, two well-
  crafted spears, and two shields. The ﬁne-quality 
  of the weapons allows them to do +1 damage, 
  and when wielded inside the outpost or by a 
  member of the Bahula clan they are treated as 
  magical. The weapons have advantage on 
  saving throws against any effect that would 
  cause them damage or their destruction. See the 
  Epilogue for the value of these weapons. 
  �3
  
  3. BEDROOM
  The furniture in this room includes a bed, a chest 
  of drawers, and a desk. You would guess that 
  someone has rummaged through the room’s 
  contents, although the bedding looks semi-
  organized too. Maybe a courteous burglar? 
  Morri, the kobold warlock, sometimes meditates 
  in this room. He will not be in here when the 
  party is searching the outpost. There is a pouch 
  with 125 sp in the top drawer of the desk.
  4. TROUBLESOME DOORS
  Looking around the corner of the corridor, you 
  see two doors, the far one almost entirely 
  covered by an accumulation of sand blocking the 
  corridor about 30 ft. down.
  If the ﬁrst door is opened, sand will start pouring 
  out. A DC 10 Athletics (Strength) check must be 
  made to close the door before enough sand 
  spills out to ﬁll the area and make access to the 
  second door impossible. If a second person is 
  within 5 ft., they can provide advantage to the 
  initial opener’s check. The room beyond the door 
  is basically inaccessible.
  Digging out the second door to room 5 requires 
  a way to dig effectively, e.g., a shovel, and will 
  take 20 minutes. Any chance of surprising the 
  kobolds in  the Dining Hall (10) will be lost also, 
  as this activity will make quite the racket.
  5. BEDROOM
  The furniture in this room includes two beds, a 
  chest of drawers, and a writing desk. There is 
  nothing to indicate that the room has been 
  ransacked.
  For some reason the kobolds never decided to 
  excavate the door to this room, so it contents are 
  intact. Moving the chest of drawers reveals a 
  loose stone in the ﬂoor below. Beneath is a small 
  metal box containing 300 sp, 60 gp, and a vial of 
  Potion of Acid Resistance.
  6. LOUNGE
  At one time this may have been a lounge given 
  the two wooden chairs upholstered in red fabric 
  and the multiple bookshelves, but all the books 
  and tapestries that may have been hanging on 
  the walls are gone. The upholstery of both chairs 
  has been slashed, exposing the down stufﬁng.
  The kobolds have looted all the valuables.
  7. SERVANT’S QUARTERS
  The furniture in this room includes two 
  hammocks, a wooden chest, and a small table. 
  Blankets are draped over the hammocks.
  This former servant’s quarters has been 
  repurposed by the kobolds. The wooden chest 
  contains simple hide pants and dark tan sarongs.
  8. SAND DOOR
  If the party opens this door (which is not locked 
  from this side), read them the following:
  The door suddenly bursts open with great force 
  and sand ﬂows in at predacious rate! You don’r 
  know if it is possible to stem the ﬂow by closing 
  the door.
  A DC 15 Athletics (Strength) check is needed to 
  close the door, and only the opener can make 
  this check. Failure causes the end of the corridor 
  to ﬁll beyond the door to room 6, and requires 
  the opener to make a DC 10 Dexterity saving 
  throw or be buried in sand! The person takes 4 
  (1d6+1) bludgeoning damage per turn until they 
  can be dug out by others, which requires digging 
  implements and a DC 12 Athletics (Strength) 
  check. Note that if no attempt is made to close 
  the door, no checks are needed to get out-of-the-
  way.
  9. KITCHEN
  This room has many tables, shelves and 
  cabinets with pots, pans, knifes and utensils. 
  There is also a wide, wood-burning stove with a 
  chimney. There have been recent attempts to 
  make use of the facilities.
  Stored in one cabinet is dried meat and ﬁlled 
  water pouches taken by the kobolds in raids on 
  caravans.
  10. DINING HALL
  This large room looks to have been originally 
  used as a dining hall, but the chairs and tables 
  have been scattered about, and rugs and 
  tapestries are piled here and there. What a 
  mess! There is a single door on the far-end of 
  the left wall and double doors opposite on the 
  right wall. There is a 15 ft. long alcove in the wall 
  to your right.
  Hiding in the room are fourteen Desert Kobolds 
  have been using the ruins as a hideout for the 
  �4
  
  last few weeks between raids on caravans. Two 
  of these kobolds are special. One is Morri, a 5th 
  level Desert Kobold Warlock, and the other is 
  Alﬁkr, the tribe’s Desert Kobold Leader.
  Each standard desert kobold has a pouch with 
  2d6 sp. Morri has one packet of Dust of 
  Disappearance. Alﬁkr wields a +1 Dagger and 
  wears three gold rings each with a ruby gem (60 
  gp each). Hidden in one of Alﬁkr’s boots is a key 
  to locked chests in the Master Bedroom (12).
  The secret door in the southeast corner of the 
  room can be found with a DC 12 Investigation 
  check. The fact that there is something off about 
  the wall there can be noticed by anyone with a 
  passive Perception of 14. Once the door is 
  found, read the players the description to the 
  Master Bedroom (12).
  11. LIFT DOWN
  A 6 ft. square area of the ﬂoor of this small room 
  is made of wood instead of stone. On one wall is 
  a wooden wheel with a handle sticking out at one 
  point along its circumference. There is also a 
  second door.
  The wheel can be turned to lower or raise the 
  wooden section to the Room 1 (Lift Up) of the 
  Upper Dungeon Level. The handle makes 
  turning the wheel easy.
  Opening the eastern door will cause a 
  manageable amount of sand to ﬂow in and allow 
  access to the corridor with a little digging. 
  12. MASTER BEDROOM
  You ﬁnd a hidden latch between two bricks in the 
  wall. Pulling it with a couple of ﬁngers causing a 
  secret door to slowly open into a 20 ft. by 25 ft. 
  room. Inside are a large bed, a couple of tables, 
  a wardrobe, and three chests. The chests are 
  sitting next to a “standard” door near the center 
  of the opposite wall.  
  The kobolds store their ill-gotten gains in this 
  bedroom. Each chest is locked (DC 12 Lock 
  Picking check)  and trapped (DC 12 Intelligence 
  check to ﬁnd, DC 10 Dexterity check to disarm) 
  with a poison needle that does 9 (2d8) poison 
  damage, DC 12 Constitution save for half 
  damage. Success on a pick locks, ﬁnd trap, or 
  disarm trap roll on one chest gives advantage on 
  the check for the other chests. Using Alﬁkr’s key 
  will allow opening a chest without activating its 
  trap.
  Chest 1 contains two sacks with 2000 cp each. 
  Chest 2 contains one sack with 1500 sp and a 
  jewelry box with 3 silver necklaces worth 25 gp 
  each. Chest 3 contains one small sack with 250 
  gp, two loose gold and silver goblets worth 50 gp 
  each, and four bottle of expensive wine wrapped 
  in protective bindings worth 100 gp each.
  The wardrobe has been looted of its contents 
  and the bed’s linens are soiled and of no value.
  Opening the second door will cause sand to start 
  ﬂowing into the room. A DC 10 Athletics 
  (Strength) check must be made to close the door 
  before enough sand spills out to make closing it 
  impossible. The sand will quickly bury the chests 
  if they have not been moved away from the 
  eastern wall. 
  13. REVERSE TRAPPED DOOR
  Read this to the players if they are seeing this 
  door from the inside of the mansion.
  Someone has prepared a crude trap to plunge 
  two scimitars into anyone that opens this door 
  from the outside.
  The door is not locked from this side. Opening it 
  causes anyone in the doorway to take 9 (2d8) 
  piercing damage as the scimitars are thrust at 
  the victim Although simple, the trap cannot be 
  effectively disarmed from outside!
  Beyond the door is a tunnel through the sand.
  14. ESCAPE ROUTE
  After a curve to the left, the tunnel dead ends. A 
  crude wooden ladder is propped against the side 
  wall and leads to a hole above. The sky can be 
  seen through the hole.
  This is an escape route from the mansion. It is 
  not clear when it was cleared or if it is natural. 
  The ladder is a recent addition of the kobolds.
  THE DUNGEONS
  The lower levels of the mansion have been 
  affected by a curse that allows various creatures 
  to manifest as if the ﬂoor was made of loose 
  sand instead of stone. This means that no place 
  in the dungeons beyond the the Lift Up room (1) 
  is safe from these monsters. Removing the 
  barricades from that room will cause the ground 
  ﬂoor to become accessible to monsters.
  Any time a short rest is taken, there is a 2-in-6 
  chance random monsters will appear and attack. 
  �5
  
  This chance rises to 4-in-6 for a long rest! GM’s 
  discretion in whether to give the party one “free” 
  short rest where no encounter will occur.
  Random Monster Encounter Table (d6)
  1-2: 1d3+1 Dust Mephits
  3-4: 1d2+1 Ankhegs
  5-6: 1d4+1 Giant Spiders
  KEY TO UPPER DUNGEON LEVEL
  Walls and Ceiling. Walls are made of 
  unadorned, thick, sandstone bricks. The ceilings 
  are 10 ft. high.
  Floors. All ﬂoors, except in the Lift Up room (1) 
  are covered with a half-inch of ﬁne sand. 
  Doors. All doors are made of wood with metal 
  bindings and locked unless noted otherwise, but 
  can be picked on a DC 10 Lock Picking check. A 
  door requires 50 HP of damage to destroy. 
  Smashing doors has a 1-in-6 chance of 
  attracting a random monster except for the door 
  to the Chapel (6).
  1. LIFT UP
  The lift lowers into a 10 ft. square alcove of a 20 
  ft. square room. There is a 6 inch wide slit in the 
  south wall from ﬂoor to ceiling through which a 
  wooden support allows the lift to move up and 
  down. Another wooden crank wheel exists on the 
  wall to the right. A barricade made of wooden 
  chairs and planks has been erected to block a 
  door in the left wall. One plank appears to have 
  words painted on it. Someone deﬁnitely wanted 
  to keep something from getting into this room.
  The words are in black ink and read, in Draconic 
  (Kobold dialect), “Hate grows beyond!” The 
  furniture and refuse blocking the door must be 
  removed to open the door inward. Mention the 
  layer of sand on the ﬂoor in the corridor outside.
  2. WINE CELLAR
  This has the looks of an old wine cellar. There 
  are racks for six casks and some one hundred 
  bottles, but it appears that all the casks and most 
  of the bottles have been smashed. 9 bottles still 
  remain intact in the racks.
  The remaining intact bottles are of a good 
  vintage worth 10 gp each. The bottles will need 
  to be properly protected to avoid breaking while 
  adventuring. 
  3. BARRACKS
  This long room is furnished as a common rest 
  area or barracks. There are 12 beds and a 
  couple of shelves. There are two other doors and 
  an open passage to another room at the back.
  The only things on the shelves are a few helmets 
  and one wooden shield. Stored under three of 
  the beds are daggers. A random skull of a 
  human is under one of the corner beds. Anyone 
  holding the skull will experience an hallucination 
  of the sound of swirling winds, but this has no ill 
  effects.
  4. OFFICE
  This small adjoining room has a desk and chair. 
  It may have been a small ofﬁce.
  Hidden on the underside of the desk is a small 
  wooden lockbox (DC 12 Lock Picking check to 
  open) with 60 sp, 15 gp, and a silver whistle. 
  This whistle is ultrasonic and can only be heard 
  by dogs and other sensitive animals. It is worth 5 
  gp.
  5. SMALL KITCHEN
  This looks like a small food preparation area. It 
  has a table, a few knifes (some on the table and 
  some on the ﬂoor), and a cask.
  The cask has potable water. There is nothing 
  else of interest.
  6. CHAPEL
  Read to the party only after the door is unlocked.
  The door only opens a crack. Something 
  appears to be blocked the door from the other 
  side!
  A DC 15 Athletics (Strength) check is needed to 
  push away the debris blocking the door. Two 
  people can try at once giving advantage to the 
  more skilled person. A person cannot try again 
  until after a short rest. Once inside they see:
  You are in a chapel. There are three sets of 
  pews and a short, curved ﬂight of stairs leading 
  to a platform with a lectern. Behind that, hanging 
  on the wall, is a piece of crocheted art showing 
  the image of an arm holding a scimitar 
  horizontally. Below the image is a phrase, in 
  Common, “Remember always, we are family.” 
  The ﬂoor is littered with bones and various bits of 
  clothing, including leather and hide armor and 
  some simple weapons.
  �6
  
  The phrase on the art piece is a hint to the 
  command word for the white, marble orb in the 
  Crypt (8, lower dungeon level).
  Approximately one minute after the party enters 
  the room, the situation changes. Read the 
  following to the party.
  As you begin to examine the room, a noise rises, 
  like the sound of the ﬂowing sand. Some of the 
  robes and sarongs begin to ﬂoat, spectral ﬁgures 
  inhabiting the garments. One such shape glides 
  up to the lectern, and a hallow voice can be 
  heard from where the head would be: “This 
  place is under a great curse to repel 
  invaders! Prove you are not aligned against 
  us by departing, or suffer the bitter sands!” 
  The apparition looks back and forth among the 
  party members.
  Although the party might try to negotiate with the 
  apparition, it will be non-responsive. It is merely 
  a programmed illusion. At best it will just repeat 
  itself.
  Nothing else will happen until someone touches 
  anything in the chapel. This will cause the other 
  ﬂoating, robed shapes to “solidify” into 5 Dust 
  Mephits that attack! Mephits will avoid including 
  other mephitis in the area of effect of their 
  breathe weapon or sleep spells. Observant 
  players can use this to their advantage.
  In a pocket of one of the mephit’s robes is an 
  iron key with a grotesque face embossed on the 
  key’s bow. This is the ﬁrst of the keys needed in 
  the Gargoyle Statues room (10). If the mephit 
  explodes, the key will likely be blasted into some 
  nearby wall, making a loud bang sound on 
  impact.
  Also on the ﬂoor is an intact set of medium-sized 
  leather armor, a couple of damaged sets of hide 
  armor, two daggers, a broken spear, a scimitar, 
  23 sp, and 81 cp.
  7. ROTATING WALL
  Opening the door, you see a room containing 
  two dark-green, upholstered chairs at the 
  corners of the near wall, two portraits of humans 
  in desert garb hanging on the side walls, and a 
  bookshelf covering the back wall. If it wasn’t for 
  the light layer of sand on the ﬂoor, it would be a 
  comfy study.
  If the players ask for a more detailed description 
  of the bookcase, mention that the books are 
  mostly poetry and histories. Clearing away the 
  sand and inspecting the ﬂoor will reveal a telltale 
  semi-circular break in the bricks centered on the 
  bookshelf.
  Pulling the one book on astrology on the shelves 
  will activate a latch that causes the wall and part 
  �7
  
  of the ﬂoor to rotate! When rotating from the 
  default to alternate position, it is too fast to avoid 
  being dragged along. When rotating back it is 
  slower, allowing a DC 10 Dexterity check to jump 
  off. The wall on the opposite side has 
  bookshelves too, but all the books are fakes and 
  permanently attached, except for one “book” that 
  can be pulled out slightly to rotate the wall again.
  The ﬁrst time the wall rotates, two gricks will be 
  attracted by the noise, materialize through the 
  ﬂoor, and attack. If the gricks make a Stealth 
  check vs. the party, they have surprise.
  The paintings are worth 25 gp each.
  8. FEARFUL ROOM
  The rotating ﬂoor comes to a rest. You take a 
  moment to get your bearings. The room 
  effectively extends the previous one by over 40 
  ft. There is a corridor exiting out of the room just 
  to the left. Two curtains cover the left and right 
  side of the far wall. A wooden piece of furniture, 
  maybe a small chest of drawers, sits between 
  the curtains. There are two 25 ft. long, 2 ft. wide, 
  straight, etched grooves on the ﬂoor running out 
  from the far wall, centered on the curtains. 
  Stepping off the rotating part of the ﬂoor will 
  result in an odd event: 
  With a “schick” sound, the curtains suddenly 
  part. Behind each is a ghoulish ﬁgure in tattered 
  gray robes, arms outstretched. Both zoom out 
  towards you!
  Anyone in the room who sees the ghoulish 
  ﬁgures must make a DC 16 Wisdom saving 
  throw or be gripped by fear. This will result in an 
  irrational urge to run as far from the ﬁgures as 
  possible, and the only place to run is the corridor. 
  Once restrained and out-of-sight of the ﬁgures, a 
  new saving throw is allowed every turn. Victims 
  will attack those attempting to restrain them!
  The ﬁgures are not actual undead, just 
  mannequins, but are the source of the magical 
  effect. The ﬁgures will roll back into their alcoves 
  and the curtains close after one minute. A 
  mannequin is destroyed if it takes 15 points of 
  damage.
  The wooden furniture is a writing desk with a 
  curved, scrollable cover. Inside is a coil of 
  hempen twine with a small, metal hook attached 
  to the end, and a metal lockbox (DC 12 Lock 
  Picking check to open) containing an iron key 
  with a grotesque face embossed on the key’s 
  bow. This is the second of the keys needed in 
  the Gargoyle Statues room (10).
  9. FALL DOWN
  The corridor turns to the left and ends in a dead 
  end after 10 ft. There is fresco of an executioner 
  just about to behead a man on the far wall.
  The pit at the end is 20ft. deep, doing 7 (2d6) 
  bludgeoning damage to anyone who falls in, plus 
  acid will spray out on those at the bottom doing 7 
  (2d6) acid damage. A DC 12 Dexterity saving 
  throw will avoid the acid damage if not impaired 
  by the fear affect. Otherwise, saving just halves 
  the damage. Anyone in the pit by themselves 
  gets a new save vs. fear.
  There are two dissolved human bodies at the 
  bottom of the pit. All the metal bits are useless, 
  but a Potion of Diminution in a crystal vial has 
  survived along with a ceramic tube with a twist 
  top containing 3 sticks of Incense of Protection 
  from Evil and Good. (See item’s description at 
  back of module.)
  10. GARGOYLE STATUES
  The only prominent features in the small, 
  hexagonal room are two identical gargoyle 
  statues standing against two of the far walls. The 
  gargoyles each sit on a base designed to look 
  like a small boulder and have an aggressive look 
  with their teeth visible.
  �8
  
  The secret door in the far wall can be noted by a 
  character within 5 ft. with a passive Perception of 
  12. The door will only open if the locks hidden in 
  the mouths of the gargoyles are unlocked.
  A lock can be found by pulling down the loose 
  bottom jaw of a statue. The two keys are located 
  in the Chapel (6) and the Fearful Room (8).
  Each lock can be picked on a DC 12 Lock 
  Picking check. Missing the check causes the jaw 
  to clamp down suddenly, causing 1 HP of 
  bludgeoning damage and crippling the hand 
  unless a DC 14 Dexterity saving throw is made. 
  This trap can be found and disabled on a DC 14 
  Investigation and Dexterity check, respectively. A 
  lesser restoration spell will restore a crippled 
  hand.
  The stairway beyond the secret door leads to the 
  Lower Dungeon Level near the Gates (1).
  KEY TO LOWER DUNGEON LEVEL
  Walls and Ceiling. Walls are made of 
  unadorned, thick sandstone bricks. The ceilings 
  are 10 ft. high.
  Floors. All ﬂoors, except in the Vault/Crypt (8) 
  are covered with a half-inch of ﬁne sand.
  Doors. All doors are made of wood with metal 
  bindings and locked unless noted otherwise, but 
  can be picked on a DC 10 Lock Picking check. 
  Wooden doors require 50 HP of damage to 
  destroy. Smashing doors has a 1-in-6 chance of 
  attracting a random monster, but not if the spirit 
  of Malcolm Salu is with the party.
  1. GATES
  10 ft. and 20 ft. down two corridors of this T-
  intersection are metal gates. Each has a very 
  visible lock.
  The gates are made of wrought iron and locked, 
  but can be picked on a DC 12 Lock Picking 
  check. Gates take 250 HP of damage to break, 
  but the bars can be bent to allow party members 
  to squeeze through on a DC 20 Athletics 
  (Strength) check.
  2. GUARD ROOM
  This small room has a desk and chair. A lantern 
  and short sword hang from hooks on one wall. 
  The desk has a drawer. Inside are some sheets 
  of paper with faded, illegible text and a key ring 
  with four keys, one for each cell.
  3. EMPTY CELLS
  The door has a small, barred window that allows 
  viewing inside. The 10 ft. by 15 ft. cell beyond 
  has a metalwork sleeping platform chained to the 
  side wall. Whatever mattress was on the 
  platform has decayed away over the years.
  These empty cells have nothing else of interest 
  in them. You can skip this description for other 
  cells, just saying it looks the same, except for the 
  “Occupied” Cell (4) below.
  4. “OCCUPIED” CELL
  The door has a small, barred window that allows 
  viewing inside. The 10 ft. by 15 ft. cell beyond 
  has a metalwork sleeping platform chained to the 
  side wall. Whatever mattress was on the 
  platform has decayed away over the years. Lying 
  on the platform is the skeletal remains of a 
  medium-sized humanoid.
  If the skeleton is touched by anyone, a specter 
  of the dead occupant of the cell will appear in the 
  corridor behind the party. This is the spirit of 
  Malcolm Salu, a human rogue. Unlike a normal 
  specter, Malcolm can speak and will completely 
  reject the idea that he is dead, giving fanciful 
  explanations why anything odd happens related 
  to him. See Malcolm’s stat block at the back of 
  the module for more information on his abilities.
  He will attempt to follow the party around. If he is 
  turned, he will eventually seek out the party 
  again once the effect ends. If the party is 
  attacked by humanoids, either alive or undead, 
  Malcolm will join the ﬁght, but will attack the 
  nearest creature, whether a party member or 
  not, hoping to possess them! He does this 
  instinctively. 
  5. MAGIC LAB
  The door opens into a 40 ft. by 25 ft. room which 
  is stocked as a laboratory. It has two tables on 
  which sit various ﬂasks, tubes, beakers, and unlit 
  candles. There is also a small writing desk. 
  Three shelves stand against the walls, one 
  containing books and others with additional lab 
  equipment.
  This is in fact a wizard’s lab. Most of the books 
  are on the theory of magic and potion making. 
  There a four large tomes with locks in the room, 
  three on the book shelf and one on a table. Each 
  is bound in different-colored leather (red, green, 
  �9
  
  �10
  
  and black for those on the shelf, blue for the one 
  on the table), and all detect as magic. The red 
  leather-bound book requires a DC 12 Lock 
  Picking check to unlock and seems like a simple 
  journal of various (unenlightening) magical 
  experiments, but closer inspection (DC 12 
  Intelligence check or passive Perception 14) 
  reveals that the back cover is extra thick. A 
  secret panel can be opened from the interior 
  revealing a neatly folded spell scroll 
  (counterspell).
  The other three locked books are much more 
  dangerous. When an attempt is made to unlock 
  one of them, the book grows teeth and attacks, 
  as it has become a Tome of Teeth! The other 
  two remaining tomes also unlock and attack.
  On the writing table is a small journal with very 
  insightful notes on potion making. Anyone who 
  consults this journal while trying to learn potion 
  making can reduce their training time by 40%! In 
  the back of the journal is a folded piece of 
  parchment that gives directions to a dungeon 
  that can be explored. GM’s decision on where 
  this map leads or whether it might be bogus.
  All the other regular books are worth as a bundle 
  25 gp total.
  6. TURNING WALL AGAIN
  There are two possibilities here. If the party left 
  the rotating wall in room 6, upper level, in it’s 
  original position, then the corridor here turns left, 
  although the corner itself is a little odd in not 
  being a simple 90 degree turn. If the rotating wall 
  is in the alternate position, the corridor turns 
  right, still with an odd corner, and allows access 
  to the Vault (8). This wall can only be turned in 
  sync with the rotating wall above.
  7. TRAPS ON TRAPS
  The door at this dead end is doubly trapped. 
  Every person who steps on the pit trap has a 
  50% of setting it off. Everyone over the pit falls in 
  taking 7 (2d6) bludgeoning damage and the 
  spikes at the bottom require a DC 12 
  Constitution save or take an additional 5 (1d10) 
  poison damage.
  The lock on the door is very easy to pick: DC 8 
  Lock Picking check. If the person picking the lock 
  makes the roll by 5 or more, this simplicity will be 
  recognized. Opening the door has two effects: it 
  opens the pit if not already open and, a few 
  moments later, a ﬂurry of eight spears will shoot 
  from behind the door to strike those down the 
  corridor. The spears attack at +4 to hit, do 4 
  (1d6+1) piercing damage, are poisoned (see 
  above), and are arranged to try to hit four 
  squares, 2 spears each. A DC 14 Intelligence 
  check is needed to detect either trap, and a DC 
  12 Dexterity check to disable. The small room 
  beyond has nothing but the mechanism to 
  launch the spears.
  8. VAULT (AND CRYPT)
  You enter a 50 ft. diameter circular room. At the 
  center is a 10 ft. diameter stone column reaching 
  the ceiling. The outer walls are made of sheets 
  of stone instead of brickwork. If there is any 
  other exit to the room it must be obscured by the 
  column.
  There is no other exit to the room, but the back 
  of the “column” has a thin door made of the 
  same material as most of the other doors in the 
  dungeon. The door is locked and takes a DC 15 
  Lock Picking check to open. Any attempt to open 
  the lock will result in the stone slabs to fall away 
  revealing 16 alcoves and a small altar. Each 
  alcove contains one of 16 Skeletons that will 
  animate and attack. One skeleton is wearing a 
  Ring of Protection +1 and so is AC 14. Choose 
  which skeleton has the ring at random.
  The altar holds a small, white marble orb on a 
  stand. Grasping this orb will cause all the 
  skeletons to look at that character. If they use the 
  command word "Family" or a phrase using that 
  word, the skeletons will obey the wielder of the 
  orb. Failure to give a valid order in one turn will 
  cause all skeletons to attack the character who 
  touched the orb! If another party member blocks 
  a skeleton from reaching its target, the skeleton 
  will try to kill the blocking character ﬁrst. 
  Skeletons crumble to dust if they leave the 
  mansion. If a character ﬁnds a way to use the 
  orb to distract the skeletons, give that 
  character an inspiration point! The orb is 
  worth 10 gp for its ornamental value.
  Inside the column is white, marble shelving. On 
  the top shelf sits the Token of Authority (a 5” 
  diameter circular, brass disk embossed with the 
  Bahula clan crest) that sheik Hassan desires .On 
  other shelves are the following: two large 
  wooden boxes holding 3000 sp and 2000 gp; a 
  jewelry box with a silver broach (25 gp), 3 gold 
  rings (50 gp each), 2 silver bracelets with 
  emerald gems (100 gp each), and a gold 
  necklace with a ornate sapphire and platinum 
  �11
  
  pendant (750 gp); three ornate, silver-edged 
  scimitars (60 gp each); three potion bottles 
  contains a red liquid, one brighter than the others 
  (two Potions of Healing and one Potion of 
  Greater Healing); and a brass crown with little 
  more than sentimental value (10 gp).
  EPILOGUE
  Once the party returns the Token of Authority to 
  Sheik Hussein, he will pay them the agreed upon 
  compensation. Also, as per their agreement, he 
  will want to see what other treasures they found. 
  He will point out the three well-crafted scimitars 
  and two spears, and offer the party 100 gp per 
  scimitar and 25 gp per spear. The party can 
  decline with no repercussions, although they 
  won’t ﬁnd a better offer anywhere else.
  BONUS EXPERIENCE POINTS
  Each surviving party member should receive 600 
  XP for recovering the Token of Authority.
  NPC DESCRIPTIONS
  Malcolm Salu (Variant Specter)
  Medium undead (former human), chaotic evil
  Male 5th level Rogue (Thief)
  Armor Class: 12
  Hit Points:  22 (5d8)
  Speed: 0 ft., ﬂy 50 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (-5)
  14 (+2) 11 (+0) 12 (+1) 10 (+0) 11 (+0)
  Damage Resistances acid, cold, ﬁre, lightning, 
  thunder; bludgeoning, piercing, and slashing 
  from nonmagical attacks 
  Damage Immunities necrotic, poison 
  Condition Immunities charmed, exhaustion, 
  grappled, paralyzed, petriﬁed, poisoned, prone, 
  restrained, unconscious 
  Skills: Deception +3, Lock picking +5
  Senses darkvision 60 ft., passive Perception 13 
  Languages: Common, Goblin, Thieves’ Cant
  Challenge: 2 (450 XP)
  Incorporeal Movement. Malcolm can move 
  through other creatures and objects as if they 
  were difﬁcult terrain. He takes 5 (1d10) force 
  damage if he ends his turn inside an object.
  Sunlight Sensitivity. While in sunlight, Malcolm 
  has disadvantage on attack rolls, as well as on 
  Wisdom (Perception) checks that rely on sight.
  Actions
  Life Drain. Melee Spell Attack: +4 to hit, reach 5 
  ft., one creature. Hit: 10 (3d6) necrotic damage. 
  The target must succeed on a DC 10 
  Constitution saving throw or its hit point 
  maximum is reduced by an amount equal to the 
  damage taken. This reduction lasts until the 
  creature ﬁnishes a long rest. The target dies if 
  this effect reduces its hit point maximum to 0.
  Possession. Malcolm can attempt to touch (+4 
  to hit, reach 5 ft.) any humanoid with 0 HP. This 
  includes humanoid skeletons and zombies. If he 
  succeeds, he possesses the target, who dies if 
  not already dead. He gets a separate 22 (5d8) 
  HP total when possessing a body, similar to a 
  druid’s wild shape feature. His sunlight sensitivity 
  is abated, but he loses the beneﬁt of his damage 
  resistances. He can leave a body as a bonus 
  action.
  MONSTERS (Open Gaming Content)
  Desert Kobold
  Small humanoid (kobold), lawful evil
  Armor Class 12 (14 with shield)
  Hit Points 9 (2d6+2) 
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7 (-2)
  15 (+2) 12 (+1) 9 (-1)
  8 (-1)
  8 (-1)
  Senses darkvision 60 ft., passive Perception 9   
  Languages Common, Draconic
  Challenge 1/8 (25 XP)
  Sunlight Sensitivity. While in sunlight, the 
  kobold has disadvantage on attack rolls, as well 
  as on Wisdom (Perception) checks that rely on 
  sight.
  Pack Tactics. The kobold has advantage on an 
  attack roll against a creature if at least one of the 
  kobold's allies is within 5 feet of the creature and 
  the ally isn't incapacitated.
  Actions
  Dagger. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  Sling. Ranged Weapon Attack: +4 to hit, range 
  30/120 ft., one target. Hit: 4 (1d4 + 2) 
  bludgeoning damage.
  Desert Kobold Warlock
  Small humanoid (kobold), lawful evil
  5th Level Warlock
  Armor Class 14 (armor of shadows)
  Hit Points 22 (5d6+5) 
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7 (-2)
  12 (+1) 12 (+1) 12 (+1) 13 (+1) 15 (+2)
  �12
  
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Draconic
  Challenge 1 (200 XP)
  Sunlight Sensitivity. While in sunlight, the 
  kobold has disadvantage on attack rolls, as well 
  as on Wisdom (Perception) checks that rely on 
  sight.
  Pack Tactics. The kobold has advantage on an 
  attack roll against a creature if at least one of the 
  kobold's allies is within 5 feet of the creature and 
  the ally isn't incapacitated. 
  Spellcasting. Spells known (slots): Cantrips: 
  eldritch blast [two targets], prestidigitation, true 
  strike. 1st level: comprehend languages, 
  expeditious retreat, hellish rebuke. 2nd level: 
  misty step, ray of enfeeblement, 3rd level: 
  vamperic touch. Invocations: armor of shadows, 
  thirsting blade, repelling blast.
  Actions
  Dagger. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 3 (1d4 + 1) piercing damage.
  Desert Kobold Leader
  Small humanoid (kobold), lawful evil
  Armor Class 14 (hide armor) 
  Hit Points 38 (7d6+14)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1)
  16 (+3) 14 (+2) 12 (+1) 11 (+0) 13 (+1)
  Skills Str +3, Sex +5
  Senses darkvision 60 ft., passive Perception 12
  Languages Common, Draconic
  Challenge 1 (200 XP)
  Sunlight Sensitivity. While in sunlight, the 
  kobold has disadvantage on attack rolls, as well 
  as on Wisdom (Perception) checks that rely on 
  sight.
  Pack Tactics. The kobold has advantage on an 
  attack roll against a creature if at least one of the 
  kobold's allies is within 5 feet of the creature and 
  the ally isn't incapacitated.
  Actions
  Multiattack. The kobold leader makes two 
  attacks, one with each of the daggers.
  +1 Dagger. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing 
  damage.
  Dagger. Ranged Weapon Attack: +4 to hit, reach 
  5 ft., one target. Hit: 5 (1d4 + 3) piercing 
  damage.
  Grick
  Medium monstrosity, neutral
  Armor Class 14 (natural armor)
  Hit Points 27 (6d8) 
  Speed 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 14 (+2) 11 (+0) 3 (-4)
  14 (+2) 5 (-3)
  Damage Resistances bludgeoning, piercing, 
  and slashing from nonmagical attacks 
  Senses darkvision 60 ft. passive Perception 12
  Languages —
  Challenge 2 (450 XP)
  Stone Camouﬂage. The grick has advantage on 
  Dexterity (Stealth) checks made to hide in rocky 
  terrain.
  Actions
  Multiattack. The grick makes one attack with its 
  tentacles. If that attack hits, the grick can make 
  one beak attack against the same target.
  Tentacles. Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing 
  damage.
  Beak. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Dust Mephit
  Small elemental, neutral evil
  Armor Class 12
  Hit Points 17 (5d6) 
  Speed 30 ft., ﬂy 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  5 (-3)
  14 (+2) 10 (+0) 9 (-1)
  11 (+0) 10 (+0)
  Skills Perception +2, Stealth +4
  Damage Vulnerabilities ﬁre
  Damage Immunities poison
  Condition Immunities poisoned
  Senses blindvision 60 ft., passive Perception 12  
  Languages Auran, Terran
  Challenge 1/2 (100 XP)
  Death Burst. When the mephit dies, it explodes 
  in a burst of dust. Each creature within 5 feet of it 
  must then succeed on a DC 10 Constitution 
  saving throw or be blinded for 1 minute. A 
  blinded creature can repeat the saving throw on 
  each of its turns, ending the effect on itself on a 
  success.
  Innate Spellcasting (1/Day). The mephit can 
  innately cast sleep, requiring no material 
  components. Its innate spellcasting ability is 
  Charisma
  �13
  
  Actions
  Claws. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one creature. Hit: 4 (1d4 + 2) slashing 
  damage.
  Blinding Breath (Recharge 6). The mephit 
  exhales a 15-foot cone of blinding dust. Each 
  creature in that area must succeed on a DC 10 
  Dexterity saving throw or be blinded for 1 minute. 
  A creature can repeat the saving throw at the 
  end of each of its turns, ending the effect on 
  itself on a success.
  Tome of Teeth a.k.a. Puppeteer 
  Bookworm
  Small monstrosity, unaligned
  Armor Class 13 (leather and metal binding)
  Hit Points 27 (6d6+6) 
  Speed 10 ft., ﬂy 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 13 (+1) 13 (+1) 3 (-4)
  7 (-2)
  3 (-4)
  Damage Vulnerabilities ﬁre
  Damage Resistance bludgeoning, psychic
  Senses blindsight 30 ft., passive Perception 8  
  Languages —
  Challenge 1/2 (100 XP)
  False Appearance. While the tome of teeth 
  remains motionless, it is indistinguishable from 
  an ordinary book.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 8 (1d10 + 3) piercing damage 
  plus target must make a DC 10 Intelligence 
  saving throw or suffer disadvantage on all 
  Intelligence-basing rolls until remove curse is 
  cast on target.
  A Tome of Teeth is the result of a large book 
  being infected by a Puppeteer Bookworm. A 
  Tome normally has a fake lock to insure that the 
  bookworm’s victim gets close enough to the 
  “mouth” that forms when the book opens. The 
  Bookworm feeds on the knowledge of both the 
  written word and the minds of those it bites. 
  Books infected by a Bookworm loses all value as 
  a book.
  In its natural form a Puppeteer Bookworm is size 
  Tiny, AC 12, HP 1, move 1 ft. (crawl) and has 
  no method of attack that would harm a demi-
  human.
  Skeleton
  Medium undead, lawful evil
  Armor Class 13 (armor scraps)
  Hit Points 13 (2d8+4) 
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 14 (+2) 15 (+2) 6 (-2)
  8 (-1)
  5 (-3)
  Damage Vulnerabilities bludgeoning
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 9  
  Languages understands all languages it knew in 
  life but can't speak
  Challenge 1/4 (50 XP)
  Actions
  Shortsword. Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing 
  damage.
  Shortbow. Ranged Weapon Attack: +4 to hit, 
  range 80/320 ft., one target. Hit: 5 (1d6 + 2) 
  piercing damage.
  Ankheg
  Large monstrosity, unaligned
  Armor Class 14 (natural armor), 11 while prone
  Hit Points 39 (6d10+6) 
  Speed 30 ft., burrow 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 11 (+0) 13 (+1) 1 (-5)
  13 (+1) 6 (-2)
  Senses darkvision 60 ft., tremorsense 60 ft., 
  passive Perception 11  
  Languages —
  Challenge 2 (450 XP)
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 10 (2d6 + 3) slashing damage 
  plus 3 (1d6) acid damage. If the target is a Large 
  or smaller creature, it is grappled (escape DC 
  13). Until this grapple ends, the ankheg can bite 
  only the grappled creature and has advantage 
  on attack rolls to do so.
  Acid Spray (Recharge 6). The ankheg spits 
  acid in a line that is 30 feet long and 5 feet wide, 
  provided that it has no creature grappled. Each 
  creature in that line must make a DC 13 
  Dexterity saving throw, taking 10 (3d6) acid 
  damage on a failed save, or half as much 
  damage on a successful one.
  �14
  
  Giant Spider
  Large beast, unaligned
  Armor Class 14 (natural armor) 
  Hit Points 26 (4d10+4) 
  Speed 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 16 (+3) 12 (+1) 2 (-4)
  11 (+0) 4 (-3)
  Skills Stealth +7
  Senses blindsight 10 ft., darkvision 60 ft., 
  passive Perception 10  
  Languages —
  Challenge 1 (200 XP)
  Spider Climb. The spider can climb difﬁcult 
  surfaces, including upside down on ceilings, 
  without needing to make an ability check.
  Web Sense. While in contact with a web, the 
  spider knows the exact location of any other 
  creature in contact with the same web.
  Web Walker. The spider ignores movement 
  restrictions caused by webbing.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one creature. Hit: 7 (1d8 + 3) piercing damage, 
  and the target must make a DC 11 Constitution 
  saving throw, taking 9 (2d8) poison damage on a 
  failed save, or half as much damage on a 
  successful one. If the poison damage reduces 
  the target to 0 hit points, the target is stable but 
  poisoned for 1 hour, even after regaining hit 
  points, and is paralyzed while poisoned in this 
  way.
  Web (Recharge 5–6). Ranged Weapon Attack: 
  +5 to hit, range 30/60 ft., one creature. Hit: The 
  target is restrained by webbing. As an action, the 
  restrained target can make a DC 12 Strength 
  check, bursting the webbing on a success. The 
  webbing can also be attacked and destroyed 
  (AC 10; hp 5; vulnerability to ﬁre damage; 
  immunity to bludgeoning, poison, and psychic 
  damage).
  NEW MAGIC ITEMS (Open Gaming Content)
  Incense of Protection
  Wondrous item, uncommon
  Found in sets of three in a small tube, these 
  sticks of incense can be lit to produce a misty 
  smoke that surrounds the holder in a 10 ft. 
  radius. The smokes provides protection from 
  some effect to all creatures in the radius. Roll on 
  the table below to determine the protection All 
  sticks found are the same.
  Roll (d6)
  1: Protection from Evil and Good
  2: Protection from Energy (acid)
  3: Protection from Energy (cold)
  4: Protection from Energy (ﬁre)
  5: Protection from Energy (lightning)
  6: Protection from Energy (thunder)
  Each stick burns for ten minutes. The holder can 
  move at most 10 ft. a turn for the smoke from the 
  incense to be effective.
  OPEN GAME LICENSE
  This printing of the “Curse of the Desert Outpost” is done 
  under version 1.0a of the Open Game License below.
  Notice of Open Game Content: This product contains open 
  game content as deﬁned in the Open Game License below. 
  Open game content may be used under and in the terms of 
  the Open Game License.
  Designation of Open Game Content: Any content within 
  this book that is derived directly from the works under 
  Section 15 of the Open Game License below is hereby 
  designated as Open Game Content, subject to the Product 
  Identity designation below. Also, any content explicitly listed 
  as “Open Gaming Content” is released as Open Game 
  Content.
  Designation of Product Identity: The following items are 
  hereby designated as Product Identity as provided in section 
  1(e) of the Open Game License:
  1. The name “The Wyrmkeep Entertainment Co.” as 
  well as the logos and identifying marks of The Wyrmkeep 
  Entertainment Co., including but not limited to the Wyrm in a 
  Keep logo as well as the trade dress of The Wyrmkeep 
  Entertainment Co. products.
  2. All artwork, cartography, depictions, designs, formats, 
  graphic designs, likenesses, maps, poses, and symbols, 
  including any text contained within such items.
  3. The descriptions, motivations, names, and/or 
  personalities, of all artifacts, characters, cities, city states, 
  countries, creatures, deities, enchantments, environments, 
  equipment, feats, geographic features, gods, groups, historic 
  events, items, locations, magical abilities, magical effects, 
  monsters, organizations, places, planes, political features, 
  races, skills, spells, supernatural abilities, and supernatural 
  effects in this book as well as the name of any other thing not 
  stemming from the works under Section 15 of the Open 
  Game License below, but not their stat blocks or other game 
  mechanic descriptions (if any).
  4. All histories, plots, stories, storylines, and thematic 
  elements.
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  6. Any and all content that is not otherwise Open Game 
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  �15
  
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, 
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  15  COPYRIGHT NOTICE Open Game License v 1.0a 
  Copyright 2000, Wizards of the Coast, LLC. System 
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  5thsrd.org, copyright 2016, vitusventure.
  �16
  
  LEGEND
  Door
  Stairs
  Pit
  Furniture
  Gate
  Rotating Walls
  SECOND DUNGEON
  LEVEL
  
  Wyrmkeep Dungeons TZ2: Curse of the Desert Outpost Supplement
  Pre-Generated Player Characters
  This document provides a set of ready-to-run characters for your players to use in the situation that 
  they do not have characters of the appropriate level for the adventure.
  Page 2: Barllen Ungart • Male Hill Dwarf Level 3 Cleric
  Page 3: Esmeri al'Terrul • Female High Elf Level 3 Rogue
  Page 4: Gurin Ungart • Male Hill Dwarf Level 1 Barbarian
  Page 5: Hadric Solheart • Male Human Level 3 Fighter
  Page 6: Maryam Mohsen • Female Human Level 3 Ranger
  Page 7: Mialeth Ealelon • Male Red Dragonborn Level 3 Warlock
  Page 8: Rav Bersk'l • Female Half-Elf Level 3 Fighter
  Page 9: Theadric Tealfur • Male Halﬂing (Lightfoot) Level 3 Wizard
  Page 10: Varwena Summerwood • Female Rock Gnome Level 3 Druid
  Although nine character are available, we suggest that the party should be composed of a maximum 
  of eight members. Players can change the character names, genders, and alignments in consultation 
  with the GM. The characters should be allowed to buy additional mundane (non-magical) equipment 
  from their funds before the adventure starts.
  © 2019 The Wyrmkeep Entertainment Co. 
  Portions of the work are licensed under the Open Game License 1.0a. 
  �1
  
  Barllen Ungart • Male Hill Dwarf Level 3 Cleric
  Player: ____________________________________         Alignment: Lawful neutral
  Strength: 
  14 (+2)
  Dexterity:
  10 (+0)
  Constitution:
  12 (+1)
  Intelligence:
  10 (+0)
  Wisdom:
  16 (+3)
  Charisma:
  13 (+1) 
  Armor Class:
  18
  Initiative:
  +0
  Speed:
  25
  Hit Points:
  24
  Hit Dice:
  3d8+1
  Experience Points:
  1500
  Proﬁciency Bonus: +2
  Passive Perception: 13
  Saving Throws
  Strength:
  +2
  Dexterity:
  +0
  Constitution:
  +1
  Intelligence:
  +0
  Wisdom:
  +5 •
  Charisma:
  +3 •
  Skills
  Acrobatics:
  +0
  Animal Handling:
  +3
  Arcana:
  +0
  Athletics:
  +2
  Deception:
  +1
  History:
  +0
  Insight:
  +5 •
  Intimidation:
  +1
  Investigation:
  +0
  Medicine:
  +5 •
  Nature:
  +0
  Perception:
  +3
  Performance:
  +0
  Persuasion:
  +3 •
  Religon:
  +0
  Sleight of Hand:
  +0
  Stealth:
  +0
  Survival:
  +3
  • Proﬁcient skills
  Languages
  Common
  Dwarvish
  Orc
  Other Skills
  Brewer's Supplies
  Smith's Tools  
  Attacks
  Bonus
  Damage
  Warhammer
  +4
  1d8+2 bludgeon
  Sling
  +2
  1d4 bludgeon
  Features & Traits
  Channel Divinity (Turn Undead, Preserve Life)
  Disciple of Life
  Dwarven Resilience
  Stonecunning
  Darkvision: 60 ft. 
  Damage Resistances: poison 
  Items
  Pouch w/110 gp
  Chain mail
  Shield
  Sling stones (10)
  Waterskin
  Candle (10)
  Alms Box
  Incense (2)
  Rations (1 day) (2)
  Censer
  Vestments
  Tinderbox
  Clothes, traveler’s
  Blanket
  Brewer's Supplies
  Smith's Tools
  Backpack
  Emblem
  Immovable Rod
  Potion of Healing (2) 
  Spells
  Ability: Wisdom
  Spell DC: 13
  Attack Bonus: +5
  Cantrips
  Guidance
  Spare the Dying
  Thaumaturgy 
  1st Level [4]
  † Bless
  † Cure Wounds
  2nd Level [2]
  † Lesser Restoration
  † Spiritual Weapon
  Barllen should prepare 6 spells from 
  the 1st and 2nd level Cleric spell list. 
  He may prepare different spells after 
  a long rest. Domain spells (†) do not 
  need to be prepared and are always 
  available.
  Note. Barllen and Gurin (see page 4) are brothers.  
  �2
  
  Esmeri al'Terrul • Female High Elf Level 3 Rogue
  Player: ____________________________________         Alignment: Neutral good
  Strength: 
  12 (+1)
  Dexterity:
  16 (+3)
  Constitution:
  12 (+1)
  Intelligence:
  14 (+2)
  Wisdom:
  10 (+0)
  Charisma:
  13 (+1) 
  Armor Class:
  15
  Initiative:
  +3
  Speed:
  30
  Hit Points:
  21
  Hit Dice:
  3d8
  Experience Points:
  1500
  Proﬁciency Bonus: +2
  Passive Perception: 12
  Saving Throws
  Strength:
  +1
  Dexterity:
  +5 •
  Constitution:
  +1
  Intelligence:
  +4 •
  Wisdom:
  +0
  Charisma:
  +1 
  Skills
  Acrobatics:
  +5 •
  Animal Handling:
  +0
  Arcana:
  +2
  Athletics:
  +1
  Deception:
  +3 •
  History:
  +2
  Insight:
  +2 •
  Intimidation:
  +1
  Investigation:
  +2
  Medicine:
  +0
  Nature:
  +2
  Perception:
  +2 •
  Performance:
  +3 •
  Persuasion:
  +1
  Religon:
  +2
  Sleight of Hand:
  +5 •
  Stealth:
  +7 •
  Survival:
  +0
  • Proﬁcient skills
  Languages
  Common
  Elvish
  Gnomish
  Thieves' Cant 
  Other Skills
  Disguise Kit
  Forgery Kit
  Thieves' Tools 
  Attacks
  Bonus
  Damage
  Rapier
  +5
  1d8+3 piercing
  Shortbow
  +5
  1d6+3 piercing
  Dagger +1
  +6
  1d4+4 piercing
  Dagger
  +5
  1d4+3 piercing
  Features & Traits
  Darkvision: 60 ft.
  Fey Ancestry 
  Trance
  Cunning Action 
  Fast Hands
  Second-Story Work 
  Sneak Attack 
  Items
  Pouch w/60 gp
  Studded leather armor
  Arrows (20) and quiver
  Disguise Kit
  Forgery Kit
  Thieves' Tools
  Piton (10)
  Waterskin
  Candle (5)
  Lantern, Hooded
  Oil (2)
  Rations (1 day) (5)
  Rope, Hempen
  String
  Tinderbox
  Hammer
  Bell
  Backpack
  Clothes, Fine
  Ball bearings
  Crowbar
  Cloak of Elvenkind
  Potion of Healing
  Spells (+ Prepared)
  Ability: Charisma
  Spell DC: 12
  Attack Bonus: +4
  Cantrips
  Mage Hand (racial)
  �3
  
  Gurin Ungart • Male Hill Dwarf Level 1 Barbarian
  Player: ____________________________________         Alignment: Neutral good 
  Strength: 
  15 (+2)
  Dexterity:
  12 (+1)
  Constitution:
  16 (+3)
  Intelligence:
  10 (+0)
  Wisdom:
  10 (+0)
  Charisma:
  12 (+1) 
  Armor Class:
  14
  Initiative:
  +1
  Speed:
  25
  Hit Points:
  38
  Hit Dice:
  3d12+9
  Experience Points:
  0
  Proﬁciency Bonus: +2
  Passive Perception: 10
  Saving Throws
  Strength:
  +4 •
  Dexterity:
  +1 •
  Constitution:
  +5
  Intelligence:
  +0
  Wisdom:
  +0
  Charisma:
  +1
  Skills
  Acrobatics:
  +1
  Animal Handling:
  +0
  Arcana:
  +0
  Athletics:
  +4 •
  Deception:
  +1
  History:
  +0
  Insight:
  +0
  Intimidation:
  +3 •
  Investigation:
  +0
  Medicine:
  +0
  Nature:
  +2 •
  Perception:
  +0
  Performance:
  +1
  Persuasion:
  +1
  Religon:
  +0
  Sleight of Hand:
  +1
  Stealth:
  +1
  Survival:
  +2 •
  • Proﬁcient skills
  Languages
  Common
  Dwarvish
  Undercommon
  Other Skills
  Horn
  Mason's Tools
  Attacks
  Bonus
  Damage
  Greataxe 
  +4
  1d12+2 slashing
  Handaxe
  +4
  1d6+2 slashing
  Features & Traits
  Dwarven Resilience
  Stonecunning
  Darkvision: 60 ft. 
  Damage Resistances: poison
  Rage 
  Frenzy
  Danger Sense 
  Reckless Attack
  Items
  Pouch w/50 gp 
  Explorer's Pack
  Clothes, Traveler’s
  Horn
  Mason's Tools
  Potion of Healing
  Background. Gurin and Barllen (page 2) are brothers.
  �4
  
  Hadric Solheart • Male Human Level 3 Fighter
  Player: ____________________________________         Alignment: Lawful good 
  Strength: 
  16 (+3)
  Dexterity:
  14 (+2)
  Constitution:
  14 (+2)
  Intelligence:
  12 (+1)
  Wisdom:
  10 (+0)
  Charisma:
  13 (+1) 
  Armor Class:
  19
  Initiative:
  +2
  Speed:
  30
  Hit Points:
  28
  Hit Dice:
  3d10+6
  Experience Points:
  1500
  Proﬁciency Bonus: +2
  Passive Perception: 10
  Saving Throws
  Strength:
  +5 •
  Dexterity:
  +2
  Constitution:
  +4 •
  Intelligence:
  +1
  Wisdom:
  +0
  Charisma:
  +1
  Skills
  Acrobatics:
  +4 •
  Animal Handling:
  +2 •
  Arcana:
  +1
  Athletics:
  +5 •
  Deception:
  +1
  History:
  +1
  Insight:
  +0
  Intimidation:
  +3 •
  Investigation:
  +1
  Medicine:
  +0
  Nature:
  +1
  Perception:
  +0
  Performance:
  +1
  Persuasion:
  +1
  Religon:
  +1
  Sleight of Hand:
  +2
  Stealth:
  +2
  Survival:
  +0
  • Proﬁcient skills
  Languages
  Common
  Dwarvish
  Other Skills
  Dice Set
  Land Vehicles
  Attacks
  Bonus
  Damage
  Scimitar
  +5
  1d6+3 slashing
  Light crossbow
  +4
  1d8+2 piercing
  Features & Traits
  Defense Fighting Style
  Critical Hits: 19-20
  Action Surge 
  Second Wind
  Items
  Pouch w/70 gp
  Chain mail
  Shield
  Crossbow bolt (20);
  Piton (10)
  Waterskin
  Rations (1 day) (10)
  Rope, Hempen
  Tinderbox
  Hammer
  Backpack
  Crowbar
  Dice Set
  Torch (10)
  Potion of Climbing 
  Potion of Healing
  �5
  
  Maryam Mohsen • Female Human Level 3 Ranger
  Player: ____________________________________         Alignment: Chaotic good 
  Strength: 
  14 (+2)
  Dexterity:
  15 (+2)
  Constitution:
  12 (+1)
  Intelligence:
  12 (+1)
  Wisdom:
  13 (+1)
  Charisma:
  14 (+2) 
  Armor Class:
  15
  Initiative:
  +2
  Speed:
  30
  Hit Points:
  25
  Hit Dice:
  3d10+3
  Experience Points:
  1500
  Proﬁciency Bonus: +2
  Passive Perception: 11
  Saving Throws
  Strength:
  +4 •
  Dexterity:
  +4 •
  Constitution:
  +1
  Intelligence:
  +1
  Wisdom:
  +1
  Charisma:
  +2
  Skills
  Acrobatics:
  +2
  Animal Handling:
  +3 •
  Arcana:
  +1
  Athletics:
  +4 •
  Deception:
  +2
  History:
  +1
  Insight:
  +1
  Intimidation:
  +2
  Investigation:
  +1
  Medicine:
  +1
  Nature:
  +3 •
  Perception:
  +1
  Performance:
  +2
  Persuasion:
  +4 •
  Religon:
  +1
  Sleight of Hand:
  +2
  Stealth:
  +4 •
  Survival:
  +3 •
  • Proﬁcient skills
  Languages
  Common
  Draconic
  Elvish
  Goblin
  Other Skills
  Land Vehicles
  Leatherworker's Tools 
  Attacks
  Bonus
  Damage
  Longsword +1
  +5
  1d8+2 slashing
  Longbow
  +6
  1d8+3 piercing
  Features & Traits
  Archery Fighting Style 
  Favored Enemy 
  Horde Breaker. 
  Natural Explorer (forest)
  Primeval Awareness 
  Items
  Pouch w/45 gp
  Chain Shirt
  Arrows (20) and Quiver (1)
  Explorer’s Kit
  Leatherworker's Tools
  Clothes, Fine
  Signet Ring 
  Wand of Magic Detection 
  Potion of Healing 
  Spells
  Ability: Wisdom
  Spell DC: 11
  Attack Bonus: +3
  1st Level [2]
  Alarm
  Cure Wounds
  Speak with Animals
  �6
  
  Mialeth Ealelon • Male Red Dragonborn Level 3 Warlock
  Player: ____________________________________         Alignment: Neutral 
  Strength: 
  14 (+2)
  Dexterity:
  10 (+0)
  Constitution:
  12 (+1)
  Intelligence:
  11 (+0)
  Wisdom:
  13 (+1)
  Charisma:
  16 (+3) 
  Armor Class:
  12
  Initiative:
  +0
  Speed:
  30
  Hit Points:
  21
  Hit Dice:
  3d8+3
  Experience Points:
  1500
  Proﬁciency Bonus: +2
  Passive Perception: 11
  Saving Throws
  Strength:
  +2
  Dexterity:
  +0
  Constitution:
  +1
  Intelligence:
  +0
  Wisdom:
  +3 •
  Charisma:
  +5 •
  Skills
  Acrobatics:
  +0
  Animal Handling:
  +1
  Arcana:
  +2 •
  Athletics:
  +2
  Deception:
  +3
  History:
  +0
  Insight:
  +1
  Intimidation:
  +3
  Investigation:
  +2 •
  Medicine:
  +3 •
  Nature:
  +0
  Perception:
  +1
  Performance:
  +3
  Persuasion:
  +3
  Religon:
  +2 •
  Sleight of Hand:
  +0
  Stealth:
  +0
  Survival:
  +1
  • Proﬁcient skills
  Languages
  Abyssal 
  Common
  Draconic
  Other Skills
  Herbalism Kit 
  Attacks
  Bonus
  Damage
  Spear 
  +4
  1d6+2 piercing
  Dagger 
  +4
  1d4+2 piercing
  Light Crossbow
  +2
  1d8 piercing
  Breath Weapon. Fire, 15 ft. cone, 2d6 ﬁre 
  damage, DC 11 DEX save. 
  Features & Traits
  Damage Resistance: ﬁre
  Dark One's Blessing
  Eldritch Invocation: Gaze of Two Minds 
  Eldritch Invocation: Repelling Blast 
  Pact Boon: Pact of the Blade 
  Items
  Pouch w/35 gp
  Crossbow bolt (20)
  Clothes, Common
  Herbalism Kit
  Crystal
  Piton (10)
  Waterskin
  Rations (1 day) (10)
  Rope, hempen
  Tinderbox
  Hammer
  Blanket
  Backpack
  Crowbar
  Torch (10)
  Bracers of Defense
  Potion of Healing
  Spells
  Ability: Wisdom
  Spell DC: 13
  Attack Bonus: +5
  Slots: 2
  Cantrips
  Eldritch Blast 
  Minor Illusion
  1st Level
  Charm Person
  Comprehend Languages 
  Protection from Evil and Good  
  2nd Level
  Shatter
  �7
  
  Rav Bersk'l • Female Half-Elf Level 3 Fighter
  Player: ____________________________________         Alignment: Chaotic Good 
  Strength: 
  14 (+2)
  Dexterity:
  16 (+3)
  Constitution:
  12 (+1)
  Intelligence:
  13 (+1)
  Wisdom:
  10 (+0)
  Charisma:
  12 (+1) 
  Armor Class:
  14
  Initiative:
  +3
  Speed:
  30
  Hit Points:
  25
  Hit Dice:
  3d10+3
  Experience Points:
  1500
  Proﬁciency Bonus: +2
  Passive Perception: 12
  Saving Throws
  Strength:
  +4 •
  Dexterity:
  +3
  Constitution:
  +3 •
  Intelligence:
  +1
  Wisdom:
  +0
  Charisma:
  +1
  Skills
  Acrobatics:
  +5 •
  Animal Handling:
  +0
  Arcana:
  +1
  Athletics:
  +4 •
  Deception:
  +1
  History:
  +3 •
  Insight:
  +0
  Intimidation:
  +1
  Investigation:
  +1
  Medicine:
  +0
  Nature:
  +1
  Perception:
  +2 •
  Performance:
  +1
  Persuasion:
  +3 •
  Religon:
  +1
  Sleight of Hand:
  +5 •
  Stealth:
  +3
  Survival:
  +0
  • Proﬁcient skills
  Languages
  Common
  Elvish
  Giant
  Sylvan
  Other Skills
  Dragonchess Set 
  Attacks
  Bonus
  Damage
  Greatsword 
  +4
  2d6+2 slashing
  Longbow 
  +7
  1d8+3 piercing
  Net
  +7
  Restrain*
  *DC 10 STR check to remove
  Features & Traits
  Darkvision: 60 ft.
  Fey Ancestry. 
  Critical Hits: 19-20 
  Archery Fighting Style 
  Second Wind 
  Action Surge 
  Items
  Pouch w/80 gp
  Arrow (20) and Quiver
  Leather Armor
  Waterskin
  Signet Ring
  Bedroll
  Rations (1 day) (10)
  Rope, Hempen
  Dragonchess Set
  Tinderbox
  Mess Kit
  Backpack
  Clothes, Fine
  Torch (10) 
  Potion of Healing
  �8
  
  Theadric Tealfur • Male Halﬂing (Lightfoot) Level 3 Wizard
  Player: ____________________________________         Alignment: Neutral good 
  Strength: 
  10 (+0)
  Dexterity:
  14 (+2)
  Constitution:
  12 (+1)
  Intelligence:
  15 (+2)
  Wisdom:
  13 (+1)
  Charisma:
  12 (+1) 
  Armor Class:
  13
  Initiative:
  +2
  Speed:
  25
  Hit Points:
  17
  Hit Dice:
  3d6+3
  Experience Points:
  1500
  Proﬁciency Bonus: +2
  Passive Perception: 11
  Saving Throws
  Strength:
  +1
  Dexterity:
  +3
  Constitution:
  +2
  Intelligence:
  +5 •
  Wisdom:
  +4 •
  Charisma:
  +2
  Skills
  Acrobatics:
  +2
  Animal Handling:
  +1
  Arcana:
  +4 •
  Athletics:
  +0
  Deception:
  +1
  History:
  +2
  Insight:
  +3 •
  Intimidation:
  +1
  Investigation:
  +2
  Medicine:
  +3 •
  Nature:
  +2
  Perception:
  +1
  Performance:
  +1
  Persuasion:
  +3 •
  Religon:
  +2
  Sleight of Hand:
  +2
  Stealth:
  +2
  Survival:
  +1
  • Proﬁcient skills
  Languages
  Common
  Elvish
  Halﬂing
  Other Skills
  Alchemist's Supplies  
  Attacks
  Bonus
  Damage
  Quarterstaff 
  +2
  1d6 bludgeon
  Dart
  +4
  1d4+2 piercing
  Features & Traits
  Arcane Recovery
  Brave
  Evocation Savant
  Halﬂing Nimbleness 
  Lucky 
  Naturally Stealthy 
  Sculpt Spells 
  Items
  Pouch w/65 gp & a pearl (worth 100 gp)
  Knife, Small
  Book
  Ink
  Ink Pen
  Bag of Sand
  Clothes, Traveler’s
  Parchment (10)
  Backpack
  Alchemist's Supplies
  Spellbook
  Ring of Protection
  Potion of Healing
  Spells
  Ability: Charisma
  Spell DC: 12
  Attack Bonus: +4 
  Cantrips
  Light 
  Message 
  Ray of Frost 
   
  1st Level [4]
  Detect Magic
  Expeditious Retreat
  Feather Fall
   Identify 
  Mage Armor 
  Magic Missile
  Thunderwave 
  2nd Level [2]
  Enlarge/Reduce
  Mirror Image
  Spider Climb 
  Theadric should prepare 5 spells 
  from his 1st and 2nd level known 
  spell lists. He can change these 
  spells after a long rest. 
  �9
  
  Varwena Summerwood • Female Rock Gnome Level 3 Druid
  Player: ____________________________________         Alignment: Neutral 
  Strength: 
  12 (+1)
  Dexterity:
  12 (+1)
  Constitution:
  12 (+1)
  Intelligence:
  16 (+3)
  Wisdom:
  14 (+2)
  Charisma:
  10 (+0) 
  Armor Class:
  14
  Initiative:
  +1
  Speed:
  25
  Hit Points:
  21
  Hit Dice:
  3d8+3
  Experience Points:
  1500
  Proﬁciency Bonus: +2
  Passive Perception: 12
  Saving Throws
  Strength:
  +1
  Dexterity:
  +1
  Constitution:
  +1
  Intelligence:
  +5 •
  Wisdom:
  +4 •
  Charisma:
  +0
  Skills
  Acrobatics:
  +1
  Animal Handling:
  +2
  Arcana:
  +3
  Athletics:
  +3 •
  Deception:
  +0
  History:
  +3
  Insight:
  +2
  Intimidation:
  +2 •
  Investigation:
  +3
  Medicine:
  +4 •
  Nature:
  +5 •
  Perception:
  +2
  Performance:
  +0
  Persuasion:
  +0
  Religon:
  +3
  Sleight of Hand:
  +1
  Stealth:
  +1
  Survival:
  +2
  • Proﬁcient skills
  Languages
  Common
  Druidic
  Gnomish
  Other Skills
  Dice Set
  Herbalism Kit
  Land Vehicles
  Tinker's Tools 
  Attacks
  Bonus
  Damage
  Scimitar 
  +3
  1d6+1 slashing
  Sling
  +3
  1d4+1 bludgeon
  Features & Traits
  Darkvision: 60 ft.
  Artiﬁcer's Lore 
  Gnome Cunning
  Natural Recovery 
  Tinker
  Wild Shape 
  Items
  Pouch w/25 gp and Gem
  Leather Armor
  Shield
  10 Sling Stones
  Waterskin
  Bedroll
  Rations (1 day) (10)
  Rope, Hempen
  Tinderbox
  Mess Kit
  Backpack
  Totem
  Torch (10)
  Explorer's Pack
  Dice Set
  Herbalism Kit
  Tinker's Tools 
  Circlet of Blasting
  Potion of Healing
  Spells
  Ability: Wisdom
  Spell DC: 12
  Attack Bonus: +4 
  Cantrips
  Druidcraft 
  Poison Spray 
  Shillelagh
  1st Level [4]
   
   
  2nd Level [2]
  Theadric should prepare 5 spells 
  from his 1st and 2nd level Druid 
  spell lists. He can change these 
  spells after a long rest. 
  �10
  
  The adventure in this module is designed for a party of 5 to 8 characters of levels 2 to 4, 
  approximately 15 to 25 levels total. We recommended that the party include at least two 
  fighters, one cleric, one wizard, and one rogue (or equivalent classes). The scenario can 
  be played stand-alone or part of a campaign. 
   
  This module is 5th Edition System Reference Document (SRD) compatible. The SRD can be 
  found on multiple sites on the web — search for “5th Edition SRD” with your favorite browser. You 
  can play this adventure with any fantasy role-playing system you may want under the Open 
  Game License v1.0a and is easily adapted to most campaign settings. 
  Other fine products from The Wyrmkeep Entertainment Co. 
  Fantasy Role-playing Modules 
  Wyrmkeep Dungeons BW1: Temple of the Dragon Kin 
  Wyrmkeep Dungeons BW2: Befouled Maze of the Demi-Lich 
  Wyrmkeep Dungeons BW3: The Beast Below 
  Wyrmkeep Dungeons TZ1: Raiders of the Cloud Castle 
  Superhero Role-playing Module 
  Heroic Havoc #1: Instant Circus Is Going to Get You! 
  Computer Adventure Games 
  Inherit the Earth: Quest for the Orb 
  The Labyrinth of Time 
  wyrmkeep.com/rpg 
  WETZ-002 • ©2019 The Wyrmkeep Entertainment Co. • Printed in USA
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Wyrmkeep/Wyrmkeep Dungeons - TZ2 Curse of the Desert Outpost.pdf