Natural 7

Chaos in the Crimson Desert

I participate in two weekly campaigns, one in which I am a player, while the other one I am the GM. I also try to run a single-session adventure every other week, if not more often. A couple weeks ago, I ran a very successful short adventure for my friends; I figured it would be fun to share here too in case it helps inspire some ideas for your own games.

The game system we used was Cairn 2e, but I'm certain any other system would work just as well. I also made some references to Sly Flourish's City of Arches campaign setting, but only because I like the idea of red portals, teleporting archways, and things like that.

This is a compilation of the notes I made during session prep with some additions based on how the adventure went during play.

Sinkhole!

The adventure begins with the PCs hopelessly lost in the Crimson Desert, a series of red sand dunes and ancient ruins, looking for a distant jungle oasis called Mother's Tears. Just when things couldn't get any worse, a sinkhole opens beneath their feet and dumps the PCs headfirst into an ancient tomb.

The room they fall into is marked by a sapphire statue of the Goddess of Death, and surrounding the statue is a group of rather surprised gnolls wearing red hoods.

The statue could be toppled onto one or more of the gnolls.

About the gnolls:

The Tomb of Nethara Kadeshi

After dealing with the gnolls, the PCs will quickly discover that this tomb belongs to a powerful archmage. In their explorations they might see the following rooms (ordered from east to west).

About the tomb itself:

The Sarcophagus of Nethara Kadeshi Sandstone sarcophagus, carved with the likeness of a female archmage holding a khopesh crossed with a scepter, two beast-headed statues stoically guard the entrance.

About Nethara Kadeshi:

The Statue of the Goddess of Death (the PCs started here) Sapphire statue of the Goddess of Death, sandstone walls, lever on one wall.

About the lever:

The Treasure Boat Wooden canoe, richly crafted, covered in ancient coins and jewelry.

This boat would be a good source of treasure.

The Gate to the Afterlife Pillars support the ceiling, at the far end of the room is a sandstone archway, the keystone is a red brick carved with the face of the Goddess of Death, within the archway is a veil of shimmering light.

When PCs enter this room, a talkative, well-spoken gnoll named Copperfang hops through the archway from Zareya's lair. There is a 25% chance he goes feral, and a 75% chance he just wants to get out of here alive.

About the archway:

The Lair of Zareya Tigertongue

After investigating the tomb, the PCs might step through the archway to deal with the lamia at her lair. If they do, they'll probably try one of two things:

  1. Fight the lamia
  2. Talk to the lamia

The archway leads into Zareya's luxurious cavern, which then opens into a jungle grove lined with draconic pillars. You might consider placing some guards in her lair. My suggestions would be 1d4 gnolls, 1 manticore, or 1 chimera, spread out between the cave and the pillars.

Her Luxurious Cave Plush pillows, grape vines, hand mirrors, scattered gold coins, feathered fans, sandstone archway pulsing with energy.

Draconic Pillars Marble pillars weathered by time, wreathed in vines, carvings of dragons intertwined and falling to the earth.

About Zareya Tigertongue:

The Oasis of Mother's Tears

It is possible the PCs find their way here, either by trekking overland through the Crimson Desert from the Tomb of Nethara Kadeshi (4 days travel) or by teleporting through the tomb's archway and then leaving the Lair of Zareya Tigertongue.

There are a few things to observe while at the Oasis:

The Jungle Around the Oasis Dangerous, lush, flowering, filled with ancient ruins and bizarre creatures, somewhere in here is the lamia's lair.

The Oasis Itself Pleasant, clear waters, lovely atmosphere, exotic animals grazing right next to you.

The Village Built at the Oasis Guarded by desert nomads, built from smooth sandstone with slanted wood roofs, the people here love to gossip.

The Palace in the Village Resplendent, noble, rich, luxurious, gold-plated, outdoor pool and patio, floor-to-ceiling windows as often as possible.

About the Oasis:

Prince Djoshan

The PCs may find themselves interacting with the prince at his palace at the Oasis of Mother's Tears. Either by teleporting into his bedroom with the help of Zareya Tigertongue or just by walking there.

About the Prince:

Final Thoughts

There you have it! An expanded summary of my one page of notes I made for the adventure I ran.

In my case, my players almost died to the gnolls at the start, got lucky when the gnolls freed the mummy, acted as Nethara's escorts to the afterlife, then promised to help her fix the archway. They did so by walking across the Crimson Desert with the help of their gnoll navigator (Copperfang) and then meeting with Prince Djoshan to get the hairpin back for Zareya. The lamia then agreed to fix the archway in exchange for her hairpin.

Chaotic, exciting, wild! Just the way I like it.

Thanks for reading, I hope this adventure gives you some ideas for your own creations! See you next week.

Things on my radar: