Desert of Desolation is a compilation adventure module published by TSR for the Dungeons & Dragons (D&D) fantasy roleplaying game.
It combines three previously published individual modules: Pharaoh, Oasis of the White Palm, and Lost Tomb of Martek.
[3] After the characters establish contacts at the oasis, they must go to the temple of Set and then the crypt of Badr al-Mosak, and the adventure will finish in the city of Phoenix; there, the PCs must acquire the three Star Gems (the one from Amun-Re's tomb in the previous adventure and two more introduced here) and set the djinni free if they plan to move on to the next module.
[6] The player characters have to traverse a sea of glass using skate-ships, and then go through the Crystal Prism and the Mobius Tower to get to the final crypt.
[7]: 102 The adventure is organized into seven parts, taking the party from the desert through a number of planes on their way to the Citadel of Martek.
[9] DayStar West Media Productions published Pharaoh as part of the "Night Ventures" line of adventure scenarios in 1980, as a sixty-eight-page book.
[7]: 101 It features additional design and revision work by The Companions team members Peter Rice and William John Wheeler on the I3, I4, and I5 AD&D game adventures.
[14] The adventures in Desert of Desolation are designed for a 5th-10th level party and have been refitted to take place in the Forgotten Realms setting, and also made compatible with the rules in the Wilderness Survival Guide.
[16] Chris Pramas felt the backstory made the adventure "so much more interesting than the typical dungeon bash, and the whole series dripped with atmosphere.
Bambra felt that the presentation of both modules was excellent, and liked the new format, which utilized a short paragraph to quickly describe how the adventure should be run.
He felt that this system, which also included distinct listings of traps, tricks, monsters, and treasure, "makes it far easier to find information quickly and reduced the chance of leaving something important out in the heat of play.
"[2] While Bambra was disappointed with I1 Dwellers of the Forbidden City, he felt that with I2 Tomb of the Lizard King and these two modules "the I series is fast becoming one of the best available".
"[2] Doug Cowie reviewed Oasis of the White Palm for Imagine magazine, and stated that "This is an excellent, varied module.
He complimented the "fun with spacetime distortion", the Mobius Tower, and the Guilders and Maddogs—dimwitted inbred descendants of rogues and paladins, respectively, who became trapped in the tomb over many centuries.
[5] According to Morris, "There is the sense throughout this adventure that the characters are agents of destiny, heroes fulfilling a chain of events set in motion long ages ago—the author has succeeded admirably in creating this effect".
[17] He noted the module's attractive cover, but found the internal illustrations to be of low quality even though they were at times helpful to understand tricky bits of text.
"[3] He felt that the "adventurers must rely on their roleplaying skills to deal with the problems facing them" at the Oasis of the White Palm, and that once they figure out the mystery of the place "the action really hots up and in more ways than one!
"[13] Rolston felt that the compilation module was a bit too heavy for his taste, "densely packed with information, built around a very linear narrative, and consisting, for the most part, of dungeon crawls—well, it makes slow going, and the writing style of the revision is pretty wordy".